Files
Dan Lake 974292996a * Switched Intel license for OpenSim contributors in DSG files
* Added Intel Corporation copyright for DSG to contributors.txt file
* Removed non-DSG bullet development files
2011-06-17 15:21:54 -07:00

86 lines
3.3 KiB
C#

/*
* 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<UUID> m_queue = new Queue<UUID>();
private Dictionary<UUID, byte[]> m_updates = new Dictionary<UUID, byte[]>();
// 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;
}
}
}
}