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UserProfileData.cs 11 KB

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  1. /*
  2. * Copyright (c) Contributors, http://opensimulator.org/
  3. * See CONTRIBUTORS.TXT for a full list of copyright holders.
  4. *
  5. * Redistribution and use in source and binary forms, with or without
  6. * modification, are permitted provided that the following conditions are met:
  7. * * Redistributions of source code must retain the above copyright
  8. * notice, this list of conditions and the following disclaimer.
  9. * * Redistributions in binary form must reproduce the above copyright
  10. * notice, this list of conditions and the following disclaimer in the
  11. * documentation and/or other materials provided with the distribution.
  12. * * Neither the name of the OpenSimulator Project nor the
  13. * names of its contributors may be used to endorse or promote products
  14. * derived from this software without specific prior written permission.
  15. *
  16. * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
  17. * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
  18. * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
  19. * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
  20. * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
  21. * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
  22. * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
  23. * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
  24. * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
  25. * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
  26. */
  27. using System;
  28. using OpenMetaverse;
  29. namespace OpenSim.Framework
  30. {
  31. /// <summary>
  32. /// Information about a particular user known to the userserver
  33. /// </summary>
  34. public class UserProfileData
  35. {
  36. /// <summary>
  37. /// A UNIX Timestamp (seconds since epoch) for the users creation
  38. /// </summary>
  39. private int m_created;
  40. /// <summary>
  41. /// The users last registered agent (filled in on the user server)
  42. /// </summary>
  43. private UserAgentData m_currentAgent;
  44. /// <summary>
  45. /// The first component of a users account name
  46. /// </summary>
  47. private string m_firstname;
  48. /// <summary>
  49. /// The coordinates inside the region of the home location
  50. /// </summary>
  51. private Vector3 m_homeLocation;
  52. /// <summary>
  53. /// Where the user will be looking when they rez.
  54. /// </summary>
  55. private Vector3 m_homeLookAt;
  56. private uint m_homeRegionX;
  57. private uint m_homeRegionY;
  58. /// <summary>
  59. /// The ID value for this user
  60. /// </summary>
  61. private UUID m_id;
  62. /// <summary>
  63. /// A UNIX Timestamp for the users last login date / time
  64. /// </summary>
  65. private int m_lastLogin;
  66. /// <summary>
  67. /// A salted hash containing the users password, in the format md5(md5(password) + ":" + salt)
  68. /// </summary>
  69. /// <remarks>This is double MD5'd because the client sends an unsalted MD5 to the loginserver</remarks>
  70. private string m_passwordHash;
  71. /// <summary>
  72. /// The salt used for the users hash, should be 32 bytes or longer
  73. /// </summary>
  74. private string m_passwordSalt;
  75. /// <summary>
  76. /// The about text listed in a users profile.
  77. /// </summary>
  78. private string m_profileAboutText = String.Empty;
  79. /// <summary>
  80. /// A uint mask containing the "I can do" fields of the users profile
  81. /// </summary>
  82. private uint m_profileCanDoMask;
  83. /// <summary>
  84. /// The profile image for the users first life tab
  85. /// </summary>
  86. private UUID m_profileFirstImage;
  87. /// <summary>
  88. /// The first life about text listed in a users profile
  89. /// </summary>
  90. private string m_profileFirstText = String.Empty;
  91. /// <summary>
  92. /// The profile image for an avatar stored on the asset server
  93. /// </summary>
  94. private UUID m_profileImage;
  95. /// <summary>
  96. /// A uint mask containing the "I want to do" part of the users profile
  97. /// </summary>
  98. private uint m_profileWantDoMask; // Profile window "I want to" mask
  99. /// <summary>
  100. /// The profile url for an avatar
  101. /// </summary>
  102. private string m_profileUrl;
  103. /// <summary>
  104. /// The second component of a users account name
  105. /// </summary>
  106. private string m_surname;
  107. /// <summary>
  108. /// A valid email address for the account. Useful for password reset requests.
  109. /// </summary>
  110. private string m_email = String.Empty;
  111. /// <summary>
  112. /// A URI to the users asset server, used for foreigners and large grids.
  113. /// </summary>
  114. private string m_userAssetUri = String.Empty;
  115. /// <summary>
  116. /// A URI to the users inventory server, used for foreigners and large grids
  117. /// </summary>
  118. private string m_userInventoryUri = String.Empty;
  119. /// <summary>
  120. /// The last used Web_login_key
  121. /// </summary>
  122. private UUID m_webLoginKey;
  123. // Data for estates and other goodies
  124. // to get away from per-machine configs a little
  125. //
  126. private int m_userFlags;
  127. private int m_godLevel;
  128. private string m_customType;
  129. private UUID m_partner;
  130. /// <summary>
  131. /// The regionhandle of the users preferred home region. If
  132. /// multiple sims occupy the same spot, the grid may decide
  133. /// which region the user logs into
  134. /// </summary>
  135. public virtual ulong HomeRegion
  136. {
  137. get
  138. {
  139. return Utils.UIntsToLong(
  140. m_homeRegionX * (uint)Constants.RegionSize, m_homeRegionY * (uint)Constants.RegionSize);
  141. }
  142. set
  143. {
  144. m_homeRegionX = (uint) (value >> 40);
  145. m_homeRegionY = (((uint) (value)) >> 8);
  146. }
  147. }
  148. private UUID m_homeRegionId;
  149. /// <summary>
  150. /// The regionID of the users home region. This is unique;
  151. /// even if the position of the region changes within the
  152. /// grid, this will refer to the same region.
  153. /// </summary>
  154. public UUID HomeRegionID
  155. {
  156. get { return m_homeRegionId; }
  157. set { m_homeRegionId = value; }
  158. }
  159. // Property wrappers
  160. public UUID ID
  161. {
  162. get { return m_id; }
  163. set { m_id = value; }
  164. }
  165. public UUID WebLoginKey
  166. {
  167. get { return m_webLoginKey; }
  168. set { m_webLoginKey = value; }
  169. }
  170. public string FirstName
  171. {
  172. get { return m_firstname; }
  173. set { m_firstname = value; }
  174. }
  175. public string SurName
  176. {
  177. get { return m_surname; }
  178. set { m_surname = value; }
  179. }
  180. /// <value>
  181. /// The concatentation of the various name components.
  182. /// </value>
  183. public string Name
  184. {
  185. get { return String.Format("{0} {1}", m_firstname, m_surname); }
  186. }
  187. public string Email
  188. {
  189. get { return m_email; }
  190. set { m_email = value; }
  191. }
  192. public string PasswordHash
  193. {
  194. get { return m_passwordHash; }
  195. set { m_passwordHash = value; }
  196. }
  197. public string PasswordSalt
  198. {
  199. get { return m_passwordSalt; }
  200. set { m_passwordSalt = value; }
  201. }
  202. public uint HomeRegionX
  203. {
  204. get { return m_homeRegionX; }
  205. set { m_homeRegionX = value; }
  206. }
  207. public uint HomeRegionY
  208. {
  209. get { return m_homeRegionY; }
  210. set { m_homeRegionY = value; }
  211. }
  212. public Vector3 HomeLocation
  213. {
  214. get { return m_homeLocation; }
  215. set { m_homeLocation = value; }
  216. }
  217. // for handy serialization
  218. public float HomeLocationX
  219. {
  220. get { return m_homeLocation.X; }
  221. set { m_homeLocation.X = value; }
  222. }
  223. public float HomeLocationY
  224. {
  225. get { return m_homeLocation.Y; }
  226. set { m_homeLocation.Y = value; }
  227. }
  228. public float HomeLocationZ
  229. {
  230. get { return m_homeLocation.Z; }
  231. set { m_homeLocation.Z = value; }
  232. }
  233. public Vector3 HomeLookAt
  234. {
  235. get { return m_homeLookAt; }
  236. set { m_homeLookAt = value; }
  237. }
  238. // for handy serialization
  239. public float HomeLookAtX
  240. {
  241. get { return m_homeLookAt.X; }
  242. set { m_homeLookAt.X = value; }
  243. }
  244. public float HomeLookAtY
  245. {
  246. get { return m_homeLookAt.Y; }
  247. set { m_homeLookAt.Y = value; }
  248. }
  249. public float HomeLookAtZ
  250. {
  251. get { return m_homeLookAt.Z; }
  252. set { m_homeLookAt.Z = value; }
  253. }
  254. public int Created
  255. {
  256. get { return m_created; }
  257. set { m_created = value; }
  258. }
  259. public int LastLogin
  260. {
  261. get { return m_lastLogin; }
  262. set { m_lastLogin = value; }
  263. }
  264. public string UserInventoryURI
  265. {
  266. get { return m_userInventoryUri; }
  267. set { m_userInventoryUri = value; }
  268. }
  269. public string UserAssetURI
  270. {
  271. get { return m_userAssetUri; }
  272. set { m_userAssetUri = value; }
  273. }
  274. public uint CanDoMask
  275. {
  276. get { return m_profileCanDoMask; }
  277. set { m_profileCanDoMask = value; }
  278. }
  279. public uint WantDoMask
  280. {
  281. get { return m_profileWantDoMask; }
  282. set { m_profileWantDoMask = value; }
  283. }
  284. public string AboutText
  285. {
  286. get { return m_profileAboutText; }
  287. set { m_profileAboutText = value; }
  288. }
  289. public string FirstLifeAboutText
  290. {
  291. get { return m_profileFirstText; }
  292. set { m_profileFirstText = value; }
  293. }
  294. public string ProfileUrl
  295. {
  296. get { return m_profileUrl; }
  297. set { m_profileUrl = value; }
  298. }
  299. public UUID Image
  300. {
  301. get { return m_profileImage; }
  302. set { m_profileImage = value; }
  303. }
  304. public UUID FirstLifeImage
  305. {
  306. get { return m_profileFirstImage; }
  307. set { m_profileFirstImage = value; }
  308. }
  309. public UserAgentData CurrentAgent
  310. {
  311. get { return m_currentAgent; }
  312. set { m_currentAgent = value; }
  313. }
  314. public int UserFlags
  315. {
  316. get { return m_userFlags; }
  317. set { m_userFlags = value; }
  318. }
  319. public int GodLevel
  320. {
  321. get { return m_godLevel; }
  322. set { m_godLevel = value; }
  323. }
  324. public string CustomType
  325. {
  326. get { return m_customType; }
  327. set { m_customType = value; }
  328. }
  329. public UUID Partner
  330. {
  331. get { return m_partner; }
  332. set { m_partner = value; }
  333. }
  334. }
  335. }