/* * Copyright (c) Contributors, http://opensimulator.org/ * See CONTRIBUTORS.TXT for a full list of copyright holders. * * 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. * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * Neither the name of the OpenSim Project 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 DEVELOPERS ``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 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; using System.Text; using OpenMetaverse; namespace OpenSim.Grid.MessagingServer { // This is a wrapper for a List<UUID> so it can be happily stored in a hashtable. public class PresenceBackreferenceEntry { List<UUID> AgentList = new List<UUID>(); public PresenceBackreferenceEntry() { } public void Add(UUID item) { lock (AgentList) { AgentList.Add(item); } } public UUID getitem(int index) { UUID result = UUID.Zero; lock (AgentList) { if (index > 0 && index < AgentList.Count) { result = AgentList[index]; } } return result; } public int Count { get { int count = 0; lock (AgentList) { count = AgentList.Count; } return count; } } public void Remove(UUID item) { lock (AgentList) { if (AgentList.Contains(item)) AgentList.Remove(item); } } public bool contains(UUID item) { bool result = false; lock (AgentList) { result = AgentList.Contains(item); } return result; } } }