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 OpenSim 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.
*/
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using System.Collections.Generic;
using libsecondlife;
namespace OpenSim.Framework
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{
public class AgentCircuitManager
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{
public Dictionary<uint, AgentCircuitData> AgentCircuits = new Dictionary<uint, AgentCircuitData>();
public AgentCircuitManager()
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{
}
public virtual AuthenticateResponse AuthenticateSession(LLUUID sessionID, LLUUID agentID, uint circuitcode)
{
AgentCircuitData validcircuit = null;
if (AgentCircuits.ContainsKey(circuitcode))
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{
validcircuit = AgentCircuits[circuitcode];
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}
AuthenticateResponse user = new AuthenticateResponse();
if (validcircuit == null)
{
//don't have this circuit code in our list
user.Authorised = false;
return (user);
}
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;
}
else
{
// Invalid
user.Authorised = false;
}
return (user);
}
public virtual void AddNewCircuit(uint circuitCode, AgentCircuitData agentData)
{
if (AgentCircuits.ContainsKey(circuitCode))
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{
AgentCircuits[circuitCode] = agentData;
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}
else
{
AgentCircuits.Add(circuitCode, agentData);
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}
}
public LLVector3 GetPosition(uint circuitCode)
{
LLVector3 vec = new LLVector3();
if (AgentCircuits.ContainsKey(circuitCode))
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{
vec = AgentCircuits[circuitCode].startpos;
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}
return vec;
}
public void UpdateAgentData(AgentCircuitData agentData)
{
if (AgentCircuits.ContainsKey((uint) agentData.circuitcode))
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{
AgentCircuits[(uint) agentData.circuitcode].firstname = agentData.firstname;
AgentCircuits[(uint) agentData.circuitcode].lastname = agentData.lastname;
AgentCircuits[(uint) agentData.circuitcode].startpos = agentData.startpos;
// Console.WriteLine("update user start pos is " + agentData.startpos.X + " , " + agentData.startpos.Y + " , " + agentData.startpos.Z);
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}
}
public void UpdateAgentChildStatus(uint circuitcode, bool childstatus)
{
if (AgentCircuits.ContainsKey(circuitcode))
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{
AgentCircuits[circuitcode].child = childstatus;
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}
}
public bool GetAgentChildStatus(uint circuitcode)
{
if (AgentCircuits.ContainsKey(circuitcode))
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{
return AgentCircuits[circuitcode].child;
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}
return false;
}
}
}