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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()
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@@ -96,7 +96,7 @@ namespace OpenSim.Region.ClientStack.Linden.Tests
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UUID spId = TestHelpers.ParseTail(0x1);
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SceneHelpers.AddScenePresence(m_scene, spId);
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m_scene.IncomingCloseAgent(spId, false);
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m_scene.CloseAgent(spId, false);
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// TODO: Add more assertions for the other aspects of event queues
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Assert.That(MainServer.Instance.GetPollServiceHandlerKeys().Count, Is.EqualTo(0));
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@@ -1893,7 +1893,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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client.Kick("Simulator logged you out due to connection timeout.");
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}
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m_scene.IncomingCloseAgent(client.AgentId, true);
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m_scene.CloseAgent(client.AgentId, true);
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}
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private void IncomingPacketHandler()
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@@ -2234,7 +2234,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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if (!client.IsLoggingOut)
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{
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client.IsLoggingOut = true;
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m_scene.IncomingCloseAgent(client.AgentId, false);
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m_scene.CloseAgent(client.AgentId, false);
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}
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}
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}
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@@ -59,10 +59,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP.Tests
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// FIXME
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return null;
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}
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public override void RemoveClient(UUID agentID, bool someReason) {}
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// public override void CloseAllAgents(uint circuitcode) {}
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public override bool CloseAgent(UUID agentID, bool force) { return true; }
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public override bool CheckClient(UUID clientId, IPEndPoint endPoint) { return true; }
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public override void OtherRegionUp(GridRegion otherRegion) { }
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public override bool TryGetScenePresence(UUID uuid, out ScenePresence sp) { sp = null; return false; }
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