diff options
Diffstat (limited to 'OpenSim/Region/Environment/Scenes/AsyncSceneObjectGroupDeleter.cs')
-rw-r--r-- | OpenSim/Region/Environment/Scenes/AsyncSceneObjectGroupDeleter.cs | 165 |
1 files changed, 0 insertions, 165 deletions
diff --git a/OpenSim/Region/Environment/Scenes/AsyncSceneObjectGroupDeleter.cs b/OpenSim/Region/Environment/Scenes/AsyncSceneObjectGroupDeleter.cs deleted file mode 100644 index 1429452..0000000 --- a/OpenSim/Region/Environment/Scenes/AsyncSceneObjectGroupDeleter.cs +++ /dev/null | |||
@@ -1,165 +0,0 @@ | |||
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 | |||
28 | using System; | ||
29 | using System.Collections.Generic; | ||
30 | using System.Reflection; | ||
31 | using System.Timers; | ||
32 | using log4net; | ||
33 | using OpenMetaverse; | ||
34 | using OpenMetaverse.Packets; | ||
35 | using OpenSim.Framework; | ||
36 | |||
37 | namespace OpenSim.Region.Environment.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 | } | ||