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Mantis#2126. Thank you kindly, Ralphos for a patch that addresses:
Types extracted from a LSL_Types.list have to be down-cast initially to the exact type of value type object that the Object actually is. This would make for very cumbersome, ugly code when extracting list parameter items in ll functions where a few implicit conversions should be applied such as key -> LSLString and LSLInteger -> LSLFloat (but not LSLFloat -> LSLInteger). This patch adds a set of GetXXXItem member functions to the LLS_Type.list class, where XXX is the name of the LSL_Type to be extracted: LSLFLoat, LSLInteger etc. All take a single, int parameter that is the item number to be extracted.
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@@ -5726,13 +5726,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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if (remain < 7)
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return;
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bool flexi = (LSL_Types.LSLInteger)rules.Data[idx++];
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int softness = (LSL_Types.LSLInteger)rules.Data[idx++];
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float gravity = (float)(LSL_Types.LSLFloat)rules.Data[idx++];
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float friction = (float)(LSL_Types.LSLFloat)rules.Data[idx++];
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float wind = (float)(LSL_Types.LSLFloat)rules.Data[idx++];
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float tension = (float)(LSL_Types.LSLFloat)rules.Data[idx++];
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LSL_Types.Vector3 force = (LSL_Types.Vector3)rules.Data[idx++];
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bool flexi = rules.GetLSLIntegerItem(idx++);
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int softness = rules.GetLSLIntegerItem(idx++);
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float gravity = (float)rules.GetLSLFloatItem(idx++);
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float friction = (float)rules.GetLSLFloatItem(idx++);
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float wind = (float)rules.GetLSLFloatItem(idx++);
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float tension = (float)rules.GetLSLFloatItem(idx++);
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LSL_Types.Vector3 force = rules.GetVector3Item(idx++);
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SetFlexi(part, flexi, softness, gravity, friction, wind, tension, force);
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@@ -421,6 +421,58 @@ namespace OpenSim.Region.ScriptEngine.Shared
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}
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}
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// Member functions to obtain item as specific types.
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// For cases where implicit conversions would apply if items
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// were not in a list (e.g. integer to float, but not float
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// to integer) functions check for alternate types so as to
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// down-cast from Object to the correct type.
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// Note: no checks for item index being valid are performed
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public LSL_Types.LSLFloat GetLSLFloatItem( int itemIndex )
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{
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if (m_data[itemIndex] is LSL_Types.LSLInteger)
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{
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return (LSL_Types.LSLInteger)m_data[itemIndex];
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}
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else
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{
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return (LSL_Types.LSLFloat)m_data[itemIndex];
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}
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}
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public LSL_Types.LSLString GetLSLStringItem(int itemIndex)
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{
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if (m_data[itemIndex] is LSL_Types.key)
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{
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return (LSL_Types.key)m_data[itemIndex];
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}
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else
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{
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return (LSL_Types.LSLString)m_data[itemIndex];
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}
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}
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public LSL_Types.LSLInteger GetLSLIntegerItem(int itemIndex)
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{
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return (LSL_Types.LSLInteger)m_data[itemIndex];
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}
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public LSL_Types.Vector3 GetVector3Item(int itemIndex)
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{
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return (LSL_Types.Vector3)m_data[itemIndex];
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}
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public LSL_Types.Quaternion GetQuaternionItem(int itemIndex)
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{
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return (LSL_Types.Quaternion)m_data[itemIndex];
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}
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public LSL_Types.key GetKeyItem(int itemIndex)
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{
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return (LSL_Types.key)m_data[itemIndex];
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}
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public static list operator +(list a, list b)
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{
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object[] tmp;
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@@ -1164,7 +1216,12 @@ namespace OpenSim.Region.ScriptEngine.Shared
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static public implicit operator String(key k)
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{
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return k.value;
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return k.value;
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}
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static public implicit operator LSLString(key k)
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{
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return k.value;
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}
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public static bool operator ==(key k1, key k2)
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@@ -1190,6 +1247,11 @@ namespace OpenSim.Region.ScriptEngine.Shared
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return value.GetHashCode();
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}
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public override string ToString()
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{
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return value;
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}
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#endregion
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}
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