removed potencial null refs and rearrange code a bit
parent
e642b80a79
commit
1090ff7278
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@ -121,27 +121,14 @@ namespace OpenSim.Region.OptionalModules
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private bool CanObjectEnter(UUID objectID, bool enteringRegion, Vector3 newPoint, Scene scene)
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{
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if ((newPoint.X > 257f || newPoint.X < -1f || newPoint.Y > 257f || newPoint.Y < -1f))
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if (newPoint.X < -1f || newPoint.X > (float)(Constants.RegionSize + 1) ||
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newPoint.Y < -1f || newPoint.Y > (float)(Constants.RegionSize + 1))
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return true;
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SceneObjectPart obj = scene.GetSceneObjectPart(objectID);
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Vector3 oldPoint = obj.GroupPosition;
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int objectCount = obj.ParentGroup.PrimCount;
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ILandObject oldParcel = scene.LandChannel.GetLandObject(oldPoint.X, oldPoint.Y);
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ILandObject newParcel = scene.LandChannel.GetLandObject(newPoint.X, newPoint.Y);
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if (newParcel == null)
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return true;
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int usedPrims = newParcel.PrimCounts.Total;
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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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if(oldParcel.Equals(newParcel))
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{
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return true;
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}
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if (obj == null)
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return false;
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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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@ -150,6 +137,25 @@ namespace OpenSim.Region.OptionalModules
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return true;
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}
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ILandObject newParcel = scene.LandChannel.GetLandObject(newPoint.X, newPoint.Y);
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if (newParcel == null)
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return true;
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Vector3 oldPoint = obj.GroupPosition;
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ILandObject oldParcel = scene.LandChannel.GetLandObject(oldPoint.X, oldPoint.Y);
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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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if(oldParcel != null && oldParcel.Equals(newParcel))
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{
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return true;
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}
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int objectCount = obj.ParentGroup.PrimCount;
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int usedPrims = newParcel.PrimCounts.Total;
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int simulatorCapacity = newParcel.GetSimulatorMaxPrimCount();
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// TODO: Add Special Case here for temporary prims
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if(objectCount + usedPrims > simulatorCapacity)
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