refactor: improve PrimLimitsModule to call ILandObject.GetSimulatorMaxPrimCount() rather than use copy/pasted code
parent
340e3ccf16
commit
e3b8d42bbc
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@ -76,22 +76,24 @@ namespace OpenSim.Region.OptionalModules
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public void AddRegion(Scene scene)
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{
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if(!m_enabled)
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if (!m_enabled)
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{
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return;
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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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if(m_enabled)
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if (m_enabled)
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{
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return;
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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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@ -104,13 +106,11 @@ namespace OpenSim.Region.OptionalModules
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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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ILandObject lo = scene.LandChannel.GetLandObject(objectPosition.X, objectPosition.Y);
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int usedPrims = lo.PrimCounts.Total;
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int simulatorCapacity = lo.GetSimulatorMaxPrimCount();
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if(objectCount + usedPrims > simulatorCapacity)
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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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@ -118,7 +118,7 @@ namespace OpenSim.Region.OptionalModules
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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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@ -127,10 +127,8 @@ namespace OpenSim.Region.OptionalModules
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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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int usedPrims = newParcel.PrimCounts.Total;
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int simulatorCapacity = newParcel.GetSimulatorMaxPrimCount();
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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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@ -138,35 +136,38 @@ namespace OpenSim.Region.OptionalModules
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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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// TODO: 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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ILandObject lo = scene.LandChannel.GetLandObject(objectPosition.X, objectPosition.Y);
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int usedPrims = lo.PrimCounts.Total;
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int simulatorCapacity = lo.GetSimulatorMaxPrimCount();
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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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