opensim-development – Blame information for rev 1
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1 | eva | 1 | /* |
2 | * Copyright (c) Contributors, http://opensimulator.org/ |
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3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. |
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4 | * |
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5 | * Redistribution and use in source and binary forms, with or without |
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6 | * modification, are permitted provided that the following conditions are met: |
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7 | * * Redistributions of source code must retain the above copyright |
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8 | * notice, this list of conditions and the following disclaimer. |
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9 | * * Redistributions in binary form must reproduce the above copyright |
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10 | * notice, this list of conditions and the following disclaimer in the |
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11 | * documentation and/or other materials provided with the distribution. |
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12 | * * Neither the name of the OpenSimulator Project nor the |
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13 | * names of its contributors may be used to endorse or promote products |
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14 | * derived from this software without specific prior written permission. |
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15 | * |
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16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY |
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17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED |
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18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE |
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19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY |
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20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES |
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21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; |
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22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND |
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23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
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24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS |
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25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
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26 | */ |
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27 | |||
28 | using System.Collections.Generic; |
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29 | using OpenMetaverse; |
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30 | |||
31 | namespace OpenSim.Framework |
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32 | { |
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33 | /// <summary> |
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34 | /// Manage client circuits |
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35 | /// </summary> |
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36 | public class AgentCircuitManager |
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37 | { |
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38 | /// <summary> |
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39 | /// Agent circuits indexed by circuit code. |
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40 | /// </summary> |
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41 | /// <remarks> |
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42 | /// We lock this for operations both on this dictionary and on m_agentCircuitsByUUID |
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43 | /// </remarks> |
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44 | private Dictionary<uint, AgentCircuitData> m_agentCircuits = new Dictionary<uint, AgentCircuitData>(); |
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45 | |||
46 | /// <summary> |
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47 | /// Agent circuits indexed by agent UUID. |
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48 | /// </summary> |
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49 | private Dictionary<UUID, AgentCircuitData> m_agentCircuitsByUUID = new Dictionary<UUID, AgentCircuitData>(); |
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50 | |||
51 | public virtual AuthenticateResponse AuthenticateSession(UUID sessionID, UUID agentID, uint circuitcode) |
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52 | { |
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53 | AgentCircuitData validcircuit = null; |
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54 | |||
55 | lock (m_agentCircuits) |
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56 | { |
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57 | if (m_agentCircuits.ContainsKey(circuitcode)) |
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58 | validcircuit = m_agentCircuits[circuitcode]; |
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59 | } |
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60 | |||
61 | AuthenticateResponse user = new AuthenticateResponse(); |
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62 | |||
63 | if (validcircuit == null) |
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64 | { |
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65 | //don't have this circuit code in our list |
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66 | user.Authorised = false; |
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67 | return user; |
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68 | } |
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69 | |||
70 | if ((sessionID == validcircuit.SessionID) && (agentID == validcircuit.AgentID)) |
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71 | { |
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72 | user.Authorised = true; |
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73 | user.LoginInfo = new Login(); |
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74 | user.LoginInfo.Agent = agentID; |
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75 | user.LoginInfo.Session = sessionID; |
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76 | user.LoginInfo.SecureSession = validcircuit.SecureSessionID; |
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77 | user.LoginInfo.First = validcircuit.firstname; |
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78 | user.LoginInfo.Last = validcircuit.lastname; |
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79 | user.LoginInfo.InventoryFolder = validcircuit.InventoryFolder; |
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80 | user.LoginInfo.BaseFolder = validcircuit.BaseFolder; |
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81 | user.LoginInfo.StartPos = validcircuit.startpos; |
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82 | } |
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83 | else |
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84 | { |
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85 | // Invalid |
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86 | user.Authorised = false; |
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87 | } |
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88 | |||
89 | return user; |
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90 | } |
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91 | |||
92 | /// <summary> |
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93 | /// Add information about a new circuit so that later on we can authenticate a new client session. |
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94 | /// </summary> |
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95 | /// <param name="circuitCode"></param> |
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96 | /// <param name="agentData"></param> |
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97 | public virtual void AddNewCircuit(uint circuitCode, AgentCircuitData agentData) |
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98 | { |
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99 | lock (m_agentCircuits) |
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100 | { |
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101 | if (m_agentCircuits.ContainsKey(circuitCode)) |
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102 | { |
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103 | m_agentCircuits[circuitCode] = agentData; |
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104 | m_agentCircuitsByUUID[agentData.AgentID] = agentData; |
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105 | } |
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106 | else |
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107 | { |
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108 | m_agentCircuits.Add(circuitCode, agentData); |
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109 | m_agentCircuitsByUUID[agentData.AgentID] = agentData; |
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110 | } |
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111 | } |
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112 | } |
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113 | |||
114 | public virtual void RemoveCircuit(uint circuitCode) |
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115 | { |
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116 | lock (m_agentCircuits) |
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117 | { |
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118 | if (m_agentCircuits.ContainsKey(circuitCode)) |
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119 | { |
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120 | UUID agentID = m_agentCircuits[circuitCode].AgentID; |
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121 | m_agentCircuits.Remove(circuitCode); |
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122 | m_agentCircuitsByUUID.Remove(agentID); |
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123 | } |
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124 | } |
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125 | } |
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126 | |||
127 | public virtual void RemoveCircuit(UUID agentID) |
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128 | { |
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129 | lock (m_agentCircuits) |
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130 | { |
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131 | if (m_agentCircuitsByUUID.ContainsKey(agentID)) |
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132 | { |
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133 | uint circuitCode = m_agentCircuitsByUUID[agentID].circuitcode; |
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134 | m_agentCircuits.Remove(circuitCode); |
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135 | m_agentCircuitsByUUID.Remove(agentID); |
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136 | } |
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137 | } |
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138 | } |
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139 | |||
140 | public AgentCircuitData GetAgentCircuitData(uint circuitCode) |
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141 | { |
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142 | AgentCircuitData agentCircuit = null; |
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143 | |||
144 | lock (m_agentCircuits) |
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145 | m_agentCircuits.TryGetValue(circuitCode, out agentCircuit); |
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146 | |||
147 | return agentCircuit; |
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148 | } |
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149 | |||
150 | public AgentCircuitData GetAgentCircuitData(UUID agentID) |
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151 | { |
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152 | AgentCircuitData agentCircuit = null; |
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153 | |||
154 | lock (m_agentCircuits) |
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155 | m_agentCircuitsByUUID.TryGetValue(agentID, out agentCircuit); |
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156 | |||
157 | return agentCircuit; |
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158 | } |
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159 | |||
160 | /// <summary> |
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161 | /// Get all current agent circuits indexed by agent UUID. |
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162 | /// </summary> |
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163 | /// <returns></returns> |
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164 | public Dictionary<UUID, AgentCircuitData> GetAgentCircuits() |
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165 | { |
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166 | lock (m_agentCircuits) |
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167 | return new Dictionary<UUID, AgentCircuitData>(m_agentCircuitsByUUID); |
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168 | } |
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169 | |||
170 | public void UpdateAgentData(AgentCircuitData agentData) |
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171 | { |
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172 | lock (m_agentCircuits) |
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173 | { |
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174 | if (m_agentCircuits.ContainsKey((uint) agentData.circuitcode)) |
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175 | { |
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176 | m_agentCircuits[(uint) agentData.circuitcode].firstname = agentData.firstname; |
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177 | m_agentCircuits[(uint) agentData.circuitcode].lastname = agentData.lastname; |
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178 | m_agentCircuits[(uint) agentData.circuitcode].startpos = agentData.startpos; |
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179 | |||
180 | // Updated for when we don't know them before calling Scene.NewUserConnection |
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181 | m_agentCircuits[(uint) agentData.circuitcode].SecureSessionID = agentData.SecureSessionID; |
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182 | m_agentCircuits[(uint) agentData.circuitcode].SessionID = agentData.SessionID; |
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183 | |||
184 | // m_log.Debug("update user start pos is " + agentData.startpos.X + " , " + agentData.startpos.Y + " , " + agentData.startpos.Z); |
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185 | } |
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186 | } |
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187 | } |
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188 | |||
189 | /// <summary> |
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190 | /// Sometimes the circuitcode may not be known before setting up the connection |
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191 | /// </summary> |
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192 | /// <param name="circuitcode"></param> |
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193 | /// <param name="newcircuitcode"></param> |
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194 | public bool TryChangeCiruitCode(uint circuitcode, uint newcircuitcode) |
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195 | { |
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196 | lock (m_agentCircuits) |
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197 | { |
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198 | if (m_agentCircuits.ContainsKey((uint)circuitcode) && !m_agentCircuits.ContainsKey((uint)newcircuitcode)) |
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199 | { |
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200 | AgentCircuitData agentData = m_agentCircuits[(uint)circuitcode]; |
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201 | |||
202 | agentData.circuitcode = newcircuitcode; |
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203 | |||
204 | m_agentCircuits.Remove((uint)circuitcode); |
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205 | m_agentCircuits.Add(newcircuitcode, agentData); |
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206 | return true; |
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207 | } |
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208 | } |
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209 | |||
210 | return false; |
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211 | } |
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212 | |||
213 | public void UpdateAgentChildStatus(uint circuitcode, bool childstatus) |
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214 | { |
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215 | lock (m_agentCircuits) |
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216 | if (m_agentCircuits.ContainsKey(circuitcode)) |
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217 | m_agentCircuits[circuitcode].child = childstatus; |
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218 | } |
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219 | |||
220 | public bool GetAgentChildStatus(uint circuitcode) |
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221 | { |
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222 | lock (m_agentCircuits) |
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223 | if (m_agentCircuits.ContainsKey(circuitcode)) |
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224 | return m_agentCircuits[circuitcode].child; |
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225 | |||
226 | return false; |
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227 | } |
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228 | } |
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229 | } |