Lock the attachment cleanup so it doesn't go into an endless deletion frenzy
parent
ef5b628191
commit
314d1171ef
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@ -399,6 +399,7 @@ namespace OpenSim.Region.Framework.Scenes
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private bool m_firstHeartbeat = true;
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private bool m_firstHeartbeat = true;
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private object m_deleting_scene_object = new object();
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private object m_deleting_scene_object = new object();
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private object m_cleaningAttachments = new object();
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// the minimum time that must elapse before a changed object will be considered for persisted
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// the minimum time that must elapse before a changed object will be considered for persisted
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public long m_dontPersistBefore = DEFAULT_MIN_TIME_FOR_PERSISTENCE * 10000000L;
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public long m_dontPersistBefore = DEFAULT_MIN_TIME_FOR_PERSISTENCE * 10000000L;
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@ -5051,9 +5052,11 @@ namespace OpenSim.Region.Framework.Scenes
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List<SceneObjectGroup> objectsToDelete =
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List<SceneObjectGroup> objectsToDelete =
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new List<SceneObjectGroup>();
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new List<SceneObjectGroup>();
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lock (m_cleaningAttachments)
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{
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ForEachSOG(delegate (SceneObjectGroup grp)
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ForEachSOG(delegate (SceneObjectGroup grp)
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{
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{
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if (grp.RootPart.Shape.State != 0)
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if (grp.RootPart.Shape.State != 0 || objectsToDelete.Contains(grp))
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{
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{
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UUID agentID = grp.OwnerID;
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UUID agentID = grp.OwnerID;
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if (agentID == UUID.Zero)
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if (agentID == UUID.Zero)
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@ -5070,6 +5073,7 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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}
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}
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});
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});
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}
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foreach (SceneObjectGroup grp in objectsToDelete)
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foreach (SceneObjectGroup grp in objectsToDelete)
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{
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{
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