Nope, that didn't do it - trying lock on performParcelPrimCountUpdate instead
parent
8fbac08fb5
commit
0d8b8d340c
|
@ -896,10 +896,7 @@ 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);
|
||||
|
@ -912,7 +909,6 @@ namespace OpenSim.Region.Environment.Scenes
|
|||
m_LandManager.IncomingLandObjectsFromStorage(landData);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
|
@ -1700,16 +1696,20 @@ namespace OpenSim.Region.Environment.Scenes
|
|||
return LLUUID.Zero;
|
||||
}
|
||||
|
||||
private readonly const object _performParcelPrimCountUpdateMutex = new object();
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public void performParcelPrimCountUpdate()
|
||||
{
|
||||
lock (performParcelPrimCountUpdate)
|
||||
{
|
||||
m_LandManager.resetAllLandPrimCounts();
|
||||
m_eventManager.TriggerParcelPrimCountUpdate();
|
||||
m_LandManager.finalizeLandPrimCountUpdate();
|
||||
m_LandManager.landPrimCountTainted = false;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
|
|
Loading…
Reference in New Issue