/// <summary> /// Delete the given object from the scene /// </summary> public void DeleteToInventory(DeRezAction action, UUID folderID, SceneObjectGroup objectGroup, IClientAPI remoteClient, bool permissionToDelete) { if (Enabled) lock (m_inventoryTicker) m_inventoryTicker.Stop(); lock (m_inventoryDeletes) { DeleteToInventoryHolder dtis = new DeleteToInventoryHolder(); dtis.action = action; dtis.folderID = folderID; dtis.objectGroup = objectGroup; dtis.remoteClient = remoteClient; dtis.permissionToDelete = permissionToDelete; m_inventoryDeletes.Enqueue(dtis); } if (Enabled) lock (m_inventoryTicker) m_inventoryTicker.Start(); // Visually remove it, even if it isnt really gone yet. This means that if we crash before the object // has gone to inventory, it will reappear in the region again on restart instead of being lost. // This is not ideal since the object will still be available for manipulation when it should be, but it's // better than losing the object for now. if (permissionToDelete) objectGroup.DeleteGroup(false); }
/// <summary> /// Delete the given object from the scene /// </summary> public void DeleteToInventory(DeRezAction action, UUID folderID, SceneObjectGroup objectGroup, IClientAPI remoteClient, bool permissionToDelete) { if (Enabled) { m_inventoryTicker.Stop(); } lock (m_inventoryDeletes) { DeleteToInventoryHolder dtis = new DeleteToInventoryHolder(); dtis.action = action; dtis.folderID = folderID; dtis.objectGroup = objectGroup; dtis.remoteClient = remoteClient; dtis.permissionToDelete = permissionToDelete; m_inventoryDeletes.Enqueue(dtis); } if (Enabled) { m_inventoryTicker.Start(); } // Visually remove it, even if it isnt really gone yet. This means that if we crash before the object // has gone to inventory, it will reappear in the region again on restart instead of being lost. // This is not ideal since the object will still be available for manipulation when it should be, but it's // better than losing the object for now. if (permissionToDelete) { objectGroup.DeleteGroup(false); } }
/// <summary> /// Move the next object in the queue to inventory. Then delete it properly from the scene. /// </summary> /// <returns></returns> public bool InventoryDeQueueAndDelete() { DeleteToInventoryHolder x = null; try { lock (m_inventoryDeletes) { int left = m_inventoryDeletes.Count; if (left > 0) { x = m_inventoryDeletes.Dequeue(); // m_log.DebugFormat( // "[ASYNC DELETER]: Sending object to user's inventory, action {1}, count {2}, {0} item(s) remaining.", // left, x.action, x.objectGroups.Count); try { IInventoryAccessModule invAccess = m_scene.RequestModuleInterface <IInventoryAccessModule>(); if (invAccess != null) { invAccess.CopyToInventory(x.action, x.folderID, x.objectGroups, x.remoteClient, false); } if (x.permissionToDelete) { foreach (SceneObjectGroup g in x.objectGroups) { m_scene.DeleteSceneObject(g, true); } } } catch (Exception e) { m_log.ErrorFormat( "[ASYNC DELETER]: Exception background sending object: {0}{1}", e.Message, e.StackTrace); } return(true); } } } catch (Exception e) { // We can't put the object group details in here since the root part may have disappeared (which is where these sit). // FIXME: This needs to be fixed. m_log.ErrorFormat( "[ASYNC DELETER]: Queued sending of scene object to agent {0} {1} failed: {2} {3}", (x != null ? x.remoteClient.Name : "unavailable"), (x != null ? x.remoteClient.AgentId.ToString() : "unavailable"), e.Message, e.StackTrace); } // m_log.Debug("[ASYNC DELETER]: No objects left in inventory send queue."); return(false); }
/// <summary> /// Move the next object in the queue to inventory. Then delete it properly from the scene. /// </summary> /// <returns></returns> public bool InventoryDeQueueAndDelete() { DeleteToInventoryHolder x = null; try { lock (m_inventoryDeletes) { int left = m_inventoryDeletes.Count; if (left > 0) { x = m_inventoryDeletes.Dequeue(); } } if (x != null) { try { m_scene.DeleteToInventory(x.action, x.folderID, x.objectGroups, x.remoteClient); if (x.permissionToDelete) { m_scene.DeleteSceneObjects(x.objectGroups, false); } } catch (Exception e) { System.Text.StringBuilder objectNames = new System.Text.StringBuilder(); foreach (var obj in x.objectGroups) { objectNames.Append(obj.Name); objectNames.Append(", "); } m_log.DebugFormat("[SCENE] Exception background sending object(s) {0}: {1}", objectNames.ToString(), e); } return(true); } } catch (Exception e) { // We can't put the object group details in here since the root part may have disappeared (which is where these sit). // FIXME: This needs to be fixed. m_log.ErrorFormat( "[SCENE]: Queued sending of scene object to agent {0} {1} failed: {2}", (x != null ? x.remoteClient.Name : "unavailable"), (x != null ? x.remoteClient.AgentId.ToString() : "unavailable"), e.ToString()); } return(false); }
/// <summary> /// Delete the given object from the scene /// </summary> public void DeleteToInventory(DeRezAction action, UUID folderID, IEnumerable <SceneObjectGroup> objectGroups, IClientAPI remoteClient, bool permissionToDelete) { if (Enabled) { m_inventoryTicker.Stop(); } lock (m_inventoryDeletes) { DeleteToInventoryHolder dtis = new DeleteToInventoryHolder(); dtis.action = action; dtis.folderID = folderID; dtis.objectGroups = new List <SceneObjectGroup>(objectGroups); if (dtis.objectGroups.Count == 0) { //something is wrong, caller sent us an empty set throw new ArgumentException("DeleteToInventory() Can not work with an empty set", "objectGroups"); } dtis.remoteClient = remoteClient; dtis.permissionToDelete = permissionToDelete; m_inventoryDeletes.Enqueue(dtis); } if (Enabled) { m_inventoryTicker.Start(); } // Visually remove it, even if it isnt really gone yet. This means that if we crash before the object // has gone to inventory, it will reappear in the region again on restart instead of being lost. // This is not ideal since the object will still be available for manipulation when it should be, but it's // better than losing the object for now. if (permissionToDelete) { foreach (SceneObjectGroup group in objectGroups) { group.DeleteGroup(false); } } }
/// <summary> /// Delete the given object from the scene /// </summary> public void DeleteToInventory(DeRezAction action, UUID folderID, List <SceneObjectGroup> objectGroups, IClientAPI remoteClient, bool permissionToDelete) { if (Enabled) { lock (m_inventoryTicker) m_inventoryTicker.Stop(); } lock (m_inventoryDeletes) { DeleteToInventoryHolder dtis = new DeleteToInventoryHolder(); dtis.action = action; dtis.folderID = folderID; dtis.objectGroups = objectGroups; dtis.remoteClient = remoteClient; dtis.permissionToDelete = permissionToDelete; m_inventoryDeletes.Enqueue(dtis); } if (Enabled) { lock (m_inventoryTicker) m_inventoryTicker.Start(); } // Visually remove it, even if it isnt really gone yet. This means that if we crash before the object // has gone to inventory, it will reappear in the region again on restart instead of being lost. // This is not ideal since the object will still be available for manipulation when it should be, but it's // better than losing the object for now. if (permissionToDelete) { List <uint> killIDs = new List <uint>(); foreach (SceneObjectGroup g in objectGroups) { killIDs.Add(g.LocalId); g.DeleteGroupFromScene(true); } m_scene.SendKillObject(killIDs); } }
/// <summary> /// Move the next object in the queue to inventory. Then delete it properly from the scene. /// </summary> /// <returns></returns> public bool InventoryDeQueueAndDelete() { DeleteToInventoryHolder x = null; try { lock (m_inventoryDeletes) { int left = m_inventoryDeletes.Count; if (left > 0) { m_log.DebugFormat( "[SCENE]: Sending object to user's inventory, {0} item(s) remaining.", left); x = m_inventoryDeletes.Dequeue(); try { m_scene.DeleteToInventory(x.action, x.folderID, x.objectGroup, x.remoteClient); if (x.permissionToDelete) { m_scene.DeleteSceneObject(x.objectGroup, false); } } catch (Exception e) { m_log.DebugFormat("Exception background sending object: " + e); } return(true); } } } catch (Exception e) { // We can't put the object group details in here since the root part may have disappeared (which is where these sit). // FIXME: This needs to be fixed. m_log.ErrorFormat( "[SCENE]: Queued sending of scene object to agent {0} {1} failed: {2}", (x != null ? x.remoteClient.Name : "unavailable"), (x != null ? x.remoteClient.AgentId.ToString() : "unavailable"), e.ToString()); } m_log.Debug("[SCENE]: No objects left in inventory send queue."); return(false); }
/// <summary> /// Delete the given object from the scene /// </summary> public void DeleteToInventory(DeRezAction action, UUID folderID, IEnumerable<SceneObjectGroup> objectGroups, IClientAPI remoteClient, bool permissionToDelete) { if (Enabled) m_inventoryTicker.Stop(); lock (m_inventoryDeletes) { DeleteToInventoryHolder dtis = new DeleteToInventoryHolder(); dtis.action = action; dtis.folderID = folderID; dtis.objectGroups = new List<SceneObjectGroup>(objectGroups); if (dtis.objectGroups.Count == 0) { //something is wrong, caller sent us an empty set throw new ArgumentException("DeleteToInventory() Can not work with an empty set", "objectGroups"); } dtis.remoteClient = remoteClient; dtis.permissionToDelete = permissionToDelete; m_inventoryDeletes.Enqueue(dtis); } if (Enabled) m_inventoryTicker.Start(); // Visually remove it, even if it isnt really gone yet. This means that if we crash before the object // has gone to inventory, it will reappear in the region again on restart instead of being lost. // This is not ideal since the object will still be available for manipulation when it should be, but it's // better than losing the object for now. if (permissionToDelete) { foreach (SceneObjectGroup group in objectGroups) { group.DeleteGroup(false); } } }
/// <summary> /// Delete the given object from the scene /// </summary> public void DeleteToInventory(DeRezAction action, UUID folderID, List <SceneObjectGroup> objectGroups, IClientAPI remoteClient, bool permissionToDelete) { DeleteToInventoryHolder dtis = new DeleteToInventoryHolder(); dtis.action = action; dtis.folderID = folderID; dtis.objectGroups = objectGroups; dtis.remoteClient = remoteClient; dtis.permissionToDelete = permissionToDelete; m_inventoryDeletes.Enqueue(dtis); if (permissionToDelete) { foreach (SceneObjectGroup g in objectGroups) { g.DeleteGroupFromScene(false); } } if (Monitor.TryEnter(m_threadLock)) { if (!m_running) { if (Enabled) { m_running = true; Util.FireAndForget(x => InventoryDeQueueAndDelete()); } else { m_running = true; InventoryDeQueueAndDelete(); } } Monitor.Exit(m_threadLock); } }
/// <summary> /// Delete the given object from the scene /// </summary> public void DeleteToInventory(DeRezAction action, UUID folderID, List<SceneObjectGroup> objectGroups, UUID AgentId, bool permissionToDelete, bool permissionToTake) { DeleteToInventoryHolder dtis = new DeleteToInventoryHolder(); dtis.action = action; dtis.folderID = folderID; dtis.objectGroups = objectGroups; dtis.agentId = AgentId; dtis.permissionToDelete = permissionToDelete; dtis.permissionToTake = permissionToTake; //Do this before the locking so that the objects 'appear' gone and the client doesn't think things have gone wrong if (permissionToDelete) { m_scene.DeleteGroups(objectGroups); } lock (m_sendToInventoryQueue) { m_sendToInventoryQueue.Enqueue(dtis); } lock (m_removeFromSimQueue) { m_removeFromSimQueue.Enqueue(dtis); } if (!DeleteLoopInUse) { DeleteLoopInUse = true; //m_log.Debug("[SCENE]: Starting delete loop"); Util.FireAndForget(DoDeleteObject, new Object[] { 0 }); } if (!SendToInventoryLoopInUse) { SendToInventoryLoopInUse = true; //m_log.Debug("[SCENE]: Starting send to inventory loop"); Util.FireAndForget(DoSendToInventory, new Object[] { 0 }); } }
/// <summary> /// Delete the given object from the scene /// </summary> public void DeleteToInventory(DeRezAction action, UUID folderID, List <SceneObjectGroup> objectGroups, IClientAPI remoteClient, bool permissionToDelete) { if (Enabled) { lock (m_inventoryTicker) m_inventoryTicker.Stop(); } lock (m_inventoryDeletes) { DeleteToInventoryHolder dtis = new DeleteToInventoryHolder(); dtis.action = action; dtis.folderID = folderID; dtis.objectGroups = objectGroups; dtis.remoteClient = remoteClient; dtis.permissionToDelete = permissionToDelete; m_inventoryDeletes.Enqueue(dtis); } if (permissionToDelete) { foreach (SceneObjectGroup g in objectGroups) { g.DeleteGroupFromScene(false); } } if (Enabled) { lock (m_inventoryTicker) m_inventoryTicker.Start(); } }
/// <summary> /// Delete the given object from the scene /// </summary> public void DeleteToInventory(DeRezAction action, UUID folderID, List<SceneObjectGroup> objectGroups, IClientAPI remoteClient, bool permissionToDelete) { if (Enabled) lock (m_inventoryTicker) m_inventoryTicker.Stop(); lock (m_inventoryDeletes) { DeleteToInventoryHolder dtis = new DeleteToInventoryHolder(); dtis.action = action; dtis.folderID = folderID; dtis.objectGroups = objectGroups; dtis.remoteClient = remoteClient; dtis.permissionToDelete = permissionToDelete; m_inventoryDeletes.Enqueue(dtis); } if (Enabled) lock (m_inventoryTicker) m_inventoryTicker.Start(); // Visually remove it, even if it isnt really gone yet. This means that if we crash before the object // has gone to inventory, it will reappear in the region again on restart instead of being lost. // This is not ideal since the object will still be available for manipulation when it should be, but it's // better than losing the object for now. if (permissionToDelete) { List<uint> killIDs = new List<uint>(); foreach (SceneObjectGroup g in objectGroups) { killIDs.Add(g.LocalId); g.DeleteGroupFromScene(true); } m_scene.SendKillObject(killIDs); } }