removed potencial null refs and rearrange code a bit

avinationmerge
UbitUmarov 2012-11-04 14:57:27 +00:00
parent e642b80a79
commit 1090ff7278
1 changed files with 19 additions and 13 deletions

View File

@ -121,27 +121,14 @@ namespace OpenSim.Region.OptionalModules
private bool CanObjectEnter(UUID objectID, bool enteringRegion, Vector3 newPoint, Scene scene) private bool CanObjectEnter(UUID objectID, bool enteringRegion, Vector3 newPoint, Scene scene)
{ {
if ((newPoint.X > 257f || newPoint.X < -1f || newPoint.Y > 257f || newPoint.Y < -1f)) if (newPoint.X < -1f || newPoint.X > (float)(Constants.RegionSize + 1) ||
newPoint.Y < -1f || newPoint.Y > (float)(Constants.RegionSize + 1))
return true; return true;
SceneObjectPart obj = scene.GetSceneObjectPart(objectID); SceneObjectPart obj = scene.GetSceneObjectPart(objectID);
Vector3 oldPoint = obj.GroupPosition;
int objectCount = obj.ParentGroup.PrimCount;
ILandObject oldParcel = scene.LandChannel.GetLandObject(oldPoint.X, oldPoint.Y);
ILandObject newParcel = scene.LandChannel.GetLandObject(newPoint.X, newPoint.Y);
if (newParcel == null) if (obj == null)
return true; return false;
int usedPrims = newParcel.PrimCounts.Total;
int simulatorCapacity = newParcel.GetSimulatorMaxPrimCount();
// The prim hasn't crossed a region boundry so we don't need to worry
// about prim counts here
if(oldParcel.Equals(newParcel))
{
return true;
}
// Prim counts are determined by the location of the root prim. if we're // Prim counts are determined by the location of the root prim. if we're
// moving a child prim, just let it pass // moving a child prim, just let it pass
@ -150,6 +137,25 @@ namespace OpenSim.Region.OptionalModules
return true; return true;
} }
ILandObject newParcel = scene.LandChannel.GetLandObject(newPoint.X, newPoint.Y);
if (newParcel == null)
return true;
Vector3 oldPoint = obj.GroupPosition;
ILandObject oldParcel = scene.LandChannel.GetLandObject(oldPoint.X, oldPoint.Y);
// The prim hasn't crossed a region boundry so we don't need to worry
// about prim counts here
if(oldParcel != null && oldParcel.Equals(newParcel))
{
return true;
}
int objectCount = obj.ParentGroup.PrimCount;
int usedPrims = newParcel.PrimCounts.Total;
int simulatorCapacity = newParcel.GetSimulatorMaxPrimCount();
// TODO: Add Special Case here for temporary prims // TODO: Add Special Case here for temporary prims
if(objectCount + usedPrims > simulatorCapacity) if(objectCount + usedPrims > simulatorCapacity)