Eliminate unnecessary extra call to TriggerEmptyScriptCompileQueue in XEngine.DoOnRezScriptQueue()

The later invocation of this function will happen on an empty compile queue.
This commit is contained in:
Justin Clark-Casey (justincc)
2012-06-22 01:57:14 +01:00
parent 4cf49369b5
commit f907182ab2

View File

@@ -855,13 +855,6 @@ namespace OpenSim.Region.ScriptEngine.XEngine
{
m_InitialStartup = false;
System.Threading.Thread.Sleep(15000);
if (m_CompileQueue.Count == 0)
{
// No scripts on region, so won't get triggered later
// by the queue becoming empty so we trigger it here
m_Scene.EventManager.TriggerEmptyScriptCompileQueue(0, String.Empty);
}
}
object[] o;
@@ -889,11 +882,11 @@ namespace OpenSim.Region.ScriptEngine.XEngine
// due to a race condition
//
lock (m_CompileQueue)
{
m_CurrentCompile = null;
}
m_Scene.EventManager.TriggerEmptyScriptCompileQueue(m_ScriptFailCount,
m_ScriptErrorMessage);
m_ScriptFailCount = 0;
return null;