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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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@@ -972,7 +972,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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if (NeedsClosing(sp.DrawDistance, oldRegionX, newRegionX, oldRegionY, newRegionY, reg))
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{
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if (!sp.Scene.IncomingPreCloseAgent(sp))
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if (!sp.Scene.IncomingPreCloseClient(sp))
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return;
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// We need to delay here because Imprudence viewers, unlike v1 or v3, have a short (<200ms, <500ms) delay before
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@@ -983,7 +983,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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// an agent cannot teleport back to this region if it has teleported away.
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Thread.Sleep(2000);
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sp.Scene.IncomingCloseAgent(sp.UUID, false);
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sp.Scene.CloseAgent(sp.UUID, false);
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}
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else
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{
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@@ -1137,7 +1137,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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// Finally, let's close this previously-known-as-root agent, when the jump is outside the view zone
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if (NeedsClosing(sp.DrawDistance, oldRegionX, newRegionX, oldRegionY, newRegionY, reg))
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{
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if (!sp.Scene.IncomingPreCloseAgent(sp))
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if (!sp.Scene.IncomingPreCloseClient(sp))
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return;
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// RED ALERT!!!!
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@@ -1154,7 +1154,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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m_log.DebugFormat(
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"[ENTITY TRANSFER MODULE]: Closing agent {0} in {1} after teleport", sp.Name, Scene.Name);
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sp.Scene.IncomingCloseAgent(sp.UUID, false);
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sp.Scene.CloseAgent(sp.UUID, false);
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}
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else
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{
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