/* * 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.Collections.Generic; using System.Linq; 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 { /// /// Enables Prim limits for parcel. /// /// /// This module selectivly enables parcel prim limits. /// [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "PrimLimitsModule")] public class PrimLimitsModule : INonSharedRegionModule { protected IDialogModule m_dialogModule; private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); private bool m_enabled; public string Name { get { return "PrimLimitsModule"; } } public Type ReplaceableInterface { get { return null; } } public void Initialise(IConfigSource config) { string permissionModules = Util.GetConfigVarFromSections(config, "permissionmodules", new string[] { "Startup", "Permissions" }, "DefaultPermissionsModule"); List modules = new List(permissionModules.Split(',').Select(m => m.Trim())); if(!modules.Contains("PrimLimitsModule")) return; m_log.DebugFormat("[PRIM LIMITS]: Initialized module"); m_enabled = true; } public void Close() { } public void AddRegion(Scene scene) { if (!m_enabled) { return; } 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) { if (m_enabled) { return; } scene.Permissions.OnRezObject -= CanRezObject; scene.Permissions.OnObjectEntry -= CanObjectEnter; scene.Permissions.OnDuplicateObject -= CanDuplicateObject; } public void RegionLoaded(Scene scene) { m_dialogModule = scene.RequestModuleInterface(); } private bool CanRezObject(int objectCount, UUID owner, Vector3 objectPosition, Scene scene) { ILandObject lo = scene.LandChannel.GetLandObject(objectPosition.X, objectPosition.Y); int usedPrims = lo.PrimCounts.Total; int simulatorCapacity = lo.GetSimulatorMaxPrimCount(); if (objectCount + usedPrims > simulatorCapacity) { m_dialogModule.SendAlertToUser(owner, "Unable to rez object because the parcel is too full"); return false; } return true; } 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); // newParcel will be null only if it outside of our current region. If this is the case, then the // receiving permissions will perform the check. if (newParcel == null) return true; int usedPrims = newParcel.PrimCounts.Total; int simulatorCapacity = newParcel.GetSimulatorMaxPrimCount(); // 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; } // TODO: 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) { ILandObject lo = scene.LandChannel.GetLandObject(objectPosition.X, objectPosition.Y); int usedPrims = lo.PrimCounts.Total; int simulatorCapacity = lo.GetSimulatorMaxPrimCount(); if(objectCount + usedPrims > simulatorCapacity) { m_dialogModule.SendAlertToUser(owner, "Unable to duplicate object because the parcel is too full"); return false; } return true; } } }