From d3c3feb6b185f4f3fd960e7a8579cf4eacb58dc1 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
(limited to 'OpenSim/Region/OptionalModules/PrimLimitsModule')
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
+{
+ ///
+ /// Simplest possible example of a non-shared region module.
+ ///
+ ///
+ /// 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.
+ ///
+ [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();
+ 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;
+ }
+ }
+}
\ No newline at end of file
--
cgit v1.1
From 939026d874d80d441ae22486bbeaf151aeeb305d Mon Sep 17 00:00:00 2001
From: E. Allen Soard
Date: Fri, 6 May 2011 21:22:06 -0700
Subject: Incremental patch to add config options to enable/disable the prim
limits module to OpenSim.ini. EnforcePrimLimits is set to false by default to
emulate the current behavior.
---
.../PrimLimitsModule/PrimLimitsModule.cs | 20 +++++++++++++++++++-
1 file changed, 19 insertions(+), 1 deletion(-)
(limited to 'OpenSim/Region/OptionalModules/PrimLimitsModule')
diff --git a/OpenSim/Region/OptionalModules/PrimLimitsModule/PrimLimitsModule.cs b/OpenSim/Region/OptionalModules/PrimLimitsModule/PrimLimitsModule.cs
index 0aee191..dd02bc7 100644
--- a/OpenSim/Region/OptionalModules/PrimLimitsModule/PrimLimitsModule.cs
+++ b/OpenSim/Region/OptionalModules/PrimLimitsModule/PrimLimitsModule.cs
@@ -56,13 +56,23 @@ namespace OpenSim.Region.OptionalModules
{
protected IDialogModule m_dialogModule;
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
-
+ private bool m_enabled;
+
public string Name { get { return "Prim Limits Module"; } }
public Type ReplaceableInterface { get { return null; } }
public void Initialise(IConfigSource source)
{
+ IConfig moduleConfig = source.Configs["PrimLimitsModule"];
+ if (moduleConfig != null)
+ {
+ this.m_enabled = moduleConfig.GetBoolean("EnforcePrimLimits", false);
+ }
+ else
+ {
+ this.m_enabled = false;
+ }
m_log.DebugFormat("[PRIM LIMITS]: INITIALIZED MODULE");
}
@@ -73,6 +83,10 @@ namespace OpenSim.Region.OptionalModules
public void AddRegion(Scene scene)
{
+ if(!m_enabled)
+ {
+ return;
+ }
scene.Permissions.OnRezObject += CanRezObject;
scene.Permissions.OnObjectEntry += CanObjectEnter;
scene.Permissions.OnDuplicateObject += CanDuplicateObject;
@@ -81,6 +95,10 @@ namespace OpenSim.Region.OptionalModules
public void RemoveRegion(Scene scene)
{
+ if(m_enabled)
+ {
+ return;
+ }
scene.Permissions.OnRezObject -= CanRezObject;
scene.Permissions.OnObjectEntry -= CanObjectEnter;
scene.Permissions.OnDuplicateObject -= CanDuplicateObject;
--
cgit v1.1
From f644c0346b7064e6d390e1d80a29ef0d823a1090 Mon Sep 17 00:00:00 2001
From: E. Allen Soard
Date: Sat, 7 May 2011 11:41:22 -0700
Subject: Incremental - Just did some cleanup of comments and class name change
to clean up from using BareBonesNonShared as a template.
---
.../OptionalModules/PrimLimitsModule/PrimLimitsModule.cs | 14 +++-----------
1 file changed, 3 insertions(+), 11 deletions(-)
(limited to 'OpenSim/Region/OptionalModules/PrimLimitsModule')
diff --git a/OpenSim/Region/OptionalModules/PrimLimitsModule/PrimLimitsModule.cs b/OpenSim/Region/OptionalModules/PrimLimitsModule/PrimLimitsModule.cs
index dd02bc7..5bafec3 100644
--- a/OpenSim/Region/OptionalModules/PrimLimitsModule/PrimLimitsModule.cs
+++ b/OpenSim/Region/OptionalModules/PrimLimitsModule/PrimLimitsModule.cs
@@ -38,21 +38,13 @@ using OpenSim.Region.Framework.Scenes;
namespace OpenSim.Region.OptionalModules
{
///
- /// Simplest possible example of a non-shared region module.
+ /// Enables Prim limits for parcel.
///
///
- /// 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.
+ /// This module selectivly enables parcel prim limits.
///
[Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "PrimLimitsModule")]
- public class BareBonesNonSharedModule : INonSharedRegionModule
+ public class PrimLimitsModule : INonSharedRegionModule
{
protected IDialogModule m_dialogModule;
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
--
cgit v1.1
From 9daad867174e0ab0ddec707697b83b37c9208777 Mon Sep 17 00:00:00 2001
From: Melanie
Date: Mon, 9 May 2011 02:47:40 +0200
Subject: Convert the prim count module into a permissionsmodule
---
.../PrimLimitsModule/PrimLimitsModule.cs | 34 +++++++++++-----------
1 file changed, 17 insertions(+), 17 deletions(-)
(limited to 'OpenSim/Region/OptionalModules/PrimLimitsModule')
diff --git a/OpenSim/Region/OptionalModules/PrimLimitsModule/PrimLimitsModule.cs b/OpenSim/Region/OptionalModules/PrimLimitsModule/PrimLimitsModule.cs
index 5bafec3..471b90f 100644
--- a/OpenSim/Region/OptionalModules/PrimLimitsModule/PrimLimitsModule.cs
+++ b/OpenSim/Region/OptionalModules/PrimLimitsModule/PrimLimitsModule.cs
@@ -27,6 +27,7 @@
using System;
using System.Reflection;
+using System.Collections.Generic;
using log4net;
using Mono.Addins;
using Nini.Config;
@@ -50,27 +51,27 @@ namespace OpenSim.Region.OptionalModules
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
private bool m_enabled;
- public string Name { get { return "Prim Limits Module"; } }
+ public string Name { get { return "PrimLimitsModule"; } }
public Type ReplaceableInterface { get { return null; } }
- public void Initialise(IConfigSource source)
+ public void Initialise(IConfigSource config)
{
- IConfig moduleConfig = source.Configs["PrimLimitsModule"];
- if (moduleConfig != null)
- {
- this.m_enabled = moduleConfig.GetBoolean("EnforcePrimLimits", false);
- }
- else
- {
- this.m_enabled = false;
- }
- m_log.DebugFormat("[PRIM LIMITS]: INITIALIZED MODULE");
+ IConfig myConfig = config.Configs["Startup"];
+
+ string permissionModules = myConfig.GetString("permissionmodules", "DefaultPermissionsModule");
+
+ List modules=new List(permissionModules.Split(','));
+
+ if(!modules.Contains("PrimLimitsModule"))
+ return;
+
+ m_log.DebugFormat("[PRIM LIMITS]: Initialized module");
+ m_enabled = true;
}
public void Close()
{
- m_log.DebugFormat("[PRIM LIMITS]: CLOSED MODULE");
}
public void AddRegion(Scene scene)
@@ -82,7 +83,7 @@ namespace OpenSim.Region.OptionalModules
scene.Permissions.OnRezObject += CanRezObject;
scene.Permissions.OnObjectEntry += CanObjectEnter;
scene.Permissions.OnDuplicateObject += CanDuplicateObject;
- m_log.DebugFormat("[PRIM LIMITS]: REGION {0} ADDED", scene.RegionInfo.RegionName);
+ m_log.DebugFormat("[PRIM LIMITS]: Region {0} added", scene.RegionInfo.RegionName);
}
public void RemoveRegion(Scene scene)
@@ -94,14 +95,13 @@ namespace OpenSim.Region.OptionalModules
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();
- 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
@@ -170,4 +170,4 @@ namespace OpenSim.Region.OptionalModules
return true;
}
}
-}
\ No newline at end of file
+}
--
cgit v1.1
From 0be4ed3df42d4cd566110b30d84780e85f848c92 Mon Sep 17 00:00:00 2001
From: Melanie
Date: Tue, 6 Mar 2012 22:27:01 +0100
Subject: Prevent scripted region crossings from crashing with prim limits
enabled
---
.../Region/OptionalModules/PrimLimitsModule/PrimLimitsModule.cs | 8 +++++++-
1 file changed, 7 insertions(+), 1 deletion(-)
(limited to 'OpenSim/Region/OptionalModules/PrimLimitsModule')
diff --git a/OpenSim/Region/OptionalModules/PrimLimitsModule/PrimLimitsModule.cs b/OpenSim/Region/OptionalModules/PrimLimitsModule/PrimLimitsModule.cs
index c1957e2..59ff9b8 100644
--- a/OpenSim/Region/OptionalModules/PrimLimitsModule/PrimLimitsModule.cs
+++ b/OpenSim/Region/OptionalModules/PrimLimitsModule/PrimLimitsModule.cs
@@ -121,12 +121,18 @@ namespace OpenSim.Region.OptionalModules
private bool CanObjectEnter(UUID objectID, bool enteringRegion, Vector3 newPoint, Scene scene)
{
+ if ((newPoint.X > 257f || newPoint.X < -1f || newPoint.Y > 257f || newPoint.Y < -1f))
+ return true;
+
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);
+ if (newParcel == null)
+ return true;
+
int usedPrims = newParcel.PrimCounts.Total;
int simulatorCapacity = newParcel.GetSimulatorMaxPrimCount();
@@ -171,4 +177,4 @@ namespace OpenSim.Region.OptionalModules
return true;
}
}
-}
\ No newline at end of file
+}
--
cgit v1.1
From 1090ff727851b0ee571a0d99e232a81b95f2bdef Mon Sep 17 00:00:00 2001
From: UbitUmarov
Date: Sun, 4 Nov 2012 14:57:27 +0000
Subject: removed potencial null refs and rearrange code a bit
---
.../PrimLimitsModule/PrimLimitsModule.cs | 32 +++++++++++++---------
1 file changed, 19 insertions(+), 13 deletions(-)
(limited to 'OpenSim/Region/OptionalModules/PrimLimitsModule')
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
private bool CanObjectEnter(UUID objectID, bool enteringRegion, Vector3 newPoint, Scene scene)
{
- if ((newPoint.X > 257f || newPoint.X < -1f || newPoint.Y > 257f || newPoint.Y < -1f))
+ if (newPoint.X < -1f || newPoint.X > (float)(Constants.RegionSize + 1) ||
+ newPoint.Y < -1f || newPoint.Y > (float)(Constants.RegionSize + 1))
return true;
SceneObjectPart obj = scene.GetSceneObjectPart(objectID);
- Vector3 oldPoint = obj.GroupPosition;
- int objectCount = obj.ParentGroup.PrimCount;
- ILandObject oldParcel = scene.LandChannel.GetLandObject(oldPoint.X, oldPoint.Y);
+
+ if (obj == null)
+ return false;
+
+ // 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;
+ }
+
ILandObject newParcel = scene.LandChannel.GetLandObject(newPoint.X, newPoint.Y);
if (newParcel == null)
return true;
- int usedPrims = newParcel.PrimCounts.Total;
- int simulatorCapacity = newParcel.GetSimulatorMaxPrimCount();
+ Vector3 oldPoint = obj.GroupPosition;
+ ILandObject oldParcel = scene.LandChannel.GetLandObject(oldPoint.X, oldPoint.Y);
// The prim hasn't crossed a region boundry so we don't need to worry
// about prim counts here
- if(oldParcel.Equals(newParcel))
+ if(oldParcel != null && 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;
- }
+ int objectCount = obj.ParentGroup.PrimCount;
+ int usedPrims = newParcel.PrimCounts.Total;
+ int simulatorCapacity = newParcel.GetSimulatorMaxPrimCount();
// TODO: Add Special Case here for temporary prims
--
cgit v1.1
From 07dead7dcb8b0f2a27a50748e4a460d9669903fc Mon Sep 17 00:00:00 2001
From: Robert Adams
Date: Sun, 29 Mar 2015 14:25:12 -0700
Subject: varregion: any conversions of use of Constants.RegionSize converted
into Util.cs routines to convert region coords to and from world coords or
handles.
---
OpenSim/Region/OptionalModules/PrimLimitsModule/PrimLimitsModule.cs | 4 ++--
1 file changed, 2 insertions(+), 2 deletions(-)
(limited to 'OpenSim/Region/OptionalModules/PrimLimitsModule')
diff --git a/OpenSim/Region/OptionalModules/PrimLimitsModule/PrimLimitsModule.cs b/OpenSim/Region/OptionalModules/PrimLimitsModule/PrimLimitsModule.cs
index a375da9..0bf23f1 100644
--- a/OpenSim/Region/OptionalModules/PrimLimitsModule/PrimLimitsModule.cs
+++ b/OpenSim/Region/OptionalModules/PrimLimitsModule/PrimLimitsModule.cs
@@ -122,8 +122,8 @@ namespace OpenSim.Region.OptionalModules
private bool CanObjectEnter(UUID objectID, bool enteringRegion, Vector3 newPoint, Scene scene)
{
- if (newPoint.X < -1f || newPoint.X > (float)(Constants.RegionSize + 1) ||
- newPoint.Y < -1f || newPoint.Y > (float)(Constants.RegionSize + 1))
+ if (newPoint.X < -1f || newPoint.X > (scene.RegionInfo.RegionSizeX + 1) ||
+ newPoint.Y < -1f || newPoint.Y > (scene.RegionInfo.RegionSizeY) )
return true;
SceneObjectPart obj = scene.GetSceneObjectPart(objectID);
--
cgit v1.1