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First pass at cleaning up thread safety in EntityManager and SceneGraph
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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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