OpenSimMirror/OpenSim/Region/Framework/Scenes/AsyncInventorySender.cs

156 lines
5.9 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
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using System.Collections.Generic;
using System.Reflection;
using System.Threading;
using log4net;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Region.Framework.Interfaces;
namespace OpenSim.Region.Framework.Scenes
{
class FetchHolder
{
public IClientAPI Client { get; private set; }
public UUID ItemID { get; private set; }
public FetchHolder(IClientAPI client, UUID itemID)
{
Client = client;
ItemID = itemID;
}
}
/// <summary>
/// Send FetchInventoryReply information to clients asynchronously on a single thread rather than asynchronously via
/// multiple threads.
/// </summary>
/// <remarks>
/// If the main root inventory is right-clicked on a version 1 viewer for a user with a large inventory, a very
/// very large number of FetchInventory requests are sent to the simulator. Each is handled on a separate thread
/// by the IClientAPI, but the sheer number of requests overwhelms the number of threads available and ends up
/// freezing the inbound packet handling.
///
/// This class makes the first FetchInventory packet thread process the queue. If new requests come
/// in while it is processing, then the subsequent threads just add the requests and leave it to the original
/// thread to process them.
///
/// This might slow down outbound packets but these are limited by the IClientAPI outbound queues
/// anyway.
///
/// It might be possible to ignore FetchInventory requests altogether, particularly as they are redundant wrt to
/// FetchInventoryDescendents requests, but this would require more investigation.
/// </remarks>
public class AsyncInventorySender
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
protected Scene m_scene;
/// <summary>
/// Queues fetch requests
/// </summary>
Queue<FetchHolder> m_fetchHolder = new Queue<FetchHolder>();
/// <summary>
/// Signal whether a queue is currently being processed or not.
/// </summary>
protected volatile bool m_processing;
public AsyncInventorySender(Scene scene)
{
m_processing = false;
m_scene = scene;
}
/// <summary>
/// Handle a fetch inventory request from the client
/// </summary>
/// <param name="remoteClient"></param>
/// <param name="itemID"></param>
/// <param name="ownerID"></param>
public void HandleFetchInventory(IClientAPI remoteClient, UUID itemID, UUID ownerID)
{
lock (m_fetchHolder)
{
// m_log.DebugFormat(
// "[ASYNC INVENTORY SENDER]: Putting request from {0} for {1} on queue", remoteClient.Name, itemID);
m_fetchHolder.Enqueue(new FetchHolder(remoteClient, itemID));
}
if (!m_processing)
{
m_processing = true;
ProcessQueue();
}
}
/// <summary>
/// Process the queue of fetches
/// </summary>
protected void ProcessQueue()
{
FetchHolder fh = null;
while (true)
{
lock (m_fetchHolder)
{
// m_log.DebugFormat("[ASYNC INVENTORY SENDER]: {0} items left to process", m_fetchHolder.Count);
if (m_fetchHolder.Count == 0)
{
m_processing = false;
return;
}
else
{
fh = m_fetchHolder.Dequeue();
}
}
if (fh.Client.IsLoggingOut)
continue;
// m_log.DebugFormat(
// "[ASYNC INVENTORY SENDER]: Handling request from {0} for {1} on queue", fh.Client.Name, fh.ItemID);
InventoryItemBase item = new InventoryItemBase(fh.ItemID, fh.Client.AgentId);
item = m_scene.InventoryService.GetItem(item);
if (item != null)
fh.Client.SendInventoryItemDetails(item.Owner, item);
// TODO: Possibly log any failure
}
}
}
}