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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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@@ -408,7 +408,7 @@ namespace OpenSim.Region.Framework.Scenes
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}
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ViewerEffectPacket.EffectBlock[] effectBlockArray = effectBlock.ToArray();
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ClientManager.ForEach(
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ForEachClient(
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delegate(IClientAPI client)
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{
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if (client.AgentId != remoteClient.AgentId)
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