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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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@@ -114,7 +114,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Gods
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{
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string reasonStr = Utils.BytesToString(reason);
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m_scene.ClientManager.ForEach(
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m_scene.ForEachClient(
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delegate(IClientAPI controller)
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{
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if (controller.AgentId != godID)
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