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Rewrote parts of the code that were double-locking different objects. This is about half of the code base reviewed.
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@@ -442,42 +442,46 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends
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private ScenePresence GetRootPresenceFromAgentID(UUID AgentID)
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{
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ScenePresence returnAgent = null;
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List<Scene> scenes = null;
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lock (m_scenes)
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{
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ScenePresence queryagent = null;
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foreach (Scene scene in m_scenes.Values)
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{
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queryagent = scene.GetScenePresence(AgentID);
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if (queryagent != null)
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{
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if (!queryagent.IsChildAgent)
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{
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returnAgent = queryagent;
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break;
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}
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}
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}
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}
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return returnAgent;
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}
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scenes = new List<Scene>(m_scenes.Values);
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private ScenePresence GetAnyPresenceFromAgentID(UUID AgentID)
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{
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ScenePresence returnAgent = null;
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lock (m_scenes)
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ScenePresence queryagent = null;
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foreach (Scene scene in scenes)
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{
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ScenePresence queryagent = null;
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foreach (Scene scene in m_scenes.Values)
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queryagent = scene.GetScenePresence(AgentID);
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if (queryagent != null)
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{
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queryagent = scene.GetScenePresence(AgentID);
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if (queryagent != null)
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if (!queryagent.IsChildAgent)
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{
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returnAgent = queryagent;
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break;
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}
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}
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}
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return returnAgent;
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}
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private ScenePresence GetAnyPresenceFromAgentID(UUID AgentID)
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{
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List<Scene> scenes = null;
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lock (m_scenes)
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scenes = new List<Scene>(m_scenes.Values);
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ScenePresence returnAgent = null;
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ScenePresence queryagent = null;
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foreach (Scene scene in m_scenes.Values)
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{
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queryagent = scene.GetScenePresence(AgentID);
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if (queryagent != null)
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{
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returnAgent = queryagent;
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break;
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}
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}
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return returnAgent;
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}
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