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<%
/*
* Various JSON-RPC calls will want to maintain open resources within a
* session, across multiple calls. We'll provide a standardized way to
* maintain those open resources here, with some protection against rogue
* scripts.
*/
function _resourcesCreate()
{
/* The being-created resources object */
var o = new Object();
/*
* The maximum number of resources available to a single session. This
* should be more than is ever needed (even by reasonable recursive
* functions) but limits rogue scripts ability to generate DOS attacks.
*/
o.RESOURCE_LIMIT = 100;
/* List of current resources */
o.resourceList = new Object();
/* Resource id values will be constantly incrementing; never reset. */
o.resourceList.id = 0;
/* We'll maintain our own count of the number of open resources */
o.resourceList.count = 0;
/*
* Set a new saved resource.
*/
function _set(resource, type, error)
{
/* Do they already have the maximum number of resources allocated? */
if (this.resourceList.count >= this.RESOURCE_LIMIT)
{
/* Yup. */
error.setOrigin(jsonrpc.Constant.ErrorOrigin.Server);
error.setError(jsonrpc.Constant.ServerError.ResourceError,
"Session limit on resources (" +
RESOURCE_LIMIT +
") exceeded.");
return error;
}
/* Allocate an object to hold the new resource and its type */
var r = new Object();
/* Save the resource and its type */
r.resource = resource;
r.type = type;
r.id = this.resourceList.id;
/* Add this resource to the list */
this.resourceList[this.resourceList.id] = r;
/* There's a new resource in the list! */
this.resourceList.count++;
/*
* Return the index of the resource, its resource id, and advance to
* the next resource id for next time.
*/
var id = this.resourceList.id;
this.resourceList.id++;
return id;
}
o.set = _set;
/*
* Get a previously-saved resource
*/
function _get(resourceId, error)
{
/* Does the specified resource id exist? */
if (! this.resourceList[resourceId])
{
/* Nope. */
error.setOrigin(jsonrpc.Constant.ErrorOrigin.Server);
error.setError(jsonrpc.Constant.ServerError.ResourceError,
"Resource not found.");
return error;
}
/* Retrieve the resource */
var r = this.resourceList[resourceId];
/* Give 'em what they came for! */
return r.resource;
}
o.get = _get;
/*
* Find a previously-saved resource
*/
function _find(type, error)
{
/* Does the specified resource id exist? */
for (var resourceId in this.resourceList)
{
/* Retrieve the resource */
var r = this.resourceList[resourceId];
/* Ignore "id" and "count" integer fields */
if (typeof(r) == "object")
{
/* Is the specified resource the correct type? */
if (r.type == type)
{
/* Yup, this is the one they want. */
return r.id;
}
}
}
/* It wasn't found. */
return undefined;
}
o.find = _find;
/*
* Release a previously-saved resource, allowing it to be freed
*/
function _release(resourceId, error)
{
/* Does the specified resource id exist? */
if (! this.resourceList[resourceId])
{
/* Nope. */
error.setOrigin(jsonrpc.Constant.ErrorOrigin.Server);
error.setError(jsonrpc.Constant.ServerError.ResourceError,
"Resource not found.");
return error;
}
/* It exists. Delete it. */
delete this.resourceList[resourceId];
/* There's now one fewer resources in the list */
this.resourceList.count--;
}
o.release = _release;
/*
* Retrieve the list of resources (for debugging) */
*/
function _getList(error)
{
return this.resourceList;
}
o.getList = _getList;
return o;
}
/* singleton: create session resources list */
if (! session.resources)
{
session.resources = _resourcesCreate();
}
/*
* Local Variables:
* mode: c
* End:
*/
%>
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