ScriptEngine changes in locking. Another step in direction of shared threads.

This commit is contained in:
Tedd Hansen
2008-02-21 11:28:34 +00:00
parent 7102ac7769
commit 89665faeaf
2 changed files with 22 additions and 24 deletions

View File

@@ -200,7 +200,7 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
//myScriptEngine.Log.Info("[" + ScriptEngineName + "]: Processing event for localID: " + QIS.localID + ", itemID: " + QIS.itemID + ", FunctionName: " + QIS.FunctionName);
// OBJECT BASED LOCK - TWO THREADS WORKING ON SAME OBJECT IS NOT GOOD
lock (eventQueueManager.queueLock)
lock (eventQueueManager.eventQueue)
{
GotItem = false;
for (int qc = 0; qc < eventQueueManager.eventQueue.Count; qc++)
@@ -230,12 +230,12 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
{
///cfk 2-7-08 dont need this right now and the default Linux build has DEBUG defined
#if DEBUG
eventQueueManager.m_ScriptEngine.Log.Debug("[" + ScriptEngineName + "]: " +
"Executing event:\r\n"
+ "QIS.localID: " + QIS.localID
+ ", QIS.itemID: " + QIS.itemID
+ ", QIS.functionName: " +
QIS.functionName);
//eventQueueManager.m_ScriptEngine.Log.Debug("[" + ScriptEngineName + "]: " +
// "Executing event:\r\n"
// + "QIS.localID: " + QIS.localID
// + ", QIS.itemID: " + QIS.itemID
// + ", QIS.functionName: " +
// QIS.functionName);
#endif
LastExecutionStarted = DateTime.Now.Ticks;
KillCurrentScript = false;