OpenSimMirror/OpenSim/Region/CoreModules/Hypergrid/HGStandaloneLoginModule.cs

312 lines
11 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:
* * 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 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
* (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;
using System.Collections.Generic;
using System.Net;
using System.Reflection;
using System.Text.RegularExpressions;
using log4net;
using Nini.Config;
using OpenMetaverse;
using Nwc.XmlRpc;
using OpenSim.Framework;
using OpenSim.Framework.Communications;
using OpenSim.Framework.Communications.Services;
using OpenSim.Framework.Communications.Cache;
using OpenSim.Framework.Capabilities;
using OpenSim.Framework.Servers.HttpServer;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Region.Framework.Interfaces;
namespace OpenSim.Region.CoreModules.Hypergrid
{
public class HGStandaloneLoginModule : IRegionModule, ILoginServiceToRegionsConnector
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
protected List<Scene> m_scenes = new List<Scene>();
protected Scene m_firstScene;
protected bool m_enabled = false; // Module is only enabled if running in standalone mode
protected HGLoginAuthService m_loginService;
#region IRegionModule Members
public void Initialise(Scene scene, IConfigSource source)
{
if (m_firstScene == null)
{
m_firstScene = scene;
IConfig startupConfig = source.Configs["Startup"];
if (startupConfig != null)
{
m_enabled = !startupConfig.GetBoolean("gridmode", false);
}
if (m_enabled)
{
m_log.Debug("[HGLogin]: HGlogin module enabled");
bool authenticate = true;
string welcomeMessage = "Welcome to OpenSim";
IConfig standaloneConfig = source.Configs["StandAlone"];
if (standaloneConfig != null)
{
authenticate = standaloneConfig.GetBoolean("accounts_authenticate", true);
welcomeMessage = standaloneConfig.GetString("welcome_message");
}
//TODO: fix casting.
LibraryRootFolder rootFolder = m_firstScene.CommsManager.UserProfileCacheService.LibraryRoot as LibraryRootFolder;
IHttpServer httpServer = MainServer.Instance;
//TODO: fix the casting of the user service, maybe by registering the userManagerBase with scenes, or refactoring so we just need a IUserService reference
m_loginService
= new HGLoginAuthService(
(UserManagerBase)m_firstScene.CommsManager.UserAdminService,
welcomeMessage,
m_firstScene.CommsManager.InterServiceInventoryService,
m_firstScene.CommsManager.NetworkServersInfo,
authenticate,
rootFolder,
this);
httpServer.AddXmlRPCHandler("hg_login", m_loginService.XmlRpcLoginMethod);
httpServer.AddXmlRPCHandler("check_auth_session", m_loginService.XmlRPCCheckAuthSession, false);
httpServer.AddXmlRPCHandler("get_avatar_appearance", XmlRPCGetAvatarAppearance);
httpServer.AddXmlRPCHandler("update_avatar_appearance", XmlRPCUpdateAvatarAppearance);
}
}
if (m_enabled)
{
AddScene(scene);
}
}
public void PostInitialise()
{
}
public void Close()
{
}
public string Name
{
get { return "HGStandaloneLoginModule"; }
}
public bool IsSharedModule
{
get { return true; }
}
#endregion
protected void AddScene(Scene scene)
{
lock (m_scenes)
{
if (!m_scenes.Contains(scene))
{
m_scenes.Add(scene);
}
}
}
public bool NewUserConnection(ulong regionHandle, AgentCircuitData agent, out string reason)
{
reason = String.Empty;
return true;
}
public void LogOffUserFromGrid(ulong regionHandle, UUID AvatarID, UUID RegionSecret, string message)
{
Scene scene;
if (TryGetRegion(regionHandle, out scene))
{
scene.HandleLogOffUserFromGrid(AvatarID, RegionSecret, message);
}
}
public RegionInfo RequestNeighbourInfo(ulong regionhandle)
{
Scene scene;
if (TryGetRegion(regionhandle, out scene))
{
return scene.RegionInfo;
}
return null;
}
public RegionInfo RequestClosestRegion(string region)
{
Scene scene;
if (TryGetRegion(region, out scene))
{
return scene.RegionInfo;
}
else if (m_scenes.Count > 0)
{
return m_scenes[0].RegionInfo;
}
return null;
}
public RegionInfo RequestNeighbourInfo(UUID regionID)
{
Scene scene;
if (TryGetRegion(regionID, out scene))
{
return scene.RegionInfo;
}
return null;
}
protected bool TryGetRegion(ulong regionHandle, out Scene scene)
{
lock (m_scenes)
{
foreach (Scene nextScene in m_scenes)
{
if (nextScene.RegionInfo.RegionHandle == regionHandle)
{
scene = nextScene;
return true;
}
}
}
scene = null;
return false;
}
protected bool TryGetRegion(UUID regionID, out Scene scene)
{
lock (m_scenes)
{
foreach (Scene nextScene in m_scenes)
{
if (nextScene.RegionInfo.RegionID == regionID)
{
scene = nextScene;
return true;
}
}
}
scene = null;
return false;
}
protected bool TryGetRegion(string regionName, out Scene scene)
{
lock (m_scenes)
{
foreach (Scene nextScene in m_scenes)
{
if (nextScene.RegionInfo.RegionName.Equals(regionName, StringComparison.InvariantCultureIgnoreCase))
{
scene = nextScene;
return true;
}
}
}
scene = null;
return false;
}
public XmlRpcResponse XmlRPCGetAvatarAppearance(XmlRpcRequest request, IPEndPoint remoteClient)
{
XmlRpcResponse response = new XmlRpcResponse();
Hashtable requestData = (Hashtable)request.Params[0];
AvatarAppearance appearance;
Hashtable responseData;
if (requestData.Contains("owner"))
{
appearance = m_firstScene.CommsManager.AvatarService.GetUserAppearance(new UUID((string)requestData["owner"]));
if (appearance == null)
{
responseData = new Hashtable();
responseData["error_type"] = "no appearance";
responseData["error_desc"] = "There was no appearance found for this avatar";
}
else
{
responseData = appearance.ToHashTable();
}
}
else
{
responseData = new Hashtable();
responseData["error_type"] = "unknown_avatar";
responseData["error_desc"] = "The avatar appearance requested is not in the database";
}
response.Value = responseData;
return response;
}
public XmlRpcResponse XmlRPCUpdateAvatarAppearance(XmlRpcRequest request, IPEndPoint remoteClient)
{
XmlRpcResponse response = new XmlRpcResponse();
Hashtable requestData = (Hashtable)request.Params[0];
Hashtable responseData;
if (requestData.Contains("owner"))
{
AvatarAppearance appearance = new AvatarAppearance(requestData);
// TODO: Sometime in the future we may have a database layer that is capable of updating appearance when
// the TextureEntry is null. When that happens, this check can be removed
if (appearance.Texture != null)
m_firstScene.CommsManager.AvatarService.UpdateUserAppearance(new UUID((string)requestData["owner"]), appearance);
responseData = new Hashtable();
responseData["returnString"] = "TRUE";
}
else
{
responseData = new Hashtable();
responseData["error_type"] = "unknown_avatar";
responseData["error_desc"] = "The avatar appearance requested is not in the database";
}
response.Value = responseData;
return response;
}
}
}