opensim – Blame information for rev 1
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1 | eva | 1 | /* |
2 | * Copyright (c) Contributors, http://opensimulator.org/ |
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3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. |
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4 | * |
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5 | * Redistribution and use in source and binary forms, with or without |
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6 | * modification, are permitted provided that the following conditions are met: |
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7 | * * Redistributions of source code must retain the above copyright |
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8 | * notice, this list of conditions and the following disclaimer. |
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9 | * * Redistributions in binary form must reproduce the above copyright |
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10 | * notice, this list of conditions and the following disclaimer in the |
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11 | * documentation and/or other materials provided with the distribution. |
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12 | * * Neither the name of the OpenSimulator Project nor the |
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13 | * names of its contributors may be used to endorse or promote products |
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14 | * derived from this software without specific prior written permission. |
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15 | * |
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16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY |
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17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED |
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18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE |
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19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY |
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20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES |
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21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; |
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22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND |
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23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
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24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS |
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25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
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26 | */ |
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27 | |||
28 | using System; |
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29 | using System.Collections.Generic; |
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30 | using System.Reflection; |
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31 | using System.Threading; |
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32 | using log4net; |
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33 | using OpenMetaverse; |
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34 | using OpenSim.Framework; |
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35 | using OpenSim.Region.Framework.Interfaces; |
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36 | |||
37 | namespace OpenSim.Region.Framework.Scenes |
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38 | { |
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39 | class FetchHolder |
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40 | { |
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41 | public IClientAPI Client { get; private set; } |
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42 | public UUID ItemID { get; private set; } |
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43 | |||
44 | public FetchHolder(IClientAPI client, UUID itemID) |
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45 | { |
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46 | Client = client; |
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47 | ItemID = itemID; |
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48 | } |
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49 | } |
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50 | |||
51 | /// <summary> |
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52 | /// Send FetchInventoryReply information to clients asynchronously on a single thread rather than asynchronously via |
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53 | /// multiple threads. |
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54 | /// </summary> |
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55 | /// <remarks> |
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56 | /// 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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57 | /// very large number of FetchInventory requests are sent to the simulator. Each is handled on a separate thread |
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58 | /// by the IClientAPI, but the sheer number of requests overwhelms the number of threads available and ends up |
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59 | /// freezing the inbound packet handling. |
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60 | /// |
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61 | /// This class makes the first FetchInventory packet thread process the queue. If new requests come |
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62 | /// in while it is processing, then the subsequent threads just add the requests and leave it to the original |
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63 | /// thread to process them. |
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64 | /// |
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65 | /// This might slow down outbound packets but these are limited by the IClientAPI outbound queues |
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66 | /// anyway. |
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67 | /// |
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68 | /// It might be possible to ignore FetchInventory requests altogether, particularly as they are redundant wrt to |
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69 | /// FetchInventoryDescendents requests, but this would require more investigation. |
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70 | /// </remarks> |
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71 | public class AsyncInventorySender |
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72 | { |
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73 | // private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); |
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74 | |||
75 | protected Scene m_scene; |
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76 | |||
77 | /// <summary> |
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78 | /// Queues fetch requests |
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79 | /// </summary> |
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80 | Queue<FetchHolder> m_fetchHolder = new Queue<FetchHolder>(); |
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81 | |||
82 | /// <summary> |
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83 | /// Signal whether a queue is currently being processed or not. |
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84 | /// </summary> |
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85 | protected volatile bool m_processing; |
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86 | |||
87 | public AsyncInventorySender(Scene scene) |
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88 | { |
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89 | m_processing = false; |
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90 | m_scene = scene; |
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91 | } |
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92 | |||
93 | /// <summary> |
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94 | /// Handle a fetch inventory request from the client |
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95 | /// </summary> |
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96 | /// <param name="remoteClient"></param> |
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97 | /// <param name="itemID"></param> |
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98 | /// <param name="ownerID"></param> |
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99 | public void HandleFetchInventory(IClientAPI remoteClient, UUID itemID, UUID ownerID) |
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100 | { |
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101 | lock (m_fetchHolder) |
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102 | { |
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103 | // m_log.DebugFormat( |
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104 | // "[ASYNC INVENTORY SENDER]: Putting request from {0} for {1} on queue", remoteClient.Name, itemID); |
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105 | |||
106 | m_fetchHolder.Enqueue(new FetchHolder(remoteClient, itemID)); |
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107 | } |
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108 | |||
109 | if (!m_processing) |
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110 | { |
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111 | m_processing = true; |
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112 | ProcessQueue(); |
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113 | } |
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114 | } |
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115 | |||
116 | /// <summary> |
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117 | /// Process the queue of fetches |
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118 | /// </summary> |
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119 | protected void ProcessQueue() |
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120 | { |
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121 | FetchHolder fh = null; |
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122 | |||
123 | while (true) |
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124 | { |
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125 | lock (m_fetchHolder) |
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126 | { |
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127 | // m_log.DebugFormat("[ASYNC INVENTORY SENDER]: {0} items left to process", m_fetchHolder.Count); |
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128 | |||
129 | if (m_fetchHolder.Count == 0) |
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130 | { |
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131 | m_processing = false; |
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132 | return; |
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133 | } |
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134 | else |
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135 | { |
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136 | fh = m_fetchHolder.Dequeue(); |
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137 | } |
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138 | } |
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139 | |||
140 | if (!fh.Client.IsActive) |
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141 | continue; |
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142 | |||
143 | // m_log.DebugFormat( |
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144 | // "[ASYNC INVENTORY SENDER]: Handling request from {0} for {1} on queue", fh.Client.Name, fh.ItemID); |
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145 | |||
146 | InventoryItemBase item = new InventoryItemBase(fh.ItemID, fh.Client.AgentId); |
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147 | item = m_scene.InventoryService.GetItem(item); |
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148 | |||
149 | if (item != null) |
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150 | fh.Client.SendInventoryItemDetails(item.Owner, item); |
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151 | |||
152 | // TODO: Possibly log any failure |
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153 | } |
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154 | } |
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155 | } |
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156 | } |