change Async object delete to inventory threading model

master
UbitUmarov 2020-03-01 16:16:09 +00:00
parent e76006aff5
commit 71b5ca95e6
1 changed files with 58 additions and 84 deletions

View File

@ -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
/// </summary>
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);
/// <value>
/// Is the deleter currently enabled?
/// </value>
public bool Enabled;
private Timer m_inventoryTicker = new Timer(2000);
private readonly Queue<DeleteToInventoryHolder> m_inventoryDeletes = new Queue<DeleteToInventoryHolder>();
private Scene m_scene;
static private ConcurrentQueue<DeleteToInventoryHolder> m_inventoryDeletes = new ConcurrentQueue<DeleteToInventoryHolder>();
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;
}
/// <summary>
@ -77,12 +74,6 @@ namespace OpenSim.Region.Framework.Scenes
public void DeleteToInventory(DeRezAction action, UUID folderID,
List<SceneObjectGroup> objectGroups, IClientAPI remoteClient,
bool permissionToDelete)
{
if (Enabled)
lock (m_inventoryTicker)
m_inventoryTicker.Stop();
lock (m_inventoryDeletes)
{
DeleteToInventoryHolder dtis = new DeleteToInventoryHolder();
dtis.action = action;
@ -92,7 +83,6 @@ namespace OpenSim.Region.Framework.Scenes
dtis.permissionToDelete = permissionToDelete;
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();
if(Monitor.TryEnter(m_threadLock))
{
if(!m_running)
{
if(Enabled)
{
m_running = true;
Util.FireAndForget(x => InventoryDeQueueAndDelete());
}
private void InventoryRunDeleteTimer(object sender, ElapsedEventArgs e)
else
{
// 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())
{
//m_log.Debug("[ASYNC DELETER]: Sent item successfully to inventory, continuing...");
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.
/// </summary>
/// <returns></returns>
public bool InventoryDeQueueAndDelete()
public void InventoryDeQueueAndDelete()
{
DeleteToInventoryHolder x = null;
try
{
lock (m_inventoryDeletes)
{
int left = m_inventoryDeletes.Count;
if (left > 0)
{
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
lock (m_threadLock)
{
IInventoryAccessModule invAccess = m_scene.RequestModuleInterface<IInventoryAccessModule>();
if (invAccess != null)
invAccess.CopyToInventory(x.action, x.folderID, x.objectGroups, x.remoteClient, false);
if (invAccess == null)
return;
int count = 0;
while (m_inventoryDeletes.TryDequeue(out DeleteToInventoryHolder x))
{
// 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)
{
foreach (SceneObjectGroup g in x.objectGroups)
m_scene.DeleteSceneObject(g, true);
}
count += x.objectGroups.Count;
if(count > 256)
{
Thread.Sleep(50); // throttle
count = 0;
}
}
catch (Exception e)
{
m_log.ErrorFormat(
"[ASYNC DELETER]: Exception background sending object: {0}{1}", e.Message, e.StackTrace);
}
return true;
"[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;
}
}
}