* Swaps Scene.Entities Dictionary for EntityManager.

* Important Changes: Scene.Entities is now IEnumerable directly. You do not need to use Entities.Values, you can Enumerate on .Entities directly. (So 'foreach Scene.Entities' vs 'foreach Scene.Entities.Values').
* Locks: Entities maintains it's own internal locking states. This means you do not need to lock entities anymore. I'll be going through and removing locks on it systematically.
This commit is contained in:
Adam Frisby
2008-11-24 14:45:05 +00:00
parent 202406c522
commit 47829849d9
8 changed files with 48 additions and 19 deletions

View File

@@ -98,7 +98,7 @@ namespace OpenSim.Region.DataSnapshot.Providers
XmlNode parent = nodeFactory.CreateNode(XmlNodeType.Element, "objectdata", "");
XmlNode node;
foreach (EntityBase entity in m_scene.Entities.Values)
foreach (EntityBase entity in m_scene.Entities)
{
// only objects, not avatars
if (entity is SceneObjectGroup)

View File

@@ -272,7 +272,12 @@ namespace OpenSim.Region.Environment.Modules.ContentManagement
lock (scene)
{
scene.Entities = ReplacementList;
scene.Entities.Clear();
foreach(KeyValuePair<UUID,EntityBase> kvp in ReplacementList)
{
scene.Entities.Add(kvp.Value);
}
}
foreach (EntityBase ent in ReplacementList.Values)

View File

@@ -666,7 +666,7 @@ namespace OpenSim.Region.Environment.Modules.World.Land
ResetAllLandPrimCounts();
lock (m_scene.Entities)
{
foreach (EntityBase obj in m_scene.Entities.Values)
foreach (EntityBase obj in m_scene.Entities)
{
if (obj != null)
{

View File

@@ -71,21 +71,25 @@ namespace OpenSim.Region.Environment.Scenes
}
}
public void Remove(uint localID)
public bool Remove(uint localID)
{
lock(m_lock)
{
m_eb_uuid.Remove(m_eb_localID[localID].UUID);
m_eb_localID.Remove(localID);
bool a = m_eb_uuid.Remove(m_eb_localID[localID].UUID);
bool b = m_eb_localID.Remove(localID);
return a && b;
}
}
public void Remove(UUID id)
public bool Remove(UUID id)
{
lock(m_lock)
{
m_eb_localID.Remove(m_eb_uuid[id].LocalId);
m_eb_uuid.Remove(id);
bool a = m_eb_localID.Remove(m_eb_uuid[id].LocalId);
bool b = m_eb_uuid.Remove(id);
return a && b;
}
}
@@ -145,6 +149,22 @@ namespace OpenSim.Region.Environment.Scenes
}
}
public bool TryGetValue(UUID key, out EntityBase obj)
{
lock(m_lock)
{
return m_eb_uuid.TryGetValue(key, out obj);
}
}
public bool TryGetValue(uint key, out EntityBase obj)
{
lock (m_lock)
{
return m_eb_localID.TryGetValue(key, out obj);
}
}
/// <summary>
/// This could be optimised to work on the list 'live' rather than making a safe copy and iterating that.
/// </summary>

View File

@@ -57,7 +57,7 @@ namespace OpenSim.Region.Environment.Scenes
{
m_log.Info("[PRIM INVENTORY]: Starting scripts in scene");
foreach (EntityBase group in Entities.Values)
foreach (EntityBase group in Entities)
{
if (group is SceneObjectGroup)
{

View File

@@ -244,6 +244,7 @@ namespace OpenSim.Region.Environment.Scenes
// set { m_sceneGraph.SceneObjects = value; }
// }
/**
/// <summary>
/// The dictionary of all entities in this scene. The contents of this dictionary may be changed at any time.
/// If you wish to add or remove entities, please use the appropriate method for that entity rather than
@@ -257,6 +258,11 @@ namespace OpenSim.Region.Environment.Scenes
get { return m_sceneGraph.Entities; }
set { m_sceneGraph.Entities = value; }
}
*/
public EntityManager Entities
{
get { return m_sceneGraph.Entities; }
}
public Dictionary<UUID, ScenePresence> m_restorePresences
{
@@ -605,7 +611,7 @@ namespace OpenSim.Region.Environment.Scenes
m_log.Info("Stopping all Scripts in Scene");
lock (Entities)
{
foreach (EntityBase ent in Entities.Values)
foreach (EntityBase ent in Entities)
{
if (ent is SceneObjectGroup)
{
@@ -619,7 +625,7 @@ namespace OpenSim.Region.Environment.Scenes
m_log.Info("Starting all Scripts in Scene");
lock (Entities)
{
foreach (EntityBase ent in Entities.Values)
foreach (EntityBase ent in Entities)
{
if (ent is SceneObjectGroup)
{
@@ -1857,7 +1863,7 @@ namespace OpenSim.Region.Environment.Scenes
{
lock (Entities)
{
ICollection<EntityBase> entities = new List<EntityBase>(Entities.Values);
ICollection<EntityBase> entities = new List<EntityBase>(Entities);
foreach (EntityBase e in entities)
{

View File

@@ -59,7 +59,8 @@ namespace OpenSim.Region.Environment.Scenes
protected internal Dictionary<UUID, ScenePresence> ScenePresences = new Dictionary<UUID, ScenePresence>();
// SceneObjects is not currently populated or used.
//public Dictionary<UUID, SceneObjectGroup> SceneObjects;
protected internal Dictionary<UUID, EntityBase> Entities = new Dictionary<UUID, EntityBase>();
protected internal EntityManager Entities = new EntityManager();
// protected internal Dictionary<UUID, EntityBase> Entities = new Dictionary<UUID, EntityBase>();
protected internal Dictionary<UUID, ScenePresence> RestorePresences = new Dictionary<UUID, ScenePresence>();
protected internal BasicQuadTreeNode QuadTree;
@@ -972,10 +973,7 @@ namespace OpenSim.Region.Environment.Scenes
/// <returns></returns>
protected internal List<EntityBase> GetEntities()
{
lock (Entities)
{
return new List<EntityBase>(Entities.Values);
}
return Entities.GetEntities();
}
protected internal Dictionary<uint, float> GetTopScripts()

View File

@@ -600,7 +600,7 @@ namespace OpenSim.Region.Environment.Scenes
{
m_pendingObjects = new Queue<SceneObjectGroup>();
List<EntityBase> ents = new List<EntityBase>(m_scene.Entities.Values);
List<EntityBase> ents = new List<EntityBase>(m_scene.Entities);
if (!m_isChildAgent) // Proximity sort makes no sense for
{ // Child agents
ents.Sort(delegate(EntityBase a, EntityBase b)