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