aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region/CoreModules/World/Land/PrimCountModule.cs
blob: ae8579817224419708ffa992a4526b16596ce446 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
/*
 * 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)
        {
            // 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;
        }

        
        /// <summary>
        /// Get the number of prims on the parcel that are owned by the parcel owner.
        /// </summary>
        /// <param name="parcelID"></param>
        /// <returns></returns>
        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;
        }

        /// <summary>
        /// Get the number of prims on the parcel that have been set to the group that owns the parcel.
        /// </summary>
        /// <param name="parcelID"></param>
        /// <returns></returns>        
        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;
        }

        /// <summary>
        /// Get the number of prims on the parcel that are not owned by the parcel owner or set to the parcel group.
        /// </summary>
        /// <param name="parcelID"></param>
        /// <returns></returns>                
        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;
        }

        /// <summary>
        /// Get the number of prims that are in the entire simulator for the owner of this parcel.
        /// </summary>
        /// <param name="parcelID"></param>
        /// <returns></returns>              
        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;
        }

        /// <summary>
        /// Get the number of prims that a particular user owns on this parcel.
        /// </summary>
        /// <param name="parcelID"></param>
        /// <param name="userID"></param>
        /// <returns></returns>          
        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);
            }
        }
    }
}