opensim-development – Blame information for rev 1

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