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WARNING!!!!! You can TAKE them, but you can't REZ them again. Only the first of the contained objects will rez, the rest is inaccessible until rezzing them is implemented. Also, rotations are not explicitly stored. This MAY work. Or not.
181 lines
7.4 KiB
C#
181 lines
7.4 KiB
C#
/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSimulator Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Collections.Generic;
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using System.Reflection;
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using System.Timers;
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using log4net;
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using OpenMetaverse;
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using OpenSim.Framework;
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using OpenSim.Region.Framework.Interfaces;
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namespace OpenSim.Region.Framework.Scenes
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{
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class DeleteToInventoryHolder
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{
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public DeRezAction action;
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public IClientAPI remoteClient;
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public List<SceneObjectGroup> objectGroups;
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public UUID folderID;
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public bool permissionToDelete;
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}
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/// <summary>
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/// Asynchronously derez objects. This is used to derez large number of objects to inventory without holding
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/// up the main client thread.
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/// </summary>
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public class AsyncSceneObjectGroupDeleter
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{
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private static readonly ILog m_log
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= LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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/// <value>
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/// Is the deleter currently enabled?
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/// </value>
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public bool Enabled;
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private Timer m_inventoryTicker = new Timer(2000);
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private readonly Queue<DeleteToInventoryHolder> m_inventoryDeletes = new Queue<DeleteToInventoryHolder>();
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private Scene m_scene;
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public AsyncSceneObjectGroupDeleter(Scene scene)
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{
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m_scene = scene;
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m_inventoryTicker.AutoReset = false;
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m_inventoryTicker.Elapsed += InventoryRunDeleteTimer;
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}
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/// <summary>
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/// Delete the given object from the scene
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/// </summary>
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public void DeleteToInventory(DeRezAction action, UUID folderID,
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List<SceneObjectGroup> objectGroups, IClientAPI remoteClient,
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bool permissionToDelete)
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{
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if (Enabled)
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lock (m_inventoryTicker)
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m_inventoryTicker.Stop();
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lock (m_inventoryDeletes)
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{
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DeleteToInventoryHolder dtis = new DeleteToInventoryHolder();
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dtis.action = action;
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dtis.folderID = folderID;
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dtis.objectGroups = objectGroups;
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dtis.remoteClient = remoteClient;
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dtis.permissionToDelete = permissionToDelete;
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m_inventoryDeletes.Enqueue(dtis);
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}
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if (Enabled)
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lock (m_inventoryTicker)
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m_inventoryTicker.Start();
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// Visually remove it, even if it isnt really gone yet. This means that if we crash before the object
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// has gone to inventory, it will reappear in the region again on restart instead of being lost.
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// This is not ideal since the object will still be available for manipulation when it should be, but it's
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// better than losing the object for now.
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if (permissionToDelete)
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{
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foreach (SceneObjectGroup g in objectGroups)
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g.DeleteGroupFromScene(false);
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}
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}
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private void InventoryRunDeleteTimer(object sender, ElapsedEventArgs e)
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{
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m_log.Debug("[ASYNC DELETER]: Starting send to inventory loop");
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while (InventoryDeQueueAndDelete())
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{
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//m_log.Debug("[ASYNC DELETER]: Sent item successfully to inventory, continuing...");
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}
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}
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/// <summary>
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/// Move the next object in the queue to inventory. Then delete it properly from the scene.
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/// </summary>
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/// <returns></returns>
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public bool InventoryDeQueueAndDelete()
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{
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DeleteToInventoryHolder x = null;
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try
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{
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lock (m_inventoryDeletes)
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{
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int left = m_inventoryDeletes.Count;
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if (left > 0)
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{
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x = m_inventoryDeletes.Dequeue();
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m_log.DebugFormat(
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"[ASYNC DELETER]: Sending object to user's inventory, action {1}, count {2}, {0} item(s) remaining.", left, x.action, x.objectGroups.Count);
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try
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{
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IInventoryAccessModule invAccess = m_scene.RequestModuleInterface<IInventoryAccessModule>();
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if (invAccess != null)
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invAccess.DeleteToInventory(x.action, x.folderID, x.objectGroups, x.remoteClient);
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if (x.permissionToDelete)
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{
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foreach (SceneObjectGroup g in x.objectGroups)
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m_scene.DeleteSceneObject(g, false);
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}
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}
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catch (Exception e)
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{
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m_log.ErrorFormat(
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"[ASYNC DELETER]: Exception background sending object: {0}{1}", e.Message, e.StackTrace);
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}
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return true;
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}
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}
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}
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catch (Exception e)
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{
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// We can't put the object group details in here since the root part may have disappeared (which is where these sit).
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// FIXME: This needs to be fixed.
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m_log.ErrorFormat(
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"[ASYNC DELETER]: Queued sending of scene object to agent {0} {1} failed: {2} {3}",
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(x != null ? x.remoteClient.Name : "unavailable"),
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(x != null ? x.remoteClient.AgentId.ToString() : "unavailable"),
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e.Message,
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e.StackTrace);
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}
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m_log.Debug("[ASYNC DELETER]: No objects left in inventory send queue.");
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return false;
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}
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}
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}
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