Adding the prim count module skeleton
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38bfdb0c9d
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0936455725
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@ -14,6 +14,7 @@
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<RegionModule id="InventoryAccessModule" type="OpenSim.Region.CoreModules.Framework.InventoryAccess.BasicInventoryAccessModule" />
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<RegionModule id="InventoryAccessModule" type="OpenSim.Region.CoreModules.Framework.InventoryAccess.BasicInventoryAccessModule" />
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<RegionModule id="HGInventoryAccessModule" type="OpenSim.Region.CoreModules.Framework.InventoryAccess.HGInventoryAccessModule" />
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<RegionModule id="HGInventoryAccessModule" type="OpenSim.Region.CoreModules.Framework.InventoryAccess.HGInventoryAccessModule" />
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<RegionModule id="LandManagementModule" type="OpenSim.Region.CoreModules.World.Land.LandManagementModule" />
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<RegionModule id="LandManagementModule" type="OpenSim.Region.CoreModules.World.Land.LandManagementModule" />
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<RegionModule id="PrimCountModule" type="OpenSim.Region.CoreModules.World.Land.PrimCountModule" />
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<RegionModule id="ExportSerialisationModule" type="OpenSim.Region.CoreModules.World.Serialiser.SerialiserModule" />
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<RegionModule id="ExportSerialisationModule" type="OpenSim.Region.CoreModules.World.Serialiser.SerialiserModule" />
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<RegionModule id="ArchiverModule" type="OpenSim.Region.CoreModules.World.Archiver.ArchiverModule" />
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<RegionModule id="ArchiverModule" type="OpenSim.Region.CoreModules.World.Archiver.ArchiverModule" />
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<RegionModule id="CapabilitiesModule" type="OpenSim.Region.CoreModules.Agent.Capabilities.CapabilitiesModule" />
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<RegionModule id="CapabilitiesModule" type="OpenSim.Region.CoreModules.Agent.Capabilities.CapabilitiesModule" />
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@ -0,0 +1,112 @@
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/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSimulator Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Reflection;
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using log4net;
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using Nini.Config;
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using OpenMetaverse;
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using OpenSim.Framework;
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using OpenSim.Region.Framework.Interfaces;
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using OpenSim.Region.Framework.Scenes;
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using OpenSim.Services.Interfaces;
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namespace OpenSim.Region.CoreModules.World.Land
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{
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public class PrimCountModule : IPrimCountModule, INonSharedRegionModule
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{
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private static readonly ILog m_log =
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LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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private Scene m_Scene;
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public Type ReplaceableInterface
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{
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get { return null; }
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}
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public void Initialise(IConfigSource source)
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{
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}
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public void AddRegion(Scene scene)
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{
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m_Scene = scene;
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m_Scene.EventManager.OnParcelPrimCountAdd +=
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OnParcelPrimCountAdd;
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m_Scene.EventManager.OnObjectBeingRemovedFromScene +=
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OnObjectBeingRemovedFromScene;
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m_Scene.EventManager.OnParcelPrimCountTainted +=
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OnParcelPrimCountTainted;
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}
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public void RegionLoaded(Scene scene)
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{
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}
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public void RemoveRegion(Scene scene)
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{
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}
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public void Close()
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{
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}
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public string Name
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{
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get { return "PrimCountModule"; }
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}
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private void OnParcelPrimCountAdd(SceneObjectGroup obj)
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{
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}
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private void OnObjectBeingRemovedFromScene(SceneObjectGroup obj)
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{
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}
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private void OnParcelPrimCountTainted()
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{
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}
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public void TaintPrimCount(ILandObject land)
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{
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}
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public void TaintPrimCount(int x, int y)
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{
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}
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public void TaintPrimCount()
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{
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}
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}
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}
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