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authorMic Bowman2012-05-10 09:08:40 -0700
committerMic Bowman2012-05-10 09:08:40 -0700
commitde44734fe9a0b31cd8cb78c0f58e61a35fe2a259 (patch)
tree6b6b50a0a4cdf493ec4c5b46ceaef8c01fe64dba /OpenSim/ApplicationPlugins/LoadRegions/LoadRegionsPlugin.cs
parentWhere necessary, rename OpenSim/Services/Connectors/*.cs files to reflect the... (diff)
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Saving estate state is really slow (relatively) and it gets
completely rewritten every time a region starts up. This makes the data write only when the data was not already read from the database. There is a still a major race condition whenever two regions share the same estate data, but at least it won't be triggered on startup.
Diffstat (limited to '')
-rw-r--r--OpenSim/ApplicationPlugins/LoadRegions/LoadRegionsPlugin.cs5
1 files changed, 3 insertions, 2 deletions
diff --git a/OpenSim/ApplicationPlugins/LoadRegions/LoadRegionsPlugin.cs b/OpenSim/ApplicationPlugins/LoadRegions/LoadRegionsPlugin.cs
index 45b8d6f..0065702 100644
--- a/OpenSim/ApplicationPlugins/LoadRegions/LoadRegionsPlugin.cs
+++ b/OpenSim/ApplicationPlugins/LoadRegions/LoadRegionsPlugin.cs
@@ -122,9 +122,10 @@ namespace OpenSim.ApplicationPlugins.LoadRegions
122 Thread.CurrentThread.ManagedThreadId.ToString() + 122 Thread.CurrentThread.ManagedThreadId.ToString() +
123 ")"); 123 ")");
124 124
125 m_openSim.PopulateRegionEstateInfo(regionsToLoad[i]); 125 bool changed = m_openSim.PopulateRegionEstateInfo(regionsToLoad[i]);
126 m_openSim.CreateRegion(regionsToLoad[i], true, out scene); 126 m_openSim.CreateRegion(regionsToLoad[i], true, out scene);
127 regionsToLoad[i].EstateSettings.Save(); 127 if (changed)
128 regionsToLoad[i].EstateSettings.Save();
128 129
129 if (scene != null) 130 if (scene != null)
130 { 131 {