/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* 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 OpenSimulator Project 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 THE DEVELOPERS ``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 THE CONTRIBUTORS 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.Collections.Generic;
using System.Runtime.InteropServices;
using OpenMetaverse;
namespace OpenSim.Framework
{
///
/// Manage client circuits
///
public class AgentCircuitManager
{
///
/// Agent circuits indexed by circuit code.
///
private readonly Dictionary m_agentCircuits = new();
///
/// Agent circuits indexed by agent UUID.
///
private readonly Dictionary m_agentCircuitsByUUID = new();
private readonly object m_lock = new();
public virtual AuthenticateResponse AuthenticateSession(UUID sessionID, UUID agentID, uint circuitcode)
{
lock (m_lock)
{
if (m_agentCircuits.TryGetValue(circuitcode, out AgentCircuitData validcircuit) && validcircuit is not null)
{
if (sessionID.Equals(validcircuit.SessionID) && agentID.Equals(validcircuit.AgentID))
{
return new AuthenticateResponse()
{
Authorised = true,
LoginInfo = new Login
{
Agent = agentID,
Session = sessionID,
SecureSession = validcircuit.SecureSessionID,
First = validcircuit.firstname,
Last = validcircuit.lastname,
InventoryFolder = validcircuit.InventoryFolder,
BaseFolder = validcircuit.BaseFolder,
StartPos = validcircuit.startpos,
StartFar = validcircuit.startfar
}
};
}
}
}
return new AuthenticateResponse();
}
///
/// Add information about a new circuit so that later on we can authenticate a new client session.
///
///
///
public virtual void AddNewCircuit(AgentCircuitData agentData)
{
agentData.child = true;
lock (m_lock)
{
ref AgentCircuitData acd = ref CollectionsMarshal.GetValueRefOrAddDefault(m_agentCircuits, agentData.circuitcode, out bool existed);
if (existed && acd is not null && acd.AgentID.NotEqual(agentData.AgentID))
m_agentCircuitsByUUID.Remove(acd.AgentID);
acd = agentData;
m_agentCircuitsByUUID[agentData.AgentID] = agentData;
}
}
public virtual void AddNewCircuit(uint circuitCode, AgentCircuitData agentData)
{
agentData.circuitcode = circuitCode;
lock (m_lock)
{
ref AgentCircuitData acd = ref CollectionsMarshal.GetValueRefOrAddDefault(m_agentCircuits, agentData.circuitcode, out bool existed);
if (existed && acd is not null && acd.AgentID.NotEqual(agentData.AgentID))
m_agentCircuitsByUUID.Remove(acd.AgentID);
acd = agentData;
m_agentCircuitsByUUID[agentData.AgentID] = agentData;
}
}
public virtual void RemoveCircuit(uint circuitCode)
{
lock (m_lock)
{
if (m_agentCircuits.Remove(circuitCode, out AgentCircuitData ac))
m_agentCircuitsByUUID.Remove(ac.AgentID);
}
}
public virtual void RemoveCircuit(UUID agentID)
{
lock (m_lock)
{
if (m_agentCircuitsByUUID.Remove(agentID, out AgentCircuitData ac))
m_agentCircuits.Remove(ac.circuitcode);
}
}
public virtual void RemoveCircuit(AgentCircuitData ac)
{
lock (m_lock)
{
if (m_agentCircuitsByUUID.Remove(ac.AgentID, out AgentCircuitData byuuid))
{
if (byuuid.circuitcode != ac.circuitcode)
m_agentCircuits.Remove(byuuid.circuitcode);
}
m_agentCircuits.Remove(ac.circuitcode);
}
}
public AgentCircuitData GetAgentCircuitData(uint circuitCode)
{
lock (m_lock)
{
return m_agentCircuits.TryGetValue(circuitCode, out AgentCircuitData agentCircuit) ? agentCircuit : null;
}
}
public AgentCircuitData GetAgentCircuitData(UUID agentID)
{
lock (m_lock)
{
return m_agentCircuitsByUUID.TryGetValue(agentID, out AgentCircuitData agentCircuit) ? agentCircuit : null;
}
}
///
/// Get all current agent circuits indexed by agent UUID.
///
///
public Dictionary GetAgentCircuits()
{
lock (m_lock)
return new Dictionary(m_agentCircuitsByUUID);
}
public void UpdateAgentData(AgentCircuitData agentData)
{
lock (m_lock)
{
if (m_agentCircuits.TryGetValue(agentData.circuitcode, out AgentCircuitData ac))
{
ac.firstname = agentData.firstname;
ac.lastname = agentData.lastname;
ac.startpos = agentData.startpos;
ac.startfar = agentData.startfar;
// Updated for when we don't know them before calling Scene.NewUserConnection
ac.SecureSessionID = agentData.SecureSessionID;
ac.SessionID = agentData.SessionID;
}
}
}
///
/// Sometimes the circuitcode may not be known before setting up the connection
///
///
///
public bool TryChangeCircuitCode(uint circuitcode, uint newcircuitcode)
{
lock (m_lock)
{
if (m_agentCircuits.ContainsKey(newcircuitcode))
return false;
if (m_agentCircuits.Remove(circuitcode, out AgentCircuitData agentData))
{
agentData.circuitcode = newcircuitcode;
m_agentCircuits[newcircuitcode] = agentData;
m_agentCircuitsByUUID[agentData.AgentID] = agentData;
return true;
}
return false;
}
}
public void UpdateAgentChildStatus(uint circuitcode, bool childstatus)
{
lock (m_lock)
{
if (m_agentCircuits.TryGetValue(circuitcode, out AgentCircuitData ac))
ac.child = childstatus;
}
}
public bool GetAgentChildStatus(uint circuitcode)
{
lock (m_lock)
{
return m_agentCircuits.TryGetValue(circuitcode, out AgentCircuitData ac) && ac.child;
}
}
}
}