several changes to lludp FetchInventoryDescendents
parent
dc225e348d
commit
693492a3f1
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@ -1207,8 +1207,8 @@ namespace OpenSim.Framework
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void FlushPrimUpdates();
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void SendInventoryFolderDetails(UUID ownerID, UUID folderID, List<InventoryItemBase> items,
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List<InventoryFolderBase> folders, int version, bool fetchFolders,
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bool fetchItems);
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List<InventoryFolderBase> folders, int version, int descendents,
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bool fetchFolders, bool fetchItems);
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void SendInventoryItemDetails(InventoryItemBase[] items);
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@ -2318,7 +2318,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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/// <param name="fetchFolders">Do we need to send folder information?</param>
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/// <param name="fetchItems">Do we need to send item information?</param>
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public void SendInventoryFolderDetails(UUID ownerID, UUID folderID, List<InventoryItemBase> items,
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List<InventoryFolderBase> folders, int version,
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List<InventoryFolderBase> folders, int version, int descendents,
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bool fetchFolders, bool fetchItems)
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{
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// An inventory descendents packet consists of a single agent section and an inventory details
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@ -2339,7 +2339,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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// Handle empty folders
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//
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if (totalItems == 0 && totalFolders == 0)
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currentPacket = CreateInventoryDescendentsPacket(ownerID, folderID, version, items.Count + folders.Count, 0, 0);
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currentPacket = CreateInventoryDescendentsPacket(ownerID, folderID, version, descendents, 0, 0);
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// To preserve SL compatibility, we will NOT combine folders and items in one packet
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//
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@ -2358,7 +2358,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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itemsToSend = MAX_ITEMS_PER_PACKET;
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}
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currentPacket = CreateInventoryDescendentsPacket(ownerID, folderID, version, items.Count + folders.Count, foldersToSend, itemsToSend);
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currentPacket = CreateInventoryDescendentsPacket(ownerID, folderID, version, descendents, foldersToSend, itemsToSend);
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}
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if (foldersToSend-- > 0)
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@ -10190,9 +10190,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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if (Fetch.AgentData.SessionID != SessionId || Fetch.AgentData.AgentID != AgentId)
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return;
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OnFetchInventoryDescendents?.Invoke(this, Fetch.InventoryData.FolderID, Fetch.InventoryData.OwnerID,
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Fetch.InventoryData.FetchFolders, Fetch.InventoryData.FetchItems,
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Fetch.InventoryData.SortOrder);
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FetchInventoryDescendentsPacket.InventoryDataBlock data = Fetch.InventoryData;
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OnFetchInventoryDescendents?.Invoke(this, data.FolderID, data.OwnerID,
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data.FetchFolders, data.FetchItems,
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data.SortOrder);
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}
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private void HandlePurgeInventoryDescendents(Packet Pack)
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@ -1586,9 +1586,11 @@ namespace OpenSim.Region.Framework.Scenes
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{
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if ((fold = LibraryService.LibraryRootFolder.FindFolder(folder.ID)) != null)
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{
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List<InventoryItemBase> its = fold.RequestListOfItems();
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List<InventoryFolderBase> fds = fold.RequestListOfFolders();
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client.SendInventoryFolderDetails(
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fold.Owner, folder.ID, fold.RequestListOfItems(),
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fold.RequestListOfFolders(), fold.Version, fetchFolders, fetchItems);
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fold.Owner, folder.ID, its, fds,
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fold.Version, its.Count + fds.Count, fetchFolders, fetchItems);
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return;
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}
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}
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@ -1602,37 +1604,41 @@ namespace OpenSim.Region.Framework.Scenes
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// m_log.DebugFormat("[AGENT INVENTORY]: Sending inventory folder contents ({0} nodes) for \"{1}\" to {2} {3}",
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// contents.Folders.Count + contents.Items.Count, containingFolder.Name, client.FirstName, client.LastName);
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if (containingFolder != null)
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if (containingFolder != null )
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{
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// If the folder requested contains links, then we need to send those folders first, otherwise the links
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// will be broken in the viewer.
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HashSet<UUID> linkedItemFolderIdsToSend = new HashSet<UUID>();
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foreach (InventoryItemBase item in contents.Items)
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{
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if (item.AssetType == (int)AssetType.Link)
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{
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InventoryItemBase linkedItem = InventoryService.GetItem(client.AgentId, item.AssetID);
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int descendents = contents.Folders.Count + contents.Items.Count;
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// Take care of genuinely broken links where the target doesn't exist
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// HACK: Also, don't follow up links that just point to other links. In theory this is legitimate,
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// but no viewer has been observed to set these up and this is the lazy way of avoiding cycles
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// rather than having to keep track of every folder requested in the recursion.
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if (linkedItem != null && linkedItem.AssetType != (int)AssetType.Link)
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if(fetchItems && contents.Items.Count > 0)
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{
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var linksIDs = new HashSet<UUID>();
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var links = new List<InventoryItemBase>();
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for (int i = 0; i < contents.Items.Count; ++i)
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{
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InventoryItemBase item = contents.Items[i];
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if (item.AssetType == (int)AssetType.Link)
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{
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// We don't need to send the folder if source and destination of the link are in the same
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// folder.
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if (linkedItem.Folder != containingFolder.ID)
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linkedItemFolderIdsToSend.Add(linkedItem.Folder);
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UUID linkid = item.AssetID;
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if(linksIDs.Contains(linkid))
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continue;
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InventoryItemBase linkedItem = InventoryService.GetItem(item.Owner, linkid);
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if (linkedItem != null && linkedItem.AssetType != (int)AssetType.Link && linkedItem.AssetType != (int)AssetType.LinkFolder)
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{
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links.Add(linkedItem);
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linksIDs.Add(linkedItem.ID);
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}
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}
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}
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if(links.Count > 0)
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{
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links.AddRange(contents.Items);
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contents.Items = links;
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}
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}
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foreach (UUID linkedItemFolderId in linkedItemFolderIdsToSend)
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SendInventoryUpdate(client, new InventoryFolderBase(linkedItemFolderId), false, true);
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client.SendInventoryFolderDetails(
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client.AgentId, folder.ID, contents.Items, contents.Folders,
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containingFolder.Version, fetchFolders, fetchItems);
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containingFolder.Version, descendents, fetchFolders, fetchItems);
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}
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}
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@ -27,6 +27,7 @@
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using System;
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using System.Collections.Generic;
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using System.Collections.Concurrent;
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using System.Threading;
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using OpenMetaverse;
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using OpenMetaverse.Packets;
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@ -504,15 +505,15 @@ namespace OpenSim.Region.Framework.Scenes
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{
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public IClientAPI RemoteClient;
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public UUID FolderID;
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public UUID OwnerID;
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//public UUID OwnerID;
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public bool FetchFolders;
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public bool FetchItems;
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public int SortOrder;
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//public int SortOrder;
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}
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private Queue<DescendentsRequestData> m_descendentsRequestQueue = new Queue<DescendentsRequestData>();
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private Object m_descendentsRequestLock = new Object();
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private bool m_descendentsRequestProcessing = false;
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static private ConcurrentQueue<DescendentsRequestData> m_descendentsRequestQueue = new ConcurrentQueue<DescendentsRequestData>();
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static private Object m_descendentsRequestLock = new Object();
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static private bool m_descendentsRequestProcessing = false;
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/// <summary>
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/// Tell the client about the various child items and folders contained in the requested folder.
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@ -543,74 +544,54 @@ namespace OpenSim.Region.Framework.Scenes
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{
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if ((fold = LibraryService.LibraryRootFolder.FindFolder(folderID)) != null)
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{
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List<InventoryItemBase> its = fold.RequestListOfItems();
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List<InventoryFolderBase> fds = fold.RequestListOfFolders();
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remoteClient.SendInventoryFolderDetails(
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fold.Owner, folderID, fold.RequestListOfItems(),
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fold.RequestListOfFolders(), fold.Version, fetchFolders, fetchItems);
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fold.Owner, folderID, its, fds,
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fold.Version, its.Count + fds.Count, fetchFolders, fetchItems);
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return;
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}
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}
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lock (m_descendentsRequestLock)
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DescendentsRequestData req = new DescendentsRequestData();
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req.RemoteClient = remoteClient;
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req.FolderID = folderID;
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//req.OwnerID = ownerID;
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req.FetchFolders = fetchFolders;
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req.FetchItems = fetchItems;
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//req.SortOrder = sortOrder;
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m_descendentsRequestQueue.Enqueue(req);
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if (Monitor.TryEnter(m_descendentsRequestLock))
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{
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if (!m_descendentsRequestProcessing)
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{
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m_descendentsRequestProcessing = true;
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// We're going to send the reply async, because there may be
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// an enormous quantity of packets -- basically the entire inventory!
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// We don't want to block the client thread while all that is happening.
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SendInventoryDelegate d = SendInventoryAsync;
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d.BeginInvoke(remoteClient, folderID, ownerID, fetchFolders, fetchItems, sortOrder, SendInventoryComplete, d);
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return;
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Util.FireAndForget(x => SendInventoryAsync());
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}
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DescendentsRequestData req = new DescendentsRequestData();
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req.RemoteClient = remoteClient;
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req.FolderID = folderID;
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req.OwnerID = ownerID;
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req.FetchFolders = fetchFolders;
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req.FetchItems = fetchItems;
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req.SortOrder = sortOrder;
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m_descendentsRequestQueue.Enqueue(req);
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Monitor.Exit(m_descendentsRequestLock);
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}
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}
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delegate void SendInventoryDelegate(IClientAPI remoteClient, UUID folderID, UUID ownerID, bool fetchFolders, bool fetchItems, int sortOrder);
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void SendInventoryAsync(IClientAPI remoteClient, UUID folderID, UUID ownerID, bool fetchFolders, bool fetchItems, int sortOrder)
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void SendInventoryAsync()
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{
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try
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lock(m_descendentsRequestLock)
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{
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SendInventoryUpdate(remoteClient, new InventoryFolderBase(folderID), fetchFolders, fetchItems);
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}
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catch (Exception e)
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{
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m_log.Error(
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string.Format(
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"[AGENT INVENTORY]: Error in SendInventoryAsync() for {0} with folder ID {1}. Exception ", e, folderID));
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}
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Thread.Sleep(20);
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}
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void SendInventoryComplete(IAsyncResult iar)
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{
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SendInventoryDelegate d = (SendInventoryDelegate)iar.AsyncState;
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d.EndInvoke(iar);
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lock (m_descendentsRequestLock)
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{
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if (m_descendentsRequestQueue.Count > 0)
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try
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{
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DescendentsRequestData req = m_descendentsRequestQueue.Dequeue();
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d = SendInventoryAsync;
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d.BeginInvoke(req.RemoteClient, req.FolderID, req.OwnerID, req.FetchFolders, req.FetchItems, req.SortOrder, SendInventoryComplete, d);
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return;
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while(m_descendentsRequestQueue.TryDequeue(out DescendentsRequestData req))
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{
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if(!req.RemoteClient.IsActive)
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continue;
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SendInventoryUpdate(req.RemoteClient, new InventoryFolderBase(req.FolderID), req.FetchFolders, req.FetchItems);
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Thread.Sleep(50);
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}
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}
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catch (Exception e)
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{
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m_log.ErrorFormat("[AGENT INVENTORY]: Error in SendInventoryAsync(). Exception {0}", e);
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}
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m_descendentsRequestProcessing = false;
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}
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}
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@ -842,6 +842,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
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List<InventoryItemBase> items,
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List<InventoryFolderBase> folders,
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int version,
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int descendents,
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bool fetchFolders,
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bool fetchItems)
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{
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@ -791,6 +791,7 @@ namespace OpenSim.Tests.Common
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List<InventoryItemBase> items,
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List<InventoryFolderBase> folders,
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int version,
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int descendents,
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bool fetchFolders,
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bool fetchItems)
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{
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