/* * 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 System.Net; using System.Net.Sockets; using libsecondlife.Packets; using OpenSim.Framework; using OpenSim.Framework.Communications.Cache; using OpenSim.Framework.Types; using OpenSim.Framework.Interfaces; using libsecondlife; namespace OpenSim.Region.ClientStack { public class PacketServer { private ClientStackNetworkHandler m_networkHandler; private IScene m_scene; //private readonly ClientManager m_clientManager = new ClientManager(); //public ClientManager ClientManager //{ // get { return m_clientManager; } //} public PacketServer(ClientStackNetworkHandler networkHandler) { m_networkHandler = networkHandler; m_networkHandler.RegisterPacketServer(this); } public IScene LocalScene { set { this.m_scene = value; } } /// <summary> /// /// </summary> /// <param name="circuitCode"></param> /// <param name="packet"></param> public virtual void InPacket(uint circuitCode, Packet packet) { m_scene.ClientManager.InPacket(circuitCode, packet); } protected virtual IClientAPI CreateNewClient(EndPoint remoteEP, UseCircuitCodePacket initialcirpack, ClientManager clientManager, IScene scene, AssetCache assetCache, PacketServer packServer, AgentCircuitManager authenSessions) { return new ClientView(remoteEP, initialcirpack, clientManager, scene, assetCache, packServer, authenSessions ); } public virtual bool AddNewClient(EndPoint epSender, UseCircuitCodePacket useCircuit, AssetCache assetCache, AgentCircuitManager authenticateSessionsClass) { IClientAPI newuser; if (m_scene.ClientManager.TryGetClient(useCircuit.CircuitCode.Code, out newuser)) { return false; } else { newuser = CreateNewClient(epSender, useCircuit, m_scene.ClientManager, m_scene, assetCache, this, authenticateSessionsClass); m_scene.ClientManager.Add(useCircuit.CircuitCode.Code, newuser); newuser.OnViewerEffect += m_scene.ClientManager.ViewerEffectHandler; newuser.OnLogout += LogoutHandler; newuser.OnConnectionClosed += CloseClient; return true; } } public void LogoutHandler(IClientAPI client) { client.SendLogoutPacket(); CloseClient( client ); } /// <summary> /// /// </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) { this.m_networkHandler.SendPacketTo(buffer, size, flags, circuitcode); } /// <summary> /// /// </summary> /// <param name="circuitcode"></param> public virtual void CloseCircuit(uint circuitcode) { m_networkHandler.RemoveClientCircuit( circuitcode ); m_scene.ClientManager.CloseAllAgents(circuitcode); } public virtual void CloseClient( IClientAPI client ) { CloseCircuit( client.CircuitCode ); } } }