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/*
* 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.Collections;
using System.Collections.Generic;
using System.Diagnostics;
using System.Reflection;
using log4net;
using Nini.Config;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Services.Interfaces;
namespace OpenSim.Region.CoreModules.World.Land
{
public class ParcelCounts
{
public int Owner = 0;
public int Group = 0;
public int Others = 0;
public Dictionary <UUID, int> Users =
new Dictionary <UUID, int>();
}
public class PrimCountModule : IPrimCountModule, INonSharedRegionModule
{
// private static readonly ILog m_log =
// LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
private Scene m_Scene;
private Dictionary<UUID, PrimCounts> m_PrimCounts =
new Dictionary<UUID, PrimCounts>();
private Dictionary<UUID, UUID> m_OwnerMap =
new Dictionary<UUID, UUID>();
private Dictionary<UUID, int> m_SimwideCounts =
new Dictionary<UUID, int>();
private Dictionary<UUID, ParcelCounts> m_ParcelCounts =
new Dictionary<UUID, ParcelCounts>();
/// <value>
/// For now, a simple simwide taint to get this up. Later parcel based
/// taint to allow recounting a parcel if only ownership has changed
/// without recounting the whole sim.
///
/// We start out tainted so that the first get call resets the various prim counts.
/// <value>
private bool m_Tainted = true;
private Object m_TaintLock = new Object();
public Type ReplaceableInterface
{
get { return null; }
}
public void Initialise(IConfigSource source)
{
}
public void AddRegion(Scene scene)
{
m_Scene = scene;
m_Scene.EventManager.OnObjectAddedToScene += OnParcelPrimCountAdd;
m_Scene.EventManager.OnObjectBeingRemovedFromScene +=
OnObjectBeingRemovedFromScene;
m_Scene.EventManager.OnParcelPrimCountTainted +=
OnParcelPrimCountTainted;
}
public void RegionLoaded(Scene scene)
{
}
public void RemoveRegion(Scene scene)
{
}
public void Close()
{
}
public string Name
{
get { return "PrimCountModule"; }
}
private void OnParcelPrimCountAdd(SceneObjectGroup obj)
{
Console.WriteLine("WIBBLE");
// If we're tainted already, don't bother to add. The next
// access will cause a recount anyway
lock (m_TaintLock)
{
if (!m_Tainted)
AddObject(obj);
}
}
private void OnObjectBeingRemovedFromScene(SceneObjectGroup obj)
{
// Don't bother to update tainted counts
lock (m_TaintLock)
{
if (!m_Tainted)
RemoveObject(obj);
}
}
private void OnParcelPrimCountTainted()
{
lock (m_TaintLock)
m_Tainted = true;
}
public void TaintPrimCount(ILandObject land)
{
lock (m_TaintLock)
m_Tainted = true;
}
public void TaintPrimCount(int x, int y)
{
lock (m_TaintLock)
m_Tainted = true;
}
public void TaintPrimCount()
{
lock (m_TaintLock)
m_Tainted = true;
}
// NOTE: Call under Taint Lock
private void AddObject(SceneObjectGroup obj)
{
// m_log.DebugFormat("[PRIM COUNT MODULE]: Adding object {0} to prim count", obj.Name);
if (obj.IsAttachment)
return;
if (((obj.RootPart.Flags & PrimFlags.TemporaryOnRez) != 0))
return;
Vector3 pos = obj.AbsolutePosition;
ILandObject landObject = m_Scene.LandChannel.GetLandObject(pos.X, pos.Y);
LandData landData = landObject.LandData;
// m_log.DebugFormat(
// "[PRIM COUNT MODULE]: Object {0} is owned by {1} over land owned by {2}",
// obj.Name, obj.OwnerID, landData.OwnerID);
ParcelCounts parcelCounts;
if (m_ParcelCounts.TryGetValue(landData.GlobalID, out parcelCounts))
{
UUID landOwner = landData.OwnerID;
int partCount = obj.Parts.Length;
m_SimwideCounts[landOwner] += partCount;
if (parcelCounts.Users.ContainsKey(obj.OwnerID))
parcelCounts.Users[obj.OwnerID] += partCount;
else
parcelCounts.Users[obj.OwnerID] = partCount;
if (landData.IsGroupOwned)
{
if (obj.OwnerID == landData.GroupID)
parcelCounts.Owner += partCount;
else if (obj.GroupID == landData.GroupID)
parcelCounts.Group += partCount;
else
parcelCounts.Others += partCount;
}
else
{
if (obj.OwnerID == landData.OwnerID)
parcelCounts.Owner += partCount;
else if (obj.GroupID == landData.GroupID)
parcelCounts.Group += partCount;
else
parcelCounts.Others += partCount;
}
}
}
// NOTE: Call under Taint Lock
private void RemoveObject(SceneObjectGroup obj)
{
}
public IPrimCounts GetPrimCounts(UUID parcelID)
{
PrimCounts primCounts;
lock (m_PrimCounts)
{
if (m_PrimCounts.TryGetValue(parcelID, out primCounts))
return primCounts;
primCounts = new PrimCounts(parcelID, this);
m_PrimCounts[parcelID] = primCounts;
}
return primCounts;
}
public int GetOwnerCount(UUID parcelID)
{
// m_log.DebugFormat("[PRIM COUNT MODULE]: GetOwnerCount for {0}", parcelID);
lock (m_TaintLock)
{
if (m_Tainted)
Recount();
ParcelCounts counts;
if (m_ParcelCounts.TryGetValue(parcelID, out counts))
return counts.Owner;
}
return 0;
}
public int GetGroupCount(UUID parcelID)
{
lock (m_TaintLock)
{
if (m_Tainted)
Recount();
ParcelCounts counts;
if (m_ParcelCounts.TryGetValue(parcelID, out counts))
return counts.Group;
}
return 0;
}
public int GetOthersCount(UUID parcelID)
{
lock (m_TaintLock)
{
if (m_Tainted)
Recount();
ParcelCounts counts;
if (m_ParcelCounts.TryGetValue(parcelID, out counts))
return counts.Others;
}
return 0;
}
public int GetSimulatorCount(UUID parcelID)
{
lock (m_TaintLock)
{
if (m_Tainted)
Recount();
UUID owner;
if (m_OwnerMap.TryGetValue(parcelID, out owner))
{
int val;
if (m_SimwideCounts.TryGetValue(owner, out val))
return val;
}
}
return 0;
}
public int GetUserCount(UUID parcelID, UUID userID)
{
lock (m_TaintLock)
{
if (m_Tainted)
Recount();
ParcelCounts counts;
if (m_ParcelCounts.TryGetValue(parcelID, out counts))
{
int val;
if (counts.Users.TryGetValue(userID, out val))
return val;
}
}
return 0;
}
// NOTE: This method MUST be called while holding the taint lock!
private void Recount()
{
// m_log.DebugFormat("[PRIM COUNT MODULE]: Recounting prims on {0}", m_Scene.RegionInfo.RegionName);
m_OwnerMap.Clear();
m_SimwideCounts.Clear();
m_ParcelCounts.Clear();
List<ILandObject> land = m_Scene.LandChannel.AllParcels();
foreach (ILandObject l in land)
{
LandData landData = l.LandData;
m_OwnerMap[landData.GlobalID] = landData.OwnerID;
m_SimwideCounts[landData.OwnerID] = 0;
// m_log.DebugFormat("[PRIM COUNT MODULE]: Adding parcel count for {0}", landData.GlobalID);
m_ParcelCounts[landData.GlobalID] = new ParcelCounts();
}
m_Scene.ForEachSOG(AddObject);
List<UUID> primcountKeys = new List<UUID>(m_PrimCounts.Keys);
foreach (UUID k in primcountKeys)
{
if (!m_OwnerMap.ContainsKey(k))
m_PrimCounts.Remove(k);
}
m_Tainted = false;
}
}
public class PrimCounts : IPrimCounts
{
private PrimCountModule m_Parent;
private UUID m_ParcelID;
private UserPrimCounts m_UserPrimCounts;
public PrimCounts (UUID parcelID, PrimCountModule parent)
{
m_ParcelID = parcelID;
m_Parent = parent;
m_UserPrimCounts = new UserPrimCounts(this);
}
public int Owner
{
get
{
return m_Parent.GetOwnerCount(m_ParcelID);
}
}
public int Group
{
get
{
return m_Parent.GetGroupCount(m_ParcelID);
}
}
public int Others
{
get
{
return m_Parent.GetOthersCount(m_ParcelID);
}
}
public int Simulator
{
get
{
return m_Parent.GetSimulatorCount(m_ParcelID);
}
}
public IUserPrimCounts Users
{
get
{
return m_UserPrimCounts;
}
}
public int GetUserCount(UUID userID)
{
return m_Parent.GetUserCount(m_ParcelID, userID);
}
}
public class UserPrimCounts : IUserPrimCounts
{
private PrimCounts m_Parent;
public UserPrimCounts(PrimCounts parent)
{
m_Parent = parent;
}
public int this[UUID userID]
{
get
{
return m_Parent.GetUserCount(userID);
}
}
}
}
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