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* Switched all operations on the list of clients that could be either sync or async to use Scene.ForEachClient() instead of referencing ClientManager directly
* Added a new [Startup] config option called use_async_when_possible to signal how to run operations that could be either sync or async * Changed Scene.ForEachClient to respect use_async_when_possible * Fixing a potential deadlock in Parallel.ForEach by locking on a temporary object instead of the enumerator (which may be shared across multiple invocations on ForEach). Thank you diva
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@@ -262,7 +262,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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for (int i = 0; i < packetCount; i++)
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{
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byte[] data = datas[i];
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m_scene.ClientManager.ForEach(
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m_scene.ForEachClient(
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delegate(IClientAPI client)
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{
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if (client is LLClientView)
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@@ -274,7 +274,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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else
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{
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byte[] data = packet.ToBytes();
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m_scene.ClientManager.ForEach(
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m_scene.ForEachClient(
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delegate(IClientAPI client)
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{
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if (client is LLClientView)
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