OpenSimMirror/OpenSim/Region/Framework/Scenes/AsyncSceneObjectGroupDelete...

159 lines
6.2 KiB
C#

/*
* 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:
* * Redistributions of source code must retain the above copyright
* 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 OpenSimulator 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
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* 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.Collections.Concurrent;
//using System.Reflection;
using System.Threading;
using log4net;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Region.Framework.Interfaces;
namespace OpenSim.Region.Framework.Scenes
{
class DeleteToInventoryHolder
{
public DeRezAction action;
public IClientAPI remoteClient;
public List<SceneObjectGroup> objectGroups;
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);
/// <value>
/// Is the deleter currently enabled?
/// </value>
public bool Enabled;
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;
}
/// <summary>
/// Delete the given object from the scene
/// </summary>
public void DeleteToInventory(DeRezAction action, UUID folderID,
List<SceneObjectGroup> objectGroups, IClientAPI remoteClient,
bool permissionToDelete)
{
DeleteToInventoryHolder dtis = new DeleteToInventoryHolder();
dtis.action = action;
dtis.folderID = folderID;
dtis.objectGroups = objectGroups;
dtis.remoteClient = remoteClient;
dtis.permissionToDelete = permissionToDelete;
m_inventoryDeletes.Enqueue(dtis);
if (permissionToDelete)
{
foreach (SceneObjectGroup g in objectGroups)
g.DeleteGroupFromScene(false);
}
if(Monitor.TryEnter(m_threadLock))
{
if(!m_running)
{
if(Enabled)
{
m_running = true;
Util.FireAndForget(x => InventoryDeQueueAndDelete());
}
else
{
m_running = true;
InventoryDeQueueAndDelete();
}
}
Monitor.Exit(m_threadLock);
}
}
/// <summary>
/// Move the next object in the queue to inventory. Then delete it properly from the scene.
/// </summary>
/// <returns></returns>
public void InventoryDeQueueAndDelete()
{
lock (m_threadLock)
{
IInventoryAccessModule invAccess = m_scene.RequestModuleInterface<IInventoryAccessModule>();
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
// catch (Exception e)
{
//m_log.ErrorFormat(
// "[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;
}
}
}
}