change Async object delete to inventory threading model
parent
e76006aff5
commit
71b5ca95e6
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@ -27,8 +27,9 @@
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using System;
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using System;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.Collections.Concurrent;
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using System.Reflection;
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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 log4net;
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using OpenMetaverse;
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using OpenMetaverse;
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using OpenSim.Framework;
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using OpenSim.Framework;
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@ -51,24 +52,20 @@ namespace OpenSim.Region.Framework.Scenes
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/// </summary>
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/// </summary>
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public class AsyncSceneObjectGroupDeleter
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public class AsyncSceneObjectGroupDeleter
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{
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{
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private static readonly ILog m_log
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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= LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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/// <value>
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/// <value>
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/// Is the deleter currently enabled?
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/// Is the deleter currently enabled?
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/// </value>
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/// </value>
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public bool Enabled;
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public bool Enabled;
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private Timer m_inventoryTicker = new 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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private Scene m_scene;
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static private ConcurrentQueue<DeleteToInventoryHolder> m_inventoryDeletes = new ConcurrentQueue<DeleteToInventoryHolder>();
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static private object m_threadLock = new object();
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static private bool m_running;
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public AsyncSceneObjectGroupDeleter(Scene scene)
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public AsyncSceneObjectGroupDeleter(Scene scene)
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{
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{
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m_scene = scene;
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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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}
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/// <summary>
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/// <summary>
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@ -78,21 +75,14 @@ namespace OpenSim.Region.Framework.Scenes
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List<SceneObjectGroup> objectGroups, IClientAPI remoteClient,
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List<SceneObjectGroup> objectGroups, IClientAPI remoteClient,
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bool permissionToDelete)
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bool permissionToDelete)
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{
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{
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if (Enabled)
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DeleteToInventoryHolder dtis = new DeleteToInventoryHolder();
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lock (m_inventoryTicker)
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dtis.action = action;
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m_inventoryTicker.Stop();
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dtis.folderID = folderID;
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dtis.objectGroups = objectGroups;
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dtis.remoteClient = remoteClient;
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dtis.permissionToDelete = permissionToDelete;
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lock (m_inventoryDeletes)
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m_inventoryDeletes.Enqueue(dtis);
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{
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DeleteToInventoryHolder dtis = new DeleteToInventoryHolder();
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dtis.action = action;
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dtis.folderID = folderID;
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dtis.objectGroups = objectGroups;
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dtis.remoteClient = remoteClient;
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dtis.permissionToDelete = permissionToDelete;
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m_inventoryDeletes.Enqueue(dtis);
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}
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if (permissionToDelete)
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if (permissionToDelete)
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{
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{
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@ -100,23 +90,22 @@ namespace OpenSim.Region.Framework.Scenes
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g.DeleteGroupFromScene(false);
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g.DeleteGroupFromScene(false);
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}
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}
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if (Enabled)
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if(Monitor.TryEnter(m_threadLock))
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lock (m_inventoryTicker)
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m_inventoryTicker.Start();
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}
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private void InventoryRunDeleteTimer(object sender, ElapsedEventArgs e)
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{
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// m_log.Debug("[ASYNC DELETER]: Starting send to inventory loop");
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// We must set appearance parameters in the en_US culture in order to avoid issues where values are saved
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// in a culture where decimal points are commas and then reloaded in a culture which just treats them as
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// number seperators.
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Culture.SetCurrentCulture();
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while (InventoryDeQueueAndDelete())
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{
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{
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//m_log.Debug("[ASYNC DELETER]: Sent item successfully to inventory, continuing...");
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if(!m_running)
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{
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if(Enabled)
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{
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m_running = true;
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Util.FireAndForget(x => InventoryDeQueueAndDelete());
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}
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else
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{
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m_running = true;
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InventoryDeQueueAndDelete();
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}
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}
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Monitor.Exit(m_threadLock);
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}
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}
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}
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}
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@ -124,60 +113,45 @@ namespace OpenSim.Region.Framework.Scenes
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/// Move the next object in the queue to inventory. Then delete it properly from the scene.
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/// Move the next object in the queue to inventory. Then delete it properly from the scene.
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/// </summary>
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/// </summary>
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/// <returns></returns>
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/// <returns></returns>
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public bool InventoryDeQueueAndDelete()
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public void InventoryDeQueueAndDelete()
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{
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{
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DeleteToInventoryHolder x = null;
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lock (m_threadLock)
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try
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{
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{
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lock (m_inventoryDeletes)
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IInventoryAccessModule invAccess = m_scene.RequestModuleInterface<IInventoryAccessModule>();
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if (invAccess == null)
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return;
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int count = 0;
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while (m_inventoryDeletes.TryDequeue(out DeleteToInventoryHolder x))
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{
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{
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int left = m_inventoryDeletes.Count;
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// m_log.DebugFormat(
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if (left > 0)
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// "[ASYNC DELETER]: Sending object to user's inventory, action {1}, count {2}, {0} item(s) remaining.",
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// left, x.action, x.objectGroups.Count);
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try
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{
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{
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x = m_inventoryDeletes.Dequeue();
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invAccess.CopyToInventory(x.action, x.folderID, x.objectGroups, x.remoteClient, false);
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if (x.permissionToDelete)
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// m_log.DebugFormat(
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// "[ASYNC DELETER]: Sending object to user's inventory, action {1}, count {2}, {0} item(s) remaining.",
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// left, x.action, x.objectGroups.Count);
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try
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{
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{
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IInventoryAccessModule invAccess = m_scene.RequestModuleInterface<IInventoryAccessModule>();
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foreach (SceneObjectGroup g in x.objectGroups)
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if (invAccess != null)
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m_scene.DeleteSceneObject(g, true);
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invAccess.CopyToInventory(x.action, x.folderID, x.objectGroups, x.remoteClient, false);
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if (x.permissionToDelete)
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{
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foreach (SceneObjectGroup g in x.objectGroups)
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m_scene.DeleteSceneObject(g, true);
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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(
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"[ASYNC DELETER]: Exception background sending object: {0}{1}", e.Message, e.StackTrace);
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}
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}
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return true;
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count += x.objectGroups.Count;
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if(count > 256)
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{
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Thread.Sleep(50); // throttle
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count = 0;
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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(
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"[ASYNC OBJECT DELETER]: Exception background sending object: {0}{1}", e.Message, e.StackTrace);
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}
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}
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}
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}
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// m_log.Debug("[ASYNC DELETER]: No objects left in inventory send queue.");
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m_running = false;
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}
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}
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catch (Exception e)
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{
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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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"[ASYNC DELETER]: Queued sending of scene object to agent {0} {1} failed: {2} {3}",
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(x != null ? x.remoteClient.Name : "unavailable"),
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(x != null ? x.remoteClient.AgentId.ToString() : "unavailable"),
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e.Message,
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e.StackTrace);
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}
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// m_log.Debug("[ASYNC DELETER]: No objects left in inventory send queue.");
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return false;
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}
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}
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}
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}
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}
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}
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