* MRM Adjustments
* Changes World.Objects from Array IObject[] to IObjectAccessor. * Syntactically identical in most behaviour, however the indexer is now ranges not from 0..Count, but any valid internal LocalID. Additional indexers have been added for UUID. * Example: for(int i=0;i<World.Objects.Count;i++) will not work any more, however foreach(World.Objects) will remain functional. * This prevents us needing to create a list for each access to World.Objects which should [in theory] present a dramatic speed improvement to MRM scripts frequently accessing World.Objects.0.6.5-rc1
parent
7eccad05c9
commit
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@ -0,0 +1,12 @@
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using System.Collections.Generic;
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using OpenMetaverse;
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namespace OpenSim.Region.OptionalModules.Scripting.Minimodule
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{
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public interface IObjectAccessor : ICollection<IObject>
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{
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IObject this[int index] { get; }
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IObject this[uint index] { get; }
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IObject this[UUID index] { get; }
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}
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}
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@ -33,7 +33,7 @@ namespace OpenSim.Region.OptionalModules.Scripting.Minimodule
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{
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public interface IWorld
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{
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IObject[] Objects { get; }
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IObjectAccessor Objects { get; }
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IAvatar[] Avatars { get; }
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IHeightmap Terrain { get; }
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}
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@ -0,0 +1,132 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using OpenMetaverse;
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using OpenSim.Region.Framework.Scenes;
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using IEnumerable=System.Collections.IEnumerable;
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namespace OpenSim.Region.OptionalModules.Scripting.Minimodule
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{
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internal class IObjEnum : IEnumerator<IObject>
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{
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private readonly Scene m_scene;
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private readonly IEnumerator<EntityBase> m_sogEnum;
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public IObjEnum(Scene scene)
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{
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m_scene = scene;
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m_sogEnum = m_scene.Entities.GetAllByType<SceneObjectGroup>().GetEnumerator();
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}
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public void Dispose()
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{
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m_sogEnum.Dispose();
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}
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public bool MoveNext()
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{
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return m_sogEnum.MoveNext();
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}
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public void Reset()
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{
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m_sogEnum.Reset();
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}
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public IObject Current
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{
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get
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{
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return new SOPObject(m_scene, m_sogEnum.Current.LocalId);
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}
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}
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object IEnumerator.Current
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{
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get { return Current; }
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}
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}
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public class ObjectAccessor : IObjectAccessor
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{
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private readonly Scene m_scene;
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public ObjectAccessor(Scene scene)
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{
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m_scene = scene;
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}
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public IObject this[int index]
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{
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get
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{
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return new SOPObject(m_scene, m_scene.Entities[(uint)index].LocalId);
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}
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}
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public IObject this[uint index]
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{
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get
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{
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return new SOPObject(m_scene, m_scene.Entities[index].LocalId);
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}
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}
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public IObject this[UUID index]
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{
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get
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{
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return new SOPObject(m_scene, m_scene.Entities[index].LocalId);
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}
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}
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public IEnumerator<IObject> GetEnumerator()
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{
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return new IObjEnum(m_scene);
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}
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IEnumerator IEnumerable.GetEnumerator()
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{
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return GetEnumerator();
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}
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public void Add(IObject item)
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{
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throw new NotSupportedException("Collection is read-only. This is an API TODO FIX, creation of objects is presently impossible.");
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}
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public void Clear()
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{
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throw new NotSupportedException("Collection is read-only. TODO FIX.");
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}
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public bool Contains(IObject item)
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{
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return m_scene.Entities.ContainsKey(item.LocalID);
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}
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public void CopyTo(IObject[] array, int arrayIndex)
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{
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for (int i = arrayIndex; i < Count + arrayIndex; i++)
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{
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array[i] = this[i - arrayIndex];
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}
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}
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public bool Remove(IObject item)
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{
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throw new NotSupportedException("Collection is read-only. TODO FIX.");
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}
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public int Count
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{
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get { return m_scene.Entities.Count; }
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}
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public bool IsReadOnly
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{
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get { return true; }
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}
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}
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}
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@ -35,27 +35,18 @@ namespace OpenSim.Region.OptionalModules.Scripting.Minimodule
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private readonly Scene m_internalScene;
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private readonly Heightmap m_heights;
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private ObjectAccessor m_objs;
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public World(Scene internalScene)
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{
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m_internalScene = internalScene;
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m_heights = new Heightmap(m_internalScene);
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m_objs = new ObjectAccessor(m_internalScene);
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}
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public IObject[] Objects
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public IObjectAccessor Objects
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{
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get
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{
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List<EntityBase> ents = m_internalScene.Entities.GetAllByType<SceneObjectGroup>();
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IObject[] rets = new IObject[ents.Count];
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for (int i = 0; i < ents.Count; i++)
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{
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EntityBase ent = ents[i];
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rets[i] = new SOPObject(m_internalScene, ent.LocalId);
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}
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return rets;
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}
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get { return m_objs; }
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}
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public IAvatar[] Avatars
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