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