174 lines
6.2 KiB
C#
174 lines
6.2 KiB
C#
/*
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* Copyright (c) Contributors, http://www.openmetaverse.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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*/
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using System.Collections.Generic;
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using System.Net;
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using System.Net.Sockets;
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using libsecondlife.Packets;
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using OpenSim.Assets;
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using OpenSim.Framework;
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using OpenSim.Framework.Types;
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using OpenSim.Framework.Interfaces;
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using OpenSim.Framework.Communications.Caches;
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namespace OpenSim.Region.ClientStack
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{
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public class PacketServer
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{
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private ClientStackNetworkHandler _networkHandler;
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private IScene _localScene;
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public Dictionary<uint, ClientView> ClientThreads = new Dictionary<uint, ClientView>();
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private ClientManager m_clientManager = new ClientManager();
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public ClientManager ClientManager
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{
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get { return m_clientManager; }
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}
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public PacketServer(ClientStackNetworkHandler networkHandler)
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{
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_networkHandler = networkHandler;
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_networkHandler.RegisterPacketServer(this);
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}
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public IScene LocalScene
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{
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set
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{
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this._localScene = value;
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}
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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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/// <param name="packet"></param>
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public virtual void ClientInPacket(uint circuitCode, Packet packet)
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{
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if (this.ClientThreads.ContainsKey(circuitCode))
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{
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ClientThreads[circuitCode].InPacket(packet);
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}
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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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/// <returns></returns>
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public virtual bool AddNewCircuitCodeClient(uint circuitCode)
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{
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return false;
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}
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/// <summary>
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///
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/// </summary>
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/// <param name="packet"></param>
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public virtual void SendPacketToAllClients(Packet packet)
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{
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}
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/// <summary>
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///
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/// </summary>
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/// <param name="packet"></param>
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/// <param name="simClient"></param>
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public virtual void SendPacketToAllExcept(Packet packet, ClientView simClient)
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{
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}
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/// <summary>
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///
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/// </summary>
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/// <param name="packetType"></param>
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/// <param name="handler"></param>
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public virtual void AddClientPacketHandler(PacketType packetType, PacketMethod handler)
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{
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}
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/// <summary>
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///
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/// </summary>
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public virtual void RegisterClientPacketHandlers()
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{
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}
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protected virtual ClientView CreateNewClient(EndPoint remoteEP, UseCircuitCodePacket initialcirpack, Dictionary<uint, ClientView> clientThreads, IScene world, AssetCache assetCache, PacketServer packServer, InventoryCache inventoryCache, AgentCircuitManager authenSessions)
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{
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return new ClientView(remoteEP, initialcirpack, clientThreads, world, assetCache, packServer, inventoryCache, authenSessions );
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}
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/// <summary>
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///
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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="inventoryCache"></param>
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/// <param name="authenticateSessionsClass"></param>
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/// <returns></returns>
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public virtual bool AddNewClient(EndPoint epSender, UseCircuitCodePacket useCircuit, AssetCache assetCache, InventoryCache inventoryCache, AgentCircuitManager authenticateSessionsClass)
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{
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ClientView newuser =
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CreateNewClient(epSender, useCircuit, ClientThreads, _localScene, assetCache, this, inventoryCache,
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authenticateSessionsClass);
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this.ClientThreads.Add(useCircuit.CircuitCode.Code, newuser);
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this.m_clientManager.Add(useCircuit.CircuitCode.Code, (IClientAPI)newuser);
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return true;
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}
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/// <summary>
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///
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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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this._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 RemoveClientCircuit(uint circuitcode)
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{
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this._networkHandler.RemoveClientCircuit(circuitcode);
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this.m_clientManager.Remove(circuitcode);
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}
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}
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}
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