/*
* 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:
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* 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.Reflection;
using System.Timers;
using log4net;
using OpenMetaverse;
using OpenSim.Framework;
namespace OpenSim.Region.Framework.Scenes
{
class DeleteToInventoryHolder
{
public DeRezAction action;
public IClientAPI remoteClient;
public SceneObjectGroup objectGroup;
public UUID folderID;
public bool permissionToDelete;
}
///
/// Asynchronously derez objects. This is used to derez large number of objects to inventory without holding
/// up the main client thread.
///
public class AsyncSceneObjectGroupDeleter
{
private static readonly ILog m_log
= LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
///
/// Is the deleter currently enabled?
///
public bool Enabled;
private Timer m_inventoryTicker = new Timer(2000);
private readonly Queue m_inventoryDeletes = new Queue();
private Scene m_scene;
public AsyncSceneObjectGroupDeleter(Scene scene)
{
m_scene = scene;
m_inventoryTicker.AutoReset = false;
m_inventoryTicker.Elapsed += InventoryRunDeleteTimer;
}
///
/// Delete the given object from the scene
///
public void DeleteToInventory(DeRezAction action, UUID folderID,
SceneObjectGroup objectGroup, IClientAPI remoteClient,
bool permissionToDelete)
{
if (Enabled)
lock (m_inventoryTicker)
m_inventoryTicker.Stop();
lock (m_inventoryDeletes)
{
DeleteToInventoryHolder dtis = new DeleteToInventoryHolder();
dtis.action = action;
dtis.folderID = folderID;
dtis.objectGroup = objectGroup;
dtis.remoteClient = remoteClient;
dtis.permissionToDelete = permissionToDelete;
m_inventoryDeletes.Enqueue(dtis);
}
if (Enabled)
lock (m_inventoryTicker)
m_inventoryTicker.Start();
// Visually remove it, even if it isnt really gone yet. This means that if we crash before the object
// has gone to inventory, it will reappear in the region again on restart instead of being lost.
// This is not ideal since the object will still be available for manipulation when it should be, but it's
// better than losing the object for now.
if (permissionToDelete)
objectGroup.DeleteGroup(false);
}
private void InventoryRunDeleteTimer(object sender, ElapsedEventArgs e)
{
m_log.Debug("[SCENE]: Starting send to inventory loop");
while (InventoryDeQueueAndDelete())
{
//m_log.Debug("[SCENE]: Sent item successfully to inventory, continuing...");
}
}
///
/// Move the next object in the queue to inventory. Then delete it properly from the scene.
///
///
public bool InventoryDeQueueAndDelete()
{
DeleteToInventoryHolder x = null;
int left = 0;
try
{
lock (m_inventoryDeletes)
{
left = m_inventoryDeletes.Count;
if (left > 0)
{
x = m_inventoryDeletes.Dequeue();
if (!x.objectGroup.CanBeDeleted())
{
m_inventoryDeletes.Enqueue(x);
return true;
}
}
}
if (left > 0)
{
m_log.DebugFormat(
"[SCENE]: Sending object to user's inventory, {0} item(s) remaining.", left);
try
{
m_scene.DeleteToInventory(x.action, x.folderID, x.objectGroup, x.remoteClient);
if (x.permissionToDelete)
m_scene.DeleteSceneObject(x.objectGroup, false);
}
catch (Exception e)
{
m_log.DebugFormat("Exception background sending object: " + e);
}
return true;
}
}
catch (Exception e)
{
// We can't put the object group details in here since the root part may have disappeared (which is where these sit).
// FIXME: This needs to be fixed.
m_log.ErrorFormat(
"[SCENE]: Queued sending of scene object to agent {0} {1} failed: {2}",
(x != null ? x.remoteClient.Name : "unavailable"), (x != null ? x.remoteClient.AgentId.ToString() : "unavailable"), e.ToString());
}
m_log.Debug("[SCENE]: No objects left in inventory send queue.");
return false;
}
}
}