Add per-user checking to PrimLimitsModule
Signed-off-by: Melanie <melanie@t-data.com>0.8.0.3
parent
7c148d9b2f
commit
f0998a9222
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@ -38,6 +38,7 @@ namespace OpenSim.Framework
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int GetParcelMaxPrimCount();
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int GetParcelMaxPrimCount();
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int GetSimulatorMaxPrimCount();
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int GetSimulatorMaxPrimCount();
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int GetPrimsFree();
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int GetPrimsFree();
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Dictionary<UUID, int> GetLandObjectOwners();
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LandData LandData { get; set; }
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LandData LandData { get; set; }
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bool[,] LandBitmap { get; set; }
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bool[,] LandBitmap { get; set; }
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@ -127,6 +127,7 @@ namespace OpenSim.Framework
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private int m_physPrimMax = 0;
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private int m_physPrimMax = 0;
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private bool m_clampPrimSize = false;
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private bool m_clampPrimSize = false;
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private int m_objectCapacity = 0;
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private int m_objectCapacity = 0;
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private int m_maxPrimsPerUser = -1;
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private int m_linksetCapacity = 0;
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private int m_linksetCapacity = 0;
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private int m_agentCapacity = 0;
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private int m_agentCapacity = 0;
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private string m_regionType = String.Empty;
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private string m_regionType = String.Empty;
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@ -325,6 +326,11 @@ namespace OpenSim.Framework
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get { return m_objectCapacity; }
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get { return m_objectCapacity; }
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}
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}
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public int MaxPrimsPerUser
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{
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get { return m_maxPrimsPerUser; }
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}
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public int LinksetCapacity
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public int LinksetCapacity
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{
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{
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get { return m_linksetCapacity; }
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get { return m_linksetCapacity; }
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@ -709,6 +715,9 @@ namespace OpenSim.Framework
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m_objectCapacity = config.GetInt("MaxPrims", 15000);
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m_objectCapacity = config.GetInt("MaxPrims", 15000);
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allKeys.Remove("MaxPrims");
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allKeys.Remove("MaxPrims");
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m_maxPrimsPerUser = config.GetInt("MaxPrimsPerUser", -1);
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allKeys.Remove("MaxPrimsPerUser");
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m_linksetCapacity = config.GetInt("LinksetPrims", 0);
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m_linksetCapacity = config.GetInt("LinksetPrims", 0);
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allKeys.Remove("LinksetPrims");
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allKeys.Remove("LinksetPrims");
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@ -834,6 +843,9 @@ namespace OpenSim.Framework
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if (m_objectCapacity > 0)
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if (m_objectCapacity > 0)
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config.Set("MaxPrims", m_objectCapacity);
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config.Set("MaxPrims", m_objectCapacity);
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if (m_maxPrimsPerUser > -1)
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config.Set("MaxPrimsPerUser", m_maxPrimsPerUser);
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if (m_linksetCapacity > 0)
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if (m_linksetCapacity > 0)
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config.Set("LinksetPrims", m_linksetCapacity);
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config.Set("LinksetPrims", m_linksetCapacity);
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@ -946,6 +958,9 @@ namespace OpenSim.Framework
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configMember.addConfigurationOption("object_capacity", ConfigurationOption.ConfigurationTypes.TYPE_INT32,
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configMember.addConfigurationOption("object_capacity", ConfigurationOption.ConfigurationTypes.TYPE_INT32,
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"Max objects this sim will hold", m_objectCapacity.ToString(), true);
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"Max objects this sim will hold", m_objectCapacity.ToString(), true);
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configMember.addConfigurationOption("prims_per_user", ConfigurationOption.ConfigurationTypes.TYPE_INT32,
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"Max objects one user may rez", m_maxPrimsPerUser.ToString(), true);
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configMember.addConfigurationOption("linkset_capacity", ConfigurationOption.ConfigurationTypes.TYPE_INT32,
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configMember.addConfigurationOption("linkset_capacity", ConfigurationOption.ConfigurationTypes.TYPE_INT32,
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"Max prims an object will hold", m_linksetCapacity.ToString(), true);
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"Max prims an object will hold", m_linksetCapacity.ToString(), true);
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@ -1096,6 +1111,9 @@ namespace OpenSim.Framework
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case "object_capacity":
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case "object_capacity":
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m_objectCapacity = (int)configuration_result;
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m_objectCapacity = (int)configuration_result;
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break;
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break;
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case "prims_per_user":
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m_maxPrimsPerUser = (int)configuration_result;
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break;
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case "linkset_capacity":
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case "linkset_capacity":
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m_linksetCapacity = (int)configuration_result;
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m_linksetCapacity = (int)configuration_result;
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break;
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break;
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@ -102,20 +102,34 @@ namespace OpenSim.Region.OptionalModules
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public void RegionLoaded(Scene scene)
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public void RegionLoaded(Scene scene)
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{
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{
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m_dialogModule = scene.RequestModuleInterface<IDialogModule>();
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m_dialogModule = scene.RequestModuleInterface<IDialogModule>();
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}
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}
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private bool CanRezObject(int objectCount, UUID owner, Vector3 objectPosition, Scene scene)
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private bool CanRezObject(int objectCount, UUID ownerID, Vector3 objectPosition, Scene scene)
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{
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{
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ILandObject lo = scene.LandChannel.GetLandObject(objectPosition.X, objectPosition.Y);
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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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string response = DoCommonChecks(objectCount, ownerID, lo, scene);
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if (response != null)
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{
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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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m_dialogModule.SendAlertToUser(ownerID, response);
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return false;
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return false;
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}
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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 ownerID, Scene scene, Vector3 objectPosition)
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{
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ILandObject lo = scene.LandChannel.GetLandObject(objectPosition.X, objectPosition.Y);
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string response = DoCommonChecks(objectCount, ownerID, lo, scene);
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if (response != null)
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{
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m_dialogModule.SendAlertToUser(ownerID, response);
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return false;
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}
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return true;
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return true;
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}
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}
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@ -127,12 +141,12 @@ namespace OpenSim.Region.OptionalModules
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ILandObject oldParcel = scene.LandChannel.GetLandObject(oldPoint.X, oldPoint.Y);
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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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ILandObject newParcel = scene.LandChannel.GetLandObject(newPoint.X, newPoint.Y);
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// newParcel will be null only if it outside of our current region. If this is the case, then the
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// newParcel will be null only if it outside of our current region. If this is the case, then the
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// receiving permissions will perform the check.
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// receiving permissions will perform the check.
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if (newParcel == null)
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if (newParcel == null)
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return true;
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return true;
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// The prim hasn't crossed a region boundry so we don't need to worry
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// The prim hasn't crossed a region boundary so we don't need to worry
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// about prim counts here
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// about prim counts here
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if(oldParcel.Equals(newParcel))
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if(oldParcel.Equals(newParcel))
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{
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{
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@ -148,32 +162,63 @@ namespace OpenSim.Region.OptionalModules
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// TODO: Add Special Case here for temporary prims
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// TODO: Add Special Case here for temporary prims
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int usedPrims = newParcel.PrimCounts.Total;
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string response = DoCommonChecks(objectCount, obj.OwnerID, newParcel, scene);
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int simulatorCapacity = newParcel.GetSimulatorMaxPrimCount();
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if (response != null)
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if (objectCount + usedPrims > simulatorCapacity)
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{
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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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m_dialogModule.SendAlertToUser(obj.OwnerID, response);
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return false;
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return false;
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}
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}
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return true;
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return true;
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}
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}
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//OnDuplicateObject
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private string DoCommonChecks(int objectCount, UUID ownerID, ILandObject lo, Scene scene)
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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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{
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ILandObject lo = scene.LandChannel.GetLandObject(objectPosition.X, objectPosition.Y);
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string response = null;
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EstateSettings estateSettings = scene.RegionInfo.EstateSettings;
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// counts don't seem to be updated, so force it.
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scene.EventManager.TriggerParcelPrimCountUpdate();
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int usedPrims = lo.PrimCounts.Total;
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int usedPrims = lo.PrimCounts.Total;
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int simulatorCapacity = lo.GetSimulatorMaxPrimCount();
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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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{
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m_dialogModule.SendAlertToUser(owner, "Unable to duplicate object because the parcel is too full");
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response = "Unable to rez object because the parcel is too full";
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return false;
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}
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}
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else
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return true;
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{
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int maxPrimsPerUser = scene.RegionInfo.MaxPrimsPerUser;
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if (maxPrimsPerUser >= 0)
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{
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// per-user prim limit is set
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if (ownerID != lo.LandData.OwnerID || lo.LandData.IsGroupOwned)
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{
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// caller is not the sole parcel owner
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if (ownerID != estateSettings.EstateOwner)
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{
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// caller is NOT the Estate owner
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List<UUID> mgrs = new List<UUID>(estateSettings.EstateManagers);
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if (!mgrs.Contains(ownerID))
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{
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// caller is NOT an Estate Manager, so check quota
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Dictionary<UUID, int> objectMap = lo.GetLandObjectOwners();
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int currentCount;
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if (!objectMap.TryGetValue(ownerID, out currentCount))
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{
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currentCount = 0;
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}
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if ((currentCount + objectCount) > maxPrimsPerUser)
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{
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response = "Unable to rez object because you have reached your limit";
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}
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}
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}
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}
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}
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}
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return response;
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}
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}
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}
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}
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}
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}
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