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Merge branch 'master' into careminster
Conflicts: OpenSim/Data/MySQL/MySQLSimulationData.cs OpenSim/Data/MySQL/Resources/RegionStore.migrations OpenSim/Region/ClientStack/Linden/Caps/WebFetchInvDescModule.cs OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs OpenSim/Region/CoreModules/World/LightShare/LightShareModule.cs OpenSim/Region/Framework/Scenes/Scene.cs OpenSim/Region/Framework/Scenes/ScenePresence.cs OpenSim/Region/Framework/Scenes/Tests/ScenePresenceCapabilityTests.cs OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
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@@ -217,21 +217,9 @@ namespace OpenSim.Region.Framework.Scenes
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#region Add/Remove Agent/Avatar
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public abstract ISceneAgent AddNewClient(IClientAPI client, PresenceType type);
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public abstract ISceneAgent AddNewAgent(IClientAPI client, PresenceType type);
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/// <summary>
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/// Remove the given client from the scene.
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/// </summary>
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/// <remarks>
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/// Only clientstack code should call this directly. All other code should call IncomingCloseAgent() instead
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/// to properly operate the state machine and avoid race conditions with other close requests (such as directly
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/// from viewers).
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/// </remarks>
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/// <param name='agentID'>ID of agent to close</param>
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/// <param name='closeChildAgents'>
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/// Close the neighbour child agents associated with this client.
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/// </param>
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public abstract void RemoveClient(UUID agentID, bool closeChildAgents);
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public abstract bool CloseAgent(UUID agentID, bool force);
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public bool TryGetScenePresence(UUID agentID, out object scenePresence)
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{
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