* Separate starting a client thread into a separate Start() method (which matches the existing Stop() and Restart() methods)
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			@ -527,6 +527,9 @@ namespace OpenSim.Framework
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        /// </summary>
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        string Name { get; }
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        /// <value>
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        /// Determines whether the client thread is doing anything or not.
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        /// </value>
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        bool IsActive { get; set; }
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        bool SendLogoutPacketWhenClosing { set; }
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			@ -749,6 +752,23 @@ namespace OpenSim.Framework
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        event UserInfoRequest OnUserInfoRequest;
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        event UpdateUserInfo OnUpdateUserInfo;
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        /// <summary>
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        /// Set the debug level at which packet output should be printed to console.
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        /// </summary>
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        void SetDebugPacketLevel(int newDebug);
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        void InPacket(object NewPack);
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        void ProcessInPacket(Packet NewPack);
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        void Close(bool ShutdownCircuit);
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        void Kick(string message);
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        /// <summary>
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        /// Start processing for this client.
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        /// </summary>
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        void Start();
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        void Stop();        
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        //     void ActivateGesture(UUID assetId, UUID gestureId);
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			@ -1034,16 +1054,6 @@ namespace OpenSim.Framework
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        byte[] GetThrottlesPacked(float multiplier);
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        /// <summary>
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        /// Set the debug level at which packet output should be printed to console.
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        /// </summary>
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        void SetDebugPacketLevel(int newDebug);
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        void InPacket(object NewPack);
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        void ProcessInPacket(Packet NewPack);
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        void Close(bool ShutdownCircuit);
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        void Kick(string message);
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        void Stop();
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        event ViewerEffectEventHandler OnViewerEffect;
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        event Action<IClientAPI> OnLogout;
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        event Action<IClientAPI> OnConnectionClosed;
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			@ -471,12 +471,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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            m_PacketHandler.OnPacketStats += PopulateStats;
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            RegisterLocalPacketHandlers();
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            m_clientThread = new Thread(Start);
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            m_clientThread.Name = "ClientThread";
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            m_clientThread.IsBackground = true;
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            m_clientThread.Start();
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            ThreadTracker.Add(m_clientThread);
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        }
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        public void SetDebugPacketLevel(int newDebugPacketLevel)
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			@ -813,11 +807,20 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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            RefreshGroupMembership();
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        }
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        /// <summary>
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        /// Start a user session.  This method lies at the base of the entire client thread.
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        /// </summary>
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        protected virtual void Start()
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        public virtual void Start()
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        {
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            m_clientThread = new Thread(RunUserSession);
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            m_clientThread.Name = "ClientThread";
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            m_clientThread.IsBackground = true;
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            m_clientThread.Start();
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            ThreadTracker.Add(m_clientThread);            
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        }
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        /// <summary>
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        /// Run a user session.  This method lies at the base of the entire client thread.
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        /// </summary>
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        protected virtual void RunUserSession()
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        {            
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            //tell this thread we are using the culture set up for the sim (currently hardcoded to en_US)
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            //otherwise it will override this and use the system default
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            Culture.SetCurrentCulture();
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			@ -160,6 +160,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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            newuser.OnViewerEffect += m_scene.ClientManager.ViewerEffectHandler;
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            newuser.OnLogout += LogoutHandler;
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            newuser.OnConnectionClosed += CloseClient;
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            newuser.Start();
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            return true;
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        }
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			@ -812,6 +812,10 @@ namespace OpenSim.Region.Environment.Modules.World.NPC
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        {
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        }
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        public void Start()
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        {
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        }
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        public void Stop()
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        {
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        }
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			@ -800,6 +800,10 @@ namespace OpenSim.Region.Examples.SimpleModule
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        {
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        }
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        public void Start()
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        {
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        }
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        public void Stop()
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        {
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        }
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			@ -757,6 +757,10 @@ namespace OpenSim.Tests.Common.Mock
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        {
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        }
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        public void Start()
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        {
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        }
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        public void Stop()
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        {
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        }
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