Files
opensim/OpenSim/Region/Environment/Scenes/AsyncSceneObjectGroupDeleter.cs
Melanie Thielker efe3f3eb2a Megapatch. :) Fix skull attachment editing. Streamline Object terse updates.
Add rezzing time to objects. Add Object return and traffic fields to land
database. Add plumbing for auto return. Implement auto return.
Contains a migration. May contain nuts.
2008-10-18 05:51:36 +00:00

144 lines
5.7 KiB
C#

/*
* 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.Reflection;
using System.Timers;
using log4net;
using OpenMetaverse;
using OpenMetaverse.Packets;
using OpenSim.Framework;
namespace OpenSim.Region.Environment.Scenes
{
class DeleteToInventoryHolder
{
public int destination;
public IClientAPI remoteClient;
public SceneObjectGroup objectGroup;
public UUID folderID;
public bool permissionToDelete;
}
/// <summary>
/// Asynchronously derez objects. This is used to derez large number of objects to inventory without holding
/// up the main client thread.
/// </summary>
public class AsyncSceneObjectGroupDeleter
{
private static readonly ILog m_log
= LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
private Timer m_inventoryTicker = new Timer(2000);
private readonly Queue<DeleteToInventoryHolder> m_inventoryDeletes = new Queue<DeleteToInventoryHolder>();
private Scene m_scene;
public AsyncSceneObjectGroupDeleter(Scene scene)
{
m_scene = scene;
m_inventoryTicker.AutoReset = false;
m_inventoryTicker.Elapsed += InventoryRunDeleteTimer;
}
/// <summary>
/// Delete the given object from the scene
/// </summary>
public void DeleteToInventory(int destination, UUID folderID,
SceneObjectGroup objectGroup, IClientAPI remoteClient,
bool permissionToDelete)
{
m_inventoryTicker.Stop();
lock (m_inventoryDeletes)
{
DeleteToInventoryHolder dtis = new DeleteToInventoryHolder();
dtis.destination = destination;
dtis.folderID = folderID;
dtis.objectGroup = objectGroup;
dtis.remoteClient = remoteClient;
dtis.permissionToDelete = permissionToDelete;
m_inventoryDeletes.Enqueue(dtis);
}
m_inventoryTicker.Start();
// Visually remove it, even if it isnt really gone yet.
if (permissionToDelete)
objectGroup.FakeDeleteGroup();
}
private void InventoryRunDeleteTimer(object sender, ElapsedEventArgs e)
{
m_log.Debug("[SCENE]: Starting send to inventory loop");
while (InventoryDeQueueAndDelete())
{
m_log.Debug("[SCENE]: Returned item successfully to inventory, continuing...");
}
}
private bool InventoryDeQueueAndDelete()
{
DeleteToInventoryHolder x = null;
try
{
lock (m_inventoryDeletes)
{
int left = m_inventoryDeletes.Count;
if (left > 0)
{
m_log.DebugFormat(
"[SCENE]: Sending deleted object to user's inventory, {0} item(s) remaining.", left);
x = m_inventoryDeletes.Dequeue();
m_scene.DeleteToInventory(x.destination,
x.folderID, x.objectGroup, x.remoteClient,
x.permissionToDelete);
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(
"[SCENE]: Queued deletion of scene object to agent {0} {1} failed: {2}",
(x != null ? x.remoteClient.Name : "unavailable"), (x != null ? x.remoteClient.AgentId.ToString() : "unavailable"), e.ToString());
}
m_log.Debug("[SCENE]: No objects left in inventory delete queue.");
return false;
}
}
}