OpenSimMirror/OpenSim/Framework/AgentCircuitManager.cs

197 lines
7.8 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;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System.Collections.Generic;
using OpenMetaverse;
namespace OpenSim.Framework
{
/// <summary>
/// Manage client circuits
/// </summary>
public class AgentCircuitManager
{
public Dictionary<uint, AgentCircuitData> AgentCircuits = new Dictionary<uint, AgentCircuitData>();
public Dictionary<UUID, AgentCircuitData> AgentCircuitsByUUID = new Dictionary<UUID, AgentCircuitData>();
public virtual AuthenticateResponse AuthenticateSession(UUID sessionID, UUID agentID, uint circuitcode)
{
AgentCircuitData validcircuit = null;
if (AgentCircuits.ContainsKey(circuitcode))
{
validcircuit = AgentCircuits[circuitcode];
}
AuthenticateResponse user = new AuthenticateResponse();
if (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;
}
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)
{
lock (AgentCircuits)
{
if (AgentCircuits.ContainsKey(circuitCode))
{
AgentCircuits[circuitCode] = agentData;
AgentCircuitsByUUID[agentData.AgentID] = agentData;
}
else
{
AgentCircuits.Add(circuitCode, agentData);
AgentCircuitsByUUID[agentData.AgentID] = agentData;
}
}
}
public virtual void RemoveCircuit(uint circuitCode)
{
lock (AgentCircuits)
{
if (AgentCircuits.ContainsKey(circuitCode))
{
UUID agentID = AgentCircuits[circuitCode].AgentID;
AgentCircuits.Remove(circuitCode);
AgentCircuitsByUUID.Remove(agentID);
}
}
}
public virtual void RemoveCircuit(UUID agentID)
{
lock (AgentCircuits)
{
if (AgentCircuitsByUUID.ContainsKey(agentID))
{
uint circuitCode = AgentCircuitsByUUID[agentID].circuitcode;
AgentCircuits.Remove(circuitCode);
AgentCircuitsByUUID.Remove(agentID);
}
}
}
public AgentCircuitData GetAgentCircuitData(uint circuitCode)
{
AgentCircuitData agentCircuit = null;
AgentCircuits.TryGetValue(circuitCode, out agentCircuit);
return agentCircuit;
}
public AgentCircuitData GetAgentCircuitData(UUID agentID)
{
AgentCircuitData agentCircuit = null;
AgentCircuitsByUUID.TryGetValue(agentID, out agentCircuit);
return agentCircuit;
}
public void UpdateAgentData(AgentCircuitData agentData)
{
if (AgentCircuits.ContainsKey((uint) agentData.circuitcode))
{
AgentCircuits[(uint) agentData.circuitcode].firstname = agentData.firstname;
AgentCircuits[(uint) agentData.circuitcode].lastname = agentData.lastname;
AgentCircuits[(uint) agentData.circuitcode].startpos = agentData.startpos;
// Updated for when we don't know them before calling Scene.NewUserConnection
AgentCircuits[(uint) agentData.circuitcode].SecureSessionID = agentData.SecureSessionID;
AgentCircuits[(uint) agentData.circuitcode].SessionID = agentData.SessionID;
// m_log.Debug("update user start pos is " + agentData.startpos.X + " , " + agentData.startpos.Y + " , " + agentData.startpos.Z);
}
}
/// <summary>
/// Sometimes the circuitcode may not be known before setting up the connection
/// </summary>
/// <param name="circuitcode"></param>
/// <param name="newcircuitcode"></param>
public bool TryChangeCiruitCode(uint circuitcode, uint newcircuitcode)
{
lock (AgentCircuits)
{
if (AgentCircuits.ContainsKey((uint)circuitcode) && !AgentCircuits.ContainsKey((uint)newcircuitcode))
{
AgentCircuitData agentData = AgentCircuits[(uint)circuitcode];
agentData.circuitcode = newcircuitcode;
AgentCircuits.Remove((uint)circuitcode);
AgentCircuits.Add(newcircuitcode, agentData);
return true;
}
}
return false;
}
public void UpdateAgentChildStatus(uint circuitcode, bool childstatus)
{
if (AgentCircuits.ContainsKey(circuitcode))
{
AgentCircuits[circuitcode].child = childstatus;
}
}
public bool GetAgentChildStatus(uint circuitcode)
{
if (AgentCircuits.ContainsKey(circuitcode))
{
return AgentCircuits[circuitcode].child;
}
return false;
}
}
}