AgentCircuitManager.cs 7.8 KB

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