AntennaRelay: Changed vessel property to virtual.
AntennaRelay: Changed vessel property to virtual.

file:a/ARTools.cs -> file:b/ARTools.cs
--- a/ARTools.cs
+++ b/ARTools.cs
@@ -124,6 +124,34 @@
 				return "0";
 			}
 		}
+
+		public static T Min<T>(params T[] values) where T : IComparable<T>
+		{
+			if (values.Length < 2)
+			{
+				throw new ArgumentException("Min must be called with at least two arguments.");
+			}
+
+			IComparable<T> minValue = values[0];
+
+			for (long i = 1; i < values.LongLength; i++)
+			{
+				IComparable<T> value = values[i];
+
+				if (value.CompareTo((T)minValue) < 0)
+				{
+					minValue = value;
+				}
+			}
+
+			return (T)minValue;
+		}
+
+		public static void Restart(this System.Diagnostics.Stopwatch stopwatch)
+		{
+			stopwatch.Reset();
+			stopwatch.Start();
+		}
 	}
 }
 

--- a/AntennaRelay.cs
+++ b/AntennaRelay.cs
@@ -21,11 +21,14 @@
 
 namespace AntennaRange
 {
-	public class AntennaRelay : IAntennaRelay
+	public class AntennaRelay
 	{
 		// We don't have a Bard, so we'll hide Kerbin here.
 		protected CelestialBody Kerbin;
 
+		protected IAntennaRelay _nearestRelayCache;
+		protected IAntennaRelay moduleRef;
+
 		protected System.Diagnostics.Stopwatch searchTimer;
 		protected long millisecondsBetweenSearches;
 
@@ -33,72 +36,87 @@
 		/// Gets the parent Vessel.
 		/// </summary>
 		/// <value>The parent Vessel.</value>
-		public Vessel vessel
+		public virtual Vessel vessel
+		{
+			get
+			{
+				return this.moduleRef.vessel;
+			}
+		}
+
+		/// <summary>
+		/// Gets or sets the nearest relay.
+		/// </summary>
+		/// <value>The nearest relay</value>
+		public IAntennaRelay nearestRelay
+		{
+			get
+			{
+				if (this.searchTimer.IsRunning &&
+					this.searchTimer.ElapsedMilliseconds > this.millisecondsBetweenSearches)
+				{
+					this._nearestRelayCache = this.FindNearestRelay();
+					this.searchTimer.Restart();
+				}
+
+				return this._nearestRelayCache;
+			}
+			protected set
+			{
+				this._nearestRelayCache = value;
+			}
+		}
+
+		/// <summary>
+		/// Gets the transmit distance.
+		/// </summary>
+		/// <value>The transmit distance.</value>
+		public double transmitDistance
+		{
+			get
+			{
+				this.nearestRelay = this.FindNearestRelay();
+
+				// If there is no available relay nearby...
+				if (this.nearestRelay == null)
+				{
+					// .. return the distance to Kerbin
+					return this.DistanceTo(this.Kerbin);
+				}
+				else
+				{
+					/// ...otherwise, return the distance to the nearest available relay.
+					return this.DistanceTo(nearestRelay);
+				}
+			}
+		}
+
+		/// <summary>
+		/// The maximum distance at which this relay can operate.
+		/// </summary>
+		/// <value>The max transmit distance.</value>
+		public virtual float maxTransmitDistance
+		{
+			get;
+			set;
+		}
+
+		/// <summary>
+		/// Gets a value indicating whether this <see cref="AntennaRange.ProtoDataTransmitter"/> has been checked during
+		/// the current relay attempt.
+		/// </summary>
+		/// <value><c>true</c> if relay checked; otherwise, <c>false</c>.</value>
+		public virtual bool relayChecked
 		{
 			get;
 			protected set;
 		}
 
 		/// <summary>
-		/// Gets or sets the nearest relay.
-		/// </summary>
-		/// <value>The nearest relay</value>
-		public IAntennaRelay nearestRelay
-		{
-			get;
-			protected set;
-		}
-
-		/// <summary>
-		/// Gets the transmit distance.
-		/// </summary>
-		/// <value>The transmit distance.</value>
-		public double transmitDistance
-		{
-			get
-			{
-				this.nearestRelay = this.FindNearestRelay();
-
-				// If there is no available relay nearby...
-				if (nearestRelay == null)
-				{
-					// .. return the distance to Kerbin
-					return this.DistanceTo(this.Kerbin);
-				}
-				else
-				{
-					/// ...otherwise, return the distance to the nearest available relay.
-					return this.DistanceTo(nearestRelay);
-				}
-			}
-		}
-
-		/// <summary>
-		/// The maximum distance at which this relay can operate.
-		/// </summary>
-		/// <value>The max transmit distance.</value>
-		public virtual float maxTransmitDistance
-		{
-			get;
-			set;
-		}
-
-		/// <summary>
-		/// Gets a value indicating whether this <see cref="AntennaRange.ProtoDataTransmitter"/> has been checked during
-		/// the current relay attempt.
-		/// </summary>
-		/// <value><c>true</c> if relay checked; otherwise, <c>false</c>.</value>
-		public virtual bool relayChecked
-		{
-			get;
-			protected set;
-		}
-
-		/// <summary>
 		/// Determines whether this instance can transmit.
 		/// </summary>
 		/// <returns><c>true</c> if this instance can transmit; otherwise, <c>false</c>.</returns>
-		public bool CanTransmit()
+		public virtual bool CanTransmit()
 		{
 			if (this.transmitDistance > this.maxTransmitDistance)
 			{
@@ -129,99 +147,100 @@
 
 			this.searchTimer.Start();
 
-			// Set this relay as checked, so that we don't check it again.
-			this.relayChecked = true;
-
-			// Get a list of vessels within transmission range.
-			List<Vessel> nearbyVessels = FlightGlobals.Vessels
-				.Where(v => (v.GetWorldPos3D() - vessel.GetWorldPos3D()).magnitude < this.maxTransmitDistance)
-					.ToList();
-
-			nearbyVessels.RemoveAll(v => v.vesselType == VesselType.Debris);
-
 			Tools.PostDebugMessage(string.Format(
-				"{0}: Non-debris vessels in range: {1}",
+				"{0}: finding nearest relay for {1} ({2})",
 				this.GetType().Name,
-				nearbyVessels.Count
-				));
-
-			// Remove this vessel.
-			nearbyVessels.RemoveAll(v => v.id == vessel.id);
-
-			Tools.PostDebugMessage(string.Format(
-				"{0}: Vessels in range excluding self: {1}",
-				this.GetType().Name,
-				nearbyVessels.Count
-				));
-
-			// Get a flattened list of all IAntennaRelay modules and protomodules in transmission range.
-			List<IAntennaRelay> nearbyRelays = nearbyVessels.SelectMany(v => v.GetAntennaRelays()).ToList();
-
-			Tools.PostDebugMessage(string.Format(
-				"{0}: Found {1} nearby relays.",
-				this.GetType().Name,
-				nearbyRelays.Count
-				));
-
-			// Remove all relays already checked this time.
-			nearbyRelays.RemoveAll(r => r.relayChecked);
-
-			Tools.PostDebugMessage(string.Format(
-				"{0}: Found {1} nearby relays not already checked.",
-				this.GetType().Name,
-				nearbyRelays.Count
-				));
-
-			// Remove all relays that cannot transmit.
-			// This call to r.CanTransmit() starts a depth-first recursive search for relays with a path back to Kerbin.
-			nearbyRelays.RemoveAll(r => !r.CanTransmit());
-
-			Tools.PostDebugMessage(string.Format(
-				"{0}: Found {1} nearby relays not already checked that can transmit.",
-				this.GetType().Name,
-				nearbyRelays.Count
-				));
-
-			// Sort the available relays by distance.
-			nearbyRelays.Sort(new RelayComparer(this.vessel));
-
-			// Get the nearest available relay, or null if there are no available relays nearby.
-			IAntennaRelay _nearestRelay = nearbyRelays.FirstOrDefault();
-
-			// If we have a nearby relay...
-			if (_nearestRelay != null)
-			{
-				// ...but that relay is farther than Kerbin...
-				if (this.DistanceTo(_nearestRelay) > this.DistanceTo(Kerbin))
-				{
-					// ...just use Kerbin.
-					_nearestRelay = null;
+				this,
+				this.vessel.id
+			));
+
+			// Set this vessel as checked, so that we don't check it again.
+			RelayDatabase.Instance.CheckedVesselsTable[vessel.id] = true;
+
+			double nearestDistance = double.PositiveInfinity;
+			IAntennaRelay _nearestRelay = null;
+
+			/*
+			 * Loop through all the vessels and exclude this vessel, vessels of the wrong type, and vessels that are too
+			 * far away.  When we find a candidate, get through its antennae for relays which have not been checked yet
+			 * and that can transmit.  Once we find a suitable candidate, assign it to _nearestRelay for comparison
+			 * against future finds.
+			 * */
+			foreach (Vessel potentialVessel in FlightGlobals.Vessels)
+			{
+				// Skip vessels that have already been checked for a nearest relay this pass.
+				try
+				{
+					if (RelayDatabase.Instance.CheckedVesselsTable[potentialVessel.id])
+					{
+						continue;
+					}
+				}
+				catch (KeyNotFoundException) { /* If the key doesn't exist, don't skip it. */}
+
+				// Skip vessels of the wrong type.
+				switch (potentialVessel.vesselType)
+				{
+					case VesselType.Debris:
+					case VesselType.Flag:
+					case VesselType.EVA:
+					case VesselType.SpaceObject:
+					case VesselType.Unknown:
+						continue;
+					default:
+						break;
+				}
+
+				// Skip vessels with the wrong ID
+				if (potentialVessel.id == vessel.id)
+				{
+					continue;
+				}
+
+				// Find the distance from here to the vessel...
+				double potentialDistance = (potentialVessel.GetWorldPos3D() - vessel.GetWorldPos3D()).magnitude;
+
+				/*
+				 * ...so that we can skip the vessel if it is further away than Kerbin, our transmit distance, or a
+				 * vessel we've already checked.
+				 * */
+				if (potentialDistance > Tools.Min(this.maxTransmitDistance, nearestDistance, vessel.DistanceTo(Kerbin)))
+				{
+					continue;
+				}
+
+				nearestDistance = potentialDistance;
+
+				foreach (IAntennaRelay potentialRelay in potentialVessel.GetAntennaRelays())
+				{
+					if (potentialRelay.CanTransmit())
+					{
+						_nearestRelay = potentialRelay;
+						Tools.PostDebugMessage(string.Format("{0}: found new best relay {1} ({2})",
+							this.GetType().Name,
+							_nearestRelay.ToString(),
+							_nearestRelay.vessel.id
+						));
+						break;
+					}
 				}
 			}
 
 			// Now that we're done with our recursive CanTransmit checks, flag this relay as not checked so it can be
 			// used next time.
-			this.relayChecked = false;
+			RelayDatabase.Instance.CheckedVesselsTable.Remove(vessel.id);
 
 			// Return the nearest available relay, or null if there are no available relays nearby.
 			return _nearestRelay;
 		}
 
-		public override string ToString()
-		{
-			return string.Format(
-				"Antenna relay on vessel {0}.",
-				vessel
-			);
-		}
-
 		/// <summary>
 		/// Initializes a new instance of the <see cref="AntennaRange.ProtoDataTransmitter"/> class.
 		/// </summary>
 		/// <param name="ms"><see cref="ProtoPartModuleSnapshot"/></param>
-		public AntennaRelay(Vessel v)
-		{
-			this.vessel = v;
+		public AntennaRelay(IAntennaRelay module)
+		{
+			this.moduleRef = module;
 
 			this.searchTimer = new System.Diagnostics.Stopwatch();
 			this.millisecondsBetweenSearches = 5000;
@@ -230,46 +249,6 @@
 			// we hope it is safe enough.
 			this.Kerbin = FlightGlobals.Bodies.FirstOrDefault(b => b.name == "Kerbin");
 		}
-
-		/*
-		 * Class implementing IComparer<IAntennaRelay> for use in sorting relays by distance.
-		 * */
-		internal class RelayComparer : IComparer<IAntennaRelay>
-		{
-			/// <summary>
-			/// The reference Vessel (usually the active vessel).
-			/// </summary>
-			protected Vessel referenceVessel;
-
-			// We don't want no stinking public parameterless constructors.
-			private RelayComparer() {}
-
-			/// <summary>
-			/// Initializes a new instance of the <see cref="AntennaRange.AntennaRelay+RelayComparer"/> class for use
-			/// in sorting relays by distance.
-			/// </summary>
-			/// <param name="reference">The reference Vessel</param>
-			public RelayComparer(Vessel reference)
-			{
-				this.referenceVessel = reference;
-			}
-
-			/// <summary>
-			/// Compare the <see cref="IAntennaRelay"/>s "one" and "two".
-			/// </summary>
-			/// <param name="one">The first IAntennaRelay in the comparison</param>
-			/// <param name="two">The second IAntennaRelay in the comparison</param>
-			public int Compare(IAntennaRelay one, IAntennaRelay two)
-			{
-				double distanceOne;
-				double distanceTwo;
-
-				distanceOne = one.vessel.DistanceTo(referenceVessel);
-				distanceTwo = two.vessel.DistanceTo(referenceVessel);
-
-				return distanceOne.CompareTo(distanceTwo);
-			}
-		}
 	}
 }
 

file:b/ChangeLog (new)
--- /dev/null
+++ b/ChangeLog
@@ -1,1 +1,7 @@
+2014-01-14  toadicus  <>
 
+	* ModuleLimitedDataTransmitter.cs: Added a ":" to the
+	  transmission communications for consistency with stock
+	  behavior.
+
+

file:b/EventSniffer.cs (new)
--- /dev/null
+++ b/EventSniffer.cs
@@ -1,1 +1,207 @@
-
+// AntennaRange © 2014 toadicus
+//
+// This work is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License. To view a
+// copy of this license, visit http://creativecommons.org/licenses/by-nc-sa/3.0/
+
+#if DEBUG
+using KSP;
+using System;
+using System.Text;
+using UnityEngine;
+
+namespace AntennaRange
+{
+	[KSPAddon(KSPAddon.Startup.Flight, false)]
+	public class EventSniffer : MonoBehaviour
+	{
+		public void Awake()
+		{
+			GameEvents.onSameVesselDock.Add(this.onSameVesselDockUndock);
+			GameEvents.onSameVesselUndock.Add(this.onSameVesselDockUndock);
+			GameEvents.onPartUndock.Add(this.onPartUndock);
+			GameEvents.onUndock.Add(this.onReportEvent);
+			GameEvents.onPartCouple.Add(this.onPartCouple);
+			GameEvents.onPartJointBreak.Add(this.onPartJointBreak);
+		}
+
+		public void Destroy()
+		{
+			GameEvents.onSameVesselDock.Remove(this.onSameVesselDockUndock);
+			GameEvents.onSameVesselUndock.Remove(this.onSameVesselDockUndock);
+			GameEvents.onPartUndock.Remove(this.onPartUndock);
+			GameEvents.onUndock.Remove(this.onReportEvent);
+			GameEvents.onPartCouple.Remove(this.onPartCouple);
+			GameEvents.onPartJointBreak.Remove(this.onPartJointBreak);
+		}
+
+		public void onSameVesselDockUndock(GameEvents.FromToAction<ModuleDockingNode, ModuleDockingNode> data)
+		{
+			this.FromModuleToModuleHelper(
+				this.getStringBuilder(),
+				new GameEvents.FromToAction<PartModule, PartModule>(data.from, data.to)
+			);
+		}
+
+		public void onPartJointBreak(PartJoint joint)
+		{
+			this.PartJointHelper(this.getStringBuilder(), joint);
+		}
+
+		public void onPartUndock(Part part)
+		{
+			this.PartEventHelper(this.getStringBuilder(), part);
+		}
+
+		public void onReportEvent(EventReport data)
+		{
+			this.EventReportHelper(this.getStringBuilder(), data);
+		}
+
+		public void onPartCouple(GameEvents.FromToAction<Part, Part> data)
+		{
+			this.FromPartToPartHelper(this.getStringBuilder(), data);
+		}
+
+		internal void EventReportHelper(StringBuilder sb, EventReport data)
+		{
+			sb.Append("\n\tOrigin Part:");
+			this.appendPartAncestry(sb, data.origin);
+
+			sb.AppendFormat(
+				"\n\tother: '{0}'" +
+				"\n\tmsg: '{1}'" +
+				"\n\tsender: '{2}'",
+				data.other,
+				data.msg,
+				data.sender
+			);
+
+			Debug.Log(sb.ToString());
+		}
+
+		internal void PartEventHelper(StringBuilder sb, Part part)
+		{
+			this.appendPartAncestry(sb, part);
+
+			Debug.Log(sb.ToString());
+		}
+
+		internal void FromPartToPartHelper(StringBuilder sb, GameEvents.FromToAction<Part, Part> data)
+		{
+			sb.Append("\n\tFrom:");
+
+			this.appendPartAncestry(sb, data.from);
+
+			sb.Append("\n\tTo:");
+
+			this.appendPartAncestry(sb, data.to);
+
+			Debug.Log(sb.ToString());
+		}
+
+		internal void FromModuleToModuleHelper(StringBuilder sb, GameEvents.FromToAction<PartModule, PartModule> data)
+		{
+			sb.Append("\n\tFrom:");
+
+			this.appendModuleAncestry(sb, data.from);
+
+			sb.Append("\n\tTo:");
+
+			this.appendModuleAncestry(sb, data.to);
+
+			Debug.Log(sb.ToString());
+		}
+
+		internal void PartJointHelper(StringBuilder sb, PartJoint joint)
+		{
+			sb.Append("PartJoint: ");
+			if (joint != null)
+			{
+				sb.Append(joint);
+				this.appendPartAncestry(sb, joint.Host);
+			}
+			else
+			{
+				sb.Append("null");
+			}
+
+			Debug.Log(sb.ToString());
+		}
+
+		internal StringBuilder appendModuleAncestry(StringBuilder sb, PartModule module, uint tabs = 1)
+		{
+			sb.Append('\n');
+			for (ushort i=0; i < tabs; i++)
+			{
+				sb.Append('\t');
+			}
+			sb.Append("Module: ");
+
+			if (module != null)
+			{
+				sb.Append(module.moduleName);
+				this.appendPartAncestry(sb, module.part, tabs + 1u);
+			}
+			else
+			{
+				sb.Append("null");
+			}
+
+			return sb;
+		}
+
+		internal StringBuilder appendPartAncestry(StringBuilder sb, Part part, uint tabs = 1)
+		{
+			sb.Append('\n');
+			for (ushort i=0; i < tabs; i++)
+			{
+				sb.Append('\t');
+			}
+			sb.Append("Part: ");
+
+			if (part != null)
+			{
+				sb.AppendFormat("'{0}' ({1})", part.partInfo.title, part.partName);
+				this.appendVessel(sb, part.vessel, tabs + 1u);
+			}
+			else
+			{
+				sb.Append("null");
+			}
+
+			return sb;
+		}
+
+		internal StringBuilder appendVessel(StringBuilder sb, Vessel vessel, uint tabs = 1)
+		{
+			sb.Append('\n');
+			for (ushort i=0; i < tabs; i++)
+			{
+				sb.Append('\t');
+			}
+			sb.Append("Vessel: ");
+
+			if (vessel != null)
+			{
+				sb.AppendFormat("'{0}' ({1})", vessel.vesselName, vessel.id);
+			}
+			else
+			{
+				sb.Append("null");
+			}
+
+			return sb;
+		}
+
+		internal StringBuilder getStringBuilder()
+		{
+			StringBuilder sb = new StringBuilder();
+			sb.AppendFormat("{0}: called {1} ",
+				this.GetType().Name,
+				new System.Diagnostics.StackTrace().GetFrame(1).GetMethod().Name
+			);
+			return sb;
+		}
+	}
+}
+#endif

--- a/Extensions.cs
+++ b/Extensions.cs
@@ -82,87 +82,10 @@
 		/// <param name="vessel">This <see cref="Vessel"/></param>
 		public static IEnumerable<IAntennaRelay> GetAntennaRelays (this Vessel vessel)
 		{
-			Tools.PostDebugMessage(string.Format(
-				"{0}: Getting antenna relays from vessel {1}.",
-				"IAntennaRelay",
-				vessel.name
-			));
-
-			List<IAntennaRelay> Transmitters;
-
-			// If the vessel is loaded, we can fetch modules implementing IAntennaRelay directly.
-			if (vessel.loaded) {
-				Tools.PostDebugMessage(string.Format(
-					"{0}: vessel {1} is loaded.",
-					"IAntennaRelay",
-					vessel.name
-					));
-
-				// Gets a list of PartModules implementing IAntennaRelay
-				Transmitters = vessel.Parts
-					.SelectMany (p => p.Modules.OfType<IAntennaRelay> ())
-					.ToList();
-			}
-			// If the vessel is not loaded, we need to build ProtoAntennaRelays when we find relay ProtoPartSnapshots.
-			else
-			{
-				Tools.PostDebugMessage(string.Format(
-					"{0}: vessel {1} is not loaded.",
-					"IAntennaRelay",
-					vessel.name
-					));
-
-				Transmitters = new List<IAntennaRelay>();
-
-				// Loop through the ProtoPartModuleSnapshots in this Vessel
-				foreach (ProtoPartSnapshot pps in vessel.protoVessel.protoPartSnapshots)
-				{
-					IAntennaRelay relayModule;
-					ProtoAntennaRelay protoRelay;
-					int partHash;
-
-					relayModule = null;
-					protoRelay = null;
-					partHash = pps.GetHashCode();
-
-					if (prebuiltProtoRelays.ContainsKey(partHash))
-					{
-						protoRelay = prebuiltProtoRelays[partHash];
-					}
-					else
-					{
-						foreach (PartModule module in PartLoader.getPartInfoByName(pps.partName).partPrefab.Modules)
-						{
-							if (module is IAntennaRelay)
-							{
-								relayModule = module as IAntennaRelay;
-
-								protoRelay = new ProtoAntennaRelay(relayModule, vessel);
-								prebuiltProtoRelays[partHash] = protoRelay;
-								break;
-							}
-						}
-					}
-
-					if (protoRelay != null)
-					{
-						Transmitters.Add(protoRelay);
-					}
-				}
-			}
-
-			Tools.PostDebugMessage(string.Format(
-				"{0}: vessel {1} has {2} transmitters.",
-				"IAntennaRelay",
-				vessel.name,
-				Transmitters.Count
-				));
-
-			// Return the list of IAntennaRelays
-			return Transmitters;
+			return RelayDatabase.Instance[vessel].Values.ToList();
 		}
 
-		private static Dictionary<int, ProtoAntennaRelay> prebuiltProtoRelays = new Dictionary<int, ProtoAntennaRelay>();
+
 	}
 }
 

--- a/ModuleLimitedDataTransmitter.cs
+++ b/ModuleLimitedDataTransmitter.cs
@@ -311,6 +311,18 @@
 		// Override ModuleDataTransmitter.CanTransmit to return false when transmission is not possible.
 		public new bool CanTransmit()
 		{
+			PartStates partState = this.part.State;
+			if (partState == PartStates.DEAD || partState == PartStates.DEACTIVATED)
+			{
+				Tools.PostDebugMessage(string.Format(
+					"{0}: {1} on {2} cannot transmit: {3}",
+					this.GetType().Name,
+					this.part.partInfo.title,
+					this.vessel.vesselName,
+					Enum.GetName(typeof(PartStates), partState)
+				));
+				return false;
+			}
 			return this.relay.CanTransmit();
 		}
 
@@ -351,7 +363,9 @@
 			{
 				StringBuilder message = new StringBuilder();
 
-				message.Append("[" + base.part.partInfo.title + "] ");
+				message.Append("[");
+				message.Append(base.part.partInfo.title);
+				message.Append("]: ");
 
 				message.Append("Beginning transmission ");
 
@@ -361,7 +375,8 @@
 				}
 				else
 				{
-					message.Append("via relay " + this.relay.nearestRelay);
+					message.Append("via ");
+					message.Append(this.relay.nearestRelay);
 				}
 
 				ScreenMessages.PostScreenMessage(message.ToString(), 4f, ScreenMessageStyle.UPPER_LEFT);
@@ -398,6 +413,21 @@
 			{
 				this.actionUIUpdate = false;
 			}
+		}
+
+		public override string ToString()
+		{
+			StringBuilder msg = new StringBuilder();
+
+			msg.Append(this.part.partInfo.title);
+
+			if (vessel != null)
+			{
+				msg.Append(" on ");
+				msg.Append(vessel.vesselName);
+			}
+
+			return msg.ToString();
 		}
 
 		// When debugging, it's nice to have a button that just tells you everything.

--- /dev/null
+++ b/Properties/AssemblyInfo.cs
@@ -1,1 +1,34 @@
+// AntennaRange © 2014 toadicus
+//
+// AntennaRange provides incentive and requirements for the use of the various antenna parts.
+// Nominally, the breakdown is as follows:
+//
+//     Communotron 16 - Suitable up to Kerbalsynchronous Orbit
+//     Comms DTS-M1 - Suitable throughout the Kerbin subsystem
+//     Communotron 88-88 - Suitable throughout the Kerbol system.
+//
+// This work is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License. To view a
+// copy of this license, visit http://creativecommons.org/licenses/by-nc-sa/3.0/
+//
+// This software uses the ModuleManager library © 2013 ialdabaoth, used under a Creative Commons Attribution-ShareAlike
+// 3.0 Uported License.
+//
+// This software uses code from the MuMechLib library, © 2013 r4m0n, used under the GNU GPL version 3.
+using System.Reflection;
+using System.Runtime.CompilerServices;
 
+// Information about this assembly is defined by the following attributes.
+// Change them to the values specific to your project.
+[assembly: AssemblyTitle("AntennaRange")]
+[assembly: AssemblyDescription("Enforce and Encourage Antenna Diversity")]
+[assembly: AssemblyCopyright("toadicus")]
+// The assembly version has the format "{Major}.{Minor}.{Build}.{Revision}".
+// The form "{Major}.{Minor}.*" will automatically update the build and revision,
+// and "{Major}.{Minor}.{Build}.*" will update just the revision.
+[assembly: AssemblyVersion("0.6.3.*")]
+// The following attributes are used to specify the signing key for the assembly,
+// if desired. See the Mono documentation for more information about signing.
+//[assembly: AssemblyDelaySign(false)]
+//[assembly: AssemblyKeyFile("")]
+
+

--- /dev/null
+++ b/Properties/ChangeLog
@@ -1,1 +1,5 @@
+2014-01-14  toadicus  <>
 
+	* AssemblyInfo.cs: New AssemblyInfo file for reason.
+
+

--- a/ProtoAntennaRelay.cs
+++ b/ProtoAntennaRelay.cs
@@ -29,6 +29,9 @@
 		// Stores the relay prefab
 		protected IAntennaRelay relayPrefab;
 
+		// Stores the prototype part so we can make sure we haven't exploded or so.
+		protected ProtoPartSnapshot protoPart;
+
 		/// <summary>
 		/// The maximum distance at which this transmitter can operate.
 		/// </summary>
@@ -53,14 +56,61 @@
 		}
 
 		/// <summary>
+		/// Gets the underlying part's title.
+		/// </summary>
+		/// <value>The title.</value>
+		public string title
+		{
+			get
+			{
+				return this.protoPart.partInfo.title;
+			}
+		}
+
+		public override bool CanTransmit()
+		{
+			PartStates partState = (PartStates)this.protoPart.state;
+			if (partState == PartStates.DEAD || partState == PartStates.DEACTIVATED)
+			{
+				Tools.PostDebugMessage(string.Format(
+					"{0}: {1} on {2} cannot transmit: {3}",
+					this.GetType().Name,
+					this.title,
+					this.vessel.vesselName,
+					Enum.GetName(typeof(PartStates), partState)
+				));
+				return false;
+			}
+			return base.CanTransmit();
+		}
+
+		public override string ToString()
+		{
+			return string.Format(
+				"{0} on {1}.",
+				this.title,
+				this.protoPart.pVesselRef.vesselName
+			);
+		}
+
+		/// <summary>
 		/// Initializes a new instance of the <see cref="AntennaRange.ProtoAntennaRelay"/> class.
 		/// </summary>
 		/// <param name="ms">The ProtoPartModuleSnapshot to wrap</param>
 		/// <param name="vessel">The parent Vessel</param>
-		public ProtoAntennaRelay(IAntennaRelay prefabRelay, Vessel vessel) : base(vessel)
+		public ProtoAntennaRelay(IAntennaRelay prefabRelay, ProtoPartSnapshot pps) : base(pps.pVesselRef.vesselRef)
 		{
 			this.relayPrefab = prefabRelay;
-			this.vessel = vessel;
+			this.protoPart = pps;
+			this.vessel = pps.pVesselRef.vesselRef;
+		}
+
+		~ProtoAntennaRelay()
+		{
+			Tools.PostDebugMessage(string.Format(
+				"{0}: destroyed",
+				this.ToString()
+			));
 		}
 	}
 }

file:b/RelayDatabase.cs (new)
--- /dev/null
+++ b/RelayDatabase.cs
@@ -1,1 +1,385 @@
-
+// AntennaRange © 2014 toadicus
+//
+// This work is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License. To view a
+// copy of this license, visit http://creativecommons.org/licenses/by-nc-sa/3.0/
+
+using KSP;
+using System;
+using System.Collections.Generic;
+using System.Linq;
+using System.Text;
+using UnityEngine;
+
+namespace AntennaRange
+{
+	public class RelayDatabase
+	{
+		/*
+		 * Static members
+		 * */
+		// Singleton storage
+		protected static RelayDatabase _instance;
+		// Gets the singleton
+		public static RelayDatabase Instance
+		{
+			get
+			{	
+				if (_instance == null)
+				{
+					_instance = new RelayDatabase();
+				}
+
+				return _instance;
+			}
+		}
+
+		/*
+		 * Instance members
+		 * */
+
+		/*
+		 * Fields
+		 * */
+		// Vessel.id-keyed hash table of Part.GetHashCode()-keyed tables of relay objects.
+		protected Dictionary<Guid, Dictionary<int, IAntennaRelay>> relayDatabase;
+
+		// Vessel.id-keyed hash table of part counts, used for caching
+		protected Dictionary<Guid, int> vesselPartCountTable;
+
+		// Vessel.id-keyed hash table of booleans to track what vessels have been checked so far this time.
+		public Dictionary<Guid, bool> CheckedVesselsTable;
+
+		protected int cacheHits;
+		protected int cacheMisses;
+
+		/*
+		 * Properties
+		 * */
+		// Gets the Part-hashed table of relays in a given vessel
+		public Dictionary<int, IAntennaRelay> this [Vessel vessel]
+		{
+			get
+			{
+				// If we don't have an entry for this vessel...
+				if (!this.ContainsKey(vessel.id))
+				{
+					// ...Generate an entry for this vessel.
+					this.AddVessel(vessel);
+					this.cacheMisses++;
+				}
+				// If our part count disagrees with the vessel's part count...
+				else if (this.vesselPartCountTable[vessel.id] != vessel.Parts.Count)
+				{
+					// ...Update the our vessel in the cache
+					this.UpdateVessel(vessel);
+					this.cacheMisses++;
+				}
+				// Otherwise, it's a hit
+				else
+				{
+					this.cacheHits++;
+				}
+
+				// Return the Part-hashed table of relays for this vessel
+				return relayDatabase[vessel.id];
+			}
+		}
+
+		/* 
+		 * Methods
+		 * */
+		// Adds a vessel to the database
+		// The return for this function isn't used yet, but seems useful for potential future API-uses
+		public bool AddVessel(Vessel vessel)
+		{
+			// If this vessel is already here...
+			if (this.ContainsKey(vessel))
+			{
+				// ...post an error
+				Debug.LogWarning(string.Format(
+					"{0}: Cannot add vessel '{1}' (id: {2}): Already in database.",
+					this.GetType().Name,
+					vessel.vesselName,
+					vessel.id
+				));
+
+				// ...and refuse to add
+				return false;
+			}
+			// otherwise, add the vessel to our tables...
+			else
+			{
+				// Build an empty table...
+				this.relayDatabase[vessel.id] = new Dictionary<int, IAntennaRelay>();
+
+				// Update the empty index
+				this.UpdateVessel(vessel);
+
+				// Return success
+				return true;
+			}
+		}
+
+		// Update the vessel's entry in the table
+		public void UpdateVessel(Vessel vessel)
+		{
+			// Squak if the database doesn't have the vessel
+			if (!this.ContainsKey(vessel))
+			{
+				throw new InvalidOperationException(string.Format(
+					"{0}: Update called for vessel '{1}' (id: {2}) not in database: vessel will be added.",
+					this.GetType().Name,
+					vessel.vesselName,
+					vessel.id
+				));
+			}
+
+			Dictionary<int, IAntennaRelay> vesselTable = this.relayDatabase[vessel.id];
+
+			// Actually build and assign the table
+			this.getVesselRelays(vessel, ref vesselTable);
+			// Set the part count
+			this.vesselPartCountTable[vessel.id] = vessel.Parts.Count;
+		}
+
+		// Remove a vessel from the cache, if it exists.
+		public void DirtyVessel(Vessel vessel)
+		{
+			if (this.relayDatabase.ContainsKey(vessel.id))
+			{
+				this.relayDatabase.Remove(vessel.id);
+			}
+			if (this.vesselPartCountTable.ContainsKey(vessel.id))
+			{
+				this.vesselPartCountTable.Remove(vessel.id);
+			}
+		}
+
+		// Returns true if both the relayDatabase and the vesselPartCountDB contain the vessel id.
+		public bool ContainsKey(Guid key)
+		{
+			return this.relayDatabase.ContainsKey(key);
+		}
+
+		// Returns true if both the relayDatabase and the vesselPartCountDB contain the vessel.
+		public bool ContainsKey(Vessel vessel)
+		{
+			return this.ContainsKey(vessel.id);
+		}
+
+		// Runs when a vessel is modified (or when we switch to one, to catch docking events)
+		public void onVesselEvent(Vessel vessel)
+		{
+			// If we have this vessel in our cache...
+			if (this.ContainsKey(vessel))
+			{
+				// If our part counts disagree (such as if a part has been added or broken off,
+				// or if we've just docked or undocked)...
+				if (this.vesselPartCountTable[vessel.id] != vessel.Parts.Count || vessel.loaded)
+				{
+					Tools.PostDebugMessage(string.Format(
+						"{0}: dirtying cache for vessel '{1}' ({2}).",
+						this.GetType().Name,
+						vessel.vesselName,
+						vessel.id
+					));
+
+					// Dirty the cache (real vessels will never have negative part counts)
+					this.DirtyVessel(vessel);
+				}
+			}
+		}
+
+		// Runs when the player requests a scene change, such as when changing vessels or leaving flight.
+		public void onSceneChange(GameScenes scene)
+		{
+			// If the active vessel is a real thing...
+			if (FlightGlobals.ActiveVessel != null)
+			{
+				// ... dirty its cache
+				this.onVesselEvent(FlightGlobals.ActiveVessel);
+			}
+		}
+
+		// Runs when parts are undocked
+		public void onPartEvent(Part part)
+		{
+			if (part != null && part.vessel != null)
+			{
+				this.onVesselEvent(part.vessel);
+			}
+		}
+
+		// Runs when parts are coupled, as in docking
+		public void onFromPartToPartEvent(GameEvents.FromToAction<Part, Part> data)
+		{
+			this.onPartEvent(data.from);
+			this.onPartEvent(data.to);
+		}
+
+		// Produce a Part-hashed table of relays for the given vessel
+		protected void getVesselRelays(Vessel vessel, ref Dictionary<int, IAntennaRelay> relays)
+		{
+			// We're going to completely regen this table, so dump the current contents.
+			relays.Clear();
+
+			Tools.PostDebugMessage(string.Format(
+				"{0}: Getting antenna relays from vessel {1}.",
+				"IAntennaRelay",
+				vessel.vesselName
+			));
+
+			// If the vessel is loaded, we can fetch modules implementing IAntennaRelay directly.
+			if (vessel.loaded) {
+				Tools.PostDebugMessage(string.Format(
+					"{0}: vessel {1} is loaded, searching for modules in loaded parts.",
+					"IAntennaRelay",
+					vessel.vesselName
+				));
+
+				// Loop through the Parts in the Vessel...
+				foreach (Part part in vessel.Parts)
+				{
+					// ...loop through the PartModules in the Part...
+					foreach (PartModule module in part.Modules)
+					{
+						// ...if the module is a relay...
+						if (module is IAntennaRelay)
+						{
+							// ...add the module to the table
+							relays.Add(part.GetHashCode(), module as IAntennaRelay);
+							// ...neglect relay objects after the first in each part.
+							break;
+						}
+					}
+				}
+			}
+			// If the vessel is not loaded, we need to build ProtoAntennaRelays when we find relay ProtoPartSnapshots.
+			else
+			{
+				Tools.PostDebugMessage(string.Format(
+					"{0}: vessel {1} is not loaded, searching for modules in prototype parts.",
+					this.GetType().Name,
+					vessel.vesselName
+				));
+
+				// Loop through the ProtoPartModuleSnapshots in the Vessel...
+				foreach (ProtoPartSnapshot pps in vessel.protoVessel.protoPartSnapshots)
+				{
+					Tools.PostDebugMessage(string.Format(
+						"{0}: Searching in protopartsnapshot {1}",
+						this.GetType().Name,
+						pps
+					));
+
+					// ...Fetch the prefab, because it's more useful for what we're doing.
+					Part partPrefab = PartLoader.getPartInfoByName(pps.partName).partPrefab;
+
+					Tools.PostDebugMessage(string.Format(
+						"{0}: Got partPrefab {1} in protopartsnapshot {2}",
+						this.GetType().Name,
+						partPrefab,
+						pps
+					));
+
+					// ...loop through the PartModules in the prefab...
+					foreach (PartModule module in partPrefab.Modules)
+					{
+						Tools.PostDebugMessage(string.Format(
+							"{0}: Searching in partmodule {1}",
+							this.GetType().Name,
+							module
+						));
+
+						// ...if the module is a relay...
+						if (module is IAntennaRelay)
+						{
+							Tools.PostDebugMessage(string.Format(
+								"{0}: partmodule {1} is antennarelay",
+								this.GetType().Name,
+								module
+							));
+
+							// ...build a new ProtoAntennaRelay and add it to the table
+							relays.Add(pps.GetHashCode(), new ProtoAntennaRelay(module as IAntennaRelay, pps));
+							// ...neglect relay objects after the first in each part.
+							break;
+						}
+					}
+				}
+			}
+
+			Tools.PostDebugMessage(string.Format(
+				"{0}: vessel '{1}' ({2}) has {3} transmitters.",
+				"IAntennaRelay",
+				vessel.vesselName,
+				vessel.id,
+				relays.Count
+			));
+		}
+
+		// Construct the singleton
+		protected RelayDatabase()
+		{
+			// Initialize the databases
+			this.relayDatabase = new Dictionary<Guid, Dictionary<int, IAntennaRelay>>();
+			this.vesselPartCountTable = new Dictionary<Guid, int>();
+			this.CheckedVesselsTable = new Dictionary<Guid, bool>();
+
+			this.cacheHits = 0;
+			this.cacheMisses = 0;
+
+			// Subscribe to some events
+			GameEvents.onVesselWasModified.Add(this.onVesselEvent);
+			GameEvents.onVesselChange.Add(this.onVesselEvent);
+			GameEvents.onVesselDestroy.Add(this.onVesselEvent);
+			GameEvents.onGameSceneLoadRequested.Add(this.onSceneChange);
+			GameEvents.onPartCouple.Add(this.onFromPartToPartEvent);
+			GameEvents.onPartUndock.Add(this.onPartEvent);
+		}
+
+		~RelayDatabase()
+		{
+			// Unsubscribe from the events
+			GameEvents.onVesselWasModified.Remove(this.onVesselEvent);
+			GameEvents.onVesselChange.Remove(this.onVesselEvent);
+			GameEvents.onVesselDestroy.Remove(this.onVesselEvent);
+			GameEvents.onGameSceneLoadRequested.Remove(this.onSceneChange);
+			GameEvents.onPartCouple.Remove(this.onFromPartToPartEvent);
+			GameEvents.onPartUndock.Remove(this.onPartEvent);
+
+			Tools.PostDebugMessage(this.GetType().Name + " destroyed.");
+
+			KSPLog.print(string.Format(
+				"{0} destructed.  Cache hits: {1}, misses: {2}, hit rate: {3:P1}",
+				this.GetType().Name,
+				this.cacheHits,
+				this.cacheMisses,
+				(float)this.cacheHits / (float)(this.cacheMisses + this.cacheHits)
+			));
+		}
+
+		#if DEBUG
+		public void Dump()
+		{
+			StringBuilder sb = new StringBuilder();
+
+			sb.Append("Dumping RelayDatabase:");
+
+			foreach (Guid id in this.relayDatabase.Keys)
+			{
+				sb.AppendFormat("\nVessel {0}:", id);
+
+				foreach (IAntennaRelay relay in this.relayDatabase[id].Values)
+				{
+					sb.AppendFormat("\n\t{0}", relay.ToString());
+				}
+			}
+
+			Tools.PostDebugMessage(sb.ToString());
+		}
+		#endif
+	}
+}
+
+