/* * Copyright (c) OpenSim project, http://sim.opensecondlife.org/ * * 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 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 ``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 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.Generic; using System.Threading; using OpenSim.GridServers; using libsecondlife; namespace LocalGridServers { /// /// /// /// public class LocalGridPlugin : IGridPlugin { public LocalGridPlugin() { } public IGridServer GetGridServer() { return(new LocalGridServer()); } } public class LocalAssetPlugin : IAssetPlugin { public LocalAssetPlugin() { } public IAssetServer GetAssetServer() { return(new LocalAssetServer()); } } public class LocalAssetServer : IAssetServer { private IAssetReceiver _receiver; private BlockingQueue _assetRequests; public LocalAssetServer() { this._assetRequests = new BlockingQueue(); ServerConsole.MainConsole.Instance.WriteLine("Local Asset Server class created"); } public void SetReceiver(IAssetReceiver receiver) { this._receiver = receiver; } public void RequestAsset(LLUUID assetID, bool isTexture) { ARequest req = new ARequest(); req.AssetID = assetID; req.IsTexture = isTexture; //this._assetRequests.Enqueue(req); } public void UpdateAsset(AssetBase asset) { } public void UploadNewAsset(AssetBase asset) { } public void SetServerInfo(string ServerUrl, string ServerKey) { } private void RunRequests() { while(true) { } } } public class LocalGridServer : LocalGridBase { public List Sessions = new List(); public LocalGridServer() { Sessions = new List(); ServerConsole.MainConsole.Instance.WriteLine("Local Grid Server class created"); } public override string GetName() { return "Local"; } public override bool RequestConnection() { return true; } public override AuthenticateResponse AuthenticateSession(LLUUID sessionID, LLUUID agentID, uint circuitCode) { //we are running local AuthenticateResponse user = new AuthenticateResponse(); lock(this.Sessions) { for(int i = 0; i < Sessions.Count; i++) { if((Sessions[i].Agent == agentID) && (Sessions[i].Session == sessionID)) { user.Authorised = true; user.LoginInfo = Sessions[i]; } } } return(user); } public override bool LogoutSession(LLUUID sessionID, LLUUID agentID, uint circuitCode) { return(true); } public override UUIDBlock RequestUUIDBlock() { UUIDBlock uuidBlock = new UUIDBlock(); return(uuidBlock); } public override void RequestNeighbours() { return; } public override void SetServerInfo(string ServerUrl, string ServerKey) { } /// /// used by the local login server to inform us of new sessions /// /// public override void AddNewSession(Login session) { lock(this.Sessions) { this.Sessions.Add(session); } } } public class BlockingQueue< T > { private Queue< T > _queue = new Queue< T >(); private object _queueSync = new object(); public void Enqueue(T value) { lock(_queueSync) { _queue.Enqueue(value); Monitor.Pulse(_queueSync); } } public T Dequeue() { lock(_queueSync) { if( _queue.Count < 1) Monitor.Wait(_queueSync); return _queue.Dequeue(); } } } }