OpenSimMirror/opensim/src/RemoteServers/RemoteGridServers/RemoteGrid.cs

240 lines
6.6 KiB
C#

/*
* Copyright (c) OpenSim project, http://sim.opensecondlife.org/
*
* 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 <organization> 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 <copyright holder> ``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 <copyright holder> 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.Generic;
using System.Threading;
using System.Net;
using System.Net.Sockets;
using System.IO;
using libsecondlife;
using OpenSim.GridServers;
namespace RemoteGridServers
{
/// <summary>
///
/// </summary>
///
public class RemoteGridPlugin : IGridPlugin
{
public RemoteGridPlugin()
{
}
public IGridServer GetGridServer()
{
return(new RemoteGridServer());
}
}
public class RemoteAssetPlugin : IAssetPlugin
{
public RemoteAssetPlugin()
{
}
public IAssetServer GetAssetServer()
{
return(new RemoteAssetServer());
}
}
public class RemoteGridServer :IGridServer
{
private string GridServerUrl;
private string GridSendKey;
private Dictionary<uint, agentcircuitdata> AgentCircuits = new Dictionary<uint, agentcircuitdata>();
public Dictionary<uint, agentcircuitdata> agentcircuits {
get {return AgentCircuits;}
set {AgentCircuits=value;}
}
public RemoteGridServer()
{
ServerConsole.MainConsole.Instance.WriteLine("Remote Grid Server class created");
}
public bool RequestConnection()
{
return true;
}
public AuthenticateResponse AuthenticateSession(LLUUID sessionID, LLUUID agentID, uint circuitcode)
{
agentcircuitdata validcircuit=this.AgentCircuits[circuitcode];
AuthenticateResponse user = new AuthenticateResponse();
if((sessionID==validcircuit.SessionID) && (agentID==validcircuit.AgentID))
{
// YAY! Valid login
user.Authorised = true;
user.LoginInfo = new Login();
user.LoginInfo.Agent = agentID;
user.LoginInfo.Session = sessionID;
user.LoginInfo.First = validcircuit.firstname;
user.LoginInfo.Last = validcircuit.lastname;
}
else
{
// Invalid
user.Authorised = false;
}
return(user);
}
public bool LogoutSession(LLUUID sessionID, LLUUID agentID, uint circuitCode)
{
WebRequest DeleteSession = WebRequest.Create(RemoteUrl + "/usersessions/" + sessionID.ToString());
DeleteSession.Method="DELETE";
WebResponse GridResponse = DeleteSession.GetResponse();
GridResponse.Close();
return(true);
}
public UUIDBlock RequestUUIDBlock()
{
UUIDBlock uuidBlock = new UUIDBlock();
return(uuidBlock);
}
public void RequestNeighbours()
{
return;
}
public void SetServerInfo(string ServerUrl, string ServerKey)
{
this.GridServerUrl = ServerUrl;
this.GridSendKey = ServerKey;
}
public void AddNewSession(Login session)
{
}
}
public class RemoteAssetServer : IAssetServer
{
private IAssetReceiver _receiver;
private BlockingQueue<ARequest> _assetRequests;
private Thread _remoteAssetServerThread;
private string AssetServerUrl;
private string AssetSendKey;
public RemoteAssetServer()
{
this._assetRequests = new BlockingQueue<ARequest>();
this._remoteAssetServerThread = new Thread(new ThreadStart(RunRequests));
this._remoteAssetServerThread.IsBackground = true;
this._remoteAssetServerThread.Start();
ServerConsole.MainConsole.Instance.WriteLine("Remote Asset Server class created");
}
public void SetReceiver(IAssetReceiver receiver)
{
this._receiver = receiver;
}
public void RequestAsset(LLUUID assetID, bool isTexture)
{
ARequest req = new ARequest();
req.AssetID = assetID;
req.IsTexture = isTexture;
this._assetRequests.Enqueue(req);
}
public void UpdateAsset(AssetBase asset)
{
}
public void UploadNewAsset(AssetBase asset)
{
}
public void SetServerInfo(string ServerUrl, string ServerKey)
{
this.AssetServerUrl = ServerUrl;
this.AssetSendKey = ServerKey;
}
private void RunRequests()
{
while(true)
{
//we need to add support for the asset server not knowing about a requested asset
ARequest req = this._assetRequests.Dequeue();
LLUUID assetID = req.AssetID;
ServerConsole.MainConsole.Instance.WriteLine(" RemoteAssetServer- Got a AssetServer request, processing it");
WebRequest AssetLoad = WebRequest.Create(this.AssetServerUrl + "getasset/" + AssetSendKey + "/" + assetID + "/data");
WebResponse AssetResponse = AssetLoad.GetResponse();
byte[] idata = new byte[(int)AssetResponse.ContentLength];
BinaryReader br = new BinaryReader(AssetResponse.GetResponseStream());
idata = br.ReadBytes((int)AssetResponse.ContentLength);
br.Close();
AssetBase asset = new AssetBase();
asset.FullID = assetID;
asset.Data = idata;
_receiver.AssetReceived(asset, req.IsTexture );
}
}
}
public class BlockingQueue< T > {
private Queue< T > _queue = new Queue< T >();
private object _queueSync = new object();
public void Enqueue(T value)
{
lock(_queueSync)
{
_queue.Enqueue(value);
Monitor.Pulse(_queueSync);
}
}
public T Dequeue()
{
lock(_queueSync)
{
if( _queue.Count < 1)
Monitor.Wait(_queueSync);
return _queue.Dequeue();
}
}
}
}