/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
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* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
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* 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
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*/
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;
}
}
}