several changes to lludp FetchInventory

This commit is contained in:
UbitUmarov
2020-03-01 18:56:07 +00:00
parent 71b5ca95e6
commit dc225e348d
7 changed files with 137 additions and 97 deletions

View File

@@ -27,7 +27,8 @@
using System;
using System.Collections.Generic;
using System.Reflection;
using System.Collections.Concurrent;
//using System.Reflection;
using System.Threading;
using log4net;
using OpenMetaverse;
@@ -39,12 +40,14 @@ namespace OpenSim.Region.Framework.Scenes
class FetchHolder
{
public IClientAPI Client { get; private set; }
public UUID ItemID { get; private set; }
public UUID[] Items { get; private set; }
public UUID[] Owners { get; private set; }
public FetchHolder(IClientAPI client, UUID itemID)
public FetchHolder(IClientAPI client, UUID[] items, UUID[] owners)
{
Client = client;
ItemID = itemID;
Items = items;
Owners = owners;
}
}
@@ -77,16 +80,15 @@ namespace OpenSim.Region.Framework.Scenes
/// <summary>
/// Queues fetch requests
/// </summary>
Queue<FetchHolder> m_fetchHolder = new Queue<FetchHolder>();
private static ConcurrentQueue<FetchHolder> m_fetchHolder = new ConcurrentQueue<FetchHolder>();
static private object m_threadLock = new object();
static private bool m_running;
/// <summary>
/// Signal whether a queue is currently being processed or not.
/// </summary>
protected volatile bool m_processing;
public AsyncInventorySender(Scene scene)
{
m_processing = false;
m_scene = scene;
}
@@ -96,20 +98,20 @@ namespace OpenSim.Region.Framework.Scenes
/// <param name="remoteClient"></param>
/// <param name="itemID"></param>
/// <param name="ownerID"></param>
public void HandleFetchInventory(IClientAPI remoteClient, UUID itemID, UUID ownerID)
public void HandleFetchInventory(IClientAPI remoteClient, UUID[] items, UUID[] owners)
{
lock (m_fetchHolder)
{
// m_log.DebugFormat(
// "[ASYNC INVENTORY SENDER]: Putting request from {0} for {1} on queue", remoteClient.Name, itemID);
//m_log.DebugFormat(
// "[ASYNC INVENTORY SENDER]: Putting request from {0} for {1} on queue", remoteClient.Name, itemID);
m_fetchHolder.Enqueue(new FetchHolder(remoteClient, itemID));
}
if (!m_processing)
m_fetchHolder.Enqueue(new FetchHolder(remoteClient, items, owners));
if (Monitor.TryEnter(m_threadLock))
{
m_processing = true;
ProcessQueue();
if (!m_running)
{
m_running = true;
Util.FireAndForget(x => ProcessQueue());
}
Monitor.Exit(m_threadLock);
}
}
@@ -118,37 +120,42 @@ namespace OpenSim.Region.Framework.Scenes
/// </summary>
protected void ProcessQueue()
{
FetchHolder fh = null;
while (true)
lock(m_threadLock)
{
lock (m_fetchHolder)
try
{
// m_log.DebugFormat("[ASYNC INVENTORY SENDER]: {0} items left to process", m_fetchHolder.Count);
while (m_fetchHolder.TryDequeue(out FetchHolder fh))
{
if (!fh.Client.IsActive)
continue;
// m_log.DebugFormat(
// "[ASYNC INVENTORY SENDER]: Handling request from {0} for {1} on queue", fh.Client.Name, fh.ItemID);
if (m_fetchHolder.Count == 0)
{
m_processing = false;
return;
}
else
{
fh = m_fetchHolder.Dequeue();
var items = new List<InventoryItemBase>();
for(int i = 0; i < fh.Items.Length; ++i )
{
InventoryItemBase item = m_scene.InventoryService.GetItem(fh.Owners[i], fh.Items[i]);
if (item == null)
continue;
/*
if (item.AssetType == (int)AssetType.Link)
{
InventoryItemBase itemlk = m_scene.InventoryService.GetItem(fh.Owners[i], item.AssetID);
if(itemlk != null)
items.Add(itemlk);
}
*/
items.Add(item);
}
fh.Client.SendInventoryItemDetails(items.ToArray());
// TODO: Possibly log any failure
}
}
if (!fh.Client.IsActive)
continue;
// m_log.DebugFormat(
// "[ASYNC INVENTORY SENDER]: Handling request from {0} for {1} on queue", fh.Client.Name, fh.ItemID);
InventoryItemBase item = m_scene.InventoryService.GetItem(fh.Client.AgentId, fh.ItemID);
if (item != null)
fh.Client.SendInventoryItemDetails(item.Owner, item);
// TODO: Possibly log any failure
catch { }
m_running = false;
}
}
}