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Merge branch 'ubitworkmaster'
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@@ -981,10 +981,12 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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// May need to logout or other cleanup
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// AgentHasMovedAway(sp, logout);
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AgentHasMovedAway(sp, true); // until logout use is checked
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// AgentHasMovedAway(sp, true); // until logout use is checked
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// Well, this is it. The agent is over there.
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KillEntity(sp.Scene, sp.LocalId);
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// KillEntity(sp.Scene, sp.LocalId);
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sp.HasMovedAway();
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// Now let's make it officially a child agent
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sp.MakeChildAgent();
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@@ -1139,6 +1141,8 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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m_entityTransferStateMachine.UpdateInTransit(sp.UUID, AgentTransferState.CleaningUp);
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sp.HasMovedAway();
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// Need to signal neighbours whether child agents may need closing irrespective of whether this
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// one needed closing. We also need to close child agents as quickly as possible to avoid complicated
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// race conditions with rapid agent releporting (e.g. from A1 to a non-neighbour B, back
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@@ -1147,12 +1151,9 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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// abandoned without proper close by viewer but then re-used by an incoming connection.
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sp.CloseChildAgents(newRegionX, newRegionY);
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// May need to logout or other cleanup
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// AgentHasMovedAway(sp, logout);
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AgentHasMovedAway(sp, true);
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// AgentHasMovedAway(sp, true);
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// Well, this is it. The agent is over there.
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KillEntity(sp.Scene, sp.LocalId);
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// KillEntity(sp.Scene, sp.LocalId);
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// Now let's make it officially a child agent
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sp.MakeChildAgent();
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