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* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
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* modification, are permitted provided that the following conditions are met:
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* notice, this list of conditions and the following disclaimer.
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* notice, this list of conditions and the following disclaimer in the
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* 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
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*/
using System.Net;
using System.Net.Sockets;
using System.Reflection;
using log4net;
using OpenMetaverse;
using OpenMetaverse.Packets;
using OpenSim.Framework;
using OpenSim.Framework.Communications.Cache;
namespace OpenSim.Region.ClientStack.LindenUDP
{
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;
///
/// Tweakable user settings
///
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; }
}
///
/// Process an incoming packet.
///
///
///
public virtual void InPacket(uint circuitCode, Packet packet)
{
m_scene.ClientManager.InPacket(circuitCode, packet);
}
///
/// Create a new client circuit
///
///
///
///
///
///
///
///
///
///
///
protected virtual IClientAPI CreateNewCircuit(
EndPoint remoteEP, IScene scene, AssetCache 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);
}
///
/// Check whether a given client is authorized to connect.
///
///
///
///
///
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;
}
///
/// Add a new client circuit. We assume that is has already passed an authorization check
///
///
///
///
///
///
///
/// true if a new circuit was created, false if a circuit with the given circuit code already existed
///
public virtual bool AddNewClient(
EndPoint epSender, UseCircuitCodePacket useCircuit, AssetCache 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;
return true;
}
public void LogoutHandler(IClientAPI client)
{
client.SendLogoutPacket();
CloseClient(client);
}
///
/// Send a packet to the given circuit
///
///
///
///
///
public virtual void SendPacketTo(byte[] buffer, int size, SocketFlags flags, uint circuitcode)
{
m_networkHandler.SendPacketTo(buffer, size, flags, circuitcode);
}
///
/// Close a client circuit only
///
///
public virtual void CloseCircuit(uint circuitcode)
{
m_networkHandler.RemoveClientCircuit(circuitcode);
// XXX: Why is this commented out? Possibly because close mechanisms are so tangled right now
//m_scene.ClientManager.CloseAllAgents(circuitcode);
}
///
/// Completely close down the given client.
///
///
public virtual void CloseClient(IClientAPI client)
{
//m_log.Info("PacketServer:CloseClient()");
CloseCircuit(client.CircuitCode);
m_scene.ClientManager.Remove(client.CircuitCode);
client.Close(false);
}
}
}