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.Runtime.Serialization; |
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31 | using System.Security.Permissions; |
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32 | using OpenMetaverse; |
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33 | using OpenSim.Region.Framework.Scenes; |
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34 | |||
35 | namespace OpenSim.Region.Framework.Scenes.Types |
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36 | { |
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37 | public class UpdateQueue |
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38 | { |
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39 | private Queue<SceneObjectPart> m_queue; |
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40 | |||
41 | private Dictionary<UUID, bool> m_ids; |
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42 | |||
43 | private object m_syncObject = new object(); |
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44 | |||
45 | public int Count |
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46 | { |
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47 | get { return m_queue.Count; } |
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48 | } |
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49 | |||
50 | public UpdateQueue() |
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51 | { |
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52 | m_queue = new Queue<SceneObjectPart>(); |
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53 | m_ids = new Dictionary<UUID, bool>(); |
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54 | } |
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55 | |||
56 | public void Clear() |
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57 | { |
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58 | lock (m_syncObject) |
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59 | { |
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60 | m_ids.Clear(); |
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61 | m_queue.Clear(); |
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62 | } |
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63 | } |
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64 | |||
65 | public void Enqueue(SceneObjectPart part) |
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66 | { |
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67 | lock (m_syncObject) |
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68 | { |
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69 | if (!m_ids.ContainsKey(part.UUID)) { |
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70 | m_ids.Add(part.UUID, true); |
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71 | m_queue.Enqueue(part); |
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72 | } |
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73 | } |
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74 | } |
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75 | |||
76 | public SceneObjectPart Dequeue() |
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77 | { |
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78 | SceneObjectPart part = null; |
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79 | lock (m_syncObject) |
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80 | { |
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81 | if (m_queue.Count > 0) |
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82 | { |
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83 | part = m_queue.Dequeue(); |
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84 | m_ids.Remove(part.UUID); |
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85 | } |
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86 | } |
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87 | |||
88 | return part; |
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89 | } |
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90 | } |
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91 | } |