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