diff --git a/OpenSim/Region/Framework/Scenes/AsyncSceneObjectGroupDeleter.cs b/OpenSim/Region/Framework/Scenes/AsyncSceneObjectGroupDeleter.cs
index eae6d6f44c..68d5122d60 100644
--- a/OpenSim/Region/Framework/Scenes/AsyncSceneObjectGroupDeleter.cs
+++ b/OpenSim/Region/Framework/Scenes/AsyncSceneObjectGroupDeleter.cs
@@ -27,8 +27,9 @@
using System;
using System.Collections.Generic;
+using System.Collections.Concurrent;
using System.Reflection;
-using System.Timers;
+using System.Threading;
using log4net;
using OpenMetaverse;
using OpenSim.Framework;
@@ -51,24 +52,20 @@ namespace OpenSim.Region.Framework.Scenes
///
public class AsyncSceneObjectGroupDeleter
{
- private static readonly ILog m_log
- = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
-
+ private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
///
/// Is the deleter currently enabled?
///
public bool Enabled;
-
- private Timer m_inventoryTicker = new Timer(2000);
- private readonly Queue m_inventoryDeletes = new Queue();
private Scene m_scene;
+ static private ConcurrentQueue m_inventoryDeletes = new ConcurrentQueue();
+ static private object m_threadLock = new object();
+ static private bool m_running;
+
public AsyncSceneObjectGroupDeleter(Scene scene)
{
m_scene = scene;
-
- m_inventoryTicker.AutoReset = false;
- m_inventoryTicker.Elapsed += InventoryRunDeleteTimer;
}
///
@@ -78,21 +75,14 @@ namespace OpenSim.Region.Framework.Scenes
List objectGroups, IClientAPI remoteClient,
bool permissionToDelete)
{
- if (Enabled)
- lock (m_inventoryTicker)
- m_inventoryTicker.Stop();
+ DeleteToInventoryHolder dtis = new DeleteToInventoryHolder();
+ dtis.action = action;
+ dtis.folderID = folderID;
+ dtis.objectGroups = objectGroups;
+ dtis.remoteClient = remoteClient;
+ dtis.permissionToDelete = permissionToDelete;
- lock (m_inventoryDeletes)
- {
- DeleteToInventoryHolder dtis = new DeleteToInventoryHolder();
- dtis.action = action;
- dtis.folderID = folderID;
- dtis.objectGroups = objectGroups;
- dtis.remoteClient = remoteClient;
- dtis.permissionToDelete = permissionToDelete;
-
- m_inventoryDeletes.Enqueue(dtis);
- }
+ m_inventoryDeletes.Enqueue(dtis);
if (permissionToDelete)
{
@@ -100,23 +90,22 @@ namespace OpenSim.Region.Framework.Scenes
g.DeleteGroupFromScene(false);
}
- if (Enabled)
- lock (m_inventoryTicker)
- m_inventoryTicker.Start();
- }
-
- private void InventoryRunDeleteTimer(object sender, ElapsedEventArgs e)
- {
-// m_log.Debug("[ASYNC DELETER]: Starting send to inventory loop");
-
- // We must set appearance parameters in the en_US culture in order to avoid issues where values are saved
- // in a culture where decimal points are commas and then reloaded in a culture which just treats them as
- // number seperators.
- Culture.SetCurrentCulture();
-
- while (InventoryDeQueueAndDelete())
+ if(Monitor.TryEnter(m_threadLock))
{
- //m_log.Debug("[ASYNC DELETER]: Sent item successfully to inventory, continuing...");
+ if(!m_running)
+ {
+ if(Enabled)
+ {
+ m_running = true;
+ Util.FireAndForget(x => InventoryDeQueueAndDelete());
+ }
+ else
+ {
+ m_running = true;
+ InventoryDeQueueAndDelete();
+ }
+ }
+ Monitor.Exit(m_threadLock);
}
}
@@ -124,60 +113,45 @@ namespace OpenSim.Region.Framework.Scenes
/// Move the next object in the queue to inventory. Then delete it properly from the scene.
///
///
- public bool InventoryDeQueueAndDelete()
+ public void InventoryDeQueueAndDelete()
{
- DeleteToInventoryHolder x = null;
-
- try
+ lock (m_threadLock)
{
- lock (m_inventoryDeletes)
+ IInventoryAccessModule invAccess = m_scene.RequestModuleInterface();
+ if (invAccess == null)
+ return;
+
+ int count = 0;
+ while (m_inventoryDeletes.TryDequeue(out DeleteToInventoryHolder x))
{
- int left = m_inventoryDeletes.Count;
- if (left > 0)
+ // m_log.DebugFormat(
+ // "[ASYNC DELETER]: Sending object to user's inventory, action {1}, count {2}, {0} item(s) remaining.",
+ // left, x.action, x.objectGroups.Count);
+ try
{
- x = m_inventoryDeletes.Dequeue();
-
-// m_log.DebugFormat(
-// "[ASYNC DELETER]: Sending object to user's inventory, action {1}, count {2}, {0} item(s) remaining.",
-// left, x.action, x.objectGroups.Count);
-
- try
+ invAccess.CopyToInventory(x.action, x.folderID, x.objectGroups, x.remoteClient, false);
+ if (x.permissionToDelete)
{
- IInventoryAccessModule invAccess = m_scene.RequestModuleInterface();
- if (invAccess != null)
- invAccess.CopyToInventory(x.action, x.folderID, x.objectGroups, x.remoteClient, false);
-
- if (x.permissionToDelete)
- {
- foreach (SceneObjectGroup g in x.objectGroups)
- m_scene.DeleteSceneObject(g, true);
- }
- }
- catch (Exception e)
- {
- m_log.ErrorFormat(
- "[ASYNC DELETER]: Exception background sending object: {0}{1}", e.Message, e.StackTrace);
+ foreach (SceneObjectGroup g in x.objectGroups)
+ m_scene.DeleteSceneObject(g, true);
}
- return true;
+ count += x.objectGroups.Count;
+ if(count > 256)
+ {
+ Thread.Sleep(50); // throttle
+ count = 0;
+ }
+ }
+ catch (Exception e)
+ {
+ m_log.ErrorFormat(
+ "[ASYNC OBJECT DELETER]: Exception background sending object: {0}{1}", e.Message, e.StackTrace);
}
}
+ // m_log.Debug("[ASYNC DELETER]: No objects left in inventory send queue.");
+ m_running = false;
}
- catch (Exception e)
- {
- // We can't put the object group details in here since the root part may have disappeared (which is where these sit).
- // FIXME: This needs to be fixed.
- m_log.ErrorFormat(
- "[ASYNC DELETER]: Queued sending of scene object to agent {0} {1} failed: {2} {3}",
- (x != null ? x.remoteClient.Name : "unavailable"),
- (x != null ? x.remoteClient.AgentId.ToString() : "unavailable"),
- e.Message,
- e.StackTrace);
- }
-
-// m_log.Debug("[ASYNC DELETER]: No objects left in inventory send queue.");
-
- return false;
}
}
}