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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.
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@@ -1139,7 +1139,8 @@ namespace OpenSim.Region.CoreModules.World.Land
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foreach (LandAccessEntry entry in delete)
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LandData.ParcelAccessList.Remove(entry);
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m_scene.EventManager.TriggerLandObjectUpdated((uint)LandData.LocalID, this);
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if (delete.Count > 0)
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m_scene.EventManager.TriggerLandObjectUpdated((uint)LandData.LocalID, this);
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}
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}
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}
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