/* * 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 OpenSim 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.Runtime.Serialization; using System.Security.Permissions; using OpenMetaverse; using OpenSim.Region.Framework.Scenes; namespace OpenSim.Region.Framework.Scenes.Types { public class UpdateQueue { private Queue m_queue; private List m_ids; private object m_syncObject = new object(); public int Count { get { return m_queue.Count; } } public UpdateQueue() { m_queue = new Queue(); m_ids = new List(); } public void Clear() { lock (m_syncObject) { m_ids.Clear(); m_queue.Clear(); } } public void Enqueue(SceneObjectPart part) { lock (m_syncObject) { if (!m_ids.Contains(part.UUID)) { m_ids.Add(part.UUID); m_queue.Enqueue(part); } } } public SceneObjectPart Dequeue() { SceneObjectPart part = null; lock (m_syncObject) { if (m_queue.Count > 0) { part = m_queue.Dequeue(); m_ids.Remove(part.UUID); } } return part; } } }