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Commit 80ee04a4 authored by Guido Trotter's avatar Guido Trotter
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Use is_owned to determine whether to unlock

Now that is_owned is public we don't need to play games at the end of an
LU. If we're still owning anything we just release it.

Reviewed-by: imsnah
parent d4f4b3e7
No related merge requests found
......@@ -145,9 +145,7 @@ class Processor(object):
try:
result = self._LockAndExecLU(lu, level + 1)
finally:
# We need to release the current level if we acquired any lock, or if
# we acquired the set-lock (needed_locks is None)
if lu.needed_locks[level] is None or lu.acquired_locks[level]:
if self.context.glm.is_owned(level):
self.context.glm.release(level)
else:
result = self._LockAndExecLU(lu, level + 1)
......
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