First pass at cleaning up thread safety in EntityManager and SceneGraph

This commit is contained in:
John Hurliman
2010-09-10 12:04:12 -07:00
parent 9609faa8eb
commit dd277a0d02
25 changed files with 252 additions and 395 deletions

View File

@@ -111,7 +111,7 @@ namespace OpenSim.Region.OptionalModules.ContentManagement
}
// Check if there are SceneObjectGroups in the list that do not have corresponding ContentManagementGroups in the CMEntityHash
public System.Collections.ArrayList CheckForMissingEntities(System.Collections.Generic.List<EntityBase> currList)
public System.Collections.ArrayList CheckForMissingEntities(EntityBase[] currList)
{
System.Collections.ArrayList missingList = new System.Collections.ArrayList();
SceneObjectGroup temp = null;

View File

@@ -127,7 +127,7 @@ namespace OpenSim.Region.OptionalModules.ContentManagement
/// </summary>
public void FindDifferences()
{
System.Collections.Generic.List<EntityBase> sceneEntityList = m_Entity.Scene.GetEntities();
List<EntityBase> sceneEntityList = new List<EntityBase>(m_Entity.Scene.GetEntities());
DiffersFromSceneGroup = false;
// if group is not contained in scene's list
if (!ContainsKey(sceneEntityList, m_UnchangedEntity.UUID))