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First pass at cleaning up thread safety in EntityManager and SceneGraph
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@@ -111,7 +111,7 @@ namespace OpenSim.Region.OptionalModules.ContentManagement
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}
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// Check if there are SceneObjectGroups in the list that do not have corresponding ContentManagementGroups in the CMEntityHash
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public System.Collections.ArrayList CheckForMissingEntities(System.Collections.Generic.List<EntityBase> currList)
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public System.Collections.ArrayList CheckForMissingEntities(EntityBase[] currList)
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{
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System.Collections.ArrayList missingList = new System.Collections.ArrayList();
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SceneObjectGroup temp = null;
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@@ -127,7 +127,7 @@ namespace OpenSim.Region.OptionalModules.ContentManagement
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/// </summary>
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public void FindDifferences()
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{
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System.Collections.Generic.List<EntityBase> sceneEntityList = m_Entity.Scene.GetEntities();
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List<EntityBase> sceneEntityList = new List<EntityBase>(m_Entity.Scene.GetEntities());
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DiffersFromSceneGroup = false;
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// if group is not contained in scene's list
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if (!ContainsKey(sceneEntityList, m_UnchangedEntity.UUID))
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