184 lines
7.5 KiB
C#
184 lines
7.5 KiB
C#
/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * 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
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System.Collections.Generic;
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using System.Collections.Concurrent;
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using OpenMetaverse;
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namespace OpenSim.Framework
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{
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/// <summary>
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/// Manage client circuits
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/// </summary>
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public class AgentCircuitManager
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{
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/// <summary>
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/// Agent circuits indexed by circuit code.
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/// </summary>
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/// <remarks>
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/// We lock this for operations both on this dictionary and on m_agentCircuitsByUUID
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/// </remarks>
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private ConcurrentDictionary<uint, AgentCircuitData> m_agentCircuits = new ConcurrentDictionary<uint, AgentCircuitData>();
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/// <summary>
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/// Agent circuits indexed by agent UUID.
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/// </summary>
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private ConcurrentDictionary<UUID, AgentCircuitData> m_agentCircuitsByUUID = new ConcurrentDictionary<UUID, AgentCircuitData>();
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public virtual AuthenticateResponse AuthenticateSession(UUID sessionID, UUID agentID, uint circuitcode)
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{
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AuthenticateResponse user = new AuthenticateResponse();
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if (!m_agentCircuits.TryGetValue(circuitcode, out AgentCircuitData validcircuit) || validcircuit == null)
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{
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//don't have this circuit code in our list
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user.Authorised = false;
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return user;
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}
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if ((sessionID == validcircuit.SessionID) && (agentID == validcircuit.AgentID))
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{
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user.Authorised = true;
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user.LoginInfo = new Login();
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user.LoginInfo.Agent = agentID;
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user.LoginInfo.Session = sessionID;
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user.LoginInfo.SecureSession = validcircuit.SecureSessionID;
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user.LoginInfo.First = validcircuit.firstname;
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user.LoginInfo.Last = validcircuit.lastname;
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user.LoginInfo.InventoryFolder = validcircuit.InventoryFolder;
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user.LoginInfo.BaseFolder = validcircuit.BaseFolder;
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user.LoginInfo.StartPos = validcircuit.startpos;
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user.LoginInfo.StartFar = (float)validcircuit.startfar;
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}
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else
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{
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// Invalid
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user.Authorised = false;
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}
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return user;
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}
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/// <summary>
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/// Add information about a new circuit so that later on we can authenticate a new client session.
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/// </summary>
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/// <param name="circuitCode"></param>
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/// <param name="agentData"></param>
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public virtual void AddNewCircuit(uint circuitCode, AgentCircuitData agentData)
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{
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RemoveCircuit(agentData.AgentID); // no duplications
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m_agentCircuits[circuitCode] = agentData;
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m_agentCircuitsByUUID[agentData.AgentID] = agentData;
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}
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public virtual void RemoveCircuit(uint circuitCode)
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{
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if (m_agentCircuits.TryRemove(circuitCode, out AgentCircuitData ac))
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{
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m_agentCircuitsByUUID.TryRemove(ac.AgentID, out AgentCircuitData dummy);
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}
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}
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public virtual void RemoveCircuit(UUID agentID)
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{
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if (m_agentCircuitsByUUID.TryRemove(agentID, out AgentCircuitData ac))
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{
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m_agentCircuits.TryRemove(ac.circuitcode, out AgentCircuitData dummy);
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}
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}
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public AgentCircuitData GetAgentCircuitData(uint circuitCode)
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{
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if(m_agentCircuits.TryGetValue(circuitCode, out AgentCircuitData agentCircuit))
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return agentCircuit;
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return null;
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}
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public AgentCircuitData GetAgentCircuitData(UUID agentID)
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{
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if(m_agentCircuitsByUUID.TryGetValue(agentID, out AgentCircuitData agentCircuit))
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return agentCircuit;
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return null;
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}
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/// <summary>
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/// Get all current agent circuits indexed by agent UUID.
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/// </summary>
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/// <returns></returns>
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public Dictionary<UUID, AgentCircuitData> GetAgentCircuits()
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{
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lock (m_agentCircuits)
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return new Dictionary<UUID, AgentCircuitData>(m_agentCircuitsByUUID);
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}
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public void UpdateAgentData(AgentCircuitData agentData)
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{
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if (m_agentCircuits.TryGetValue(agentData.circuitcode, out AgentCircuitData ac))
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{
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ac.firstname = agentData.firstname;
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ac.lastname = agentData.lastname;
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ac.startpos = agentData.startpos;
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ac.startfar = agentData.startfar;
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// Updated for when we don't know them before calling Scene.NewUserConnection
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ac.SecureSessionID = agentData.SecureSessionID;
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ac.SessionID = agentData.SessionID;
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}
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}
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/// <summary>
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/// Sometimes the circuitcode may not be known before setting up the connection
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/// </summary>
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/// <param name="circuitcode"></param>
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/// <param name="newcircuitcode"></param>
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public bool TryChangeCircuitCode(uint circuitcode, uint newcircuitcode)
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{
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if(m_agentCircuits.ContainsKey(newcircuitcode))
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return false;
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if (m_agentCircuits.TryRemove(circuitcode, out AgentCircuitData agentData))
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{
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agentData.circuitcode = newcircuitcode;
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m_agentCircuits.TryAdd(newcircuitcode, agentData);
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m_agentCircuitsByUUID[agentData.AgentID] = agentData;
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return true;
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}
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return false;
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}
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public void UpdateAgentChildStatus(uint circuitcode, bool childstatus)
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{
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if (m_agentCircuits.TryGetValue(circuitcode, out AgentCircuitData ac))
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ac.child = childstatus;
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}
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public bool GetAgentChildStatus(uint circuitcode)
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{
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if (m_agentCircuits.TryGetValue(circuitcode, out AgentCircuitData ac))
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return ac.child;
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return false;
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}
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}
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} |