* 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
Adam Frisby 2009-04-01 09:31:40 +00:00
parent 7eccad05c9
commit 5cd70a8c0e
4 changed files with 150 additions and 15 deletions

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@ -0,0 +1,12 @@
using System.Collections.Generic;
using OpenMetaverse;
namespace OpenSim.Region.OptionalModules.Scripting.Minimodule
{
public interface IObjectAccessor : ICollection<IObject>
{
IObject this[int index] { get; }
IObject this[uint index] { get; }
IObject this[UUID index] { get; }
}
}

View File

@ -33,7 +33,7 @@ namespace OpenSim.Region.OptionalModules.Scripting.Minimodule
{ {
public interface IWorld public interface IWorld
{ {
IObject[] Objects { get; } IObjectAccessor Objects { get; }
IAvatar[] Avatars { get; } IAvatar[] Avatars { get; }
IHeightmap Terrain { get; } IHeightmap Terrain { get; }
} }

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@ -0,0 +1,132 @@
using System;
using System.Collections;
using System.Collections.Generic;
using OpenMetaverse;
using OpenSim.Region.Framework.Scenes;
using IEnumerable=System.Collections.IEnumerable;
namespace OpenSim.Region.OptionalModules.Scripting.Minimodule
{
internal class IObjEnum : IEnumerator<IObject>
{
private readonly Scene m_scene;
private readonly IEnumerator<EntityBase> m_sogEnum;
public IObjEnum(Scene scene)
{
m_scene = scene;
m_sogEnum = m_scene.Entities.GetAllByType<SceneObjectGroup>().GetEnumerator();
}
public void Dispose()
{
m_sogEnum.Dispose();
}
public bool MoveNext()
{
return m_sogEnum.MoveNext();
}
public void Reset()
{
m_sogEnum.Reset();
}
public IObject Current
{
get
{
return new SOPObject(m_scene, m_sogEnum.Current.LocalId);
}
}
object IEnumerator.Current
{
get { return Current; }
}
}
public class ObjectAccessor : IObjectAccessor
{
private readonly Scene m_scene;
public ObjectAccessor(Scene scene)
{
m_scene = scene;
}
public IObject this[int index]
{
get
{
return new SOPObject(m_scene, m_scene.Entities[(uint)index].LocalId);
}
}
public IObject this[uint index]
{
get
{
return new SOPObject(m_scene, m_scene.Entities[index].LocalId);
}
}
public IObject this[UUID index]
{
get
{
return new SOPObject(m_scene, m_scene.Entities[index].LocalId);
}
}
public IEnumerator<IObject> GetEnumerator()
{
return new IObjEnum(m_scene);
}
IEnumerator IEnumerable.GetEnumerator()
{
return GetEnumerator();
}
public void Add(IObject item)
{
throw new NotSupportedException("Collection is read-only. This is an API TODO FIX, creation of objects is presently impossible.");
}
public void Clear()
{
throw new NotSupportedException("Collection is read-only. TODO FIX.");
}
public bool Contains(IObject item)
{
return m_scene.Entities.ContainsKey(item.LocalID);
}
public void CopyTo(IObject[] array, int arrayIndex)
{
for (int i = arrayIndex; i < Count + arrayIndex; i++)
{
array[i] = this[i - arrayIndex];
}
}
public bool Remove(IObject item)
{
throw new NotSupportedException("Collection is read-only. TODO FIX.");
}
public int Count
{
get { return m_scene.Entities.Count; }
}
public bool IsReadOnly
{
get { return true; }
}
}
}

View File

@ -35,27 +35,18 @@ namespace OpenSim.Region.OptionalModules.Scripting.Minimodule
private readonly Scene m_internalScene; private readonly Scene m_internalScene;
private readonly Heightmap m_heights; private readonly Heightmap m_heights;
private ObjectAccessor m_objs;
public World(Scene internalScene) public World(Scene internalScene)
{ {
m_internalScene = internalScene; m_internalScene = internalScene;
m_heights = new Heightmap(m_internalScene); m_heights = new Heightmap(m_internalScene);
m_objs = new ObjectAccessor(m_internalScene);
} }
public IObject[] Objects public IObjectAccessor Objects
{ {
get get { return m_objs; }
{
List<EntityBase> ents = m_internalScene.Entities.GetAllByType<SceneObjectGroup>();
IObject[] rets = new IObject[ents.Count];
for (int i = 0; i < ents.Count; i++)
{
EntityBase ent = ents[i];
rets[i] = new SOPObject(m_internalScene, ent.LocalId);
}
return rets;
}
} }
public IAvatar[] Avatars public IAvatar[] Avatars