no need to clone something Idisposable when we just want to see values
parent
d613287a77
commit
51bc19f1ab
|
@ -267,12 +267,8 @@ namespace OpenSim.Framework
|
||||||
|
|
||||||
public List<TaskInventoryItem> GetItems()
|
public List<TaskInventoryItem> GetItems()
|
||||||
{
|
{
|
||||||
var ret = new List<TaskInventoryItem>(this.Count);
|
|
||||||
m_itemLock.EnterReadLock();
|
m_itemLock.EnterReadLock();
|
||||||
foreach (TaskInventoryItem it in Values)
|
var ret = new List<TaskInventoryItem>(Values);
|
||||||
{
|
|
||||||
ret.Add(it);
|
|
||||||
}
|
|
||||||
m_itemLock.ExitReadLock();
|
m_itemLock.ExitReadLock();
|
||||||
return ret;
|
return ret;
|
||||||
}
|
}
|
||||||
|
|
|
@ -397,14 +397,12 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
TaskInventoryDictionary taskDictionary = (TaskInventoryDictionary)part.TaskInventory.Clone();
|
List<TaskInventoryItem> items = part.TaskInventory.GetItems();
|
||||||
|
|
||||||
// Now analyze this prim's inventory items to preserve all the uuids that they reference
|
// 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(
|
TaskInventoryItem tii = items[i];
|
||||||
// "[ARCHIVER]: Analysing item {0} asset type {1} in {2} {3}",
|
items[i] = null; // gc is stupid
|
||||||
// tii.Name, tii.Type, part.Name, part.UUID);
|
|
||||||
AddForInspection(tii.AssetID, (sbyte)tii.Type);
|
AddForInspection(tii.AssetID, (sbyte)tii.Type);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -414,7 +412,6 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
// Scene.EventManager is present.
|
// Scene.EventManager is present.
|
||||||
// part.ParentGroup.Scene.EventManager.TriggerGatherUuids(part, assetUuids);
|
// part.ParentGroup.Scene.EventManager.TriggerGatherUuids(part, assetUuids);
|
||||||
|
|
||||||
|
|
||||||
// still needed to retrieve textures used as materials for any parts containing legacy materials stored in DynAttrs
|
// still needed to retrieve textures used as materials for any parts containing legacy materials stored in DynAttrs
|
||||||
RecordMaterialsUuids(part);
|
RecordMaterialsUuids(part);
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in New Issue