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Fix bug where NPCs would establish child agents on other neighbour regions that had come up after the NPC was created.
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@@ -864,16 +864,16 @@ namespace OpenSim.Region.Framework.Scenes
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try
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{
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ForEachRootScenePresence(delegate(ScenePresence agent)
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{
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//agent.ControllingClient.new
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//this.CommsManager.InterRegion.InformRegionOfChildAgent(otherRegion.RegionHandle, agent.ControllingClient.RequestClientInfo());
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{
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//agent.ControllingClient.new
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//this.CommsManager.InterRegion.InformRegionOfChildAgent(otherRegion.RegionHandle, agent.ControllingClient.RequestClientInfo());
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List<ulong> old = new List<ulong>();
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old.Add(otherRegion.RegionHandle);
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agent.DropOldNeighbours(old);
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if (m_teleportModule != null)
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m_teleportModule.EnableChildAgent(agent, otherRegion);
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});
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List<ulong> old = new List<ulong>();
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old.Add(otherRegion.RegionHandle);
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agent.DropOldNeighbours(old);
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if (m_teleportModule != null && agent.PresenceType != PresenceType.Npc)
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m_teleportModule.EnableChildAgent(agent, otherRegion);
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});
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}
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catch (NullReferenceException)
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{
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@@ -881,7 +881,6 @@ namespace OpenSim.Region.Framework.Scenes
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// This shouldn't happen too often anymore.
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m_log.Error("[SCENE]: Couldn't inform client of regionup because we got a null reference exception");
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}
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}
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else
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{
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@@ -1009,10 +1008,10 @@ namespace OpenSim.Region.Framework.Scenes
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try
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{
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ForEachRootScenePresence(delegate(ScenePresence agent)
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{
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if (m_teleportModule != null)
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m_teleportModule.EnableChildAgent(agent, r);
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});
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{
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if (m_teleportModule != null && agent.PresenceType != PresenceType.Npc)
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m_teleportModule.EnableChildAgent(agent, r);
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});
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}
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catch (NullReferenceException)
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{
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