diff options
Diffstat (limited to 'OpenSim/Region/OptionalModules/PrimLimitsModule/PrimLimitsModule.cs')
-rw-r--r-- | OpenSim/Region/OptionalModules/PrimLimitsModule/PrimLimitsModule.cs | 32 |
1 files changed, 19 insertions, 13 deletions
diff --git a/OpenSim/Region/OptionalModules/PrimLimitsModule/PrimLimitsModule.cs b/OpenSim/Region/OptionalModules/PrimLimitsModule/PrimLimitsModule.cs index 59ff9b8..39cabb5 100644 --- a/OpenSim/Region/OptionalModules/PrimLimitsModule/PrimLimitsModule.cs +++ b/OpenSim/Region/OptionalModules/PrimLimitsModule/PrimLimitsModule.cs | |||
@@ -121,34 +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 > 257f || newPoint.X < -1f || newPoint.Y > 257f || newPoint.Y < -1f)) | 124 | if (newPoint.X < -1f || newPoint.X > (float)(Constants.RegionSize + 1) || |
125 | newPoint.Y < -1f || newPoint.Y > (float)(Constants.RegionSize + 1)) | ||
125 | return true; | 126 | return true; |
126 | 127 | ||
127 | SceneObjectPart obj = scene.GetSceneObjectPart(objectID); | 128 | SceneObjectPart obj = scene.GetSceneObjectPart(objectID); |
128 | Vector3 oldPoint = obj.GroupPosition; | 129 | |
129 | int objectCount = obj.ParentGroup.PrimCount; | 130 | if (obj == null) |
130 | 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 | |||
131 | ILandObject newParcel = scene.LandChannel.GetLandObject(newPoint.X, newPoint.Y); | 140 | ILandObject newParcel = scene.LandChannel.GetLandObject(newPoint.X, newPoint.Y); |
132 | 141 | ||
133 | if (newParcel == null) | 142 | if (newParcel == null) |
134 | return true; | 143 | return true; |
135 | 144 | ||
136 | int usedPrims = newParcel.PrimCounts.Total; | 145 | Vector3 oldPoint = obj.GroupPosition; |
137 | int simulatorCapacity = newParcel.GetSimulatorMaxPrimCount(); | 146 | ILandObject oldParcel = scene.LandChannel.GetLandObject(oldPoint.X, oldPoint.Y); |
138 | 147 | ||
139 | // 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 |
140 | // about prim counts here | 149 | // about prim counts here |
141 | if(oldParcel.Equals(newParcel)) | 150 | if(oldParcel != null && oldParcel.Equals(newParcel)) |
142 | { | 151 | { |
143 | return true; | 152 | return true; |
144 | } | 153 | } |
145 | 154 | ||
146 | // Prim counts are determined by the location of the root prim. if we're | 155 | int objectCount = obj.ParentGroup.PrimCount; |
147 | // moving a child prim, just let it pass | 156 | int usedPrims = newParcel.PrimCounts.Total; |
148 | if(!obj.IsRoot) | 157 | int simulatorCapacity = newParcel.GetSimulatorMaxPrimCount(); |
149 | { | ||
150 | return true; | ||
151 | } | ||
152 | 158 | ||
153 | // TODO: Add Special Case here for temporary prims | 159 | // TODO: Add Special Case here for temporary prims |
154 | 160 | ||