Merge branch 'master' of ssh://opensimulator.org/var/git/opensim
commit
082a9ecd31
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@ -35,8 +35,8 @@ namespace OpenSim.Framework
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public interface ILandObject
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{
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int GetParcelMaxPrimCount(ILandObject thisObject);
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int GetSimulatorMaxPrimCount(ILandObject thisObject);
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int GetParcelMaxPrimCount();
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int GetSimulatorMaxPrimCount();
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int GetPrimsFree();
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LandData LandData { get; set; }
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@ -349,7 +349,10 @@ namespace OpenSim.Region.CoreModules.World.Archiver
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}
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if (!m_merge)
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m_scene.LandChannel.Clear(false);
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{
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bool setupDefaultParcel = (landData.Count == 0);
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m_scene.LandChannel.Clear(setupDefaultParcel);
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}
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m_scene.EventManager.TriggerIncomingLandDataFromStorage(landData);
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m_log.InfoFormat("[ARCHIVER]: Restored {0} parcels.", landData.Count);
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@ -313,6 +313,8 @@ namespace OpenSim.Region.CoreModules.World.Archiver.Tests
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Assert.That(loadedSoundAsset, Is.Not.Null, "loaded sound asset was null");
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Assert.That(loadedSoundAsset.Data, Is.EqualTo(soundData), "saved and loaded sound data do not match");
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Assert.Greater(m_scene.LandChannel.AllParcels().Count, 0, "incorrect number of parcels");
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// Temporary
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Console.WriteLine("Successfully completed {0}", MethodBase.GetCurrentMethod());
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}
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@ -520,8 +520,12 @@ namespace OpenSim.Region.CoreModules.World.Land
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}
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}
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/// <summary>
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/// Like handleEventManagerOnSignificantClientMovement, but called with an AgentUpdate regardless of distance.
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/// </summary>
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/// <param name="avatar"></param>
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public void EventManagerOnClientMovement(ScenePresence avatar)
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//Like handleEventManagerOnSignificantClientMovement, but called with an AgentUpdate regardless of distance.
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//
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{
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ILandObject over = GetLandObject(avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y);
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if (over != null)
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@ -534,7 +538,6 @@ namespace OpenSim.Region.CoreModules.World.Land
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}
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}
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public void ClientOnParcelAccessListRequest(UUID agentID, UUID sessionID, uint flags, int sequenceID,
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int landLocalID, IClientAPI remote_client)
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{
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@ -670,13 +673,13 @@ namespace OpenSim.Region.CoreModules.World.Land
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}
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m_landList.Clear();
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}
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ResetSimLandObjects();
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if (setupDefaultParcel)
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CreateDefaultParcel();
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}
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}
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private void performFinalLandJoin(ILandObject master, ILandObject slave)
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{
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@ -1390,10 +1393,13 @@ namespace OpenSim.Region.CoreModules.World.Land
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}
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public void EventManagerOnNoLandDataFromStorage()
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{
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lock (m_landList)
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{
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ResetSimLandObjects();
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CreateDefaultParcel();
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}
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}
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#endregion
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@ -67,7 +67,7 @@ namespace OpenSim.Region.CoreModules.World.Land
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public int GetPrimsFree()
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{
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m_scene.EventManager.TriggerParcelPrimCountUpdate();
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int free = GetSimulatorMaxPrimCount(this) - m_landData.SimwidePrims;
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int free = GetSimulatorMaxPrimCount() - m_landData.SimwidePrims;
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return free;
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}
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@ -181,11 +181,11 @@ namespace OpenSim.Region.CoreModules.World.Land
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overrideSimulatorMaxPrimCount = overrideDel;
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}
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public int GetParcelMaxPrimCount(ILandObject thisObject)
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public int GetParcelMaxPrimCount()
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{
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if (overrideParcelMaxPrimCount != null)
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{
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return overrideParcelMaxPrimCount(thisObject);
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return overrideParcelMaxPrimCount(this);
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}
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else
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{
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@ -197,11 +197,12 @@ namespace OpenSim.Region.CoreModules.World.Land
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return parcelMax;
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}
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}
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public int GetSimulatorMaxPrimCount(ILandObject thisObject)
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public int GetSimulatorMaxPrimCount()
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{
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if (overrideSimulatorMaxPrimCount != null)
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{
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return overrideSimulatorMaxPrimCount(thisObject);
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return overrideSimulatorMaxPrimCount(this);
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}
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else
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{
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@ -244,8 +245,8 @@ namespace OpenSim.Region.CoreModules.World.Land
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remote_client.SendLandProperties(seq_id,
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snap_selection, request_result, this,
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(float)m_scene.RegionInfo.RegionSettings.ObjectBonus,
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GetParcelMaxPrimCount(this),
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GetSimulatorMaxPrimCount(this), regionFlags);
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GetParcelMaxPrimCount(),
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GetSimulatorMaxPrimCount(), regionFlags);
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}
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public void UpdateLandProperties(LandUpdateArgs args, IClientAPI remote_client)
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@ -70,14 +70,14 @@ namespace OpenSim.Region.CoreModules.World.Region
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false, "region restart bluebox",
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"region restart bluebox <message> <delta seconds>+",
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"Schedule a region restart",
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"Schedule a region restart after a given number of seconds. If one delta is given then the region is restarted in delta seconds time. A time to restart is sent to users in the region as a transient notice. If multiple deltas are given then a notice is sent when we reach each delta.",
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"Schedule a region restart after a given number of seconds. If one delta is given then the region is restarted in delta seconds time. A time to restart is sent to users in the region as a dismissable bluebox notice. If multiple deltas are given then a notice is sent when we reach each delta.",
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HandleRegionRestart);
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MainConsole.Instance.Commands.AddCommand("RestartModule",
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false, "region restart notice",
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"region restart notice <message> <delta seconds>+",
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"Schedule a region restart",
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"Schedule a region restart after a given number of seconds. If one delta is given then the region is restarted in delta seconds time. A time to restart is sent to users in the region as a dismissable bluebox notice. If multiple deltas are given then a notice is sent when we reach each delta.",
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"Schedule a region restart after a given number of seconds. If one delta is given then the region is restarted in delta seconds time. A time to restart is sent to users in the region as a transient notice. If multiple deltas are given then a notice is sent when we reach each delta.",
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HandleRegionRestart);
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MainConsole.Instance.Commands.AddCommand("RestartModule",
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@ -924,9 +924,9 @@ namespace OpenSim.Region.Framework.Scenes
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uint callbackID, string description, string name,
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sbyte invType, sbyte type, UUID olditemID)
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{
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m_log.DebugFormat(
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"[AGENT INVENTORY]: Received request from {0} to create inventory item link {1} in folder {2} pointing to {3}",
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remoteClient.Name, name, folderID, olditemID);
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// m_log.DebugFormat(
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// "[AGENT INVENTORY]: Received request from {0} to create inventory item link {1} in folder {2} pointing to {3}",
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// remoteClient.Name, name, folderID, olditemID);
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if (!Permissions.CanCreateUserInventory(invType, remoteClient.AgentId))
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return;
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@ -934,20 +934,25 @@ namespace OpenSim.Region.Framework.Scenes
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ScenePresence presence;
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if (TryGetScenePresence(remoteClient.AgentId, out presence))
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{
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bool linkAlreadyExists = false;
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List<InventoryItemBase> existingItems = InventoryService.GetFolderItems(remoteClient.AgentId, folderID);
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foreach (InventoryItemBase item in existingItems)
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if (item.AssetID == olditemID)
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linkAlreadyExists = true;
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if (linkAlreadyExists)
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{
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m_log.WarnFormat(
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"[AGENT INVENTORY]: Ignoring request from {0} to create item link {1} in folder {2} pointing to {3} since a link already exists",
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remoteClient.Name, name, folderID, olditemID);
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return;
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}
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// Disabled the check for duplicate links.
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//
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// When outfits are being adjusted, the viewer rapidly sends delete link messages followed by
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// create links. However, since these are handled asynchronously, the deletes do not complete before
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// the creates are handled. Therefore, we cannot enforce a duplicate link check.
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// InventoryItemBase existingLink = null;
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// List<InventoryItemBase> existingItems = InventoryService.GetFolderItems(remoteClient.AgentId, folderID);
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// foreach (InventoryItemBase item in existingItems)
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// if (item.AssetID == olditemID)
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// existingLink = item;
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//
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// if (existingLink != null)
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// {
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// m_log.WarnFormat(
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// "[AGENT INVENTORY]: Ignoring request from {0} to create item link {1} in folder {2} pointing to {3} since a link named {4} with id {5} already exists",
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// remoteClient.Name, name, folderID, olditemID, existingLink.Name, existingLink.ID);
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//
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// return;
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// }
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AssetBase asset = new AssetBase();
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asset.FullID = olditemID;
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@ -975,7 +980,11 @@ namespace OpenSim.Region.Framework.Scenes
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/// <param name="itemID"></param>
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private void RemoveInventoryItem(IClientAPI remoteClient, List<UUID> itemIDs)
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{
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//m_log.Debug("[SCENE INVENTORY]: user " + remoteClient.AgentId);
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// m_log.DebugFormat(
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// "[AGENT INVENTORY]: Removing inventory items {0} for {1}",
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// string.Join(",", itemIDs.ConvertAll<string>(uuid => uuid.ToString()).ToArray()),
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// remoteClient.Name);
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InventoryService.DeleteItems(remoteClient.AgentId, itemIDs);
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}
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@ -83,6 +83,7 @@ namespace OpenSim.Region.OptionalModules
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scene.Permissions.OnRezObject += CanRezObject;
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scene.Permissions.OnObjectEntry += CanObjectEnter;
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scene.Permissions.OnDuplicateObject += CanDuplicateObject;
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m_log.DebugFormat("[PRIM LIMITS]: Region {0} added", scene.RegionInfo.RegionName);
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}
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@ -92,6 +93,7 @@ namespace OpenSim.Region.OptionalModules
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{
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return;
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}
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scene.Permissions.OnRezObject -= CanRezObject;
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scene.Permissions.OnObjectEntry -= CanObjectEnter;
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scene.Permissions.OnDuplicateObject -= CanDuplicateObject;
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@ -104,11 +106,9 @@ namespace OpenSim.Region.OptionalModules
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private bool CanRezObject(int objectCount, UUID owner, Vector3 objectPosition, Scene scene)
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{
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// This may be a little long winded and can probably be optomized
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int usedPrims = scene.LandChannel.GetLandObject(objectPosition.X,objectPosition.Y).PrimCounts.Total;
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LandData landData = scene.LandChannel.GetLandObject(objectPosition.X,objectPosition.Y).LandData;
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int simulatorCapacity = (int)(((float)landData.SimwideArea / 65536.0f) *
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(float)scene.RegionInfo.ObjectCapacity * (float)scene.RegionInfo.RegionSettings.ObjectBonus);
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ILandObject lo = scene.LandChannel.GetLandObject(objectPosition.X, objectPosition.Y);
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int usedPrims = lo.PrimCounts.Total;
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int simulatorCapacity = lo.GetSimulatorMaxPrimCount();
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if (objectCount + usedPrims > simulatorCapacity)
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{
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@ -118,7 +118,7 @@ namespace OpenSim.Region.OptionalModules
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return true;
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}
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//OnMoveObject
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private bool CanObjectEnter(UUID objectID, bool enteringRegion, Vector3 newPoint, Scene scene)
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{
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SceneObjectPart obj = scene.GetSceneObjectPart(objectID);
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@ -128,9 +128,7 @@ namespace OpenSim.Region.OptionalModules
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ILandObject newParcel = scene.LandChannel.GetLandObject(newPoint.X, newPoint.Y);
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int usedPrims = newParcel.PrimCounts.Total;
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LandData landData = newParcel.LandData;
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int simulatorCapacity = (int)(((float)landData.SimwideArea / 65536.0f) *
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(float)scene.RegionInfo.ObjectCapacity * (float)scene.RegionInfo.RegionSettings.ObjectBonus);
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int simulatorCapacity = newParcel.GetSimulatorMaxPrimCount();
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// The prim hasn't crossed a region boundry so we don't need to worry
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// about prim counts here
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@ -138,35 +136,38 @@ namespace OpenSim.Region.OptionalModules
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{
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return true;
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}
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// Prim counts are determined by the location of the root prim. if we're
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// moving a child prim, just let it pass
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if(!obj.IsRoot)
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{
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return true;
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}
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// Add Special Case here for temporary prims
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// TODO: Add Special Case here for temporary prims
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if(objectCount + usedPrims > simulatorCapacity)
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{
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m_dialogModule.SendAlertToUser(obj.OwnerID, "Unable to move object because the destination parcel is too full");
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return false;
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}
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return true;
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}
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//OnDuplicateObject
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private bool CanDuplicateObject(int objectCount, UUID objectID, UUID owner, Scene scene, Vector3 objectPosition)
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{
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// This may be a little long winded and can probably be optomized
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int usedPrims = scene.LandChannel.GetLandObject(objectPosition.X,objectPosition.Y).PrimCounts.Total;
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LandData landData = scene.LandChannel.GetLandObject(objectPosition.X,objectPosition.Y).LandData;
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int simulatorCapacity = (int)(((float)landData.SimwideArea / 65536.0f) *
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(float)scene.RegionInfo.ObjectCapacity * (float)scene.RegionInfo.RegionSettings.ObjectBonus);
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ILandObject lo = scene.LandChannel.GetLandObject(objectPosition.X, objectPosition.Y);
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int usedPrims = lo.PrimCounts.Total;
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int simulatorCapacity = lo.GetSimulatorMaxPrimCount();
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if(objectCount + usedPrims > simulatorCapacity)
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{
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m_dialogModule.SendAlertToUser(owner, "Unable to duplicate object because the parcel is too full");
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return false;
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}
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return true;
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}
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}
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@ -9908,31 +9908,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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public LSL_Integer llGetParcelMaxPrims(LSL_Vector pos, int sim_wide)
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{
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m_host.AddScriptLPS(1);
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// Alondria: This currently just is utilizing the normal grid's 0.22 prims/m2 calculation
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// Which probably will be irrelevent in OpenSim....
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LandData land = World.GetLandData((float)pos.x, (float)pos.y);
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float bonusfactor = (float)World.RegionInfo.RegionSettings.ObjectBonus;
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ILandObject lo = World.LandChannel.GetLandObject((float)pos.x, (float)pos.y);
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if (land == null)
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{
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if (lo == null)
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return 0;
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}
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if (sim_wide != 0)
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{
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decimal v = land.SimwideArea * (decimal)(0.22) * (decimal)bonusfactor;
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return (int)v;
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}
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return lo.GetSimulatorMaxPrimCount();
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else
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{
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decimal v = land.Area * (decimal)(0.22) * (decimal)bonusfactor;
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return (int)v;
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}
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return lo.GetParcelMaxPrimCount();
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}
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public LSL_List llGetParcelDetails(LSL_Vector pos, LSL_List param)
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@ -30,6 +30,7 @@ using System.Collections;
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using System.IO;
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using System.Net;
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using System.Reflection;
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using System.Security;
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using System.Text;
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using log4net;
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using Nini.Config;
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|
@ -143,7 +144,7 @@ namespace OpenSim.Server.Handlers.Grid
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sb.Append("<gridinfo>\n");
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foreach (string k in _info.Keys)
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{
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sb.AppendFormat("<{0}>{1}</{0}>\n", k, _info[k]);
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sb.AppendFormat("<{0}>{1}</{0}>\n", k, SecurityElement.Escape(_info[k].ToString()));
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}
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sb.Append("</gridinfo>\n");
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|
||||
|
|
|
@ -40,10 +40,12 @@ namespace OpenSim.Tests.Common.Mock
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public class TestLandChannel : ILandChannel
|
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{
|
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private Scene m_scene;
|
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private List<ILandObject> m_parcels;
|
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|
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public TestLandChannel(Scene scene)
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{
|
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m_scene = scene;
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m_parcels = new List<ILandObject>();
|
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}
|
||||
|
||||
public List<ILandObject> ParcelsNearPoint(Vector3 position)
|
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|
@ -53,12 +55,19 @@ namespace OpenSim.Tests.Common.Mock
|
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|
||||
public List<ILandObject> AllParcels()
|
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{
|
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return new List<ILandObject>();
|
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return m_parcels;
|
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}
|
||||
|
||||
public void Clear(bool setupDefaultParcel)
|
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{
|
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// Intentionally blank since we don't save any parcel data in the test channel
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m_parcels.Clear();
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|
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if (setupDefaultParcel)
|
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{
|
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ILandObject obj = new LandObject(UUID.Zero, false, m_scene);
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obj.LandData.Name = "Your Parcel";
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m_parcels.Add(obj);
|
||||
}
|
||||
}
|
||||
|
||||
protected ILandObject GetNoLand()
|
||||
|
|
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Reference in New Issue