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authorMelanie Thielker2010-06-01 19:01:21 +0200
committerMelanie2010-06-01 19:01:57 +0100
commita863eb9da3eba3644933b7622239dde641e7050c (patch)
tree33fa803d385940d39ad4d4b14d2e6bddfb288d11
parentLock the object queue when dequeueing (diff)
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One should not lock null objects.
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneViewer.cs13
1 files changed, 8 insertions, 5 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneViewer.cs b/OpenSim/Region/Framework/Scenes/SceneViewer.cs
index 5cbd8d9..f478a4a 100644
--- a/OpenSim/Region/Framework/Scenes/SceneViewer.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneViewer.cs
@@ -67,14 +67,14 @@ namespace OpenSim.Region.Framework.Scenes
67 67
68 public void SendPrimUpdates() 68 public void SendPrimUpdates()
69 { 69 {
70 lock(m_pendingObjects) 70 if (m_pendingObjects == null)
71 { 71 {
72 if (m_pendingObjects == null) 72 if (!m_presence.IsChildAgent || (m_presence.Scene.m_seeIntoRegionFromNeighbor))
73 { 73 {
74 if (!m_presence.IsChildAgent || (m_presence.Scene.m_seeIntoRegionFromNeighbor)) 74 m_pendingObjects = new Queue<SceneObjectGroup>();
75 {
76 m_pendingObjects = new Queue<SceneObjectGroup>();
77 75
76 lock(m_pendingObjects)
77 {
78 foreach (EntityBase e in m_presence.Scene.Entities) 78 foreach (EntityBase e in m_presence.Scene.Entities)
79 { 79 {
80 if (e != null && e is SceneObjectGroup) 80 if (e != null && e is SceneObjectGroup)
@@ -82,7 +82,10 @@ namespace OpenSim.Region.Framework.Scenes
82 } 82 }
83 } 83 }
84 } 84 }
85 }
85 86
87 lock(m_pendingObjects)
88 {
86 while (m_pendingObjects != null && m_pendingObjects.Count > 0) 89 while (m_pendingObjects != null && m_pendingObjects.Count > 0)
87 { 90 {
88 SceneObjectGroup g = m_pendingObjects.Dequeue(); 91 SceneObjectGroup g = m_pendingObjects.Dequeue();