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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.Generic;
- using System.Linq;
- 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
- {
- /// <summary>
- /// Enables Prim limits for parcel.
- /// </summary>
- /// <remarks>
- /// This module selectivly enables parcel prim limits.
- /// </remarks>
- [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "PrimLimitsModule")]
- public class PrimLimitsModule : INonSharedRegionModule
- {
- protected IDialogModule m_dialogModule;
- private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
- private bool m_enabled;
- public string Name { get { return "PrimLimitsModule"; } }
-
- public Type ReplaceableInterface { get { return null; } }
-
- public void Initialise(IConfigSource config)
- {
- string permissionModules = Util.GetConfigVarFromSections<string>(config, "permissionmodules",
- new string[] { "Startup", "Permissions" }, "DefaultPermissionsModule");
- List<string> modules = new List<string>(permissionModules.Split(',').Select(m => m.Trim()));
- if(!modules.Contains("PrimLimitsModule"))
- return;
- m_log.DebugFormat("[PRIM LIMITS]: Initialized module");
- m_enabled = true;
- }
-
- public void Close()
- {
- }
-
- public void AddRegion(Scene scene)
- {
- if (!m_enabled)
- {
- return;
- }
- 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)
- {
- if (m_enabled)
- {
- return;
- }
- scene.Permissions.OnRezObject -= CanRezObject;
- scene.Permissions.OnObjectEntry -= CanObjectEnter;
- scene.Permissions.OnDuplicateObject -= CanDuplicateObject;
- }
-
- public void RegionLoaded(Scene scene)
- {
- m_dialogModule = scene.RequestModuleInterface<IDialogModule>();
- }
- private bool CanRezObject(int objectCount, UUID ownerID, Vector3 objectPosition, Scene scene)
- {
- ILandObject lo = scene.LandChannel.GetLandObject(objectPosition.X, objectPosition.Y);
- string response = DoCommonChecks(objectCount, ownerID, lo, scene);
- if (response != null)
- {
- m_dialogModule.SendAlertToUser(ownerID, response);
- return false;
- }
- return true;
- }
- //OnDuplicateObject
- private bool CanDuplicateObject(int objectCount, UUID objectID, UUID ownerID, Scene scene, Vector3 objectPosition)
- {
- ILandObject lo = scene.LandChannel.GetLandObject(objectPosition.X, objectPosition.Y);
- string response = DoCommonChecks(objectCount, ownerID, lo, scene);
- if (response != null)
- {
- m_dialogModule.SendAlertToUser(ownerID, response);
- return false;
- }
- return true;
- }
- 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);
- // newParcel will be null only if it outside of our current region. If this is the case, then the
- // receiving permissions will perform the check.
- if (newParcel == null)
- return true;
- // The prim hasn't crossed a region boundary 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;
- }
- // TODO: Add Special Case here for temporary prims
- string response = DoCommonChecks(objectCount, obj.OwnerID, newParcel, scene);
- if (response != null)
- {
- m_dialogModule.SendAlertToUser(obj.OwnerID, response);
- return false;
- }
- return true;
- }
- private string DoCommonChecks(int objectCount, UUID ownerID, ILandObject lo, Scene scene)
- {
- string response = null;
- int simulatorCapacity = lo.GetSimulatorMaxPrimCount();
- if ((objectCount + lo.PrimCounts.Total) > simulatorCapacity)
- {
- response = "Unable to rez object because the parcel is too full";
- }
- else
- {
- int maxPrimsPerUser = scene.RegionInfo.MaxPrimsPerUser;
- if (maxPrimsPerUser >= 0)
- {
- // per-user prim limit is set
- if (ownerID != lo.LandData.OwnerID || lo.LandData.IsGroupOwned)
- {
- // caller is not the sole Parcel owner
- EstateSettings estateSettings = scene.RegionInfo.EstateSettings;
- if (ownerID != estateSettings.EstateOwner)
- {
- // caller is NOT the Estate owner
- List<UUID> mgrs = new List<UUID>(estateSettings.EstateManagers);
- if (!mgrs.Contains(ownerID))
- {
- // caller is not an Estate Manager
- if ((lo.PrimCounts.Users[ownerID] + objectCount) > maxPrimsPerUser)
- {
- response = "Unable to rez object because you have reached your limit";
- }
- }
- }
- }
- }
- }
- return response;
- }
- }
- }
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