* refactor: move asynchronous scene object deletion to inventory queueing out to a separate class

0.6.0-stable
Justin Clarke Casey 2008-09-29 19:09:49 +00:00
parent 5eb433ae26
commit 941e20c463
3 changed files with 165 additions and 83 deletions

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@ -0,0 +1,146 @@
/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
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* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSim Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using System.Collections.Generic;
using System.Reflection;
using System.Timers;
using log4net;
using OpenMetaverse;
using OpenMetaverse.Packets;
using OpenSim.Framework;
namespace OpenSim.Region.Environment.Scenes
{
class DeleteToInventoryHolder
{
public DeRezObjectPacket DeRezPacket;
public EntityBase selectedEnt;
public IClientAPI remoteClient;
public SceneObjectGroup objectGroup;
public UUID folderID;
public bool permissionToDelete;
}
/// <summary>
/// Asynchronously derez objects. This is used to derez large number of objects to inventory without holding
/// up the main client thread.
/// </summary>
public class AsyncSceneObjectGroupDeleter
{
private static readonly ILog m_log
= LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
private Timer m_inventoryTicker;
private readonly Queue<DeleteToInventoryHolder> m_inventoryDeletes = new Queue<DeleteToInventoryHolder>();
private Scene m_scene;
public AsyncSceneObjectGroupDeleter(Scene scene)
{
m_scene = scene;
}
/// <summary>
/// Delete the given object from the scene
/// </summary>
public void DeleteToInventory(
DeRezObjectPacket DeRezPacket, UUID folderID, SceneObjectGroup objectGroup, IClientAPI remoteClient,
EntityBase selectedEnt, bool permissionToDelete)
{
if (m_inventoryTicker != null)
{
m_inventoryTicker.Stop();
}
else
{
m_inventoryTicker = new Timer(2000);
m_inventoryTicker.AutoReset = false;
m_inventoryTicker.Elapsed += InventoryRunDeleteTimer;
}
lock (m_inventoryDeletes)
{
DeleteToInventoryHolder dtis = new DeleteToInventoryHolder();
dtis.DeRezPacket = DeRezPacket;
dtis.folderID = folderID;
dtis.objectGroup = objectGroup;
dtis.remoteClient = remoteClient;
dtis.selectedEnt = selectedEnt;
dtis.permissionToDelete = permissionToDelete;
m_inventoryDeletes.Enqueue(dtis);
}
m_inventoryTicker.Start();
// Visually remove it, even if it isnt really gone yet.
if (permissionToDelete)
objectGroup.FakeDeleteGroup();
}
private void InventoryRunDeleteTimer(object sender, ElapsedEventArgs e)
{
m_log.Info("Starting inventory send loop");
while (InventoryDeQueueAndDelete() == true)
{
m_log.Info("Returned item successfully, continuing...");
}
}
private bool InventoryDeQueueAndDelete()
{
DeleteToInventoryHolder x = null;
try
{
lock (m_inventoryDeletes)
{
int left = m_inventoryDeletes.Count;
if (left > 0)
{
m_log.InfoFormat("Sending deleted object to user's inventory, {0} item(s) remaining.", left);
x = m_inventoryDeletes.Dequeue();
m_scene.DeleteToInventory(
x.DeRezPacket, x.selectedEnt, x.remoteClient, x.objectGroup, x.folderID, x.permissionToDelete);
return true;
}
}
}
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(
"[AGENT INVENTORY]: Queued deletion of scene object to agent {0} {1} failed: {2}",
(x != null ? x.remoteClient.Name : "unavailable"), (x != null ? x.remoteClient.AgentId.ToString() : "unavailable"), e.ToString());
}
m_log.Info("No objects left in inventory delete queue.");
return false;
}
}
}

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@ -40,23 +40,15 @@ using OpenSim.Region.Environment.Interfaces;
namespace OpenSim.Region.Environment.Scenes namespace OpenSim.Region.Environment.Scenes
{ {
class DeleteToInventoryHolder
{
public DeRezObjectPacket DeRezPacket;
public EntityBase selectedEnt;
public IClientAPI remoteClient;
public SceneObjectGroup objectGroup;
public UUID folderID;
public bool permissionToDelete;
}
public partial class Scene public partial class Scene
{ {
private Timer m_inventoryTicker;
private readonly Queue<DeleteToInventoryHolder> m_inventoryDeletes = new Queue<DeleteToInventoryHolder>();
private static readonly ILog m_log private static readonly ILog m_log
= LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
/// <summary>
/// Allows asynchronous derezzing of objects from the scene into a client's inventory.
/// </summary>
private AsyncSceneObjectGroupDeleter m_asyncSceneObjectDeleter;
/// <summary> /// <summary>
/// Start all the scripts in the scene which should be started. /// Start all the scripts in the scene which should be started.
@ -1546,35 +1538,8 @@ namespace OpenSim.Region.Environment.Scenes
if (permissionToTake) if (permissionToTake)
{ {
if (m_inventoryTicker != null) m_asyncSceneObjectDeleter.DeleteToInventory(
{ DeRezPacket, folderID, objectGroup, remoteClient, selectedEnt, permissionToDelete);
m_inventoryTicker.Stop();
}
else
{
m_inventoryTicker = new Timer(2000);
m_inventoryTicker.AutoReset = false;
m_inventoryTicker.Elapsed += InventoryRunDeleteTimer;
}
lock (m_inventoryDeletes)
{
DeleteToInventoryHolder dtis = new DeleteToInventoryHolder();
dtis.DeRezPacket = DeRezPacket;
dtis.folderID = folderID;
dtis.objectGroup = objectGroup;
dtis.remoteClient = remoteClient;
dtis.selectedEnt = selectedEnt;
dtis.permissionToDelete = permissionToDelete;
m_inventoryDeletes.Enqueue(dtis);
}
m_inventoryTicker.Start();
// Visually remove it, even if it isnt really gone yet.
if (permissionToDelete)
objectGroup.FakeDeleteGroup();
} }
else if (permissionToDelete) else if (permissionToDelete)
{ {
@ -1584,47 +1549,17 @@ namespace OpenSim.Region.Environment.Scenes
} }
} }
void InventoryRunDeleteTimer(object sender, ElapsedEventArgs e) /// <summary>
{ /// Delete a scene object from a scene and place in the given avatar's inventory.
m_log.Info("Starting inventory send loop"); /// </summary>
while (InventoryDeQueueAndDelete() == true) /// <param name="DeRezPacket"></param>
{ /// <param name="selectedEnt"></param>
m_log.Info("Returned item successfully, continuing..."); /// <param name="remoteClient"> </param>
} /// <param name="objectGroup"></param>
} /// <param name="folderID"></param>
/// <param name="permissionToDelete"></param>
private bool InventoryDeQueueAndDelete() public void DeleteToInventory(DeRezObjectPacket DeRezPacket, EntityBase selectedEnt, IClientAPI remoteClient,
{ SceneObjectGroup objectGroup, UUID folderID, bool permissionToDelete)
DeleteToInventoryHolder x = null;
try
{
lock (m_inventoryDeletes)
{
int left = m_inventoryDeletes.Count;
if (left > 0)
{
m_log.InfoFormat("Sending deleted object to user's inventory, {0} item(s) remaining.", left);
x = m_inventoryDeletes.Dequeue();
DeleteToInventory(x.DeRezPacket, x.selectedEnt, x.remoteClient, x.objectGroup, x.folderID, x.permissionToDelete);
return true;
}
}
}
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(
"[AGENT INVENTORY]: Queued deletion of scene object to agent {0} {1} failed: {2}",
(x != null ? x.remoteClient.Name : "unavailable"), (x != null ? x.remoteClient.AgentId.ToString() : "unavailable"), e.ToString());
}
m_log.Info("No objects left in inventory delete queue.");
return false;
}
private void DeleteToInventory(DeRezObjectPacket DeRezPacket, EntityBase selectedEnt, IClientAPI remoteClient, SceneObjectGroup objectGroup, UUID folderID, bool permissionToDelete)
{ {
string sceneObjectXml = objectGroup.ToXmlString(); string sceneObjectXml = objectGroup.ToXmlString();

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@ -275,6 +275,7 @@ namespace OpenSim.Region.Environment.Scenes
m_eventManager = new EventManager(); m_eventManager = new EventManager();
m_externalChecks = new SceneExternalChecks(this); m_externalChecks = new SceneExternalChecks(this);
m_asyncSceneObjectDeleter = new AsyncSceneObjectGroupDeleter(this);
// Load region settings // Load region settings
m_regInfo.RegionSettings = m_storageManager.DataStore.LoadRegionSettings(m_regInfo.RegionID); m_regInfo.RegionSettings = m_storageManager.DataStore.LoadRegionSettings(m_regInfo.RegionID);