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-rw-r--r--OpenSim/Region/Environment/Scenes/AsyncSceneObjectGroupDeleter.cs146
1 files changed, 146 insertions, 0 deletions
diff --git a/OpenSim/Region/Environment/Scenes/AsyncSceneObjectGroupDeleter.cs b/OpenSim/Region/Environment/Scenes/AsyncSceneObjectGroupDeleter.cs
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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.Environment.Scenes
38{
39 class DeleteToInventoryHolder
40 {
41 public DeRezObjectPacket DeRezPacket;
42 public EntityBase selectedEnt;
43 public IClientAPI remoteClient;
44 public SceneObjectGroup objectGroup;
45 public UUID folderID;
46 public bool permissionToDelete;
47 }
48
49 /// <summary>
50 /// Asynchronously derez objects. This is used to derez large number of objects to inventory without holding
51 /// up the main client thread.
52 /// </summary>
53 public class AsyncSceneObjectGroupDeleter
54 {
55 private static readonly ILog m_log
56 = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
57
58 private Timer m_inventoryTicker;
59 private readonly Queue<DeleteToInventoryHolder> m_inventoryDeletes = new Queue<DeleteToInventoryHolder>();
60 private Scene m_scene;
61
62 public AsyncSceneObjectGroupDeleter(Scene scene)
63 {
64 m_scene = scene;
65 }
66
67 /// <summary>
68 /// Delete the given object from the scene
69 /// </summary>
70 public void DeleteToInventory(
71 DeRezObjectPacket DeRezPacket, UUID folderID, SceneObjectGroup objectGroup, IClientAPI remoteClient,
72 EntityBase selectedEnt, bool permissionToDelete)
73 {
74 if (m_inventoryTicker != null)
75 {
76 m_inventoryTicker.Stop();
77 }
78 else
79 {
80 m_inventoryTicker = new Timer(2000);
81 m_inventoryTicker.AutoReset = false;
82 m_inventoryTicker.Elapsed += InventoryRunDeleteTimer;
83 }
84
85 lock (m_inventoryDeletes)
86 {
87 DeleteToInventoryHolder dtis = new DeleteToInventoryHolder();
88 dtis.DeRezPacket = DeRezPacket;
89 dtis.folderID = folderID;
90 dtis.objectGroup = objectGroup;
91 dtis.remoteClient = remoteClient;
92 dtis.selectedEnt = selectedEnt;
93 dtis.permissionToDelete = permissionToDelete;
94
95 m_inventoryDeletes.Enqueue(dtis);
96 }
97
98 m_inventoryTicker.Start();
99
100 // Visually remove it, even if it isnt really gone yet.
101 if (permissionToDelete)
102 objectGroup.FakeDeleteGroup();
103 }
104
105 private void InventoryRunDeleteTimer(object sender, ElapsedEventArgs e)
106 {
107 m_log.Info("Starting inventory send loop");
108 while (InventoryDeQueueAndDelete() == true)
109 {
110 m_log.Info("Returned item successfully, continuing...");
111 }
112 }
113
114 private bool InventoryDeQueueAndDelete()
115 {
116 DeleteToInventoryHolder x = null;
117
118 try
119 {
120 lock (m_inventoryDeletes)
121 {
122 int left = m_inventoryDeletes.Count;
123 if (left > 0)
124 {
125 m_log.InfoFormat("Sending deleted object to user's inventory, {0} item(s) remaining.", left);
126 x = m_inventoryDeletes.Dequeue();
127 m_scene.DeleteToInventory(
128 x.DeRezPacket, x.selectedEnt, x.remoteClient, x.objectGroup, x.folderID, x.permissionToDelete);
129 return true;
130 }
131 }
132 }
133 catch(Exception e)
134 {
135 // We can't put the object group details in here since the root part may have disappeared (which is where these sit).
136 // FIXME: This needs to be fixed.
137 m_log.ErrorFormat(
138 "[AGENT INVENTORY]: Queued deletion of scene object to agent {0} {1} failed: {2}",
139 (x != null ? x.remoteClient.Name : "unavailable"), (x != null ? x.remoteClient.AgentId.ToString() : "unavailable"), e.ToString());
140 }
141
142 m_log.Info("No objects left in inventory delete queue.");
143 return false;
144 }
145 }
146}