Adds an optional module to enforce prim limits on a given parcel Takes into account acculmitive prim allowance when multiple parcels are owned by the same avatar on the same region. Does not handle prims that are moved by a script or account for temporary objects at the time of creation. other wise handles all tested cases including: Creating a new object from the build menu Moving an object from another parcel duplicating an object via shift move rezing an object from a script
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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.Reflection;
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using log4net;
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using Mono.Addins;
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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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namespace OpenSim.Region.OptionalModules
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{
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    /// <summary>
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    /// Simplest possible example of a non-shared region module.
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    /// </summary>
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    /// <remarks>
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    /// This module is the simplest possible example of a non-shared region module (a module where each scene/region
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    /// in the simulator has its own copy).  If anybody wants to create a more complex example in the future then 
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    /// please create a separate class.
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    /// 
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    /// This module is not active by default.  If you want to see it in action, 
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    /// then just uncomment the line below starting with [Extension(Path...
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    /// 
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    /// When the module is enabled it will print messages when it receives certain events to the screen and the log
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    /// file.
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    /// </remarks>
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    [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "PrimLimitsModule")]
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    public class BareBonesNonSharedModule : INonSharedRegionModule
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    {
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        protected IDialogModule m_dialogModule;
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        private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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        public string Name { get { return "Prim Limits Module"; } }        
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        public Type ReplaceableInterface { get { return null; } }
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        public void Initialise(IConfigSource source)
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        {
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            m_log.DebugFormat("[PRIM LIMITS]: INITIALIZED MODULE");
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        }
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        public void Close()
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        {
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            m_log.DebugFormat("[PRIM LIMITS]: CLOSED MODULE");
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        }
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        public void AddRegion(Scene scene)
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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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            m_log.DebugFormat("[PRIM LIMITS]: REGION {0} ADDED", scene.RegionInfo.RegionName);
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        }
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        public void RemoveRegion(Scene scene)
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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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            m_log.DebugFormat("[PRIM LIMITS]: REGION {0} REMOVED", scene.RegionInfo.RegionName);
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        }        
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        public void RegionLoaded(Scene scene)
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        {
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            m_dialogModule = scene.RequestModuleInterface<IDialogModule>();
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            m_log.DebugFormat("[PRIM LIMITS]: REGION {0} LOADED", scene.RegionInfo.RegionName);
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        }                
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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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            if(objectCount + usedPrims > simulatorCapacity)
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            {
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                m_dialogModule.SendAlertToUser(owner, "Unable to rez 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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        //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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            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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            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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            // 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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            // 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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            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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            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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}
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