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refactor: Use m_sittingAvatars to maintain the list of sitting avatars instead of two independent structures that do exactly the same thing
m_sittingAvatars code also already properly handles locking to avoid races.
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@@ -172,7 +172,6 @@ namespace OpenSim.Region.Framework.Scenes.Tests
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so1PostCross = sceneB.GetSceneObjectGroup(so1Id);
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Assert.NotNull(so1PostCross);
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Assert.AreEqual(1, so1PostCross.GetSittingAvatarsCount());
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Assert.AreEqual(1, so1PostCross.GetLinkedAvatars().Count);
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}
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Vector3 so1PostCrossPos = so1PostCross.AbsolutePosition;
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@@ -198,7 +197,6 @@ namespace OpenSim.Region.Framework.Scenes.Tests
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SceneObjectGroup so1PostReCross = sceneA.GetSceneObjectGroup(so1Id);
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Assert.NotNull(so1PostReCross);
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Assert.AreEqual(1, so1PostReCross.GetSittingAvatarsCount());
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Assert.AreEqual(1, so1PostReCross.GetLinkedAvatars().Count);
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}
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}
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