diff options
Diffstat (limited to '')
-rw-r--r-- | OpenSim/Region/OptionalModules/PrimLimitsModule/PrimLimitsModule.cs | 38 |
1 files changed, 25 insertions, 13 deletions
diff --git a/OpenSim/Region/OptionalModules/PrimLimitsModule/PrimLimitsModule.cs b/OpenSim/Region/OptionalModules/PrimLimitsModule/PrimLimitsModule.cs index a6d43f1..a375da9 100644 --- a/OpenSim/Region/OptionalModules/PrimLimitsModule/PrimLimitsModule.cs +++ b/OpenSim/Region/OptionalModules/PrimLimitsModule/PrimLimitsModule.cs | |||
@@ -122,28 +122,40 @@ namespace OpenSim.Region.OptionalModules | |||
122 | 122 | ||
123 | private bool CanObjectEnter(UUID objectID, bool enteringRegion, Vector3 newPoint, Scene scene) | 123 | private bool CanObjectEnter(UUID objectID, bool enteringRegion, Vector3 newPoint, Scene scene) |
124 | { | 124 | { |
125 | if (newPoint.X < -1f || newPoint.X > (float)(Constants.RegionSize + 1) || | ||
126 | newPoint.Y < -1f || newPoint.Y > (float)(Constants.RegionSize + 1)) | ||
127 | return true; | ||
128 | |||
125 | SceneObjectPart obj = scene.GetSceneObjectPart(objectID); | 129 | SceneObjectPart obj = scene.GetSceneObjectPart(objectID); |
126 | Vector3 oldPoint = obj.GroupPosition; | 130 | |
127 | int objectCount = obj.ParentGroup.PrimCount; | 131 | if (obj == null) |
128 | ILandObject oldParcel = scene.LandChannel.GetLandObject(oldPoint.X, oldPoint.Y); | 132 | return false; |
133 | |||
134 | // Prim counts are determined by the location of the root prim. if we're | ||
135 | // moving a child prim, just let it pass | ||
136 | if (!obj.IsRoot) | ||
137 | { | ||
138 | return true; | ||
139 | } | ||
140 | |||
129 | ILandObject newParcel = scene.LandChannel.GetLandObject(newPoint.X, newPoint.Y); | 141 | ILandObject newParcel = scene.LandChannel.GetLandObject(newPoint.X, newPoint.Y); |
130 | 142 | ||
131 | int usedPrims = newParcel.PrimCounts.Total; | 143 | if (newParcel == null) |
132 | int simulatorCapacity = newParcel.GetSimulatorMaxPrimCount(); | 144 | return true; |
145 | |||
146 | Vector3 oldPoint = obj.GroupPosition; | ||
147 | ILandObject oldParcel = scene.LandChannel.GetLandObject(oldPoint.X, oldPoint.Y); | ||
133 | 148 | ||
134 | // The prim hasn't crossed a region boundry so we don't need to worry | 149 | // The prim hasn't crossed a region boundry so we don't need to worry |
135 | // about prim counts here | 150 | // about prim counts here |
136 | if(oldParcel.Equals(newParcel)) | 151 | if(oldParcel != null && oldParcel.Equals(newParcel)) |
137 | { | 152 | { |
138 | return true; | 153 | return true; |
139 | } | 154 | } |
140 | 155 | ||
141 | // Prim counts are determined by the location of the root prim. if we're | 156 | int objectCount = obj.ParentGroup.PrimCount; |
142 | // moving a child prim, just let it pass | 157 | int usedPrims = newParcel.PrimCounts.Total; |
143 | if(!obj.IsRoot) | 158 | int simulatorCapacity = newParcel.GetSimulatorMaxPrimCount(); |
144 | { | ||
145 | return true; | ||
146 | } | ||
147 | 159 | ||
148 | // TODO: Add Special Case here for temporary prims | 160 | // TODO: Add Special Case here for temporary prims |
149 | 161 | ||
@@ -172,4 +184,4 @@ namespace OpenSim.Region.OptionalModules | |||
172 | return true; | 184 | return true; |
173 | } | 185 | } |
174 | } | 186 | } |
175 | } \ No newline at end of file | 187 | } |