Prevent duplicate invocations or race dontision in SP.CompleteMovement()
This can happen under poor network conditions if a viewer repeats the message send If this happens, physics actors can get orphaned, which unecessarily raises physics frame timesmaster-beforevarregion
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2d9d6fe922
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3ffd90496a
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@ -108,6 +108,16 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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}
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}
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/// <summary>
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/// This exists to prevent race conditions between two CompleteMovement threads if the simulator is slow and
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/// the viewer fires these in quick succession.
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/// </summary>
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/// <remarks>
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/// TODO: The child -> agent transition should be folded into LifecycleState and the CompleteMovement
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/// regulation done there.
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/// </remarks>
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private object m_completeMovementLock = new object();
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// private static readonly byte[] DEFAULT_TEXTURE = AvatarAppearance.GetDefaultTexture().GetBytes();
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// private static readonly byte[] DEFAULT_TEXTURE = AvatarAppearance.GetDefaultTexture().GetBytes();
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private static readonly Array DIR_CONTROL_FLAGS = Enum.GetValues(typeof(Dir_ControlFlags));
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private static readonly Array DIR_CONTROL_FLAGS = Enum.GetValues(typeof(Dir_ControlFlags));
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private static readonly Vector3 HEAD_ADJUSTMENT = new Vector3(0f, 0f, 0.3f);
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private static readonly Vector3 HEAD_ADJUSTMENT = new Vector3(0f, 0f, 0.3f);
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@ -905,6 +915,7 @@ namespace OpenSim.Region.Framework.Scenes
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/// <summary>
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/// <summary>
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/// Turns a child agent into a root agent.
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/// Turns a child agent into a root agent.
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/// </summary>
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/// </summary>
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/// <remarks>
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/// Child agents are logged into neighbouring sims largely to observe changes. Root agents exist when the
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/// Child agents are logged into neighbouring sims largely to observe changes. Root agents exist when the
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/// avatar is actual in the sim. They can perform all actions.
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/// avatar is actual in the sim. They can perform all actions.
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/// This change is made whenever an avatar enters a region, whether by crossing over from a neighbouring sim,
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/// This change is made whenever an avatar enters a region, whether by crossing over from a neighbouring sim,
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@ -912,8 +923,8 @@ namespace OpenSim.Region.Framework.Scenes
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///
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///
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/// This method is on the critical path for transferring an avatar from one region to another. Delay here
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/// This method is on the critical path for transferring an avatar from one region to another. Delay here
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/// delays that crossing.
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/// delays that crossing.
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/// </summary>
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/// </remarks>
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private void MakeRootAgent(Vector3 pos, bool isFlying)
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private bool MakeRootAgent(Vector3 pos, bool isFlying)
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{
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{
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// m_log.InfoFormat(
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// m_log.InfoFormat(
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// "[SCENE]: Upgrading child to root agent for {0} in {1}",
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// "[SCENE]: Upgrading child to root agent for {0} in {1}",
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@ -921,6 +932,10 @@ namespace OpenSim.Region.Framework.Scenes
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//m_log.DebugFormat("[SCENE]: known regions in {0}: {1}", Scene.RegionInfo.RegionName, KnownChildRegionHandles.Count);
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//m_log.DebugFormat("[SCENE]: known regions in {0}: {1}", Scene.RegionInfo.RegionName, KnownChildRegionHandles.Count);
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lock (m_completeMovementLock)
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if (!IsChildAgent)
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return false;
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IsChildAgent = false;
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IsChildAgent = false;
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// Must reset this here so that a teleport to a region next to an existing region does not keep the flag
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// Must reset this here so that a teleport to a region next to an existing region does not keep the flag
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@ -1070,6 +1085,7 @@ namespace OpenSim.Region.Framework.Scenes
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m_scene.EventManager.TriggerOnMakeRootAgent(this);
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m_scene.EventManager.TriggerOnMakeRootAgent(this);
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return true;
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}
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}
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public int GetStateSource()
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public int GetStateSource()
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@ -1443,7 +1459,14 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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bool flying = ((m_AgentControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0);
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bool flying = ((m_AgentControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0);
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MakeRootAgent(AbsolutePosition, flying);
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if (!MakeRootAgent(AbsolutePosition, flying))
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{
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m_log.DebugFormat(
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"[SCENE PRESENCE]: Aborting CompleteMovement call for {0} in {1} as they are already root",
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Name, Scene.Name);
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return;
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}
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// Tell the client that we're totally ready
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// Tell the client that we're totally ready
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ControllingClient.MoveAgentIntoRegion(m_scene.RegionInfo, AbsolutePosition, look);
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ControllingClient.MoveAgentIntoRegion(m_scene.RegionInfo, AbsolutePosition, look);
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@ -111,6 +111,45 @@ namespace OpenSim.Region.Framework.Scenes.Tests
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Assert.That(scene.GetScenePresences().Count, Is.EqualTo(1));
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Assert.That(scene.GetScenePresences().Count, Is.EqualTo(1));
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}
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}
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/// <summary>
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/// Test that duplicate complete movement calls are ignored.
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/// </summary>
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/// <remarks>
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/// If duplicate calls are not ignored then there is a risk of race conditions or other unexpected effects.
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/// </remarks>
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[Test]
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public void TestDupeCompleteMovementCalls()
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{
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TestHelpers.InMethod();
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// TestHelpers.EnableLogging();
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UUID spUuid = TestHelpers.ParseTail(0x1);
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TestScene scene = new SceneHelpers().SetupScene();
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int makeRootAgentEvents = 0;
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scene.EventManager.OnMakeRootAgent += spi => makeRootAgentEvents++;
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ScenePresence sp = SceneHelpers.AddScenePresence(scene, spUuid);
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Assert.That(makeRootAgentEvents, Is.EqualTo(1));
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// Normally these would be invoked by a CompleteMovement message coming in to the UDP stack. But for
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// convenience, here we will invoke it manually.
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sp.CompleteMovement(sp.ControllingClient, true);
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Assert.That(makeRootAgentEvents, Is.EqualTo(1));
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// Check rest of exepcted parameters.
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Assert.That(scene.AuthenticateHandler.GetAgentCircuitData(spUuid), Is.Not.Null);
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Assert.That(scene.AuthenticateHandler.GetAgentCircuits().Count, Is.EqualTo(1));
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Assert.That(sp.IsChildAgent, Is.False);
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Assert.That(sp.UUID, Is.EqualTo(spUuid));
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Assert.That(scene.GetScenePresences().Count, Is.EqualTo(1));
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}
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[Test]
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[Test]
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public void TestCreateDuplicateRootScenePresence()
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public void TestCreateDuplicateRootScenePresence()
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{
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{
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@ -249,58 +288,5 @@ namespace OpenSim.Region.Framework.Scenes.Tests
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// Assert.That(childPresence, Is.Not.Null);
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// Assert.That(childPresence, Is.Not.Null);
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// Assert.That(childPresence.IsChildAgent, Is.True);
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// Assert.That(childPresence.IsChildAgent, Is.True);
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}
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}
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// /// <summary>
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// /// Test adding a root agent to a scene. Doesn't yet actually complete crossing the agent into the scene.
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// /// </summary>
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// [Test]
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// public void T010_TestAddRootAgent()
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// {
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// TestHelpers.InMethod();
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//
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// string firstName = "testfirstname";
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//
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// AgentCircuitData agent = new AgentCircuitData();
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// agent.AgentID = agent1;
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// agent.firstname = firstName;
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// agent.lastname = "testlastname";
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// agent.SessionID = UUID.Random();
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// agent.SecureSessionID = UUID.Random();
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// agent.circuitcode = 123;
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// agent.BaseFolder = UUID.Zero;
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// agent.InventoryFolder = UUID.Zero;
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// agent.startpos = Vector3.Zero;
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// agent.CapsPath = GetRandomCapsObjectPath();
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// agent.ChildrenCapSeeds = new Dictionary<ulong, string>();
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// agent.child = true;
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//
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// scene.PresenceService.LoginAgent(agent.AgentID.ToString(), agent.SessionID, agent.SecureSessionID);
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//
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// string reason;
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// scene.NewUserConnection(agent, (uint)TeleportFlags.ViaLogin, out reason);
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// testclient = new TestClient(agent, scene);
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// scene.AddNewAgent(testclient);
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//
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// ScenePresence presence = scene.GetScenePresence(agent1);
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//
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// Assert.That(presence, Is.Not.Null, "presence is null");
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// Assert.That(presence.Firstname, Is.EqualTo(firstName), "First name not same");
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// acd1 = agent;
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// }
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//
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// /// <summary>
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// /// Test removing an uncrossed root agent from a scene.
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// /// </summary>
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// [Test]
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// public void T011_TestRemoveRootAgent()
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// {
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// TestHelpers.InMethod();
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//
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// scene.RemoveClient(agent1);
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//
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// ScenePresence presence = scene.GetScenePresence(agent1);
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//
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// Assert.That(presence, Is.Null, "presence is not null");
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// }
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}
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}
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}
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}
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