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Drop all locking of part.TaskInventory in favour of a ReaderWriterLockSlim lock handler. This gives us:
- Faster prim inventory actions. Multiple threads can read at once. - Fixes the known prim inventory thread locks - In the event of a thread lock occurring, it will usually self heal after sixty seconds with an error message in the console
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@@ -389,12 +389,16 @@ namespace OpenSim.Region.Framework.Scenes
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}
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/// <value>
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/// Access should be via Inventory directly - this property temporarily remains for xml serialization purposes
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/// Get the inventory list
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/// </value>
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public TaskInventoryDictionary TaskInventory
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{
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get { return m_inventory.Items; }
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set { m_inventory.Items = value; }
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get {
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return m_inventory.Items;
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}
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set {
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m_inventory.Items = value;
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}
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}
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public uint ObjectFlags
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@@ -2101,17 +2105,18 @@ namespace OpenSim.Region.Framework.Scenes
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//Trys to fetch sound id from prim's inventory.
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//Prim's inventory doesn't support non script items yet
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lock (TaskInventory)
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TaskInventory.LockItemsForRead(true);
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foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
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{
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foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
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if (item.Value.Name == sound)
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{
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if (item.Value.Name == sound)
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{
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soundID = item.Value.ItemID;
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break;
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}
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soundID = item.Value.ItemID;
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break;
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}
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}
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TaskInventory.LockItemsForRead(false);
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}
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List<ScenePresence> avatarts = m_parentGroup.Scene.GetAvatars();
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@@ -2457,17 +2462,16 @@ namespace OpenSim.Region.Framework.Scenes
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if (!UUID.TryParse(sound, out soundID))
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{
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// search sound file from inventory
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lock (TaskInventory)
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TaskInventory.LockItemsForRead(true);
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foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
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{
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foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
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if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound)
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{
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if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound)
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{
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soundID = item.Value.ItemID;
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break;
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}
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soundID = item.Value.ItemID;
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break;
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}
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}
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TaskInventory.LockItemsForRead(false);
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}
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if (soundID == UUID.Zero)
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