2007-06-11 17:36:50 +00:00
|
|
|
/*
|
|
|
|
* Copyright (c) Contributors, http://www.openmetaverse.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.
|
|
|
|
*
|
|
|
|
*/
|
2007-05-31 11:28:11 +00:00
|
|
|
using System;
|
|
|
|
using System.Collections.Generic;
|
|
|
|
using System.Text;
|
|
|
|
using libsecondlife;
|
|
|
|
using OpenSim.Framework.Interfaces;
|
|
|
|
using OpenSim.Framework.Types;
|
|
|
|
|
|
|
|
namespace OpenSim.Framework
|
|
|
|
{
|
|
|
|
public class AuthenticateSessionsBase
|
|
|
|
{
|
|
|
|
public Dictionary<uint, AgentCircuitData> AgentCircuits = new Dictionary<uint, AgentCircuitData>();
|
|
|
|
|
|
|
|
public AuthenticateSessionsBase()
|
|
|
|
{
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
public virtual AuthenticateResponse AuthenticateSession(LLUUID sessionID, LLUUID agentID, uint circuitcode)
|
|
|
|
{
|
|
|
|
AgentCircuitData validcircuit = null;
|
|
|
|
if (this.AgentCircuits.ContainsKey(circuitcode))
|
|
|
|
{
|
|
|
|
validcircuit = this.AgentCircuits[circuitcode];
|
|
|
|
}
|
|
|
|
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 (this.AgentCircuits.ContainsKey(circuitCode))
|
|
|
|
{
|
|
|
|
this.AgentCircuits[circuitCode] = agentData;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
this.AgentCircuits.Add(circuitCode, agentData);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
public LLVector3 GetPosition(uint circuitCode)
|
|
|
|
{
|
|
|
|
LLVector3 vec = new LLVector3();
|
|
|
|
if (this.AgentCircuits.ContainsKey(circuitCode))
|
|
|
|
{
|
|
|
|
vec = this.AgentCircuits[circuitCode].startpos;
|
|
|
|
}
|
|
|
|
return vec;
|
|
|
|
}
|
|
|
|
|
|
|
|
public void UpdateAgentData(AgentCircuitData agentData)
|
|
|
|
{
|
|
|
|
if (this.AgentCircuits.ContainsKey((uint)agentData.circuitcode))
|
|
|
|
{
|
|
|
|
this.AgentCircuits[(uint)agentData.circuitcode].firstname = agentData.firstname;
|
|
|
|
this.AgentCircuits[(uint)agentData.circuitcode].lastname = agentData.lastname;
|
|
|
|
this.AgentCircuits[(uint)agentData.circuitcode].startpos = agentData.startpos;
|
|
|
|
// Console.WriteLine("update user start pos is " + agentData.startpos.X + " , " + agentData.startpos.Y + " , " + agentData.startpos.Z);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
public void UpdateAgentChildStatus(uint circuitcode, bool childstatus)
|
|
|
|
{
|
|
|
|
if (this.AgentCircuits.ContainsKey(circuitcode))
|
|
|
|
{
|
|
|
|
this.AgentCircuits[circuitcode].child = childstatus;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
public bool GetAgentChildStatus(uint circuitcode)
|
|
|
|
{
|
|
|
|
if (this.AgentCircuits.ContainsKey(circuitcode))
|
|
|
|
{
|
|
|
|
return this.AgentCircuits[circuitcode].child;
|
|
|
|
}
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|