clockwerk-opensim-stable – Blame information for rev 1

Subversion Repositories:
Rev:
Rev Author Line No. Line
1 vero 1 /*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27  
28 using System;
29 using System.Collections.Generic;
30 using System.Reflection;
31 using System.Timers;
32 using log4net;
33 using OpenMetaverse;
34 using OpenSim.Framework;
35 using OpenSim.Region.Framework.Interfaces;
36  
37 namespace OpenSim.Region.Framework.Scenes
38 {
39 class DeleteToInventoryHolder
40 {
41 public DeRezAction action;
42 public IClientAPI remoteClient;
43 public List<SceneObjectGroup> objectGroups;
44 public UUID folderID;
45 public bool permissionToDelete;
46 }
47  
48 /// <summary>
49 /// Asynchronously derez objects. This is used to derez large number of objects to inventory without holding
50 /// up the main client thread.
51 /// </summary>
52 public class AsyncSceneObjectGroupDeleter
53 {
54 private static readonly ILog m_log
55 = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
56  
57 /// <value>
58 /// Is the deleter currently enabled?
59 /// </value>
60 public bool Enabled;
61  
62 private Timer m_inventoryTicker = new Timer(2000);
63 private readonly Queue<DeleteToInventoryHolder> m_inventoryDeletes = new Queue<DeleteToInventoryHolder>();
64 private Scene m_scene;
65  
66 public AsyncSceneObjectGroupDeleter(Scene scene)
67 {
68 m_scene = scene;
69  
70 m_inventoryTicker.AutoReset = false;
71 m_inventoryTicker.Elapsed += InventoryRunDeleteTimer;
72 }
73  
74 /// <summary>
75 /// Delete the given object from the scene
76 /// </summary>
77 public void DeleteToInventory(DeRezAction action, UUID folderID,
78 List<SceneObjectGroup> objectGroups, IClientAPI remoteClient,
79 bool permissionToDelete)
80 {
81 if (Enabled)
82 lock (m_inventoryTicker)
83 m_inventoryTicker.Stop();
84  
85 lock (m_inventoryDeletes)
86 {
87 DeleteToInventoryHolder dtis = new DeleteToInventoryHolder();
88 dtis.action = action;
89 dtis.folderID = folderID;
90 dtis.objectGroups = objectGroups;
91 dtis.remoteClient = remoteClient;
92 dtis.permissionToDelete = permissionToDelete;
93  
94 m_inventoryDeletes.Enqueue(dtis);
95 }
96  
97 if (Enabled)
98 lock (m_inventoryTicker)
99 m_inventoryTicker.Start();
100  
101 // Visually remove it, even if it isnt really gone yet. This means that if we crash before the object
102 // has gone to inventory, it will reappear in the region again on restart instead of being lost.
103 // This is not ideal since the object will still be available for manipulation when it should be, but it's
104 // better than losing the object for now.
105 if (permissionToDelete)
106 {
107 foreach (SceneObjectGroup g in objectGroups)
108 g.DeleteGroupFromScene(false);
109 }
110 }
111  
112 private void InventoryRunDeleteTimer(object sender, ElapsedEventArgs e)
113 {
114 // m_log.Debug("[ASYNC DELETER]: Starting send to inventory loop");
115  
116 // We must set appearance parameters in the en_US culture in order to avoid issues where values are saved
117 // in a culture where decimal points are commas and then reloaded in a culture which just treats them as
118 // number seperators.
119 Culture.SetCurrentCulture();
120  
121 while (InventoryDeQueueAndDelete())
122 {
123 //m_log.Debug("[ASYNC DELETER]: Sent item successfully to inventory, continuing...");
124 }
125 }
126  
127 /// <summary>
128 /// Move the next object in the queue to inventory. Then delete it properly from the scene.
129 /// </summary>
130 /// <returns></returns>
131 public bool InventoryDeQueueAndDelete()
132 {
133 DeleteToInventoryHolder x = null;
134  
135 try
136 {
137 lock (m_inventoryDeletes)
138 {
139 int left = m_inventoryDeletes.Count;
140 if (left > 0)
141 {
142 x = m_inventoryDeletes.Dequeue();
143  
144 // m_log.DebugFormat(
145 // "[ASYNC DELETER]: Sending object to user's inventory, action {1}, count {2}, {0} item(s) remaining.",
146 // left, x.action, x.objectGroups.Count);
147  
148 try
149 {
150 IInventoryAccessModule invAccess = m_scene.RequestModuleInterface<IInventoryAccessModule>();
151 if (invAccess != null)
152 invAccess.CopyToInventory(x.action, x.folderID, x.objectGroups, x.remoteClient, false);
153  
154 if (x.permissionToDelete)
155 {
156 foreach (SceneObjectGroup g in x.objectGroups)
157 m_scene.DeleteSceneObject(g, true);
158 }
159 }
160 catch (Exception e)
161 {
162 m_log.ErrorFormat(
163 "[ASYNC DELETER]: Exception background sending object: {0}{1}", e.Message, e.StackTrace);
164 }
165  
166 return true;
167 }
168 }
169 }
170 catch (Exception e)
171 {
172 // We can't put the object group details in here since the root part may have disappeared (which is where these sit).
173 // FIXME: This needs to be fixed.
174 m_log.ErrorFormat(
175 "[ASYNC DELETER]: Queued sending of scene object to agent {0} {1} failed: {2} {3}",
176 (x != null ? x.remoteClient.Name : "unavailable"),
177 (x != null ? x.remoteClient.AgentId.ToString() : "unavailable"),
178 e.Message,
179 e.StackTrace);
180 }
181  
182 // m_log.Debug("[ASYNC DELETER]: No objects left in inventory send queue.");
183  
184 return false;
185 }
186 }
187 }