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