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
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