/* * 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; using System.Collections; using System.Collections.Generic; using System.Net; using System.Reflection; using System.Text.RegularExpressions; using log4net; using Nini.Config; using OpenMetaverse; using OpenSim.Framework; using OpenSim.Framework.Communications; using OpenSim.Framework.Communications.Services; using OpenSim.Framework.Communications.Cache; using OpenSim.Framework.Communications.Capabilities; using OpenSim.Framework.Servers.HttpServer; using OpenSim.Region.Framework.Scenes; using OpenSim.Region.Framework.Interfaces; namespace OpenSim.Region.CoreModules.Hypergrid { public class HGStandaloneLoginModule : IRegionModule, ILoginServiceToRegionsConnector { private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); protected List m_scenes = new List(); protected Scene m_firstScene; protected bool m_enabled = false; // Module is only enabled if running in standalone mode public bool RegionLoginsEnabled { get { if (m_firstScene != null) { return m_firstScene.CommsManager.GridService.RegionLoginsEnabled; } else { return false; } } } protected HGLoginAuthService m_loginService; #region IRegionModule Members public void Initialise(Scene scene, IConfigSource source) { if (m_firstScene == null) { m_firstScene = scene; IConfig startupConfig = source.Configs["Startup"]; if (startupConfig != null) { m_enabled = !startupConfig.GetBoolean("gridmode", false); } if (m_enabled) { m_log.Debug("[HGLogin]: HGlogin module enabled"); bool authenticate = true; string welcomeMessage = "Welcome to OpenSim"; IConfig standaloneConfig = source.Configs["StandAlone"]; if (standaloneConfig != null) { authenticate = standaloneConfig.GetBoolean("accounts_authenticate", true); welcomeMessage = standaloneConfig.GetString("welcome_message"); } //TODO: fix casting. LibraryRootFolder rootFolder = m_firstScene.CommsManager.UserProfileCacheService.LibraryRoot as LibraryRootFolder; IHttpServer httpServer = m_firstScene.CommsManager.HttpServer; //TODO: fix the casting of the user service, maybe by registering the userManagerBase with scenes, or refactoring so we just need a IUserService reference m_loginService = new HGLoginAuthService( (UserManagerBase)m_firstScene.CommsManager.UserAdminService, welcomeMessage, m_firstScene.CommsManager.InterServiceInventoryService, m_firstScene.CommsManager.NetworkServersInfo, authenticate, rootFolder, this); httpServer.AddXmlRPCHandler("hg_login", m_loginService.XmlRpcLoginMethod); httpServer.AddXmlRPCHandler("hg_new_auth_key", m_loginService.XmlRpcGenerateKeyMethod); httpServer.AddXmlRPCHandler("hg_verify_auth_key", m_loginService.XmlRpcVerifyKeyMethod); httpServer.AddXmlRPCHandler("check_auth_session", m_loginService.XmlRPCCheckAuthSession, false); } } if (m_enabled) { AddScene(scene); } } public void PostInitialise() { } public void Close() { } public string Name { get { return "HGStandaloneLoginModule"; } } public bool IsSharedModule { get { return true; } } #endregion protected void AddScene(Scene scene) { lock (m_scenes) { if (!m_scenes.Contains(scene)) { m_scenes.Add(scene); } } } public bool NewUserConnection(ulong regionHandle, AgentCircuitData agent, out string reason) { reason = String.Empty; return true; } public void LogOffUserFromGrid(ulong regionHandle, UUID AvatarID, UUID RegionSecret, string message) { Scene scene; if (TryGetRegion(regionHandle, out scene)) { scene.HandleLogOffUserFromGrid(AvatarID, RegionSecret, message); } } public RegionInfo RequestNeighbourInfo(ulong regionhandle) { Scene scene; if (TryGetRegion(regionhandle, out scene)) { return scene.RegionInfo; } return null; } public RegionInfo RequestClosestRegion(string region) { Scene scene; if (TryGetRegion(region, out scene)) { return scene.RegionInfo; } return null; } public RegionInfo RequestNeighbourInfo(UUID regionID) { Scene scene; if (TryGetRegion(regionID, out scene)) { return scene.RegionInfo; } return null; } protected bool TryGetRegion(ulong regionHandle, out Scene scene) { lock (m_scenes) { foreach (Scene nextScene in m_scenes) { if (nextScene.RegionInfo.RegionHandle == regionHandle) { scene = nextScene; return true; } } } scene = null; return false; } protected bool TryGetRegion(UUID regionID, out Scene scene) { lock (m_scenes) { foreach (Scene nextScene in m_scenes) { if (nextScene.RegionInfo.RegionID == regionID) { scene = nextScene; return true; } } } scene = null; return false; } protected bool TryGetRegion(string regionName, out Scene scene) { lock (m_scenes) { foreach (Scene nextScene in m_scenes) { if (nextScene.RegionInfo.RegionName == regionName) { scene = nextScene; return true; } } } scene = null; return false; } } }