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AgentCircuitManager.cs 6.1 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 OpenSim 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 virtual AuthenticateResponse AuthenticateSession(UUID sessionID, UUID agentID, uint circuitcode)
  38. {
  39. AgentCircuitData validcircuit = null;
  40. if (AgentCircuits.ContainsKey(circuitcode))
  41. {
  42. validcircuit = AgentCircuits[circuitcode];
  43. }
  44. AuthenticateResponse user = new AuthenticateResponse();
  45. if (validcircuit == null)
  46. {
  47. //don't have this circuit code in our list
  48. user.Authorised = false;
  49. return (user);
  50. }
  51. if ((sessionID == validcircuit.SessionID) && (agentID == validcircuit.AgentID))
  52. {
  53. user.Authorised = true;
  54. user.LoginInfo = new Login();
  55. user.LoginInfo.Agent = agentID;
  56. user.LoginInfo.Session = sessionID;
  57. user.LoginInfo.SecureSession = validcircuit.SecureSessionID;
  58. user.LoginInfo.First = validcircuit.firstname;
  59. user.LoginInfo.Last = validcircuit.lastname;
  60. user.LoginInfo.InventoryFolder = validcircuit.InventoryFolder;
  61. user.LoginInfo.BaseFolder = validcircuit.BaseFolder;
  62. user.LoginInfo.StartPos = validcircuit.startpos;
  63. }
  64. else
  65. {
  66. // Invalid
  67. user.Authorised = false;
  68. }
  69. return (user);
  70. }
  71. /// <summary>
  72. /// Add information about a new circuit so that later on we can authenticate a new client session.
  73. /// </summary>
  74. /// <param name="circuitCode"></param>
  75. /// <param name="agentData"></param>
  76. public virtual void AddNewCircuit(uint circuitCode, AgentCircuitData agentData)
  77. {
  78. if (AgentCircuits.ContainsKey(circuitCode))
  79. {
  80. AgentCircuits[circuitCode] = agentData;
  81. }
  82. else
  83. {
  84. AgentCircuits.Add(circuitCode, agentData);
  85. }
  86. }
  87. public void UpdateAgentData(AgentCircuitData agentData)
  88. {
  89. if (AgentCircuits.ContainsKey((uint) agentData.circuitcode))
  90. {
  91. AgentCircuits[(uint) agentData.circuitcode].firstname = agentData.firstname;
  92. AgentCircuits[(uint) agentData.circuitcode].lastname = agentData.lastname;
  93. AgentCircuits[(uint) agentData.circuitcode].startpos = agentData.startpos;
  94. // Updated for when we don't know them before calling Scene.NewUserConnection
  95. AgentCircuits[(uint) agentData.circuitcode].SecureSessionID = agentData.SecureSessionID;
  96. AgentCircuits[(uint) agentData.circuitcode].SessionID = agentData.SessionID;
  97. // Console.WriteLine("update user start pos is " + agentData.startpos.X + " , " + agentData.startpos.Y + " , " + agentData.startpos.Z);
  98. }
  99. }
  100. /// <summary>
  101. /// Sometimes the circuitcode may not be known before setting up the connection
  102. /// </summary>
  103. /// <param name="circuitcode"></param>
  104. /// <param name="newcircuitcode"></param>
  105. public bool TryChangeCiruitCode(uint circuitcode, uint newcircuitcode)
  106. {
  107. lock (AgentCircuits)
  108. {
  109. if (AgentCircuits.ContainsKey((uint)circuitcode) && !AgentCircuits.ContainsKey((uint)newcircuitcode))
  110. {
  111. AgentCircuitData agentData = AgentCircuits[(uint)circuitcode];
  112. agentData.circuitcode = newcircuitcode;
  113. AgentCircuits.Remove((uint)circuitcode);
  114. AgentCircuits.Add(newcircuitcode, agentData);
  115. return true;
  116. }
  117. }
  118. return false;
  119. }
  120. public void UpdateAgentChildStatus(uint circuitcode, bool childstatus)
  121. {
  122. if (AgentCircuits.ContainsKey(circuitcode))
  123. {
  124. AgentCircuits[circuitcode].child = childstatus;
  125. }
  126. }
  127. public bool GetAgentChildStatus(uint circuitcode)
  128. {
  129. if (AgentCircuits.ContainsKey(circuitcode))
  130. {
  131. return AgentCircuits[circuitcode].child;
  132. }
  133. return false;
  134. }
  135. }
  136. }