refactor: rename Scene.IncomingCloseAgent() to CloseAgent() in order to make it clear that all non-clientstack callers should be using this rather than RemoveClient() in order to step through the ScenePresence state machine properly.

Adds IScene.CloseAgent() to replace RemoveClient()
This commit is contained in:
Justin Clark-Casey (justincc)
2013-09-27 19:14:21 +01:00
parent b704de9bf8
commit b16bc7b01c
16 changed files with 43 additions and 53 deletions

View File

@@ -86,7 +86,7 @@ namespace OpenSim.Framework
event restart OnRestart;
/// <summary>
/// Add a new client and create a presence for it. All clients except initial login clients will starts off as a child agent
/// Add a new agent. All agents except initial login clients will starts off as a child agent
/// - the later agent crossing will promote it to a root agent.
/// </summary>
/// <param name="client"></param>
@@ -96,14 +96,16 @@ namespace OpenSim.Framework
ISceneAgent AddNewClient(IClientAPI client, PresenceType type);
/// <summary>
/// Remove the given client from the scene.
/// Tell a single agent to disconnect from the region.
/// </summary>
/// <param name="agentID"></param>
/// <param name="closeChildAgents">Close the neighbour child agents associated with this client.</param>
void RemoveClient(UUID agentID, bool closeChildAgents);
/// <param name="force">
/// Force the agent to close even if it might be in the middle of some other operation. You do not want to
/// force unless you are absolutely sure that the agent is dead and a normal close is not working.
/// </param>
bool CloseAgent(UUID agentID, bool force);
void Restart();
//RegionInfo OtherRegionUp(RegionInfo thisRegion);
string GetSimulatorVersion();