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authorDr Scofield2009-02-06 16:55:34 +0000
committerDr Scofield2009-02-06 16:55:34 +0000
commit9b66108081a8c8cf79faaa6c541554091c40850e (patch)
tree095a232ae5a9de3a9244bcd34da08294f61eeea5 /OpenSim/Region/Framework/Scenes/AsyncSceneObjectGroupDeleter.cs
parent* removed superfluous constants class (diff)
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This changeset is the step 1 of 2 in refactoring
OpenSim.Region.Environment into a "framework" part and a modules only part. This first changeset refactors OpenSim.Region.Environment.Scenes, OpenSim.Region.Environment.Interfaces, and OpenSim.Region.Interfaces into OpenSim.Region.Framework.{Interfaces,Scenes} leaving only region modules in OpenSim.Region.Environment. The next step will be to move region modules up from OpenSim.Region.Environment.Modules to OpenSim.Region.CoreModules and then sort out which modules are really core modules and which should move out to forge. I've been very careful to NOT BREAK anything. i hope i've succeeded. as this is the work of a whole week i hope i managed to keep track with the applied patches of the last week --- could any of you that did check in stuff have a look at whether it survived? thx!
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/AsyncSceneObjectGroupDeleter.cs')
-rw-r--r--OpenSim/Region/Framework/Scenes/AsyncSceneObjectGroupDeleter.cs165
1 files changed, 165 insertions, 0 deletions
diff --git a/OpenSim/Region/Framework/Scenes/AsyncSceneObjectGroupDeleter.cs b/OpenSim/Region/Framework/Scenes/AsyncSceneObjectGroupDeleter.cs
new file mode 100644
index 0000000..178f1f7
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+++ b/OpenSim/Region/Framework/Scenes/AsyncSceneObjectGroupDeleter.cs
@@ -0,0 +1,165 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSim Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Collections.Generic;
30using System.Reflection;
31using System.Timers;
32using log4net;
33using OpenMetaverse;
34using OpenMetaverse.Packets;
35using OpenSim.Framework;
36
37namespace OpenSim.Region.Framework.Scenes
38{
39 class DeleteToInventoryHolder
40 {
41 public DeRezAction action;
42 public IClientAPI remoteClient;
43 public SceneObjectGroup objectGroup;
44 public UUID folderID;
45 public bool permissionToDelete;
46 }
47
48 /// <summary>
49 /// Asynchronously derez objects. This is used to derez large number of objects to inventory without holding
50 /// up the main client thread.
51 /// </summary>
52 public class AsyncSceneObjectGroupDeleter
53 {
54 private static readonly ILog m_log
55 = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
56
57 /// <value>
58 /// Is the deleter currently enabled?
59 /// </value>
60 public bool Enabled;
61
62 private Timer m_inventoryTicker = new Timer(2000);
63 private readonly Queue<DeleteToInventoryHolder> m_inventoryDeletes = new Queue<DeleteToInventoryHolder>();
64 private Scene m_scene;
65
66 public AsyncSceneObjectGroupDeleter(Scene scene)
67 {
68 m_scene = scene;
69
70 m_inventoryTicker.AutoReset = false;
71 m_inventoryTicker.Elapsed += InventoryRunDeleteTimer;
72 }
73
74 /// <summary>
75 /// Delete the given object from the scene
76 /// </summary>
77 public void DeleteToInventory(DeRezAction action, UUID folderID,
78 SceneObjectGroup objectGroup, IClientAPI remoteClient,
79 bool permissionToDelete)
80 {
81 if (Enabled)
82 m_inventoryTicker.Stop();
83
84 lock (m_inventoryDeletes)
85 {
86 DeleteToInventoryHolder dtis = new DeleteToInventoryHolder();
87 dtis.action = action;
88 dtis.folderID = folderID;
89 dtis.objectGroup = objectGroup;
90 dtis.remoteClient = remoteClient;
91 dtis.permissionToDelete = permissionToDelete;
92
93 m_inventoryDeletes.Enqueue(dtis);
94 }
95
96 if (Enabled)
97 m_inventoryTicker.Start();
98
99 // Visually remove it, even if it isnt really gone yet. This means that if we crash before the object
100 // has gone to inventory, it will reappear in the region again on restart instead of being lost.
101 // This is not ideal since the object will still be available for manipulation when it should be, but it's
102 // better than losing the object for now.
103 if (permissionToDelete)
104 objectGroup.DeleteGroup(false);
105 }
106
107 private void InventoryRunDeleteTimer(object sender, ElapsedEventArgs e)
108 {
109 m_log.Debug("[SCENE]: Starting send to inventory loop");
110
111 while (InventoryDeQueueAndDelete())
112 {
113 m_log.Debug("[SCENE]: Sent item successfully to inventory, continuing...");
114 }
115 }
116
117 /// <summary>
118 /// Move the next object in the queue to inventory. Then delete it properly from the scene.
119 /// </summary>
120 /// <returns></returns>
121 public bool InventoryDeQueueAndDelete()
122 {
123 DeleteToInventoryHolder x = null;
124
125 try
126 {
127 lock (m_inventoryDeletes)
128 {
129 int left = m_inventoryDeletes.Count;
130 if (left > 0)
131 {
132 m_log.DebugFormat(
133 "[SCENE]: Sending object to user's inventory, {0} item(s) remaining.", left);
134
135 x = m_inventoryDeletes.Dequeue();
136
137 try
138 {
139 m_scene.DeleteToInventory(x.action, x.folderID, x.objectGroup, x.remoteClient);
140 if (x.permissionToDelete)
141 m_scene.DeleteSceneObject(x.objectGroup, false);
142 }
143 catch (Exception e)
144 {
145 m_log.DebugFormat("Exception background sending object: " + e);
146 }
147
148 return true;
149 }
150 }
151 }
152 catch (Exception e)
153 {
154 // We can't put the object group details in here since the root part may have disappeared (which is where these sit).
155 // FIXME: This needs to be fixed.
156 m_log.ErrorFormat(
157 "[SCENE]: Queued sending of scene object to agent {0} {1} failed: {2}",
158 (x != null ? x.remoteClient.Name : "unavailable"), (x != null ? x.remoteClient.AgentId.ToString() : "unavailable"), e.ToString());
159 }
160
161 m_log.Debug("[SCENE]: No objects left in inventory send queue.");
162 return false;
163 }
164 }
165}