/*
* 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.Types;
using OpenSim.Framework.Interfaces;
using OpenSim.Framework.Communications.Caches;
using libsecondlife;
namespace OpenSim.Region.ClientStack
{
public class PacketServer
{
private ClientStackNetworkHandler m_networkHandler;
private IScene _localScene;
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._localScene = value;
}
}
///
///
///
///
///
public virtual void InPacket(uint circuitCode, Packet packet)
{
m_clientManager.InPacket(circuitCode, packet);
}
///
///
///
///
///
public virtual bool AddNewCircuitCodeClient(uint circuitCode)
{
return false;
}
///
///
///
///
public virtual void SendPacketToAllClients(Packet packet)
{
}
///
///
///
///
///
public virtual void SendPacketToAllExcept(Packet packet, IClientAPI simClient)
{
}
///
///
///
///
///
public virtual void AddClientPacketHandler(PacketType packetType, PacketMethod handler)
{
}
///
///
///
public virtual void RegisterClientPacketHandlers()
{
}
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 =
CreateNewClient(epSender, useCircuit, m_clientManager, _localScene, assetCache, this,
authenticateSessionsClass);
this.m_clientManager.Add(useCircuit.CircuitCode.Code, newuser);
newuser.OnViewerEffect += m_clientManager.ViewerEffectHandler;
newuser.OnLogout += LogoutHandler;
newuser.OnConnectionClosed += CloseClient;
return true;
}
public void LogoutHandler(IClientAPI client)
{
client.SendLogoutPacket();
CloseClient( client );
}
///
///
///
///
///
///
///
public virtual void SendPacketTo(byte[] buffer, int size, SocketFlags flags, uint circuitcode)
{
this.m_networkHandler.SendPacketTo(buffer, size, flags, circuitcode);
}
///
///
///
///
public virtual void CloseCircuit(uint circuitcode)
{
m_networkHandler.RemoveClientCircuit( circuitcode );
m_clientManager.CloseAllAgents( circuitcode );
}
public virtual void CloseClient( IClientAPI client )
{
CloseCircuit( client.CircuitCode );
}
}
}