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/*
* Copyright (c) Contributors, http://www.openmetaverse.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;
using System.Collections.Generic;
using System.Net;
using System.Text;
using System.Threading;
using System.Timers;
using libsecondlife;
using libsecondlife.Packets;
using OpenSim.Assets;
using OpenSim.Framework;
using OpenSim.Framework.Console;
using OpenSim.Framework.Interfaces;
using OpenSim.Framework.Inventory;
using OpenSim.Framework.Types;
using OpenSim.Framework.Utilities;
using OpenSim.Framework.Communications.Caches;
using Timer=System.Timers.Timer;
namespace OpenSim.Region.ClientStack
{
public delegate bool PacketMethod(ClientView simClient, Packet packet);
/// <summary>
/// Handles new client connections
/// Constructor takes a single Packet and authenticates everything
/// </summary>
public partial class ClientView : ClientViewBase, IClientAPI
{
public static TerrainManager TerrainManager;
protected static Dictionary<PacketType, PacketMethod> PacketHandlers = new Dictionary<PacketType, PacketMethod>(); //Global/static handlers for all clients
protected Dictionary<PacketType, PacketMethod> m_packetHandlers = new Dictionary<PacketType, PacketMethod>(); //local handlers for this instance
public LLUUID AgentID;
public LLUUID SessionID;
public LLUUID SecureSessionID = LLUUID.Zero;
public string firstName;
public string lastName;
public bool m_child = false;
private UseCircuitCodePacket cirpack;
public Thread ClientThread;
public LLVector3 startpos;
private AgentAssetUpload UploadAssets;
private LLUUID newAssetFolder = LLUUID.Zero;
private bool debug = false;
protected IScene m_scene;
private Dictionary<uint, ClientView> m_clientThreads;
private AssetCache m_assetCache;
private InventoryCache m_inventoryCache;
private int cachedtextureserial = 0;
protected AgentCircuitManager m_authenticateSessionsHandler;
private Encoding enc = Encoding.ASCII;
// Dead client detection vars
private Timer clientPingTimer;
private int packetsReceived = 0;
private int probesWithNoIngressPackets = 0;
private int lastPacketsReceived = 0;
public ClientView(EndPoint remoteEP, UseCircuitCodePacket initialcirpack, Dictionary<uint, ClientView> clientThreads, IScene scene, AssetCache assetCache, PacketServer packServer, InventoryCache inventoryCache, AgentCircuitManager authenSessions )
{
m_scene = scene;
m_clientThreads = clientThreads;
m_assetCache = assetCache;
m_networkServer = packServer;
m_inventoryCache = inventoryCache;
m_authenticateSessionsHandler = authenSessions;
MainLog.Instance.Verbose( "OpenSimClient.cs - Started up new client thread to handle incoming request");
cirpack = initialcirpack;
userEP = remoteEP;
this.startpos = m_authenticateSessionsHandler.GetPosition(initialcirpack.CircuitCode.Code);
PacketQueue = new BlockingQueue<QueItem>();
this.UploadAssets = new AgentAssetUpload(this, m_assetCache, m_inventoryCache);
AckTimer = new Timer(500);
AckTimer.Elapsed += new ElapsedEventHandler(AckTimer_Elapsed);
AckTimer.Start();
this.RegisterLocalPacketHandlers();
ClientThread = new Thread(new ThreadStart(AuthUser));
ClientThread.IsBackground = true;
ClientThread.Start();
}
# region Client Methods
public void KillClient()
{
clientPingTimer.Stop();
this.m_inventoryCache.ClientLeaving(this.AgentID, null);
m_scene.RemoveClient(this.AgentId);
m_clientThreads.Remove(this.CircuitCode);
m_networkServer.RemoveClientCircuit(this.CircuitCode);
this.ClientThread.Abort();
}
#endregion
# region Packet Handling
public static bool AddPacketHandler(PacketType packetType, PacketMethod handler)
{
bool result = false;
lock (PacketHandlers)
{
if (!PacketHandlers.ContainsKey(packetType))
{
PacketHandlers.Add(packetType, handler);
result = true;
}
}
return result;
}
public bool AddLocalPacketHandler(PacketType packetType, PacketMethod handler)
{
bool result = false;
lock (m_packetHandlers)
{
if (!m_packetHandlers.ContainsKey(packetType))
{
m_packetHandlers.Add(packetType, handler);
result = true;
}
}
return result;
}
protected virtual bool ProcessPacketMethod(Packet packet)
{
bool result = false;
bool found = false;
PacketMethod method;
if (m_packetHandlers.TryGetValue(packet.Type, out method))
{
//there is a local handler for this packet type
result = method(this, packet);
}
else
{
//there is not a local handler so see if there is a Global handler
lock (PacketHandlers)
{
found = PacketHandlers.TryGetValue(packet.Type, out method);
}
if (found)
{
result = method(this, packet);
}
}
return result;
}
protected virtual void ClientLoop()
{
MainLog.Instance.Verbose( "OpenSimClient.cs:ClientLoop() - Entered loop");
while (true)
{
QueItem nextPacket = PacketQueue.Dequeue();
if (nextPacket.Incoming)
{
//is a incoming packet
if (nextPacket.Packet.Type != PacketType.AgentUpdate) {
packetsReceived++;
}
ProcessInPacket(nextPacket.Packet);
}
else
{
//is a out going packet
ProcessOutPacket(nextPacket.Packet);
}
}
}
# endregion
protected void CheckClientConnectivity(object sender, ElapsedEventArgs e)
{
if (packetsReceived == lastPacketsReceived) {
probesWithNoIngressPackets++;
if (probesWithNoIngressPackets > 30) {
this.KillClient();
} else {
// this will normally trigger at least one packet (ping response)
SendStartPingCheck(0);
}
} else {
// Something received in the meantime - we can reset the counters
probesWithNoIngressPackets = 0;
lastPacketsReceived = packetsReceived;
}
}
# region Setup
protected virtual void InitNewClient()
{
clientPingTimer = new Timer(5000);
clientPingTimer.Elapsed += new ElapsedEventHandler(CheckClientConnectivity);
clientPingTimer.Enabled = true;
MainLog.Instance.Verbose( "OpenSimClient.cs:InitNewClient() - Adding viewer agent to scene");
this.m_scene.AddNewClient(this, false);
}
protected virtual void AuthUser()
{
// AuthenticateResponse sessionInfo = m_gridServer.AuthenticateSession(cirpack.CircuitCode.SessionID, cirpack.CircuitCode.ID, cirpack.CircuitCode.Code);
AuthenticateResponse sessionInfo = this.m_authenticateSessionsHandler.AuthenticateSession(cirpack.CircuitCode.SessionID, cirpack.CircuitCode.ID, cirpack.CircuitCode.Code);
if (!sessionInfo.Authorised)
{
//session/circuit not authorised
MainLog.Instance.Notice("OpenSimClient.cs:AuthUser() - New user request denied to " + userEP.ToString());
ClientThread.Abort();
}
else
{
MainLog.Instance.Notice("OpenSimClient.cs:AuthUser() - Got authenticated connection from " + userEP.ToString());
//session is authorised
this.AgentID = cirpack.CircuitCode.ID;
this.SessionID = cirpack.CircuitCode.SessionID;
this.CircuitCode = cirpack.CircuitCode.Code;
this.firstName = sessionInfo.LoginInfo.First;
this.lastName = sessionInfo.LoginInfo.Last;
if (sessionInfo.LoginInfo.SecureSession != LLUUID.Zero)
{
this.SecureSessionID = sessionInfo.LoginInfo.SecureSession;
}
InitNewClient();
ClientLoop();
}
}
# endregion
protected override void KillThread()
{
this.ClientThread.Abort();
}
#region Inventory Creation
private void SetupInventory(AuthenticateResponse sessionInfo)
{
}
private AgentInventory CreateInventory(LLUUID baseFolder)
{
AgentInventory inventory = null;
return inventory;
}
private void CreateInventoryItem(CreateInventoryItemPacket packet)
{
}
#endregion
}
}
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