diff options
Diffstat (limited to 'OpenSim/Region/OptionalModules')
-rw-r--r-- | OpenSim/Region/OptionalModules/PrimLimitsModule/PrimLimitsModule.cs | 43 |
1 files changed, 22 insertions, 21 deletions
diff --git a/OpenSim/Region/OptionalModules/PrimLimitsModule/PrimLimitsModule.cs b/OpenSim/Region/OptionalModules/PrimLimitsModule/PrimLimitsModule.cs index 471b90f..c1957e2 100644 --- a/OpenSim/Region/OptionalModules/PrimLimitsModule/PrimLimitsModule.cs +++ b/OpenSim/Region/OptionalModules/PrimLimitsModule/PrimLimitsModule.cs | |||
@@ -76,22 +76,24 @@ namespace OpenSim.Region.OptionalModules | |||
76 | 76 | ||
77 | public void AddRegion(Scene scene) | 77 | public void AddRegion(Scene scene) |
78 | { | 78 | { |
79 | if(!m_enabled) | 79 | if (!m_enabled) |
80 | { | 80 | { |
81 | return; | 81 | return; |
82 | } | 82 | } |
83 | scene.Permissions.OnRezObject += CanRezObject; | 83 | scene.Permissions.OnRezObject += CanRezObject; |
84 | scene.Permissions.OnObjectEntry += CanObjectEnter; | 84 | scene.Permissions.OnObjectEntry += CanObjectEnter; |
85 | scene.Permissions.OnDuplicateObject += CanDuplicateObject; | 85 | scene.Permissions.OnDuplicateObject += CanDuplicateObject; |
86 | |||
86 | m_log.DebugFormat("[PRIM LIMITS]: Region {0} added", scene.RegionInfo.RegionName); | 87 | m_log.DebugFormat("[PRIM LIMITS]: Region {0} added", scene.RegionInfo.RegionName); |
87 | } | 88 | } |
88 | 89 | ||
89 | public void RemoveRegion(Scene scene) | 90 | public void RemoveRegion(Scene scene) |
90 | { | 91 | { |
91 | if(m_enabled) | 92 | if (m_enabled) |
92 | { | 93 | { |
93 | return; | 94 | return; |
94 | } | 95 | } |
96 | |||
95 | scene.Permissions.OnRezObject -= CanRezObject; | 97 | scene.Permissions.OnRezObject -= CanRezObject; |
96 | scene.Permissions.OnObjectEntry -= CanObjectEnter; | 98 | scene.Permissions.OnObjectEntry -= CanObjectEnter; |
97 | scene.Permissions.OnDuplicateObject -= CanDuplicateObject; | 99 | scene.Permissions.OnDuplicateObject -= CanDuplicateObject; |
@@ -104,13 +106,11 @@ namespace OpenSim.Region.OptionalModules | |||
104 | 106 | ||
105 | private bool CanRezObject(int objectCount, UUID owner, Vector3 objectPosition, Scene scene) | 107 | private bool CanRezObject(int objectCount, UUID owner, Vector3 objectPosition, Scene scene) |
106 | { | 108 | { |
107 | // This may be a little long winded and can probably be optomized | 109 | ILandObject lo = scene.LandChannel.GetLandObject(objectPosition.X, objectPosition.Y); |
108 | int usedPrims = scene.LandChannel.GetLandObject(objectPosition.X,objectPosition.Y).PrimCounts.Total; | 110 | int usedPrims = lo.PrimCounts.Total; |
109 | LandData landData = scene.LandChannel.GetLandObject(objectPosition.X,objectPosition.Y).LandData; | 111 | int simulatorCapacity = lo.GetSimulatorMaxPrimCount(); |
110 | int simulatorCapacity = (int)(((float)landData.SimwideArea / 65536.0f) * | ||
111 | (float)scene.RegionInfo.ObjectCapacity * (float)scene.RegionInfo.RegionSettings.ObjectBonus); | ||
112 | 112 | ||
113 | if(objectCount + usedPrims > simulatorCapacity) | 113 | if (objectCount + usedPrims > simulatorCapacity) |
114 | { | 114 | { |
115 | m_dialogModule.SendAlertToUser(owner, "Unable to rez object because the parcel is too full"); | 115 | m_dialogModule.SendAlertToUser(owner, "Unable to rez object because the parcel is too full"); |
116 | return false; | 116 | return false; |
@@ -118,7 +118,7 @@ namespace OpenSim.Region.OptionalModules | |||
118 | 118 | ||
119 | return true; | 119 | return true; |
120 | } | 120 | } |
121 | //OnMoveObject | 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 | SceneObjectPart obj = scene.GetSceneObjectPart(objectID); | 124 | SceneObjectPart obj = scene.GetSceneObjectPart(objectID); |
@@ -126,11 +126,9 @@ namespace OpenSim.Region.OptionalModules | |||
126 | int objectCount = obj.ParentGroup.PrimCount; | 126 | int objectCount = obj.ParentGroup.PrimCount; |
127 | ILandObject oldParcel = scene.LandChannel.GetLandObject(oldPoint.X, oldPoint.Y); | 127 | ILandObject oldParcel = scene.LandChannel.GetLandObject(oldPoint.X, oldPoint.Y); |
128 | ILandObject newParcel = scene.LandChannel.GetLandObject(newPoint.X, newPoint.Y); | 128 | ILandObject newParcel = scene.LandChannel.GetLandObject(newPoint.X, newPoint.Y); |
129 | 129 | ||
130 | int usedPrims=newParcel.PrimCounts.Total; | 130 | int usedPrims = newParcel.PrimCounts.Total; |
131 | LandData landData = newParcel.LandData; | 131 | int simulatorCapacity = newParcel.GetSimulatorMaxPrimCount(); |
132 | int simulatorCapacity = (int)(((float)landData.SimwideArea / 65536.0f) * | ||
133 | (float)scene.RegionInfo.ObjectCapacity * (float)scene.RegionInfo.RegionSettings.ObjectBonus); | ||
134 | 132 | ||
135 | // The prim hasn't crossed a region boundry so we don't need to worry | 133 | // The prim hasn't crossed a region boundry so we don't need to worry |
136 | // about prim counts here | 134 | // about prim counts here |
@@ -138,36 +136,39 @@ namespace OpenSim.Region.OptionalModules | |||
138 | { | 136 | { |
139 | return true; | 137 | return true; |
140 | } | 138 | } |
139 | |||
141 | // Prim counts are determined by the location of the root prim. if we're | 140 | // Prim counts are determined by the location of the root prim. if we're |
142 | // moving a child prim, just let it pass | 141 | // moving a child prim, just let it pass |
143 | if(!obj.IsRoot) | 142 | if(!obj.IsRoot) |
144 | { | 143 | { |
145 | return true; | 144 | return true; |
146 | } | 145 | } |
147 | // Add Special Case here for temporary prims | 146 | |
147 | // TODO: Add Special Case here for temporary prims | ||
148 | 148 | ||
149 | if(objectCount + usedPrims > simulatorCapacity) | 149 | if(objectCount + usedPrims > simulatorCapacity) |
150 | { | 150 | { |
151 | m_dialogModule.SendAlertToUser(obj.OwnerID, "Unable to move object because the destination parcel is too full"); | 151 | m_dialogModule.SendAlertToUser(obj.OwnerID, "Unable to move object because the destination parcel is too full"); |
152 | return false; | 152 | return false; |
153 | } | 153 | } |
154 | |||
154 | return true; | 155 | return true; |
155 | } | 156 | } |
157 | |||
156 | //OnDuplicateObject | 158 | //OnDuplicateObject |
157 | private bool CanDuplicateObject(int objectCount, UUID objectID, UUID owner, Scene scene, Vector3 objectPosition) | 159 | private bool CanDuplicateObject(int objectCount, UUID objectID, UUID owner, Scene scene, Vector3 objectPosition) |
158 | { | 160 | { |
159 | // This may be a little long winded and can probably be optomized | 161 | ILandObject lo = scene.LandChannel.GetLandObject(objectPosition.X, objectPosition.Y); |
160 | int usedPrims = scene.LandChannel.GetLandObject(objectPosition.X,objectPosition.Y).PrimCounts.Total; | 162 | int usedPrims = lo.PrimCounts.Total; |
161 | LandData landData = scene.LandChannel.GetLandObject(objectPosition.X,objectPosition.Y).LandData; | 163 | int simulatorCapacity = lo.GetSimulatorMaxPrimCount(); |
162 | int simulatorCapacity = (int)(((float)landData.SimwideArea / 65536.0f) * | ||
163 | (float)scene.RegionInfo.ObjectCapacity * (float)scene.RegionInfo.RegionSettings.ObjectBonus); | ||
164 | 164 | ||
165 | if(objectCount + usedPrims > simulatorCapacity) | 165 | if(objectCount + usedPrims > simulatorCapacity) |
166 | { | 166 | { |
167 | m_dialogModule.SendAlertToUser(owner, "Unable to duplicate object because the parcel is too full"); | 167 | m_dialogModule.SendAlertToUser(owner, "Unable to duplicate object because the parcel is too full"); |
168 | return false; | 168 | return false; |
169 | } | 169 | } |
170 | |||
170 | return true; | 171 | return true; |
171 | } | 172 | } |
172 | } | 173 | } |
173 | } | 174 | } \ No newline at end of file |