* refactor: move asynchronous scene object deletion to inventory queueing out to a separate class
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/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSim Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Collections.Generic;
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using System.Reflection;
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using System.Timers;
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using log4net;
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using OpenMetaverse;
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using OpenMetaverse.Packets;
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using OpenSim.Framework;
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namespace OpenSim.Region.Environment.Scenes
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{
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class DeleteToInventoryHolder
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{
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public DeRezObjectPacket DeRezPacket;
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public EntityBase selectedEnt;
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public IClientAPI remoteClient;
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public SceneObjectGroup objectGroup;
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public UUID folderID;
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public bool permissionToDelete;
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}
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/// <summary>
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/// Asynchronously derez objects. This is used to derez large number of objects to inventory without holding
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/// up the main client thread.
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/// </summary>
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public class AsyncSceneObjectGroupDeleter
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{
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private static readonly ILog m_log
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= LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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private Timer m_inventoryTicker;
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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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public AsyncSceneObjectGroupDeleter(Scene scene)
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{
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m_scene = scene;
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}
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/// <summary>
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/// Delete the given object from the scene
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/// </summary>
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public void DeleteToInventory(
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DeRezObjectPacket DeRezPacket, UUID folderID, SceneObjectGroup objectGroup, IClientAPI remoteClient,
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EntityBase selectedEnt, bool permissionToDelete)
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{
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if (m_inventoryTicker != null)
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{
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m_inventoryTicker.Stop();
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}
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else
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{
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m_inventoryTicker = new Timer(2000);
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m_inventoryTicker.AutoReset = false;
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m_inventoryTicker.Elapsed += InventoryRunDeleteTimer;
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}
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lock (m_inventoryDeletes)
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{
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DeleteToInventoryHolder dtis = new DeleteToInventoryHolder();
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dtis.DeRezPacket = DeRezPacket;
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dtis.folderID = folderID;
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dtis.objectGroup = objectGroup;
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dtis.remoteClient = remoteClient;
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dtis.selectedEnt = selectedEnt;
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dtis.permissionToDelete = permissionToDelete;
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m_inventoryDeletes.Enqueue(dtis);
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}
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m_inventoryTicker.Start();
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// Visually remove it, even if it isnt really gone yet.
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if (permissionToDelete)
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objectGroup.FakeDeleteGroup();
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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.Info("Starting inventory send loop");
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while (InventoryDeQueueAndDelete() == true)
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{
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m_log.Info("Returned item successfully, continuing...");
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}
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}
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private bool InventoryDeQueueAndDelete()
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{
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DeleteToInventoryHolder x = null;
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try
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{
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lock (m_inventoryDeletes)
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{
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int left = m_inventoryDeletes.Count;
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if (left > 0)
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{
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m_log.InfoFormat("Sending deleted object to user's inventory, {0} item(s) remaining.", left);
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x = m_inventoryDeletes.Dequeue();
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m_scene.DeleteToInventory(
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x.DeRezPacket, x.selectedEnt, x.remoteClient, x.objectGroup, x.folderID, x.permissionToDelete);
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return true;
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}
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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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"[AGENT INVENTORY]: Queued deletion of scene object to agent {0} {1} failed: {2}",
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(x != null ? x.remoteClient.Name : "unavailable"), (x != null ? x.remoteClient.AgentId.ToString() : "unavailable"), e.ToString());
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}
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m_log.Info("No objects left in inventory delete queue.");
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return false;
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}
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}
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}
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@ -40,23 +40,15 @@ using OpenSim.Region.Environment.Interfaces;
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namespace OpenSim.Region.Environment.Scenes
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namespace OpenSim.Region.Environment.Scenes
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{
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{
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class DeleteToInventoryHolder
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{
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public DeRezObjectPacket DeRezPacket;
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public EntityBase selectedEnt;
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public IClientAPI remoteClient;
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public SceneObjectGroup objectGroup;
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public UUID folderID;
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public bool permissionToDelete;
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}
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public partial class Scene
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public partial class Scene
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{
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{
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private Timer m_inventoryTicker;
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private readonly Queue<DeleteToInventoryHolder> m_inventoryDeletes = new Queue<DeleteToInventoryHolder>();
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private static readonly ILog m_log
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private static readonly ILog m_log
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= LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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= LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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/// <summary>
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/// Allows asynchronous derezzing of objects from the scene into a client's inventory.
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/// </summary>
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private AsyncSceneObjectGroupDeleter m_asyncSceneObjectDeleter;
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/// <summary>
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/// <summary>
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/// Start all the scripts in the scene which should be started.
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/// Start all the scripts in the scene which should be started.
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@ -1546,35 +1538,8 @@ namespace OpenSim.Region.Environment.Scenes
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if (permissionToTake)
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if (permissionToTake)
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{
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{
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if (m_inventoryTicker != null)
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m_asyncSceneObjectDeleter.DeleteToInventory(
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{
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DeRezPacket, folderID, objectGroup, remoteClient, selectedEnt, permissionToDelete);
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m_inventoryTicker.Stop();
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}
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else
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{
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m_inventoryTicker = new Timer(2000);
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m_inventoryTicker.AutoReset = false;
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m_inventoryTicker.Elapsed += InventoryRunDeleteTimer;
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}
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lock (m_inventoryDeletes)
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{
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DeleteToInventoryHolder dtis = new DeleteToInventoryHolder();
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dtis.DeRezPacket = DeRezPacket;
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dtis.folderID = folderID;
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dtis.objectGroup = objectGroup;
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dtis.remoteClient = remoteClient;
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dtis.selectedEnt = selectedEnt;
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dtis.permissionToDelete = permissionToDelete;
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m_inventoryDeletes.Enqueue(dtis);
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}
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m_inventoryTicker.Start();
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// Visually remove it, even if it isnt really gone yet.
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if (permissionToDelete)
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objectGroup.FakeDeleteGroup();
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}
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}
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else if (permissionToDelete)
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else if (permissionToDelete)
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{
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{
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@ -1584,47 +1549,17 @@ namespace OpenSim.Region.Environment.Scenes
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}
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}
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}
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}
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void InventoryRunDeleteTimer(object sender, ElapsedEventArgs e)
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/// <summary>
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{
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/// Delete a scene object from a scene and place in the given avatar's inventory.
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m_log.Info("Starting inventory send loop");
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/// </summary>
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while (InventoryDeQueueAndDelete() == true)
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/// <param name="DeRezPacket"></param>
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{
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/// <param name="selectedEnt"></param>
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m_log.Info("Returned item successfully, continuing...");
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/// <param name="remoteClient"> </param>
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}
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/// <param name="objectGroup"></param>
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}
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/// <param name="folderID"></param>
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/// <param name="permissionToDelete"></param>
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private bool InventoryDeQueueAndDelete()
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public void DeleteToInventory(DeRezObjectPacket DeRezPacket, EntityBase selectedEnt, IClientAPI remoteClient,
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{
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SceneObjectGroup objectGroup, UUID folderID, bool permissionToDelete)
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DeleteToInventoryHolder x = null;
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try
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{
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lock (m_inventoryDeletes)
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{
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int left = m_inventoryDeletes.Count;
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if (left > 0)
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{
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m_log.InfoFormat("Sending deleted object to user's inventory, {0} item(s) remaining.", left);
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x = m_inventoryDeletes.Dequeue();
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DeleteToInventory(x.DeRezPacket, x.selectedEnt, x.remoteClient, x.objectGroup, x.folderID, x.permissionToDelete);
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return true;
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}
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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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"[AGENT INVENTORY]: Queued deletion of scene object to agent {0} {1} failed: {2}",
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(x != null ? x.remoteClient.Name : "unavailable"), (x != null ? x.remoteClient.AgentId.ToString() : "unavailable"), e.ToString());
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}
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m_log.Info("No objects left in inventory delete queue.");
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return false;
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}
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private void DeleteToInventory(DeRezObjectPacket DeRezPacket, EntityBase selectedEnt, IClientAPI remoteClient, SceneObjectGroup objectGroup, UUID folderID, bool permissionToDelete)
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{
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{
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string sceneObjectXml = objectGroup.ToXmlString();
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string sceneObjectXml = objectGroup.ToXmlString();
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@ -275,6 +275,7 @@ namespace OpenSim.Region.Environment.Scenes
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m_eventManager = new EventManager();
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m_eventManager = new EventManager();
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m_externalChecks = new SceneExternalChecks(this);
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m_externalChecks = new SceneExternalChecks(this);
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m_asyncSceneObjectDeleter = new AsyncSceneObjectGroupDeleter(this);
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// Load region settings
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// Load region settings
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m_regInfo.RegionSettings = m_storageManager.DataStore.LoadRegionSettings(m_regInfo.RegionID);
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m_regInfo.RegionSettings = m_storageManager.DataStore.LoadRegionSettings(m_regInfo.RegionID);
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