Files
libremetaverse/libsecondlife-cs/NetworkManager.cs
John Hurliman baae5a17ed * Updated the message_template.msg to 1.13.1.4
* Moved MainAvatar delegates and enums in to the MainAvatar.cs file
* TestClient now stores prims in per-sim dictionaries
* TestClient throttles the connection at login
* OnTeleport callback passes a reference to the current Simulator
* Removed unneeded typecasts to Packet
* AutoPilotLocal() doesn't need the GridRegionData reference
* Disconnects and packets resent multiple times are handled better
* OnNewAvatar is fired for our own avatar as well, and our avatar position is updated all the time now, as well as confirming it's our avatar by UUID instead of name

git-svn-id: http://libopenmetaverse.googlecode.com/svn/trunk@721 52acb1d6-8a22-11de-b505-999d5b087335
2006-12-13 21:15:49 +00:00

1610 lines
60 KiB
C#

/*
* Copyright (c) 2006, Second Life Reverse Engineering Team
* All rights reserved.
*
* - Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
*
* - Redistributions of source code must retain the above copyright notice, this
* list of conditions and the following disclaimer.
* - Neither the name of the Second Life Reverse Engineering Team nor the names
* of its contributors may be used to endorse or promote products derived from
* this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
* ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
* LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
* SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
* INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
* CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using System.Timers;
using System.Collections;
using System.Collections.Generic;
using System.Net;
using System.Net.Sockets;
using System.Globalization;
using Nwc.XmlRpc;
using Nii.JSON;
using libsecondlife.Packets;
namespace libsecondlife
{
/// <summary>
/// This exception is thrown whenever a network operation is attempted
/// without a network connection.
/// </summary>
public class NotConnectedException : ApplicationException { }
/// <summary>
/// Simulator is a wrapper for a network connection to a simulator and the
/// Region class representing the block of land in the metaverse.
/// </summary>
public class Simulator
{
/// <summary>A public reference to the client that this Simulator object
/// is attached to</summary>
public SecondLife Client;
/// <summary>The Region class that this Simulator wraps</summary>
public Region Region;
/// <summary>
/// Used internally to track sim disconnections, do not modify this
/// variable.
/// </summary>
public bool DisconnectCandidate = false;
/// <summary>
/// The ID number associated with this particular connection to the
/// simulator, used to emulate TCP connections. This is used
/// internally for packets that have a CircuitCode field.
/// </summary>
public uint CircuitCode
{
get { return circuitCode; }
set { circuitCode = value; }
}
/// <summary>
/// The IP address and port of the server.
/// </summary>
public IPEndPoint IPEndPoint
{
get { return ipEndPoint; }
}
/// <summary>
/// A boolean representing whether there is a working connection to the
/// simulator or not.
/// </summary>
public bool Connected
{
get { return connected; }
}
private NetworkManager Network;
private Dictionary<PacketType, List<NetworkManager.PacketCallback>> Callbacks;
private uint Sequence = 0;
private byte[] RecvBuffer = new byte[4096];
private byte[] ZeroBuffer = new byte[8192];
private byte[] ZeroOutBuffer = new byte[4096];
private Socket Connection = new Socket(AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp);
private AsyncCallback ReceivedData;
// Packets we sent out that need ACKs from the simulator
private Dictionary<uint, Packet> NeedAck = new Dictionary<uint, Packet>();
// Sequence numbers of packets we've received from the simulator
private Queue<uint> Inbox;
// ACKs that are queued up to be sent to the simulator
private Dictionary<uint, uint> PendingAcks = new Dictionary<uint, uint>();
private bool connected = false;
private uint circuitCode;
private IPEndPoint ipEndPoint;
private EndPoint endPoint;
private System.Timers.Timer AckTimer;
/// <summary>
///
/// </summary>
/// <param name="client"></param>
/// <param name="callbacks"></param>
/// <param name="circuit"></param>
/// <param name="ip"></param>
/// <param name="port"></param>
public Simulator(SecondLife client, Dictionary<PacketType, List<NetworkManager.PacketCallback>> callbacks,
uint circuit, IPAddress ip, int port)
{
Client = client;
Network = client.Network;
Callbacks = callbacks;
Region = new Region(client);
circuitCode = circuit;
Inbox = new Queue<uint>(Client.Settings.INBOX_SIZE);
AckTimer = new System.Timers.Timer(Client.Settings.NETWORK_TICK_LENGTH);
AckTimer.Elapsed += new ElapsedEventHandler(AckTimer_Elapsed);
// Initialize the callback for receiving a new packet
ReceivedData = new AsyncCallback(OnReceivedData);
Client.Log("Connecting to " + ip.ToString() + ":" + port, Helpers.LogLevel.Info);
try
{
// Create an endpoint that we will be communicating with (need it in two
// types due to .NET weirdness)
ipEndPoint = new IPEndPoint(ip, port);
endPoint = (EndPoint)ipEndPoint;
// Associate this simulator's socket with the given ip/port and start listening
Connection.Connect(endPoint);
Connection.BeginReceiveFrom(RecvBuffer, 0, RecvBuffer.Length, SocketFlags.None, ref endPoint, ReceivedData, null);
// Send the UseCircuitCode packet to initiate the connection
UseCircuitCodePacket use = new UseCircuitCodePacket();
use.CircuitCode.Code = circuitCode;
use.CircuitCode.ID = Network.AgentID;
use.CircuitCode.SessionID = Network.SessionID;
// Start the ACK timer
AckTimer.Start();
// Send the initial packet out
SendPacket(use, true);
// Track the current time for timeout purposes
int start = Environment.TickCount;
while (true)
{
if (connected || Environment.TickCount - start > Client.Settings.SIMULATOR_TIMEOUT)
{
return;
}
System.Threading.Thread.Sleep(10);
}
}
catch (Exception e)
{
Console.WriteLine(e.ToString());
Client.Log(e.ToString(), Helpers.LogLevel.Error);
}
}
/// <summary>
///
/// </summary>
public void Disconnect()
{
connected = false;
// Send the CloseCircuit notice
CloseCircuitPacket close = new CloseCircuitPacket();
try
{
Connection.Send(close.ToBytes());
}
catch (SocketException)
{
// There's a high probability of this failing if the network is
// disconnected, so don't even bother logging the error
}
try
{
// Shut the socket communication down
Connection.Shutdown(SocketShutdown.Both);
}
catch (SocketException e)
{
Client.Log(e.ToString(), Helpers.LogLevel.Error);
}
}
/// <summary>
///
/// </summary>
/// <param name="packet"></param>
/// <param name="incrementSequence"></param>
public void SendPacket(Packet packet, bool incrementSequence)
{
byte[] buffer;
int bytes;
if (!connected && packet.Type != PacketType.UseCircuitCode)
{
Client.Log("Trying to send a " + packet.Type.ToString() + " packet when the socket is closed",
Helpers.LogLevel.Warning);
throw new NotConnectedException();
}
if (packet.Header.AckList.Length > 0)
{
// Scrub any appended ACKs since all of the ACK handling is done here
packet.Header.AckList = new uint[0];
}
packet.Header.AppendedAcks = false;
// Keep track of when this packet was sent out
packet.TickCount = Environment.TickCount;
if (incrementSequence)
{
// Set the sequence number
if (Sequence > Client.Settings.MAX_SEQUENCE)
Sequence = 1;
else
Sequence++;
packet.Header.Sequence = Sequence;
if (packet.Header.Reliable)
{
lock (NeedAck)
{
if (!NeedAck.ContainsKey(packet.Header.Sequence))
{
NeedAck.Add(packet.Header.Sequence, packet);
}
else
{
Client.Log("Attempted to add a duplicate sequence number (" +
packet.Header.Sequence + ") to the NeedAck dictionary for packet type " +
packet.Type.ToString(), Helpers.LogLevel.Warning);
}
}
// Don't append ACKs to resent packets, in case that's what was causing the
// delivery to fail
if (!packet.Header.Resent)
{
// Append any ACKs that need to be sent out to this packet
lock (PendingAcks)
{
if (PendingAcks.Count > 0 && PendingAcks.Count < Client.Settings.MAX_APPENDED_ACKS &&
packet.Type != PacketType.PacketAck &&
packet.Type != PacketType.LogoutRequest)
{
packet.Header.AckList = new uint[PendingAcks.Count];
int i = 0;
foreach (uint ack in PendingAcks.Values)
{
packet.Header.AckList[i] = ack;
i++;
}
PendingAcks.Clear();
packet.Header.AppendedAcks = true;
}
}
}
}
}
// Serialize the packet
buffer = packet.ToBytes();
bytes = buffer.Length;
try
{
// Zerocode if needed
if (packet.Header.Zerocoded)
{
lock (ZeroOutBuffer)
{
bytes = Helpers.ZeroEncode(buffer, bytes, ZeroOutBuffer);
Connection.Send(ZeroOutBuffer, bytes, SocketFlags.None);
}
}
else
{
Connection.Send(buffer, bytes, SocketFlags.None);
}
}
catch (SocketException e)
{
Client.Log(e.ToString(), Helpers.LogLevel.Error);
// FIXME: Assume this socket is dead and Disconnect()
}
}
/// <summary>
///
/// </summary>
/// <param name="payload"></param>
public void SendPacket(byte[] payload)
{
if (!connected)
{
throw new NotConnectedException();
}
try
{
Connection.Send(payload, payload.Length, SocketFlags.None);
}
catch (SocketException e)
{
Client.Log(e.ToString(), Helpers.LogLevel.Error);
}
}
public override string ToString()
{
return Region.Name + " (" + ipEndPoint.ToString() + ")";
}
/* private void SendAck(uint id)
{
PacketAckPacket ack = new PacketAckPacket();
ack.Packets = new PacketAckPacket.PacketsBlock[1];
ack.Packets[0] = new PacketAckPacket.PacketsBlock();
ack.Packets[0].ID = id;
ack.Header.Reliable = false;
lock (PendingAcks)
{
if (PendingAcks.ContainsKey(id))
{
PendingAcks.Remove(id);
}
}
SendPacket(ack, true);
} */
private void SendAcks()
{
lock (PendingAcks)
{
if (PendingAcks.Count > 0)
{
if (PendingAcks.Count > 250)
{
// FIXME: Handle the odd case where we have too many pending ACKs queued up
Client.Log("Too many ACKs queued up!", Helpers.LogLevel.Error);
return;
}
int i = 0;
PacketAckPacket acks = new PacketAckPacket();
acks.Packets = new PacketAckPacket.PacketsBlock[PendingAcks.Count];
foreach (uint ack in PendingAcks.Values)
{
acks.Packets[i] = new PacketAckPacket.PacketsBlock();
acks.Packets[i].ID = ack;
i++;
}
acks.Header.Reliable = false;
SendPacket(acks, true);
PendingAcks.Clear();
}
}
}
private void ResendUnacked()
{
if (connected)
{
int now = Environment.TickCount;
lock (NeedAck)
{
foreach (Packet packet in NeedAck.Values)
{
if (now - packet.TickCount > Client.Settings.RESEND_TIMEOUT)
{
Client.Log("Resending " + packet.Type.ToString() + " packet, " +
(now - packet.TickCount) + "ms have passed", Helpers.LogLevel.Info);
packet.Header.Resent = true;
SendPacket(packet, false);
}
}
}
}
}
private void OnReceivedData(IAsyncResult result)
{
Packet packet = null;
int numBytes;
// If we're receiving data the sim connection is open
connected = true;
// Update the disconnect flag so this sim doesn't time out
DisconnectCandidate = false;
lock (RecvBuffer)
{
// Retrieve the incoming packet
try
{
numBytes = Connection.EndReceiveFrom(result, ref endPoint);
int packetEnd = numBytes - 1;
packet = Packet.BuildPacket(RecvBuffer, ref packetEnd, ZeroBuffer);
Connection.BeginReceiveFrom(RecvBuffer, 0, RecvBuffer.Length, SocketFlags.None, ref endPoint, ReceivedData, null);
}
catch (SocketException)
{
Client.Log(endPoint.ToString() + " socket is closed, shutting down " + this.Region.Name,
Helpers.LogLevel.Info);
connected = false;
Network.DisconnectSim(this);
return;
}
}
// Fail-safe check
if (packet == null)
{
Client.Log("Couldn't build a message from the incoming data", Helpers.LogLevel.Warning);
return;
}
// Track the sequence number for this packet if it's marked as reliable
if (packet.Header.Reliable)
{
if (PendingAcks.Count > Client.Settings.MAX_PENDING_ACKS)
{
SendAcks();
}
// Check if we already received this packet
if (Inbox.Contains(packet.Header.Sequence))
{
Client.Log("Received a duplicate " + packet.Type.ToString() + ", sequence=" +
packet.Header.Sequence + ", resent=" + ((packet.Header.Resent) ? "Yes" : "No") +
", Inbox.Count=" + Inbox.Count + ", NeedAck.Count=" + NeedAck.Count,
Helpers.LogLevel.Info);
// Send an ACK for this packet immediately
//SendAck(packet.Header.Sequence);
// TESTING: Try just queuing up ACKs for resent packets instead of immediately triggering an ACK
lock (PendingAcks)
{
uint sequence = (uint)packet.Header.Sequence;
if (!PendingAcks.ContainsKey(sequence)) { PendingAcks[sequence] = sequence; }
}
// Avoid firing a callback twice for the same packet
return;
}
else
{
lock (PendingAcks)
{
uint sequence = (uint)packet.Header.Sequence;
if (!PendingAcks.ContainsKey(sequence)) { PendingAcks[sequence] = sequence; }
}
}
}
// Add this packet to our inbox
lock (Inbox)
{
while (Inbox.Count >= Client.Settings.INBOX_SIZE)
{
Inbox.Dequeue();
}
Inbox.Enqueue(packet.Header.Sequence);
}
// Handle appended ACKs
if (packet.Header.AppendedAcks)
{
lock (NeedAck)
{
foreach (uint ack in packet.Header.AckList)
{
NeedAck.Remove(ack);
}
}
}
// Handle PacketAck packets
if (packet.Type == PacketType.PacketAck)
{
PacketAckPacket ackPacket = (PacketAckPacket)packet;
lock (NeedAck)
{
foreach (PacketAckPacket.PacketsBlock block in ackPacket.Packets)
{
NeedAck.Remove(block.ID);
}
}
}
// Fire the registered packet events
#region FireCallbacks
try
{
if (Callbacks.ContainsKey(packet.Type))
{
List<NetworkManager.PacketCallback> callbackArray = Callbacks[packet.Type];
// Fire any registered callbacks
foreach (NetworkManager.PacketCallback callback in callbackArray)
{
if (callback != null)
{
callback(packet, this);
}
}
}
if (Callbacks.ContainsKey(PacketType.Default))
{
List<NetworkManager.PacketCallback> callbackArray = Callbacks[PacketType.Default];
// Fire any registered callbacks
foreach (NetworkManager.PacketCallback callback in callbackArray)
{
if (callback != null)
{
callback(packet, this);
}
}
}
}
catch (Exception e)
{
Client.Log("Caught an exception in a packet callback: " + e.ToString(), Helpers.LogLevel.Warning);
}
#endregion FireCallbacks
}
private void AckTimer_Elapsed(object sender, ElapsedEventArgs ea)
{
if (connected)
{
SendAcks();
ResendUnacked();
}
}
}
/// <summary>
/// NetworkManager is responsible for managing the network layer of
/// libsecondlife. It tracks all the server connections, serializes
/// outgoing traffic and deserializes incoming traffic, and provides
/// instances of delegates for network-related events.
/// </summary>
public class NetworkManager
{
/// <summary>
/// Coupled with RegisterCallback(), this is triggered whenever a packet
/// of a registered type is received
/// </summary>
/// <param name="packet"></param>
/// <param name="simulator"></param>
public delegate void PacketCallback(Packet packet, Simulator simulator);
/// <summary>
/// Triggered when a simulator other than the simulator that is currently
/// being occupied disconnects for whatever reason
/// </summary>
/// <param name="simulator">The simulator that disconnected, which will become a null
/// reference after the callback is finished</param>
/// <param name="reason">Enumeration explaining the reason for the disconnect</param>
public delegate void SimDisconnectCallback(Simulator simulator, DisconnectType reason);
/// <summary>
/// Triggered when we are logged out of the grid due to a simulator request,
/// client request, network timeout, or any other cause
/// </summary>
/// <param name="reason">Enumeration explaining the reason for the disconnect</param>
/// <param name="message">If we were logged out by the simulator, this
/// is a message explaining why</param>
public delegate void DisconnectCallback(DisconnectType reason, string message);
/// <summary>
/// Explains why a simulator or the grid disconnected from us
/// </summary>
public enum DisconnectType
{
/// <summary>The client requested the logout or simulator disconnect</summary>
ClientInitiated,
/// <summary>The server notified us that it is disconnecting</summary>
ServerInitiated,
/// <summary>Either a socket was closed or network traffic timed out</summary>
NetworkTimeout
}
/// <summary>
/// The permanent UUID for the logged in avatar
/// </summary>
public LLUUID AgentID;
/// <summary>
/// A temporary UUID assigned to this session, used for secure
/// transactions
/// </summary>
public LLUUID SessionID;
/// <summary>
/// A string holding a descriptive error on login failure, empty
/// otherwise
/// </summary>
public string LoginError;
/// <summary>
/// The simulator that the logged in avatar is currently occupying
/// </summary>
public Simulator CurrentSim;
/// <summary>
/// The complete dictionary of all the login values returned by the
/// RPC login server, converted to native data types wherever possible
/// </summary>
public Dictionary<string, object> LoginValues = new Dictionary<string,object>();
/// <summary>
/// Shows whether the network layer is logged in to the grid or not
/// </summary>
public bool Connected
{
get { return connected; }
}
/// <summary>
/// An event for the connection to a simulator other than the currently
/// occupied one disconnecting
/// </summary>
public SimDisconnectCallback OnSimDisconnected;
/// <summary>
/// An event for being logged out either through client request, server
/// forced, or network error
/// </summary>
public DisconnectCallback OnDisconnected;
private SecondLife Client;
private Dictionary<PacketType, List<PacketCallback>> Callbacks = new Dictionary<PacketType,List<PacketCallback>>();
private List<Simulator> Simulators = new List<Simulator>();
private System.Timers.Timer DisconnectTimer;
private bool connected;
private const int NetworkTrafficTimeout = 15000;
private const int LoginTimeout = 60000;
/// <summary>
///
/// </summary>
/// <param name="client"></param>
public NetworkManager(SecondLife client)
{
Client = client;
CurrentSim = null;
// Register the internal callbacks
RegisterCallback(PacketType.RegionHandshake, new PacketCallback(RegionHandshakeHandler));
RegisterCallback(PacketType.StartPingCheck, new PacketCallback(StartPingCheckHandler));
RegisterCallback(PacketType.ParcelOverlay, new PacketCallback(ParcelOverlayHandler));
RegisterCallback(PacketType.EnableSimulator, new PacketCallback(EnableSimulatorHandler));
RegisterCallback(PacketType.KickUser, new PacketCallback(KickUserHandler));
// Disconnect a sim if no network traffic has been received for 15 seconds
DisconnectTimer = new System.Timers.Timer(NetworkTrafficTimeout);
DisconnectTimer.Elapsed += new ElapsedEventHandler(DisconnectTimer_Elapsed);
}
/// <summary>
///
/// </summary>
/// <param name="type"></param>
/// <param name="callback"></param>
public void RegisterCallback(PacketType type, PacketCallback callback)
{
if (!Callbacks.ContainsKey(type))
{
Callbacks[type] = new List<PacketCallback>();
}
List<PacketCallback> callbackArray = Callbacks[type];
callbackArray.Add(callback);
}
/// <summary>
///
/// </summary>
/// <param name="type"></param>
/// <param name="callback"></param>
public void UnregisterCallback(PacketType type, PacketCallback callback)
{
if (!Callbacks.ContainsKey(type))
{
Client.Log("Trying to unregister a callback for packet " + type.ToString() +
" when no callbacks are setup for that packet", Helpers.LogLevel.Info);
return;
}
List<PacketCallback> callbackArray = Callbacks[type];
if (callbackArray.Contains(callback))
{
callbackArray.Remove(callback);
}
else
{
Client.Log("Trying to unregister a non-existant callback for packet " + type.ToString(),
Helpers.LogLevel.Info);
}
}
/// <summary>
///
/// </summary>
/// <param name="packet"></param>
public void SendPacket(Packet packet)
{
if (CurrentSim != null && CurrentSim.Connected)
{
CurrentSim.SendPacket(packet, true);
}
}
/// <summary>
///
/// </summary>
/// <param name="packet"></param>
/// <param name="simulator"></param>
public void SendPacket(Packet packet, Simulator simulator)
{
if (simulator != null && simulator.Connected)
{
simulator.SendPacket(packet, true);
}
}
/// <summary>
///
/// </summary>
/// <param name="payload"></param>
public void SendPacket(byte[] payload)
{
if (CurrentSim != null)
{
CurrentSim.SendPacket(payload);
}
else
{
throw new NotConnectedException();
}
}
/// <summary>
/// Use this if you want to login to a specific location
/// </summary>
/// <param name="sim"></param>
/// <param name="x"></param>
/// <param name="y"></param>
/// <param name="z"></param>
/// <returns>string with a value that can be used in the start field in .DefaultLoginValues()</returns>
public static string StartLocation(string sim, int x, int y, int z)
{
//uri:sim&x&y&z
return "uri:" + sim.ToLower() + "&" + x + "&" + y + "&" + z;
}
/// <summary>
///
/// </summary>
/// <param name="firstName"></param>
/// <param name="lastName"></param>
/// <param name="password"></param>
/// <param name="userAgent"></param>
/// <param name="author"></param>
/// <returns></returns>
public Dictionary<string, object> DefaultLoginValues(string firstName, string lastName,
string password, string userAgent, string author)
{
return DefaultLoginValues(firstName, lastName, password, "00:00:00:00:00:00", "last",
1, 50, 50, 50, "Win", "0", userAgent, author, false);
}
/// <summary>
///
/// </summary>
/// <param name="firstName"></param>
/// <param name="lastName"></param>
/// <param name="password"></param>
/// <param name="userAgent"></param>
/// <param name="author"></param>
/// <returns></returns>
public Dictionary<string, object> DefaultLoginValues(string firstName, string lastName,
string password, string startLocation, string userAgent, string author, bool md5pass)
{
return DefaultLoginValues(firstName, lastName, password, "00:00:00:00:00:00", startLocation,
1, 50, 50, 50, "Win", "0", userAgent, author, md5pass);
}
/// <summary>
///
/// </summary>
/// <param name="firstName"></param>
/// <param name="lastName"></param>
/// <param name="password"></param>
/// <param name="mac"></param>
/// <param name="startLocation"></param>
/// <param name="platform"></param>
/// <param name="viewerDigest"></param>
/// <param name="userAgent"></param>
/// <param name="author"></param>
/// <returns></returns>
public Dictionary<string, object> DefaultLoginValues(string firstName, string lastName,
string password, string mac, string startLocation, string platform,
string viewerDigest, string userAgent, string author)
{
return DefaultLoginValues(firstName, lastName, password, mac, startLocation,
1, 50, 50, 50, platform, viewerDigest, userAgent, author, false);
}
/// <summary>
///
/// </summary>
/// <param name="firstName"></param>
/// <param name="lastName"></param>
/// <param name="password"></param>
/// <param name="mac"></param>
/// <param name="startLocation"></param>
/// <param name="major"></param>
/// <param name="minor"></param>
/// <param name="patch"></param>
/// <param name="build"></param>
/// <param name="platform"></param>
/// <param name="viewerDigest"></param>
/// <param name="userAgent"></param>
/// <param name="author"></param>
/// <returns></returns>
public Dictionary<string, object> DefaultLoginValues(string firstName, string lastName,
string password, string mac, string startLocation, int major, int minor, int patch,
int build, string platform, string viewerDigest, string userAgent, string author,
bool md5pass)
{
Dictionary<string, object> values = new Dictionary<string, object>();
values["first"] = firstName;
values["last"] = lastName;
values["passwd"] = md5pass ? password : Helpers.MD5(password);
values["start"] = startLocation;
values["major"] = major;
values["minor"] = minor;
values["patch"] = patch;
values["build"] = build;
values["platform"] = platform;
values["mac"] = mac;
values["agree_to_tos"] = "true";
values["read_critical"] = "true";
values["viewer_digest"] = viewerDigest;
values["user-agent"] = userAgent + " (" + Client.Settings.VERSION + ")";
values["author"] = author;
// Build the options array
List<object> optionsArray = new List<object>();
optionsArray.Add("inventory-root");
optionsArray.Add("inventory-skeleton");
optionsArray.Add("inventory-lib-root");
optionsArray.Add("inventory-lib-owner");
optionsArray.Add("inventory-skel-lib");
optionsArray.Add("initial-outfit");
optionsArray.Add("gestures");
optionsArray.Add("event_categories");
optionsArray.Add("event_notifications");
optionsArray.Add("classified_categories");
optionsArray.Add("buddy-list");
optionsArray.Add("ui-config");
optionsArray.Add("login-flags");
optionsArray.Add("global-textures");
values["options"] = optionsArray;
return values;
}
/// <summary>
/// Assigned by the OnConnected event. Raised when login was a success
/// </summary>
/// <param name="sender">Reference to the SecondLife class that called the event</param>
public delegate void ConnectedCallback(object sender);
/// <summary>
/// Event raised when the client was able to connected successfully.
/// </summary>
/// <remarks>Uses the ConnectedCallback delegate.</remarks>
public event ConnectedCallback OnConnected;
/// <summary>
///
/// </summary>
/// <param name="firstName"></param>
/// <param name="lastName"></param>
/// <param name="password"></param>
/// <param name="userAgent"></param>
/// <param name="author"></param>
/// <returns></returns>
public bool Login(string firstName, string lastName, string password, string userAgent, string author)
{
Dictionary<string, object> loginParams = DefaultLoginValues(firstName, lastName,
password, "last", userAgent, author, false);
return Login(loginParams);
}
/// <summary>
///
/// </summary>
/// <param name="firstName"></param>
/// <param name="lastName"></param>
/// <param name="password"></param>
/// <param name="userAgent"></param>
/// <param name="start"></param>
/// <param name="author"></param>
/// <param name="md5pass"></param>
/// <returns></returns>
public bool Login(string firstName, string lastName, string password, string userAgent, string start,
string author, bool md5pass)
{
Dictionary<string, object> loginParams = DefaultLoginValues(firstName, lastName,
password, start, userAgent, author, md5pass);
return Login(loginParams);
}
/// <summary>
///
/// </summary>
/// <param name="loginParams"></param>
/// <returns></returns>
public bool Login(Dictionary<string, object> loginParams)
{
return Login(loginParams, Client.Settings.LOGIN_SERVER);
}
/// <summary>
///
/// </summary>
/// <param name="loginParams"></param>
/// <param name="url"></param>
/// <returns></returns>
public bool Login(Dictionary<string, object> loginParams, string url)
{
// Rebuild the Dictionary<> in to a Hashtable for compatibility with XmlRpcCS
Hashtable loginValues = new Hashtable(loginParams.Count);
foreach (KeyValuePair<string, object> kvp in loginParams)
{
if (kvp.Value is IList)
{
IList list = ((IList)kvp.Value);
ArrayList array = new ArrayList(list.Count);
foreach (object obj in list)
{
array.Add(obj);
}
loginValues[kvp.Key] = array;
}
else
{
loginValues[kvp.Key] = kvp.Value;
}
}
XmlRpcResponse result;
XmlRpcRequest xmlrpc = new XmlRpcRequest();
xmlrpc.MethodName = "login_to_simulator";
xmlrpc.Params.Clear();
xmlrpc.Params.Add(loginValues);
try
{
result = (XmlRpcResponse)xmlrpc.Send(url, LoginTimeout);
}
catch (Exception e)
{
LoginError = "XML-RPC Error: " + e.Message;
LoginValues.Clear();
return false;
}
if (result.IsFault)
{
Client.Log("Fault " + result.FaultCode + ": " + result.FaultString, Helpers.LogLevel.Error);
LoginError = "XML-RPC Fault: " + result.FaultCode + ": " + result.FaultString;
LoginValues.Clear();
return false;
}
Hashtable values = (Hashtable)result.Value;
foreach (DictionaryEntry entry in values)
{
LoginValues[(string)entry.Key] = entry.Value;
}
if ((string)LoginValues["login"] == "indeterminate")
{
//FIXME: We need to do another XML-RPC, handle this case
LoginError = "Got a redirect, login with the official client to update";
return false;
}
else if ((string)LoginValues["login"] == "false")
{
LoginError = LoginValues["reason"] + ": " + LoginValues["message"];
return false;
}
else if ((string)LoginValues["login"] != "true")
{
LoginError = "Unknown error";
return false;
}
System.Text.RegularExpressions.Regex LLSDtoJSON =
new System.Text.RegularExpressions.Regex(@"('|r([0-9])|r(\-))");
string json;
Dictionary<string, object> jsonObject = null;
LLVector3 vector = LLVector3.Zero;
LLVector3 posVector = LLVector3.Zero;
LLVector3 lookatVector = LLVector3.Zero;
ulong regionHandle = 0;
try
{
if (LoginValues.ContainsKey("look_at"))
{
// Replace LLSD variables with object representations
// Convert LLSD string to JSON
json = "{vector:" + LLSDtoJSON.Replace((string)LoginValues["look_at"], "$2") + "}";
// Convert JSON string to a JSON object
jsonObject = JsonFacade.fromJSON(json);
JSONArray jsonVector = (JSONArray)jsonObject["vector"];
// Convert the JSON object to an LLVector3
vector = new LLVector3(Convert.ToSingle(jsonVector[0], CultureInfo.InvariantCulture),
Convert.ToSingle(jsonVector[1], CultureInfo.InvariantCulture), Convert.ToSingle(jsonVector[2], CultureInfo.InvariantCulture));
LoginValues["look_at"] = vector;
}
}
catch (Exception e)
{
Client.Log(e.ToString(), Helpers.LogLevel.Warning);
LoginValues["look_at"] = null;
}
try
{
if (LoginValues.ContainsKey("home"))
{
Dictionary<string, object> home;
// Convert LLSD string to JSON
json = LLSDtoJSON.Replace((string)LoginValues["home"], "$2");
// Convert JSON string to an object
jsonObject = JsonFacade.fromJSON(json);
// Create the position vector
JSONArray array = (JSONArray)jsonObject["position"];
posVector = new LLVector3(Convert.ToSingle(array[0], CultureInfo.InvariantCulture), Convert.ToSingle(array[1], CultureInfo.InvariantCulture),
Convert.ToSingle(array[2], CultureInfo.InvariantCulture));
// Create the look_at vector
array = (JSONArray)jsonObject["look_at"];
lookatVector = new LLVector3(Convert.ToSingle(array[0], CultureInfo.InvariantCulture),
Convert.ToSingle(array[1], CultureInfo.InvariantCulture), Convert.ToSingle(array[2], CultureInfo.InvariantCulture));
// Create the regionhandle
array = (JSONArray)jsonObject["region_handle"];
regionHandle = Helpers.UIntsToLong((uint)(int)array[0], (uint)(int)array[1]);
Client.Self.Position = posVector;
Client.Self.LookAt = lookatVector;
// Create a dictionary to hold the home values
home = new Dictionary<string, object>();
home["position"] = posVector;
home["look_at"] = lookatVector;
home["region_handle"] = regionHandle;
LoginValues["home"] = home;
}
}
catch (Exception e)
{
Client.Log(e.ToString(), Helpers.LogLevel.Warning);
LoginValues["home"] = null;
}
try
{
this.AgentID = new LLUUID((string)LoginValues["agent_id"]);
this.SessionID = new LLUUID((string)LoginValues["session_id"]);
Client.Self.ID = this.AgentID;
// Names are wrapped in quotes now, have to strip those
Client.Self.FirstName = ((string)LoginValues["first_name"]).Trim(new char[] { '"' });
Client.Self.LastName = ((string)LoginValues["last_name"]).Trim(new char[] { '"' });
Client.Self.LookAt = vector;
Client.Self.HomePosition = posVector;
Client.Self.HomeLookAt = lookatVector;
// Connect to the sim given in the login reply
Simulator simulator = new Simulator(Client, this.Callbacks, (uint)(int)LoginValues["circuit_code"],
IPAddress.Parse((string)LoginValues["sim_ip"]), (int)LoginValues["sim_port"]);
if (!simulator.Connected)
{
LoginError = "Unable to connect to the simulator";
return false;
}
simulator.Region.Handle = regionHandle;
CurrentSim = simulator;
// Simulator is successfully connected, add it to the list and set it as default
Simulators.Add(simulator);
// Move our agent in to the sim to complete the connection
Client.Self.CompleteAgentMovement(simulator);
SendInitialPackets();
DisconnectTimer.Start();
connected = true;
if (OnConnected != null) OnConnected(this.Client);
return true;
}
catch (Exception e)
{
Client.Log("Login error: " + e.ToString(), Helpers.LogLevel.Error);
return false;
}
}
/// <summary>
///
/// </summary>
/// <param name="ip"></param>
/// <param name="port"></param>
/// <param name="circuitCode"></param>
/// <param name="setDefault"></param>
/// <returns></returns>
public Simulator Connect(IPAddress ip, ushort port, uint circuitCode, bool setDefault)
{
Simulator simulator = new Simulator(Client, this.Callbacks, circuitCode, ip, (int)port);
if (!simulator.Connected)
{
simulator = null;
return null;
}
lock (Simulators)
{
Simulators.Add(simulator);
}
if (setDefault)
{
CurrentSim = simulator;
}
DisconnectTimer.Start();
connected = true;
return simulator;
}
/// <summary>
///
/// </summary>
public void Logout()
{
// This will catch a Logout when the client is not logged in
if (CurrentSim == null || !connected)
{
return;
}
Client.Log("Logging out", Helpers.LogLevel.Info);
DisconnectTimer.Stop();
connected = false;
// Send a logout request to the current sim
LogoutRequestPacket logout = new LogoutRequestPacket();
logout.AgentData.AgentID = AgentID;
logout.AgentData.SessionID = SessionID;
CurrentSim.SendPacket(logout, true);
// TODO: We should probably check if the server actually received the logout request
// Shutdown the network layer
Shutdown();
if (OnDisconnected != null)
{
OnDisconnected(DisconnectType.ClientInitiated, "");
}
}
/// <summary>
///
/// </summary>
/// <param name="sim"></param>
public void DisconnectSim(Simulator sim)
{
sim.Disconnect();
// Fire the SimDisconnected event if a handler is registered
if (OnSimDisconnected != null)
{
OnSimDisconnected(sim, DisconnectType.NetworkTimeout);
}
lock (Simulators)
{
Simulators.Remove(sim);
}
}
/// <summary>
/// Shutdown will disconnect all the sims except for the current sim
/// first, and then kill the connection to CurrentSim.
/// </summary>
private void Shutdown()
{
Client.Log("NetworkManager shutdown initiated", Helpers.LogLevel.Info);
lock (Simulators)
{
// Disconnect all simulators except the current one
foreach (Simulator simulator in Simulators)
{
// Don't disconnect the current sim, we'll use LogoutRequest for that
if (simulator != CurrentSim)
{
simulator.Disconnect();
// Fire the SimDisconnected event if a handler is registered
if (OnSimDisconnected != null)
{
OnSimDisconnected(simulator, DisconnectType.NetworkTimeout);
}
}
}
Simulators.Clear();
}
CurrentSim.Disconnect();
CurrentSim = null;
}
private void SendInitialPackets()
{
// Request the economy data
SendPacket(new EconomyDataRequestPacket());
// TODO: Should the appearance manager be handling this?
//Client.Avatar.SetHeightWidth(676, 909);
// TODO: A movement class should be handling this
Avatar.AgentUpdateFlags controlFlags = Avatar.AgentUpdateFlags.AGENT_CONTROL_FINISH_ANIM;
LLVector3 position = new LLVector3(128, 128, 32);
LLVector3 forwardAxis = new LLVector3(0, 0.999999f, 0);
LLVector3 leftAxis = new LLVector3(0.999999f, 0, 0);
LLVector3 upAxis = new LLVector3(0, 0, 0.999999f);
Client.Self.UpdateCamera(controlFlags, position, forwardAxis, leftAxis, upAxis, LLQuaternion.Identity,
LLQuaternion.Identity, 384.0f, true);
// TODO: A movement class should be handling this
Client.Self.SetAlwaysRun(false);
}
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.Region.Name + "), logging out", Helpers.LogLevel.Warning);
DisconnectTimer.Stop();
connected = false;
// Shutdown the network layer
Shutdown();
if (OnDisconnected != null)
{
OnDisconnected(DisconnectType.NetworkTimeout, "");
}
// We're completely logged out and shut down, leave this function
return;
}
List<Simulator> disconnectedSims = null;
// Check all of the connected sims for disconnects
lock (Simulators)
{
foreach (Simulator sim in Simulators)
{
if (sim.DisconnectCandidate)
{
if (disconnectedSims == null)
{
disconnectedSims = new List<Simulator>();
}
disconnectedSims.Add(sim);
}
else
{
sim.DisconnectCandidate = true;
}
}
}
// Actually disconnect each sim we detected as disconnected
if (disconnectedSims != null)
{
foreach (Simulator sim in disconnectedSims)
{
// This sim hasn't received any network traffic since the
// timer last elapsed, consider it disconnected
Client.Log("Network timeout for simulator " + sim.Region.Name +
", disconnecting", Helpers.LogLevel.Warning);
DisconnectSim(sim);
}
}
}
}
private void StartPingCheckHandler(Packet packet, Simulator simulator)
{
StartPingCheckPacket incomingPing = (StartPingCheckPacket)packet;
CompletePingCheckPacket ping = new CompletePingCheckPacket();
ping.PingID.PingID = incomingPing.PingID.PingID;
// TODO: We can use OldestUnacked to correct transmission errors
SendPacket((Packet)ping, simulator);
}
private void RegionHandshakeHandler(Packet packet, Simulator simulator)
{
// Send a RegionHandshakeReply
RegionHandshakeReplyPacket reply = new RegionHandshakeReplyPacket();
reply.AgentData.AgentID = AgentID;
reply.AgentData.SessionID = SessionID;
reply.RegionInfo.Flags = 0;
SendPacket(reply, simulator);
// TODO: Do we need to send an AgentUpdate to each sim upon connection?
RegionHandshakePacket handshake = (RegionHandshakePacket)packet;
simulator.Region.ID = handshake.RegionInfo.CacheID;
// TODO: What do we need these for? RegionFlags probably contains good stuff
//handshake.RegionInfo.BillableFactor;
//handshake.RegionInfo.RegionFlags;
//handshake.RegionInfo.SimAccess;
simulator.Region.IsEstateManager = handshake.RegionInfo.IsEstateManager;
simulator.Region.Name = Helpers.FieldToString(handshake.RegionInfo.SimName);
simulator.Region.SimOwner = handshake.RegionInfo.SimOwner;
simulator.Region.TerrainBase0 = handshake.RegionInfo.TerrainBase0;
simulator.Region.TerrainBase1 = handshake.RegionInfo.TerrainBase1;
simulator.Region.TerrainBase2 = handshake.RegionInfo.TerrainBase2;
simulator.Region.TerrainBase3 = handshake.RegionInfo.TerrainBase3;
simulator.Region.TerrainDetail0 = handshake.RegionInfo.TerrainDetail0;
simulator.Region.TerrainDetail1 = handshake.RegionInfo.TerrainDetail1;
simulator.Region.TerrainDetail2 = handshake.RegionInfo.TerrainDetail2;
simulator.Region.TerrainDetail3 = handshake.RegionInfo.TerrainDetail3;
simulator.Region.TerrainHeightRange00 = handshake.RegionInfo.TerrainHeightRange00;
simulator.Region.TerrainHeightRange01 = handshake.RegionInfo.TerrainHeightRange01;
simulator.Region.TerrainHeightRange10 = handshake.RegionInfo.TerrainHeightRange10;
simulator.Region.TerrainHeightRange11 = handshake.RegionInfo.TerrainHeightRange11;
simulator.Region.TerrainStartHeight00 = handshake.RegionInfo.TerrainStartHeight00;
simulator.Region.TerrainStartHeight01 = handshake.RegionInfo.TerrainStartHeight01;
simulator.Region.TerrainStartHeight10 = handshake.RegionInfo.TerrainStartHeight10;
simulator.Region.TerrainStartHeight11 = handshake.RegionInfo.TerrainStartHeight11;
simulator.Region.WaterHeight = handshake.RegionInfo.WaterHeight;
Client.Log("Received a region handshake for " + simulator.Region.Name, Helpers.LogLevel.Info);
}
private void ParcelOverlayHandler(Packet packet, Simulator simulator)
{
ParcelOverlayPacket overlay = (ParcelOverlayPacket)packet;
if (overlay.ParcelData.SequenceID >= 0 && overlay.ParcelData.SequenceID <= 3)
{
Array.Copy(overlay.ParcelData.Data, 0, simulator.Region.ParcelOverlay,
overlay.ParcelData.SequenceID * 1024, 1024);
simulator.Region.ParcelOverlaysReceived++;
if (simulator.Region.ParcelOverlaysReceived > 3)
{
// 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.Region.Name, Helpers.LogLevel.Warning);
}
}
private void EnableSimulatorHandler(Packet packet, Simulator simulator)
{
// TODO: Actually connect to the simulator
// TODO: Sending ConfirmEnableSimulator completely screws things up. :-?
// Respond to the simulator connection request
//Packet replyPacket = Packets.Network.ConfirmEnableSimulator(Protocol, AgentID, SessionID);
//SendPacket(replyPacket, circuit);
}
private void KickUserHandler(Packet packet, Simulator simulator)
{
string message = Helpers.FieldToString(((KickUserPacket)packet).UserInfo.Reason);
// Shutdown the network layer
Shutdown();
if (OnDisconnected != null)
{
OnDisconnected(DisconnectType.ServerInitiated, message);
}
}
}
/// <summary>
/// Throttles the network traffic for various different traffic types.
/// Access this class through SecondLife.Throttle
/// </summary>
public class AgentThrottle
{
/// <summary>Maximum bytes per second for resending unacknowledged packets</summary>
public float Resend;
/// <summary>Maximum bytes per second for LayerData terrain</summary>
public float Land;
/// <summary>Maximum bytes per second for LayerData wind data</summary>
public float Wind;
/// <summary>Maximum bytes per second for LayerData clouds</summary>
public float Cloud;
/// <summary>Unknown, includes object data</summary>
public float Task;
/// <summary>Maximum bytes per second for textures</summary>
public float Texture;
/// <summary>Maximum bytes per second for downloaded assets</summary>
public float Asset;
/// <summary>Maximum bytes per second the entire connection, divided up
/// between invidiual streams using default multipliers</summary>
public float Total
{
get { return Resend + Land + Wind + Cloud + Task + Texture + Asset; }
set
{
// These sane initial values were pulled from the Second Life client
Resend = (value * 0.1f);
Land = (float)(value * 0.52f / 3f);
Wind = (float)(value * 0.05f);
Cloud = (float)(value * 0.05f);
Task = (float)(value * 0.704f / 3f);
Texture = (float)(value * 0.704f / 3f);
Asset = (float)(value * 0.484f / 3f);
}
}
private SecondLife Client;
/// <summary>
/// Default constructor, uses a default high total of 1500 KBps (1536000)
/// </summary>
public AgentThrottle(SecondLife client)
{
Client = client;
Total = 1536000.0f;
}
/// <summary>
/// Sets the total KBps throttle
/// <param name="total">The total kilobytes per second for the connection.
/// This will be divided up between the various stream types using the
/// default multipliers</param>
/// </summary>
public AgentThrottle(SecondLife client, float total)
{
Client = client;
// Note that the client itself never seems to go below 75k, even if you tell it to
Total = total;
}
/// <summary>
///
/// </summary>
/// <param name="data"></param>
/// <param name="pos"></param>
public AgentThrottle(byte[] data, int pos)
{
int i;
if (!BitConverter.IsLittleEndian)
for (i = 0; i < 7; i++)
Array.Reverse(data, pos + i * 4, 4);
Resend = BitConverter.ToSingle(data, pos); pos += 4;
Land = BitConverter.ToSingle(data, pos); pos += 4;
Wind = BitConverter.ToSingle(data, pos); pos += 4;
Cloud = BitConverter.ToSingle(data, pos); pos += 4;
Task = BitConverter.ToSingle(data, pos); pos += 4;
Texture = BitConverter.ToSingle(data, pos); pos += 4;
Asset = BitConverter.ToSingle(data, pos);
}
/// <summary>
/// Send an AgentThrottle packet to the server using the current values
/// </summary>
public void Set()
{
AgentThrottlePacket throttle = new AgentThrottlePacket();
throttle.AgentData.AgentID = Client.Network.AgentID;
throttle.AgentData.SessionID = Client.Network.SessionID;
throttle.AgentData.CircuitCode = Client.Network.CurrentSim.CircuitCode;
throttle.Throttle.GenCounter = 0;
throttle.Throttle.Throttles = this.ToBytes();
Client.Network.SendPacket(throttle);
}
/// <summary>
///
/// </summary>
/// <returns></returns>
public byte[] ToBytes()
{
byte[] data = new byte[7 * 4];
int i = 0;
BitConverter.GetBytes(Resend).CopyTo(data, i); i += 4;
BitConverter.GetBytes(Land).CopyTo(data, i); i += 4;
BitConverter.GetBytes(Wind).CopyTo(data, i); i += 4;
BitConverter.GetBytes(Cloud).CopyTo(data, i); i += 4;
BitConverter.GetBytes(Task).CopyTo(data, i); i += 4;
BitConverter.GetBytes(Texture).CopyTo(data, i); i += 4;
BitConverter.GetBytes(Asset).CopyTo(data, i); i += 4;
if (!BitConverter.IsLittleEndian)
for (i = 0; i < 7; i++)
Array.Reverse(data, i * 4, 4);
return data;
}
}
}