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-rw-r--r--OpenSim/Region/Environment/Modules/World/Land/LandManagementModule.cs13
1 files changed, 0 insertions, 13 deletions
diff --git a/OpenSim/Region/Environment/Modules/World/Land/LandManagementModule.cs b/OpenSim/Region/Environment/Modules/World/Land/LandManagementModule.cs
index badb4e3..89dde26 100644
--- a/OpenSim/Region/Environment/Modules/World/Land/LandManagementModule.cs
+++ b/OpenSim/Region/Environment/Modules/World/Land/LandManagementModule.cs
@@ -623,34 +623,27 @@ namespace OpenSim.Region.Environment.Modules.World.Land
623 623
624 public void FinalizeLandPrimCountUpdate() 624 public void FinalizeLandPrimCountUpdate()
625 { 625 {
626 m_log.Debug("Called FinalizeLandPrimCountUpdate start");
627 //Get Simwide prim count for owner 626 //Get Simwide prim count for owner
628 Dictionary<UUID, List<LandObject>> landOwnersAndParcels = new Dictionary<UUID, List<LandObject>>(); 627 Dictionary<UUID, List<LandObject>> landOwnersAndParcels = new Dictionary<UUID, List<LandObject>>();
629 lock (m_landList) 628 lock (m_landList)
630 { 629 {
631 m_log.DebugFormat("[LAND]: Got {0} parcels", m_landList.Count);
632 foreach (LandObject p in m_landList.Values) 630 foreach (LandObject p in m_landList.Values)
633 { 631 {
634 m_log.DebugFormat("processing land {0}", p.GetHashCode());
635 if (!landOwnersAndParcels.ContainsKey(p.landData.OwnerID)) 632 if (!landOwnersAndParcels.ContainsKey(p.landData.OwnerID))
636 { 633 {
637 m_log.DebugFormat("adding new owner {0} to landlist", p.landData.OwnerID);
638 List<LandObject> tempList = new List<LandObject>(); 634 List<LandObject> tempList = new List<LandObject>();
639 tempList.Add(p); 635 tempList.Add(p);
640 landOwnersAndParcels.Add(p.landData.OwnerID, tempList); 636 landOwnersAndParcels.Add(p.landData.OwnerID, tempList);
641 } 637 }
642 else 638 else
643 { 639 {
644 m_log.DebugFormat("adding to owner {0}", p.landData.OwnerID);
645 landOwnersAndParcels[p.landData.OwnerID].Add(p); 640 landOwnersAndParcels[p.landData.OwnerID].Add(p);
646 } 641 }
647 } 642 }
648 } 643 }
649 644
650 m_log.DebugFormat("got {0} owners of land", landOwnersAndParcels.Count);
651 foreach (UUID owner in landOwnersAndParcels.Keys) 645 foreach (UUID owner in landOwnersAndParcels.Keys)
652 { 646 {
653 m_log.DebugFormat("processing owner {0}", owner);
654 int simArea = 0; 647 int simArea = 0;
655 int simPrims = 0; 648 int simPrims = 0;
656 foreach (LandObject p in landOwnersAndParcels[owner]) 649 foreach (LandObject p in landOwnersAndParcels[owner])
@@ -658,23 +651,18 @@ namespace OpenSim.Region.Environment.Modules.World.Land
658 simArea += p.landData.Area; 651 simArea += p.landData.Area;
659 simPrims += p.landData.OwnerPrims + p.landData.OtherPrims + p.landData.GroupPrims + 652 simPrims += p.landData.OwnerPrims + p.landData.OtherPrims + p.landData.GroupPrims +
660 p.landData.SelectedPrims; 653 p.landData.SelectedPrims;
661 m_log.DebugFormat("added {0} m² of land, total {1}", p.landData.Area, simArea);
662 } 654 }
663 655
664 m_log.DebugFormat("setting total area of {0} to {1} for {2} parcels", owner, simArea, landOwnersAndParcels[owner].Count);
665 foreach (LandObject p in landOwnersAndParcels[owner]) 656 foreach (LandObject p in landOwnersAndParcels[owner])
666 { 657 {
667 m_log.DebugFormat("... in land {0}", p.GetHashCode());
668 p.landData.SimwideArea = simArea; 658 p.landData.SimwideArea = simArea;
669 p.landData.SimwidePrims = simPrims; 659 p.landData.SimwidePrims = simPrims;
670 } 660 }
671 } 661 }
672 m_log.Debug("Called FinalizeLandPrimCountUpdate end");
673 } 662 }
674 663
675 public void UpdateLandPrimCounts() 664 public void UpdateLandPrimCounts()
676 { 665 {
677 m_log.Debug("Called UpdateLandPrimCounts");
678 ResetAllLandPrimCounts(); 666 ResetAllLandPrimCounts();
679 lock (m_scene.Entities) 667 lock (m_scene.Entities)
680 { 668 {
@@ -695,7 +683,6 @@ namespace OpenSim.Region.Environment.Modules.World.Land
695 683
696 public void PerformParcelPrimCountUpdate() 684 public void PerformParcelPrimCountUpdate()
697 { 685 {
698 m_log.Debug("Called PerformParcelPrimCountUpdate");
699 ResetAllLandPrimCounts(); 686 ResetAllLandPrimCounts();
700 m_scene.EventManager.TriggerParcelPrimCountUpdate(); 687 m_scene.EventManager.TriggerParcelPrimCountUpdate();
701 FinalizeLandPrimCountUpdate(); 688 FinalizeLandPrimCountUpdate();