* 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
						5cd70a8c0e
					
				|  | @ -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; } | ||||
|     } | ||||
| } | ||||
|  | @ -33,7 +33,7 @@ namespace OpenSim.Region.OptionalModules.Scripting.Minimodule | |||
| { | ||||
|     public interface IWorld | ||||
|     { | ||||
|         IObject[] Objects { get; } | ||||
|         IObjectAccessor Objects { get; } | ||||
|         IAvatar[] Avatars { get; } | ||||
|         IHeightmap Terrain { get; } | ||||
|     } | ||||
|  |  | |||
|  | @ -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; } | ||||
|         } | ||||
|     } | ||||
| } | ||||
|  | @ -35,27 +35,18 @@ namespace OpenSim.Region.OptionalModules.Scripting.Minimodule | |||
|         private readonly Scene m_internalScene; | ||||
|         private readonly Heightmap m_heights; | ||||
| 
 | ||||
|         private ObjectAccessor m_objs; | ||||
| 
 | ||||
|         public World(Scene internalScene) | ||||
|         { | ||||
|             m_internalScene = internalScene; | ||||
|             m_heights = new Heightmap(m_internalScene); | ||||
|             m_objs = new ObjectAccessor(m_internalScene); | ||||
|         } | ||||
| 
 | ||||
|         public IObject[] Objects | ||||
|         public IObjectAccessor Objects | ||||
|         { | ||||
|             get | ||||
|             { | ||||
|                 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; | ||||
|             } | ||||
|             get { return m_objs; } | ||||
|         } | ||||
| 
 | ||||
|         public IAvatar[] Avatars | ||||
|  |  | |||
		Loading…
	
		Reference in New Issue
	
	 Adam Frisby
						Adam Frisby