/* * 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; } } }