151 lines
5.1 KiB
C#
151 lines
5.1 KiB
C#
/*
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* Copyright (c) OpenSim project, http://sim.opensecondlife.org/
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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 <organization> 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 <copyright holder> ``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 <copyright holder> 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;
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using System.Collections.Generic;
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using System.Threading;
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using libsecondlife;
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using libsecondlife.Packets;
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namespace OpenSim
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{
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/// <summary>
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/// Hanldes a single clients connection. Runs in own thread.
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/// </summary>
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public class ClientConnection : CircuitConnection
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{
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public static GridManager Grid;
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public static SceneGraph Scene;
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public static AgentManager AgentManager;
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public static PrimManager PrimManager;
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public static IUserServer UserServer;
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public static IGridServer GridServer;
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public byte ConnectionType=1;
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private bool _authorised = false;
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private Thread _mthread;
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public ClientConnection()
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{
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}
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public override void Start()
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{
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_mthread = new Thread(new ThreadStart(RunClientRead));
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_mthread.IsBackground = true;
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_mthread.Start();
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}
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private void RunClientRead()
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{
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try
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{
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for(;;)
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{
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Packet packet = null;
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packet = this.InQueue.Dequeue();
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switch(packet.Type)
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{
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case PacketType.UseCircuitCode:
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Console.WriteLine("new circuit");
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//should check that this session/circuit is authorised
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UseCircuitCodePacket circuitPacket=(UseCircuitCodePacket)packet;
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AuthenticateResponse sessionInfo = GridServer.AuthenticateSession(circuitPacket.CircuitCode.SessionID, circuitPacket.CircuitCode.ID, circuitPacket.CircuitCode.Code);
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if(!sessionInfo.Authorised)
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{
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//session/circuit not authorised
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//so do something about it
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}
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else
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{
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//Console.WriteLine("session authorised");
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//is authorised
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string first = "",last ="";
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LLUUID baseFolder = null, inventoryFolder =null;
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first = sessionInfo.LogonInfo.First;
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last = sessionInfo.LogonInfo.Last;
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baseFolder = sessionInfo.LogonInfo.BaseFolder;
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inventoryFolder = sessionInfo.LogonInfo.InventoryFolder;
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AgentManager.NewAgent(this.NetInfo, first, last, baseFolder, inventoryFolder);
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this._authorised = true;
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}
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break;
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//should check this circuit is authorised before processing any other packets
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case PacketType.CompleteAgentMovement:
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//Agent completing movement to region
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// so send region handshake
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Grid.SendRegionData(this.NetInfo);
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// send movmentcomplete reply
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Scene.AgentCompletingMove(this.NetInfo);
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break;
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case PacketType.RegionHandshakeReply:
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Console.WriteLine("RegionHandshake reply");
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Scene.SendTerrainData(this.NetInfo);
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Scene.AddNewAvatar(AgentManager.GetAgent(this.NetInfo.User.AgentID).Avatar);
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break;
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case PacketType.AgentWearablesRequest:
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AgentManager.RequestWearables(this.NetInfo);
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break;
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case PacketType.AgentUpdate:
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AgentUpdatePacket agentUpdate = (AgentUpdatePacket)packet;
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Scene.AvatarMovementCommand(this.NetInfo, agentUpdate);
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break;
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case PacketType.ObjectAdd:
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Console.WriteLine("received add object packet");
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PrimAsset prim = PrimManager.CreateNewPrim(this.NetInfo, (ObjectAddPacket) packet);
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Scene.AddNewPrim(prim.PrimData);
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break;
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default:
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break;
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}
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}
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}
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catch (Exception e)
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{
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Console.WriteLine(e.Message + ", So die!");
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}
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}
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}
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public class CircuitConnection
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{
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public BlockingQueue<Packet> InQueue;
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public NetworkInfo NetInfo;
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public CircuitConnection()
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{
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InQueue = new BlockingQueue<Packet>();
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}
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public virtual void Start()
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{
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}
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}
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}
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