* XmlRpcCS moved to SLProxy folder, since SLProxy still relies on it * Client.Network.LoginError is now obsolete, replaced by Client.Network.LoginErrorKey and Client.Network.LoginMessage * Client.Self now has StartLocation and AgentAccess strings after a successful Login * Removed the null LLUUID check in _Packets_.cs since LLUUID will be a struct soon * Fixed directories in mapgen.bat * AgentThrottle class lives in AgentThrottle.cs now git-svn-id: http://libopenmetaverse.googlecode.com/svn/trunk@1097 52acb1d6-8a22-11de-b505-999d5b087335
911 lines
37 KiB
C#
911 lines
37 KiB
C#
/*
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* Copyright (c) 2006, Second Life Reverse Engineering Team
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* All rights reserved.
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*
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* - Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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*
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* - Redistributions of source code must retain the above copyright notice, this
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* list of conditions and the following disclaimer.
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* - Neither the name of the Second Life Reverse Engineering Team nor the names
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* of its contributors may be used to endorse or promote products derived from
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* this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
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* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
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* ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
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* LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
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* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
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* SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
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* INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
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* CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Timers;
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using System.Threading;
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using System.Collections;
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using System.Collections.Generic;
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using System.Net;
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using System.Net.Sockets;
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using System.Globalization;
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using System.IO;
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using libsecondlife.Packets;
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namespace libsecondlife
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{
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/// <summary>
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/// This exception is thrown whenever a network operation is attempted
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/// without a network connection.
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/// </summary>
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public class NotConnectedException : ApplicationException { }
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/// <summary>
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/// NetworkManager is responsible for managing the network layer of
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/// libsecondlife. It tracks all the server connections, serializes
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/// outgoing traffic and deserializes incoming traffic, and provides
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/// instances of delegates for network-related events.
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/// </summary>
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public partial class NetworkManager
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{
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/// <summary>
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/// Explains why a simulator or the grid disconnected from us
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/// </summary>
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public enum DisconnectType
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{
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/// <summary>The client requested the logout or simulator disconnect</summary>
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ClientInitiated,
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/// <summary>The server notified us that it is disconnecting</summary>
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ServerInitiated,
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/// <summary>Either a socket was closed or network traffic timed out</summary>
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NetworkTimeout,
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/// <summary>The last active simulator shut down</summary>
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SimShutdown
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}
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/// <summary>
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/// Coupled with RegisterCallback(), this is triggered whenever a packet
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/// of a registered type is received
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/// </summary>
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/// <param name="packet"></param>
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/// <param name="simulator"></param>
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public delegate void PacketCallback(Packet packet, Simulator simulator);
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/// <summary>
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/// Triggered when a simulator other than the simulator that is currently
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/// being occupied disconnects for whatever reason
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/// </summary>
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/// <param name="simulator">The simulator that disconnected, which will become a null
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/// reference after the callback is finished</param>
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/// <param name="reason">Enumeration explaining the reason for the disconnect</param>
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public delegate void SimDisconnectedCallback(Simulator simulator, DisconnectType reason);
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/// <summary>
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/// Triggered when we are logged out of the grid due to a simulator request,
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/// client request, network timeout, or any other cause
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/// </summary>
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/// <param name="reason">Enumeration explaining the reason for the disconnect</param>
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/// <param name="message">If we were logged out by the simulator, this
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/// is a message explaining why</param>
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public delegate void DisconnectedCallback(DisconnectType reason, string message);
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/// <summary>
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/// Triggered when CurrentSim changes
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/// </summary>
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/// <param name="PreviousSimulator">A reference to the old value of CurrentSim</param>
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public delegate void CurrentSimChangedCallback(Simulator PreviousSimulator);
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/// <summary>
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/// An event for the connection to a simulator other than the currently
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/// occupied one disconnecting
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/// </summary>
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public event SimDisconnectedCallback OnSimDisconnected;
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/// <summary>
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/// An event for being logged out either through client request, server
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/// forced, or network error
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/// </summary>
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public event DisconnectedCallback OnDisconnected;
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/// <summary>
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/// An event for when CurrentSim changes
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/// </summary>
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public event CurrentSimChangedCallback OnCurrentSimChanged;
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/// <summary>The permanent UUID for the logged in avatar</summary>
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public LLUUID AgentID = LLUUID.Zero;
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/// <summary>Temporary UUID assigned to this session, used for
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/// verifying our identity in packets</summary>
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public LLUUID SessionID = LLUUID.Zero;
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/// <summary>Shared secret UUID that is never sent over the wire</summary>
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public LLUUID SecureSessionID = LLUUID.Zero;
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/// <summary>Uniquely identifier associated with our connections to
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/// simulators</summary>
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public uint CircuitCode;
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/// <summary>The simulator that the logged in avatar is currently
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/// occupying</summary>
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public Simulator CurrentSim = null;
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/// <summary>The capabilities for the current simulator</summary>
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public Caps CurrentCaps = null;
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/// <summary>
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/// Shows whether the network layer is logged in to the grid or not
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/// </summary>
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public bool Connected { get { return connected; } }
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/// <summary></summary>
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internal Dictionary<PacketType, List<PacketCallback>> Callbacks = new Dictionary<PacketType, List<PacketCallback>>();
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/// <summary></summary>
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internal List<Caps.EventQueueCallback> EventQueueCallbacks = new List<Caps.EventQueueCallback>();
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/// <summary></summary>
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internal List<Simulator> Simulators = new List<Simulator>();
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private SecondLife Client;
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private System.Timers.Timer DisconnectTimer, LogoutTimer;
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private bool connected = false;
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private ManualResetEvent LogoutReplyEvent = new ManualResetEvent(false);
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/// <summary>
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/// Default constructor
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/// </summary>
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/// <param name="client">Reference to the SecondLife client</param>
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public NetworkManager(SecondLife client)
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{
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Client = client;
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CurrentSim = null;
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// Register the internal callbacks
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RegisterCallback(PacketType.RegionHandshake, new PacketCallback(RegionHandshakeHandler));
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RegisterCallback(PacketType.StartPingCheck, new PacketCallback(StartPingCheckHandler));
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RegisterCallback(PacketType.ParcelOverlay, new PacketCallback(ParcelOverlayHandler));
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RegisterCallback(PacketType.EnableSimulator, new PacketCallback(EnableSimulatorHandler));
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RegisterCallback(PacketType.KickUser, new PacketCallback(KickUserHandler));
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RegisterCallback(PacketType.LogoutReply, new PacketCallback(LogoutReplyHandler));
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RegisterCallback(PacketType.CompletePingCheck, new PacketCallback(PongHandler));
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// The proper timeout for this will get set again at Login
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DisconnectTimer = new System.Timers.Timer();
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DisconnectTimer.Elapsed += new ElapsedEventHandler(DisconnectTimer_Elapsed);
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}
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/// <summary>
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/// Register an event handler for a packet. This is a low level event
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/// interface and should only be used if you are doing something not
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/// supported in libsecondlife
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/// </summary>
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/// <param name="type">Packet type to trigger events for</param>
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/// <param name="callback">Callback to fire when a packet of this type
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/// is received</param>
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public void RegisterCallback(PacketType type, PacketCallback callback)
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{
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if (!Callbacks.ContainsKey(type))
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{
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Callbacks[type] = new List<PacketCallback>();
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}
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List<PacketCallback> callbackArray = Callbacks[type];
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callbackArray.Add(callback);
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}
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/// <summary>
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/// Unregister an event handler for a packet. This is a low level event
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/// interface and should only be used if you are doing something not
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/// supported in libsecondlife
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/// </summary>
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/// <param name="type">Packet type this callback is registered with</param>
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/// <param name="callback">Callback to stop firing events for</param>
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public void UnregisterCallback(PacketType type, PacketCallback callback)
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{
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if (!Callbacks.ContainsKey(type))
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{
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Client.Log("Trying to unregister a callback for packet " + type.ToString() +
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" when no callbacks are setup for that packet", Helpers.LogLevel.Info);
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return;
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}
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List<PacketCallback> callbackArray = Callbacks[type];
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if (callbackArray.Contains(callback))
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{
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callbackArray.Remove(callback);
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}
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else
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{
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Client.Log("Trying to unregister a non-existant callback for packet " + type.ToString(),
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Helpers.LogLevel.Info);
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}
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}
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/// <summary>
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/// Register a CAPS event handler
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/// </summary>
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/// <param name="callback">Callback to fire when a CAPS event is received</param>
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public void RegisterEventCallback(Caps.EventQueueCallback callback)
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{
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lock (EventQueueCallbacks) EventQueueCallbacks.Add(callback);
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}
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/// <summary>
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/// Send a packet to the simulator the avatar is currently occupying
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/// </summary>
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/// <param name="packet">Packet to send</param>
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public void SendPacket(Packet packet)
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{
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if (CurrentSim != null && CurrentSim.Connected)
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CurrentSim.SendPacket(packet, true);
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}
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/// <summary>
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/// Send a packet to a specified simulator
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/// </summary>
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/// <param name="packet">Packet to send</param>
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/// <param name="simulator">Simulator to send the packet to</param>
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public void SendPacket(Packet packet, Simulator simulator)
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{
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if (simulator != null)
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simulator.SendPacket(packet, true);
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}
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/// <summary>
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/// Send a raw byte array as a packet to the current simulator
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/// </summary>
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/// <param name="payload">Byte array containing a packet</param>
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/// <param name="setSequence">Whether to set the second, third, and fourth
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/// bytes of the payload to the current sequence number</param>
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public void SendPacket(byte[] payload, bool setSequence)
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{
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if (CurrentSim != null)
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CurrentSim.SendPacket(payload, setSequence);
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}
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/// <summary>
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/// Send a raw byte array as a packet to the specified simulator
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/// </summary>
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/// <param name="payload">Byte array containing a packet</param>
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/// <param name="simulator">Simulator to send the packet to</param>
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/// <param name="setSequence">Whether to set the second, third, and fourth
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/// bytes of the payload to the current sequence number</param>
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public void SendPacket(byte[] payload, Simulator simulator, bool setSequence)
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{
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if (simulator != null)
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simulator.SendPacket(payload, setSequence);
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}
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/// <summary>
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/// Build a start location URI for passing to the Login function
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/// </summary>
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/// <param name="sim">Name of the simulator to start in</param>
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/// <param name="x">X coordinate to start at</param>
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/// <param name="y">Y coordinate to start at</param>
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/// <param name="z">Z coordinate to start at</param>
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/// <returns>String with a URI that can be used to login to a specified
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/// location</returns>
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public static string StartLocation(string sim, int x, int y, int z)
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{
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return String.Format("uri:{0}&{1}&{2}&{3}", sim.ToLower(), x, y, z);
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}
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/// <summary>
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///
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/// </summary>
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/// <param name="firstName"></param>
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/// <param name="lastName"></param>
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/// <param name="password"></param>
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/// <param name="mac"></param>
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/// <param name="startLocation"></param>
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/// <param name="major"></param>
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/// <param name="minor"></param>
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/// <param name="patch"></param>
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/// <param name="build"></param>
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/// <param name="platform"></param>
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/// <param name="viewerDigest"></param>
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/// <param name="userAgent"></param>
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/// <param name="author"></param>
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/// <param name="md5pass"></param>
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/// <returns></returns>
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public Dictionary<string, object> DefaultLoginValues(string firstName, string lastName,
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string password, string mac, string startLocation, int major, int minor, int patch,
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int build, string platform, string viewerDigest, string userAgent, string author,
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bool md5pass)
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{
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Dictionary<string, object> values = new Dictionary<string, object>();
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values["first"] = firstName;
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values["last"] = lastName;
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values["passwd"] = md5pass ? password : Helpers.MD5(password);
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values["start"] = startLocation;
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values["major"] = major;
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values["minor"] = minor;
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values["patch"] = patch;
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values["build"] = build;
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values["platform"] = platform;
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values["mac"] = mac;
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values["agree_to_tos"] = "true";
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values["read_critical"] = "true";
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values["viewer_digest"] = viewerDigest;
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values["user-agent"] = userAgent + " (" + Client.Settings.VERSION + ")";
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values["author"] = author;
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// Build the options array
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List<object> optionsArray = new List<object>();
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optionsArray.Add("inventory-root");
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optionsArray.Add("inventory-skeleton");
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optionsArray.Add("inventory-lib-root");
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optionsArray.Add("inventory-lib-owner");
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optionsArray.Add("inventory-skel-lib");
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optionsArray.Add("initial-outfit");
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optionsArray.Add("gestures");
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optionsArray.Add("event_categories");
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optionsArray.Add("event_notifications");
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optionsArray.Add("classified_categories");
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optionsArray.Add("buddy-list");
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optionsArray.Add("ui-config");
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optionsArray.Add("login-flags");
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optionsArray.Add("global-textures");
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values["options"] = optionsArray;
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return values;
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}
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/// <summary>
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/// Assigned by the OnConnected event. Raised when login was a success
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/// </summary>
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/// <param name="sender">Reference to the SecondLife class that called the event</param>
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public delegate void ConnectedCallback(object sender);
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/// <summary>
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/// Event raised when the client was able to connected successfully.
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/// </summary>
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/// <remarks>Uses the ConnectedCallback delegate.</remarks>
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public event ConnectedCallback OnConnected;
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/// <summary>
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/// Assigned by the OnLogoutReply callback. Raised upone receipt of a LogoutReply packet during logout process.
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/// </summary>
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/// <param name="inventoryItems"></param>
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public delegate void LogoutCallback(List<LLUUID> inventoryItems);
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/// <summary>
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/// Event raised when a logout is confirmed by the simulator
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/// </summary>
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public event LogoutCallback OnLogoutReply;
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/// <summary>
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/// Connect to a simulator
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/// </summary>
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/// <param name="ip">IP address to connect to</param>
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/// <param name="port">Port to connect to</param>
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/// <param name="setDefault">Whether to set CurrentSim to this new
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/// connection, use this if the avatar is moving in to this simulator</param>
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/// <param name="seedcaps">URL of the capabilities server to use for
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/// this sim connection</param>
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/// <returns>A Simulator object on success, otherwise null</returns>
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public Simulator Connect(IPAddress ip, ushort port, bool setDefault, string seedcaps)
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{
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IPEndPoint endPoint = new IPEndPoint(ip, (int)port);
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Simulator simulator = FindSimulator(endPoint);
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if (simulator == null)
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{
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// We're not tracking this sim, create a new Simulator object
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simulator = new Simulator(Client, endPoint);
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// Immediately add this simulator to the list of current sims. It will be removed if the
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// connection fails
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lock (Simulators) Simulators.Add(simulator);
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}
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if (!simulator.Connected)
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{
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// We're not connected to this simulator, attempt to establish a connection
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if (simulator.Connect(setDefault))
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{
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// Mark that we are connected to the grid (in case we weren't before)
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connected = true;
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// Start a timer that checks if we've been disconnected
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DisconnectTimer.Start();
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// If enabled, send an AgentThrottle packet to the server to increase our bandwidth
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if (Client.Settings.SEND_AGENT_THROTTLE) Client.Throttle.Set(simulator);
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if (setDefault) SetCurrentSim(simulator, seedcaps);
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}
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else
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{
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// Connection failed, so remove this simulator from our list and destroy it
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lock (Simulators) Simulators.Remove(simulator);
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simulator = null;
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}
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}
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else if (setDefault)
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{
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// We're already connected to this server, but need to set it to the default
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SetCurrentSim(simulator, seedcaps);
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// Move in to this simulator
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Client.Self.CompleteAgentMovement(simulator);
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// Send an initial AgentUpdate to complete our movement in to the sim
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if (Client.Settings.SEND_AGENT_UPDATES)
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Client.Self.Status.SendUpdate(true, simulator);
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}
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return simulator;
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}
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/// <summary>
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/// Initiate a blocking logout request. This will return when the logout
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/// handshake has completed or when Settings.LOGOUT_TIMEOUT has expired
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/// and a LogoutDemand packet has been sent
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/// </summary>
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public void Logout()
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{
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LogoutReplyEvent.Reset();
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RequestLogout();
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LogoutReplyEvent.WaitOne(Client.Settings.LOGOUT_TIMEOUT, false);
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}
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/// <summary>
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/// Initiate the logout process (three step process!)
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/// </summary>
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public void RequestLogout()
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{
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// This will catch a Logout when the client is not logged in
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if (CurrentSim == null || !connected)
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{
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LogoutReplyEvent.Set();
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return;
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}
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Client.Log("Logging out", Helpers.LogLevel.Info);
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DisconnectTimer.Stop();
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// Send a logout request to the current sim
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LogoutRequestPacket logout = new LogoutRequestPacket();
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logout.AgentData.AgentID = AgentID;
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logout.AgentData.SessionID = SessionID;
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CurrentSim.SendPacket(logout, true);
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LogoutTimer = new System.Timers.Timer(Client.Settings.LOGOUT_TIMEOUT);
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LogoutTimer.AutoReset = false;
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LogoutTimer.Elapsed += new ElapsedEventHandler(LogoutTimer_Elapsed);
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LogoutTimer.Start();
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}
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/// <summary>
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/// Uses a LogoutDemand packet to force initiate a logout
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/// </summary>
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public void ForceLogout()
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{
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Client.Log("Forcing a logout", Helpers.LogLevel.Info);
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DisconnectTimer.Stop();
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// Insist on shutdown
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LogoutDemandPacket logoutDemand = new LogoutDemandPacket();
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logoutDemand.LogoutBlock.SessionID = SessionID;
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CurrentSim.SendPacket(logoutDemand, true);
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FinalizeLogout();
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}
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/// <summary>
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///
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/// </summary>
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/// <param name="sim"></param>
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public void DisconnectSim(Simulator sim)
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{
|
|
if (sim != null)
|
|
{
|
|
sim.Disconnect();
|
|
|
|
// Fire the SimDisconnected event if a handler is registered
|
|
if (OnSimDisconnected != null)
|
|
{
|
|
try
|
|
{
|
|
OnSimDisconnected(sim, DisconnectType.NetworkTimeout);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
Client.Log("Caught an exception in OnSimDisconnected(): " + e.ToString(),
|
|
Helpers.LogLevel.Error);
|
|
}
|
|
}
|
|
|
|
lock (Simulators) Simulators.Remove(sim);
|
|
|
|
if (Simulators.Count == 0) Shutdown(DisconnectType.SimShutdown);
|
|
}
|
|
else
|
|
{
|
|
Client.Log("DisconnectSim() called with a null Simulator reference", Helpers.LogLevel.Warning);
|
|
}
|
|
}
|
|
|
|
private void SetCurrentSim(Simulator simulator, string seedcaps)
|
|
{
|
|
if (simulator != CurrentSim)
|
|
{
|
|
Simulator oldSim = CurrentSim;
|
|
lock (Simulators) CurrentSim = simulator; // CurrentSim is synchronized against Simulators
|
|
|
|
// Disable the current CAPS system
|
|
if (CurrentCaps != null) CurrentCaps.Disconnect(false);
|
|
CurrentCaps = null;
|
|
|
|
// Connect to the new CAPS system
|
|
if (seedcaps != null && seedcaps.Length > 0)
|
|
CurrentCaps = new Caps(Client, simulator, seedcaps);
|
|
else
|
|
Client.Log("Setting the current sim without a seed CAPS URL", Helpers.LogLevel.Warning);
|
|
|
|
// If the current simulator changed fire the callback
|
|
if (OnCurrentSimChanged != null && simulator != oldSim)
|
|
{
|
|
try { OnCurrentSimChanged(oldSim); }
|
|
catch (Exception e) { Client.Log(e.ToString(), Helpers.LogLevel.Error); }
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Finalize the logout procedure. Close down sockets, etc.
|
|
/// </summary>
|
|
private void FinalizeLogout()
|
|
{
|
|
LogoutTimer.Stop();
|
|
|
|
// Shutdown the network layer
|
|
Shutdown(DisconnectType.ClientInitiated);
|
|
|
|
if (OnDisconnected != null)
|
|
{
|
|
try
|
|
{
|
|
OnDisconnected(DisconnectType.ClientInitiated, "");
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
Client.Log("Caught an exception in OnDisconnected(): " + e.ToString(),
|
|
Helpers.LogLevel.Error);
|
|
}
|
|
}
|
|
|
|
// In case we are blocking in Logout()
|
|
LogoutReplyEvent.Set();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Shutdown will disconnect all the sims except for the current sim
|
|
/// first, and then kill the connection to CurrentSim.
|
|
/// </summary>
|
|
private void Shutdown(DisconnectType type)
|
|
{
|
|
Client.Log("NetworkManager shutdown initiated", Helpers.LogLevel.Info);
|
|
|
|
lock (Simulators)
|
|
{
|
|
// Disconnect all simulators except the current one
|
|
for (int i = 0; i < Simulators.Count; i++)
|
|
{
|
|
if (Simulators[i] != null && Simulators[i] != CurrentSim)
|
|
{
|
|
Simulators[i].Disconnect();
|
|
|
|
// Fire the SimDisconnected event if a handler is registered
|
|
// FIXME: This is a recipe for disaster, locking Simulators and
|
|
// firing a callback
|
|
if (OnSimDisconnected != null)
|
|
{
|
|
try { OnSimDisconnected(Simulators[i], type); }
|
|
catch (Exception e) { Client.Log(e.ToString(), Helpers.LogLevel.Error); }
|
|
}
|
|
}
|
|
}
|
|
|
|
Simulators.Clear();
|
|
}
|
|
|
|
if (CurrentSim != null)
|
|
{
|
|
// Kill the connection to the curent simulator
|
|
CurrentSim.Disconnect();
|
|
|
|
// Fire the SimDisconnected event if a handler is registered
|
|
if (OnSimDisconnected != null)
|
|
{
|
|
try { OnSimDisconnected(CurrentSim, type); }
|
|
catch (Exception e) { Client.Log(e.ToString(), Helpers.LogLevel.Error); }
|
|
}
|
|
|
|
// Destroy the CurrentSim object
|
|
lock (Simulators) CurrentSim = null;
|
|
}
|
|
|
|
// Kill the current CAPS system
|
|
if (CurrentCaps != null)
|
|
{
|
|
CurrentCaps.Disconnect(true);
|
|
CurrentCaps = null;
|
|
}
|
|
|
|
connected = false;
|
|
}
|
|
|
|
private Simulator FindSimulator(IPEndPoint endPoint)
|
|
{
|
|
lock (Simulators)
|
|
{
|
|
for (int i = 0; i < Simulators.Count; i++)
|
|
{
|
|
if (Simulators[i].IPEndPoint.Equals(endPoint))
|
|
return Simulators[i];
|
|
}
|
|
}
|
|
|
|
return null;
|
|
}
|
|
|
|
#region Timers
|
|
|
|
/// <summary>
|
|
/// Triggered if a LogoutReply is not received
|
|
/// </summary>
|
|
private void LogoutTimer_Elapsed(object sender, ElapsedEventArgs ev)
|
|
{
|
|
LogoutTimer.Stop();
|
|
Client.Log("Logout due to timeout on server acknowledgement", Helpers.LogLevel.Debug);
|
|
ForceLogout();
|
|
}
|
|
|
|
private void DisconnectTimer_Elapsed(object sender, ElapsedEventArgs ev)
|
|
{
|
|
if (connected)
|
|
{
|
|
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.ToString() + "), logging out", Helpers.LogLevel.Warning);
|
|
|
|
DisconnectTimer.Stop();
|
|
connected = false;
|
|
|
|
// Shutdown the network layer
|
|
Shutdown(DisconnectType.NetworkTimeout);
|
|
|
|
if (OnDisconnected != null)
|
|
{
|
|
try
|
|
{
|
|
OnDisconnected(DisconnectType.NetworkTimeout, "");
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
Client.Log("Caught an exception in OnDisconnected(): " + e.ToString(),
|
|
Helpers.LogLevel.Error);
|
|
}
|
|
}
|
|
|
|
// We're completely logged out and shut down, leave this function
|
|
return;
|
|
}
|
|
|
|
List<Simulator> disconnectedSims = null;
|
|
|
|
// Check all of the connected sims for disconnects
|
|
lock (Simulators)
|
|
{
|
|
for (int i = 0; i < Simulators.Count; i++)
|
|
{
|
|
if (Simulators[i].DisconnectCandidate)
|
|
{
|
|
if (disconnectedSims == null)
|
|
disconnectedSims = new List<Simulator>();
|
|
|
|
disconnectedSims.Add(Simulators[i]);
|
|
}
|
|
else
|
|
{
|
|
Simulators[i].DisconnectCandidate = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Actually disconnect each sim we detected as disconnected
|
|
if (disconnectedSims != null)
|
|
{
|
|
for (int i = 0; i < disconnectedSims.Count; i++)
|
|
{
|
|
if (disconnectedSims[i] != null)
|
|
{
|
|
// This sim hasn't received any network traffic since the
|
|
// timer last elapsed, consider it disconnected
|
|
Client.Log("Network timeout for simulator " + disconnectedSims[i].ToString() +
|
|
", disconnecting", Helpers.LogLevel.Warning);
|
|
|
|
DisconnectSim(disconnectedSims[i]);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
#endregion Timers
|
|
|
|
#region PacketHandlers
|
|
|
|
/// <summary>
|
|
/// Called to deal with LogoutReply packet and fires off callback
|
|
/// </summary>
|
|
/// <param name="packet">Full packet of type LogoutReplyPacket</param>
|
|
/// <param name="simulator"></param>
|
|
private void LogoutReplyHandler(Packet packet, Simulator simulator)
|
|
{
|
|
LogoutReplyPacket logout = (LogoutReplyPacket)packet;
|
|
|
|
if ((logout.AgentData.SessionID == SessionID) && (logout.AgentData.AgentID == AgentID))
|
|
{
|
|
Client.Log("Logout negotiated with server", Helpers.LogLevel.Debug);
|
|
|
|
// Deal with callbacks, if any
|
|
if (OnLogoutReply != null)
|
|
{
|
|
List<LLUUID> itemIDs = new List<LLUUID>();
|
|
|
|
foreach (LogoutReplyPacket.InventoryDataBlock InventoryData in logout.InventoryData)
|
|
{
|
|
itemIDs.Add(InventoryData.ItemID);
|
|
}
|
|
|
|
try { OnLogoutReply(itemIDs); }
|
|
catch (Exception e) { Client.Log(e.ToString(), Helpers.LogLevel.Error); }
|
|
}
|
|
|
|
FinalizeLogout();
|
|
}
|
|
else
|
|
{
|
|
Client.Log("Invalid Session or Agent ID received in Logout Reply... ignoring", Helpers.LogLevel.Warning);
|
|
}
|
|
}
|
|
|
|
private void StartPingCheckHandler(Packet packet, Simulator simulator)
|
|
{
|
|
StartPingCheckPacket incomingPing = (StartPingCheckPacket)packet;
|
|
CompletePingCheckPacket ping = new CompletePingCheckPacket();
|
|
ping.PingID.PingID = incomingPing.PingID.PingID;
|
|
ping.Header.Reliable = false;
|
|
// TODO: We can use OldestUnacked to correct transmission errors
|
|
// I don't think that's right. As far as I can tell, the Viewer
|
|
// only uses this to prune its duplicate-checking buffer. -bushing
|
|
|
|
SendPacket(ping, simulator);
|
|
}
|
|
|
|
private void PongHandler(Packet packet, Simulator simulator)
|
|
{
|
|
CompletePingCheckPacket pong = (CompletePingCheckPacket)packet;
|
|
String retval = "Pong2: " + (Environment.TickCount - simulator.LastPingSent);
|
|
if ((pong.PingID.PingID - simulator.LastPingID + 1) != 0)
|
|
retval += " (gap of " + (pong.PingID.PingID - simulator.LastPingID + 1) + ")";
|
|
|
|
simulator.LastLag = Environment.TickCount - simulator.LastPingSent;
|
|
simulator.ReceivedPongs++;
|
|
// Client.Log(retval, Helpers.LogLevel.Info);
|
|
}
|
|
|
|
private void RegionHandshakeHandler(Packet packet, Simulator simulator)
|
|
{
|
|
RegionHandshakePacket handshake = (RegionHandshakePacket)packet;
|
|
|
|
simulator.ID = handshake.RegionInfo.CacheID;
|
|
|
|
simulator.IsEstateManager = handshake.RegionInfo.IsEstateManager;
|
|
simulator.Name = Helpers.FieldToUTF8String(handshake.RegionInfo.SimName);
|
|
simulator.SimOwner = handshake.RegionInfo.SimOwner;
|
|
simulator.TerrainBase0 = handshake.RegionInfo.TerrainBase0;
|
|
simulator.TerrainBase1 = handshake.RegionInfo.TerrainBase1;
|
|
simulator.TerrainBase2 = handshake.RegionInfo.TerrainBase2;
|
|
simulator.TerrainBase3 = handshake.RegionInfo.TerrainBase3;
|
|
simulator.TerrainDetail0 = handshake.RegionInfo.TerrainDetail0;
|
|
simulator.TerrainDetail1 = handshake.RegionInfo.TerrainDetail1;
|
|
simulator.TerrainDetail2 = handshake.RegionInfo.TerrainDetail2;
|
|
simulator.TerrainDetail3 = handshake.RegionInfo.TerrainDetail3;
|
|
simulator.TerrainHeightRange00 = handshake.RegionInfo.TerrainHeightRange00;
|
|
simulator.TerrainHeightRange01 = handshake.RegionInfo.TerrainHeightRange01;
|
|
simulator.TerrainHeightRange10 = handshake.RegionInfo.TerrainHeightRange10;
|
|
simulator.TerrainHeightRange11 = handshake.RegionInfo.TerrainHeightRange11;
|
|
simulator.TerrainStartHeight00 = handshake.RegionInfo.TerrainStartHeight00;
|
|
simulator.TerrainStartHeight01 = handshake.RegionInfo.TerrainStartHeight01;
|
|
simulator.TerrainStartHeight10 = handshake.RegionInfo.TerrainStartHeight10;
|
|
simulator.TerrainStartHeight11 = handshake.RegionInfo.TerrainStartHeight11;
|
|
simulator.WaterHeight = handshake.RegionInfo.WaterHeight;
|
|
simulator.Flags = (Simulator.RegionFlags)handshake.RegionInfo.RegionFlags;
|
|
simulator.BillableFactor = handshake.RegionInfo.BillableFactor;
|
|
simulator.Access = (Simulator.SimAccess)handshake.RegionInfo.SimAccess;
|
|
|
|
Client.Log("Received a region handshake for " + simulator.ToString(), Helpers.LogLevel.Info);
|
|
|
|
// Send a RegionHandshakeReply
|
|
RegionHandshakeReplyPacket reply = new RegionHandshakeReplyPacket();
|
|
reply.AgentData.AgentID = AgentID;
|
|
reply.AgentData.SessionID = SessionID;
|
|
reply.RegionInfo.Flags = 0;
|
|
SendPacket(reply, simulator);
|
|
|
|
// We're officially connected to this sim
|
|
simulator.connected = true;
|
|
simulator.ConnectedEvent.Set();
|
|
}
|
|
|
|
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.ParcelOverlay,
|
|
overlay.ParcelData.SequenceID * 1024, 1024);
|
|
simulator.ParcelOverlaysReceived++;
|
|
|
|
if (simulator.ParcelOverlaysReceived > 3)
|
|
{
|
|
// TODO: ParcelOverlaysReceived should become internal, and reset to zero every
|
|
// time it hits four. Also need a callback here
|
|
}
|
|
}
|
|
else
|
|
{
|
|
Client.Log("Parcel overlay with sequence ID of " + overlay.ParcelData.SequenceID +
|
|
" received from " + simulator.ToString(), Helpers.LogLevel.Warning);
|
|
}
|
|
}
|
|
|
|
private void EnableSimulatorHandler(Packet packet, Simulator simulator)
|
|
{
|
|
if (!Client.Settings.MULTIPLE_SIMS) return;
|
|
|
|
EnableSimulatorPacket p = (EnableSimulatorPacket)packet;
|
|
IPEndPoint endPoint = new IPEndPoint(p.SimulatorInfo.IP, p.SimulatorInfo.Port);
|
|
|
|
// First, check to see if we've already started connecting to this sim
|
|
if (FindSimulator(endPoint) != null) return;
|
|
|
|
IPAddress address = new IPAddress(p.SimulatorInfo.IP);
|
|
if (Connect(address, p.SimulatorInfo.Port, false, LoginSeedCapability) == null)
|
|
{
|
|
Client.Log("Unabled to connect to new sim " + address + ":" + p.SimulatorInfo.Port,
|
|
Helpers.LogLevel.Error);
|
|
return;
|
|
}
|
|
}
|
|
|
|
private void KickUserHandler(Packet packet, Simulator simulator)
|
|
{
|
|
string message = Helpers.FieldToUTF8String(((KickUserPacket)packet).UserInfo.Reason);
|
|
|
|
// Shutdown the network layer
|
|
Shutdown(DisconnectType.ServerInitiated);
|
|
|
|
if (OnDisconnected != null)
|
|
{
|
|
try { OnDisconnected(DisconnectType.ServerInitiated, message); }
|
|
catch (Exception e) { Client.Log(e.ToString(), Helpers.LogLevel.Error); }
|
|
}
|
|
}
|
|
|
|
#endregion PacketHandlers
|
|
}
|
|
}
|