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Nope, that didn't do it - trying lock on performParcelPrimCountUpdate instead
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@@ -896,11 +896,8 @@ namespace OpenSim.Region.Environment.Scenes
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#region Load Land
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private static readonly object _loadAllLAndMutex = new object();
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public void loadAllLandObjectsFromStorage()
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{
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lock (_loadAllLAndMutex)
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{
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MainLog.Instance.Verbose("SCENE", "Loading land objects from storage");
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List<LandData> landData = m_storageManager.DataStore.LoadLandObjects(RegionInfo.RegionID);
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if (landData.Count == 0)
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@@ -911,7 +908,6 @@ namespace OpenSim.Region.Environment.Scenes
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{
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m_LandManager.IncomingLandObjectsFromStorage(landData);
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}
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}
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}
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#endregion
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@@ -1700,15 +1696,19 @@ namespace OpenSim.Region.Environment.Scenes
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return LLUUID.Zero;
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}
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private readonly const object _performParcelPrimCountUpdateMutex = new object();
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/// <summary>
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///
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/// </summary>
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public void performParcelPrimCountUpdate()
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{
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m_LandManager.resetAllLandPrimCounts();
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m_eventManager.TriggerParcelPrimCountUpdate();
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m_LandManager.finalizeLandPrimCountUpdate();
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m_LandManager.landPrimCountTainted = false;
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lock (performParcelPrimCountUpdate)
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{
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m_LandManager.resetAllLandPrimCounts();
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m_eventManager.TriggerParcelPrimCountUpdate();
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m_LandManager.finalizeLandPrimCountUpdate();
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m_LandManager.landPrimCountTainted = false;
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}
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}
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/// <summary>
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