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add TerrainTaintsArray, a specialized BitArray for terrain taints. Start using it
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312
OpenSim/Framework/TerrainTaintsArray.cs
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312
OpenSim/Framework/TerrainTaintsArray.cs
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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 OpenSimulator 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.Runtime.CompilerServices;
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using System.Threading;
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namespace OpenSim.Framework
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{
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public class TerrainTaintsArray
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{
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public const int VectorNumberBits = 32;
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public const int VectorNumberBitsLog2 = 5;
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public const int FALSEWORD = 0;
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public const int TRUEWORD = ~FALSEWORD;
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private int[] m_data;
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private readonly int m_nbits;
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private volatile int m_ntainted;
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private object m_mainlock = new object();
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public TerrainTaintsArray(int lenght) : this(lenght, false) { }
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public TerrainTaintsArray(int lenght, bool preset)
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{
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m_nbits = lenght;
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int nInts = calclen(m_nbits);
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m_data = new int[nInts];
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if (preset)
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{
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for (int i = 0; i < m_data.Length; i++)
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m_data[i] = TRUEWORD;
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m_ntainted = m_nbits;
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}
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else
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m_ntainted = 0;
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}
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public int Length
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{
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get
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{
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return m_nbits;
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}
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public int TaitedCount()
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{
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return m_ntainted;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public bool IsTaited()
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{
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return m_ntainted > 0;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public bool Get(int bitindex)
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{
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int indexh = bitindex >> VectorNumberBitsLog2;
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int mask = 1 << (bitindex & (VectorNumberBits - 1));
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return (m_data[indexh] & mask) != 0;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public bool Get(int bitindex, bool clear)
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{
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int indexh = bitindex >> VectorNumberBitsLog2;
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int mask = 1 << (bitindex & (VectorNumberBits - 1));
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lock (m_mainlock)
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{
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if ((m_data[indexh] & mask) != 0)
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{
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if (clear)
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{
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m_data[indexh] ^= mask;
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--m_ntainted;
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}
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return true;
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}
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}
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return false;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public unsafe bool GetAndClear(int bitindex)
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{
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int indexh = bitindex >> VectorNumberBitsLog2;
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int mask = 1 << (bitindex & (VectorNumberBits - 1));
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lock (m_mainlock)
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{
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if ((m_data[indexh] & mask) != 0)
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{
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m_data[indexh] ^= mask;
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--m_ntainted;
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return true;
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}
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}
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return false;
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}
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public void Set(int bitindex, bool val)
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{
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int indexh = bitindex >> VectorNumberBitsLog2;
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int mask = 1 << (bitindex & (VectorNumberBits - 1));
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lock (m_mainlock)
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{
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if (val)
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{
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if ((m_data[indexh] & mask) == 0)
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{
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m_data[indexh] |= mask;
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++m_ntainted;
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}
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}
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else
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{
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if ((m_data[indexh] & mask) != 0)
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{
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m_data[indexh] ^= mask;
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--m_ntainted;
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}
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}
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}
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}
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public bool this[int bitindex]
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{
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get
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{
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return Get(bitindex);
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}
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set
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{
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int indexh = bitindex >> VectorNumberBitsLog2;
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int mask = 1 << (bitindex & (VectorNumberBits - 1));
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lock (m_mainlock)
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{
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if (value)
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{
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if ((m_data[indexh] & mask) == 0)
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{
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m_data[indexh] |= mask;
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++m_ntainted;
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}
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}
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else
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{
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if ((m_data[indexh] & mask) != 0)
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{
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m_data[indexh] ^= mask;
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--m_ntainted;
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}
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}
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}
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}
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}
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public void SetAll(bool val)
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{
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lock (m_mainlock)
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{
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if (val)
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{
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for (int i = 0; i < m_data.Length; ++i)
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m_data[i] = TRUEWORD;
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m_ntainted = m_nbits;
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}
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else
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{
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for (int i = 0; i < m_data.Length; ++i)
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m_data[i] = 0;
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m_ntainted = 0;
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}
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}
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}
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public bool IsVectorOfFalse(int vectorIndex)
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{
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return m_data[vectorIndex] == 0;
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}
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public bool IsVectorOfBitFalse(int bitindex)
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{
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return m_data[(bitindex >> VectorNumberBitsLog2)] == 0;
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}
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public bool IsVectorTrue(int vectorIndex)
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{
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return m_data[vectorIndex] == unchecked(((int)0xffffffff));
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}
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public bool IsVectorOfBitTrue(int bitindex)
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{
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return m_data[(bitindex >> VectorNumberBitsLog2)] == unchecked(((int)0xffffffff));
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}
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public void Or(TerrainTaintsArray other)
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{
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if (m_nbits != other.m_nbits)
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return;
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lock (m_mainlock)
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{
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lock (other.m_mainlock)
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{
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for (int i = 0; i < m_data.Length; ++i)
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{
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int tr = other.m_data[i];
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if (tr == 0)
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continue;
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int tt = m_data[i] | tr;
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tr ^= tt;
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if (tr != 0)
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{
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m_data[i] = tt;
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for (int j = 1; j != 0; j <<= 1)
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{
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if ((tr & j) != 0)
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++m_ntainted;
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}
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}
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}
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}
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}
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}
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public int GetNextTrue(int startBitIndex)
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{
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if (startBitIndex < 0 || startBitIndex >= m_nbits)
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return -1;
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int indexh = startBitIndex >> VectorNumberBitsLog2;
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for (; indexh < m_data.Length; ++indexh)
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{
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int cur = m_data[indexh];
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if (cur == 0)
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continue;
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for (int j = 0; j < VectorNumberBits; ++j)
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{
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if ((cur & (1 << j)) != 0)
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return (indexh << VectorNumberBitsLog2) | j;
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}
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}
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return -1;
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}
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public int GetAndClearNextTrue(int startBitIndex)
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{
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if (m_ntainted <= 0 || startBitIndex < 0 || startBitIndex >= m_nbits)
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return -1;
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int indexh = startBitIndex >> VectorNumberBitsLog2;
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lock (m_mainlock)
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{
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for (; indexh < m_data.Length; ++indexh)
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{
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int cur = m_data[indexh];
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if (cur == 0)
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continue;
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for (int j = 0; j < VectorNumberBits; ++j)
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{
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int mask = (1 << j);
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if ((cur & mask) != 0)
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{
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m_data[indexh] ^= mask;
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--m_ntainted;
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return (indexh << VectorNumberBitsLog2) | j;
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}
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}
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}
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}
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return -1;
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}
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private int calclen(int bitsLen)
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{
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return bitsLen > 0 ? ((bitsLen - 1) >> VectorNumberBitsLog2) + 1 : 0;
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}
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}
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}
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