209 lines
8.2 KiB
C#
209 lines
8.2 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 OpenSim 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.Net;
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using System.Net.Sockets;
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using System.Reflection;
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using log4net;
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using OpenMetaverse;
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using OpenMetaverse.Packets;
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using OpenSim.Framework;
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using OpenSim.Framework.Communications.Cache;
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namespace OpenSim.Region.ClientStack.LindenUDP
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{
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public class LLPacketServer
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{
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private static readonly log4net.ILog m_log
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= log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
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protected readonly ILLClientStackNetworkHandler m_networkHandler;
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protected IScene m_scene;
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/// <summary>
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/// Tweakable user settings
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/// </summary>
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private ClientStackUserSettings m_userSettings;
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public LLPacketServer(ILLClientStackNetworkHandler networkHandler, ClientStackUserSettings userSettings)
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{
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m_userSettings = userSettings;
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m_networkHandler = networkHandler;
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m_networkHandler.RegisterPacketServer(this);
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}
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public IScene LocalScene
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{
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set { m_scene = value; }
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}
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/// <summary>
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/// Process an incoming packet.
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/// </summary>
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/// <param name="circuitCode"></param>
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/// <param name="packet"></param>
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public virtual void InPacket(uint circuitCode, Packet packet)
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{
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m_scene.ClientManager.InPacket(circuitCode, packet);
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}
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/// <summary>
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/// Create a new client circuit
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/// </summary>
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/// <param name="remoteEP"></param>
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/// <param name="initialcirpack"></param>
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/// <param name="clientManager"></param>
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/// <param name="scene"></param>
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/// <param name="assetCache"></param>
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/// <param name="packServer"></param>
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/// <param name="authenSessions"></param>
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/// <param name="agentId"></param>
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/// <param name="sessionId"></param>
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/// <param name="circuitCode"></param>
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/// <param name="proxyEP"></param>
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/// <returns></returns>
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protected virtual IClientAPI CreateNewCircuit(EndPoint remoteEP, UseCircuitCodePacket initialcirpack,
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ClientManager clientManager, IScene scene, AssetCache assetCache,
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LLPacketServer packServer, AuthenticateResponse sessionInfo,
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UUID agentId, UUID sessionId, uint circuitCode, EndPoint proxyEP)
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{
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return
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new LLClientView(
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remoteEP, scene, assetCache, packServer, sessionInfo, agentId, sessionId, circuitCode, proxyEP,
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m_userSettings);
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}
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/// <summary>
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/// Check whether a given client is authorized to connect
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/// </summary>
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/// <param name="useCircuit"></param>
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/// <param name="circuitManager"></param>
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/// <returns></returns>
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public virtual bool IsClientAuthorized(
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UseCircuitCodePacket useCircuit, AgentCircuitManager circuitManager, out AuthenticateResponse sessionInfo)
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{
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UUID agentId = useCircuit.CircuitCode.ID;
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UUID sessionId = useCircuit.CircuitCode.SessionID;
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uint circuitCode = useCircuit.CircuitCode.Code;
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sessionInfo = circuitManager.AuthenticateSession(sessionId, agentId, circuitCode);
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if (!sessionInfo.Authorised)
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return false;
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return true;
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}
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/// <summary>
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/// Add a new client circuit
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/// </summary>
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/// <param name="epSender"></param>
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/// <param name="useCircuit"></param>
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/// <param name="assetCache"></param>
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/// <param name="sessionInfo"></param>
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/// <param name="proxyEP"></param>
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/// <returns>
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/// true if a new circuit was created, false if a circuit with the given circuit code already existed
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/// </returns>
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public virtual bool AddNewClient(
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EndPoint epSender, UseCircuitCodePacket useCircuit, AssetCache assetCache,
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AuthenticateResponse sessionInfo, EndPoint proxyEP)
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{
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IClientAPI newuser;
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uint circuitCode = useCircuit.CircuitCode.Code;
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if (m_scene.ClientManager.TryGetClient(circuitCode, out newuser))
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{
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// The circuit is already known to the scene. This not actually a problem since this will currently
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// occur if a client is crossing borders (hence upgrading its circuit). However, we shouldn't
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// really by trying to add a new client if this is the case.
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return false;
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}
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UUID agentId = useCircuit.CircuitCode.ID;
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UUID sessionId = useCircuit.CircuitCode.SessionID;
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newuser
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= CreateNewCircuit(
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epSender, useCircuit, m_scene.ClientManager, m_scene, assetCache, this, sessionInfo,
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agentId, sessionId, circuitCode, proxyEP);
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m_scene.ClientManager.Add(circuitCode, newuser);
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newuser.OnViewerEffect += m_scene.ClientManager.ViewerEffectHandler;
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newuser.OnLogout += LogoutHandler;
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newuser.OnConnectionClosed += CloseClient;
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return true;
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}
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public void LogoutHandler(IClientAPI client)
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{
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client.SendLogoutPacket();
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CloseClient(client);
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}
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/// <summary>
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/// Send a packet to the given circuit
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/// </summary>
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/// <param name="buffer"></param>
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/// <param name="size"></param>
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/// <param name="flags"></param>
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/// <param name="circuitcode"></param>
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public virtual void SendPacketTo(byte[] buffer, int size, SocketFlags flags, uint circuitcode)
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{
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m_networkHandler.SendPacketTo(buffer, size, flags, circuitcode);
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}
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/// <summary>
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///
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/// </summary>
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/// <param name="circuitcode"></param>
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public virtual void CloseCircuit(uint circuitcode)
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{
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m_networkHandler.RemoveClientCircuit(circuitcode);
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//m_scene.ClientManager.CloseAllAgents(circuitcode);
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}
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/// <summary>
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/// Completely close down the given client.
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/// </summary>
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/// <param name="client"></param>
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public virtual void CloseClient(IClientAPI client)
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{
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//m_log.Info("PacketServer:CloseClient()");
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CloseCircuit(client.CircuitCode);
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m_scene.ClientManager.Remove(client.CircuitCode);
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client.Close(false);
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}
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}
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}
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