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*Added support for prim counting on parcels
**No restrictions yet in place, or total prim count
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@@ -59,6 +59,7 @@ namespace OpenSim.Region.Environment.Scenes
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private uint _primCount = 702000;
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private System.Threading.Mutex _primAllocateMutex = new Mutex(false);
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private int storageCount;
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private int parcelPrimCheckCount;
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private Mutex updateLock;
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protected AuthenticateSessionsBase authenticateHandler;
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@@ -144,6 +145,8 @@ namespace OpenSim.Region.Environment.Scenes
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Terrain = new TerrainEngine();
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ScenePresence.LoadAnims();
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this.performParcelPrimCountUpdate();
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this.httpListener = httpServer;
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}
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#endregion
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@@ -211,6 +214,18 @@ namespace OpenSim.Region.Environment.Scenes
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this.Backup();
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storageCount = 0;
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}
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this.parcelPrimCheckCount++;
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if (this.parcelPrimCheckCount > 50) //check every 5 seconds for tainted prims
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{
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if (m_parcelManager.parcelPrimCountTainted)
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{
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//Perform parcel update of prim count
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performParcelPrimCountUpdate();
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this.parcelPrimCheckCount = 0;
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}
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}
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}
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catch (Exception e)
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{
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@@ -441,7 +456,7 @@ namespace OpenSim.Region.Environment.Scenes
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{
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try
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{
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SceneObject sceneOb = new SceneObject(m_regionHandle, this, ownerID, this.PrimIDAllocate(), pos, shape);
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SceneObject sceneOb = new SceneObject(m_regionHandle, this, this.m_eventManager,this.m_parcelManager, ownerID, this.PrimIDAllocate(), pos, shape);
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this.Entities.Add(sceneOb.rootUUID, sceneOb);
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// Trigger event for listeners
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@@ -809,6 +824,12 @@ namespace OpenSim.Region.Environment.Scenes
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return this.commsManager.InterRegion.ExpectAvatarCrossing(regionhandle, agentID, position);
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}
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public void performParcelPrimCountUpdate()
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{
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m_parcelManager.resetAllParcelPrimCounts();
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m_eventManager.TriggerParcelPrimCountUpdate();
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m_parcelManager.parcelPrimCountTainted = false;
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}
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#endregion
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}
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