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Remove duplicate update of user count in Scene.IncomingCloseAgent()
This is already done in Scene.RemoveClient() which IncomingCloseAgent() always ends up calling.
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@@ -97,6 +97,9 @@ namespace OpenSim.Region.Framework.Scenes.Tests
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Assert.That(sp.AbsolutePosition, Is.EqualTo(teleportPosition));
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Assert.That(scene.GetRootAgentCount(), Is.EqualTo(1));
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Assert.That(scene.GetChildAgentCount(), Is.EqualTo(0));
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// Lookat is sent to the client only - sp.Lookat does not yield the same thing (calculation from camera
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// position instead).
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// Assert.That(sp.Lookat, Is.EqualTo(teleportLookAt));
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@@ -158,6 +161,11 @@ namespace OpenSim.Region.Framework.Scenes.Tests
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Assert.That(sceneBSp.Scene.RegionInfo.RegionName, Is.EqualTo(sceneB.RegionInfo.RegionName));
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Assert.That(sceneBSp.AbsolutePosition, Is.EqualTo(teleportPosition));
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Assert.That(sceneA.GetRootAgentCount(), Is.EqualTo(0));
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Assert.That(sceneA.GetChildAgentCount(), Is.EqualTo(0));
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Assert.That(sceneB.GetRootAgentCount(), Is.EqualTo(1));
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Assert.That(sceneB.GetChildAgentCount(), Is.EqualTo(0));
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// TODO: Add assertions to check correct circuit details in both scenes.
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// Lookat is sent to the client only - sp.Lookat does not yield the same thing (calculation from camera
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@@ -235,6 +243,11 @@ namespace OpenSim.Region.Framework.Scenes.Tests
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Assert.That(sceneASp.Scene.RegionInfo.RegionName, Is.EqualTo(sceneA.RegionInfo.RegionName));
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Assert.That(sceneASp.AbsolutePosition, Is.EqualTo(preTeleportPosition));
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Assert.That(sceneA.GetRootAgentCount(), Is.EqualTo(1));
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Assert.That(sceneA.GetChildAgentCount(), Is.EqualTo(0));
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Assert.That(sceneB.GetRootAgentCount(), Is.EqualTo(0));
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Assert.That(sceneB.GetChildAgentCount(), Is.EqualTo(0));
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// TODO: Add assertions to check correct circuit details in both scenes.
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// Lookat is sent to the client only - sp.Lookat does not yield the same thing (calculation from camera
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@@ -306,6 +319,11 @@ namespace OpenSim.Region.Framework.Scenes.Tests
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Assert.That(sceneASp.Scene.RegionInfo.RegionName, Is.EqualTo(sceneA.RegionInfo.RegionName));
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Assert.That(sceneASp.AbsolutePosition, Is.EqualTo(preTeleportPosition));
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Assert.That(sceneA.GetRootAgentCount(), Is.EqualTo(1));
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Assert.That(sceneA.GetChildAgentCount(), Is.EqualTo(0));
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Assert.That(sceneB.GetRootAgentCount(), Is.EqualTo(0));
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Assert.That(sceneB.GetChildAgentCount(), Is.EqualTo(0));
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// TODO: Add assertions to check correct circuit details in both scenes.
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// Lookat is sent to the client only - sp.Lookat does not yield the same thing (calculation from camera
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@@ -382,6 +400,11 @@ namespace OpenSim.Region.Framework.Scenes.Tests
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Assert.That(afterSceneBSp.Scene.RegionInfo.RegionName, Is.EqualTo(sceneB.RegionInfo.RegionName));
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Assert.That(afterSceneBSp.AbsolutePosition, Is.EqualTo(teleportPosition));
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Assert.That(sceneA.GetRootAgentCount(), Is.EqualTo(0));
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Assert.That(sceneA.GetChildAgentCount(), Is.EqualTo(1));
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Assert.That(sceneB.GetRootAgentCount(), Is.EqualTo(1));
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Assert.That(sceneB.GetChildAgentCount(), Is.EqualTo(0));
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// TODO: Add assertions to check correct circuit details in both scenes.
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// Lookat is sent to the client only - sp.Lookat does not yield the same thing (calculation from camera
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