OpenSimMirror/OpenSim/Region/OptionalModules/Scripting/Minimodule/ObjectAccessor.cs

180 lines
5.4 KiB
C#

/*
* 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;
using System.Collections;
using System.Collections.Generic;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Region.Framework.Scenes;
using IEnumerable=System.Collections.IEnumerable;
namespace OpenSim.Region.OptionalModules.Scripting.Minimodule
{
internal class IObjEnum : System.MarshalByRefObject, 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 : System.MarshalByRefObject, 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 IObject Create(Vector3 position)
{
return Create(position, Quaternion.Identity);
}
public IObject Create(Vector3 position, Quaternion rotation)
{
SceneObjectGroup sog = m_scene.AddNewPrim(m_scene.RegionInfo.MasterAvatarAssignedUUID,
UUID.Zero,
position,
rotation,
PrimitiveBaseShape.CreateBox());
IObject ret = new SOPObject(m_scene, sog.LocalId);
return ret;
}
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; }
}
}
}