188 lines
7.7 KiB
C#
188 lines
7.7 KiB
C#
/*
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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 OpenSimulator 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 OpenSim.Framework;
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using OpenSim.Region.Framework.Interfaces;
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namespace OpenSim.Region.Framework.Scenes
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{
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class DeleteToInventoryHolder
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{
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public DeRezAction action;
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public IClientAPI remoteClient;
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public List<SceneObjectGroup> objectGroups;
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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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/// <value>
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/// Is the deleter currently enabled?
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/// </value>
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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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public AsyncSceneObjectGroupDeleter(Scene scene)
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{
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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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/// <summary>
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/// Delete the given object from the scene
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/// </summary>
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public void DeleteToInventory(DeRezAction action, UUID folderID,
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List<SceneObjectGroup> objectGroups, IClientAPI remoteClient,
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bool permissionToDelete)
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{
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if (Enabled)
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lock (m_inventoryTicker)
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m_inventoryTicker.Stop();
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lock (m_inventoryDeletes)
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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 (Enabled)
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lock (m_inventoryTicker)
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m_inventoryTicker.Start();
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// Visually remove it, even if it isnt really gone yet. This means that if we crash before the object
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// has gone to inventory, it will reappear in the region again on restart instead of being lost.
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// This is not ideal since the object will still be available for manipulation when it should be, but it's
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// better than losing the object for now.
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if (permissionToDelete)
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{
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foreach (SceneObjectGroup g in objectGroups)
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g.DeleteGroupFromScene(false);
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}
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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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//m_log.Debug("[ASYNC DELETER]: Sent item successfully to inventory, continuing...");
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}
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}
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/// <summary>
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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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/// <returns></returns>
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public 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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x = m_inventoryDeletes.Dequeue();
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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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IInventoryAccessModule invAccess = m_scene.RequestModuleInterface<IInventoryAccessModule>();
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if (invAccess != null)
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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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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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"[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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