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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. private UUID m_rootInventoryFolderId;
  104. /// <summary>
  105. /// The second component of a users account name
  106. /// </summary>
  107. private string m_surname;
  108. /// <summary>
  109. /// A valid email address for the account. Useful for password reset requests.
  110. /// </summary>
  111. private string m_email = String.Empty;
  112. /// <summary>
  113. /// A URI to the users asset server, used for foreigners and large grids.
  114. /// </summary>
  115. private string m_userAssetUri = String.Empty;
  116. /// <summary>
  117. /// A URI to the users inventory server, used for foreigners and large grids
  118. /// </summary>
  119. private string m_userInventoryUri = String.Empty;
  120. /// <summary>
  121. /// The last used Web_login_key
  122. /// </summary>
  123. private UUID m_webLoginKey;
  124. // Data for estates and other goodies
  125. // to get away from per-machine configs a little
  126. //
  127. private int m_userFlags;
  128. private int m_godLevel;
  129. private string m_customType;
  130. private UUID m_partner;
  131. /// <summary>
  132. /// The regionhandle of the users preferred home region. If
  133. /// multiple sims occupy the same spot, the grid may decide
  134. /// which region the user logs into
  135. /// </summary>
  136. public virtual ulong HomeRegion
  137. {
  138. get
  139. {
  140. return Utils.UIntsToLong(
  141. m_homeRegionX * (uint)Constants.RegionSize, m_homeRegionY * (uint)Constants.RegionSize);
  142. }
  143. set
  144. {
  145. m_homeRegionX = (uint) (value >> 40);
  146. m_homeRegionY = (((uint) (value)) >> 8);
  147. }
  148. }
  149. private UUID m_homeRegionId;
  150. /// <summary>
  151. /// The regionID of the users home region. This is unique;
  152. /// even if the position of the region changes within the
  153. /// grid, this will refer to the same region.
  154. /// </summary>
  155. public UUID HomeRegionID
  156. {
  157. get { return m_homeRegionId; }
  158. set { m_homeRegionId = value; }
  159. }
  160. // Property wrappers
  161. public UUID ID
  162. {
  163. get { return m_id; }
  164. set { m_id = value; }
  165. }
  166. public UUID WebLoginKey
  167. {
  168. get { return m_webLoginKey; }
  169. set { m_webLoginKey = value; }
  170. }
  171. public string FirstName
  172. {
  173. get { return m_firstname; }
  174. set { m_firstname = value; }
  175. }
  176. public string SurName
  177. {
  178. get { return m_surname; }
  179. set { m_surname = value; }
  180. }
  181. /// <value>
  182. /// The concatentation of the various name components.
  183. /// </value>
  184. public string Name
  185. {
  186. get { return String.Format("{0} {1}", m_firstname, m_surname); }
  187. }
  188. public string Email
  189. {
  190. get { return m_email; }
  191. set { m_email = value; }
  192. }
  193. public string PasswordHash
  194. {
  195. get { return m_passwordHash; }
  196. set { m_passwordHash = value; }
  197. }
  198. public string PasswordSalt
  199. {
  200. get { return m_passwordSalt; }
  201. set { m_passwordSalt = value; }
  202. }
  203. public uint HomeRegionX
  204. {
  205. get { return m_homeRegionX; }
  206. set { m_homeRegionX = value; }
  207. }
  208. public uint HomeRegionY
  209. {
  210. get { return m_homeRegionY; }
  211. set { m_homeRegionY = value; }
  212. }
  213. public Vector3 HomeLocation
  214. {
  215. get { return m_homeLocation; }
  216. set { m_homeLocation = value; }
  217. }
  218. // for handy serialization
  219. public float HomeLocationX
  220. {
  221. get { return m_homeLocation.X; }
  222. set { m_homeLocation.X = value; }
  223. }
  224. public float HomeLocationY
  225. {
  226. get { return m_homeLocation.Y; }
  227. set { m_homeLocation.Y = value; }
  228. }
  229. public float HomeLocationZ
  230. {
  231. get { return m_homeLocation.Z; }
  232. set { m_homeLocation.Z = value; }
  233. }
  234. public Vector3 HomeLookAt
  235. {
  236. get { return m_homeLookAt; }
  237. set { m_homeLookAt = value; }
  238. }
  239. // for handy serialization
  240. public float HomeLookAtX
  241. {
  242. get { return m_homeLookAt.X; }
  243. set { m_homeLookAt.X = value; }
  244. }
  245. public float HomeLookAtY
  246. {
  247. get { return m_homeLookAt.Y; }
  248. set { m_homeLookAt.Y = value; }
  249. }
  250. public float HomeLookAtZ
  251. {
  252. get { return m_homeLookAt.Z; }
  253. set { m_homeLookAt.Z = value; }
  254. }
  255. public int Created
  256. {
  257. get { return m_created; }
  258. set { m_created = value; }
  259. }
  260. public int LastLogin
  261. {
  262. get { return m_lastLogin; }
  263. set { m_lastLogin = value; }
  264. }
  265. public UUID RootInventoryFolderID
  266. {
  267. get { return m_rootInventoryFolderId; }
  268. set { m_rootInventoryFolderId = value; }
  269. }
  270. public string UserInventoryURI
  271. {
  272. get { return m_userInventoryUri; }
  273. set { m_userInventoryUri = value; }
  274. }
  275. public string UserAssetURI
  276. {
  277. get { return m_userAssetUri; }
  278. set { m_userAssetUri = value; }
  279. }
  280. public uint CanDoMask
  281. {
  282. get { return m_profileCanDoMask; }
  283. set { m_profileCanDoMask = value; }
  284. }
  285. public uint WantDoMask
  286. {
  287. get { return m_profileWantDoMask; }
  288. set { m_profileWantDoMask = value; }
  289. }
  290. public string AboutText
  291. {
  292. get { return m_profileAboutText; }
  293. set { m_profileAboutText = value; }
  294. }
  295. public string FirstLifeAboutText
  296. {
  297. get { return m_profileFirstText; }
  298. set { m_profileFirstText = value; }
  299. }
  300. public string ProfileUrl
  301. {
  302. get { return m_profileUrl; }
  303. set { m_profileUrl = value; }
  304. }
  305. public UUID Image
  306. {
  307. get { return m_profileImage; }
  308. set { m_profileImage = value; }
  309. }
  310. public UUID FirstLifeImage
  311. {
  312. get { return m_profileFirstImage; }
  313. set { m_profileFirstImage = value; }
  314. }
  315. public UserAgentData CurrentAgent
  316. {
  317. get { return m_currentAgent; }
  318. set { m_currentAgent = value; }
  319. }
  320. public int UserFlags
  321. {
  322. get { return m_userFlags; }
  323. set { m_userFlags = value; }
  324. }
  325. public int GodLevel
  326. {
  327. get { return m_godLevel; }
  328. set { m_godLevel = value; }
  329. }
  330. public string CustomType
  331. {
  332. get { return m_customType; }
  333. set { m_customType = value; }
  334. }
  335. public UUID Partner
  336. {
  337. get { return m_partner; }
  338. set { m_partner = value; }
  339. }
  340. }
  341. }