Inconsistent locking of ScenePresence array in SceneGraph. Fixed by eliminating option to return the actual list. Callers can now either request a copy of the array as a new List or ask the SceneGraph to call a delegate function on every ScenePresence. Iteration and locking of the ScenePresences now takes place only within the SceneGraph class.

This patch also applies a fix to Combat/CombatModule.cs which had unlocked iteration of the ScenePresences and inconsistent try/catch around the use of those ScenePresences.
This commit is contained in:
Dan Lake
2010-03-17 06:40:00 -07:00
committed by John Hurliman
parent a647f50087
commit 73e9b0be72
10 changed files with 262 additions and 237 deletions

View File

@@ -469,12 +469,10 @@ namespace OpenSim.Region.CoreModules.World.Estate
private void handleEstateTeleportAllUsersHomeRequest(IClientAPI remover_client, UUID invoice, UUID senderID)
{
// Get a fresh list that will not change as people get teleported away
ScenePresence[] presences = m_scene.GetScenePresences();
List<ScenePresence> presences = m_scene.GetScenePresences();
for (int i = 0; i < presences.Length; i++)
foreach(ScenePresence p in presences)
{
ScenePresence p = presences[i];
if (p.UUID != senderID)
{
// make sure they are still there, we could be working down a long list