* 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
This commit is contained in:
John Hurliman
2009-10-26 16:33:04 -07:00
parent 119cf80e13
commit 4847e62e9f
7 changed files with 44 additions and 28 deletions

View File

@@ -183,10 +183,12 @@ namespace OpenSim.Region.OptionalModules.ContentManagement
public virtual void HideFromAll()
{
foreach (SceneObjectPart part in m_Entity.Children.Values)
m_Entity.Scene.ClientManager.ForEach(
{
m_Entity.Scene.ForEachClient(
delegate(IClientAPI controller)
{ controller.SendKillObject(m_Entity.RegionHandle, part.LocalId); }
);
}
}
public void SendFullUpdate(IClientAPI client)
@@ -202,7 +204,7 @@ namespace OpenSim.Region.OptionalModules.ContentManagement
public void SendFullUpdateToAll()
{
m_Entity.Scene.ClientManager.ForEach(
m_Entity.Scene.ForEachClient(
delegate(IClientAPI controller)
{ m_Entity.SendFullUpdateToClient(controller); }
);