From 65d595597de9e28ad219d2fbe2326cc99be0e642 Mon Sep 17 00:00:00 2001
From: E. Allen Soard
Date: Fri, 6 May 2011 18:48:00 -0700
Subject: 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

---
 .../PrimLimitsModule/PrimLimitsModule.cs           | 163 +++++++++++++++++++++
 1 file changed, 163 insertions(+)
 create mode 100644 OpenSim/Region/OptionalModules/PrimLimitsModule/PrimLimitsModule.cs

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 @@
+/*
+ * 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
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
+ * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ */
+
+using System;
+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>
+    /// Simplest possible example of a non-shared region module.
+    /// </summary>
+    /// <remarks>
+    /// This module is the simplest possible example of a non-shared region module (a module where each scene/region
+    /// in the simulator has its own copy).  If anybody wants to create a more complex example in the future then 
+    /// please create a separate class.
+    /// 
+    /// This module is not active by default.  If you want to see it in action, 
+    /// then just uncomment the line below starting with [Extension(Path...
+    /// 
+    /// When the module is enabled it will print messages when it receives certain events to the screen and the log
+    /// file.
+    /// </remarks>
+    [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "PrimLimitsModule")]
+    public class BareBonesNonSharedModule : INonSharedRegionModule
+    {
+        protected IDialogModule m_dialogModule;
+        private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
+        
+        public string Name { get { return "Prim Limits Module"; } }        
+        
+        public Type ReplaceableInterface { get { return null; } }
+        
+        public void Initialise(IConfigSource source)
+        {
+            m_log.DebugFormat("[PRIM LIMITS]: INITIALIZED MODULE");
+        }
+        
+        public void Close()
+        {
+            m_log.DebugFormat("[PRIM LIMITS]: CLOSED MODULE");
+        }
+        
+        public void AddRegion(Scene scene)
+        {
+            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)
+        {
+            scene.Permissions.OnRezObject -= CanRezObject;
+            scene.Permissions.OnObjectEntry -= CanObjectEnter;
+            scene.Permissions.OnDuplicateObject -= CanDuplicateObject;
+            m_log.DebugFormat("[PRIM LIMITS]: REGION {0} REMOVED", scene.RegionInfo.RegionName);
+        }        
+        
+        public void RegionLoaded(Scene scene)
+        {
+            m_dialogModule = scene.RequestModuleInterface<IDialogModule>();
+            m_log.DebugFormat("[PRIM LIMITS]: REGION {0} LOADED", scene.RegionInfo.RegionName);
+        }                
+        private bool CanRezObject(int objectCount, UUID owner, Vector3 objectPosition, Scene scene)
+        {
+            // This may be a little long winded and can probably be optomized
+            int usedPrims = scene.LandChannel.GetLandObject(objectPosition.X,objectPosition.Y).PrimCounts.Total;
+            LandData landData = scene.LandChannel.GetLandObject(objectPosition.X,objectPosition.Y).LandData;
+            int simulatorCapacity = (int)(((float)landData.SimwideArea / 65536.0f) *
+               (float)scene.RegionInfo.ObjectCapacity * (float)scene.RegionInfo.RegionSettings.ObjectBonus);
+
+            if(objectCount + usedPrims > simulatorCapacity)
+            {
+                m_dialogModule.SendAlertToUser(owner, "Unable to rez object because the parcel is too full");
+                return false;
+            }
+
+            return true;
+        }
+        //OnMoveObject
+        private bool CanObjectEnter(UUID objectID, bool enteringRegion, Vector3 newPoint, Scene scene)
+        {
+            SceneObjectPart obj = scene.GetSceneObjectPart(objectID);
+            Vector3 oldPoint = obj.GroupPosition;
+            int objectCount = obj.ParentGroup.PrimCount;
+            ILandObject oldParcel = scene.LandChannel.GetLandObject(oldPoint.X, oldPoint.Y);
+            ILandObject newParcel = scene.LandChannel.GetLandObject(newPoint.X, newPoint.Y);
+            
+            int usedPrims=newParcel.PrimCounts.Total;
+            LandData landData = newParcel.LandData;
+            int simulatorCapacity = (int)(((float)landData.SimwideArea / 65536.0f) *
+               (float)scene.RegionInfo.ObjectCapacity * (float)scene.RegionInfo.RegionSettings.ObjectBonus);
+            
+            // The prim hasn't crossed a region boundry so we don't need to worry
+            // about prim counts here
+            if(oldParcel.Equals(newParcel))
+            {
+                return true;
+            }
+            // 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;
+            }
+            // Add Special Case here for temporary prims
+            
+            if(objectCount + usedPrims > simulatorCapacity)
+            {
+                m_dialogModule.SendAlertToUser(obj.OwnerID, "Unable to move object because the destination parcel  is too full");
+                return false;
+            }
+            return true;
+        }
+        //OnDuplicateObject
+        private bool CanDuplicateObject(int objectCount, UUID objectID, UUID owner, Scene scene, Vector3 objectPosition)
+        {
+            // This may be a little long winded and can probably be optomized
+            int usedPrims = scene.LandChannel.GetLandObject(objectPosition.X,objectPosition.Y).PrimCounts.Total;
+            LandData landData = scene.LandChannel.GetLandObject(objectPosition.X,objectPosition.Y).LandData;
+            int simulatorCapacity = (int)(((float)landData.SimwideArea / 65536.0f) *
+               (float)scene.RegionInfo.ObjectCapacity * (float)scene.RegionInfo.RegionSettings.ObjectBonus);
+
+            if(objectCount + usedPrims > simulatorCapacity)
+            {
+                m_dialogModule.SendAlertToUser(owner, "Unable to duplicate object because the parcel is too full");
+                return false;
+            }
+            return true;
+        }
+    }
+}
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