diff --git a/OpenSim/Region/Environment/Modules/AvatarFactoryModule.cs b/OpenSim/Region/Environment/Modules/AvatarFactoryModule.cs index 9604bb3f63..b8b6be880a 100644 --- a/OpenSim/Region/Environment/Modules/AvatarFactoryModule.cs +++ b/OpenSim/Region/Environment/Modules/AvatarFactoryModule.cs @@ -53,31 +53,44 @@ namespace OpenSim.Region.Environment.Modules public bool TryGetAvatarAppearance(LLUUID avatarId, out AvatarAppearance appearance) { - if (m_avatarsAppearance.ContainsKey(avatarId)) + //check cache + lock (m_avatarsAppearance) { - appearance = m_avatarsAppearance[avatarId]; - return true; + if (m_avatarsAppearance.ContainsKey(avatarId)) + { + appearance = m_avatarsAppearance[avatarId]; + return true; + } } + //check db if (m_enablePersist) { if (m_appearanceMapper.TryGetValue(avatarId.UUID, out appearance)) { appearance.VisualParams = GetDefaultVisualParams(); appearance.TextureEntry = AvatarAppearance.GetDefaultTextureEntry(); - m_avatarsAppearance.Add(avatarId, appearance); + lock (m_avatarsAppearance) + { + m_avatarsAppearance.Add(avatarId, appearance); + } return true; } } - - //not found a appearance for user, so create a new one + //not found a appearance for the user, so create a new one AvatarWearable[] wearables; byte[] visualParams; GetDefaultAvatarAppearance(out wearables, out visualParams); appearance = new AvatarAppearance(avatarId, wearables, visualParams); - m_avatarsAppearance.Add(avatarId, appearance); + //add appearance to dictionary cache + lock (m_avatarsAppearance) + { + m_avatarsAppearance.Add(avatarId, appearance); + } + + //update database if (m_enablePersist) { m_appearanceMapper.Add(avatarId.UUID, appearance); @@ -162,11 +175,13 @@ namespace OpenSim.Region.Environment.Modules if (baseItem != null) { assetId = baseItem.assetID; - //temporary dictionary storage. This should be storing to a database - + if (m_avatarsAppearance.ContainsKey(clientView.AgentId)) { - AvatarAppearance avatAppearance = m_avatarsAppearance[clientView.AgentId]; + lock (m_avatarsAppearance) + { + AvatarAppearance avatAppearance = m_avatarsAppearance[clientView.AgentId]; + } avatAppearance.Wearables[wear.Type].AssetID = assetId; avatAppearance.Wearables[wear.Type].ItemID = wear.ItemID;