On all undo/redo operations, consistently lock the undo object for everything, in order to avoid any deadlock issues.
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c50533659a
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ee829a71c2
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@ -3775,7 +3775,7 @@ namespace OpenSim.Region.Framework.Scenes
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public void Redo()
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{
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lock (m_redo)
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lock (m_undo)
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{
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// m_log.DebugFormat(
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// "[SCENE OBJECT PART]: Handling redo request for {0} {1}, stack size {2}",
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@ -3811,10 +3811,6 @@ namespace OpenSim.Region.Framework.Scenes
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lock (m_undo)
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{
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m_undo.Clear();
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}
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lock (m_redo)
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{
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m_redo.Clear();
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}
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}
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