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-rw-r--r--OpenSim/Region/Framework/Scenes/AsyncSceneObjectGroupDeleter.cs38
1 files changed, 19 insertions, 19 deletions
diff --git a/OpenSim/Region/Framework/Scenes/AsyncSceneObjectGroupDeleter.cs b/OpenSim/Region/Framework/Scenes/AsyncSceneObjectGroupDeleter.cs
index 11a0146..7509686 100644
--- a/OpenSim/Region/Framework/Scenes/AsyncSceneObjectGroupDeleter.cs
+++ b/OpenSim/Region/Framework/Scenes/AsyncSceneObjectGroupDeleter.cs
@@ -44,29 +44,29 @@ namespace OpenSim.Region.Framework.Scenes
44 public UUID folderID; 44 public UUID folderID;
45 public bool permissionToDelete; 45 public bool permissionToDelete;
46 } 46 }
47 47
48 /// <summary> 48 /// <summary>
49 /// Asynchronously derez objects. This is used to derez large number of objects to inventory without holding 49 /// Asynchronously derez objects. This is used to derez large number of objects to inventory without holding
50 /// up the main client thread. 50 /// up the main client thread.
51 /// </summary> 51 /// </summary>
52 public class AsyncSceneObjectGroupDeleter 52 public class AsyncSceneObjectGroupDeleter
53 { 53 {
54 private static readonly ILog m_log 54 private static readonly ILog m_log
55 = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 55 = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
56 56
57 /// <value> 57 /// <value>
58 /// Is the deleter currently enabled? 58 /// Is the deleter currently enabled?
59 /// </value> 59 /// </value>
60 public bool Enabled; 60 public bool Enabled;
61 61
62 private Timer m_inventoryTicker = new Timer(2000); 62 private Timer m_inventoryTicker = new Timer(2000);
63 private readonly Queue<DeleteToInventoryHolder> m_inventoryDeletes = new Queue<DeleteToInventoryHolder>(); 63 private readonly Queue<DeleteToInventoryHolder> m_inventoryDeletes = new Queue<DeleteToInventoryHolder>();
64 private Scene m_scene; 64 private Scene m_scene;
65 65
66 public AsyncSceneObjectGroupDeleter(Scene scene) 66 public AsyncSceneObjectGroupDeleter(Scene scene)
67 { 67 {
68 m_scene = scene; 68 m_scene = scene;
69 69
70 m_inventoryTicker.AutoReset = false; 70 m_inventoryTicker.AutoReset = false;
71 m_inventoryTicker.Elapsed += InventoryRunDeleteTimer; 71 m_inventoryTicker.Elapsed += InventoryRunDeleteTimer;
72 } 72 }
@@ -75,7 +75,7 @@ namespace OpenSim.Region.Framework.Scenes
75 /// Delete the given object from the scene 75 /// Delete the given object from the scene
76 /// </summary> 76 /// </summary>
77 public void DeleteToInventory(DeRezAction action, UUID folderID, 77 public void DeleteToInventory(DeRezAction action, UUID folderID,
78 List<SceneObjectGroup> objectGroups, IClientAPI remoteClient, 78 List<SceneObjectGroup> objectGroups, IClientAPI remoteClient,
79 bool permissionToDelete) 79 bool permissionToDelete)
80 { 80 {
81 if (Enabled) 81 if (Enabled)
@@ -97,7 +97,7 @@ namespace OpenSim.Region.Framework.Scenes
97 if (Enabled) 97 if (Enabled)
98 lock (m_inventoryTicker) 98 lock (m_inventoryTicker)
99 m_inventoryTicker.Start(); 99 m_inventoryTicker.Start();
100 100
101 // Visually remove it, even if it isnt really gone yet. This means that if we crash before the object 101 // Visually remove it, even if it isnt really gone yet. This means that if we crash before the object
102 // has gone to inventory, it will reappear in the region again on restart instead of being lost. 102 // has gone to inventory, it will reappear in the region again on restart instead of being lost.
103 // This is not ideal since the object will still be available for manipulation when it should be, but it's 103 // This is not ideal since the object will still be available for manipulation when it should be, but it's
@@ -108,7 +108,7 @@ namespace OpenSim.Region.Framework.Scenes
108 g.DeleteGroupFromScene(false); 108 g.DeleteGroupFromScene(false);
109 } 109 }
110 } 110 }
111 111
112 private void InventoryRunDeleteTimer(object sender, ElapsedEventArgs e) 112 private void InventoryRunDeleteTimer(object sender, ElapsedEventArgs e)
113 { 113 {
114// m_log.Debug("[ASYNC DELETER]: Starting send to inventory loop"); 114// m_log.Debug("[ASYNC DELETER]: Starting send to inventory loop");
@@ -116,8 +116,8 @@ namespace OpenSim.Region.Framework.Scenes
116 // We must set appearance parameters in the en_US culture in order to avoid issues where values are saved 116 // We must set appearance parameters in the en_US culture in order to avoid issues where values are saved
117 // in a culture where decimal points are commas and then reloaded in a culture which just treats them as 117 // in a culture where decimal points are commas and then reloaded in a culture which just treats them as
118 // number seperators. 118 // number seperators.
119 Culture.SetCurrentCulture(); 119 Culture.SetCurrentCulture();
120 120
121 while (InventoryDeQueueAndDelete()) 121 while (InventoryDeQueueAndDelete())
122 { 122 {
123 //m_log.Debug("[ASYNC DELETER]: Sent item successfully to inventory, continuing..."); 123 //m_log.Debug("[ASYNC DELETER]: Sent item successfully to inventory, continuing...");
@@ -131,7 +131,7 @@ namespace OpenSim.Region.Framework.Scenes
131 public bool InventoryDeQueueAndDelete() 131 public bool InventoryDeQueueAndDelete()
132 { 132 {
133 DeleteToInventoryHolder x = null; 133 DeleteToInventoryHolder x = null;
134 134
135 try 135 try
136 { 136 {
137 lock (m_inventoryDeletes) 137 lock (m_inventoryDeletes)
@@ -144,13 +144,13 @@ namespace OpenSim.Region.Framework.Scenes
144// m_log.DebugFormat( 144// m_log.DebugFormat(
145// "[ASYNC DELETER]: Sending object to user's inventory, action {1}, count {2}, {0} item(s) remaining.", 145// "[ASYNC DELETER]: Sending object to user's inventory, action {1}, count {2}, {0} item(s) remaining.",
146// left, x.action, x.objectGroups.Count); 146// left, x.action, x.objectGroups.Count);
147 147
148 try 148 try
149 { 149 {
150 IInventoryAccessModule invAccess = m_scene.RequestModuleInterface<IInventoryAccessModule>(); 150 IInventoryAccessModule invAccess = m_scene.RequestModuleInterface<IInventoryAccessModule>();
151 if (invAccess != null) 151 if (invAccess != null)
152 invAccess.CopyToInventory(x.action, x.folderID, x.objectGroups, x.remoteClient, false); 152 invAccess.CopyToInventory(x.action, x.folderID, x.objectGroups, x.remoteClient, false);
153 153
154 if (x.permissionToDelete) 154 if (x.permissionToDelete)
155 { 155 {
156 foreach (SceneObjectGroup g in x.objectGroups) 156 foreach (SceneObjectGroup g in x.objectGroups)
@@ -162,7 +162,7 @@ namespace OpenSim.Region.Framework.Scenes
162 m_log.ErrorFormat( 162 m_log.ErrorFormat(
163 "[ASYNC DELETER]: Exception background sending object: {0}{1}", e.Message, e.StackTrace); 163 "[ASYNC DELETER]: Exception background sending object: {0}{1}", e.Message, e.StackTrace);
164 } 164 }
165 165
166 return true; 166 return true;
167 } 167 }
168 } 168 }
@@ -173,14 +173,14 @@ namespace OpenSim.Region.Framework.Scenes
173 // FIXME: This needs to be fixed. 173 // FIXME: This needs to be fixed.
174 m_log.ErrorFormat( 174 m_log.ErrorFormat(
175 "[ASYNC DELETER]: Queued sending of scene object to agent {0} {1} failed: {2} {3}", 175 "[ASYNC DELETER]: Queued sending of scene object to agent {0} {1} failed: {2} {3}",
176 (x != null ? x.remoteClient.Name : "unavailable"), 176 (x != null ? x.remoteClient.Name : "unavailable"),
177 (x != null ? x.remoteClient.AgentId.ToString() : "unavailable"), 177 (x != null ? x.remoteClient.AgentId.ToString() : "unavailable"),
178 e.Message, 178 e.Message,
179 e.StackTrace); 179 e.StackTrace);
180 } 180 }
181 181
182// m_log.Debug("[ASYNC DELETER]: No objects left in inventory send queue."); 182// m_log.Debug("[ASYNC DELETER]: No objects left in inventory send queue.");
183 183
184 return false; 184 return false;
185 } 185 }
186 } 186 }