clockwerk-opensim – Blame information for rev 1
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1 | vero | 1 | /* |
2 | * Copyright (c) Contributors, http://opensimulator.org/ |
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3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. |
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4 | * |
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5 | * Redistribution and use in source and binary forms, with or without |
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6 | * modification, are permitted provided that the following conditions are met: |
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7 | * * Redistributions of source code must retain the above copyright |
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8 | * notice, this list of conditions and the following disclaimer. |
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9 | * * Redistributions in binary form must reproduce the above copyright |
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10 | * notice, this list of conditions and the following disclaimer in the |
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11 | * documentation and/or other materials provided with the distribution. |
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12 | * * Neither the name of the OpenSimulator Project nor the |
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13 | * names of its contributors may be used to endorse or promote products |
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14 | * derived from this software without specific prior written permission. |
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15 | * |
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16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY |
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17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED |
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18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE |
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19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY |
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20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES |
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21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; |
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22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND |
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23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
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24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS |
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25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
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26 | */ |
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27 | |||
28 | using System; |
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29 | using System.Collections.Generic; |
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30 | using System.Linq; |
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31 | using System.Reflection; |
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32 | using log4net; |
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33 | using Mono.Addins; |
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34 | using Nini.Config; |
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35 | using OpenMetaverse; |
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36 | using OpenSim.Framework; |
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37 | using OpenSim.Region.Framework.Interfaces; |
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38 | using OpenSim.Region.Framework.Scenes; |
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39 | |||
40 | namespace OpenSim.Region.OptionalModules |
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41 | { |
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42 | /// <summary> |
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43 | /// Enables Prim limits for parcel. |
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44 | /// </summary> |
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45 | /// <remarks> |
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46 | /// This module selectivly enables parcel prim limits. |
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47 | /// </remarks> |
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48 | [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "PrimLimitsModule")] |
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49 | public class PrimLimitsModule : INonSharedRegionModule |
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50 | { |
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51 | protected IDialogModule m_dialogModule; |
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52 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); |
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53 | private bool m_enabled; |
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54 | |||
55 | public string Name { get { return "PrimLimitsModule"; } } |
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56 | |||
57 | public Type ReplaceableInterface { get { return null; } } |
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58 | |||
59 | public void Initialise(IConfigSource config) |
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60 | { |
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61 | string permissionModules = Util.GetConfigVarFromSections<string>(config, "permissionmodules", |
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62 | new string[] { "Startup", "Permissions" }, "DefaultPermissionsModule"); |
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63 | |||
64 | List<string> modules = new List<string>(permissionModules.Split(',').Select(m => m.Trim())); |
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65 | |||
66 | if(!modules.Contains("PrimLimitsModule")) |
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67 | return; |
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68 | |||
69 | m_log.DebugFormat("[PRIM LIMITS]: Initialized module"); |
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70 | m_enabled = true; |
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71 | } |
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72 | |||
73 | public void Close() |
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74 | { |
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75 | } |
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76 | |||
77 | public void AddRegion(Scene scene) |
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78 | { |
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79 | if (!m_enabled) |
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80 | { |
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81 | return; |
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82 | } |
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83 | scene.Permissions.OnRezObject += CanRezObject; |
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84 | scene.Permissions.OnObjectEntry += CanObjectEnter; |
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85 | scene.Permissions.OnDuplicateObject += CanDuplicateObject; |
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86 | |||
87 | m_log.DebugFormat("[PRIM LIMITS]: Region {0} added", scene.RegionInfo.RegionName); |
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88 | } |
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89 | |||
90 | public void RemoveRegion(Scene scene) |
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91 | { |
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92 | if (m_enabled) |
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93 | { |
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94 | return; |
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95 | } |
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96 | |||
97 | scene.Permissions.OnRezObject -= CanRezObject; |
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98 | scene.Permissions.OnObjectEntry -= CanObjectEnter; |
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99 | scene.Permissions.OnDuplicateObject -= CanDuplicateObject; |
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100 | } |
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101 | |||
102 | public void RegionLoaded(Scene scene) |
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103 | { |
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104 | m_dialogModule = scene.RequestModuleInterface<IDialogModule>(); |
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105 | } |
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106 | |||
107 | private bool CanRezObject(int objectCount, UUID ownerID, Vector3 objectPosition, Scene scene) |
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108 | { |
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109 | ILandObject lo = scene.LandChannel.GetLandObject(objectPosition.X, objectPosition.Y); |
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110 | |||
111 | string response = DoCommonChecks(objectCount, ownerID, lo, scene); |
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112 | |||
113 | if (response != null) |
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114 | { |
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115 | m_dialogModule.SendAlertToUser(ownerID, response); |
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116 | return false; |
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117 | } |
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118 | return true; |
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119 | } |
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120 | |||
121 | //OnDuplicateObject |
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122 | private bool CanDuplicateObject(int objectCount, UUID objectID, UUID ownerID, Scene scene, Vector3 objectPosition) |
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123 | { |
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124 | ILandObject lo = scene.LandChannel.GetLandObject(objectPosition.X, objectPosition.Y); |
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125 | |||
126 | string response = DoCommonChecks(objectCount, ownerID, lo, scene); |
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127 | |||
128 | if (response != null) |
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129 | { |
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130 | m_dialogModule.SendAlertToUser(ownerID, response); |
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131 | return false; |
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132 | } |
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133 | return true; |
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134 | } |
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135 | |||
136 | private bool CanObjectEnter(UUID objectID, bool enteringRegion, Vector3 newPoint, Scene scene) |
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137 | { |
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138 | SceneObjectPart obj = scene.GetSceneObjectPart(objectID); |
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139 | Vector3 oldPoint = obj.GroupPosition; |
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140 | int objectCount = obj.ParentGroup.PrimCount; |
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141 | ILandObject oldParcel = scene.LandChannel.GetLandObject(oldPoint.X, oldPoint.Y); |
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142 | ILandObject newParcel = scene.LandChannel.GetLandObject(newPoint.X, newPoint.Y); |
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143 | |||
144 | // newParcel will be null only if it outside of our current region. If this is the case, then the |
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145 | // receiving permissions will perform the check. |
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146 | if (newParcel == null) |
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147 | return true; |
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148 | |||
149 | // The prim hasn't crossed a region boundary so we don't need to worry |
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150 | // about prim counts here |
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151 | if(oldParcel.Equals(newParcel)) |
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152 | { |
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153 | return true; |
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154 | } |
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155 | |||
156 | // Prim counts are determined by the location of the root prim. if we're |
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157 | // moving a child prim, just let it pass |
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158 | if(!obj.IsRoot) |
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159 | { |
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160 | return true; |
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161 | } |
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162 | |||
163 | // TODO: Add Special Case here for temporary prims |
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164 | |||
165 | string response = DoCommonChecks(objectCount, obj.OwnerID, newParcel, scene); |
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166 | |||
167 | if (response != null) |
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168 | { |
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169 | m_dialogModule.SendAlertToUser(obj.OwnerID, response); |
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170 | return false; |
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171 | } |
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172 | return true; |
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173 | } |
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174 | |||
175 | private string DoCommonChecks(int objectCount, UUID ownerID, ILandObject lo, Scene scene) |
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176 | { |
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177 | string response = null; |
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178 | |||
179 | int simulatorCapacity = lo.GetSimulatorMaxPrimCount(); |
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180 | if ((objectCount + lo.PrimCounts.Total) > simulatorCapacity) |
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181 | { |
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182 | response = "Unable to rez object because the parcel is too full"; |
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183 | } |
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184 | else |
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185 | { |
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186 | int maxPrimsPerUser = scene.RegionInfo.MaxPrimsPerUser; |
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187 | if (maxPrimsPerUser >= 0) |
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188 | { |
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189 | // per-user prim limit is set |
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190 | if (ownerID != lo.LandData.OwnerID || lo.LandData.IsGroupOwned) |
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191 | { |
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192 | // caller is not the sole Parcel owner |
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193 | EstateSettings estateSettings = scene.RegionInfo.EstateSettings; |
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194 | if (ownerID != estateSettings.EstateOwner) |
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195 | { |
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196 | // caller is NOT the Estate owner |
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197 | List<UUID> mgrs = new List<UUID>(estateSettings.EstateManagers); |
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198 | if (!mgrs.Contains(ownerID)) |
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199 | { |
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200 | // caller is not an Estate Manager |
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201 | if ((lo.PrimCounts.Users[ownerID] + objectCount) > maxPrimsPerUser) |
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202 | { |
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203 | response = "Unable to rez object because you have reached your limit"; |
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204 | } |
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205 | } |
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206 | } |
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207 | } |
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208 | } |
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209 | } |
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210 | return response; |
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211 | } |
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212 | } |
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213 | } |