Comment out SceneViewer.Reset() and stop calling from Close() since this is useless work as a closed scene object is never reset.

Strictly speaking, we could also stop bothering to clear the m_updateTimes and m_partsUpdateQueue if we are sure that the whole SceneViewer is shortly to be garbage collected anyway, but we'll leave them around for now.
remove-scene-viewer
Justin Clark-Casey (justincc) 2011-09-06 22:44:34 +01:00
parent 405a5b097b
commit 3d4d3427cd
1 changed files with 17 additions and 16 deletions

View File

@ -193,37 +193,38 @@ namespace OpenSim.Region.Framework.Scenes
}
}
public void Reset()
{
if (m_pendingObjects == null)
return;
lock (m_pendingObjects)
{
if (m_pendingObjects != null)
{
m_pendingObjects.Clear();
m_pendingObjects = null;
}
}
}
// public void Reset()
// {
// if (m_pendingObjects == null)
// return;
//
// lock (m_pendingObjects)
// {
// if (m_pendingObjects != null)
// {
// m_pendingObjects.Clear();
// m_pendingObjects = null;
// }
// }
// }
public void Close()
{
lock (m_pendingObjects)
{
// We perform this under the m_pendingObjects lock in order to avoid a race condition with another
// thread on SendPrimUpdates()
IsEnabled = false;
lock (m_updateTimes)
{
m_updateTimes.Clear();
}
lock (m_partsUpdateQueue)
{
m_partsUpdateQueue.Clear();
}
Reset();
}
}