OpenSimMirror/OpenSim/Framework/AgentCircuitManager.cs

184 lines
7.5 KiB
C#

/*
* 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:
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* 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 OpenSimulator 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;
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*/
using System.Collections.Generic;
using System.Collections.Concurrent;
using OpenMetaverse;
namespace OpenSim.Framework
{
/// <summary>
/// Manage client circuits
/// </summary>
public class AgentCircuitManager
{
/// <summary>
/// Agent circuits indexed by circuit code.
/// </summary>
/// <remarks>
/// We lock this for operations both on this dictionary and on m_agentCircuitsByUUID
/// </remarks>
private ConcurrentDictionary<uint, AgentCircuitData> m_agentCircuits = new ConcurrentDictionary<uint, AgentCircuitData>();
/// <summary>
/// Agent circuits indexed by agent UUID.
/// </summary>
private ConcurrentDictionary<UUID, AgentCircuitData> m_agentCircuitsByUUID = new ConcurrentDictionary<UUID, AgentCircuitData>();
public virtual AuthenticateResponse AuthenticateSession(UUID sessionID, UUID agentID, uint circuitcode)
{
AuthenticateResponse user = new AuthenticateResponse();
if (!m_agentCircuits.TryGetValue(circuitcode, out AgentCircuitData validcircuit) || 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;
user.LoginInfo.StartPos = validcircuit.startpos;
user.LoginInfo.StartFar = (float)validcircuit.startfar;
}
else
{
// Invalid
user.Authorised = false;
}
return user;
}
/// <summary>
/// Add information about a new circuit so that later on we can authenticate a new client session.
/// </summary>
/// <param name="circuitCode"></param>
/// <param name="agentData"></param>
public virtual void AddNewCircuit(uint circuitCode, AgentCircuitData agentData)
{
RemoveCircuit(agentData.AgentID); // no duplications
m_agentCircuits[circuitCode] = agentData;
m_agentCircuitsByUUID[agentData.AgentID] = agentData;
}
public virtual void RemoveCircuit(uint circuitCode)
{
if (m_agentCircuits.TryRemove(circuitCode, out AgentCircuitData ac))
{
m_agentCircuitsByUUID.TryRemove(ac.AgentID, out AgentCircuitData dummy);
}
}
public virtual void RemoveCircuit(UUID agentID)
{
if (m_agentCircuitsByUUID.TryRemove(agentID, out AgentCircuitData ac))
{
m_agentCircuits.TryRemove(ac.circuitcode, out AgentCircuitData dummy);
}
}
public AgentCircuitData GetAgentCircuitData(uint circuitCode)
{
if(m_agentCircuits.TryGetValue(circuitCode, out AgentCircuitData agentCircuit))
return agentCircuit;
return null;
}
public AgentCircuitData GetAgentCircuitData(UUID agentID)
{
if(m_agentCircuitsByUUID.TryGetValue(agentID, out AgentCircuitData agentCircuit))
return agentCircuit;
return null;
}
/// <summary>
/// Get all current agent circuits indexed by agent UUID.
/// </summary>
/// <returns></returns>
public Dictionary<UUID, AgentCircuitData> GetAgentCircuits()
{
lock (m_agentCircuits)
return new Dictionary<UUID, AgentCircuitData>(m_agentCircuitsByUUID);
}
public void UpdateAgentData(AgentCircuitData agentData)
{
if (m_agentCircuits.TryGetValue(agentData.circuitcode, out AgentCircuitData ac))
{
ac.firstname = agentData.firstname;
ac.lastname = agentData.lastname;
ac.startpos = agentData.startpos;
ac.startfar = agentData.startfar;
// Updated for when we don't know them before calling Scene.NewUserConnection
ac.SecureSessionID = agentData.SecureSessionID;
ac.SessionID = agentData.SessionID;
}
}
/// <summary>
/// Sometimes the circuitcode may not be known before setting up the connection
/// </summary>
/// <param name="circuitcode"></param>
/// <param name="newcircuitcode"></param>
public bool TryChangeCircuitCode(uint circuitcode, uint newcircuitcode)
{
if(m_agentCircuits.ContainsKey(newcircuitcode))
return false;
if (m_agentCircuits.TryRemove(circuitcode, out AgentCircuitData agentData))
{
agentData.circuitcode = newcircuitcode;
m_agentCircuits.TryAdd(newcircuitcode, agentData);
m_agentCircuitsByUUID[agentData.AgentID] = agentData;
return true;
}
return false;
}
public void UpdateAgentChildStatus(uint circuitcode, bool childstatus)
{
if (m_agentCircuits.TryGetValue(circuitcode, out AgentCircuitData ac))
ac.child = childstatus;
}
public bool GetAgentChildStatus(uint circuitcode)
{
if (m_agentCircuits.TryGetValue(circuitcode, out AgentCircuitData ac))
return ac.child;
return false;
}
}
}