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163 lines
6.6 KiB
C#
163 lines
6.6 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.Collections.Concurrent;
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//using System.Reflection;
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using System.Threading;
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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 FetchHolder
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{
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public IClientAPI Client { get; private set; }
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public UUID[] Items { get; private set; }
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public UUID[] Owners { get; private set; }
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public FetchHolder(IClientAPI client, UUID[] items, UUID[] owners)
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{
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Client = client;
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Items = items;
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Owners = owners;
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}
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}
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/// <summary>
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/// Send FetchInventoryReply information to clients asynchronously on a single thread rather than asynchronously via
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/// multiple threads.
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/// </summary>
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/// <remarks>
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/// If the main root inventory is right-clicked on a version 1 viewer for a user with a large inventory, a very
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/// very large number of FetchInventory requests are sent to the simulator. Each is handled on a separate thread
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/// by the IClientAPI, but the sheer number of requests overwhelms the number of threads available and ends up
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/// freezing the inbound packet handling.
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///
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/// This class makes the first FetchInventory packet thread process the queue. If new requests come
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/// in while it is processing, then the subsequent threads just add the requests and leave it to the original
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/// thread to process them.
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///
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/// This might slow down outbound packets but these are limited by the IClientAPI outbound queues
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/// anyway.
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///
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/// It might be possible to ignore FetchInventory requests altogether, particularly as they are redundant wrt to
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/// FetchInventoryDescendents requests, but this would require more investigation.
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/// </remarks>
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public class AsyncInventorySender
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{
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// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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protected Scene m_scene;
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/// <summary>
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/// Queues fetch requests
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/// </summary>
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private static ConcurrentQueue<FetchHolder> m_fetchHolder = new ConcurrentQueue<FetchHolder>();
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static private object m_threadLock = new object();
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static private bool m_running;
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/// <summary>
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/// Signal whether a queue is currently being processed or not.
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/// </summary>
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public AsyncInventorySender(Scene scene)
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{
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m_scene = scene;
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}
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/// <summary>
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/// Handle a fetch inventory request from the client
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/// </summary>
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/// <param name="remoteClient"></param>
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/// <param name="itemID"></param>
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/// <param name="ownerID"></param>
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public void HandleFetchInventory(IClientAPI remoteClient, UUID[] items, UUID[] owners)
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{
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//m_log.DebugFormat(
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// "[ASYNC INVENTORY SENDER]: Putting request from {0} for {1} on queue", remoteClient.Name, itemID);
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m_fetchHolder.Enqueue(new FetchHolder(remoteClient, items, owners));
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if (Monitor.TryEnter(m_threadLock))
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{
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if (!m_running)
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{
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m_running = true;
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Util.FireAndForget(x => ProcessQueue());
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}
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Monitor.Exit(m_threadLock);
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}
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}
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/// <summary>
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/// Process the queue of fetches
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/// </summary>
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protected void ProcessQueue()
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{
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lock(m_threadLock)
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{
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try
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{
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while (m_fetchHolder.TryDequeue(out FetchHolder fh))
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{
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if (!fh.Client.IsActive)
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continue;
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// m_log.DebugFormat(
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// "[ASYNC INVENTORY SENDER]: Handling request from {0} for {1} on queue", fh.Client.Name, fh.ItemID);
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var items = new List<InventoryItemBase>();
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for(int i = 0; i < fh.Items.Length; ++i )
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{
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InventoryItemBase item = m_scene.InventoryService.GetItem(fh.Owners[i], fh.Items[i]);
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if (item == null)
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continue;
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/*
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if (item.AssetType == (int)AssetType.Link)
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{
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InventoryItemBase itemlk = m_scene.InventoryService.GetItem(fh.Owners[i], item.AssetID);
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if(itemlk != null)
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items.Add(itemlk);
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}
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*/
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items.Add(item);
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}
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fh.Client.SendInventoryItemDetails(items.ToArray());
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// TODO: Possibly log any failure
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}
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}
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catch { }
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m_running = false;
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}
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}
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}
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}
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