92 lines
3.0 KiB
C#
92 lines
3.0 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.Runtime.Serialization;
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using System.Security.Permissions;
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using OpenMetaverse;
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using OpenSim.Region.Framework.Scenes;
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namespace OpenSim.Region.Framework.Scenes.Types
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{
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public class UpdateQueue
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{
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private Queue<SceneObjectPart> m_queue;
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private Dictionary<UUID, bool> m_ids;
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private object m_syncObject = new object();
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public int Count
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{
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get { return m_queue.Count; }
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}
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public UpdateQueue()
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{
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m_queue = new Queue<SceneObjectPart>();
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m_ids = new Dictionary<UUID, bool>();
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}
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public void Clear()
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{
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lock (m_syncObject)
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{
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m_ids.Clear();
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m_queue.Clear();
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}
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}
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public void Enqueue(SceneObjectPart part)
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{
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lock (m_syncObject)
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{
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if (!m_ids.ContainsKey(part.UUID)) {
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m_ids.Add(part.UUID, true);
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m_queue.Enqueue(part);
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}
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}
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}
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public SceneObjectPart Dequeue()
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{
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SceneObjectPart part = null;
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lock (m_syncObject)
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{
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if (m_queue.Count > 0)
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{
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part = m_queue.Dequeue();
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m_ids.Remove(part.UUID);
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}
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}
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return part;
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}
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}
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}
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