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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