/*
* 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:
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* 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.
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* 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
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*/
using System;
using System.Collections.Generic;
namespace OpenSim.Framework
{
///
/// Stores two synchronized collections: a mutable dictionary and an
/// immutable array. Slower inserts/removes than a normal dictionary,
/// but provides safe iteration while maintaining fast hash lookups
///
/// Key type to use for hash lookups
/// Value type to store
public sealed class MapAndArray
{
private Dictionary m_dict;
private TValue[] m_array;
private object m_syncRoot = new object();
/// Number of values currently stored in the collection
public int Count { get { return m_array.Length; } }
/// NOTE: This collection is thread safe. You do not need to
/// acquire a lock to add, remove, or enumerate entries. This
/// synchronization object should only be locked for larger
/// transactions
public object SyncRoot { get { return m_syncRoot; } }
///
/// Constructor
///
public MapAndArray()
{
m_dict = new Dictionary();
m_array = new TValue[0];
}
///
/// Constructor
///
/// Initial capacity of the dictionary
public MapAndArray(int capacity)
{
m_dict = new Dictionary(capacity);
m_array = new TValue[0];
}
///
/// Adds a key/value pair to the collection, or updates an existing key
/// with a new value
///
/// Key to add or update
/// Value to add
/// True if a new key was added, false if an existing key was
/// updated
public bool AddOrReplace(TKey key, TValue value)
{
lock (m_syncRoot)
{
bool containedKey = m_dict.ContainsKey(key);
m_dict[key] = value;
CreateArray();
return !containedKey;
}
}
///
/// Adds a key/value pair to the collection. This will throw an
/// exception if the key is already present in the collection
///
/// Key to add or update
/// Value to add
/// Index of the inserted item
public int Add(TKey key, TValue value)
{
lock (m_syncRoot)
{
m_dict.Add(key, value);
CreateArray();
return m_array.Length;
}
}
///
/// Removes a key/value pair from the collection
///
/// Key to remove
/// True if the key was found and removed, otherwise false
public bool Remove(TKey key)
{
lock (m_syncRoot)
{
bool removed = m_dict.Remove(key);
CreateArray();
return removed;
}
}
///
/// Determines whether the collections contains a specified key
///
/// Key to search for
/// True if the key was found, otherwise false
public bool ContainsKey(TKey key)
{
return m_dict.ContainsKey(key);
}
///
/// Gets the value associated with the specified key
///
/// Key of the value to get
/// Will contain the value associated with the
/// given key if the key is found. If the key is not found it will
/// contain the default value for the type of the value parameter
/// True if the key was found and a value was retrieved,
/// otherwise false
public bool TryGetValue(TKey key, out TValue value)
{
lock (m_syncRoot)
return m_dict.TryGetValue(key, out value);
}
///
/// Clears all key/value pairs from the collection
///
public void Clear()
{
lock (m_syncRoot)
{
m_dict = new Dictionary();
m_array = new TValue[0];
}
}
///
/// Gets a reference to the immutable array of values stored in this
/// collection. This array is thread safe for iteration
///
/// A thread safe reference ton an array of all of the stored
/// values
public TValue[] GetArray()
{
return m_array;
}
private void CreateArray()
{
// Rebuild the array from the dictionary. This method must be
// called from inside a lock
TValue[] array = new TValue[m_dict.Count];
int i = 0;
foreach (TValue value in m_dict.Values)
array[i++] = value;
m_array = array;
}
}
}