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authorMelanie2012-02-05 20:47:02 +0000
committerMelanie2012-02-05 20:47:02 +0000
commit130b1c0665d0439bdf4fe0662ee418c4f7c7e167 (patch)
treeed1254194b90e601b7a4a429028b97ee8df8abef
parentRevert "Remove checks on ban list expiry on every move. To be re-added on par... (diff)
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Revert my two quick fixes for the lag issue and put in the real fix, which
is to only write to the database if data was changed. I was writing to the db on every step of every avatar. Sure to give us lag, that.
Diffstat (limited to '')
-rw-r--r--OpenSim/Region/CoreModules/World/Land/LandObject.cs3
1 files changed, 2 insertions, 1 deletions
diff --git a/OpenSim/Region/CoreModules/World/Land/LandObject.cs b/OpenSim/Region/CoreModules/World/Land/LandObject.cs
index 3b4336f..d146901 100644
--- a/OpenSim/Region/CoreModules/World/Land/LandObject.cs
+++ b/OpenSim/Region/CoreModules/World/Land/LandObject.cs
@@ -1139,7 +1139,8 @@ namespace OpenSim.Region.CoreModules.World.Land
1139 foreach (LandAccessEntry entry in delete) 1139 foreach (LandAccessEntry entry in delete)
1140 LandData.ParcelAccessList.Remove(entry); 1140 LandData.ParcelAccessList.Remove(entry);
1141 1141
1142 m_scene.EventManager.TriggerLandObjectUpdated((uint)LandData.LocalID, this); 1142 if (delete.Count > 0)
1143 m_scene.EventManager.TriggerLandObjectUpdated((uint)LandData.LocalID, this);
1143 } 1144 }
1144 } 1145 }
1145} 1146}