refactor: improve PrimLimitsModule to call ILandObject.GetSimulatorMaxPrimCount() rather than use copy/pasted code
							parent
							
								
									340e3ccf16
								
							
						
					
					
						commit
						e3b8d42bbc
					
				| 
						 | 
				
			
			@ -76,22 +76,24 @@ namespace OpenSim.Region.OptionalModules
 | 
			
		|||
        
 | 
			
		||||
        public void AddRegion(Scene scene)
 | 
			
		||||
        {
 | 
			
		||||
            if(!m_enabled)
 | 
			
		||||
            if (!m_enabled)
 | 
			
		||||
            {
 | 
			
		||||
                return;
 | 
			
		||||
            }
 | 
			
		||||
            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)
 | 
			
		||||
        {
 | 
			
		||||
            if(m_enabled)
 | 
			
		||||
            if (m_enabled)
 | 
			
		||||
            {
 | 
			
		||||
                return;
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            scene.Permissions.OnRezObject -= CanRezObject;
 | 
			
		||||
            scene.Permissions.OnObjectEntry -= CanObjectEnter;
 | 
			
		||||
            scene.Permissions.OnDuplicateObject -= CanDuplicateObject;
 | 
			
		||||
| 
						 | 
				
			
			@ -104,13 +106,11 @@ namespace OpenSim.Region.OptionalModules
 | 
			
		|||
 | 
			
		||||
        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);
 | 
			
		||||
            ILandObject lo = scene.LandChannel.GetLandObject(objectPosition.X, objectPosition.Y);
 | 
			
		||||
            int usedPrims = lo.PrimCounts.Total;
 | 
			
		||||
            int simulatorCapacity = lo.GetSimulatorMaxPrimCount();
 | 
			
		||||
 | 
			
		||||
            if(objectCount + usedPrims > simulatorCapacity)
 | 
			
		||||
            if (objectCount + usedPrims > simulatorCapacity)
 | 
			
		||||
            {
 | 
			
		||||
                m_dialogModule.SendAlertToUser(owner, "Unable to rez object because the parcel is too full");
 | 
			
		||||
                return false;
 | 
			
		||||
| 
						 | 
				
			
			@ -118,7 +118,7 @@ namespace OpenSim.Region.OptionalModules
 | 
			
		|||
 | 
			
		||||
            return true;
 | 
			
		||||
        }
 | 
			
		||||
        //OnMoveObject
 | 
			
		||||
 | 
			
		||||
        private bool CanObjectEnter(UUID objectID, bool enteringRegion, Vector3 newPoint, Scene scene)
 | 
			
		||||
        {
 | 
			
		||||
            SceneObjectPart obj = scene.GetSceneObjectPart(objectID);
 | 
			
		||||
| 
						 | 
				
			
			@ -126,11 +126,9 @@ namespace OpenSim.Region.OptionalModules
 | 
			
		|||
            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);
 | 
			
		||||
 | 
			
		||||
            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
 | 
			
		||||
| 
						 | 
				
			
			@ -138,36 +136,39 @@ namespace OpenSim.Region.OptionalModules
 | 
			
		|||
            {
 | 
			
		||||
                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
 | 
			
		||||
 | 
			
		||||
            // TODO: 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);
 | 
			
		||||
            ILandObject lo = scene.LandChannel.GetLandObject(objectPosition.X, objectPosition.Y);
 | 
			
		||||
            int usedPrims = lo.PrimCounts.Total;
 | 
			
		||||
            int simulatorCapacity = lo.GetSimulatorMaxPrimCount();
 | 
			
		||||
 | 
			
		||||
            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