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- /*
- * Copyright (c) Contributors, http://opensimulator.org/
- * See CONTRIBUTORS.TXT for a full list of copyright holders.
- *
- * 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.
- * * Redistributions in binary form must reproduce the above copyright
- * notice, this list of conditions and the following disclaimer in the
- * documentation and/or other materials provided with the distribution.
- * * Neither the name of the OpenSim Project 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 DEVELOPERS ``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 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 libsecondlife;
- namespace OpenSim.Framework
- {
- /// <summary>
- /// Information about a particular user known to the userserver
- /// </summary>
- public class UserProfileData
- {
- /// <summary>
- /// A UNIX Timestamp (seconds since epoch) for the users creation
- /// </summary>
- private int _created;
- /// <summary>
- /// The users last registered agent (filled in on the user server)
- /// </summary>
- private UserAgentData _currentAgent;
- /// <summary>
- /// The first component of a users account name
- /// </summary>
- private string _firstname;
- /// <summary>
- /// The coordinates inside the region of the home location
- /// </summary>
- private LLVector3 _homeLocation;
- /// <summary>
- /// Where the user will be looking when they rez.
- /// </summary>
- private LLVector3 _homeLookAt;
- private uint _homeRegionX;
- private uint _homeRegionY;
- /// <summary>
- /// The ID value for this user
- /// </summary>
- private LLUUID _id;
- /// <summary>
- /// A UNIX Timestamp for the users last login date / time
- /// </summary>
- private int _lastLogin;
- /// <summary>
- /// A salted hash containing the users password, in the format md5(md5(password) + ":" + salt)
- /// </summary>
- /// <remarks>This is double MD5'd because the client sends an unsalted MD5 to the loginserver</remarks>
- private string _passwordHash;
- /// <summary>
- /// The salt used for the users hash, should be 32 bytes or longer
- /// </summary>
- private string _passwordSalt;
- /// <summary>
- /// The about text listed in a users profile.
- /// </summary>
- private string _profileAboutText = String.Empty;
- /// <summary>
- /// A uint mask containing the "I can do" fields of the users profile
- /// </summary>
- private uint _profileCanDoMask;
- /// <summary>
- /// The profile image for the users first life tab
- /// </summary>
- private LLUUID _profileFirstImage;
- /// <summary>
- /// The first life about text listed in a users profile
- /// </summary>
- private string _profileFirstText = String.Empty;
- /// <summary>
- /// The profile image for an avatar stored on the asset server
- /// </summary>
- private LLUUID _profileImage;
- /// <summary>
- /// A uint mask containing the "I want to do" part of the users profile
- /// </summary>
- private uint _profileWantDoMask; // Profile window "I want to" mask
- private LLUUID _rootInventoryFolderID;
- /// <summary>
- /// The second component of a users account name
- /// </summary>
- private string _surname;
- /// <summary>
- /// A URI to the users asset server, used for foreigners and large grids.
- /// </summary>
- private string _userAssetURI = String.Empty;
- /// <summary>
- /// A URI to the users inventory server, used for foreigners and large grids
- /// </summary>
- private string _userInventoryURI = String.Empty;
- /// <summary>
- /// The last used Web_login_key
- /// </summary>
- private LLUUID _webLoginKey;
- /// <summary>
- /// The regionhandle of the users preffered home region. If multiple sims occupy the same spot, the grid may decide which region the user logs into
- /// </summary>
- public ulong HomeRegion
- {
- get { return Helpers.UIntsToLong((_homeRegionX * (uint) Constants.RegionSize), (_homeRegionY * (uint) Constants.RegionSize)); }
- set
- {
- _homeRegionX = (uint) (value >> 40);
- _homeRegionY = (((uint) (value)) >> 8);
- }
- }
- // Property wrappers
- public LLUUID ID
- {
- get { return _id; }
- set { _id = value; }
- }
- public LLUUID WebLoginKey
- {
- get { return _webLoginKey; }
- set { _webLoginKey = value; }
- }
- public string FirstName
- {
- get { return _firstname; }
- set { _firstname = value; }
- }
- public string SurName
- {
- get { return _surname; }
- set { _surname = value; }
- }
- public string PasswordHash
- {
- get { return _passwordHash; }
- set { _passwordHash = value; }
- }
- public string PasswordSalt
- {
- get { return _passwordSalt; }
- set { _passwordSalt = value; }
- }
- public uint HomeRegionX
- {
- get { return _homeRegionX; }
- set { _homeRegionX = value; }
- }
- public uint HomeRegionY
- {
- get { return _homeRegionY; }
- set { _homeRegionY = value; }
- }
- public LLVector3 HomeLocation
- {
- get { return _homeLocation; }
- set { _homeLocation = value; }
- }
- // for handy serialization
- public float HomeLocationX
- {
- get { return _homeLocation.X; }
- set { _homeLocation.X = value; }
- }
- public float HomeLocationY
- {
- get { return _homeLocation.Y; }
- set { _homeLocation.Y = value; }
- }
- public float HomeLocationZ
- {
- get { return _homeLocation.Z; }
- set { _homeLocation.Z = value; }
- }
- public LLVector3 HomeLookAt
- {
- get { return _homeLookAt; }
- set { _homeLookAt = value; }
- }
- // for handy serialization
- public float HomeLookAtX
- {
- get { return _homeLookAt.X; }
- set { _homeLookAt.X = value; }
- }
- public float HomeLookAtY
- {
- get { return _homeLookAt.Y; }
- set { _homeLookAt.Y = value; }
- }
- public float HomeLookAtZ
- {
- get { return _homeLookAt.Z; }
- set { _homeLookAt.Z = value; }
- }
- public int Created
- {
- get { return _created; }
- set { _created = value; }
- }
- public int LastLogin
- {
- get { return _lastLogin; }
- set { _lastLogin = value; }
- }
- public LLUUID RootInventoryFolderID
- {
- get { return _rootInventoryFolderID; }
- set { _rootInventoryFolderID = value; }
- }
- public string UserInventoryURI
- {
- get { return _userInventoryURI; }
- set { _userInventoryURI = value; }
- }
- public string UserAssetURI
- {
- get { return _userAssetURI; }
- set { _userAssetURI = value; }
- }
- public uint CanDoMask
- {
- get { return _profileCanDoMask; }
- set { _profileCanDoMask = value; }
- }
- public uint WantDoMask
- {
- get { return _profileWantDoMask; }
- set { _profileWantDoMask = value; }
- }
- public string AboutText
- {
- get { return _profileAboutText; }
- set { _profileAboutText = value; }
- }
- public string FirstLifeAboutText
- {
- get { return _profileFirstText; }
- set { _profileFirstText = value; }
- }
- public LLUUID Image
- {
- get { return _profileImage; }
- set { _profileImage = value; }
- }
- public LLUUID FirstLifeImage
- {
- get { return _profileFirstImage; }
- set { _profileFirstImage = value; }
- }
- public UserAgentData CurrentAgent
- {
- get { return _currentAgent; }
- set { _currentAgent = value; }
- }
- }
- }
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