use standard sdk stack in terrain model rather than OpenSim.Framework.UndoStack.

remove OpenSim.Framework.UndoStack
bulletsim
Justin Clark-Casey (justincc) 2011-07-18 02:06:06 +01:00
parent 3f8e571b78
commit aec3b58a57
2 changed files with 1 additions and 153 deletions

View File

@ -1,152 +0,0 @@
/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSimulator Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System;
namespace OpenSim.Framework
{
/// <summary>
/// Undo stack. Deletes entries beyond a certain capacity
/// </summary>
/// <typeparam name="T"></typeparam>
[Serializable]
public class UndoStack<T>
{
private int m_new = 1;
private int m_old = 0;
private T[] m_Undos;
public UndoStack(int capacity)
{
m_Undos = new T[capacity + 1];
}
/// <summary>
/// Is the stack full?
/// </summary>
public bool IsFull
{
get
{
// If the old and new pointers are in the same place then all stack slots are occupied.
return m_new == m_old;
}
}
/// <summary>
/// Capacity of the stack.
/// </summary>
public int Capacity
{
get { return m_Undos.Length - 1; }
}
/// <summary>
/// Return the number of undos on the stack.
/// </summary>
public int Count
{
get
{
int count = m_new - m_old - 1;
if (count < 0)
count += m_Undos.Length;
return count;
}
}
/// <summary>
/// Push a new undo onto the stack.
/// </summary>
/// <param name="item"></param>
public void Push(T item)
{
if (IsFull)
{
m_old++;
if (m_old >= m_Undos.Length)
m_old -= m_Undos.Length;
}
if (++m_new >= m_Undos.Length)
m_new -= m_Undos.Length;
m_Undos[m_new] = item;
}
/// <summary>
/// Pop and item from the top of the undo stack.
/// </summary>
/// <returns></returns>
public T Pop()
{
if (Count > 0)
{
T deleted = m_Undos[m_new];
m_Undos[m_new--] = default(T);
if (m_new < 0)
m_new += m_Undos.Length;
return deleted;
}
else
{
throw new InvalidOperationException("Cannot pop from empty stack");
}
}
/// <summary>
/// Peek at the undo on the top of the stack.
/// </summary>
/// <returns></returns>
public T Peek()
{
return m_Undos[m_new];
}
/// <summary>
/// Clear the stack.
/// </summary>
public void Clear()
{
if (Count > 0)
{
for (int i = 0; i < m_Undos.Length; i++)
{
m_Undos[i] = default(T);
}
m_new = 1;
m_old = 0;
}
}
}
}

View File

@ -84,7 +84,7 @@ namespace OpenSim.Region.CoreModules.World.Terrain
private ITerrainChannel m_revert;
private Scene m_scene;
private volatile bool m_tainted;
private readonly UndoStack<LandUndoState> m_undo = new UndoStack<LandUndoState>(5);
private readonly Stack<LandUndoState> m_undo = new Stack<LandUndoState>(5);
#region ICommandableModule Members