ModuleLimitedDataTransmitter: Changed ToString to not include the vessel name if the vessel is null.
ModuleLimitedDataTransmitter: Changed ToString to not include the vessel name if the vessel is null.

--- a/AntennaRelay.cs
+++ b/AntennaRelay.cs
@@ -21,7 +21,7 @@
 
 namespace AntennaRange
 {
-	public class AntennaRelay : IAntennaRelay
+	public class AntennaRelay
 	{
 		// We don't have a Bard, so we'll hide Kerbin here.
 		protected CelestialBody Kerbin;
@@ -98,7 +98,7 @@
 		/// 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)
 			{
@@ -138,9 +138,10 @@
 					.ToList();
 
 			nearbyVessels.RemoveAll(v => v.vesselType == VesselType.Debris);
-
-			Tools.PostDebugMessage(string.Format(
-				"{0}: Non-debris vessels in range: {1}",
+			nearbyVessels.RemoveAll(v => v.vesselType == VesselType.Flag);
+
+			Tools.PostDebugMessage(string.Format(
+				"{0}: Non-debris, non-flag vessels in range: {1}",
 				this.GetType().Name,
 				nearbyVessels.Count
 				));
@@ -207,14 +208,6 @@
 			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>

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.
+
+

--- 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.name,
+					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.name);
+			}
+
+			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("0.6.2.*")]
+// 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 +56,53 @@
 		}
 
 		/// <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.name,
+					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;
 		}
 	}
 }

file:b/RelayDatabase.cs (new)
--- /dev/null
+++ b/RelayDatabase.cs
@@ -1,1 +1,277 @@
-
+// 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 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;
+
+		/*
+		 * 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);
+				}
+				// If our part count disagrees with the vessel's part count...
+				if (this.vesselPartCountTable[vessel.id] != vessel.Parts.Count)
+				{
+					// ...Update the our vessel in the cache
+					this.UpdateVessel(vessel);
+				}
+
+				// 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 (relayDatabase.ContainsKey(vessel.id))
+			{
+				// ...post an error
+				Debug.LogWarning(string.Format(
+					"{0}: Cannot add vessel '{1}' (id: {2}): Already in database.",
+					this.GetType().Name,
+					vessel.name,
+					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 (!relayDatabase.ContainsKey(vessel.id))
+			{
+				throw new InvalidOperationException(string.Format(
+					"{0}: Update called vessel '{1}' (id: {2}) not in database: vessel will be added.",
+					this.GetType().Name,
+					vessel.name,
+					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;
+		}
+
+		// Returns true if both the relayDatabase and the vesselPartCountDB contain the vessel id.
+		public bool ContainsKey(Guid key)
+		{
+			return (this.relayDatabase.ContainsKey(key) & this.vesselPartCountTable.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 onVesselWasModified(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)
+				{
+					Tools.PostDebugMessage(string.Format(
+						"{0}: dirtying cache for vessel '{1}' (id: {2}).",
+						this.GetType().Name,
+						vessel.name,
+						vessel.id
+					));
+
+					// Dirty the cache (real vessels will never have negative part counts)
+					this.vesselPartCountTable[vessel.id] = -1;
+				}
+			}
+		}
+
+		// 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.onVesselWasModified(FlightGlobals.ActiveVessel);
+			}
+		}
+
+		// 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.name
+			));
+
+			// 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.name
+				));
+
+				// 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.",
+					"IAntennaRelay",
+					vessel.name
+				));
+
+				// Loop through the ProtoPartModuleSnapshots in the Vessel...
+				foreach (ProtoPartSnapshot pps in vessel.protoVessel.protoPartSnapshots)
+				{
+					// ...Fetch the prefab, because it's more useful for what we're doing.
+					Part partPrefab = PartLoader.getPartInfoByName(pps.partName).partPrefab;
+
+					// ...loop through the PartModules in the prefab...
+					foreach (PartModule module in partPrefab.Modules)
+					{
+						// ...if the module is a relay...
+						if (module is IAntennaRelay)
+						{
+							// ...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}' has {2} transmitters.",
+				"IAntennaRelay",
+				vessel.name,
+				relays.Count
+			));
+		}
+
+		// Construct the singleton
+		protected RelayDatabase()
+		{
+			// Initialize the databases
+			relayDatabase =	new Dictionary<Guid, Dictionary<int, IAntennaRelay>>();
+			vesselPartCountTable = new Dictionary<Guid, int>();
+
+			// Subscribe to some events
+			GameEvents.onVesselWasModified.Add(this.onVesselWasModified);
+			GameEvents.onVesselChange.Add(this.onVesselWasModified);
+			GameEvents.onGameSceneLoadRequested.Add(this.onSceneChange);
+		}
+
+		~RelayDatabase()
+		{
+			// Unsubscribe from the events
+			GameEvents.onVesselWasModified.Remove(this.onVesselWasModified);
+			GameEvents.onVesselChange.Remove(this.onVesselWasModified);
+			GameEvents.onGameSceneLoadRequested.Remove(this.onSceneChange);
+
+			Tools.PostDebugMessage(this.GetType().Name + " destroyed.");
+		}
+	}
+}
+
+