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authorJustin Clarke Casey2008-09-29 19:09:49 +0000
committerJustin Clarke Casey2008-09-29 19:09:49 +0000
commit941e20c46341bbb16d9c718a47d960dcaced939d (patch)
tree6b2a0986a048c46f755caf80b67fb5d8f8ebbb86 /OpenSim/Region/Environment/Scenes/Scene.Inventory.cs
parentApplyImpulse now forwards impulse in both local and global modes. (diff)
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* refactor: move asynchronous scene object deletion to inventory queueing out to a separate class
Diffstat (limited to 'OpenSim/Region/Environment/Scenes/Scene.Inventory.cs')
-rw-r--r--OpenSim/Region/Environment/Scenes/Scene.Inventory.cs101
1 files changed, 18 insertions, 83 deletions
diff --git a/OpenSim/Region/Environment/Scenes/Scene.Inventory.cs b/OpenSim/Region/Environment/Scenes/Scene.Inventory.cs
index 5ff6dec..8557b1c 100644
--- a/OpenSim/Region/Environment/Scenes/Scene.Inventory.cs
+++ b/OpenSim/Region/Environment/Scenes/Scene.Inventory.cs
@@ -40,23 +40,15 @@ using OpenSim.Region.Environment.Interfaces;
40 40
41namespace OpenSim.Region.Environment.Scenes 41namespace OpenSim.Region.Environment.Scenes
42{ 42{
43 class DeleteToInventoryHolder
44 {
45 public DeRezObjectPacket DeRezPacket;
46 public EntityBase selectedEnt;
47 public IClientAPI remoteClient;
48 public SceneObjectGroup objectGroup;
49 public UUID folderID;
50 public bool permissionToDelete;
51 }
52
53 public partial class Scene 43 public partial class Scene
54 { 44 {
55 private Timer m_inventoryTicker;
56 private readonly Queue<DeleteToInventoryHolder> m_inventoryDeletes = new Queue<DeleteToInventoryHolder>();
57
58 private static readonly ILog m_log 45 private static readonly ILog m_log
59 = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 46 = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
47
48 /// <summary>
49 /// Allows asynchronous derezzing of objects from the scene into a client's inventory.
50 /// </summary>
51 private AsyncSceneObjectGroupDeleter m_asyncSceneObjectDeleter;
60 52
61 /// <summary> 53 /// <summary>
62 /// Start all the scripts in the scene which should be started. 54 /// Start all the scripts in the scene which should be started.
@@ -1546,35 +1538,8 @@ namespace OpenSim.Region.Environment.Scenes
1546 1538
1547 if (permissionToTake) 1539 if (permissionToTake)
1548 { 1540 {
1549 if (m_inventoryTicker != null) 1541 m_asyncSceneObjectDeleter.DeleteToInventory(
1550 { 1542 DeRezPacket, folderID, objectGroup, remoteClient, selectedEnt, permissionToDelete);
1551 m_inventoryTicker.Stop();
1552 }
1553 else
1554 {
1555 m_inventoryTicker = new Timer(2000);
1556 m_inventoryTicker.AutoReset = false;
1557 m_inventoryTicker.Elapsed += InventoryRunDeleteTimer;
1558 }
1559
1560 lock (m_inventoryDeletes)
1561 {
1562 DeleteToInventoryHolder dtis = new DeleteToInventoryHolder();
1563 dtis.DeRezPacket = DeRezPacket;
1564 dtis.folderID = folderID;
1565 dtis.objectGroup = objectGroup;
1566 dtis.remoteClient = remoteClient;
1567 dtis.selectedEnt = selectedEnt;
1568 dtis.permissionToDelete = permissionToDelete;
1569
1570 m_inventoryDeletes.Enqueue(dtis);
1571 }
1572
1573 m_inventoryTicker.Start();
1574
1575 // Visually remove it, even if it isnt really gone yet.
1576 if (permissionToDelete)
1577 objectGroup.FakeDeleteGroup();
1578 } 1543 }
1579 else if (permissionToDelete) 1544 else if (permissionToDelete)
1580 { 1545 {
@@ -1584,47 +1549,17 @@ namespace OpenSim.Region.Environment.Scenes
1584 } 1549 }
1585 } 1550 }
1586 1551
1587 void InventoryRunDeleteTimer(object sender, ElapsedEventArgs e) 1552 /// <summary>
1588 { 1553 /// Delete a scene object from a scene and place in the given avatar's inventory.
1589 m_log.Info("Starting inventory send loop"); 1554 /// </summary>
1590 while (InventoryDeQueueAndDelete() == true) 1555 /// <param name="DeRezPacket"></param>
1591 { 1556 /// <param name="selectedEnt"></param>
1592 m_log.Info("Returned item successfully, continuing..."); 1557 /// <param name="remoteClient"> </param>
1593 } 1558 /// <param name="objectGroup"></param>
1594 } 1559 /// <param name="folderID"></param>
1595 1560 /// <param name="permissionToDelete"></param>
1596 private bool InventoryDeQueueAndDelete() 1561 public void DeleteToInventory(DeRezObjectPacket DeRezPacket, EntityBase selectedEnt, IClientAPI remoteClient,
1597 { 1562 SceneObjectGroup objectGroup, UUID folderID, bool permissionToDelete)
1598 DeleteToInventoryHolder x = null;
1599
1600 try
1601 {
1602 lock (m_inventoryDeletes)
1603 {
1604 int left = m_inventoryDeletes.Count;
1605 if (left > 0)
1606 {
1607 m_log.InfoFormat("Sending deleted object to user's inventory, {0} item(s) remaining.", left);
1608 x = m_inventoryDeletes.Dequeue();
1609 DeleteToInventory(x.DeRezPacket, x.selectedEnt, x.remoteClient, x.objectGroup, x.folderID, x.permissionToDelete);
1610 return true;
1611 }
1612 }
1613 }
1614 catch(Exception e)
1615 {
1616 // We can't put the object group details in here since the root part may have disappeared (which is where these sit).
1617 // FIXME: This needs to be fixed.
1618 m_log.ErrorFormat(
1619 "[AGENT INVENTORY]: Queued deletion of scene object to agent {0} {1} failed: {2}",
1620 (x != null ? x.remoteClient.Name : "unavailable"), (x != null ? x.remoteClient.AgentId.ToString() : "unavailable"), e.ToString());
1621 }
1622
1623 m_log.Info("No objects left in inventory delete queue.");
1624 return false;
1625 }
1626
1627 private void DeleteToInventory(DeRezObjectPacket DeRezPacket, EntityBase selectedEnt, IClientAPI remoteClient, SceneObjectGroup objectGroup, UUID folderID, bool permissionToDelete)
1628 { 1563 {
1629 string sceneObjectXml = objectGroup.ToXmlString(); 1564 string sceneObjectXml = objectGroup.ToXmlString();
1630 1565