29 using System.Collections.Generic;
30 using System.Reflection;
31 using System.Threading;
34 using OpenSim.Framework;
35 using OpenSim.Region.Framework.Interfaces;
37 namespace OpenSim.
Region.Framework.Scenes
42 public UUID ItemID {
get;
private set; }
80 Queue<FetchHolder> m_fetchHolder =
new Queue<FetchHolder>();
106 m_fetchHolder.Enqueue(
new FetchHolder(remoteClient, itemID));
129 if (m_fetchHolder.Count == 0)
131 m_processing =
false;
136 fh = m_fetchHolder.Dequeue();
147 item = m_scene.InventoryService.GetItem(item);
150 fh.Client.SendInventoryItemDetails(item.Owner, item);
AsyncInventorySender(Scene scene)
Send FetchInventoryReply information to clients asynchronously on a single thread rather than asynchr...
volatile bool m_processing
Signal whether a queue is currently being processed or not.
void HandleFetchInventory(IClientAPI remoteClient, UUID itemID, UUID ownerID)
Handle a fetch inventory request from the client
bool IsActive
True if the client is active (sending and receiving new UDP messages). False if the client is being c...
Inventory Item - contains all the properties associated with an individual inventory piece...
FetchHolder(IClientAPI client, UUID itemID)
void ProcessQueue()
Process the queue of fetches