159 lines
6.2 KiB
C#
159 lines
6.2 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.Collections.Concurrent;
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//using System.Reflection;
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using System.Threading;
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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 = 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 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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{
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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(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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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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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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if(Monitor.TryEnter(m_threadLock))
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{
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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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/// <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 void InventoryDeQueueAndDelete()
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{
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lock (m_threadLock)
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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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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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// 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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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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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
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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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// 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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}
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}
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