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minor cosmetics
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@@ -126,7 +126,7 @@ namespace OpenSim.Region.Framework.Scenes
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private bool m_physicsEnabled;
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/// <summary>
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/// If false then scripts are not enabled on the smiulator
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/// If false then scripts are not enabled on the simulator
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/// </summary>
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public bool ScriptsEnabled
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{
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@@ -1067,9 +1067,8 @@ namespace OpenSim.Region.Framework.Scenes
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string[] possibleAccessControlConfigSections = new string[] { "Startup", "AccessControl"};
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string grant
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= Util.GetConfigVarFromSections<string>(
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config, "AllowedClients", possibleAccessControlConfigSections, string.Empty);
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string grant = Util.GetConfigVarFromSections<string>(
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config, "AllowedClients", possibleAccessControlConfigSections, string.Empty);
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if (grant.Length > 0)
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{
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@@ -1079,9 +1078,7 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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grant
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= Util.GetConfigVarFromSections<string>(
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config, "DeniedClients", possibleAccessControlConfigSections, String.Empty);
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grant = Util.GetConfigVarFromSections<string>(config, "DeniedClients", possibleAccessControlConfigSections, String.Empty);
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// Deal with the mess of someone having used a different word at some point
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if (grant == String.Empty)
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grant = Util.GetConfigVarFromSections<string>(
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@@ -3165,9 +3162,7 @@ namespace OpenSim.Region.Framework.Scenes
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// In the future this can be relieved once locking per agent (not necessarily on AgentCircuitData) is improved.
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lock (aCircuit)
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{
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vialogin
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= (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaHGLogin) != 0
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|| (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0;
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vialogin = (aCircuit.teleportFlags & (uint)(Constants.TeleportFlags.ViaHGLogin | Constants.TeleportFlags.ViaLogin)) != 0;
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CheckHeartbeat();
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@@ -4062,9 +4057,8 @@ namespace OpenSim.Region.Framework.Scenes
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// We need to ensure that we are not already removing the scene presence before we ask it not to be
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// closed.
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if (sp != null && !sp.IsDeleted && sp.IsChildAgent
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&& (sp.LifecycleState == ScenePresenceState.Running
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|| sp.LifecycleState == ScenePresenceState.PreRemove))
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if (sp != null && !sp.IsDeleted && sp.IsChildAgent &&
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(sp.LifecycleState == ScenePresenceState.Running || sp.LifecycleState == ScenePresenceState.PreRemove))
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{
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m_log.DebugFormat(
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"[SCENE]: Reusing existing child scene presence for {0}, state {1} in {2}",
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