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
parent
2b88d8f93f
commit
65d595597d
|
@ -0,0 +1,163 @@
|
|||
/*
|
||||
* Copyright (c) Contributors, http://opensimulator.org/
|
||||
* See CONTRIBUTORS.TXT for a full list of copyright holders.
|
||||
*
|
||||
* Redistribution and use in source and binary forms, with or without
|
||||
* modification, are permitted provided that the following conditions are met:
|
||||
* * Redistributions of source code must retain the above copyright
|
||||
* notice, this list of conditions and the following disclaimer.
|
||||
* * Redistributions in binary form must reproduce the above copyright
|
||||
* notice, this list of conditions and the following disclaimer in the
|
||||
* documentation and/or other materials provided with the distribution.
|
||||
* * Neither the name of the OpenSimulator Project nor the
|
||||
* names of its contributors may be used to endorse or promote products
|
||||
* derived from this software without specific prior written permission.
|
||||
*
|
||||
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
|
||||
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
||||
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*/
|
||||
|
||||
using System;
|
||||
using System.Reflection;
|
||||
using log4net;
|
||||
using Mono.Addins;
|
||||
using Nini.Config;
|
||||
using OpenMetaverse;
|
||||
using OpenSim.Framework;
|
||||
using OpenSim.Region.Framework.Interfaces;
|
||||
using OpenSim.Region.Framework.Scenes;
|
||||
|
||||
namespace OpenSim.Region.OptionalModules
|
||||
{
|
||||
/// <summary>
|
||||
/// Simplest possible example of a non-shared region module.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// This module is the simplest possible example of a non-shared region module (a module where each scene/region
|
||||
/// in the simulator has its own copy). If anybody wants to create a more complex example in the future then
|
||||
/// please create a separate class.
|
||||
///
|
||||
/// This module is not active by default. If you want to see it in action,
|
||||
/// then just uncomment the line below starting with [Extension(Path...
|
||||
///
|
||||
/// When the module is enabled it will print messages when it receives certain events to the screen and the log
|
||||
/// file.
|
||||
/// </remarks>
|
||||
[Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "PrimLimitsModule")]
|
||||
public class BareBonesNonSharedModule : INonSharedRegionModule
|
||||
{
|
||||
protected IDialogModule m_dialogModule;
|
||||
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
|
||||
|
||||
public string Name { get { return "Prim Limits Module"; } }
|
||||
|
||||
public Type ReplaceableInterface { get { return null; } }
|
||||
|
||||
public void Initialise(IConfigSource source)
|
||||
{
|
||||
m_log.DebugFormat("[PRIM LIMITS]: INITIALIZED MODULE");
|
||||
}
|
||||
|
||||
public void Close()
|
||||
{
|
||||
m_log.DebugFormat("[PRIM LIMITS]: CLOSED MODULE");
|
||||
}
|
||||
|
||||
public void AddRegion(Scene scene)
|
||||
{
|
||||
scene.Permissions.OnRezObject += CanRezObject;
|
||||
scene.Permissions.OnObjectEntry += CanObjectEnter;
|
||||
scene.Permissions.OnDuplicateObject += CanDuplicateObject;
|
||||
m_log.DebugFormat("[PRIM LIMITS]: REGION {0} ADDED", scene.RegionInfo.RegionName);
|
||||
}
|
||||
|
||||
public void RemoveRegion(Scene scene)
|
||||
{
|
||||
scene.Permissions.OnRezObject -= CanRezObject;
|
||||
scene.Permissions.OnObjectEntry -= CanObjectEnter;
|
||||
scene.Permissions.OnDuplicateObject -= CanDuplicateObject;
|
||||
m_log.DebugFormat("[PRIM LIMITS]: REGION {0} REMOVED", scene.RegionInfo.RegionName);
|
||||
}
|
||||
|
||||
public void RegionLoaded(Scene scene)
|
||||
{
|
||||
m_dialogModule = scene.RequestModuleInterface<IDialogModule>();
|
||||
m_log.DebugFormat("[PRIM LIMITS]: REGION {0} LOADED", scene.RegionInfo.RegionName);
|
||||
}
|
||||
private bool CanRezObject(int objectCount, UUID owner, Vector3 objectPosition, Scene scene)
|
||||
{
|
||||
// This may be a little long winded and can probably be optomized
|
||||
int usedPrims = scene.LandChannel.GetLandObject(objectPosition.X,objectPosition.Y).PrimCounts.Total;
|
||||
LandData landData = scene.LandChannel.GetLandObject(objectPosition.X,objectPosition.Y).LandData;
|
||||
int simulatorCapacity = (int)(((float)landData.SimwideArea / 65536.0f) *
|
||||
(float)scene.RegionInfo.ObjectCapacity * (float)scene.RegionInfo.RegionSettings.ObjectBonus);
|
||||
|
||||
if(objectCount + usedPrims > simulatorCapacity)
|
||||
{
|
||||
m_dialogModule.SendAlertToUser(owner, "Unable to rez object because the parcel is too full");
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
//OnMoveObject
|
||||
private bool CanObjectEnter(UUID objectID, bool enteringRegion, Vector3 newPoint, Scene scene)
|
||||
{
|
||||
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);
|
||||
|
||||
int usedPrims=newParcel.PrimCounts.Total;
|
||||
LandData landData = newParcel.LandData;
|
||||
int simulatorCapacity = (int)(((float)landData.SimwideArea / 65536.0f) *
|
||||
(float)scene.RegionInfo.ObjectCapacity * (float)scene.RegionInfo.RegionSettings.ObjectBonus);
|
||||
|
||||
// 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
|
||||
// moving a child prim, just let it pass
|
||||
if(!obj.IsRoot)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
// Add Special Case here for temporary prims
|
||||
|
||||
if(objectCount + usedPrims > simulatorCapacity)
|
||||
{
|
||||
m_dialogModule.SendAlertToUser(obj.OwnerID, "Unable to move object because the destination parcel is too full");
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
//OnDuplicateObject
|
||||
private bool CanDuplicateObject(int objectCount, UUID objectID, UUID owner, Scene scene, Vector3 objectPosition)
|
||||
{
|
||||
// This may be a little long winded and can probably be optomized
|
||||
int usedPrims = scene.LandChannel.GetLandObject(objectPosition.X,objectPosition.Y).PrimCounts.Total;
|
||||
LandData landData = scene.LandChannel.GetLandObject(objectPosition.X,objectPosition.Y).LandData;
|
||||
int simulatorCapacity = (int)(((float)landData.SimwideArea / 65536.0f) *
|
||||
(float)scene.RegionInfo.ObjectCapacity * (float)scene.RegionInfo.RegionSettings.ObjectBonus);
|
||||
|
||||
if(objectCount + usedPrims > simulatorCapacity)
|
||||
{
|
||||
m_dialogModule.SendAlertToUser(owner, "Unable to duplicate object because the parcel is too full");
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue