/*
* Copyright (c) 2007, Second Life Reverse Engineering Team
* All rights reserved.
*
* - 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.
* - Neither the name of the Second Life Reverse Engineering Team 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 COPYRIGHT HOLDERS AND CONTRIBUTORS "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 COPYRIGHT OWNER OR 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.Generic;
namespace libsecondlife
{
///
/// The InternalDictionary class is used through the library for storing key/value pairs.
/// It is intended to be a replacement for the generic Dictionary class and should
/// be used in its place. It contains several methods for allowing access to the data from
/// outside the library that are read only and thread safe.
///
///
/// Key
/// Value
public class InternalDictionary
{
internal Dictionary Dictionary;
///
/// Gets the number of Key/Value pairs contained in the
///
public int Count { get { return Dictionary.Count; } }
///
/// Initializes a new instance of the Class
/// with the specified key/value, has the default initial capacity.
///
///
///
/// // initialize a new InternalDictionary named testDict with a string as the key and an int as the value.
/// public InternalDictionary<string, int> testDict = new InternalDictionary<string, int>();
///
///
public InternalDictionary()
{
Dictionary = new Dictionary();
}
///
/// Initializes a new instance of the Class
/// with the specified key/value, has its initial valies copied from the specified
///
///
///
/// to copy initial values from
///
///
/// // initialize a new InternalDictionary named testAvName with a UUID as the key and an string as the value.
/// // populates with copied values from example KeyNameCache Dictionary.
///
/// // create source dictionary
/// Dictionary<LLUUID, string> KeyNameCache = new Dictionary<LLUUID, string>();
/// KeyNameCache.Add("8300f94a-7970-7810-cf2c-fc9aa6cdda24", "Jack Avatar");
/// KeyNameCache.Add("27ba1e40-13f7-0708-3e98-5819d780bd62", "Jill Avatar");
///
/// // Initialize new dictionary.
/// public InternalDictionary<LLUUID, string> testAvName = new InternalDictionary<LLUUID, string>(KeyNameCache);
///
///
public InternalDictionary(IDictionary dictionary)
{
Dictionary = new Dictionary(dictionary);
}
///
/// Initializes a new instance of the Class
/// with the specified key/value, With its initial capacity specified.
///
/// Initial size of dictionary
///
///
/// // initialize a new InternalDictionary named testDict with a string as the key and an int as the value,
/// // initially allocated room for 10 entries.
/// public InternalDictionary<string, int> testDict = new InternalDictionary<string, int>(10);
///
///
public InternalDictionary(int capacity)
{
Dictionary = new Dictionary(capacity);
}
///
/// Try to get entry from with specified key
///
/// Key to use for lookup
/// Value returned
/// if specified key exists, if not found
///
///
/// // find your avatar using the Simulator.ObjectsAvatars InternalDictionary:
/// Avatar av;
/// if (Client.Network.CurrentSim.ObjectsAvatars.TryGetValue(Client.Self.AgentID, out av))
/// Console.WriteLine("Found Avatar {0}", av.Name);
///
///
///
public bool TryGetValue(TKey key, out TValue value)
{
return Dictionary.TryGetValue(key, out value);
}
///
/// Finds the specified match.
///
/// The match.
/// Matched value
///
///
/// // use a delegate to find a prim in the ObjectsPrimitives InternalDictionary
/// // with the ID 95683496
/// uint findID = 95683496;
/// Primitive findPrim = sim.ObjectsPrimitives.Find(
/// delegate(Primitive prim) { return prim.ID == findID; });
///
///
public TValue Find(Predicate match)
{
lock (Dictionary)
{
foreach (TValue value in Dictionary.Values)
{
if (match(value))
return value;
}
}
return default(TValue);
}
/// Find All items in an
/// return matching items.
/// a containing found items.
///
/// Find All prims within 20 meters and store them in a List
///
/// int radius = 20;
/// List<Primitive> prims = Client.Network.CurrentSim.ObjectsPrimitives.FindAll(
/// delegate(Primitive prim) {
/// LLVector3 pos = prim.Position;
/// return ((prim.ParentID == 0) && (pos != LLVector3.Zero) && (LLVector3.Dist(pos, location) < radius));
/// }
/// );
///
///
public List FindAll(Predicate match)
{
List found = new List();
lock (Dictionary)
{
foreach (KeyValuePair kvp in Dictionary)
{
if (match(kvp.Value))
found.Add(kvp.Value);
}
}
return found;
}
/// Perform an on each entry in an
/// to perform
///
///
/// // Iterates over the ObjectsPrimitives InternalDictionary and prints out some information.
/// Client.Network.CurrentSim.ObjectsPrimitives.ForEach(
/// delegate(Primitive prim)
/// {
/// if (prim.Text != null)
/// {
/// Console.WriteLine("NAME={0} ID = {1} TEXT = '{2}'",
/// prim.PropertiesFamily.Name, prim.ID, prim.Text);
/// }
/// });
///
///
public void ForEach(Action action)
{
lock (Dictionary)
{
foreach (TValue value in Dictionary.Values)
{
action(value);
}
}
}
/// Perform an on each key of an
/// to perform
public void ForEach(Action action)
{
lock (Dictionary)
{
foreach (TKey key in Dictionary.Keys)
{
action(key);
}
}
}
/// Check if Key exists in Dictionary
/// Key to check for
/// if found, otherwise
public bool ContainsKey(TKey key)
{
lock(Dictionary)
return Dictionary.ContainsKey(key);
}
/// Check if Value exists in Dictionary
/// Value to check for
/// if found, otherwise
public bool ContainsValue(TValue value)
{
lock(Dictionary)
return Dictionary.ContainsValue(value);
}
///
/// Adds the specified key to the dictionary, dictionary locking is not performed,
///
///
/// The key.
/// The value.
internal void Add(TKey key, TValue value)
{
Dictionary.Add(key, value);
}
///
/// Removes the specified key, dictionary locking is not performed
///
/// The key.
/// if successful, otherwise
internal bool Remove(TKey key)
{
return Dictionary.Remove(key);
}
///
/// Safely add a key/value pair to the dictionary.
///
/// The key.
/// The value.
internal void SafeAdd(TKey key, TValue value)
{
lock (Dictionary)
Dictionary.Add(key, value);
}
///
/// Safely Removes an item from the InternalDictionary
///
/// The key.
/// if successful, otherwise
internal bool SafeRemove(TKey key)
{
lock (Dictionary)
return Dictionary.Remove(key);
}
}
}