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First pass at cleaning up thread safety in EntityManager and SceneGraph
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@@ -102,7 +102,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
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{
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Dictionary<UUID, AssetType> assetUuids = new Dictionary<UUID, AssetType>();
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List<EntityBase> entities = m_scene.GetEntities();
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EntityBase[] entities = m_scene.GetEntities();
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List<SceneObjectGroup> sceneObjects = new List<SceneObjectGroup>();
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/*
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@@ -794,7 +794,8 @@ namespace OpenSim.Region.CoreModules.World.Land
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public void EventManagerOnParcelPrimCountUpdate()
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{
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ResetAllLandPrimCounts();
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foreach (EntityBase obj in m_scene.Entities)
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EntityBase[] entities = m_scene.Entities.GetEntities();
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foreach (EntityBase obj in entities)
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{
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if (obj != null)
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{
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@@ -80,7 +80,7 @@ namespace OpenSim.Region.CoreModules.World.Serialiser
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{
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string xmlstream = "<scene>";
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List<EntityBase> EntityList = scene.GetEntities();
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EntityBase[] EntityList = scene.GetEntities();
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List<string> EntityXml = new List<string>();
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foreach (EntityBase ent in EntityList)
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@@ -165,12 +165,12 @@ namespace OpenSim.Region.CoreModules.World.Serialiser
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return SceneXmlLoader.SaveGroupToXml2(grp);
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}
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public void SavePrimListToXml2(List<EntityBase> entityList, string fileName)
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public void SavePrimListToXml2(EntityBase[] entityList, string fileName)
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{
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SceneXmlLoader.SavePrimListToXml2(entityList, fileName);
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}
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public void SavePrimListToXml2(List<EntityBase> entityList, TextWriter stream, Vector3 min, Vector3 max)
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public void SavePrimListToXml2(EntityBase[] entityList, TextWriter stream, Vector3 min, Vector3 max)
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{
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SceneXmlLoader.SavePrimListToXml2(entityList, stream, min, max);
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}
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@@ -212,7 +212,7 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
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double[,] hm = whichScene.Heightmap.GetDoubles();
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tc = Environment.TickCount;
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m_log.Info("[MAPTILE]: Generating Maptile Step 2: Object Volume Profile");
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List<EntityBase> objs = whichScene.GetEntities();
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EntityBase[] objs = whichScene.GetEntities();
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Dictionary<uint, DrawStruct> z_sort = new Dictionary<uint, DrawStruct>();
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//SortedList<float, RectangleDrawStruct> z_sort = new SortedList<float, RectangleDrawStruct>();
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List<float> z_sortheights = new List<float>();
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