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Changed SceneObjectGroup to store parts with the fast and thread-safe MapAndArray collection
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188
OpenSim/Framework/MapAndArray.cs
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188
OpenSim/Framework/MapAndArray.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;
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using System.Collections.Generic;
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namespace OpenSim.Framework
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{
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/// <summary>
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/// Stores two synchronized collections: a mutable dictionary and an
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/// immutable array. Slower inserts/removes than a normal dictionary,
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/// but provides safe iteration while maintaining fast hash lookups
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/// </summary>
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/// <typeparam name="TKey">Key type to use for hash lookups</typeparam>
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/// <typeparam name="TValue">Value type to store</typeparam>
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public sealed class MapAndArray<TKey, TValue>
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{
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private Dictionary<TKey, TValue> m_dict;
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private TValue[] m_array;
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private object m_syncRoot = new object();
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/// <summary>Number of values currently stored in the collection</summary>
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public int Count { get { return m_array.Length; } }
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/// <summary>NOTE: This collection is thread safe. You do not need to
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/// acquire a lock to add, remove, or enumerate entries. This
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/// synchronization object should only be locked for larger
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/// transactions</summary>
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public object SyncRoot { get { return m_syncRoot; } }
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/// <summary>
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/// Constructor
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/// </summary>
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public MapAndArray()
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{
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m_dict = new Dictionary<TKey, TValue>();
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m_array = new TValue[0];
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}
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/// <summary>
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/// Constructor
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/// </summary>
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/// <param name="capacity">Initial capacity of the dictionary</param>
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public MapAndArray(int capacity)
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{
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m_dict = new Dictionary<TKey, TValue>(capacity);
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m_array = new TValue[0];
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}
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/// <summary>
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/// Adds a key/value pair to the collection, or updates an existing key
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/// with a new value
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/// </summary>
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/// <param name="key">Key to add or update</param>
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/// <param name="value">Value to add</param>
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/// <returns>True if a new key was added, false if an existing key was
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/// updated</returns>
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public bool AddOrReplace(TKey key, TValue value)
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{
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lock (m_syncRoot)
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{
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bool containedKey = m_dict.ContainsKey(key);
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m_dict[key] = value;
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CreateArray();
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return !containedKey;
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}
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}
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/// <summary>
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/// Adds a key/value pair to the collection. This will throw an
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/// exception if the key is already present in the collection
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/// </summary>
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/// <param name="key">Key to add or update</param>
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/// <param name="value">Value to add</param>
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/// <returns>Index of the inserted item</returns>
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public int Add(TKey key, TValue value)
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{
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lock (m_syncRoot)
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{
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m_dict.Add(key, value);
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CreateArray();
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return m_array.Length;
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}
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}
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/// <summary>
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/// Removes a key/value pair from the collection
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/// </summary>
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/// <param name="key">Key to remove</param>
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/// <returns>True if the key was found and removed, otherwise false</returns>
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public bool Remove(TKey key)
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{
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lock (m_syncRoot)
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{
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bool removed = m_dict.Remove(key);
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CreateArray();
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return removed;
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}
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}
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/// <summary>
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/// Determines whether the collections contains a specified key
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/// </summary>
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/// <param name="key">Key to search for</param>
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/// <returns>True if the key was found, otherwise false</returns>
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public bool ContainsKey(TKey key)
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{
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return m_dict.ContainsKey(key);
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}
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/// <summary>
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/// Gets the value associated with the specified key
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/// </summary>
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/// <param name="key">Key of the value to get</param>
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/// <param name="value">Will contain the value associated with the
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/// given key if the key is found. If the key is not found it will
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/// contain the default value for the type of the value parameter</param>
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/// <returns>True if the key was found and a value was retrieved,
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/// otherwise false</returns>
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public bool TryGetValue(TKey key, out TValue value)
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{
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lock (m_syncRoot)
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return m_dict.TryGetValue(key, out value);
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}
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/// <summary>
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/// Clears all key/value pairs from the collection
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/// </summary>
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public void Clear()
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{
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lock (m_syncRoot)
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{
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m_dict = new Dictionary<TKey, TValue>();
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m_array = new TValue[0];
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}
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}
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/// <summary>
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/// Gets a reference to the immutable array of values stored in this
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/// collection. This array is thread safe for iteration
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/// </summary>
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/// <returns>A thread safe reference ton an array of all of the stored
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/// values</returns>
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public TValue[] GetArray()
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{
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return m_array;
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}
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private void CreateArray()
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{
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// Rebuild the array from the dictionary. This method must be
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// called from inside a lock
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TValue[] array = new TValue[m_dict.Count];
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int i = 0;
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foreach (TValue value in m_dict.Values)
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array[i++] = value;
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m_array = array;
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}
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}
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}
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