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path: root/OpenSim/Region/ClientStack/PacketServer.cs
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/*
* 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.Net;
using System.Net.Sockets;
using libsecondlife;
using libsecondlife.Packets;
using OpenSim.Framework;
using OpenSim.Framework.Communications.Cache;

namespace OpenSim.Region.ClientStack
{
    public class PacketServer
    {
        private ClientStackNetworkHandler m_networkHandler;
        private IScene m_scene;

        //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 { m_scene = value; }
        }

        /// <summary>
        /// 
        /// </summary>
        /// <param name="circuitCode"></param>
        /// <param name="packet"></param>
        public virtual void InPacket(uint circuitCode, Packet packet)
        {
            m_scene.ClientManager.InPacket(circuitCode, packet);
        }

        protected virtual IClientAPI CreateNewClient(EndPoint remoteEP, UseCircuitCodePacket initialcirpack,
                                                     ClientManager clientManager, IScene scene, AssetCache assetCache,
                                                     PacketServer packServer, AgentCircuitManager authenSessions, LLUUID agentId, LLUUID sessionId, uint circuitCode)
        {
            return
                new ClientView(remoteEP, scene, assetCache, packServer, authenSessions, agentId, sessionId, circuitCode );
        }

        public virtual bool AddNewClient(EndPoint epSender, UseCircuitCodePacket useCircuit, AssetCache assetCache,
                                         AgentCircuitManager authenticateSessionsClass)
        {
            IClientAPI newuser;

            if (m_scene.ClientManager.TryGetClient(useCircuit.CircuitCode.Code, out newuser))
            {
                return false;
            }
            else
            {
                newuser = CreateNewClient(epSender, useCircuit, m_scene.ClientManager, m_scene, assetCache, this,
                                          authenticateSessionsClass, useCircuit.CircuitCode.ID, useCircuit.CircuitCode.SessionID, useCircuit.CircuitCode.Code);

                m_scene.ClientManager.Add(useCircuit.CircuitCode.Code, newuser);

                newuser.OnViewerEffect += m_scene.ClientManager.ViewerEffectHandler;
                newuser.OnLogout += LogoutHandler;
                newuser.OnConnectionClosed += CloseClient;

                return true;
            }
        }

        public void LogoutHandler(IClientAPI client)
        {
            client.SendLogoutPacket();

            CloseClient(client);
        }

        /// <summary>
        /// 
        /// </summary>
        /// <param name="buffer"></param>
        /// <param name="size"></param>
        /// <param name="flags"></param>
        /// <param name="circuitcode"></param>
        public virtual void SendPacketTo(byte[] buffer, int size, SocketFlags flags, uint circuitcode)
        {
            m_networkHandler.SendPacketTo(buffer, size, flags, circuitcode);
        }

        /// <summary>
        /// 
        /// </summary>
        /// <param name="circuitcode"></param>
        public virtual void CloseCircuit(uint circuitcode)
        {
            m_networkHandler.RemoveClientCircuit(circuitcode);
            m_scene.ClientManager.CloseAllAgents(circuitcode);
        }

        public virtual void CloseClient(IClientAPI client)
        {
            CloseCircuit(client.CircuitCode);
        }
    }
}