/* * Copyright (c) OpenSim project, http://sim.opensecondlife.org/ * * 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 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 ``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 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. * */ using System; using System.Collections.Generic; using System.Threading; using libsecondlife; using libsecondlife.Packets; namespace OpenSim { /// /// Hanldes a single clients connection. Runs in own thread. /// public class ClientConnection : CircuitConnection { public static GridManager Grid; public static SceneGraph Scene; public static AgentManager AgentManager; public static PrimManager PrimManager; public byte ConnectionType=1; private Thread _mthread; public ClientConnection() { } public override void Start() { _mthread = new Thread(new ThreadStart(RunClientRead)); _mthread.IsBackground = true; _mthread.Start(); } private void RunClientRead() { try { for(;;) { Packet packet = null; packet = this.InQueue.Dequeue(); switch(packet.Type) { case PacketType.UseCircuitCode: Console.WriteLine("new circuit"); //should be a new user/circuit joining // add agents profile to agentmanager string first = "",last =""; LLUUID baseFolder = null, inventoryFolder =null; //rather than use IncomingLogins list, the logon object could be passed to this connection on creation lock(Globals.Instance.IncomingLogins) { for(int i = 0; i < Globals.Instance.IncomingLogins.Count; i++) { if(Globals.Instance.IncomingLogins[i].Agent == this.NetInfo.User.AgentID) { first = Globals.Instance.IncomingLogins[i].First; last = Globals.Instance.IncomingLogins[i].Last; baseFolder = Globals.Instance.IncomingLogins[i].BaseFolder; inventoryFolder = Globals.Instance.IncomingLogins[i].InventoryFolder; Globals.Instance.IncomingLogins.RemoveAt(i); break; } } } if(first != "") { AgentManager.NewAgent(this.NetInfo, first, last, baseFolder, inventoryFolder); } break; case PacketType.CompleteAgentMovement: //Agent completing movement to region // so send region handshake Grid.SendRegionData(this.NetInfo); // send movmentcomplete reply Scene.AgentCompletingMove(this.NetInfo); break; case PacketType.RegionHandshakeReply: Console.WriteLine("RegionHandshake reply"); Scene.SendTerrainData(this.NetInfo); Scene.AddNewAvatar(AgentManager.GetAgent(this.NetInfo.User.AgentID).Avatar); // send current avatars and prims data break; default: break; } } } catch (Exception e) { Console.WriteLine(e.Message + ", So die!"); } } } public class CircuitConnection { public BlockingQueue InQueue; public NetworkInfo NetInfo; public CircuitConnection() { InQueue = new BlockingQueue(); } public virtual void Start() { } } }