/*
 * 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 = null;
            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;
        }
    }
}