* minor: remove unnecessary locking from SOP.GetInventoryItem()

0.6.0-stable
Justin Clarke Casey 2008-07-06 12:46:17 +00:00
parent 0b16f9eee2
commit 666626db6d
1 changed files with 7 additions and 20 deletions

View File

@ -43,9 +43,7 @@ namespace OpenSim.Region.Environment.Scenes
private string m_inventoryFileName = String.Empty;
private int m_inventoryFileNameSerial = 0;
/// <summary>
/// Serial count for inventory file , used to tell if inventory has changed
/// no need for this to be part of Database backup
@ -56,9 +54,7 @@ namespace OpenSim.Region.Environment.Scenes
/// <summary>
/// Holds in memory prim inventory
/// </summary>
protected TaskInventoryDictionary m_taskInventory = new TaskInventoryDictionary();
protected TaskInventoryDictionary m_taskInventory = new TaskInventoryDictionary();
/// <summary>
/// Tracks whether inventory has changed since the last persistent backup
@ -345,21 +341,12 @@ namespace OpenSim.Region.Environment.Scenes
/// </summary>
/// <param name="itemID"></param>
/// <returns>null if the item does not exist</returns>
public TaskInventoryItem GetInventoryItem(LLUUID itemID)
public TaskInventoryItem GetInventoryItem(LLUUID itemId)
{
lock (m_taskInventory)
{
if (m_taskInventory.ContainsKey(itemID))
{
// m_log.DebugFormat(
// "[PRIM INVENTORY]: Retrieved task inventory item {0}, {1} from prim {2}, {3}",
// m_taskInventory[itemID].Name, itemID, Name, UUID);
return m_taskInventory[itemID];
}
}
return null;
TaskInventoryItem item;
m_taskInventory.TryGetValue(itemId, out item);
return item;
}
/// <summary>
@ -367,7 +354,7 @@ namespace OpenSim.Region.Environment.Scenes
/// </summary>
/// <param name="item">The updated item. An item with the same id must already exist
/// in this prim's inventory.</param>
/// <returns>false if the item did not exist, true if the update occurred succesfully</returns>
/// <returns>false if the item did not exist, true if the update occurred successfully</returns>
public bool UpdateInventoryItem(TaskInventoryItem item)
{
lock (m_taskInventory)