* minor: tidy up async sog deleter
parent
75b6011a24
commit
374947cf01
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@ -29,6 +29,7 @@ using System;
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using System.Collections.Generic;
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using System.Reflection;
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using System.Timers;
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using System.Threading;
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using log4net;
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using OpenMetaverse;
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using OpenMetaverse.Packets;
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@ -55,13 +56,16 @@ namespace OpenSim.Region.Environment.Scenes
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private static readonly ILog m_log
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= LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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private Timer m_inventoryTicker;
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private System.Timers.Timer m_inventoryTicker = new System.Timers.Timer(2000);
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private readonly Queue<DeleteToInventoryHolder> m_inventoryDeletes = new Queue<DeleteToInventoryHolder>();
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private Scene m_scene;
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public AsyncSceneObjectGroupDeleter(Scene scene)
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{
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m_scene = scene;
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m_inventoryTicker.AutoReset = false;
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m_inventoryTicker.Elapsed += InventoryRunDeleteTimer;
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}
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/// <summary>
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@ -71,16 +75,7 @@ namespace OpenSim.Region.Environment.Scenes
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DeRezObjectPacket DeRezPacket, UUID folderID, SceneObjectGroup objectGroup, IClientAPI remoteClient,
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EntityBase selectedEnt, bool permissionToDelete)
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{
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if (m_inventoryTicker != null)
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{
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m_inventoryTicker.Stop();
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}
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else
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{
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m_inventoryTicker = new Timer(2000);
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m_inventoryTicker.AutoReset = false;
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m_inventoryTicker.Elapsed += InventoryRunDeleteTimer;
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}
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m_inventoryTicker.Stop();
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lock (m_inventoryDeletes)
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{
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@ -104,10 +99,11 @@ namespace OpenSim.Region.Environment.Scenes
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private void InventoryRunDeleteTimer(object sender, ElapsedEventArgs e)
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{
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m_log.Info("Starting inventory send loop");
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while (InventoryDeQueueAndDelete() == true)
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m_log.Debug("[SCENE]: Starting send to inventory loop");
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while (InventoryDeQueueAndDelete())
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{
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m_log.Info("Returned item successfully, continuing...");
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m_log.Debug("[SCENE]: Returned item successfully to inventory, continuing...");
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}
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}
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@ -122,10 +118,13 @@ namespace OpenSim.Region.Environment.Scenes
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int left = m_inventoryDeletes.Count;
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if (left > 0)
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{
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m_log.InfoFormat("Sending deleted object to user's inventory, {0} item(s) remaining.", left);
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m_log.DebugFormat(
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"[SCENE]: Sending deleted object to user's inventory, {0} item(s) remaining.", left);
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x = m_inventoryDeletes.Dequeue();
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m_scene.DeleteToInventory(
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x.DeRezPacket, x.selectedEnt, x.remoteClient, x.objectGroup, x.folderID, x.permissionToDelete);
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return true;
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}
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}
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@ -135,11 +134,11 @@ namespace OpenSim.Region.Environment.Scenes
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// We can't put the object group details in here since the root part may have disappeared (which is where these sit).
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// FIXME: This needs to be fixed.
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m_log.ErrorFormat(
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"[AGENT INVENTORY]: Queued deletion of scene object to agent {0} {1} failed: {2}",
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"[SCENE]: Queued deletion of scene object to agent {0} {1} failed: {2}",
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(x != null ? x.remoteClient.Name : "unavailable"), (x != null ? x.remoteClient.AgentId.ToString() : "unavailable"), e.ToString());
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}
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m_log.Info("No objects left in inventory delete queue.");
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m_log.Debug("[SCENE]: No objects left in inventory delete queue.");
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return false;
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}
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}
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