Nope, that didn't do it - trying lock on performParcelPrimCountUpdate instead

ThreadPoolClientBranch
Tedd Hansen 2008-01-18 20:52:53 +00:00
parent 8fbac08fb5
commit 0d8b8d340c
1 changed files with 8 additions and 8 deletions

View File

@ -896,11 +896,8 @@ namespace OpenSim.Region.Environment.Scenes
#region Load Land
private static readonly object _loadAllLAndMutex = new object();
public void loadAllLandObjectsFromStorage()
{
lock (_loadAllLAndMutex)
{
MainLog.Instance.Verbose("SCENE", "Loading land objects from storage");
List<LandData> landData = m_storageManager.DataStore.LoadLandObjects(RegionInfo.RegionID);
if (landData.Count == 0)
@ -911,7 +908,6 @@ namespace OpenSim.Region.Environment.Scenes
{
m_LandManager.IncomingLandObjectsFromStorage(landData);
}
}
}
#endregion
@ -1700,15 +1696,19 @@ namespace OpenSim.Region.Environment.Scenes
return LLUUID.Zero;
}
private readonly const object _performParcelPrimCountUpdateMutex = new object();
/// <summary>
///
/// </summary>
public void performParcelPrimCountUpdate()
{
m_LandManager.resetAllLandPrimCounts();
m_eventManager.TriggerParcelPrimCountUpdate();
m_LandManager.finalizeLandPrimCountUpdate();
m_LandManager.landPrimCountTainted = false;
lock (performParcelPrimCountUpdate)
{
m_LandManager.resetAllLandPrimCounts();
m_eventManager.TriggerParcelPrimCountUpdate();
m_LandManager.finalizeLandPrimCountUpdate();
m_LandManager.landPrimCountTainted = false;
}
}
/// <summary>