OpenSimMirror/OpenSim/Framework/AgentCircuitManager.cs

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/*
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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
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* 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.
*/
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using System.Collections.Generic;
using OpenMetaverse;
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namespace OpenSim.Framework
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{
/// <summary>
/// Manage client circuits
/// </summary>
public class AgentCircuitManager
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{
/// <summary>
/// Agent circuits indexed by circuit code.
/// </summary>
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/// <remarks>
/// We lock this for operations both on this dictionary and on m_agentCircuitsByUUID
/// </remarks>
private Dictionary<uint, AgentCircuitData> m_agentCircuits = new Dictionary<uint, AgentCircuitData>();
/// <summary>
/// Agent circuits indexed by agent UUID.
/// </summary>
private Dictionary<UUID, AgentCircuitData> m_agentCircuitsByUUID = new Dictionary<UUID, AgentCircuitData>();
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public virtual AuthenticateResponse AuthenticateSession(UUID sessionID, UUID agentID, uint circuitcode)
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{
AgentCircuitData validcircuit = null;
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lock (m_agentCircuits)
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{
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if (m_agentCircuits.ContainsKey(circuitcode))
validcircuit = m_agentCircuits[circuitcode];
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}
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AuthenticateResponse user = new AuthenticateResponse();
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if (validcircuit == null)
{
//don't have this circuit code in our list
user.Authorised = false;
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return user;
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}
if ((sessionID == validcircuit.SessionID) && (agentID == validcircuit.AgentID))
{
user.Authorised = true;
user.LoginInfo = new Login();
user.LoginInfo.Agent = agentID;
user.LoginInfo.Session = sessionID;
user.LoginInfo.SecureSession = validcircuit.SecureSessionID;
user.LoginInfo.First = validcircuit.firstname;
user.LoginInfo.Last = validcircuit.lastname;
user.LoginInfo.InventoryFolder = validcircuit.InventoryFolder;
user.LoginInfo.BaseFolder = validcircuit.BaseFolder;
user.LoginInfo.StartPos = validcircuit.startpos;
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}
else
{
// Invalid
user.Authorised = false;
}
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return user;
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}
/// <summary>
/// Add information about a new circuit so that later on we can authenticate a new client session.
/// </summary>
/// <param name="circuitCode"></param>
/// <param name="agentData"></param>
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public virtual void AddNewCircuit(uint circuitCode, AgentCircuitData agentData)
{
lock (m_agentCircuits)
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{
if (m_agentCircuits.ContainsKey(circuitCode))
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{
m_agentCircuits[circuitCode] = agentData;
m_agentCircuitsByUUID[agentData.AgentID] = agentData;
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}
else
{
m_agentCircuits.Add(circuitCode, agentData);
m_agentCircuitsByUUID[agentData.AgentID] = agentData;
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}
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}
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}
public virtual void RemoveCircuit(uint circuitCode)
{
lock (m_agentCircuits)
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{
if (m_agentCircuits.ContainsKey(circuitCode))
{
UUID agentID = m_agentCircuits[circuitCode].AgentID;
m_agentCircuits.Remove(circuitCode);
m_agentCircuitsByUUID.Remove(agentID);
}
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}
}
public virtual void RemoveCircuit(UUID agentID)
{
lock (m_agentCircuits)
{
if (m_agentCircuitsByUUID.ContainsKey(agentID))
{
uint circuitCode = m_agentCircuitsByUUID[agentID].circuitcode;
m_agentCircuits.Remove(circuitCode);
m_agentCircuitsByUUID.Remove(agentID);
}
}
}
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public AgentCircuitData GetAgentCircuitData(uint circuitCode)
{
AgentCircuitData agentCircuit = null;
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lock (m_agentCircuits)
m_agentCircuits.TryGetValue(circuitCode, out agentCircuit);
return agentCircuit;
}
public AgentCircuitData GetAgentCircuitData(UUID agentID)
{
AgentCircuitData agentCircuit = null;
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lock (m_agentCircuits)
m_agentCircuitsByUUID.TryGetValue(agentID, out agentCircuit);
return agentCircuit;
}
/// <summary>
/// Get all current agent circuits indexed by agent UUID.
/// </summary>
/// <returns></returns>
public Dictionary<UUID, AgentCircuitData> GetAgentCircuits()
{
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lock (m_agentCircuits)
return new Dictionary<UUID, AgentCircuitData>(m_agentCircuitsByUUID);
}
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public void UpdateAgentData(AgentCircuitData agentData)
{
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lock (m_agentCircuits)
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{
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if (m_agentCircuits.ContainsKey((uint) agentData.circuitcode))
{
m_agentCircuits[(uint) agentData.circuitcode].firstname = agentData.firstname;
m_agentCircuits[(uint) agentData.circuitcode].lastname = agentData.lastname;
m_agentCircuits[(uint) agentData.circuitcode].startpos = agentData.startpos;
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// Updated for when we don't know them before calling Scene.NewUserConnection
m_agentCircuits[(uint) agentData.circuitcode].SecureSessionID = agentData.SecureSessionID;
m_agentCircuits[(uint) agentData.circuitcode].SessionID = agentData.SessionID;
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// m_log.Debug("update user start pos is " + agentData.startpos.X + " , " + agentData.startpos.Y + " , " + agentData.startpos.Z);
}
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}
}
/// <summary>
/// Sometimes the circuitcode may not be known before setting up the connection
/// </summary>
/// <param name="circuitcode"></param>
/// <param name="newcircuitcode"></param>
public bool TryChangeCiruitCode(uint circuitcode, uint newcircuitcode)
{
lock (m_agentCircuits)
{
if (m_agentCircuits.ContainsKey((uint)circuitcode) && !m_agentCircuits.ContainsKey((uint)newcircuitcode))
{
AgentCircuitData agentData = m_agentCircuits[(uint)circuitcode];
agentData.circuitcode = newcircuitcode;
m_agentCircuits.Remove((uint)circuitcode);
m_agentCircuits.Add(newcircuitcode, agentData);
return true;
}
}
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return false;
}
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public void UpdateAgentChildStatus(uint circuitcode, bool childstatus)
{
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lock (m_agentCircuits)
if (m_agentCircuits.ContainsKey(circuitcode))
m_agentCircuits[circuitcode].child = childstatus;
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}
public bool GetAgentChildStatus(uint circuitcode)
{
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lock (m_agentCircuits)
if (m_agentCircuits.ContainsKey(circuitcode))
return m_agentCircuits[circuitcode].child;
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return false;
}
}
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}