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Stop an exception being thrown and a teleport/border cross failing if the desintation sim has no active script engines.
This involves getting IScene.RequestModuleInterfaces() to return an empty array (as was stated in the method doc) rather than an array containing one null entry. Callers adjusted to stop checking for the list reference being null (which never happened anyway)
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@@ -232,8 +232,6 @@ namespace OpenSim.Region.Framework.Scenes
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ArrayList ret = new ArrayList();
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IScriptModule[] engines = m_part.ParentGroup.Scene.RequestModuleInterfaces<IScriptModule>();
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if (engines == null) // No engine at all
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return ret;
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foreach (IScriptModule e in engines)
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{
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@@ -329,7 +327,7 @@ namespace OpenSim.Region.Framework.Scenes
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private void RestoreSavedScriptState(UUID oldID, UUID newID)
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{
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IScriptModule[] engines = m_part.ParentGroup.Scene.RequestModuleInterfaces<IScriptModule>();
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if (engines == null) // No engine at all
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if (engines.Length == 0) // No engine at all
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return;
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if (m_part.ParentGroup.m_savedScriptState.ContainsKey(oldID))
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@@ -369,6 +367,7 @@ namespace OpenSim.Region.Framework.Scenes
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m_part.ParentGroup.m_savedScriptState[oldID] = newDoc.OuterXml;
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}
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foreach (IScriptModule e in engines)
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{
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if (e != null)
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@@ -377,6 +376,7 @@ namespace OpenSim.Region.Framework.Scenes
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break;
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}
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}
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m_part.ParentGroup.m_savedScriptState.Remove(oldID);
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}
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}
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@@ -1129,7 +1129,7 @@ namespace OpenSim.Region.Framework.Scenes
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IScriptModule[] engines = m_part.ParentGroup.Scene.RequestModuleInterfaces<IScriptModule>();
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if (engines == null) // No engine at all
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if (engines.Length == 0) // No engine at all
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return ret;
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List<TaskInventoryItem> scripts = GetInventoryScripts();
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@@ -1157,7 +1157,7 @@ namespace OpenSim.Region.Framework.Scenes
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public void ResumeScripts()
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{
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IScriptModule[] engines = m_part.ParentGroup.Scene.RequestModuleInterfaces<IScriptModule>();
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if (engines == null)
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if (engines.Length == 0)
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return;
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List<TaskInventoryItem> scripts = GetInventoryScripts();
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