Don't reply with an ack packet if the client is not authorized.
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7ca688f5c5
commit
5b0d0ef1e9
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@ -905,23 +905,40 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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// DateTime startTime = DateTime.Now;
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// DateTime startTime = DateTime.Now;
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object[] array = (object[])o;
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object[] array = (object[])o;
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UDPPacketBuffer buffer = (UDPPacketBuffer)array[0];
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UDPPacketBuffer buffer = (UDPPacketBuffer)array[0];
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UseCircuitCodePacket packet = (UseCircuitCodePacket)array[1];
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UseCircuitCodePacket uccp = (UseCircuitCodePacket)array[1];
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m_log.DebugFormat("[LLUDPSERVER]: Handling UseCircuitCode request from {0}", buffer.RemoteEndPoint);
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m_log.DebugFormat("[LLUDPSERVER]: Handling UseCircuitCode request from {0}", buffer.RemoteEndPoint);
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IPEndPoint remoteEndPoint = (IPEndPoint)buffer.RemoteEndPoint;
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IPEndPoint remoteEndPoint = (IPEndPoint)buffer.RemoteEndPoint;
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// Begin the process of adding the client to the simulator
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AuthenticateResponse sessionInfo;
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IClientAPI client = AddNewClient((UseCircuitCodePacket)packet, remoteEndPoint);
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if (IsClientAuthorized(uccp, out sessionInfo))
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{
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// Begin the process of adding the client to the simulator
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IClientAPI client
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= AddClient(
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uccp.CircuitCode.Code,
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uccp.CircuitCode.ID,
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uccp.CircuitCode.SessionID,
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remoteEndPoint,
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sessionInfo);
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// Send ack straight away to let the viewer know that the connection is active.
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// Send ack straight away to let the viewer know that the connection is active.
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// The client will be null if it already exists (e.g. if on a region crossing the client sends a use
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// The client will be null if it already exists (e.g. if on a region crossing the client sends a use
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// circuit code to the existing child agent. This is not particularly obvious.
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// circuit code to the existing child agent. This is not particularly obvious.
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SendAckImmediate(remoteEndPoint, packet.Header.Sequence);
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SendAckImmediate(remoteEndPoint, uccp.Header.Sequence);
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// We only want to send initial data to new clients, not ones which are being converted from child to root.
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// We only want to send initial data to new clients, not ones which are being converted from child to root.
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if (client != null)
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if (client != null)
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client.SceneAgent.SendInitialDataToMe();
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client.SceneAgent.SendInitialDataToMe();
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}
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else
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{
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// Don't create clients for unauthorized requesters.
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m_log.WarnFormat(
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"[LLUDPSERVER]: Connection request for client {0} connecting with unnotified circuit code {1} from {2}",
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uccp.CircuitCode.ID, uccp.CircuitCode.Code, remoteEndPoint);
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}
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// m_log.DebugFormat(
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// m_log.DebugFormat(
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// "[LLUDPSERVER]: Handling UseCircuitCode request from {0} took {1}ms",
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// "[LLUDPSERVER]: Handling UseCircuitCode request from {0} took {1}ms",
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@ -971,36 +988,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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return sessionInfo.Authorised;
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return sessionInfo.Authorised;
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}
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}
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/// <summary>
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/// Add a new client.
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/// </summary>
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/// <param name="useCircuitCode"></param>
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/// <param name="remoteEndPoint"></param>
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/// <returns>
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/// The client that was added or null if the client failed authorization or already existed.
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/// </returns>
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private IClientAPI AddNewClient(UseCircuitCodePacket useCircuitCode, IPEndPoint remoteEndPoint)
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{
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UUID agentID = useCircuitCode.CircuitCode.ID;
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UUID sessionID = useCircuitCode.CircuitCode.SessionID;
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uint circuitCode = useCircuitCode.CircuitCode.Code;
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AuthenticateResponse sessionInfo;
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if (IsClientAuthorized(useCircuitCode, out sessionInfo))
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{
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return AddClient(circuitCode, agentID, sessionID, remoteEndPoint, sessionInfo);
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}
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else
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{
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// Don't create circuits for unauthorized clients
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m_log.WarnFormat(
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"[LLUDPSERVER]: Connection request for client {0} connecting with unnotified circuit code {1} from {2}",
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useCircuitCode.CircuitCode.ID, useCircuitCode.CircuitCode.Code, remoteEndPoint);
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return null;
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}
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}
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/// <summary>
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/// <summary>
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/// Add a client.
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/// Add a client.
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/// </summary>
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/// </summary>
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@ -202,10 +202,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP.Tests
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ScenePresence sp = scene.GetScenePresence(myAgentUuid);
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ScenePresence sp = scene.GetScenePresence(myAgentUuid);
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Assert.That(sp.UUID, Is.EqualTo(myAgentUuid));
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Assert.That(sp.UUID, Is.EqualTo(myAgentUuid));
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// FIXME: We're still replying to an ack when the client is not authorized, which is not correct behaviour.
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Assert.That(llUdpServer.PacketsSent.Count, Is.EqualTo(1));
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Assert.That(llUdpServer.PacketsSent.Count, Is.EqualTo(2));
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Packet packet = llUdpServer.PacketsSent[1];
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Packet packet = llUdpServer.PacketsSent[0];
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Assert.That(packet, Is.InstanceOf(typeof(PacketAckPacket)));
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Assert.That(packet, Is.InstanceOf(typeof(PacketAckPacket)));
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PacketAckPacket ackPacket = packet as PacketAckPacket;
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PacketAckPacket ackPacket = packet as PacketAckPacket;
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