/* * Copyright (c) Contributors, http://opensimulator.org/ * See CONTRIBUTORS.TXT for a full list of copyright holders. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are met: * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * Redistributions in binary form must reproduce the above copyrightD * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * Neither the name of the OpenSimulator Project nor the * names of its contributors may be used to endorse or promote products * derived from this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ using System; using System.Collections.Generic; using System.Threading; using System.Linq; using System.Text; using OpenMetaverse; namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule { // Class queues updates for UUID's. // The updates could be JSON, serialized object data, or any string. // Updates are queued to the end and dequeued from the front of the queue // Enqueuing an update with the same UUID will replace the previous update // so it will not lose its place. class BlockingUpdateQueue { private object m_syncRoot = new object(); private Queue m_queue = new Queue(); private Dictionary m_updates = new Dictionary(); // Enqueue an update public void Enqueue(UUID id, byte[] update) { lock(m_syncRoot) { if (!m_updates.ContainsKey(id)) m_queue.Enqueue(id); m_updates[id] = update; Monitor.Pulse(m_syncRoot); } } // Dequeue an update public byte[] Dequeue() { lock (m_syncRoot) { // If the queue is empty, wait for it to contain something while (m_queue.Count == 0) Monitor.Wait(m_syncRoot); UUID id = m_queue.Dequeue(); byte[] update = m_updates[id]; m_updates.Remove(id); return update; } } // Count of number of items currently queued public int Count { get { lock (m_syncRoot) return m_queue.Count; } } } }