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author | Dan Lake | 2010-03-17 06:40:00 -0700 |
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committer | John Hurliman | 2010-03-17 11:21:27 -0700 |
commit | 73e9b0be725a73a489b29f3fe2df236c897ef3b5 (patch) | |
tree | 0d039d61d327e98ed22e4bce30de65c24fc5780d /OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs | |
parent | minor logging changes to BaseHttpServer, OSHttpRequest (diff) | |
download | opensim-SC_OLD-73e9b0be725a73a489b29f3fe2df236c897ef3b5.zip opensim-SC_OLD-73e9b0be725a73a489b29f3fe2df236c897ef3b5.tar.gz opensim-SC_OLD-73e9b0be725a73a489b29f3fe2df236c897ef3b5.tar.bz2 opensim-SC_OLD-73e9b0be725a73a489b29f3fe2df236c897ef3b5.tar.xz |
Inconsistent locking of ScenePresence array in SceneGraph. Fixed by eliminating option to return the actual list. Callers can now either request a copy of the array as a new List or ask the SceneGraph to call a delegate function on every ScenePresence. Iteration and locking of the ScenePresences now takes place only within the SceneGraph class.
This patch also applies a fix to Combat/CombatModule.cs which had unlocked iteration of the ScenePresences and inconsistent try/catch around the use of those ScenePresences.
Diffstat (limited to '')
-rw-r--r-- | OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs | 6 |
1 files changed, 2 insertions, 4 deletions
diff --git a/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs b/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs index e3bab2d..464d922 100644 --- a/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs +++ b/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs | |||
@@ -469,12 +469,10 @@ namespace OpenSim.Region.CoreModules.World.Estate | |||
469 | private void handleEstateTeleportAllUsersHomeRequest(IClientAPI remover_client, UUID invoice, UUID senderID) | 469 | private void handleEstateTeleportAllUsersHomeRequest(IClientAPI remover_client, UUID invoice, UUID senderID) |
470 | { | 470 | { |
471 | // Get a fresh list that will not change as people get teleported away | 471 | // Get a fresh list that will not change as people get teleported away |
472 | ScenePresence[] presences = m_scene.GetScenePresences(); | 472 | List<ScenePresence> presences = m_scene.GetScenePresences(); |
473 | 473 | ||
474 | for (int i = 0; i < presences.Length; i++) | 474 | foreach(ScenePresence p in presences) |
475 | { | 475 | { |
476 | ScenePresence p = presences[i]; | ||
477 | |||
478 | if (p.UUID != senderID) | 476 | if (p.UUID != senderID) |
479 | { | 477 | { |
480 | // make sure they are still there, we could be working down a long list | 478 | // make sure they are still there, we could be working down a long list |