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* notice, this list of conditions and the following disclaimer in the
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* 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
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*/
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;
}
}
}