From 4847e62e9fd1cd473cc180220a379efba93f94a6 Mon Sep 17 00:00:00 2001 From: John Hurliman Date: Mon, 26 Oct 2009 16:33:04 -0700 Subject: * Switched all operations on the list of clients that could be either sync or async to use Scene.ForEachClient() instead of referencing ClientManager directly * Added a new [Startup] config option called use_async_when_possible to signal how to run operations that could be either sync or async * Changed Scene.ForEachClient to respect use_async_when_possible * Fixing a potential deadlock in Parallel.ForEach by locking on a temporary object instead of the enumerator (which may be shared across multiple invocations on ForEach). Thank you diva --- OpenSim/Region/CoreModules/Avatar/Gods/GodsModule.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'OpenSim/Region/CoreModules') diff --git a/OpenSim/Region/CoreModules/Avatar/Gods/GodsModule.cs b/OpenSim/Region/CoreModules/Avatar/Gods/GodsModule.cs index 7855862..273c128 100644 --- a/OpenSim/Region/CoreModules/Avatar/Gods/GodsModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/Gods/GodsModule.cs @@ -114,7 +114,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Gods { string reasonStr = Utils.BytesToString(reason); - m_scene.ClientManager.ForEach( + m_scene.ForEachClient( delegate(IClientAPI controller) { if (controller.AgentId != godID) -- cgit v1.1