/* * 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: * * Redistributions of source code must retain the above copyright * 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; using OpenSim.Region.Framework.Interfaces; namespace OpenSim.Region.Framework.Scenes { class DeleteToInventoryHolder { public DeRezAction action; public IClientAPI remoteClient; public List objectGroups; 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, List objectGroups, 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.objectGroups = objectGroups; 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) { foreach (SceneObjectGroup g in objectGroups) g.DeleteGroupFromScene(false); } } private void InventoryRunDeleteTimer(object sender, ElapsedEventArgs e) { // m_log.Debug("[ASYNC DELETER]: Starting send to inventory loop"); // We must set appearance parameters in the en_US culture in order to avoid issues where values are saved // in a culture where decimal points are commas and then reloaded in a culture which just treats them as // number seperators. Culture.SetCurrentCulture(); while (InventoryDeQueueAndDelete()) { //m_log.Debug("[ASYNC DELETER]: 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; try { lock (m_inventoryDeletes) { int left = m_inventoryDeletes.Count; if (left > 0) { x = m_inventoryDeletes.Dequeue(); // m_log.DebugFormat( // "[ASYNC DELETER]: Sending object to user's inventory, action {1}, count {2}, {0} item(s) remaining.", // left, x.action, x.objectGroups.Count); try { IInventoryAccessModule invAccess = m_scene.RequestModuleInterface(); if (invAccess != null) invAccess.CopyToInventory(x.action, x.folderID, x.objectGroups, x.remoteClient, false); if (x.permissionToDelete) { foreach (SceneObjectGroup g in x.objectGroups) m_scene.DeleteSceneObject(g, true); } } catch (Exception e) { m_log.ErrorFormat( "[ASYNC DELETER]: Exception background sending object: {0}{1}", e.Message, e.StackTrace); } 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( "[ASYNC DELETER]: Queued sending of scene object to agent {0} {1} failed: {2} {3}", (x != null ? x.remoteClient.Name : "unavailable"), (x != null ? x.remoteClient.AgentId.ToString() : "unavailable"), e.Message, e.StackTrace); } // m_log.Debug("[ASYNC DELETER]: No objects left in inventory send queue."); return false; } } }