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First pass at cleaning up thread safety in EntityManager and SceneGraph
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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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