Merge branch 'ubitwork' of ssh://3dhosting.de/var/git/careminster into ubitwork
commit
4737839b3a
|
@ -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)
|
||||||
|
|
Loading…
Reference in New Issue