/* * 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.Collections.Generic; using OpenMetaverse; namespace OpenSim.Framework { /// <summary> /// Manage client circuits /// </summary> public class AgentCircuitManager { public Dictionary<uint, AgentCircuitData> AgentCircuits = new Dictionary<uint, AgentCircuitData>(); public virtual AuthenticateResponse AuthenticateSession(UUID sessionID, UUID agentID, uint circuitcode) { AgentCircuitData validcircuit = null; if (AgentCircuits.ContainsKey(circuitcode)) { validcircuit = 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; } else { // Invalid user.Authorised = false; } return (user); } /// <summary> /// Add information about a new circuit. /// </summary> /// <param name="circuitCode"></param> /// <param name="agentData"></param> public virtual void AddNewCircuit(uint circuitCode, AgentCircuitData agentData) { if (AgentCircuits.ContainsKey(circuitCode)) { AgentCircuits[circuitCode] = agentData; } else { AgentCircuits.Add(circuitCode, agentData); } } public Vector3 GetPosition(uint circuitCode) { Vector3 vec = new Vector3(); if (AgentCircuits.ContainsKey(circuitCode)) { vec = AgentCircuits[circuitCode].startpos; } return vec; } public void UpdateAgentData(AgentCircuitData agentData) { if (AgentCircuits.ContainsKey((uint) agentData.circuitcode)) { AgentCircuits[(uint) agentData.circuitcode].firstname = agentData.firstname; AgentCircuits[(uint) agentData.circuitcode].lastname = agentData.lastname; AgentCircuits[(uint) agentData.circuitcode].startpos = agentData.startpos; // Updated for when we don't know them before calling Scene.NewUserConnection AgentCircuits[(uint) agentData.circuitcode].SecureSessionID = agentData.SecureSessionID; AgentCircuits[(uint) agentData.circuitcode].SessionID = agentData.SessionID; // Console.WriteLine("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 (AgentCircuits) { if (AgentCircuits.ContainsKey((uint)circuitcode) && !AgentCircuits.ContainsKey((uint)newcircuitcode)) { AgentCircuitData agentData = AgentCircuits[(uint)circuitcode]; agentData.circuitcode = newcircuitcode; AgentCircuits.Remove((uint)circuitcode); AgentCircuits.Add(newcircuitcode, agentData); return true; } } return false; } public void UpdateAgentChildStatus(uint circuitcode, bool childstatus) { if (AgentCircuits.ContainsKey(circuitcode)) { AgentCircuits[circuitcode].child = childstatus; } } public bool GetAgentChildStatus(uint circuitcode) { if (AgentCircuits.ContainsKey(circuitcode)) { return AgentCircuits[circuitcode].child; } return false; } } }