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

@ -896,10 +896,7 @@ namespace OpenSim.Region.Environment.Scenes
#region Load Land #region Load Land
private static readonly object _loadAllLAndMutex = new object();
public void loadAllLandObjectsFromStorage() public void loadAllLandObjectsFromStorage()
{
lock (_loadAllLAndMutex)
{ {
MainLog.Instance.Verbose("SCENE", "Loading land objects from storage"); MainLog.Instance.Verbose("SCENE", "Loading land objects from storage");
List<LandData> landData = m_storageManager.DataStore.LoadLandObjects(RegionInfo.RegionID); List<LandData> landData = m_storageManager.DataStore.LoadLandObjects(RegionInfo.RegionID);
@ -912,7 +909,6 @@ namespace OpenSim.Region.Environment.Scenes
m_LandManager.IncomingLandObjectsFromStorage(landData); m_LandManager.IncomingLandObjectsFromStorage(landData);
} }
} }
}
#endregion #endregion
@ -1700,16 +1696,20 @@ namespace OpenSim.Region.Environment.Scenes
return LLUUID.Zero; return LLUUID.Zero;
} }
private readonly const object _performParcelPrimCountUpdateMutex = new object();
/// <summary> /// <summary>
/// ///
/// </summary> /// </summary>
public void performParcelPrimCountUpdate() public void performParcelPrimCountUpdate()
{
lock (performParcelPrimCountUpdate)
{ {
m_LandManager.resetAllLandPrimCounts(); m_LandManager.resetAllLandPrimCounts();
m_eventManager.TriggerParcelPrimCountUpdate(); m_eventManager.TriggerParcelPrimCountUpdate();
m_LandManager.finalizeLandPrimCountUpdate(); m_LandManager.finalizeLandPrimCountUpdate();
m_LandManager.landPrimCountTainted = false; m_LandManager.landPrimCountTainted = false;
} }
}
/// <summary> /// <summary>
/// ///