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