Merge branch 'master' into careminster-presence-refactor
commit
5e4bee0f34
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@ -1132,7 +1132,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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string reason = String.Empty;
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string reason = String.Empty;
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bool regionAccepted = m_scene.SimulationService.CreateAgent(reg, a, 0, out reason); // m_interregionCommsOut.SendCreateChildAgent(reg.RegionHandle, a, 0, out reason);
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bool regionAccepted = m_scene.SimulationService.CreateAgent(reg, a, (uint)TeleportFlags.Default, out reason);
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if (regionAccepted && newAgent)
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if (regionAccepted && newAgent)
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{
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{
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@ -2508,7 +2508,7 @@ namespace OpenSim.Region.Framework.Scenes
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/// <summary>
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/// <summary>
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/// Called when objects or attachments cross the border between regions.
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/// Called when objects or attachments cross the border, or teleport, between regions.
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/// </summary>
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/// </summary>
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/// <param name="sog"></param>
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/// <param name="sog"></param>
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/// <returns></returns>
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/// <returns></returns>
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@ -2539,6 +2539,8 @@ namespace OpenSim.Region.Framework.Scenes
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// Do this as late as possible so that listeners have full access to the incoming object
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// Do this as late as possible so that listeners have full access to the incoming object
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EventManager.TriggerOnIncomingSceneObject(newObject);
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EventManager.TriggerOnIncomingSceneObject(newObject);
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TriggerChangedTeleport(newObject);
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return true;
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return true;
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}
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}
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@ -2605,22 +2607,13 @@ namespace OpenSim.Region.Framework.Scenes
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// Fix up attachment Parent Local ID
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// Fix up attachment Parent Local ID
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ScenePresence sp = GetScenePresence(sceneObject.OwnerID);
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ScenePresence sp = GetScenePresence(sceneObject.OwnerID);
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//uint parentLocalID = 0;
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if (sp != null)
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if (sp != null)
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{
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{
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//parentLocalID = sp.LocalId;
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//sceneObject.RootPart.IsAttachment = true;
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//sceneObject.RootPart.SetParentLocalId(parentLocalID);
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SceneObjectGroup grp = sceneObject;
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SceneObjectGroup grp = sceneObject;
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//RootPrim.SetParentLocalId(parentLocalID);
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m_log.DebugFormat(
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m_log.DebugFormat(
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"[ATTACHMENT]: Received attachment {0}, inworld asset id {1}", grp.GetFromItemID(), grp.UUID);
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"[ATTACHMENT]: Received attachment {0}, inworld asset id {1}", grp.GetFromItemID(), grp.UUID);
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//grp.SetFromAssetID(grp.RootPart.LastOwnerID);
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m_log.DebugFormat(
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m_log.DebugFormat(
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"[ATTACHMENT]: Attach to avatar {0} at position {1}", sp.UUID, grp.AbsolutePosition);
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"[ATTACHMENT]: Attach to avatar {0} at position {1}", sp.UUID, grp.AbsolutePosition);
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@ -2630,7 +2623,6 @@ namespace OpenSim.Region.Framework.Scenes
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AttachmentsModule.AttachObject(
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AttachmentsModule.AttachObject(
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sp.ControllingClient, grp.LocalId, (uint)0, grp.GroupRotation, grp.AbsolutePosition, false);
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sp.ControllingClient, grp.LocalId, (uint)0, grp.GroupRotation, grp.AbsolutePosition, false);
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//grp.SendGroupFullUpdate();
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}
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}
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else
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else
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{
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{
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@ -2658,6 +2650,27 @@ namespace OpenSim.Region.Framework.Scenes
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return true;
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return true;
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}
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}
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private void TriggerChangedTeleport(SceneObjectGroup sog)
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{
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ScenePresence sp = GetScenePresence(sog.OwnerID);
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if (sp != null)
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{
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AgentCircuitData aCircuit = m_authenticateHandler.GetAgentCircuitData(sp.UUID);
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if (aCircuit != null && (aCircuit.teleportFlags != (uint)TeleportFlags.Default))
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{
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// This will get your attention
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//m_log.Error("[XXX] Triggering ");
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// Trigger CHANGED_TELEPORT
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sp.Scene.EventManager.TriggerOnScriptChangedEvent(sog.LocalId, (uint)Changed.TELEPORT);
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}
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}
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}
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#endregion
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#endregion
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#region Add/Remove Avatar Methods
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#region Add/Remove Avatar Methods
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@ -3465,6 +3478,8 @@ namespace OpenSim.Region.Framework.Scenes
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public bool NewUserConnection(AgentCircuitData agent, uint teleportFlags, out string reason)
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public bool NewUserConnection(AgentCircuitData agent, uint teleportFlags, out string reason)
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{
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{
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TeleportFlags tp = (TeleportFlags)teleportFlags;
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TeleportFlags tp = (TeleportFlags)teleportFlags;
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reason = String.Empty;
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//Teleport flags:
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//Teleport flags:
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//
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//
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// TeleportFlags.ViaGodlikeLure - Border Crossing
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// TeleportFlags.ViaGodlikeLure - Border Crossing
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@ -3472,19 +3487,44 @@ namespace OpenSim.Region.Framework.Scenes
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// TeleportFlags.TeleportFlags.ViaLure - Teleport request sent by another user
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// TeleportFlags.TeleportFlags.ViaLure - Teleport request sent by another user
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// TeleportFlags.ViaLandmark | TeleportFlags.ViaLocation | TeleportFlags.ViaLandmark | TeleportFlags.Default - Regular Teleport
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// TeleportFlags.ViaLandmark | TeleportFlags.ViaLocation | TeleportFlags.ViaLandmark | TeleportFlags.Default - Regular Teleport
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if (LoginsDisabled)
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{
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reason = "Logins Disabled";
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return false;
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}
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// Don't disable this log message - it's too helpful
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// Don't disable this log message - it's too helpful
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m_log.InfoFormat(
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m_log.InfoFormat(
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"[CONNECTION BEGIN]: Region {0} told of incoming {1} agent {2} {3} {4} (circuit code {5}, teleportflags {6})",
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"[CONNECTION BEGIN]: Region {0} told of incoming {1} agent {2} {3} {4} (circuit code {5}, teleportflags {6})",
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RegionInfo.RegionName, (agent.child ? "child" : "root"), agent.firstname, agent.lastname,
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RegionInfo.RegionName, (agent.child ? "child" : "root"), agent.firstname, agent.lastname,
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agent.AgentID, agent.circuitcode, teleportFlags);
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agent.AgentID, agent.circuitcode, teleportFlags);
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reason = String.Empty;
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if (LoginsDisabled)
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{
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reason = "Logins Disabled";
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return false;
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}
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ScenePresence sp = GetScenePresence(agent.AgentID);
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if (sp != null && !sp.IsChildAgent)
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{
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// We have a zombie from a crashed session.
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// Or the same user is trying to be root twice here, won't work.
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// Kill it.
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m_log.DebugFormat("[SCENE]: Zombie scene presence detected for {0} in {1}", agent.AgentID, RegionInfo.RegionName);
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sp.ControllingClient.Close();
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sp = null;
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}
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ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
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//On login test land permisions
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if (tp == TeleportFlags.ViaLogin)
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{
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if (land != null && !TestLandRestrictions(agent, land, out reason))
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{
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return false;
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}
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}
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if (sp == null) // We don't have an [child] agent here already
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{
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try
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try
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{
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{
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if (!VerifyUserPresence(agent, out reason))
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if (!VerifyUserPresence(agent, out reason))
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@ -3513,20 +3553,9 @@ namespace OpenSim.Region.Framework.Scenes
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agent.AgentID, agent.circuitcode);
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agent.AgentID, agent.circuitcode);
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CapsModule.NewUserConnection(agent);
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CapsModule.NewUserConnection(agent);
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CapsModule.AddCapsHandler(agent.AgentID);
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ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
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//On login or border crossing test land permisions
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if (tp != TeleportFlags.Default)
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{
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if (land != null && !TestLandRestrictions(agent, land, out reason))
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{
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return false;
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}
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}
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}
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else
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ScenePresence sp = GetScenePresence(agent.AgentID);
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if (sp != null)
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{
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{
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if (sp.IsChildAgent)
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if (sp.IsChildAgent)
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{
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{
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@ -3535,25 +3564,18 @@ namespace OpenSim.Region.Framework.Scenes
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agent.AgentID, RegionInfo.RegionName);
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agent.AgentID, RegionInfo.RegionName);
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sp.AdjustKnownSeeds();
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sp.AdjustKnownSeeds();
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CapsModule.NewUserConnection(agent);
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return true;
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}
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}
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else
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}
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// In all cases, add or update the circuit data with the new agent circuit data and teleport flags
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agent.teleportFlags = teleportFlags;
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m_authenticateHandler.AddNewCircuit(agent.circuitcode, agent);
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if (tp == TeleportFlags.ViaLogin)
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{
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{
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// We have a zombie from a crashed session. Kill it.
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if (TestBorderCross(agent.startpos, Cardinals.E))
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m_log.DebugFormat("[SCENE]: Zombie scene presence detected for {0} in {1}", agent.AgentID, RegionInfo.RegionName);
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sp.ControllingClient.Close(false);
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}
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}
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CapsModule.AddCapsHandler(agent.AgentID);
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if ((teleportFlags & ((uint)TeleportFlags.ViaLandmark | (uint)TeleportFlags.ViaLocation | (uint)TeleportFlags.ViaLandmark | (uint)TeleportFlags.Default)) != 0)
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System.Threading.Thread.Sleep(2000);
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if (!agent.child)
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{
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if (TestBorderCross(agent.startpos,Cardinals.E))
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{
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{
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Border crossedBorder = GetCrossedBorder(agent.startpos, Cardinals.E);
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Border crossedBorder = GetCrossedBorder(agent.startpos, Cardinals.E);
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agent.startpos.X = crossedBorder.BorderLine.Z - 1;
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agent.startpos.X = crossedBorder.BorderLine.Z - 1;
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@ -3621,9 +3643,6 @@ namespace OpenSim.Region.Framework.Scenes
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*/// This is now handled properly in ScenePresence.MakeRootAgent
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*/// This is now handled properly in ScenePresence.MakeRootAgent
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}
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}
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agent.teleportFlags = teleportFlags;
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m_authenticateHandler.AddNewCircuit(agent.circuitcode, agent);
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return true;
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return true;
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}
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}
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