Eliminate unnecessary extra call to TriggerEmptyScriptCompileQueue in XEngine.DoOnRezScriptQueue()

The later invocation of this function will happen on an empty compile queue.
0.7.3-extended
Justin Clark-Casey (justincc) 2012-06-22 01:57:14 +01:00
parent da28fcd357
commit 472785a5e8
1 changed files with 2 additions and 9 deletions

View File

@ -855,13 +855,6 @@ namespace OpenSim.Region.ScriptEngine.XEngine
{ {
m_InitialStartup = false; m_InitialStartup = false;
System.Threading.Thread.Sleep(15000); System.Threading.Thread.Sleep(15000);
if (m_CompileQueue.Count == 0)
{
// No scripts on region, so won't get triggered later
// by the queue becoming empty so we trigger it here
m_Scene.EventManager.TriggerEmptyScriptCompileQueue(0, String.Empty);
}
} }
object[] o; object[] o;
@ -889,11 +882,11 @@ namespace OpenSim.Region.ScriptEngine.XEngine
// due to a race condition // due to a race condition
// //
lock (m_CompileQueue) lock (m_CompileQueue)
{
m_CurrentCompile = null; m_CurrentCompile = null;
}
m_Scene.EventManager.TriggerEmptyScriptCompileQueue(m_ScriptFailCount, m_Scene.EventManager.TriggerEmptyScriptCompileQueue(m_ScriptFailCount,
m_ScriptErrorMessage); m_ScriptErrorMessage);
m_ScriptFailCount = 0; m_ScriptFailCount = 0;
return null; return null;