diff --git a/OpenSim/Framework/TaskInventoryDictionary.cs b/OpenSim/Framework/TaskInventoryDictionary.cs index 21e39c0de3..d1a112a69a 100644 --- a/OpenSim/Framework/TaskInventoryDictionary.cs +++ b/OpenSim/Framework/TaskInventoryDictionary.cs @@ -267,12 +267,8 @@ namespace OpenSim.Framework public List GetItems() { - var ret = new List(this.Count); m_itemLock.EnterReadLock(); - foreach (TaskInventoryItem it in Values) - { - ret.Add(it); - } + var ret = new List(Values); m_itemLock.ExitReadLock(); return ret; } diff --git a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs index c23004e174..732c57e013 100644 --- a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs +++ b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs @@ -397,14 +397,12 @@ namespace OpenSim.Region.Framework.Scenes } } - TaskInventoryDictionary taskDictionary = (TaskInventoryDictionary)part.TaskInventory.Clone(); - + List items = part.TaskInventory.GetItems(); // Now analyze this prim's inventory items to preserve all the uuids that they reference - foreach (TaskInventoryItem tii in taskDictionary.Values) + for(i = 0; i < items.Count; ++i) { - // m_log.DebugFormat( - // "[ARCHIVER]: Analysing item {0} asset type {1} in {2} {3}", - // tii.Name, tii.Type, part.Name, part.UUID); + TaskInventoryItem tii = items[i]; + items[i] = null; // gc is stupid AddForInspection(tii.AssetID, (sbyte)tii.Type); } @@ -414,7 +412,6 @@ namespace OpenSim.Region.Framework.Scenes // Scene.EventManager is present. // part.ParentGroup.Scene.EventManager.TriggerGatherUuids(part, assetUuids); - // still needed to retrieve textures used as materials for any parts containing legacy materials stored in DynAttrs RecordMaterialsUuids(part); }