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- /*
- * 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.Net;
- using System.Net.Sockets;
- using OpenMetaverse;
- using OpenMetaverse.Packets;
- using OpenSim.Framework;
- namespace OpenSim.Region.ClientStack.LindenUDP
- {
- /// <summary>
- /// This class sets up new client stacks. It also handles the immediate distribution of incoming packets to
- /// client stacks
- /// </summary>
- public class LLPacketServer
- {
- // private static readonly log4net.ILog m_log
- // = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
- protected readonly ILLClientStackNetworkHandler m_networkHandler;
- protected IScene m_scene;
-
- /// <summary>
- /// Tweakable user settings
- /// </summary>
- private ClientStackUserSettings m_userSettings;
- public LLPacketServer(ILLClientStackNetworkHandler networkHandler, ClientStackUserSettings userSettings)
- {
- m_userSettings = userSettings;
- m_networkHandler = networkHandler;
-
- m_networkHandler.RegisterPacketServer(this);
- }
- public IScene LocalScene
- {
- set { m_scene = value; }
- }
- /// <summary>
- /// Process an incoming packet.
- /// </summary>
- /// <param name="circuitCode"></param>
- /// <param name="packet"></param>
- public virtual void InPacket(uint circuitCode, Packet packet)
- {
- m_scene.ClientManager.InPacket(circuitCode, packet);
- }
- /// <summary>
- /// Create a new client circuit
- /// </summary>
- /// <param name="remoteEP"></param>
- /// <param name="scene"></param>
- /// <param name="assetCache"></param>
- /// <param name="packServer"></param>
- /// <param name="sessionInfo"></param>
- /// <param name="agentId"></param>
- /// <param name="sessionId"></param>
- /// <param name="circuitCode"></param>
- /// <param name="proxyEP"></param>
- /// <returns></returns>
- protected virtual IClientAPI CreateNewCircuit(
- EndPoint remoteEP, IScene scene, IAssetCache assetCache,
- LLPacketServer packServer, AuthenticateResponse sessionInfo,
- UUID agentId, UUID sessionId, uint circuitCode, EndPoint proxyEP)
- {
- return
- new LLClientView(
- remoteEP, scene, assetCache, packServer, sessionInfo, agentId, sessionId, circuitCode, proxyEP,
- m_userSettings);
- }
- /// <summary>
- /// Check whether a given client is authorized to connect.
- /// </summary>
- /// <param name="useCircuit"></param>
- /// <param name="circuitManager"></param>
- /// <param name="sessionInfo"></param>
- /// <returns></returns>
- public virtual bool IsClientAuthorized(
- UseCircuitCodePacket useCircuit, AgentCircuitManager circuitManager, out AuthenticateResponse sessionInfo)
- {
- UUID agentId = useCircuit.CircuitCode.ID;
- UUID sessionId = useCircuit.CircuitCode.SessionID;
- uint circuitCode = useCircuit.CircuitCode.Code;
- sessionInfo = circuitManager.AuthenticateSession(sessionId, agentId, circuitCode);
- if (!sessionInfo.Authorised)
- return false;
-
- return true;
- }
- /// <summary>
- /// Add a new client circuit. We assume that is has already passed an authorization check
- /// </summary>
- /// <param name="epSender"></param>
- /// <param name="useCircuit"></param>
- /// <param name="assetCache"></param>
- /// <param name="sessionInfo"></param>
- /// <param name="proxyEP"></param>
- /// <returns>
- /// true if a new circuit was created, false if a circuit with the given circuit code already existed
- /// </returns>
- public virtual bool AddNewClient(
- EndPoint epSender, UseCircuitCodePacket useCircuit, IAssetCache assetCache,
- AuthenticateResponse sessionInfo, EndPoint proxyEP)
- {
- IClientAPI newuser;
- uint circuitCode = useCircuit.CircuitCode.Code;
-
- if (m_scene.ClientManager.TryGetClient(circuitCode, out newuser))
- {
- // The circuit is already known to the scene. This not actually a problem since this will currently
- // occur if a client is crossing borders (hence upgrading its circuit). However, we shouldn't
- // really by trying to add a new client if this is the case.
- return false;
- }
-
- UUID agentId = useCircuit.CircuitCode.ID;
- UUID sessionId = useCircuit.CircuitCode.SessionID;
-
- newuser
- = CreateNewCircuit(
- epSender, m_scene, assetCache, this, sessionInfo, agentId, sessionId, circuitCode, proxyEP);
- m_scene.ClientManager.Add(circuitCode, newuser);
- newuser.OnViewerEffect += m_scene.ClientManager.ViewerEffectHandler;
- newuser.OnLogout += LogoutHandler;
- newuser.OnConnectionClosed += CloseClient;
-
- newuser.Start();
- return true;
- }
- public void LogoutHandler(IClientAPI client)
- {
- client.SendLogoutPacket();
- CloseClient(client);
- }
- /// <summary>
- /// Send a packet to the given circuit
- /// </summary>
- /// <param name="buffer"></param>
- /// <param name="size"></param>
- /// <param name="flags"></param>
- /// <param name="circuitcode"></param>
- public virtual void SendPacketTo(byte[] buffer, int size, SocketFlags flags, uint circuitcode)
- {
- m_networkHandler.SendPacketTo(buffer, size, flags, circuitcode);
- }
- /// <summary>
- /// Close a client circuit only
- /// </summary>
- /// <param name="circuitcode"></param>
- public virtual void CloseCircuit(uint circuitcode)
- {
- m_networkHandler.RemoveClientCircuit(circuitcode);
- }
- /// <summary>
- /// Completely close down the given client.
- /// </summary>
- /// <param name="client"></param>
- public virtual void CloseClient(IClientAPI client)
- {
- //m_log.Info("PacketServer:CloseClient()");
- CloseCircuit(client.CircuitCode);
- m_scene.ClientManager.Remove(client.CircuitCode);
- client.Close(false);
- }
- }
- }
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