On all undo/redo operations, consistently lock the undo object for everything, in order to avoid any deadlock issues.
parent
c50533659a
commit
ee829a71c2
|
@ -3775,7 +3775,7 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
|
|
||||||
public void Redo()
|
public void Redo()
|
||||||
{
|
{
|
||||||
lock (m_redo)
|
lock (m_undo)
|
||||||
{
|
{
|
||||||
// m_log.DebugFormat(
|
// m_log.DebugFormat(
|
||||||
// "[SCENE OBJECT PART]: Handling redo request for {0} {1}, stack size {2}",
|
// "[SCENE OBJECT PART]: Handling redo request for {0} {1}, stack size {2}",
|
||||||
|
@ -3811,10 +3811,6 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
lock (m_undo)
|
lock (m_undo)
|
||||||
{
|
{
|
||||||
m_undo.Clear();
|
m_undo.Clear();
|
||||||
}
|
|
||||||
|
|
||||||
lock (m_redo)
|
|
||||||
{
|
|
||||||
m_redo.Clear();
|
m_redo.Clear();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in New Issue