refactor: improve PrimLimitsModule to call ILandObject.GetSimulatorMaxPrimCount() rather than use copy/pasted code

bulletsim
Justin Clark-Casey (justincc) 2011-05-14 02:51:29 +01:00
parent 340e3ccf16
commit e3b8d42bbc
1 changed files with 22 additions and 21 deletions

View File

@ -76,22 +76,24 @@ namespace OpenSim.Region.OptionalModules
public void AddRegion(Scene scene) public void AddRegion(Scene scene)
{ {
if(!m_enabled) if (!m_enabled)
{ {
return; return;
} }
scene.Permissions.OnRezObject += CanRezObject; scene.Permissions.OnRezObject += CanRezObject;
scene.Permissions.OnObjectEntry += CanObjectEnter; scene.Permissions.OnObjectEntry += CanObjectEnter;
scene.Permissions.OnDuplicateObject += CanDuplicateObject; scene.Permissions.OnDuplicateObject += CanDuplicateObject;
m_log.DebugFormat("[PRIM LIMITS]: Region {0} added", scene.RegionInfo.RegionName); m_log.DebugFormat("[PRIM LIMITS]: Region {0} added", scene.RegionInfo.RegionName);
} }
public void RemoveRegion(Scene scene) public void RemoveRegion(Scene scene)
{ {
if(m_enabled) if (m_enabled)
{ {
return; return;
} }
scene.Permissions.OnRezObject -= CanRezObject; scene.Permissions.OnRezObject -= CanRezObject;
scene.Permissions.OnObjectEntry -= CanObjectEnter; scene.Permissions.OnObjectEntry -= CanObjectEnter;
scene.Permissions.OnDuplicateObject -= CanDuplicateObject; scene.Permissions.OnDuplicateObject -= CanDuplicateObject;
@ -104,13 +106,11 @@ namespace OpenSim.Region.OptionalModules
private bool CanRezObject(int objectCount, UUID owner, Vector3 objectPosition, Scene scene) private bool CanRezObject(int objectCount, UUID owner, Vector3 objectPosition, Scene scene)
{ {
// This may be a little long winded and can probably be optomized ILandObject lo = scene.LandChannel.GetLandObject(objectPosition.X, objectPosition.Y);
int usedPrims = scene.LandChannel.GetLandObject(objectPosition.X,objectPosition.Y).PrimCounts.Total; int usedPrims = lo.PrimCounts.Total;
LandData landData = scene.LandChannel.GetLandObject(objectPosition.X,objectPosition.Y).LandData; int simulatorCapacity = lo.GetSimulatorMaxPrimCount();
int simulatorCapacity = (int)(((float)landData.SimwideArea / 65536.0f) *
(float)scene.RegionInfo.ObjectCapacity * (float)scene.RegionInfo.RegionSettings.ObjectBonus);
if(objectCount + usedPrims > simulatorCapacity) if (objectCount + usedPrims > simulatorCapacity)
{ {
m_dialogModule.SendAlertToUser(owner, "Unable to rez object because the parcel is too full"); m_dialogModule.SendAlertToUser(owner, "Unable to rez object because the parcel is too full");
return false; return false;
@ -118,7 +118,7 @@ namespace OpenSim.Region.OptionalModules
return true; return true;
} }
//OnMoveObject
private bool CanObjectEnter(UUID objectID, bool enteringRegion, Vector3 newPoint, Scene scene) private bool CanObjectEnter(UUID objectID, bool enteringRegion, Vector3 newPoint, Scene scene)
{ {
SceneObjectPart obj = scene.GetSceneObjectPart(objectID); SceneObjectPart obj = scene.GetSceneObjectPart(objectID);
@ -126,11 +126,9 @@ namespace OpenSim.Region.OptionalModules
int objectCount = obj.ParentGroup.PrimCount; int objectCount = obj.ParentGroup.PrimCount;
ILandObject oldParcel = scene.LandChannel.GetLandObject(oldPoint.X, oldPoint.Y); ILandObject oldParcel = scene.LandChannel.GetLandObject(oldPoint.X, oldPoint.Y);
ILandObject newParcel = scene.LandChannel.GetLandObject(newPoint.X, newPoint.Y); ILandObject newParcel = scene.LandChannel.GetLandObject(newPoint.X, newPoint.Y);
int usedPrims=newParcel.PrimCounts.Total; int usedPrims = newParcel.PrimCounts.Total;
LandData landData = newParcel.LandData; int simulatorCapacity = newParcel.GetSimulatorMaxPrimCount();
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 // The prim hasn't crossed a region boundry so we don't need to worry
// about prim counts here // about prim counts here
@ -138,36 +136,39 @@ namespace OpenSim.Region.OptionalModules
{ {
return true; return true;
} }
// Prim counts are determined by the location of the root prim. if we're // Prim counts are determined by the location of the root prim. if we're
// moving a child prim, just let it pass // moving a child prim, just let it pass
if(!obj.IsRoot) if(!obj.IsRoot)
{ {
return true; return true;
} }
// Add Special Case here for temporary prims
// TODO: Add Special Case here for temporary prims
if(objectCount + usedPrims > simulatorCapacity) if(objectCount + usedPrims > simulatorCapacity)
{ {
m_dialogModule.SendAlertToUser(obj.OwnerID, "Unable to move object because the destination parcel is too full"); m_dialogModule.SendAlertToUser(obj.OwnerID, "Unable to move object because the destination parcel is too full");
return false; return false;
} }
return true; return true;
} }
//OnDuplicateObject //OnDuplicateObject
private bool CanDuplicateObject(int objectCount, UUID objectID, UUID owner, Scene scene, Vector3 objectPosition) 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 ILandObject lo = scene.LandChannel.GetLandObject(objectPosition.X, objectPosition.Y);
int usedPrims = scene.LandChannel.GetLandObject(objectPosition.X,objectPosition.Y).PrimCounts.Total; int usedPrims = lo.PrimCounts.Total;
LandData landData = scene.LandChannel.GetLandObject(objectPosition.X,objectPosition.Y).LandData; int simulatorCapacity = lo.GetSimulatorMaxPrimCount();
int simulatorCapacity = (int)(((float)landData.SimwideArea / 65536.0f) *
(float)scene.RegionInfo.ObjectCapacity * (float)scene.RegionInfo.RegionSettings.ObjectBonus);
if(objectCount + usedPrims > simulatorCapacity) if(objectCount + usedPrims > simulatorCapacity)
{ {
m_dialogModule.SendAlertToUser(owner, "Unable to duplicate object because the parcel is too full"); m_dialogModule.SendAlertToUser(owner, "Unable to duplicate object because the parcel is too full");
return false; return false;
} }
return true; return true;
} }
} }
} }