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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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@@ -562,7 +562,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
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if (!Scene.TeleportClientHome(user, s.ControllingClient))
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{
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s.ControllingClient.Kick("Your access to the region was revoked and TP home failed - you have been logged out.");
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Scene.IncomingCloseAgent(s.UUID, false);
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Scene.CloseAgent(s.UUID, false);
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}
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}
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}
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@@ -797,7 +797,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
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if (!Scene.TeleportClientHome(prey, s.ControllingClient))
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{
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s.ControllingClient.Kick("You were teleported home by the region owner, but the TP failed - you have been logged out.");
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Scene.IncomingCloseAgent(s.UUID, false);
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Scene.CloseAgent(s.UUID, false);
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}
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}
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}
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@@ -820,7 +820,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
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if (!Scene.TeleportClientHome(p.UUID, p.ControllingClient))
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{
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p.ControllingClient.Kick("You were teleported home by the region owner, but the TP failed - you have been logged out.");
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Scene.IncomingCloseAgent(p.UUID, false);
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Scene.CloseAgent(p.UUID, false);
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}
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}
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}
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