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First pass at cleaning up thread safety in EntityManager and SceneGraph
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@@ -75,7 +75,8 @@ namespace OpenSim.Region.Framework.Scenes
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lock(m_pendingObjects)
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{
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foreach (EntityBase e in m_presence.Scene.Entities)
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EntityBase[] entities = m_presence.Scene.Entities.GetEntities();
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foreach (EntityBase e in entities)
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{
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if (e != null && e is SceneObjectGroup)
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m_pendingObjects.Enqueue((SceneObjectGroup)e);
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