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