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