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-rw-r--r-- | OpenSim/Region/ClientStack/LindenUDP/LLPacketServer.cs | 206 |
1 files changed, 0 insertions, 206 deletions
diff --git a/OpenSim/Region/ClientStack/LindenUDP/LLPacketServer.cs b/OpenSim/Region/ClientStack/LindenUDP/LLPacketServer.cs deleted file mode 100644 index f08b7be..0000000 --- a/OpenSim/Region/ClientStack/LindenUDP/LLPacketServer.cs +++ /dev/null | |||
@@ -1,206 +0,0 @@ | |||
1 | /* | ||
2 | * Copyright (c) Contributors, http://opensimulator.org/ | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyright | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSimulator Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | */ | ||
27 | |||
28 | using System.Net; | ||
29 | using System.Net.Sockets; | ||
30 | using OpenMetaverse; | ||
31 | using OpenMetaverse.Packets; | ||
32 | using OpenSim.Framework; | ||
33 | |||
34 | namespace OpenSim.Region.ClientStack.LindenUDP | ||
35 | { | ||
36 | /// <summary> | ||
37 | /// This class sets up new client stacks. It also handles the immediate distribution of incoming packets to | ||
38 | /// client stacks | ||
39 | /// </summary> | ||
40 | public class LLPacketServer | ||
41 | { | ||
42 | // private static readonly log4net.ILog m_log | ||
43 | // = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType); | ||
44 | |||
45 | protected readonly LLUDPServer m_networkHandler; | ||
46 | protected IScene m_scene; | ||
47 | |||
48 | /// <summary> | ||
49 | /// Tweakable user settings | ||
50 | /// </summary> | ||
51 | private ClientStackUserSettings m_userSettings; | ||
52 | |||
53 | public LLPacketServer(LLUDPServer networkHandler, ClientStackUserSettings userSettings) | ||
54 | { | ||
55 | m_userSettings = userSettings; | ||
56 | m_networkHandler = networkHandler; | ||
57 | |||
58 | m_networkHandler.RegisterPacketServer(this); | ||
59 | } | ||
60 | |||
61 | public IScene LocalScene | ||
62 | { | ||
63 | set { m_scene = value; } | ||
64 | } | ||
65 | |||
66 | /// <summary> | ||
67 | /// Process an incoming packet. | ||
68 | /// </summary> | ||
69 | /// <param name="circuitCode"></param> | ||
70 | /// <param name="packet"></param> | ||
71 | public virtual void InPacket(uint circuitCode, Packet packet) | ||
72 | { | ||
73 | m_scene.ClientManager.InPacket(circuitCode, packet); | ||
74 | } | ||
75 | |||
76 | /// <summary> | ||
77 | /// Create a new client circuit | ||
78 | /// </summary> | ||
79 | /// <param name="remoteEP"></param> | ||
80 | /// <param name="scene"></param> | ||
81 | /// <param name="assetCache"></param> | ||
82 | /// <param name="packServer"></param> | ||
83 | /// <param name="sessionInfo"></param> | ||
84 | /// <param name="agentId"></param> | ||
85 | /// <param name="sessionId"></param> | ||
86 | /// <param name="circuitCode"></param> | ||
87 | /// <param name="proxyEP"></param> | ||
88 | /// <returns></returns> | ||
89 | protected virtual IClientAPI CreateNewCircuit( | ||
90 | EndPoint remoteEP, IScene scene, | ||
91 | LLPacketServer packServer, AuthenticateResponse sessionInfo, | ||
92 | UUID agentId, UUID sessionId, uint circuitCode, EndPoint proxyEP) | ||
93 | { | ||
94 | return | ||
95 | new LLClientView( | ||
96 | remoteEP, scene, packServer, sessionInfo, agentId, sessionId, circuitCode, proxyEP, | ||
97 | m_userSettings); | ||
98 | } | ||
99 | |||
100 | /// <summary> | ||
101 | /// Check whether a given client is authorized to connect. | ||
102 | /// </summary> | ||
103 | /// <param name="useCircuit"></param> | ||
104 | /// <param name="circuitManager"></param> | ||
105 | /// <param name="sessionInfo"></param> | ||
106 | /// <returns></returns> | ||
107 | public virtual bool IsClientAuthorized( | ||
108 | UseCircuitCodePacket useCircuit, AgentCircuitManager circuitManager, out AuthenticateResponse sessionInfo) | ||
109 | { | ||
110 | UUID agentId = useCircuit.CircuitCode.ID; | ||
111 | UUID sessionId = useCircuit.CircuitCode.SessionID; | ||
112 | uint circuitCode = useCircuit.CircuitCode.Code; | ||
113 | |||
114 | sessionInfo = circuitManager.AuthenticateSession(sessionId, agentId, circuitCode); | ||
115 | |||
116 | if (!sessionInfo.Authorised) | ||
117 | return false; | ||
118 | |||
119 | return true; | ||
120 | } | ||
121 | |||
122 | /// <summary> | ||
123 | /// Add a new client circuit. We assume that is has already passed an authorization check | ||
124 | /// </summary> | ||
125 | /// <param name="epSender"></param> | ||
126 | /// <param name="useCircuit"></param> | ||
127 | /// <param name="assetCache"></param> | ||
128 | /// <param name="sessionInfo"></param> | ||
129 | /// <param name="proxyEP"></param> | ||
130 | /// <returns> | ||
131 | /// true if a new circuit was created, false if a circuit with the given circuit code already existed | ||
132 | /// </returns> | ||
133 | public virtual bool AddNewClient( | ||
134 | EndPoint epSender, UseCircuitCodePacket useCircuit, | ||
135 | AuthenticateResponse sessionInfo, EndPoint proxyEP) | ||
136 | { | ||
137 | IClientAPI newuser; | ||
138 | uint circuitCode = useCircuit.CircuitCode.Code; | ||
139 | |||
140 | if (m_scene.ClientManager.TryGetClient(circuitCode, out newuser)) | ||
141 | { | ||
142 | // The circuit is already known to the scene. This not actually a problem since this will currently | ||
143 | // occur if a client is crossing borders (hence upgrading its circuit). However, we shouldn't | ||
144 | // really by trying to add a new client if this is the case. | ||
145 | return false; | ||
146 | } | ||
147 | |||
148 | UUID agentId = useCircuit.CircuitCode.ID; | ||
149 | UUID sessionId = useCircuit.CircuitCode.SessionID; | ||
150 | |||
151 | newuser | ||
152 | = CreateNewCircuit( | ||
153 | epSender, m_scene, this, sessionInfo, agentId, sessionId, circuitCode, proxyEP); | ||
154 | |||
155 | m_scene.ClientManager.Add(circuitCode, newuser); | ||
156 | |||
157 | newuser.OnViewerEffect += m_scene.ClientManager.ViewerEffectHandler; | ||
158 | newuser.OnLogout += LogoutHandler; | ||
159 | newuser.OnConnectionClosed += CloseClient; | ||
160 | |||
161 | newuser.Start(); | ||
162 | |||
163 | return true; | ||
164 | } | ||
165 | |||
166 | public void LogoutHandler(IClientAPI client) | ||
167 | { | ||
168 | client.SendLogoutPacket(); | ||
169 | CloseClient(client); | ||
170 | } | ||
171 | |||
172 | /// <summary> | ||
173 | /// Send a packet to the given circuit | ||
174 | /// </summary> | ||
175 | /// <param name="buffer"></param> | ||
176 | /// <param name="size"></param> | ||
177 | /// <param name="flags"></param> | ||
178 | /// <param name="circuitcode"></param> | ||
179 | public virtual void SendPacketTo(byte[] buffer, int size, SocketFlags flags, uint circuitcode) | ||
180 | { | ||
181 | m_networkHandler.SendPacketTo(buffer, size, flags, circuitcode); | ||
182 | } | ||
183 | |||
184 | /// <summary> | ||
185 | /// Close a client circuit only | ||
186 | /// </summary> | ||
187 | /// <param name="circuitcode"></param> | ||
188 | public virtual void CloseCircuit(uint circuitcode) | ||
189 | { | ||
190 | m_networkHandler.RemoveClientCircuit(circuitcode); | ||
191 | } | ||
192 | |||
193 | /// <summary> | ||
194 | /// Completely close down the given client. | ||
195 | /// </summary> | ||
196 | /// <param name="client"></param> | ||
197 | public virtual void CloseClient(IClientAPI client) | ||
198 | { | ||
199 | //m_log.Info("PacketServer:CloseClient()"); | ||
200 | |||
201 | CloseCircuit(client.CircuitCode); | ||
202 | m_scene.ClientManager.Remove(client.CircuitCode); | ||
203 | client.Close(false); | ||
204 | } | ||
205 | } | ||
206 | } | ||