229 lines
8.8 KiB
C#
229 lines
8.8 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 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 Dictionary<uint, AgentCircuitData> m_agentCircuits = new Dictionary<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 Dictionary<UUID, AgentCircuitData> m_agentCircuitsByUUID = new Dictionary<UUID, AgentCircuitData>();
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public virtual AuthenticateResponse AuthenticateSession(UUID sessionID, UUID agentID, uint circuitcode)
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{
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AgentCircuitData validcircuit = null;
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lock (m_agentCircuits)
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{
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if (m_agentCircuits.ContainsKey(circuitcode))
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validcircuit = m_agentCircuits[circuitcode];
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}
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AuthenticateResponse user = new AuthenticateResponse();
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if (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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}
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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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lock (m_agentCircuits)
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{
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if (m_agentCircuits.ContainsKey(circuitCode))
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{
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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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else
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{
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m_agentCircuits.Add(circuitCode, agentData);
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m_agentCircuitsByUUID[agentData.AgentID] = agentData;
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}
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}
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}
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public virtual void RemoveCircuit(uint circuitCode)
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{
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lock (m_agentCircuits)
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{
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if (m_agentCircuits.ContainsKey(circuitCode))
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{
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UUID agentID = m_agentCircuits[circuitCode].AgentID;
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m_agentCircuits.Remove(circuitCode);
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m_agentCircuitsByUUID.Remove(agentID);
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}
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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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lock (m_agentCircuits)
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{
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if (m_agentCircuitsByUUID.ContainsKey(agentID))
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{
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uint circuitCode = m_agentCircuitsByUUID[agentID].circuitcode;
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m_agentCircuits.Remove(circuitCode);
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m_agentCircuitsByUUID.Remove(agentID);
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}
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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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AgentCircuitData agentCircuit = null;
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lock (m_agentCircuits)
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m_agentCircuits.TryGetValue(circuitCode, out agentCircuit);
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return agentCircuit;
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}
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public AgentCircuitData GetAgentCircuitData(UUID agentID)
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{
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AgentCircuitData agentCircuit = null;
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lock (m_agentCircuits)
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m_agentCircuitsByUUID.TryGetValue(agentID, out agentCircuit);
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return agentCircuit;
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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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lock (m_agentCircuits)
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{
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if (m_agentCircuits.ContainsKey((uint) agentData.circuitcode))
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{
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m_agentCircuits[(uint) agentData.circuitcode].firstname = agentData.firstname;
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m_agentCircuits[(uint) agentData.circuitcode].lastname = agentData.lastname;
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m_agentCircuits[(uint) agentData.circuitcode].startpos = agentData.startpos;
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// Updated for when we don't know them before calling Scene.NewUserConnection
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m_agentCircuits[(uint) agentData.circuitcode].SecureSessionID = agentData.SecureSessionID;
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m_agentCircuits[(uint) agentData.circuitcode].SessionID = agentData.SessionID;
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// m_log.Debug("update user start pos is " + agentData.startpos.X + " , " + agentData.startpos.Y + " , " + agentData.startpos.Z);
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}
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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 TryChangeCiruitCode(uint circuitcode, uint newcircuitcode)
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{
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lock (m_agentCircuits)
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{
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if (m_agentCircuits.ContainsKey((uint)circuitcode) && !m_agentCircuits.ContainsKey((uint)newcircuitcode))
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{
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AgentCircuitData agentData = m_agentCircuits[(uint)circuitcode];
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agentData.circuitcode = newcircuitcode;
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m_agentCircuits.Remove((uint)circuitcode);
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m_agentCircuits.Add(newcircuitcode, agentData);
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return true;
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}
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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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lock (m_agentCircuits)
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if (m_agentCircuits.ContainsKey(circuitcode))
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m_agentCircuits[circuitcode].child = childstatus;
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}
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public bool GetAgentChildStatus(uint circuitcode)
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{
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lock (m_agentCircuits)
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if (m_agentCircuits.ContainsKey(circuitcode))
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return m_agentCircuits[circuitcode].child;
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return false;
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}
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}
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} |