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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 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 OpenMetaverse;
namespace OpenSim.Services.Interfaces
{
// Generic Authentication service used for identifying
// and authenticating principals.
// Principals may be clients acting on users' behalf,
// or any other components that need
// verifiable identification.
//
public interface IAuthenticationService
{
// Check the pricipal's password
//
bool Authenticate(UUID principalID, string password);
// Get a service key given that principal's
// authentication token (master key).
//
string GetKey(UUID principalID, string authToken);
// Verify that a principal key is valid
//
bool VerifyKey(UUID principalID, string key);
// Create a new user session. If one exists, it is cleared
//
UUID AllocateUserSession(UUID userID);
// Verify that a user session ID is valid. A session ID is
// considered valid when a user has successfully authenticated
// at least one time inside that session.
//
bool VerifyUserSession(UUID principalID, UUID session);
// Remove a user session identifier and deauthenticate the user
//
void DestroyUserSession(UUID principalID);
}
}
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