OpenSimMirror/ClientConnection.cs

138 lines
4.5 KiB
C#

/*
* 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 <organization> 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 <copyright holder> ``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 <copyright holder> 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
{
/// <summary>
/// Hanldes a single clients connection. Runs in own thread.
/// </summary>
public class ClientConnection : CircuitConnection
{
public static GridManager Grid;
public static SceneGraph Scene;
public static AgentManager AgentManager;
public static PrimManager PrimManager;
public static UserServer UserServer;
public byte ConnectionType=1;
private bool _authorised = false;
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 check that this session/circuit is authorised
UseCircuitCodePacket circuitPacket=(UseCircuitCodePacket)packet;
AuthenticateResponse sessionInfo = UserServer.AuthenticateSession(circuitPacket.CircuitCode.SessionID, circuitPacket.CircuitCode.ID, circuitPacket.CircuitCode.Code);
if(!sessionInfo.Authorised)
{
//session/circuit not authorised
//so do something about it
}
else
{
//is authorised
string first = "",last ="";
LLUUID baseFolder = null, inventoryFolder =null;
first = sessionInfo.LogonInfo.First;
last = sessionInfo.LogonInfo.Last;
baseFolder = sessionInfo.LogonInfo.BaseFolder;
inventoryFolder = sessionInfo.LogonInfo.InventoryFolder;
AgentManager.NewAgent(this.NetInfo, first, last, baseFolder, inventoryFolder);
this._authorised = true;
}
break;
//should check this circuit is authorised before processing any other packets
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<Packet> InQueue;
public NetworkInfo NetInfo;
public CircuitConnection()
{
InQueue = new BlockingQueue<Packet>();
}
public virtual void Start()
{
}
}
}