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First pass at cleaning up thread safety in EntityManager and SceneGraph
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@@ -84,9 +84,8 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
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int primCount = 0;
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stream.WriteLine("<scene>\n");
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List<EntityBase> EntityList = scene.GetEntities();
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foreach (EntityBase ent in EntityList)
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EntityBase[] entityList = scene.GetEntities();
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foreach (EntityBase ent in entityList)
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{
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if (ent is SceneObjectGroup)
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{
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@@ -204,16 +203,14 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
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public static void SavePrimsToXml2(Scene scene, string fileName)
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{
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List<EntityBase> EntityList = scene.GetEntities();
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SavePrimListToXml2(EntityList, fileName);
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EntityBase[] entityList = scene.GetEntities();
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SavePrimListToXml2(entityList, fileName);
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}
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public static void SavePrimsToXml2(Scene scene, TextWriter stream, Vector3 min, Vector3 max)
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{
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List<EntityBase> EntityList = scene.GetEntities();
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SavePrimListToXml2(EntityList, stream, min, max);
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EntityBase[] entityList = scene.GetEntities();
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SavePrimListToXml2(entityList, stream, min, max);
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}
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public static void SaveNamedPrimsToXml2(Scene scene, string primName, string fileName)
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@@ -222,7 +219,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
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"[SERIALISER]: Saving prims with name {0} in xml2 format for region {1} to {2}",
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primName, scene.RegionInfo.RegionName, fileName);
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List<EntityBase> entityList = scene.GetEntities();
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EntityBase[] entityList = scene.GetEntities();
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List<EntityBase> primList = new List<EntityBase>();
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foreach (EntityBase ent in entityList)
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@@ -236,10 +233,10 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
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}
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}
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SavePrimListToXml2(primList, fileName);
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SavePrimListToXml2(primList.ToArray(), fileName);
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}
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public static void SavePrimListToXml2(List<EntityBase> entityList, string fileName)
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public static void SavePrimListToXml2(EntityBase[] entityList, string fileName)
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{
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FileStream file = new FileStream(fileName, FileMode.Create);
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try
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@@ -260,7 +257,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
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}
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}
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public static void SavePrimListToXml2(List<EntityBase> entityList, TextWriter stream, Vector3 min, Vector3 max)
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public static void SavePrimListToXml2(EntityBase[] entityList, TextWriter stream, Vector3 min, Vector3 max)
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{
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int primCount = 0;
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stream.WriteLine("<scene>\n");
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