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

@@ -68,7 +68,7 @@ namespace OpenSim.Region.UserStatistics
HTMLUtil.OL_O(ref output, "");
foreach (Scene scene in all_scenes)
{
ScenePresence[] avatarInScene = scene.GetScenePresences();
List<ScenePresence> avatarInScene = scene.GetScenePresences();
HTMLUtil.LI_O(ref output, String.Empty);
output.Append(scene.RegionInfo.RegionName);