/* * 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 OpenSimulator 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; using System.Collections.Generic; using OpenMetaverse; using OpenSim.Framework; using OpenSim.Region.Framework.Scenes; using IEnumerable=System.Collections.IEnumerable; namespace OpenSim.Region.OptionalModules.Scripting.Minimodule { internal class IObjEnum : System.MarshalByRefObject, IEnumerator<IObject> { private readonly Scene m_scene; private readonly IEnumerator<EntityBase> m_sogEnum; private readonly ISecurityCredential m_security; public IObjEnum(Scene scene, ISecurityCredential security) { m_scene = scene; m_security = security; m_sogEnum = m_scene.Entities.GetAllByType<SceneObjectGroup>().GetEnumerator(); } public void Dispose() { m_sogEnum.Dispose(); } public bool MoveNext() { return m_sogEnum.MoveNext(); } public void Reset() { m_sogEnum.Reset(); } public IObject Current { get { return new SOPObject(m_scene, m_sogEnum.Current.LocalId, m_security); } } object IEnumerator.Current { get { return Current; } } } public class ObjectAccessor : System.MarshalByRefObject, IObjectAccessor { private readonly Scene m_scene; private readonly ISecurityCredential m_security; public ObjectAccessor(Scene scene, ISecurityCredential security) { m_scene = scene; m_security = security; } public IObject this[int index] { get { return new SOPObject(m_scene, m_scene.Entities[(uint)index].LocalId, m_security); } } public IObject this[uint index] { get { return new SOPObject(m_scene, m_scene.Entities[index].LocalId, m_security); } } public IObject this[UUID index] { get { return new SOPObject(m_scene, m_scene.Entities[index].LocalId, m_security); } } public IObject Create(Vector3 position) { return Create(position, Quaternion.Identity); } public IObject Create(Vector3 position, Quaternion rotation) { SceneObjectGroup sog = m_scene.AddNewPrim(m_security.owner.GlobalID, UUID.Zero, position, rotation, PrimitiveBaseShape.CreateBox()); IObject ret = new SOPObject(m_scene, sog.LocalId, m_security); return ret; } public IEnumerator<IObject> GetEnumerator() { return new IObjEnum(m_scene, m_security); } IEnumerator IEnumerable.GetEnumerator() { return GetEnumerator(); } public void Add(IObject item) { throw new NotSupportedException("Collection is read-only. This is an API TODO FIX, creation of objects is presently impossible."); } public void Clear() { throw new NotSupportedException("Collection is read-only. TODO FIX."); } public bool Contains(IObject item) { return m_scene.Entities.ContainsKey(item.LocalID); } public void CopyTo(IObject[] array, int arrayIndex) { for (int i = arrayIndex; i < Count + arrayIndex; i++) { array[i] = this[i - arrayIndex]; } } public bool Remove(IObject item) { throw new NotSupportedException("Collection is read-only. TODO FIX."); } public int Count { get { return m_scene.Entities.Count; } } public bool IsReadOnly { get { return true; } } } }