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 c1957e2..39cabb5 100644 --- a/OpenSim/Region/OptionalModules/PrimLimitsModule/PrimLimitsModule.cs +++ b/OpenSim/Region/OptionalModules/PrimLimitsModule/PrimLimitsModule.cs | |||
@@ -121,28 +121,40 @@ namespace OpenSim.Region.OptionalModules | |||
121 | 121 | ||
122 | private bool CanObjectEnter(UUID objectID, bool enteringRegion, Vector3 newPoint, Scene scene) | 122 | private bool CanObjectEnter(UUID objectID, bool enteringRegion, Vector3 newPoint, Scene scene) |
123 | { | 123 | { |
124 | if (newPoint.X < -1f || newPoint.X > (float)(Constants.RegionSize + 1) || | ||
125 | newPoint.Y < -1f || newPoint.Y > (float)(Constants.RegionSize + 1)) | ||
126 | return true; | ||
127 | |||
124 | SceneObjectPart obj = scene.GetSceneObjectPart(objectID); | 128 | SceneObjectPart obj = scene.GetSceneObjectPart(objectID); |
125 | Vector3 oldPoint = obj.GroupPosition; | 129 | |
126 | int objectCount = obj.ParentGroup.PrimCount; | 130 | if (obj == null) |
127 | ILandObject oldParcel = scene.LandChannel.GetLandObject(oldPoint.X, oldPoint.Y); | 131 | return false; |
132 | |||
133 | // Prim counts are determined by the location of the root prim. if we're | ||
134 | // moving a child prim, just let it pass | ||
135 | if (!obj.IsRoot) | ||
136 | { | ||
137 | return true; | ||
138 | } | ||
139 | |||
128 | ILandObject newParcel = scene.LandChannel.GetLandObject(newPoint.X, newPoint.Y); | 140 | ILandObject newParcel = scene.LandChannel.GetLandObject(newPoint.X, newPoint.Y); |
129 | 141 | ||
130 | int usedPrims = newParcel.PrimCounts.Total; | 142 | if (newParcel == null) |
131 | int simulatorCapacity = newParcel.GetSimulatorMaxPrimCount(); | 143 | return true; |
144 | |||
145 | Vector3 oldPoint = obj.GroupPosition; | ||
146 | ILandObject oldParcel = scene.LandChannel.GetLandObject(oldPoint.X, oldPoint.Y); | ||
132 | 147 | ||
133 | // The prim hasn't crossed a region boundry so we don't need to worry | 148 | // The prim hasn't crossed a region boundry so we don't need to worry |
134 | // about prim counts here | 149 | // about prim counts here |
135 | if(oldParcel.Equals(newParcel)) | 150 | if(oldParcel != null && oldParcel.Equals(newParcel)) |
136 | { | 151 | { |
137 | return true; | 152 | return true; |
138 | } | 153 | } |
139 | 154 | ||
140 | // Prim counts are determined by the location of the root prim. if we're | 155 | int objectCount = obj.ParentGroup.PrimCount; |
141 | // moving a child prim, just let it pass | 156 | int usedPrims = newParcel.PrimCounts.Total; |
142 | if(!obj.IsRoot) | 157 | int simulatorCapacity = newParcel.GetSimulatorMaxPrimCount(); |
143 | { | ||
144 | return true; | ||
145 | } | ||
146 | 158 | ||
147 | // TODO: Add Special Case here for temporary prims | 159 | // TODO: Add Special Case here for temporary prims |
148 | 160 | ||
@@ -171,4 +183,4 @@ namespace OpenSim.Region.OptionalModules | |||
171 | return true; | 183 | return true; |
172 | } | 184 | } |
173 | } | 185 | } |
174 | } \ No newline at end of file | 186 | } |