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') 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