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author | E. Allen Soard | 2011-05-06 18:48:00 -0700 |
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committer | Melanie | 2011-05-09 02:35:04 +0200 |
commit | d3c3feb6b185f4f3fd960e7a8579cf4eacb58dc1 (patch) | |
tree | 07dc39bc429361f1e542f5dca5929c35bd129528 /OpenSim/Region/OptionalModules/PrimLimitsModule/PrimLimitsModule.cs | |
parent | Fix bans so the region owner and estate managers can't be banned by renters (diff) | |
download | opensim-SC-d3c3feb6b185f4f3fd960e7a8579cf4eacb58dc1.zip opensim-SC-d3c3feb6b185f4f3fd960e7a8579cf4eacb58dc1.tar.gz opensim-SC-d3c3feb6b185f4f3fd960e7a8579cf4eacb58dc1.tar.bz2 opensim-SC-d3c3feb6b185f4f3fd960e7a8579cf4eacb58dc1.tar.xz |
Adds an optional module to enforce prim limits on a given parcel Takes into account acculmitive prim allowance when multiple parcels are owned by the same avatar on the same region. Does not handle prims that are moved by a script or account for temporary objects at the time of creation. other wise handles all tested cases including: Creating a new object from the build menu Moving an object from another parcel duplicating an object via shift move rezing an object from a script
Diffstat (limited to 'OpenSim/Region/OptionalModules/PrimLimitsModule/PrimLimitsModule.cs')
-rw-r--r-- | OpenSim/Region/OptionalModules/PrimLimitsModule/PrimLimitsModule.cs | 163 |
1 files changed, 163 insertions, 0 deletions
diff --git a/OpenSim/Region/OptionalModules/PrimLimitsModule/PrimLimitsModule.cs b/OpenSim/Region/OptionalModules/PrimLimitsModule/PrimLimitsModule.cs new file mode 100644 index 0000000..0aee191 --- /dev/null +++ b/OpenSim/Region/OptionalModules/PrimLimitsModule/PrimLimitsModule.cs | |||
@@ -0,0 +1,163 @@ | |||
1 | /* | ||
2 | * Copyright (c) Contributors, http://opensimulator.org/ | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyright | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSimulator Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | */ | ||
27 | |||
28 | using System; | ||
29 | using System.Reflection; | ||
30 | using log4net; | ||
31 | using Mono.Addins; | ||
32 | using Nini.Config; | ||
33 | using OpenMetaverse; | ||
34 | using OpenSim.Framework; | ||
35 | using OpenSim.Region.Framework.Interfaces; | ||
36 | using OpenSim.Region.Framework.Scenes; | ||
37 | |||
38 | namespace OpenSim.Region.OptionalModules | ||
39 | { | ||
40 | /// <summary> | ||
41 | /// Simplest possible example of a non-shared region module. | ||
42 | /// </summary> | ||
43 | /// <remarks> | ||
44 | /// This module is the simplest possible example of a non-shared region module (a module where each scene/region | ||
45 | /// in the simulator has its own copy). If anybody wants to create a more complex example in the future then | ||
46 | /// please create a separate class. | ||
47 | /// | ||
48 | /// This module is not active by default. If you want to see it in action, | ||
49 | /// then just uncomment the line below starting with [Extension(Path... | ||
50 | /// | ||
51 | /// When the module is enabled it will print messages when it receives certain events to the screen and the log | ||
52 | /// file. | ||
53 | /// </remarks> | ||
54 | [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "PrimLimitsModule")] | ||
55 | public class BareBonesNonSharedModule : INonSharedRegionModule | ||
56 | { | ||
57 | protected IDialogModule m_dialogModule; | ||
58 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | ||
59 | |||
60 | public string Name { get { return "Prim Limits Module"; } } | ||
61 | |||
62 | public Type ReplaceableInterface { get { return null; } } | ||
63 | |||
64 | public void Initialise(IConfigSource source) | ||
65 | { | ||
66 | m_log.DebugFormat("[PRIM LIMITS]: INITIALIZED MODULE"); | ||
67 | } | ||
68 | |||
69 | public void Close() | ||
70 | { | ||
71 | m_log.DebugFormat("[PRIM LIMITS]: CLOSED MODULE"); | ||
72 | } | ||
73 | |||
74 | public void AddRegion(Scene scene) | ||
75 | { | ||
76 | scene.Permissions.OnRezObject += CanRezObject; | ||
77 | scene.Permissions.OnObjectEntry += CanObjectEnter; | ||
78 | scene.Permissions.OnDuplicateObject += CanDuplicateObject; | ||
79 | m_log.DebugFormat("[PRIM LIMITS]: REGION {0} ADDED", scene.RegionInfo.RegionName); | ||
80 | } | ||
81 | |||
82 | public void RemoveRegion(Scene scene) | ||
83 | { | ||
84 | scene.Permissions.OnRezObject -= CanRezObject; | ||
85 | scene.Permissions.OnObjectEntry -= CanObjectEnter; | ||
86 | scene.Permissions.OnDuplicateObject -= CanDuplicateObject; | ||
87 | m_log.DebugFormat("[PRIM LIMITS]: REGION {0} REMOVED", scene.RegionInfo.RegionName); | ||
88 | } | ||
89 | |||
90 | public void RegionLoaded(Scene scene) | ||
91 | { | ||
92 | m_dialogModule = scene.RequestModuleInterface<IDialogModule>(); | ||
93 | m_log.DebugFormat("[PRIM LIMITS]: REGION {0} LOADED", scene.RegionInfo.RegionName); | ||
94 | } | ||
95 | private bool CanRezObject(int objectCount, UUID owner, Vector3 objectPosition, Scene scene) | ||
96 | { | ||
97 | // This may be a little long winded and can probably be optomized | ||
98 | int usedPrims = scene.LandChannel.GetLandObject(objectPosition.X,objectPosition.Y).PrimCounts.Total; | ||
99 | LandData landData = scene.LandChannel.GetLandObject(objectPosition.X,objectPosition.Y).LandData; | ||
100 | int simulatorCapacity = (int)(((float)landData.SimwideArea / 65536.0f) * | ||
101 | (float)scene.RegionInfo.ObjectCapacity * (float)scene.RegionInfo.RegionSettings.ObjectBonus); | ||
102 | |||
103 | if(objectCount + usedPrims > simulatorCapacity) | ||
104 | { | ||
105 | m_dialogModule.SendAlertToUser(owner, "Unable to rez object because the parcel is too full"); | ||
106 | return false; | ||
107 | } | ||
108 | |||
109 | return true; | ||
110 | } | ||
111 | //OnMoveObject | ||
112 | private bool CanObjectEnter(UUID objectID, bool enteringRegion, Vector3 newPoint, Scene scene) | ||
113 | { | ||
114 | SceneObjectPart obj = scene.GetSceneObjectPart(objectID); | ||
115 | Vector3 oldPoint = obj.GroupPosition; | ||
116 | int objectCount = obj.ParentGroup.PrimCount; | ||
117 | ILandObject oldParcel = scene.LandChannel.GetLandObject(oldPoint.X, oldPoint.Y); | ||
118 | ILandObject newParcel = scene.LandChannel.GetLandObject(newPoint.X, newPoint.Y); | ||
119 | |||
120 | int usedPrims=newParcel.PrimCounts.Total; | ||
121 | LandData landData = newParcel.LandData; | ||
122 | int simulatorCapacity = (int)(((float)landData.SimwideArea / 65536.0f) * | ||
123 | (float)scene.RegionInfo.ObjectCapacity * (float)scene.RegionInfo.RegionSettings.ObjectBonus); | ||
124 | |||
125 | // The prim hasn't crossed a region boundry so we don't need to worry | ||
126 | // about prim counts here | ||
127 | if(oldParcel.Equals(newParcel)) | ||
128 | { | ||
129 | return true; | ||
130 | } | ||
131 | // Prim counts are determined by the location of the root prim. if we're | ||
132 | // moving a child prim, just let it pass | ||
133 | if(!obj.IsRoot) | ||
134 | { | ||
135 | return true; | ||
136 | } | ||
137 | // Add Special Case here for temporary prims | ||
138 | |||
139 | if(objectCount + usedPrims > simulatorCapacity) | ||
140 | { | ||
141 | m_dialogModule.SendAlertToUser(obj.OwnerID, "Unable to move object because the destination parcel is too full"); | ||
142 | return false; | ||
143 | } | ||
144 | return true; | ||
145 | } | ||
146 | //OnDuplicateObject | ||
147 | private bool CanDuplicateObject(int objectCount, UUID objectID, UUID owner, Scene scene, Vector3 objectPosition) | ||
148 | { | ||
149 | // This may be a little long winded and can probably be optomized | ||
150 | int usedPrims = scene.LandChannel.GetLandObject(objectPosition.X,objectPosition.Y).PrimCounts.Total; | ||
151 | LandData landData = scene.LandChannel.GetLandObject(objectPosition.X,objectPosition.Y).LandData; | ||
152 | int simulatorCapacity = (int)(((float)landData.SimwideArea / 65536.0f) * | ||
153 | (float)scene.RegionInfo.ObjectCapacity * (float)scene.RegionInfo.RegionSettings.ObjectBonus); | ||
154 | |||
155 | if(objectCount + usedPrims > simulatorCapacity) | ||
156 | { | ||
157 | m_dialogModule.SendAlertToUser(owner, "Unable to duplicate object because the parcel is too full"); | ||
158 | return false; | ||
159 | } | ||
160 | return true; | ||
161 | } | ||
162 | } | ||
163 | } \ No newline at end of file | ||