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* refactor: Make SOG itself responsible for checking whether it's already been deleted on an update request from the regular sweep
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@@ -141,9 +141,8 @@ namespace OpenSim.Region.Environment.Scenes
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List<EntityBase> updateEntities = GetEntities();
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foreach (EntityBase entity in updateEntities)
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{
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if (!entity.IsDeleted)
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entity.Update();
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{
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entity.Update();
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}
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}
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@@ -327,15 +326,7 @@ namespace OpenSim.Region.Environment.Scenes
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// Don't abort the whole update if one entity happens to give us an exception.
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try
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{
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// Check that the group was not deleted before the scheduled update
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// FIXME: This is merely a temporary measure to reduce the incidence of failure, when
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// an object has been deleted from a scene before update was processed.
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// A more fundamental overhaul of the update mechanism is required to eliminate all
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// the race conditions.
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if (!entity.IsDeleted)
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{
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m_updateList[i].Update();
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}
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m_updateList[i].Update();
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}
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catch (Exception e)
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{
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@@ -1478,6 +1478,13 @@ namespace OpenSim.Region.Environment.Scenes
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/// </summary>
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public override void Update()
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{
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// Check that the group was not deleted before the scheduled update
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// FIXME: This is merely a temporary measure to reduce the incidence of failure when
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// an object has been deleted from a scene before update was processed.
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// A more fundamental overhaul of the update mechanism is required to eliminate all
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// the race conditions.
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if (m_isDeleted)
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return;
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lock (m_parts)
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{
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