/* * 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 { /// /// Manage client circuits /// public class AgentCircuitManager { /// /// Agent circuits indexed by circuit code. /// /// /// We lock this for operations both on this dictionary and on m_agentCircuitsByUUID /// private Dictionary m_agentCircuits = new Dictionary(); /// /// Agent circuits indexed by agent UUID. /// private Dictionary m_agentCircuitsByUUID = new Dictionary(); 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; } else { // Invalid user.Authorised = false; } return user; } /// /// Add information about a new circuit so that later on we can authenticate a new client session. /// /// /// 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; } /// /// Get all current agent circuits indexed by agent UUID. /// /// public Dictionary GetAgentCircuits() { lock (m_agentCircuits) return new Dictionary(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; // 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); } } } /// /// Sometimes the circuitcode may not be known before setting up the connection /// /// /// 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; } } }