* Basic teleporting support * Fixed LLUUID comparison operators * Added packet flags and sequence number output to sldump git-svn-id: http://libopenmetaverse.googlecode.com/svn/trunk@27 52acb1d6-8a22-11de-b505-999d5b087335
789 lines
21 KiB
C#
789 lines
21 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.Text;
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using System.Timers;
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using System.Collections;
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using System.Net;
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using System.Net.Sockets;
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using System.Threading;
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using System.Security.Cryptography;
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using Nwc.XmlRpc;
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namespace libsecondlife
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{
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public delegate void PacketCallback(Packet packet, Circuit circuit);
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internal class AcceptAllCertificatePolicy : ICertificatePolicy
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{
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public AcceptAllCertificatePolicy()
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{
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}
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public bool CheckValidationResult(ServicePoint sPoint,
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System.Security.Cryptography.X509Certificates.X509Certificate cert,
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WebRequest wRequest,int certProb)
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{
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// Always accept
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return true;
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}
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}
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public class Circuit
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{
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public uint CircuitCode;
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public bool Opened;
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public ushort Sequence;
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public IPEndPoint ipEndPoint;
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private EndPoint endPoint;
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private ProtocolManager Protocol;
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private NetworkManager Network;
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private byte[] Buffer;
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private Socket Connection;
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private AsyncCallback ReceivedData;
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private System.Timers.Timer OpenTimer;
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private System.Timers.Timer ACKTimer;
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private bool Timeout;
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private ArrayList AckOutbox;
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private Mutex AckOutboxMutex;
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private Hashtable NeedAck;
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private Mutex NeedAckMutex;
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private int ResendTick;
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public Circuit(ProtocolManager protocol, NetworkManager network, uint circuitCode)
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{
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Initialize(protocol, network, circuitCode);
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}
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public Circuit(ProtocolManager protocol, NetworkManager network)
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{
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// Generate a random circuit code
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System.Random random = new System.Random();
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Initialize(protocol, network, (uint)random.Next());
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}
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private void Initialize(ProtocolManager protocol, NetworkManager network, uint circuitCode)
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{
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Protocol = protocol;
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Network = network;
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CircuitCode = circuitCode;
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Sequence = 0;
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Buffer = new byte[4096];
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Connection = new Socket(AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp);
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Opened = false;
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Timeout = false;
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// Initialize the queue of ACKs that need to be sent to the server
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AckOutbox = new ArrayList();
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// Initialize the hashtable for reliable packets waiting on ACKs from the server
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NeedAck = new Hashtable();
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// Create a timer to test if the connection times out
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OpenTimer = new System.Timers.Timer(10000);
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OpenTimer.Elapsed += new ElapsedEventHandler(OpenTimerEvent);
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// Create a timer to send PacketAcks and resend unACKed packets
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ACKTimer = new System.Timers.Timer(1000);
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ACKTimer.Elapsed += new ElapsedEventHandler(ACKTimerEvent);
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AckOutboxMutex = new Mutex(false, "AckOutboxMutex");
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NeedAckMutex = new Mutex(false, "NeedAckMutex");
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ResendTick = 0;
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}
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~Circuit()
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{
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Close();
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}
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public bool Open(string ip, int port)
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{
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return Open(IPAddress.Parse(ip), port);
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}
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public bool Open(IPAddress ip, int port)
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{
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try
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{
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// Setup the callback
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ReceivedData = new AsyncCallback(this.OnReceivedData);
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// Create an endpoint that we will be communicating with (need it in two types due to
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// .NET weirdness)
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ipEndPoint = new IPEndPoint(ip, port);
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endPoint = (EndPoint)ipEndPoint;
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// Associate this circuit's socket with the given ip and port and start listening
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Connection.Connect(endPoint);
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Connection.BeginReceiveFrom(Buffer, 0, Buffer.Length, SocketFlags.None, ref endPoint, ReceivedData, null);
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// Start the circuit opening timeout
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OpenTimer.Start();
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// Start the packet resend timer
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ACKTimer.Start();
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// Send the UseCircuitCode packet to initiate the connection
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Packet packet = PacketBuilder.UseCircuitCode(Protocol, Network.AgentID,
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Network.SessionID, CircuitCode);
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// Send the initial packet out
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SendPacket(packet, true);
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while (!Timeout)
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{
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if (Opened)
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{
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return true;
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}
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Thread.Sleep(0);
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}
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}
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catch (Exception e)
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{
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Helpers.Log(e.ToString(), Helpers.LogLevel.Error);
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}
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return false;
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}
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public void Close()
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{
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try
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{
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Opened = false;
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StopTimers();
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// TODO: Is this safe? Using the mutex throws an exception about a disposed object
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NeedAck.Clear();
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//Connection.EndReceiveFrom(
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// Send the CloseCircuit notice
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Packet packet = new Packet("CloseCircuit", Protocol, 8);
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Connection.Send(packet.Data);
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// Shut the socket communication down
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Connection.Shutdown(SocketShutdown.Both);
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}
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catch (Exception e)
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{
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Helpers.Log(e.ToString(), Helpers.LogLevel.Error);
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}
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}
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public void StopTimers()
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{
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// Stop the resend timer
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ACKTimer.Stop();
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// Stop the open circuit timer (just in case it's still running)
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OpenTimer.Stop();
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}
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public void SendPacket(Packet packet, bool incrementSequence)
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{
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byte[] zeroBuffer = new byte[4096];
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int zeroBytes;
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if (!Opened && packet.Layout.Name != "UseCircuitCode")
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{
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Helpers.Log("Trying to send a " + packet.Layout.Name + " packet when the socket is closed",
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Helpers.LogLevel.Warning);
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return;
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}
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// DEBUG
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//Console.WriteLine("Sending " + packet.Data.Length + " byte " + packet.Layout.Name);
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try
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{
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if ((packet.Data[0] & Helpers.MSG_RELIABLE) != 0 && incrementSequence)
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{
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if (!NeedAck.ContainsKey(packet))
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{
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// This packet needs an ACK, keep track of when it was sent out
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NeedAckMutex.WaitOne();
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NeedAck.Add(packet, Environment.TickCount);
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NeedAckMutex.ReleaseMutex();
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}
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}
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if (incrementSequence)
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{
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// Set the sequence number here since we are manually serializing the packet
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packet.Sequence = ++Sequence;
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}
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// Zerocode if needed
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if ((packet.Data[0] & Helpers.MSG_ZEROCODED) != 0)
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{
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zeroBytes = Helpers.ZeroEncode(packet.Data, packet.Data.Length, zeroBuffer);
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}
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else
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{
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// Normal packet, copy it straight over to the zeroBuffer
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Array.Copy(packet.Data, 0, zeroBuffer, 0, packet.Data.Length);
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zeroBytes = packet.Data.Length;
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}
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// The incrementSequence check prevents a possible deadlock situation
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if (AckOutbox.Count != 0 && incrementSequence && packet.Layout.Name != "PacketAck" &&
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packet.Layout.Name != "LogoutRequest")
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{
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// Claim the mutex on the AckOutbox
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AckOutboxMutex.WaitOne();
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//TODO: Make sure we aren't appending more than 255 ACKs
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// Append each ACK needing to be sent out to this packet
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foreach (uint ack in AckOutbox)
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{
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Array.Copy(BitConverter.GetBytes(ack), 0, zeroBuffer, zeroBytes, 4);
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zeroBytes += 4;
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}
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// Last byte is the number of ACKs
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zeroBuffer[zeroBytes] = (byte)AckOutbox.Count;
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zeroBytes += 1;
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AckOutbox.Clear();
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// Release the mutex
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AckOutboxMutex.ReleaseMutex();
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// Set the flag that this packet has ACKs appended to it
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zeroBuffer[0] += Helpers.MSG_APPENDED_ACKS;
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}
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int numSent = Connection.Send(zeroBuffer, zeroBytes, SocketFlags.None);
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// DEBUG
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//Console.WriteLine("Sent " + numSent + " bytes");
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}
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catch (Exception e)
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{
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Helpers.Log(e.ToString(), Helpers.LogLevel.Error);
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}
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}
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private void SendACKs()
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{
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// Claim the mutex on the AckOutbox
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AckOutboxMutex.WaitOne();
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if (AckOutbox.Count != 0)
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{
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try
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{
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Packet packet = PacketBuilder.PacketAck(Protocol, AckOutbox);
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if (packet.Data.Length < 13)
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{
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Helpers.Log("Trying to send a PacketAck with no ACKs, cancelling", Helpers.LogLevel.Warning);
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// Release the mutex
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AckOutboxMutex.ReleaseMutex();
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return;
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}
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// Set the sequence number
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packet.Sequence = ++Sequence;
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// Bypass SendPacket since we are taking care of the AckOutbox ourself
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int numSent = Connection.Send(packet.Data);
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// DEBUG
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//Console.WriteLine("Sent " + numSent + " byte " + packet.Layout.Name);
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AckOutbox.Clear();
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}
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catch (Exception e)
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{
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Helpers.Log(e.ToString(), Helpers.LogLevel.Error);
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}
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}
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// Release the mutex
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AckOutboxMutex.ReleaseMutex();
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}
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private void OnReceivedData(IAsyncResult result)
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{
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Packet packet;
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try
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{
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// For the UseCircuitCode timeout
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Opened = true;
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OpenTimer.Stop();
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// Retrieve the incoming packet
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int numBytes = Connection.EndReceiveFrom(result, ref endPoint);
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if ((Buffer[Buffer.Length - 1] & Helpers.MSG_APPENDED_ACKS) != 0)
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{
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// Grab the ACKs that are appended to this packet
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byte numAcks = Buffer[Buffer.Length - 1];
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Helpers.Log("Found " + numAcks + " appended acks", Helpers.LogLevel.Info);
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// Claim the NeedAck mutex
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NeedAckMutex.WaitOne();
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for (int i = 1; i <= numAcks; ++i)
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{
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uint ack = BitConverter.ToUInt32(Buffer, numBytes - i * 4 - 1);
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Beginning:
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ICollection reliablePackets = NeedAck.Keys;
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// Remove this packet if it exists
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foreach (Packet reliablePacket in reliablePackets)
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{
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if ((uint)reliablePacket.Sequence == ack)
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{
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NeedAck.Remove(reliablePacket);
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goto Beginning;
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}
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}
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}
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// Release the mutex
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NeedAckMutex.ReleaseMutex();
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// Adjust the packet length
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numBytes = numBytes - numAcks * 4 - 1;
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}
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if ((Buffer[0] & Helpers.MSG_ZEROCODED) != 0)
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{
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// Allocate a temporary buffer for the zerodecoded packet
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byte[] zeroBuffer = new byte[4096];
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int zeroBytes = Helpers.ZeroDecode(Buffer, numBytes, zeroBuffer);
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packet = new Packet(zeroBuffer, zeroBytes, Protocol);
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numBytes = zeroBytes;
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}
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else
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{
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// Create the packet object from our byte array
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packet = new Packet(Buffer, numBytes, Protocol);
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}
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// DEBUG
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//Console.WriteLine("Received a " + numBytes + " byte " + packet.Layout.Name);
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// Start listening again since we're done with Buffer
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Connection.BeginReceiveFrom(Buffer, 0, Buffer.Length, SocketFlags.None, ref endPoint, ReceivedData, null);
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if ((packet.Data[0] & Helpers.MSG_RELIABLE) != 0)
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{
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if (!AckOutbox.Contains((uint)packet.Sequence))
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{
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// This packet needs to be ACKed, push its sequence number on to the queue
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AckOutboxMutex.WaitOne();
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AckOutbox.Add((uint)packet.Sequence);
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AckOutboxMutex.ReleaseMutex();
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}
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else
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{
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if ((packet.Data[0] & Helpers.MSG_RESENT) != 0)
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{
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// We received a resent packet
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Helpers.Log("Received a resent packet, sequence=" + packet.Sequence, Helpers.LogLevel.Warning);
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return;
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}
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else
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{
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// We received a resent packet
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Helpers.Log("Received a duplicate sequence number? sequence=" + packet.Sequence
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+ ", name=" + packet.Layout.Name, Helpers.LogLevel.Warning);
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}
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}
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}
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if (packet.Layout.Name == null)
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{
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Helpers.Log("Received an unrecognized packet", Helpers.LogLevel.Warning);
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return;
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}
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else if (packet.Layout.Name == "PacketAck")
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{
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// PacketAck is handled directly instead of using a callback to simplify access to
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// the NeedAck hashtable and its mutex
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ArrayList blocks = packet.Blocks();
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NeedAckMutex.WaitOne();
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// Remove each ACK in this packet from the NeedAck waiting list
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foreach (Block block in blocks)
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{
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foreach (Field field in block.Fields)
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{
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Beginning:
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ICollection reliablePackets = NeedAck.Keys;
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// Remove this packet if it exists
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foreach (Packet reliablePacket in reliablePackets)
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{
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if ((uint)reliablePacket.Sequence == (uint)field.Data)
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{
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NeedAck.Remove(reliablePacket);
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// Restart the loop to avoid upsetting the enumerator
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goto Beginning;
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}
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}
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}
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}
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NeedAckMutex.ReleaseMutex();
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}
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|
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// Fire any internal callbacks registered with this packet type
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PacketCallback callback = (PacketCallback)Network.InternalCallbacks[packet.Layout.Name];
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if (callback != null)
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{
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callback(packet, this);
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}
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|
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// Fire any user callbacks registered with this packet type
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callback = (PacketCallback)Network.UserCallbacks[packet.Layout.Name];
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if (callback != null)
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{
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callback(packet, this);
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}
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else
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{
|
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// Attempt to fire a default user callback
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callback = (PacketCallback)Network.UserCallbacks["Default"];
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|
|
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if (callback != null)
|
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{
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callback(packet, this);
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}
|
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}
|
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}
|
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catch (Exception e)
|
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{
|
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Helpers.Log(e.ToString(), Helpers.LogLevel.Error);
|
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}
|
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}
|
|
|
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private void OpenTimerEvent(object source, System.Timers.ElapsedEventArgs ea)
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{
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try
|
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{
|
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Timeout = true;
|
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OpenTimer.Stop();
|
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}
|
|
catch (Exception e)
|
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{
|
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Helpers.Log(e.ToString(), Helpers.LogLevel.Error);
|
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}
|
|
}
|
|
|
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private void ACKTimerEvent(object source, System.Timers.ElapsedEventArgs ea)
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|
{
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try
|
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{
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// Send any ACKs in the queue
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SendACKs();
|
|
|
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ResendTick++;
|
|
|
|
if (ResendTick >= 3)
|
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{
|
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ResendTick = 0;
|
|
|
|
Beginning:
|
|
|
|
// Check if any reliable packets haven't been ACKed by the server
|
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NeedAckMutex.WaitOne();
|
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IDictionaryEnumerator packetEnum = NeedAck.GetEnumerator();
|
|
NeedAckMutex.ReleaseMutex();
|
|
|
|
while (packetEnum.MoveNext())
|
|
{
|
|
int ticks = (int)packetEnum.Value;
|
|
|
|
// TODO: Is this hardcoded value correct? Should it be a higher level define or a
|
|
// changeable property?
|
|
if (Environment.TickCount - ticks > 3000)
|
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{
|
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Packet packet = (Packet)packetEnum.Key;
|
|
|
|
// Adjust the timeout value for this packet
|
|
NeedAckMutex.WaitOne();
|
|
|
|
if (NeedAck.ContainsKey(packet))
|
|
{
|
|
NeedAck[packet] = Environment.TickCount;
|
|
NeedAckMutex.ReleaseMutex();
|
|
|
|
// Add the resent flag
|
|
packet.Data[0] += Helpers.MSG_RESENT;
|
|
|
|
// Resend the packet
|
|
SendPacket((Packet)packet, false);
|
|
|
|
Helpers.Log("Resending " + packet.Layout.Name + " packet, sequence=" + packet.Sequence,
|
|
Helpers.LogLevel.Info);
|
|
|
|
// Rate limiting
|
|
System.Threading.Thread.Sleep(100);
|
|
|
|
// Restart the loop since we modified a value and the iterator will fail
|
|
goto Beginning;
|
|
}
|
|
else
|
|
{
|
|
NeedAckMutex.ReleaseMutex();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
Helpers.Log(e.ToString(), Helpers.LogLevel.Error);
|
|
}
|
|
}
|
|
}
|
|
|
|
public class NetworkManager
|
|
{
|
|
public LLUUID AgentID;
|
|
public LLUUID SessionID;
|
|
public string LoginError;
|
|
public Hashtable UserCallbacks;
|
|
public Hashtable InternalCallbacks;
|
|
public Circuit CurrentCircuit;
|
|
|
|
private ProtocolManager Protocol;
|
|
private ArrayList Circuits;
|
|
|
|
public NetworkManager(ProtocolManager protocol)
|
|
{
|
|
Protocol = protocol;
|
|
Circuits = new ArrayList();
|
|
UserCallbacks = new Hashtable();
|
|
InternalCallbacks = new Hashtable();
|
|
CurrentCircuit = null;
|
|
|
|
// Register the internal callbacks
|
|
PacketCallback callback = new PacketCallback(RegionHandshakeHandler);
|
|
InternalCallbacks["RegionHandshake"] = callback;
|
|
callback = new PacketCallback(StartPingCheckHandler);
|
|
InternalCallbacks["StartPingCheck"] = callback;
|
|
}
|
|
|
|
public void SendPacket(Packet packet)
|
|
{
|
|
if (CurrentCircuit != null)
|
|
{
|
|
CurrentCircuit.SendPacket(packet, true);
|
|
}
|
|
else
|
|
{
|
|
Helpers.Log("Trying to send a packet when there is no current circuit", Helpers.LogLevel.Error);
|
|
}
|
|
}
|
|
|
|
public void SendPacket(Packet packet, Circuit circuit)
|
|
{
|
|
circuit.SendPacket(packet, true);
|
|
}
|
|
|
|
public static Hashtable 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)
|
|
{
|
|
Hashtable values = new Hashtable();
|
|
|
|
// Generate an MD5 hash of the password
|
|
MD5 md5 = new MD5CryptoServiceProvider();
|
|
byte[] hash = md5.ComputeHash(Encoding.ASCII.GetBytes(password));
|
|
StringBuilder passwordDigest = new StringBuilder();
|
|
// Convert the hash to a hex string
|
|
foreach(byte b in hash)
|
|
{
|
|
passwordDigest.AppendFormat("{0:x2}", b);
|
|
}
|
|
|
|
values["first"] = firstName;
|
|
values["last"] = lastName;
|
|
values["passwd"] = "$1$" + passwordDigest;
|
|
values["start"] = startLocation;
|
|
values["major"] = major;
|
|
values["minor"] = minor;
|
|
values["patch"] = patch;
|
|
values["build"] = build;
|
|
values["platform"] = platform;
|
|
values["mac"] = mac;
|
|
values["viewer_digest"] = viewerDigest;
|
|
values["user-agent"] = userAgent + " (" + Helpers.VERSION + ")";
|
|
values["author"] = author;
|
|
|
|
return values;
|
|
}
|
|
|
|
public bool Login(Hashtable loginParams, out Hashtable values)
|
|
{
|
|
return Login(loginParams, "https://login.agni.lindenlab.com/cgi-bin/login.cgi", out values);
|
|
}
|
|
|
|
public bool Login(Hashtable loginParams, string url, out Hashtable values)
|
|
{
|
|
XmlRpcResponse result;
|
|
XmlRpcRequest xmlrpc = new XmlRpcRequest();
|
|
xmlrpc.MethodName = "login_to_simulator";
|
|
xmlrpc.Params.Clear();
|
|
xmlrpc.Params.Add(loginParams);
|
|
|
|
try
|
|
{
|
|
result = (XmlRpcResponse)xmlrpc.Send(url);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
Helpers.Log(e.ToString(), Helpers.LogLevel.Error);
|
|
LoginError = e.Message;
|
|
values = null;
|
|
return false;
|
|
}
|
|
|
|
if (result.IsFault)
|
|
{
|
|
Helpers.Log("Fault " + result.FaultCode + ": " + result.FaultString, Helpers.LogLevel.Error);
|
|
LoginError = "Fault " + result.FaultCode + ": " + result.FaultString;
|
|
values = null;
|
|
return false;
|
|
}
|
|
|
|
values = (Hashtable)result.Value;
|
|
|
|
if ((string)values["login"] == "false")
|
|
{
|
|
LoginError = values["reason"] + ": " + values["message"];
|
|
return false;
|
|
}
|
|
|
|
AgentID = new LLUUID((string)values["agent_id"]);
|
|
SessionID = new LLUUID((string)values["session_id"]);
|
|
uint circuitCode = (uint)(int)values["circuit_code"];
|
|
|
|
// Connect to the sim given in the login reply
|
|
Circuit circuit = new Circuit(Protocol, this, circuitCode);
|
|
if (!circuit.Open((string)values["sim_ip"], (int)values["sim_port"]))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// Circuit was successfully opened, add it to the list and set it as default
|
|
Circuits.Add(circuit);
|
|
CurrentCircuit = circuit;
|
|
|
|
// Move our agent in to the sim to complete the connection
|
|
Packet packet = PacketBuilder.CompleteAgentMovement(Protocol, AgentID, SessionID, circuitCode);
|
|
SendPacket(packet);
|
|
|
|
return true;
|
|
}
|
|
|
|
public bool Connect(IPAddress ip, ushort port, bool setDefault)
|
|
{
|
|
Circuit circuit = new Circuit(Protocol, this);
|
|
if (!circuit.Open(ip, port))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
Circuits.Add(circuit);
|
|
|
|
if (setDefault)
|
|
{
|
|
CurrentCircuit = circuit;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
public void Disconnect(uint circuitCode)
|
|
{
|
|
foreach (Circuit circuit in Circuits)
|
|
{
|
|
if (circuit.CircuitCode == circuitCode)
|
|
{
|
|
circuit.Close();
|
|
Circuits.Remove(circuit);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
public void Logout()
|
|
{
|
|
// TODO: Close all circuits except the current one
|
|
|
|
// Halt all timers on the current circuit
|
|
CurrentCircuit.StopTimers();
|
|
|
|
Packet packet = PacketBuilder.LogoutRequest(Protocol, AgentID, SessionID);
|
|
SendPacket(packet);
|
|
|
|
// TODO: We should probably check if the server actually received the logout request
|
|
// Instead we'll use this silly Sleep()
|
|
System.Threading.Thread.Sleep(1000);
|
|
}
|
|
|
|
private void StartPingCheckHandler(Packet packet, Circuit circuit)
|
|
{
|
|
//TODO: Should we care about OldestUnacked?
|
|
|
|
// Respond to the ping request
|
|
Packet pingPacket = PacketBuilder.CompletePingCheck(Protocol, packet.Data[5]);
|
|
SendPacket(pingPacket, circuit);
|
|
}
|
|
|
|
private void RegionHandshakeHandler(Packet packet, Circuit circuit)
|
|
{
|
|
// Send a RegionHandshakeReply
|
|
Packet replyPacket = new Packet("RegionHandshakeReply", Protocol, 12);
|
|
SendPacket(replyPacket, circuit);
|
|
}
|
|
}
|
|
}
|