OpenSimMirror/OpenSim/Region/Framework/Scenes/Types/UpdateQueue.cs

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