OpenSimMirror/OpenSim/Region/OptionalModules/PrimLimitsModule/PrimLimitsModule.cs

224 lines
8.5 KiB
C#

/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSimulator Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using log4net;
using Mono.Addins;
using Nini.Config;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
namespace OpenSim.Region.OptionalModules
{
/// <summary>
/// Enables Prim limits for parcel.
/// </summary>
/// <remarks>
/// This module selectivly enables parcel prim limits.
/// </remarks>
[Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "PrimLimitsModule")]
public class PrimLimitsModule : INonSharedRegionModule
{
protected IDialogModule m_dialogModule;
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
private bool m_enabled;
public string Name { get { return "PrimLimitsModule"; } }
public Type ReplaceableInterface { get { return null; } }
public void Initialise(IConfigSource config)
{
string permissionModules = Util.GetConfigVarFromSections<string>(config, "permissionmodules",
new string[] { "Startup", "Permissions" }, "DefaultPermissionsModule");
List<string> modules = new List<string>(permissionModules.Split(',').Select(m => m.Trim()));
if(!modules.Contains("PrimLimitsModule"))
return;
m_log.DebugFormat("[PRIM LIMITS]: Initialized module");
m_enabled = true;
}
public void Close()
{
}
public void AddRegion(Scene scene)
{
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)
{
return;
}
scene.Permissions.OnRezObject -= CanRezObject;
scene.Permissions.OnObjectEntry -= CanObjectEnter;
scene.Permissions.OnDuplicateObject -= CanDuplicateObject;
}
public void RegionLoaded(Scene scene)
{
m_dialogModule = scene.RequestModuleInterface<IDialogModule>();
}
private bool CanRezObject(int objectCount, UUID ownerID, Vector3 objectPosition, Scene scene)
{
ILandObject lo = scene.LandChannel.GetLandObject(objectPosition.X, objectPosition.Y);
string response = DoCommonChecks(objectCount, ownerID, lo, scene);
if (response != null)
{
m_dialogModule.SendAlertToUser(ownerID, response);
return false;
}
return true;
}
//OnDuplicateObject
private bool CanDuplicateObject(int objectCount, UUID objectID, UUID ownerID, Scene scene, Vector3 objectPosition)
{
ILandObject lo = scene.LandChannel.GetLandObject(objectPosition.X, objectPosition.Y);
string response = DoCommonChecks(objectCount, ownerID, lo, scene);
if (response != null)
{
m_dialogModule.SendAlertToUser(ownerID, response);
return false;
}
return true;
}
private bool CanObjectEnter(UUID objectID, bool enteringRegion, Vector3 newPoint, Scene scene)
{
if (newPoint.X < -1f || newPoint.X > (scene.RegionInfo.RegionSizeX + 1) ||
newPoint.Y < -1f || newPoint.Y > (scene.RegionInfo.RegionSizeY) )
return true;
SceneObjectPart obj = scene.GetSceneObjectPart(objectID);
if (obj == null)
return false;
// 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;
}
ILandObject newParcel = scene.LandChannel.GetLandObject(newPoint.X, newPoint.Y);
if (newParcel == null)
return true;
Vector3 oldPoint = obj.GroupPosition;
ILandObject oldParcel = scene.LandChannel.GetLandObject(oldPoint.X, oldPoint.Y);
// The prim hasn't crossed a region boundry so we don't need to worry
// about prim counts here
if(oldParcel != null && oldParcel.Equals(newParcel))
{
return true;
}
int objectCount = obj.ParentGroup.PrimCount;
int usedPrims = newParcel.PrimCounts.Total;
int simulatorCapacity = newParcel.GetSimulatorMaxPrimCount();
// TODO: Add Special Case here for temporary prims
string response = DoCommonChecks(objectCount, obj.OwnerID, newParcel, scene);
if (response != null)
{
m_dialogModule.SendAlertToUser(obj.OwnerID, response);
return false;
}
return true;
}
private string DoCommonChecks(int objectCount, UUID ownerID, ILandObject lo, Scene scene)
{
string response = null;
int OwnedParcelsCapacity = lo.GetSimulatorMaxPrimCount();
if ((objectCount + lo.PrimCounts.Total) > OwnedParcelsCapacity)
{
response = "Unable to rez object because the parcel is too full";
}
else
{
int maxPrimsPerUser = scene.RegionInfo.MaxPrimsPerUser;
if (maxPrimsPerUser >= 0)
{
// per-user prim limit is set
if (ownerID != lo.LandData.OwnerID || lo.LandData.IsGroupOwned)
{
// caller is not the sole Parcel owner
EstateSettings estateSettings = scene.RegionInfo.EstateSettings;
if (ownerID != estateSettings.EstateOwner)
{
// caller is NOT the Estate owner
List<UUID> mgrs = new List<UUID>(estateSettings.EstateManagers);
if (!mgrs.Contains(ownerID))
{
// caller is not an Estate Manager
if ((lo.PrimCounts.Users[ownerID] + objectCount) > maxPrimsPerUser)
{
response = "Unable to rez object because you have reached your limit";
}
}
}
}
}
}
return response;
}
}
}