226 lines
8.9 KiB
C#
226 lines
8.9 KiB
C#
/*
|
|
* 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
|
|
{
|
|
/// <summary>
|
|
/// Manage client circuits
|
|
/// </summary>
|
|
public class AgentCircuitManager
|
|
{
|
|
/// <summary>
|
|
/// Agent circuits indexed by circuit code.
|
|
/// </summary>
|
|
private readonly Dictionary<uint, AgentCircuitData> m_agentCircuits = new();
|
|
|
|
/// <summary>
|
|
/// Agent circuits indexed by agent UUID.
|
|
/// </summary>
|
|
private readonly Dictionary<UUID, AgentCircuitData> 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();
|
|
}
|
|
|
|
/// <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(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;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Get all current agent circuits indexed by agent UUID.
|
|
/// </summary>
|
|
/// <returns></returns>
|
|
public Dictionary<UUID, AgentCircuitData> GetAgentCircuits()
|
|
{
|
|
lock (m_lock)
|
|
return new Dictionary<UUID, AgentCircuitData>(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;
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sometimes the circuitcode may not be known before setting up the connection
|
|
/// </summary>
|
|
/// <param name="circuitcode"></param>
|
|
/// <param name="newcircuitcode"></param>
|
|
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;
|
|
}
|
|
}
|
|
}
|
|
} |