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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.Collections.Generic;
- using OpenMetaverse;
- namespace OpenSim.Framework
- {
- /// <summary>
- /// Manage client circuits
- /// </summary>
- public class AgentCircuitManager
- {
- /// <summary>
- /// Agent circuits indexed by circuit code.
- /// </summary>
- /// <remarks>
- /// We lock this for operations both on this dictionary and on m_agentCircuitsByUUID
- /// </remarks>
- private Dictionary<uint, AgentCircuitData> m_agentCircuits = new Dictionary<uint, AgentCircuitData>();
- /// <summary>
- /// Agent circuits indexed by agent UUID.
- /// </summary>
- private Dictionary<UUID, AgentCircuitData> m_agentCircuitsByUUID = new Dictionary<UUID, AgentCircuitData>();
- public virtual AuthenticateResponse AuthenticateSession(UUID sessionID, UUID agentID, uint circuitcode)
- {
- AgentCircuitData validcircuit = null;
- lock (m_agentCircuits)
- {
- if (m_agentCircuits.ContainsKey(circuitcode))
- validcircuit = m_agentCircuits[circuitcode];
- }
- AuthenticateResponse user = new AuthenticateResponse();
- if (validcircuit == null)
- {
- //don't have this circuit code in our list
- user.Authorised = false;
- return user;
- }
- if ((sessionID == validcircuit.SessionID) && (agentID == validcircuit.AgentID))
- {
- user.Authorised = true;
- user.LoginInfo = new Login();
- user.LoginInfo.Agent = agentID;
- user.LoginInfo.Session = sessionID;
- user.LoginInfo.SecureSession = validcircuit.SecureSessionID;
- user.LoginInfo.First = validcircuit.firstname;
- user.LoginInfo.Last = validcircuit.lastname;
- user.LoginInfo.InventoryFolder = validcircuit.InventoryFolder;
- user.LoginInfo.BaseFolder = validcircuit.BaseFolder;
- user.LoginInfo.StartPos = validcircuit.startpos;
- user.LoginInfo.StartFar = (float)validcircuit.startfar;
- }
- else
- {
- // Invalid
- user.Authorised = false;
- }
- return user;
- }
- /// <summary>
- /// Add information about a new circuit so that later on we can authenticate a new client session.
- /// </summary>
- /// <param name="circuitCode"></param>
- /// <param name="agentData"></param>
- public virtual void AddNewCircuit(uint circuitCode, AgentCircuitData agentData)
- {
- lock (m_agentCircuits)
- {
- if (m_agentCircuits.ContainsKey(circuitCode))
- {
- m_agentCircuits[circuitCode] = agentData;
- m_agentCircuitsByUUID[agentData.AgentID] = agentData;
- }
- else
- {
- m_agentCircuits.Add(circuitCode, agentData);
- m_agentCircuitsByUUID[agentData.AgentID] = agentData;
- }
- }
- }
- public virtual void RemoveCircuit(uint circuitCode)
- {
- lock (m_agentCircuits)
- {
- if (m_agentCircuits.ContainsKey(circuitCode))
- {
- UUID agentID = m_agentCircuits[circuitCode].AgentID;
- m_agentCircuits.Remove(circuitCode);
- m_agentCircuitsByUUID.Remove(agentID);
- }
- }
- }
- public virtual void RemoveCircuit(UUID agentID)
- {
- lock (m_agentCircuits)
- {
- if (m_agentCircuitsByUUID.ContainsKey(agentID))
- {
- uint circuitCode = m_agentCircuitsByUUID[agentID].circuitcode;
- m_agentCircuits.Remove(circuitCode);
- m_agentCircuitsByUUID.Remove(agentID);
- }
- }
- }
- public AgentCircuitData GetAgentCircuitData(uint circuitCode)
- {
- AgentCircuitData agentCircuit = null;
- lock (m_agentCircuits)
- m_agentCircuits.TryGetValue(circuitCode, out agentCircuit);
- return agentCircuit;
- }
- public AgentCircuitData GetAgentCircuitData(UUID agentID)
- {
- AgentCircuitData agentCircuit = null;
- lock (m_agentCircuits)
- m_agentCircuitsByUUID.TryGetValue(agentID, out agentCircuit);
- return agentCircuit;
- }
- /// <summary>
- /// Get all current agent circuits indexed by agent UUID.
- /// </summary>
- /// <returns></returns>
- public Dictionary<UUID, AgentCircuitData> GetAgentCircuits()
- {
- lock (m_agentCircuits)
- return new Dictionary<UUID, AgentCircuitData>(m_agentCircuitsByUUID);
- }
- public void UpdateAgentData(AgentCircuitData agentData)
- {
- lock (m_agentCircuits)
- {
- if (m_agentCircuits.ContainsKey((uint) agentData.circuitcode))
- {
- m_agentCircuits[(uint) agentData.circuitcode].firstname = agentData.firstname;
- m_agentCircuits[(uint) agentData.circuitcode].lastname = agentData.lastname;
- m_agentCircuits[(uint)agentData.circuitcode].startpos = agentData.startpos;
- m_agentCircuits[(uint)agentData.circuitcode].startfar = agentData.startfar;
- // Updated for when we don't know them before calling Scene.NewUserConnection
- m_agentCircuits[(uint) agentData.circuitcode].SecureSessionID = agentData.SecureSessionID;
- m_agentCircuits[(uint) agentData.circuitcode].SessionID = agentData.SessionID;
- // m_log.Debug("update user start pos is " + agentData.startpos.X + " , " + agentData.startpos.Y + " , " + agentData.startpos.Z);
- }
- }
- }
- /// <summary>
- /// Sometimes the circuitcode may not be known before setting up the connection
- /// </summary>
- /// <param name="circuitcode"></param>
- /// <param name="newcircuitcode"></param>
- public bool TryChangeCiruitCode(uint circuitcode, uint newcircuitcode)
- {
- lock (m_agentCircuits)
- {
- if (m_agentCircuits.ContainsKey((uint)circuitcode) && !m_agentCircuits.ContainsKey((uint)newcircuitcode))
- {
- AgentCircuitData agentData = m_agentCircuits[(uint)circuitcode];
- agentData.circuitcode = newcircuitcode;
- m_agentCircuits.Remove((uint)circuitcode);
- m_agentCircuits.Add(newcircuitcode, agentData);
- return true;
- }
- }
- return false;
- }
- public void UpdateAgentChildStatus(uint circuitcode, bool childstatus)
- {
- lock (m_agentCircuits)
- if (m_agentCircuits.ContainsKey(circuitcode))
- m_agentCircuits[circuitcode].child = childstatus;
- }
- public bool GetAgentChildStatus(uint circuitcode)
- {
- lock (m_agentCircuits)
- if (m_agentCircuits.ContainsKey(circuitcode))
- return m_agentCircuits[circuitcode].child;
- return false;
- }
- }
- }
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