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-rw-r--r--OpenSim/Region/Environment/Types/UpdateQueue.cs108
1 files changed, 54 insertions, 54 deletions
diff --git a/OpenSim/Region/Environment/Types/UpdateQueue.cs b/OpenSim/Region/Environment/Types/UpdateQueue.cs
index dab4258..3b7c182 100644
--- a/OpenSim/Region/Environment/Types/UpdateQueue.cs
+++ b/OpenSim/Region/Environment/Types/UpdateQueue.cs
@@ -1,54 +1,54 @@
1using System; 1using System;
2using System.Collections.Generic; 2using System.Collections.Generic;
3using System.Text; 3using System.Text;
4using OpenSim.Region.Environment.Scenes; 4using OpenSim.Region.Environment.Scenes;
5using libsecondlife; 5using libsecondlife;
6 6
7namespace OpenSim.Region.Environment.Types 7namespace OpenSim.Region.Environment.Types
8{ 8{
9 public class UpdateQueue 9 public class UpdateQueue
10 { 10 {
11 private Queue<SceneObjectPart> m_queue; 11 private Queue<SceneObjectPart> m_queue;
12 12
13 private List<LLUUID> m_ids; 13 private List<LLUUID> m_ids;
14 14
15 public int Count 15 public int Count
16 { 16 {
17 get { return m_queue.Count; } 17 get { return m_queue.Count; }
18 } 18 }
19 19
20 public UpdateQueue() 20 public UpdateQueue()
21 { 21 {
22 m_queue = new Queue<SceneObjectPart>(); 22 m_queue = new Queue<SceneObjectPart>();
23 m_ids = new List<LLUUID>(); 23 m_ids = new List<LLUUID>();
24 } 24 }
25 25
26 public void Enqueue(SceneObjectPart part) 26 public void Enqueue(SceneObjectPart part)
27 { 27 {
28 lock (m_ids) 28 lock (m_ids)
29 { 29 {
30 if (!m_ids.Contains(part.UUID)) 30 if (!m_ids.Contains(part.UUID))
31 { 31 {
32 m_ids.Add(part.UUID); 32 m_ids.Add(part.UUID);
33 m_queue.Enqueue(part); 33 m_queue.Enqueue(part);
34 } 34 }
35 } 35 }
36 } 36 }
37 37
38 public SceneObjectPart Dequeue() 38 public SceneObjectPart Dequeue()
39 { 39 {
40 SceneObjectPart part = null; 40 SceneObjectPart part = null;
41 if (m_queue.Count > 0) 41 if (m_queue.Count > 0)
42 { 42 {
43 part = m_queue.Dequeue(); 43 part = m_queue.Dequeue();
44 lock (m_ids) 44 lock (m_ids)
45 { 45 {
46 m_ids.Remove(part.UUID); 46 m_ids.Remove(part.UUID);
47 } 47 }
48 } 48 }
49 49
50 return part; 50 return part;
51 } 51 }
52 52
53 } 53 }
54} 54}