/* * Copyright (c) 2006, Second Life Reverse Engineering Team * All rights reserved. * * - 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. * - Neither the name of the Second Life Reverse Engineering Team 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 COPYRIGHT HOLDERS AND CONTRIBUTORS "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 COPYRIGHT OWNER OR 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.Timers; using System.Collections; using System.Collections.Generic; using System.Net; using System.Net.Sockets; using System.Globalization; using Nwc.XmlRpc; using Nii.JSON; using libsecondlife.Packets; namespace libsecondlife { /// /// This exception is thrown whenever a network operation is attempted /// without a network connection. /// public class NotConnectedException : ApplicationException { } /// /// Simulator is a wrapper for a network connection to a simulator and the /// Region class representing the block of land in the metaverse. /// public class Simulator { /// A public reference to the client that this Simulator object /// is attached to public SecondLife Client; /// The maximum size of the sequence number inbox, used to /// check for resent and/or duplicate packets public const int INBOX_SIZE = 10000; /// The Region class that this Simulator wraps public Region Region; /// /// The ID number associated with this particular connection to the /// simulator, used to emulate TCP connections. This is used /// internally for packets that have a CircuitCode field. /// public uint CircuitCode { get { return circuitCode; } set { circuitCode = value; } } /// /// The IP address and port of the server. /// public IPEndPoint IPEndPoint { get { return ipEndPoint; } } /// /// A boolean representing whether there is a working connection to the /// simulator or not. /// public bool Connected { get { return connected; } } /// /// Used internally to track sim disconnections, do not modify this /// variable. /// public bool DisconnectCandidate = false; private NetworkManager Network; private Dictionary> Callbacks; private ushort Sequence = 0; private byte[] RecvBuffer = new byte[4096]; private byte[] ZeroBuffer = new byte[8192]; private byte[] ZeroOutBuffer = new byte[4096]; private Socket Connection = new Socket(AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp); private AsyncCallback ReceivedData; private Dictionary NeedAck = new Dictionary(); private Queue Inbox = new Queue(INBOX_SIZE); private List PendingAcks = new List(); private bool connected = false; private uint circuitCode; private IPEndPoint ipEndPoint; private EndPoint endPoint; private System.Timers.Timer AckTimer; // Every tick, all ACKs are sent out and the age of unACKed packets is checked private int TickLength = 500; // Number of milliseconds before a packet is assumed lost and resent private int ResendTimeout = 4000; private const int SimConnectTimeout = 15000; /// /// /// /// /// /// /// /// public Simulator(SecondLife client, Dictionary> callbacks, uint circuit, IPAddress ip, int port) { Client = client; Network = client.Network; Callbacks = callbacks; Region = new Region(client); circuitCode = circuit; AckTimer = new System.Timers.Timer(TickLength); AckTimer.Elapsed += new ElapsedEventHandler(AckTimer_Elapsed); // Initialize the callback for receiving a new packet ReceivedData = new AsyncCallback(OnReceivedData); Client.Log("Connecting to " + ip.ToString() + ":" + port, Helpers.LogLevel.Info); try { // Create an endpoint that we will be communicating with (need it in two // types due to .NET weirdness) ipEndPoint = new IPEndPoint(ip, port); endPoint = (EndPoint)ipEndPoint; // Associate this simulator's socket with the given ip/port and start listening Connection.Connect(endPoint); Connection.BeginReceiveFrom(RecvBuffer, 0, RecvBuffer.Length, SocketFlags.None, ref endPoint, ReceivedData, null); // Send the UseCircuitCode packet to initiate the connection UseCircuitCodePacket use = new UseCircuitCodePacket(); use.CircuitCode.Code = circuitCode; use.CircuitCode.ID = Network.AgentID; use.CircuitCode.SessionID = Network.SessionID; // Start the ACK timer AckTimer.Start(); // Send the initial packet out SendPacket(use, true); // Track the current time for timeout purposes int start = Environment.TickCount; while (true) { if (connected || Environment.TickCount - start > SimConnectTimeout) { return; } System.Threading.Thread.Sleep(10); } } catch (Exception e) { Console.WriteLine(e.ToString()); Client.Log(e.ToString(), Helpers.LogLevel.Error); } } /// /// /// public void Disconnect() { // Send the CloseCircuit notice CloseCircuitPacket close = new CloseCircuitPacket(); try { Connection.Send(close.ToBytes()); } catch (SocketException) { // There's a high probability of this failing if the network is // disconnected, so don't even bother logging the error } try { // Shut the socket communication down Connection.Shutdown(SocketShutdown.Both); } catch (SocketException e) { Client.Log(e.ToString(), Helpers.LogLevel.Error); } connected = false; } /// /// /// /// /// public void SendPacket(Packet packet, bool incrementSequence) { byte[] buffer; int bytes; if (!connected && packet.Type != PacketType.UseCircuitCode) { Client.Log("Trying to send a " + packet.Type.ToString() + " packet when the socket is closed", Helpers.LogLevel.Warning); throw new NotConnectedException(); } if (packet.Header.AckList.Length > 0) { // Scrub any appended ACKs since all of the ACK handling is done here packet.Header.AckList = new uint[0]; } packet.Header.AppendedAcks = false; if (incrementSequence) { // Set the sequence number if (Sequence == ushort.MaxValue) Sequence = 0; else Sequence++; packet.Header.Sequence = Sequence; if (packet.Header.Reliable) { // Keep track of when this packet was sent out packet.TickCount = Environment.TickCount; lock (NeedAck) { if (!NeedAck.ContainsKey(packet.Header.Sequence)) { NeedAck.Add(packet.Header.Sequence, packet); } else { Client.Log("Attempted to add a duplicate sequence number (" + packet.Header.Sequence + ") to the NeedAck dictionary for packet type " + packet.Type.ToString(), Helpers.LogLevel.Warning); } } // Append any ACKs that need to be sent out to this packet lock (PendingAcks) { if (PendingAcks.Count > 0 && packet.Type != PacketType.PacketAck && packet.Type != PacketType.LogoutRequest) { packet.Header.AckList = new uint[PendingAcks.Count]; int i = 0; foreach (uint ack in PendingAcks) { packet.Header.AckList[i] = ack; i++; } PendingAcks.Clear(); packet.Header.AppendedAcks = true; } } } } // Serialize the packet buffer = packet.ToBytes(); bytes = buffer.Length; try { // Zerocode if needed if (packet.Header.Zerocoded) { lock (ZeroOutBuffer) { bytes = Helpers.ZeroEncode(buffer, bytes, ZeroOutBuffer); Connection.Send(ZeroOutBuffer, bytes, SocketFlags.None); } } else { Connection.Send(buffer, bytes, SocketFlags.None); } } catch (SocketException e) { Client.Log(e.ToString(), Helpers.LogLevel.Error); // FIXME: Assume this socket is dead and Disconnect() } } /// /// /// /// public void SendPacket(byte[] payload) { if (!connected) { throw new NotConnectedException(); } try { Connection.Send(payload, payload.Length, SocketFlags.None); } catch (SocketException e) { Client.Log(e.ToString(), Helpers.LogLevel.Error); } } public override string ToString() { return Region.Name + " (" + ipEndPoint.ToString() + ")"; } private void SendAck(ushort id) { PacketAckPacket ack = new PacketAckPacket(); ack.Packets = new PacketAckPacket.PacketsBlock[1]; ack.Packets[0] = new PacketAckPacket.PacketsBlock(); ack.Packets[0].ID = id; ack.Header.Reliable = false; lock (PendingAcks) { if (PendingAcks.Contains(id)) { PendingAcks.Remove(id); } } SendPacket(ack, true); } private void SendAcks() { lock (PendingAcks) { if (PendingAcks.Count > 0) { int i = 0; PacketAckPacket acks = new PacketAckPacket(); acks.Packets = new PacketAckPacket.PacketsBlock[PendingAcks.Count]; foreach (uint ack in PendingAcks) { acks.Packets[i] = new PacketAckPacket.PacketsBlock(); acks.Packets[i].ID = ack; i++; } acks.Header.Reliable = false; SendPacket(acks, true); PendingAcks.Clear(); } } } private void ResendUnacked() { int now = Environment.TickCount; lock (NeedAck) { foreach (Packet packet in NeedAck.Values) { if (now - packet.TickCount > ResendTimeout) { Client.Log("Resending " + packet.Type.ToString() + " packet, " + (now - packet.TickCount) + "ms have passed", Helpers.LogLevel.Info); packet.Header.Resent = true; SendPacket(packet, false); } } } } private void OnReceivedData(IAsyncResult result) { Packet packet = null; int numBytes; // If we're receiving data the sim connection is open connected = true; // Update the disconnect flag so this sim doesn't time out DisconnectCandidate = false; lock (RecvBuffer) { // Retrieve the incoming packet try { numBytes = Connection.EndReceiveFrom(result, ref endPoint); int packetEnd = numBytes - 1; packet = Packet.BuildPacket(RecvBuffer, ref packetEnd, ZeroBuffer); Connection.BeginReceiveFrom(RecvBuffer, 0, RecvBuffer.Length, SocketFlags.None, ref endPoint, ReceivedData, null); } catch (SocketException) { Client.Log(endPoint.ToString() + " socket is closed, shutting down " + this.Region.Name, Helpers.LogLevel.Info); connected = false; Network.DisconnectSim(this); return; } } // Fail-safe check if (packet == null) { Client.Log("Couldn't build a message from the incoming data", Helpers.LogLevel.Warning); return; } // Track the sequence number for this packet if it's marked as reliable if (packet.Header.Reliable) { if (PendingAcks.Count > 10) { SendAcks(); } // Check if we already received this packet if (Inbox.Contains(packet.Header.Sequence)) { Client.Log("Received a duplicate " + packet.Type.ToString() + ", sequence=" + packet.Header.Sequence + ", resent=" + ((packet.Header.Resent) ? "Yes" : "No") + ", Inbox.Count=" + Inbox.Count + ", NeedAck.Count=" + NeedAck.Count, Helpers.LogLevel.Info); // Send an ACK for this packet immediately SendAck(packet.Header.Sequence); // Avoid firing a callback twice for the same packet return; } else { lock (PendingAcks) { PendingAcks.Add((uint)packet.Header.Sequence); } } } // Add this packet to our inbox lock (Inbox) { if (Inbox.Count >= INBOX_SIZE) { Inbox.Dequeue(); } Inbox.Enqueue(packet.Header.Sequence); } // Handle appended ACKs if (packet.Header.AppendedAcks) { lock (NeedAck) { foreach (ushort ack in packet.Header.AckList) { NeedAck.Remove(ack); } } } // Handle PacketAck packets if (packet.Type == PacketType.PacketAck) { PacketAckPacket ackPacket = (PacketAckPacket)packet; lock (NeedAck) { foreach (PacketAckPacket.PacketsBlock block in ackPacket.Packets) { NeedAck.Remove((ushort)block.ID); } } } // Fire the registered packet events #region FireCallbacks try { if (Callbacks.ContainsKey(packet.Type)) { List callbackArray = Callbacks[packet.Type]; // Fire any registered callbacks foreach (NetworkManager.PacketCallback callback in callbackArray) { if (callback != null) { callback(packet, this); } } } if (Callbacks.ContainsKey(PacketType.Default)) { List callbackArray = Callbacks[PacketType.Default]; // Fire any registered callbacks foreach (NetworkManager.PacketCallback callback in callbackArray) { if (callback != null) { callback(packet, this); } } } } catch (Exception e) { Client.Log("Caught an exception in a packet callback: " + e.ToString(), Helpers.LogLevel.Warning); } #endregion FireCallbacks } private void AckTimer_Elapsed(object sender, ElapsedEventArgs ea) { if (connected) { SendAcks(); ResendUnacked(); } } } /// /// NetworkManager is responsible for managing the network layer of /// libsecondlife. It tracks all the server connections, serializes /// outgoing traffic and deserializes incoming traffic, and provides /// instances of delegates for network-related events. /// public class NetworkManager { /// /// Coupled with RegisterCallback(), this is triggered whenever a packet /// of a registered type is received /// /// /// public delegate void PacketCallback(Packet packet, Simulator simulator); /// /// Triggered when a simulator other than the simulator that is currently /// being occupied disconnects for whatever reason /// /// The simulator that disconnected, which will become a null /// reference after the callback is finished /// Enumeration explaining the reason for the disconnect public delegate void SimDisconnectCallback(Simulator simulator, DisconnectType reason); /// /// Triggered when we are logged out of the grid due to a simulator request, /// client request, network timeout, or any other cause /// /// Enumeration explaining the reason for the disconnect /// If we were logged out by the simulator, this /// is a message explaining why public delegate void DisconnectCallback(DisconnectType reason, string message); /// /// Explains why a simulator or the grid disconnected from us /// public enum DisconnectType { /// The client requested the logout or simulator disconnect ClientInitiated, /// The server notified us that it is disconnecting ServerInitiated, /// Either a socket was closed or network traffic timed out NetworkTimeout } /// /// The permanent UUID for the logged in avatar /// public LLUUID AgentID; /// /// A temporary UUID assigned to this session, used for secure /// transactions /// public LLUUID SessionID; /// /// A string holding a descriptive error on login failure, empty /// otherwise /// public string LoginError; /// /// The simulator that the logged in avatar is currently occupying /// public Simulator CurrentSim; /// /// The complete dictionary of all the login values returned by the /// RPC login server, converted to native data types wherever possible /// public Dictionary LoginValues = new Dictionary(); /// /// Shows whether the network layer is logged in to the grid or not /// public bool Connected { get { return connected; } } /// /// An event for the connection to a simulator other than the currently /// occupied one disconnecting /// public SimDisconnectCallback OnSimDisconnected; /// /// An event for being logged out either through client request, server /// forced, or network error /// public DisconnectCallback OnDisconnected; private SecondLife Client; private Dictionary> Callbacks = new Dictionary>(); private List Simulators = new List(); private System.Timers.Timer DisconnectTimer; private bool connected; private const int NetworkTrafficTimeout = 15000; private const int LoginTimeout = 60000; /// /// /// /// public NetworkManager(SecondLife client) { Client = client; CurrentSim = null; // Register the internal callbacks RegisterCallback(PacketType.RegionHandshake, new PacketCallback(RegionHandshakeHandler)); RegisterCallback(PacketType.StartPingCheck, new PacketCallback(StartPingCheckHandler)); RegisterCallback(PacketType.ParcelOverlay, new PacketCallback(ParcelOverlayHandler)); RegisterCallback(PacketType.EnableSimulator, new PacketCallback(EnableSimulatorHandler)); RegisterCallback(PacketType.KickUser, new PacketCallback(KickUserHandler)); // Disconnect a sim if no network traffic has been received for 15 seconds DisconnectTimer = new System.Timers.Timer(NetworkTrafficTimeout); DisconnectTimer.Elapsed += new ElapsedEventHandler(DisconnectTimer_Elapsed); } /// /// /// /// /// public void RegisterCallback(PacketType type, PacketCallback callback) { if (!Callbacks.ContainsKey(type)) { Callbacks[type] = new List(); } List callbackArray = Callbacks[type]; callbackArray.Add(callback); } /// /// /// /// /// public void UnregisterCallback(PacketType type, PacketCallback callback) { if (!Callbacks.ContainsKey(type)) { Client.Log("Trying to unregister a callback for packet " + type.ToString() + " when no callbacks are setup for that packet", Helpers.LogLevel.Info); return; } List callbackArray = Callbacks[type]; if (callbackArray.Contains(callback)) { callbackArray.Remove(callback); } else { Client.Log("Trying to unregister a non-existant callback for packet " + type.ToString(), Helpers.LogLevel.Info); } } /// /// /// /// public void SendPacket(Packet packet) { if (CurrentSim != null && CurrentSim.Connected) { CurrentSim.SendPacket(packet, true); } } /// /// /// /// /// public void SendPacket(Packet packet, Simulator simulator) { if (simulator != null && simulator.Connected) { simulator.SendPacket(packet, true); } } /// /// /// /// public void SendPacket(byte[] payload) { if (CurrentSim != null) { CurrentSim.SendPacket(payload); } else { throw new NotConnectedException(); } } /// /// Use this if you want to login to a specific location /// /// /// /// /// /// string with a value that can be used in the start field in .DefaultLoginValues() public static string StartLocation(string sim, int x, int y, int z) { //uri:sim&x&y&z return "uri:" + sim.ToLower() + "&" + x + "&" + y + "&" + z; } /// /// /// /// /// /// /// /// /// public static Dictionary DefaultLoginValues( string firstName, string lastName, string password, string userAgent, string author) { return DefaultLoginValues(firstName, lastName, password, "00:00:00:00:00:00", "last", 1, 50, 50, 50, "Win", "0", userAgent, author, false); } /// /// /// /// /// /// /// /// /// public static Dictionary DefaultLoginValues( string firstName, string lastName, string password, string startLocation, string userAgent, string author, bool md5pass) { return DefaultLoginValues(firstName, lastName, password, "00:00:00:00:00:00", startLocation, 1, 50, 50, 50, "Win", "0", userAgent, author, md5pass); } /// /// /// /// /// /// /// /// /// /// /// /// /// public static Dictionary DefaultLoginValues(string firstName, string lastName, string password, string mac, string startLocation, string platform, string viewerDigest, string userAgent, string author) { return DefaultLoginValues(firstName, lastName, password, mac, startLocation, 1, 50, 50, 50, platform, viewerDigest, userAgent, author, false); } /// /// /// /// /// /// /// /// /// /// /// /// /// /// /// /// /// public static Dictionary DefaultLoginValues(string firstName, string lastName, string password, string mac, string startLocation, int major, int minor, int patch, int build, string platform, string viewerDigest, string userAgent, string author, bool md5pass) { Dictionary values = new Dictionary(); values["first"] = firstName; values["last"] = lastName; values["passwd"] = md5pass ? password : Helpers.MD5(password); values["start"] = startLocation; values["major"] = major; values["minor"] = minor; values["patch"] = patch; values["build"] = build; values["platform"] = platform; values["mac"] = mac; values["agree_to_tos"] = "true"; values["read_critical"] = "true"; values["viewer_digest"] = viewerDigest; values["user-agent"] = userAgent + " (" + Helpers.VERSION + ")"; values["author"] = author; // Build the options array List optionsArray = new List(); optionsArray.Add("inventory-root"); optionsArray.Add("inventory-skeleton"); optionsArray.Add("inventory-lib-root"); optionsArray.Add("inventory-lib-owner"); optionsArray.Add("inventory-skel-lib"); optionsArray.Add("initial-outfit"); optionsArray.Add("gestures"); optionsArray.Add("event_categories"); optionsArray.Add("event_notifications"); optionsArray.Add("classified_categories"); optionsArray.Add("buddy-list"); optionsArray.Add("ui-config"); optionsArray.Add("login-flags"); optionsArray.Add("global-textures"); values["options"] = optionsArray; return values; } /// /// Assigned by the OnConnected event. Raised when login was a success /// /// Reference to the SecondLife class that called the event public delegate void ConnectedCallback(object sender); /// /// Event raised when the client was able to connected successfully. /// /// Uses the ConnectedCallback delegate. public event ConnectedCallback OnConnected; /// /// /// /// /// /// /// /// /// public bool Login(string firstName, string lastName, string password, string userAgent, string author) { Dictionary loginParams = NetworkManager.DefaultLoginValues(firstName, lastName, password, "last", userAgent, author, false); return Login(loginParams); } public bool Login(string firstName, string lastName, string password, string userAgent, string start, string author, bool md5pass) { Dictionary loginParams = NetworkManager.DefaultLoginValues(firstName, lastName, password, userAgent, start, author, md5pass); return Login(loginParams); } /// /// /// /// /// public bool Login(Dictionary loginParams) { return Login(loginParams, SecondLife.LOGIN_SERVER); } /// /// /// /// /// /// public bool Login(Dictionary loginParams, string url) { // Rebuild the Dictionary<> in to a Hashtable for compatibility with XmlRpcCS Hashtable loginValues = new Hashtable(loginParams.Count); foreach (KeyValuePair kvp in loginParams) { if (kvp.Value is IList) { IList list = ((IList)kvp.Value); ArrayList array = new ArrayList(list.Count); foreach (object obj in list) { array.Add(obj); } } else { loginValues[kvp.Key] = kvp.Value; } } XmlRpcResponse result; XmlRpcRequest xmlrpc = new XmlRpcRequest(); xmlrpc.MethodName = "login_to_simulator"; xmlrpc.Params.Clear(); xmlrpc.Params.Add(loginValues); try { result = (XmlRpcResponse)xmlrpc.Send(url, LoginTimeout); } catch (Exception e) { LoginError = "XML-RPC Error: " + e.Message; LoginValues.Clear(); return false; } if (result.IsFault) { Client.Log("Fault " + result.FaultCode + ": " + result.FaultString, Helpers.LogLevel.Error); LoginError = "XML-RPC Fault: " + result.FaultCode + ": " + result.FaultString; LoginValues.Clear(); return false; } Hashtable values = (Hashtable)result.Value; foreach (DictionaryEntry entry in values) { LoginValues[(string)entry.Key] = entry.Value; } if ((string)LoginValues["login"] == "indeterminate") { //FIXME: We need to do another XML-RPC, handle this case LoginError = "Got a redirect, login with the official client to update"; return false; } else if ((string)LoginValues["login"] == "false") { LoginError = LoginValues["reason"] + ": " + LoginValues["message"]; return false; } else if ((string)LoginValues["login"] != "true") { LoginError = "Unknown error"; return false; } System.Text.RegularExpressions.Regex LLSDtoJSON = new System.Text.RegularExpressions.Regex(@"('|r([0-9])|r(\-))"); string json; Dictionary jsonObject = null; LLVector3 vector = LLVector3.Zero; LLVector3 posVector = LLVector3.Zero; LLVector3 lookatVector = LLVector3.Zero; ulong regionHandle = 0; try { if (LoginValues.ContainsKey("look_at")) { // Replace LLSD variables with object representations // Convert LLSD string to JSON json = "{vector:" + LLSDtoJSON.Replace((string)LoginValues["look_at"], "$2") + "}"; // Convert JSON string to a JSON object jsonObject = JsonFacade.fromJSON(json); JSONArray jsonVector = (JSONArray)jsonObject["vector"]; // Convert the JSON object to an LLVector3 vector = new LLVector3(Convert.ToSingle(jsonVector[0], CultureInfo.InvariantCulture), Convert.ToSingle(jsonVector[1], CultureInfo.InvariantCulture), Convert.ToSingle(jsonVector[2], CultureInfo.InvariantCulture)); LoginValues["look_at"] = vector; } } catch (Exception e) { Client.Log(e.ToString(), Helpers.LogLevel.Warning); LoginValues["look_at"] = null; } try { if (LoginValues.ContainsKey("home")) { Dictionary home; // Convert LLSD string to JSON json = LLSDtoJSON.Replace((string)LoginValues["home"], "$2"); // Convert JSON string to an object jsonObject = JsonFacade.fromJSON(json); // Create the position vector JSONArray array = (JSONArray)jsonObject["position"]; posVector = new LLVector3(Convert.ToSingle(array[0], CultureInfo.InvariantCulture), Convert.ToSingle(array[1], CultureInfo.InvariantCulture), Convert.ToSingle(array[2], CultureInfo.InvariantCulture)); // Create the look_at vector array = (JSONArray)jsonObject["look_at"]; lookatVector = new LLVector3(Convert.ToSingle(array[0], CultureInfo.InvariantCulture), Convert.ToSingle(array[1], CultureInfo.InvariantCulture), Convert.ToSingle(array[2], CultureInfo.InvariantCulture)); // Create the regionhandle array = (JSONArray)jsonObject["region_handle"]; regionHandle = Helpers.UIntsToLong((uint)(int)array[0], (uint)(int)array[1]); Client.Self.Position = posVector; Client.Self.LookAt = lookatVector; // Create a dictionary to hold the home values home = new Dictionary(); home["position"] = posVector; home["look_at"] = lookatVector; home["region_handle"] = regionHandle; LoginValues["home"] = home; } } catch (Exception e) { Client.Log(e.ToString(), Helpers.LogLevel.Warning); LoginValues["home"] = null; } try { this.AgentID = new LLUUID((string)LoginValues["agent_id"]); this.SessionID = new LLUUID((string)LoginValues["session_id"]); Client.Self.ID = this.AgentID; // Names are wrapped in quotes now, have to strip those Client.Self.FirstName = ((string)LoginValues["first_name"]).Trim(new char[] { '"' }); Client.Self.LastName = ((string)LoginValues["last_name"]).Trim(new char[] { '"' }); Client.Self.LookAt = vector; Client.Self.HomePosition = posVector; Client.Self.HomeLookAt = lookatVector; // Connect to the sim given in the login reply Simulator simulator = new Simulator(Client, this.Callbacks, (uint)(int)LoginValues["circuit_code"], IPAddress.Parse((string)LoginValues["sim_ip"]), (int)LoginValues["sim_port"]); if (!simulator.Connected) { LoginError = "Unable to connect to the simulator"; return false; } simulator.Region.Handle = regionHandle; CurrentSim = simulator; // Simulator is successfully connected, add it to the list and set it as default Simulators.Add(simulator); // Move our agent in to the sim to complete the connection Client.Self.CompleteAgentMovement(simulator); SendInitialPackets(); DisconnectTimer.Start(); connected = true; if (OnConnected != null) OnConnected(this.Client); return true; } catch (Exception e) { Client.Log("Login error: " + e.ToString(), Helpers.LogLevel.Error); return false; } } /// /// /// /// /// /// /// /// public Simulator Connect(IPAddress ip, ushort port, uint circuitCode, bool setDefault) { Simulator simulator = new Simulator(Client, this.Callbacks, circuitCode, ip, (int)port); if (!simulator.Connected) { simulator = null; return null; } lock (Simulators) { Simulators.Add(simulator); } if (setDefault) { CurrentSim = simulator; } DisconnectTimer.Start(); connected = true; return simulator; } /// /// /// public void Logout() { // This will catch a Logout when the client is not logged in if (CurrentSim == null || !connected) { return; } Client.Log("Logging out", Helpers.LogLevel.Info); DisconnectTimer.Stop(); connected = false; // Send a logout request to the current sim LogoutRequestPacket logout = new LogoutRequestPacket(); logout.AgentData.AgentID = AgentID; logout.AgentData.SessionID = SessionID; CurrentSim.SendPacket(logout, true); // TODO: We should probably check if the server actually received the logout request // Shutdown the network layer Shutdown(); if (OnDisconnected != null) { OnDisconnected(DisconnectType.ClientInitiated, ""); } } /// /// /// /// public void DisconnectSim(Simulator sim) { sim.Disconnect(); // Fire the SimDisconnected event if a handler is registered if (OnSimDisconnected != null) { OnSimDisconnected(sim, DisconnectType.NetworkTimeout); } lock (Simulators) { Simulators.Remove(sim); } } /// /// Shutdown will disconnect all the sims except for the current sim /// first, and then kill the connection to CurrentSim. /// private void Shutdown() { Client.Log("NetworkManager shutdown initiated", Helpers.LogLevel.Info); lock (Simulators) { // Disconnect all simulators except the current one foreach (Simulator simulator in Simulators) { // Don't disconnect the current sim, we'll use LogoutRequest for that if (simulator != CurrentSim) { simulator.Disconnect(); // Fire the SimDisconnected event if a handler is registered if (OnSimDisconnected != null) { OnSimDisconnected(simulator, DisconnectType.NetworkTimeout); } } } Simulators.Clear(); } CurrentSim.Disconnect(); CurrentSim = null; } private void SendInitialPackets() { // Request the economy data SendPacket(new EconomyDataRequestPacket()); // TODO: We should be setting the initial avatar height/width around here //Client.Avatar.SetHeightWidth(676, 909); // Set the initial avatar camera position Avatar.AgentUpdateFlags controlFlags = Avatar.AgentUpdateFlags.AGENT_CONTROL_FINISH_ANIM; LLVector3 position = new LLVector3(128, 128, 32); LLVector3 forwardAxis = new LLVector3(0, 0.999999f, 0); LLVector3 leftAxis = new LLVector3(0.999999f, 0, 0); LLVector3 upAxis = new LLVector3(0, 0, 0.999999f); Client.Self.UpdateCamera(controlFlags, position, forwardAxis, leftAxis, upAxis, LLQuaternion.Identity, LLQuaternion.Identity, 384.0f, true); // TODO: Do we ever want to set this to true? SetAlwaysRunPacket run = new SetAlwaysRunPacket(); run.AgentData.AgentID = AgentID; run.AgentData.SessionID = SessionID; run.AgentData.AlwaysRun = false; SendPacket(run); // TODO: This information is currently unused MuteListRequestPacket mute = new MuteListRequestPacket(); mute.AgentData.AgentID = AgentID; mute.AgentData.SessionID = SessionID; mute.MuteData.MuteCRC = 0; SendPacket(mute); // Get the current avatar balance MoneyBalanceRequestPacket money = new MoneyBalanceRequestPacket(); money.AgentData.AgentID = AgentID; money.AgentData.SessionID = SessionID; money.MoneyData.TransactionID = LLUUID.Zero; SendPacket(money); // FIXME: MainAvatar can request the info if it wants to use it //AgentDataUpdateRequestPacket update = new AgentDataUpdateRequestPacket(); //update.AgentData.AgentID = AgentID; //update.AgentData.SessionID = SessionID; //SendPacket(update); } private void DisconnectTimer_Elapsed(object sender, ElapsedEventArgs ev) { if (CurrentSim == null) { DisconnectTimer.Stop(); connected = false; return; } // If the current simulator is disconnected, shutdown+callback+return if (CurrentSim.DisconnectCandidate) { Client.Log("Network timeout for the current simulator (" + CurrentSim.Region.Name + "), logging out", Helpers.LogLevel.Warning); DisconnectTimer.Stop(); connected = false; // Shutdown the network layer Shutdown(); if (OnDisconnected != null) { OnDisconnected(DisconnectType.NetworkTimeout, ""); } // We're completely logged out and shut down, leave this function return; } List disconnectedSims = null; // Check all of the connected sims for disconnects lock (Simulators) { foreach (Simulator sim in Simulators) { if (sim.DisconnectCandidate) { if (disconnectedSims == null) { disconnectedSims = new List(); } disconnectedSims.Add(sim); } else { sim.DisconnectCandidate = true; } } } // Actually disconnect each sim we detected as disconnected if (disconnectedSims != null) { foreach (Simulator sim in disconnectedSims) { // This sim hasn't received any network traffic since the // timer last elapsed, consider it disconnected Client.Log("Network timeout for simulator " + sim.Region.Name + ", disconnecting", Helpers.LogLevel.Warning); DisconnectSim(sim); } } } private void StartPingCheckHandler(Packet packet, Simulator simulator) { StartPingCheckPacket incomingPing = (StartPingCheckPacket)packet; CompletePingCheckPacket ping = new CompletePingCheckPacket(); ping.PingID.PingID = incomingPing.PingID.PingID; // TODO: We can use OldestUnacked to correct transmission errors SendPacket((Packet)ping, simulator); } private void RegionHandshakeHandler(Packet packet, Simulator simulator) { // Send a RegionHandshakeReply RegionHandshakeReplyPacket reply = new RegionHandshakeReplyPacket(); reply.AgentData.AgentID = AgentID; reply.AgentData.SessionID = SessionID; reply.RegionInfo.Flags = 0; SendPacket(reply, simulator); // TODO: Do we need to send an AgentUpdate to each sim upon connection? RegionHandshakePacket handshake = (RegionHandshakePacket)packet; simulator.Region.ID = handshake.RegionInfo.CacheID; // FIXME: //handshake.RegionInfo.BillableFactor; //handshake.RegionInfo.RegionFlags; //handshake.RegionInfo.SimAccess; simulator.Region.IsEstateManager = handshake.RegionInfo.IsEstateManager; simulator.Region.Name = Helpers.FieldToString(handshake.RegionInfo.SimName); simulator.Region.SimOwner = handshake.RegionInfo.SimOwner; simulator.Region.TerrainBase0 = handshake.RegionInfo.TerrainBase0; simulator.Region.TerrainBase1 = handshake.RegionInfo.TerrainBase1; simulator.Region.TerrainBase2 = handshake.RegionInfo.TerrainBase2; simulator.Region.TerrainBase3 = handshake.RegionInfo.TerrainBase3; simulator.Region.TerrainDetail0 = handshake.RegionInfo.TerrainDetail0; simulator.Region.TerrainDetail1 = handshake.RegionInfo.TerrainDetail1; simulator.Region.TerrainDetail2 = handshake.RegionInfo.TerrainDetail2; simulator.Region.TerrainDetail3 = handshake.RegionInfo.TerrainDetail3; simulator.Region.TerrainHeightRange00 = handshake.RegionInfo.TerrainHeightRange00; simulator.Region.TerrainHeightRange01 = handshake.RegionInfo.TerrainHeightRange01; simulator.Region.TerrainHeightRange10 = handshake.RegionInfo.TerrainHeightRange10; simulator.Region.TerrainHeightRange11 = handshake.RegionInfo.TerrainHeightRange11; simulator.Region.TerrainStartHeight00 = handshake.RegionInfo.TerrainStartHeight00; simulator.Region.TerrainStartHeight01 = handshake.RegionInfo.TerrainStartHeight01; simulator.Region.TerrainStartHeight10 = handshake.RegionInfo.TerrainStartHeight10; simulator.Region.TerrainStartHeight11 = handshake.RegionInfo.TerrainStartHeight11; simulator.Region.WaterHeight = handshake.RegionInfo.WaterHeight; Client.Log("Received a region handshake for " + simulator.Region.Name, Helpers.LogLevel.Info); } private void ParcelOverlayHandler(Packet packet, Simulator simulator) { ParcelOverlayPacket overlay = (ParcelOverlayPacket)packet; if (overlay.ParcelData.SequenceID >= 0 && overlay.ParcelData.SequenceID <= 3) { Array.Copy(overlay.ParcelData.Data, 0, simulator.Region.ParcelOverlay, overlay.ParcelData.SequenceID * 1024, 1024); simulator.Region.ParcelOverlaysReceived++; if (simulator.Region.ParcelOverlaysReceived > 3) { Client.Log("Finished building the " + simulator.Region.Name + " parcel overlay", Helpers.LogLevel.Info); } } else { Client.Log("Parcel overlay with sequence ID of " + overlay.ParcelData.SequenceID + " received from " + simulator.Region.Name, Helpers.LogLevel.Warning); } } private void EnableSimulatorHandler(Packet packet, Simulator simulator) { // TODO: Actually connect to the simulator // TODO: Sending ConfirmEnableSimulator completely screws things up. :-? // Respond to the simulator connection request //Packet replyPacket = Packets.Network.ConfirmEnableSimulator(Protocol, AgentID, SessionID); //SendPacket(replyPacket, circuit); } private void KickUserHandler(Packet packet, Simulator simulator) { string message = Helpers.FieldToString(((KickUserPacket)packet).UserInfo.Reason); // Shutdown the network layer Shutdown(); if (OnDisconnected != null) { OnDisconnected(DisconnectType.ServerInitiated, message); } } } /// /// /// public class AgentThrottle { /// Maximum bytes per second for resending unacknowledged packets public float Resend; /// Maximum bytes per second for LayerData terrain public float Land; /// Maximum bytes per second for LayerData wind data public float Wind; /// Maximum bytes per second for LayerData clouds public float Cloud; /// Unknown, includes object data public float Task; /// Maximum bytes per second for textures public float Texture; /// Maximum bytes per second for downloaded assets public float Asset; /// Maximum bytes per second the entire connection, divided up /// between invidiual streams using default multipliers public float Total { get { return Resend + Land + Wind + Cloud + Task + Texture + Asset; } set { // These sane initial values were pulled from the Second Life client Resend = (value * 0.1f); Land = (float)(value * 0.52f / 3f); Wind = (float)(value * 0.05f); Cloud = (float)(value * 0.05f); Task = (float)(value * 0.704f / 3f); Texture = (float)(value * 0.704f / 3f); Asset = (float)(value * 0.484f / 3f); } } private SecondLife Client; /// /// Default constructor, uses a default high total of 1500 KBps (1536000) /// public AgentThrottle(SecondLife client) { Client = client; Total = 1536000.0f; } /// /// Sets the total KBps throttle /// The total kilobytes per second for the connection. /// This will be divided up between the various stream types using the /// default multipliers /// public AgentThrottle(SecondLife client, float total) { Client = client; // Note that the client itself never seems to go below 75k, even if you tell it to Total = total; } /// /// /// /// /// public AgentThrottle(byte[] data, int pos) { int i; if (!BitConverter.IsLittleEndian) for (i = 0; i < 7; i++) Array.Reverse(data, pos + i * 4, 4); Resend = BitConverter.ToSingle(data, pos); pos += 4; Land = BitConverter.ToSingle(data, pos); pos += 4; Wind = BitConverter.ToSingle(data, pos); pos += 4; Cloud = BitConverter.ToSingle(data, pos); pos += 4; Task = BitConverter.ToSingle(data, pos); pos += 4; Texture = BitConverter.ToSingle(data, pos); pos += 4; Asset = BitConverter.ToSingle(data, pos); } /// /// Send an AgentThrottle packet to the server using the current values /// public void Set() { AgentThrottlePacket throttle = new AgentThrottlePacket(); throttle.AgentData.AgentID = Client.Network.AgentID; throttle.AgentData.SessionID = Client.Network.SessionID; throttle.AgentData.CircuitCode = Client.Network.CurrentSim.CircuitCode; throttle.Throttle.GenCounter = 0; throttle.Throttle.Throttles = this.ToBytes(); Client.Network.SendPacket(throttle); } /// /// /// /// public byte[] ToBytes() { byte[] data = new byte[7 * 4]; int i = 0; BitConverter.GetBytes(Resend).CopyTo(data, i); i += 4; BitConverter.GetBytes(Land).CopyTo(data, i); i += 4; BitConverter.GetBytes(Wind).CopyTo(data, i); i += 4; BitConverter.GetBytes(Cloud).CopyTo(data, i); i += 4; BitConverter.GetBytes(Task).CopyTo(data, i); i += 4; BitConverter.GetBytes(Texture).CopyTo(data, i); i += 4; BitConverter.GetBytes(Asset).CopyTo(data, i); i += 4; if (!BitConverter.IsLittleEndian) for (i = 0; i < 7; i++) Array.Reverse(data, i * 4, 4); return data; } } }