Files
opensim/OpenSim/Region/ClientStack/LindenUDP/LLPacketServer.cs
2009-02-12 09:53:12 +00:00

207 lines
8.1 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 OpenSim 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);
}
}
}