/* * 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.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, LLPacketServer packServer, AuthenticateResponse sessionInfo, UUID agentId, UUID sessionId, uint circuitCode, EndPoint proxyEP) { return new LLClientView( remoteEP, scene, 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, 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, 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); } } }