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 OpenSim 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 _created;
  40. /// <summary>
  41. /// The users last registered agent (filled in on the user server)
  42. /// </summary>
  43. private UserAgentData _currentAgent;
  44. /// <summary>
  45. /// The first component of a users account name
  46. /// </summary>
  47. private string _firstname;
  48. /// <summary>
  49. /// The coordinates inside the region of the home location
  50. /// </summary>
  51. private Vector3 _homeLocation;
  52. /// <summary>
  53. /// Where the user will be looking when they rez.
  54. /// </summary>
  55. private Vector3 _homeLookAt;
  56. private uint _homeRegionX;
  57. private uint _homeRegionY;
  58. /// <summary>
  59. /// The ID value for this user
  60. /// </summary>
  61. private UUID _id;
  62. /// <summary>
  63. /// A UNIX Timestamp for the users last login date / time
  64. /// </summary>
  65. private int _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 _passwordHash;
  71. /// <summary>
  72. /// The salt used for the users hash, should be 32 bytes or longer
  73. /// </summary>
  74. private string _passwordSalt;
  75. /// <summary>
  76. /// The about text listed in a users profile.
  77. /// </summary>
  78. private string _profileAboutText = String.Empty;
  79. /// <summary>
  80. /// A uint mask containing the "I can do" fields of the users profile
  81. /// </summary>
  82. private uint _profileCanDoMask;
  83. /// <summary>
  84. /// The profile image for the users first life tab
  85. /// </summary>
  86. private UUID _profileFirstImage;
  87. /// <summary>
  88. /// The first life about text listed in a users profile
  89. /// </summary>
  90. private string _profileFirstText = String.Empty;
  91. /// <summary>
  92. /// The profile image for an avatar stored on the asset server
  93. /// </summary>
  94. private UUID _profileImage;
  95. /// <summary>
  96. /// A uint mask containing the "I want to do" part of the users profile
  97. /// </summary>
  98. private uint _profileWantDoMask; // Profile window "I want to" mask
  99. private UUID _rootInventoryFolderID;
  100. /// <summary>
  101. /// The second component of a users account name
  102. /// </summary>
  103. private string _surname;
  104. /// <summary>
  105. /// A valid email address for the account. Useful for password reset requests.
  106. /// </summary>
  107. private string _email = String.Empty;
  108. /// <summary>
  109. /// A URI to the users asset server, used for foreigners and large grids.
  110. /// </summary>
  111. private string _userAssetURI = String.Empty;
  112. /// <summary>
  113. /// A URI to the users inventory server, used for foreigners and large grids
  114. /// </summary>
  115. private string _userInventoryURI = String.Empty;
  116. /// <summary>
  117. /// The last used Web_login_key
  118. /// </summary>
  119. private UUID _webLoginKey;
  120. // Data for estates and other goodies
  121. // to get away from per-machine configs a little
  122. //
  123. private int _userFlags;
  124. private int _godLevel;
  125. private string _customType;
  126. private UUID _partner;
  127. /// <summary>
  128. /// The regionhandle of the users preferred home region. If
  129. /// multiple sims occupy the same spot, the grid may decide
  130. /// which region the user logs into
  131. /// </summary>
  132. public virtual ulong HomeRegion
  133. {
  134. get { return Helpers.UIntsToLong((_homeRegionX * (uint) Constants.RegionSize), (_homeRegionY * (uint) Constants.RegionSize)); }
  135. set
  136. {
  137. _homeRegionX = (uint) (value >> 40);
  138. _homeRegionY = (((uint) (value)) >> 8);
  139. }
  140. }
  141. private UUID _homeRegionID;
  142. /// <summary>
  143. /// The regionID of the users home region. This is unique;
  144. /// even if the position of the region changes within the
  145. /// grid, this will refer to the same region.
  146. /// </summary>
  147. public UUID HomeRegionID
  148. {
  149. get { return _homeRegionID; }
  150. set { _homeRegionID = value; }
  151. }
  152. // Property wrappers
  153. public UUID ID
  154. {
  155. get { return _id; }
  156. set { _id = value; }
  157. }
  158. public UUID WebLoginKey
  159. {
  160. get { return _webLoginKey; }
  161. set { _webLoginKey = value; }
  162. }
  163. public string FirstName
  164. {
  165. get { return _firstname; }
  166. set { _firstname = value; }
  167. }
  168. public string SurName
  169. {
  170. get { return _surname; }
  171. set { _surname = value; }
  172. }
  173. public string Email
  174. {
  175. get { return _email; }
  176. set { _email = value; }
  177. }
  178. public string PasswordHash
  179. {
  180. get { return _passwordHash; }
  181. set { _passwordHash = value; }
  182. }
  183. public string PasswordSalt
  184. {
  185. get { return _passwordSalt; }
  186. set { _passwordSalt = value; }
  187. }
  188. public uint HomeRegionX
  189. {
  190. get { return _homeRegionX; }
  191. set { _homeRegionX = value; }
  192. }
  193. public uint HomeRegionY
  194. {
  195. get { return _homeRegionY; }
  196. set { _homeRegionY = value; }
  197. }
  198. public Vector3 HomeLocation
  199. {
  200. get { return _homeLocation; }
  201. set { _homeLocation = value; }
  202. }
  203. // for handy serialization
  204. public float HomeLocationX
  205. {
  206. get { return _homeLocation.X; }
  207. set { _homeLocation.X = value; }
  208. }
  209. public float HomeLocationY
  210. {
  211. get { return _homeLocation.Y; }
  212. set { _homeLocation.Y = value; }
  213. }
  214. public float HomeLocationZ
  215. {
  216. get { return _homeLocation.Z; }
  217. set { _homeLocation.Z = value; }
  218. }
  219. public Vector3 HomeLookAt
  220. {
  221. get { return _homeLookAt; }
  222. set { _homeLookAt = value; }
  223. }
  224. // for handy serialization
  225. public float HomeLookAtX
  226. {
  227. get { return _homeLookAt.X; }
  228. set { _homeLookAt.X = value; }
  229. }
  230. public float HomeLookAtY
  231. {
  232. get { return _homeLookAt.Y; }
  233. set { _homeLookAt.Y = value; }
  234. }
  235. public float HomeLookAtZ
  236. {
  237. get { return _homeLookAt.Z; }
  238. set { _homeLookAt.Z = value; }
  239. }
  240. public int Created
  241. {
  242. get { return _created; }
  243. set { _created = value; }
  244. }
  245. public int LastLogin
  246. {
  247. get { return _lastLogin; }
  248. set { _lastLogin = value; }
  249. }
  250. public UUID RootInventoryFolderID
  251. {
  252. get { return _rootInventoryFolderID; }
  253. set { _rootInventoryFolderID = value; }
  254. }
  255. public string UserInventoryURI
  256. {
  257. get { return _userInventoryURI; }
  258. set { _userInventoryURI = value; }
  259. }
  260. public string UserAssetURI
  261. {
  262. get { return _userAssetURI; }
  263. set { _userAssetURI = value; }
  264. }
  265. public uint CanDoMask
  266. {
  267. get { return _profileCanDoMask; }
  268. set { _profileCanDoMask = value; }
  269. }
  270. public uint WantDoMask
  271. {
  272. get { return _profileWantDoMask; }
  273. set { _profileWantDoMask = value; }
  274. }
  275. public string AboutText
  276. {
  277. get { return _profileAboutText; }
  278. set { _profileAboutText = value; }
  279. }
  280. public string FirstLifeAboutText
  281. {
  282. get { return _profileFirstText; }
  283. set { _profileFirstText = value; }
  284. }
  285. public UUID Image
  286. {
  287. get { return _profileImage; }
  288. set { _profileImage = value; }
  289. }
  290. public UUID FirstLifeImage
  291. {
  292. get { return _profileFirstImage; }
  293. set { _profileFirstImage = value; }
  294. }
  295. public UserAgentData CurrentAgent
  296. {
  297. get { return _currentAgent; }
  298. set { _currentAgent = value; }
  299. }
  300. public int UserFlags
  301. {
  302. get { return _userFlags; }
  303. set { _userFlags = value; }
  304. }
  305. public int GodLevel
  306. {
  307. get { return _godLevel; }
  308. set { _godLevel = value; }
  309. }
  310. public string CustomType
  311. {
  312. get { return _customType; }
  313. set { _customType = value; }
  314. }
  315. public UUID Partner
  316. {
  317. get { return _partner; }
  318. set { _partner = value; }
  319. }
  320. }
  321. }