mirror of
https://github.com/opensim/opensim.git
synced 2026-08-12 20:55:43 +08:00
Merge branch 'master' into bigmerge
Conflicts: OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs OpenSim/Region/Framework/Scenes/ScenePresence.cs
This commit is contained in:
@@ -35,22 +35,36 @@ namespace OpenSim.Framework
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/// </summary>
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public class AgentCircuitManager
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{
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public Dictionary<uint, AgentCircuitData> AgentCircuits = new Dictionary<uint, AgentCircuitData>();
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public Dictionary<UUID, AgentCircuitData> AgentCircuitsByUUID = new Dictionary<UUID, AgentCircuitData>();
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/// <summary>
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/// Agent circuits indexed by circuit code.
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/// </summary>
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/// <remarks>
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/// We lock this for operations both on this dictionary and on m_agentCircuitsByUUID
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/// </remarks>
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private Dictionary<uint, AgentCircuitData> m_agentCircuits = new Dictionary<uint, AgentCircuitData>();
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/// <summary>
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/// Agent circuits indexed by agent UUID.
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/// </summary>
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private Dictionary<UUID, AgentCircuitData> m_agentCircuitsByUUID = new Dictionary<UUID, AgentCircuitData>();
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public virtual AuthenticateResponse AuthenticateSession(UUID sessionID, UUID agentID, uint circuitcode)
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{
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AgentCircuitData validcircuit = null;
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if (AgentCircuits.ContainsKey(circuitcode))
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lock (m_agentCircuits)
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{
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validcircuit = AgentCircuits[circuitcode];
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if (m_agentCircuits.ContainsKey(circuitcode))
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validcircuit = m_agentCircuits[circuitcode];
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}
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AuthenticateResponse user = new AuthenticateResponse();
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if (validcircuit == null)
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{
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//don't have this circuit code in our list
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user.Authorised = false;
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return (user);
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return user;
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}
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if ((sessionID == validcircuit.SessionID) && (agentID == validcircuit.AgentID))
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@@ -72,7 +86,7 @@ namespace OpenSim.Framework
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user.Authorised = false;
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}
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return (user);
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return user;
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}
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/// <summary>
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@@ -82,73 +96,93 @@ namespace OpenSim.Framework
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/// <param name="agentData"></param>
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public virtual void AddNewCircuit(uint circuitCode, AgentCircuitData agentData)
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{
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lock (AgentCircuits)
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lock (m_agentCircuits)
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{
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if (AgentCircuits.ContainsKey(circuitCode))
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if (m_agentCircuits.ContainsKey(circuitCode))
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{
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AgentCircuits[circuitCode] = agentData;
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AgentCircuitsByUUID[agentData.AgentID] = agentData;
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m_agentCircuits[circuitCode] = agentData;
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m_agentCircuitsByUUID[agentData.AgentID] = agentData;
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}
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else
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{
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AgentCircuits.Add(circuitCode, agentData);
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AgentCircuitsByUUID[agentData.AgentID] = agentData;
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m_agentCircuits.Add(circuitCode, agentData);
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m_agentCircuitsByUUID[agentData.AgentID] = agentData;
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}
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}
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}
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public virtual void RemoveCircuit(uint circuitCode)
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{
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lock (AgentCircuits)
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lock (m_agentCircuits)
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{
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if (AgentCircuits.ContainsKey(circuitCode))
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if (m_agentCircuits.ContainsKey(circuitCode))
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{
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UUID agentID = AgentCircuits[circuitCode].AgentID;
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AgentCircuits.Remove(circuitCode);
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AgentCircuitsByUUID.Remove(agentID);
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UUID agentID = m_agentCircuits[circuitCode].AgentID;
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m_agentCircuits.Remove(circuitCode);
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m_agentCircuitsByUUID.Remove(agentID);
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}
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}
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}
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public virtual void RemoveCircuit(UUID agentID)
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{
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lock (AgentCircuits)
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lock (m_agentCircuits)
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{
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if (AgentCircuitsByUUID.ContainsKey(agentID))
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if (m_agentCircuitsByUUID.ContainsKey(agentID))
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{
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uint circuitCode = AgentCircuitsByUUID[agentID].circuitcode;
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AgentCircuits.Remove(circuitCode);
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AgentCircuitsByUUID.Remove(agentID);
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uint circuitCode = m_agentCircuitsByUUID[agentID].circuitcode;
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m_agentCircuits.Remove(circuitCode);
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m_agentCircuitsByUUID.Remove(agentID);
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}
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}
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}
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public AgentCircuitData GetAgentCircuitData(uint circuitCode)
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{
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AgentCircuitData agentCircuit = null;
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AgentCircuits.TryGetValue(circuitCode, out agentCircuit);
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lock (m_agentCircuits)
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m_agentCircuits.TryGetValue(circuitCode, out agentCircuit);
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return agentCircuit;
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}
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public AgentCircuitData GetAgentCircuitData(UUID agentID)
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{
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AgentCircuitData agentCircuit = null;
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AgentCircuitsByUUID.TryGetValue(agentID, out agentCircuit);
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lock (m_agentCircuits)
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m_agentCircuitsByUUID.TryGetValue(agentID, out agentCircuit);
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return agentCircuit;
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}
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/// <summary>
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/// Get all current agent circuits indexed by agent UUID.
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/// </summary>
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/// <returns></returns>
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public Dictionary<UUID, AgentCircuitData> GetAgentCircuits()
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{
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lock (m_agentCircuits)
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return new Dictionary<UUID, AgentCircuitData>(m_agentCircuitsByUUID);
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}
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public void UpdateAgentData(AgentCircuitData agentData)
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{
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if (AgentCircuits.ContainsKey((uint) agentData.circuitcode))
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lock (m_agentCircuits)
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{
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AgentCircuits[(uint) agentData.circuitcode].firstname = agentData.firstname;
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AgentCircuits[(uint) agentData.circuitcode].lastname = agentData.lastname;
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AgentCircuits[(uint) agentData.circuitcode].startpos = agentData.startpos;
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if (m_agentCircuits.ContainsKey((uint) agentData.circuitcode))
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{
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m_agentCircuits[(uint) agentData.circuitcode].firstname = agentData.firstname;
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m_agentCircuits[(uint) agentData.circuitcode].lastname = agentData.lastname;
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m_agentCircuits[(uint) agentData.circuitcode].startpos = agentData.startpos;
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// Updated for when we don't know them before calling Scene.NewUserConnection
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AgentCircuits[(uint) agentData.circuitcode].SecureSessionID = agentData.SecureSessionID;
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AgentCircuits[(uint) agentData.circuitcode].SessionID = agentData.SessionID;
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// Updated for when we don't know them before calling Scene.NewUserConnection
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m_agentCircuits[(uint) agentData.circuitcode].SecureSessionID = agentData.SecureSessionID;
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m_agentCircuits[(uint) agentData.circuitcode].SessionID = agentData.SessionID;
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// m_log.Debug("update user start pos is " + agentData.startpos.X + " , " + agentData.startpos.Y + " , " + agentData.startpos.Z);
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// m_log.Debug("update user start pos is " + agentData.startpos.X + " , " + agentData.startpos.Y + " , " + agentData.startpos.Z);
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}
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}
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}
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@@ -159,38 +193,37 @@ namespace OpenSim.Framework
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/// <param name="newcircuitcode"></param>
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public bool TryChangeCiruitCode(uint circuitcode, uint newcircuitcode)
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{
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lock (AgentCircuits)
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lock (m_agentCircuits)
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{
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if (AgentCircuits.ContainsKey((uint)circuitcode) && !AgentCircuits.ContainsKey((uint)newcircuitcode))
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if (m_agentCircuits.ContainsKey((uint)circuitcode) && !m_agentCircuits.ContainsKey((uint)newcircuitcode))
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{
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AgentCircuitData agentData = AgentCircuits[(uint)circuitcode];
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AgentCircuitData agentData = m_agentCircuits[(uint)circuitcode];
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agentData.circuitcode = newcircuitcode;
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AgentCircuits.Remove((uint)circuitcode);
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AgentCircuits.Add(newcircuitcode, agentData);
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m_agentCircuits.Remove((uint)circuitcode);
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m_agentCircuits.Add(newcircuitcode, agentData);
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return true;
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}
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}
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return false;
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return false;
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}
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public void UpdateAgentChildStatus(uint circuitcode, bool childstatus)
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{
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if (AgentCircuits.ContainsKey(circuitcode))
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{
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AgentCircuits[circuitcode].child = childstatus;
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}
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lock (m_agentCircuits)
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if (m_agentCircuits.ContainsKey(circuitcode))
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m_agentCircuits[circuitcode].child = childstatus;
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}
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public bool GetAgentChildStatus(uint circuitcode)
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{
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if (AgentCircuits.ContainsKey(circuitcode))
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{
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return AgentCircuits[circuitcode].child;
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}
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lock (m_agentCircuits)
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if (m_agentCircuits.ContainsKey(circuitcode))
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return m_agentCircuits[circuitcode].child;
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return false;
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}
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}
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}
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}
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@@ -194,8 +194,6 @@ namespace OpenSim.Framework.Tests
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resp = agentCircuitManager.AuthenticateSession(SessionId2, AgentId2, circuitcode2);
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Assert.That(!resp.Authorised);
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}
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}
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}
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@@ -87,8 +87,6 @@ namespace OpenSim.Framework.Tests
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anim4.SequenceNum = anim2.SequenceNum;
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Assert.That(anim4.ObjectID == objUUID2 && anim4.AnimID == animUUID2 && anim4.SequenceNum == 1, "void constructor and manual field population failed to set the properties correctly.");
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}
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}
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}
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