Remove entities from updates queues on kill. Do it sync so enqueues after
Remove entities from updates queues on kill. Do it sync so enqueues after
the kill work
diff --git a/OpenSim/Framework/PriorityQueue.cs b/OpenSim/Framework/PriorityQueue.cs
index d6c39a7..4f05f65 100644
--- a/OpenSim/Framework/PriorityQueue.cs
+++ b/OpenSim/Framework/PriorityQueue.cs
@@ -134,6 +134,21 @@ namespace OpenSim.Framework
return true;
}
+
+ public void Remove(List<uint> ids)
+ {
+ LookupItem lookup;
+
+ foreach (uint localid in ids)
+ {
+ if (m_lookupTable.TryGetValue(localid, out lookup))
+ {
+ lookup.Heap.Remove(lookup.Handle);
+ m_lookupTable.Remove(localid);
+ }
+ }
+ }
+
/// <summary>
/// Remove an item from one of the queues. Specifically, it removes the
/// oldest item from the next queue in order to provide fair access to
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
index 06f1301..3d02f36 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
@@ -1660,6 +1660,12 @@ namespace OpenSim.Region.ClientStack.LindenUDP
// foreach (uint id in localIDs)
// m_log.DebugFormat("[CLIENT]: Sending KillObjectPacket to {0} for {1} in {2}", Name, id, regionHandle);
+ // remove pending entities
+ lock (m_entityProps.SyncRoot)
+ m_entityProps.Remove(localIDs);
+ lock (m_entityUpdates.SyncRoot)
+ m_entityUpdates.Remove(localIDs);
+
KillObjectPacket kill = (KillObjectPacket)PacketPool.Instance.GetPacket(PacketType.KillObject);
// TODO: don't create new blocks if recycling an old packet
kill.ObjectData = new KillObjectPacket.ObjectDataBlock[localIDs.Count];