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https://github.com/opensim/opensim.git
synced 2026-08-06 09:16:28 +08:00
Should allow multiple worlds (and UDP servers) to be ran in one instance, just missing backend comms and working Avatar/primitives classes.
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@@ -10,7 +10,6 @@ using System.Collections;
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using System.Collections.Generic;
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using libsecondlife;
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using libsecondlife.Packets;
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using OpenSim.world;
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using OpenSim.Terrain;
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using OpenSim.Framework.Interfaces;
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using OpenSim.Framework.Types;
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@@ -24,7 +23,6 @@ using OpenSim.GenericConfig;
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namespace OpenSim
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{
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public delegate AuthenticateResponse AuthenticateSessionHandler(LLUUID sessionID, LLUUID agentID, uint circuitCode);
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public class UDPServer : OpenSimNetworkHandler
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{
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@@ -39,18 +37,12 @@ namespace OpenSim
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protected PacketServer _packetServer;
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protected int listenPort;
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protected Grid m_gridServers;
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protected World m_localWorld;
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protected IWorld m_localWorld;
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protected AssetCache m_assetCache;
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protected InventoryCache m_inventoryCache;
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protected RegionInfo m_regionData;
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protected bool m_sandbox = false;
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protected bool user_accounts = false;
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protected ConsoleBase m_console;
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protected AuthenticateSessionsBase m_authenticateSessionsClass;
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public AuthenticateSessionHandler AuthenticateHandler;
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public PacketServer PacketServer
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{
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get
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@@ -63,7 +55,7 @@ namespace OpenSim
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}
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}
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public World LocalWorld
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public IWorld LocalWorld
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{
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set
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{
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@@ -76,21 +68,15 @@ namespace OpenSim
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{
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}
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public UDPServer(int port, Grid gridServers, AssetCache assetCache, InventoryCache inventoryCache, RegionInfo _regionData, bool sandbox, bool accounts, ConsoleBase console, AuthenticateSessionsBase authenticateClass)
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public UDPServer(int port, AssetCache assetCache, InventoryCache inventoryCache, ConsoleBase console, AuthenticateSessionsBase authenticateClass)
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{
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listenPort = port;
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this.m_gridServers = gridServers;
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this.m_assetCache = assetCache;
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this.m_inventoryCache = inventoryCache;
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this.m_regionData = _regionData;
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this.m_sandbox = sandbox;
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this.user_accounts = accounts;
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this.m_console = console;
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this.m_authenticateSessionsClass = authenticateClass;
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this.CreatePacketServer();
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//set up delegate for authenticate sessions
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this.AuthenticateHandler = new AuthenticateSessionHandler(this.m_authenticateSessionsClass.AuthenticateSession);
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}
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protected virtual void CreatePacketServer()
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@@ -131,15 +117,8 @@ namespace OpenSim
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{
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UseCircuitCodePacket useCircuit = (UseCircuitCodePacket)packet;
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this.clientCircuits.Add(epSender, useCircuit.CircuitCode.Code);
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bool isChildAgent = false;
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ClientView newuser = new ClientView(epSender, useCircuit, m_localWorld, _packetServer.ClientThreads, m_assetCache, m_gridServers.GridServer, this, m_inventoryCache, m_sandbox, isChildAgent, this.m_regionData, m_authenticateSessionsClass);
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if ((this.m_gridServers.UserServer != null) && (user_accounts))
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{
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newuser.UserServer = this.m_gridServers.UserServer;
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}
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//OpenSimRoot.Instance.ClientThreads.Add(epSender, newuser);
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this._packetServer.ClientThreads.Add(useCircuit.CircuitCode.Code, newuser);
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this.PacketServer.AddNewClient(epSender, useCircuit, m_assetCache, m_inventoryCache, m_authenticateSessionsClass);
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}
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public void ServerListener()
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@@ -197,9 +176,6 @@ namespace OpenSim
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}
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}
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public virtual AuthenticateResponse AuthenticateSession(LLUUID sessionID, LLUUID agentID, uint circuitCode)
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{
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return this.AuthenticateHandler(sessionID, agentID, circuitCode);
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}
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}
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}
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