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* Nasty hack to reduce the incidence of spurious exceptions where a user deletes a newly rezzed object before the persistence thread gets to it from its queue.
* This should greatly reduce but not eliminate the problem - elimination probably requires a redesign of the prim persistence processes
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@@ -236,7 +236,15 @@ 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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m_updateList[i].Update();
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// A null name signals that this group was 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.Name != null)
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{
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m_updateList[i].Update();
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}
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}
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catch (Exception e)
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{
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