start in on an EntityList class so we can stop doing lots of manipulating
of Entities as a dictionary directly0.6.0-stable
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/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSim Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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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 System.Reflection;
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using Axiom.Math;
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using libsecondlife;
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using libsecondlife.Packets;
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using log4net;
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using OpenSim.Framework;
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using OpenSim.Region.Environment.Types;
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using OpenSim.Region.Physics.Manager;
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namespace OpenSim.Region.Environment.Scenes
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{
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public class EntityList
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{
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private Hashtable m_obj_by_uuid;
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private Hashtable m_pres_by_uuid;
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private Hashtable m_obj_by_local;
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public EntityList()
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{
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m_obj_by_uuid = Hashtable.Synchronized(new Hashtable());
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m_obj_by_local = Hashtable.Synchronized(new Hashtable());
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m_pres_by_uuid = Hashtable.Synchronized(new Hashtable());
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}
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// Interface definition
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//
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// Add(SOG)
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// Add(SP)
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// Remove(SOG)
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// Remove(SP)
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// List()
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// ListObjects()
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// ListPresenes()
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// RemoveAll()
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// FindObject(LLUUID)
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// FindObject(int)
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// FindPresence(LLUUID)
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public void Add(SceneObjectGroup obj)
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{
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m_obj_by_uuid[obj.UUID] = obj;
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m_obj_by_local[obj.LocalId] = obj.UUID;
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}
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public void Add(ScenePresence pres)
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{
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m_pres_by_uuid[pres.UUID] = pres;
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}
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}
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}
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