* Changed all privates to m_ scheme

0.6.5-rc1
lbsa71 2009-04-13 20:05:12 +00:00
parent 29355de6ee
commit a7ed7665a6
1 changed files with 100 additions and 100 deletions

View File

@ -38,116 +38,116 @@ namespace OpenSim.Framework
/// <summary>
/// A UNIX Timestamp (seconds since epoch) for the users creation
/// </summary>
private int _created;
private int m_created;
/// <summary>
/// The users last registered agent (filled in on the user server)
/// </summary>
private UserAgentData _currentAgent;
private UserAgentData m_currentAgent;
/// <summary>
/// The first component of a users account name
/// </summary>
private string _firstname;
private string m_firstname;
/// <summary>
/// The coordinates inside the region of the home location
/// </summary>
private Vector3 _homeLocation;
private Vector3 m_homeLocation;
/// <summary>
/// Where the user will be looking when they rez.
/// </summary>
private Vector3 _homeLookAt;
private Vector3 m_homeLookAt;
private uint _homeRegionX;
private uint _homeRegionY;
private uint m_homeRegionX;
private uint m_homeRegionY;
/// <summary>
/// The ID value for this user
/// </summary>
private UUID _id;
private UUID m_id;
/// <summary>
/// A UNIX Timestamp for the users last login date / time
/// </summary>
private int _lastLogin;
private int m_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;
private string m_passwordHash;
/// <summary>
/// The salt used for the users hash, should be 32 bytes or longer
/// </summary>
private string _passwordSalt;
private string m_passwordSalt;
/// <summary>
/// The about text listed in a users profile.
/// </summary>
private string _profileAboutText = String.Empty;
private string m_profileAboutText = String.Empty;
/// <summary>
/// A uint mask containing the "I can do" fields of the users profile
/// </summary>
private uint _profileCanDoMask;
private uint m_profileCanDoMask;
/// <summary>
/// The profile image for the users first life tab
/// </summary>
private UUID _profileFirstImage;
private UUID m_profileFirstImage;
/// <summary>
/// The first life about text listed in a users profile
/// </summary>
private string _profileFirstText = String.Empty;
private string m_profileFirstText = String.Empty;
/// <summary>
/// The profile image for an avatar stored on the asset server
/// </summary>
private UUID _profileImage;
private UUID m_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 uint m_profileWantDoMask; // Profile window "I want to" mask
private UUID _rootInventoryFolderID;
private UUID m_rootInventoryFolderId;
/// <summary>
/// The second component of a users account name
/// </summary>
private string _surname;
private string m_surname;
/// <summary>
/// A valid email address for the account. Useful for password reset requests.
/// </summary>
private string _email = String.Empty;
private string m_email = String.Empty;
/// <summary>
/// A URI to the users asset server, used for foreigners and large grids.
/// </summary>
private string _userAssetURI = String.Empty;
private string m_userAssetUri = String.Empty;
/// <summary>
/// A URI to the users inventory server, used for foreigners and large grids
/// </summary>
private string _userInventoryURI = String.Empty;
private string m_userInventoryUri = String.Empty;
/// <summary>
/// The last used Web_login_key
/// </summary>
private UUID _webLoginKey;
private UUID m_webLoginKey;
// Data for estates and other goodies
// to get away from per-machine configs a little
//
private int _userFlags;
private int _godLevel;
private string _customType;
private UUID _partner;
private int m_userFlags;
private int m_godLevel;
private string m_customType;
private UUID m_partner;
/// <summary>
/// The regionhandle of the users preferred home region. If
@ -156,15 +156,15 @@ namespace OpenSim.Framework
/// </summary>
public virtual ulong HomeRegion
{
get { return Utils.UIntsToLong((_homeRegionX * (uint)Constants.RegionSize), (_homeRegionY * (uint)Constants.RegionSize)); }
get { return Utils.UIntsToLong((m_homeRegionX * (uint)Constants.RegionSize), (m_homeRegionY * (uint)Constants.RegionSize)); }
set
{
_homeRegionX = (uint) (value >> 40);
_homeRegionY = (((uint) (value)) >> 8);
m_homeRegionX = (uint) (value >> 40);
m_homeRegionY = (((uint) (value)) >> 8);
}
}
private UUID _homeRegionID;
private UUID m_homeRegionId;
/// <summary>
/// The regionID of the users home region. This is unique;
/// even if the position of the region changes within the
@ -172,33 +172,33 @@ namespace OpenSim.Framework
/// </summary>
public UUID HomeRegionID
{
get { return _homeRegionID; }
set { _homeRegionID = value; }
get { return m_homeRegionId; }
set { m_homeRegionId = value; }
}
// Property wrappers
public UUID ID
{
get { return _id; }
set { _id = value; }
get { return m_id; }
set { m_id = value; }
}
public UUID WebLoginKey
{
get { return _webLoginKey; }
set { _webLoginKey = value; }
get { return m_webLoginKey; }
set { m_webLoginKey = value; }
}
public string FirstName
{
get { return _firstname; }
set { _firstname = value; }
get { return m_firstname; }
set { m_firstname = value; }
}
public string SurName
{
get { return _surname; }
set { _surname = value; }
get { return m_surname; }
set { m_surname = value; }
}
/// <value>
@ -206,184 +206,184 @@ namespace OpenSim.Framework
/// </value>
public string Name
{
get { return String.Format("{0} {1}", _firstname, _surname); }
get { return String.Format("{0} {1}", m_firstname, m_surname); }
}
public string Email
{
get { return _email; }
set { _email = value; }
get { return m_email; }
set { m_email = value; }
}
public string PasswordHash
{
get { return _passwordHash; }
set { _passwordHash = value; }
get { return m_passwordHash; }
set { m_passwordHash = value; }
}
public string PasswordSalt
{
get { return _passwordSalt; }
set { _passwordSalt = value; }
get { return m_passwordSalt; }
set { m_passwordSalt = value; }
}
public uint HomeRegionX
{
get { return _homeRegionX; }
set { _homeRegionX = value; }
get { return m_homeRegionX; }
set { m_homeRegionX = value; }
}
public uint HomeRegionY
{
get { return _homeRegionY; }
set { _homeRegionY = value; }
get { return m_homeRegionY; }
set { m_homeRegionY = value; }
}
public Vector3 HomeLocation
{
get { return _homeLocation; }
set { _homeLocation = value; }
get { return m_homeLocation; }
set { m_homeLocation = value; }
}
// for handy serialization
public float HomeLocationX
{
get { return _homeLocation.X; }
set { _homeLocation.X = value; }
get { return m_homeLocation.X; }
set { m_homeLocation.X = value; }
}
public float HomeLocationY
{
get { return _homeLocation.Y; }
set { _homeLocation.Y = value; }
get { return m_homeLocation.Y; }
set { m_homeLocation.Y = value; }
}
public float HomeLocationZ
{
get { return _homeLocation.Z; }
set { _homeLocation.Z = value; }
get { return m_homeLocation.Z; }
set { m_homeLocation.Z = value; }
}
public Vector3 HomeLookAt
{
get { return _homeLookAt; }
set { _homeLookAt = value; }
get { return m_homeLookAt; }
set { m_homeLookAt = value; }
}
// for handy serialization
public float HomeLookAtX
{
get { return _homeLookAt.X; }
set { _homeLookAt.X = value; }
get { return m_homeLookAt.X; }
set { m_homeLookAt.X = value; }
}
public float HomeLookAtY
{
get { return _homeLookAt.Y; }
set { _homeLookAt.Y = value; }
get { return m_homeLookAt.Y; }
set { m_homeLookAt.Y = value; }
}
public float HomeLookAtZ
{
get { return _homeLookAt.Z; }
set { _homeLookAt.Z = value; }
get { return m_homeLookAt.Z; }
set { m_homeLookAt.Z = value; }
}
public int Created
{
get { return _created; }
set { _created = value; }
get { return m_created; }
set { m_created = value; }
}
public int LastLogin
{
get { return _lastLogin; }
set { _lastLogin = value; }
get { return m_lastLogin; }
set { m_lastLogin = value; }
}
public UUID RootInventoryFolderID
{
get { return _rootInventoryFolderID; }
set { _rootInventoryFolderID = value; }
get { return m_rootInventoryFolderId; }
set { m_rootInventoryFolderId = value; }
}
public string UserInventoryURI
{
get { return _userInventoryURI; }
set { _userInventoryURI = value; }
get { return m_userInventoryUri; }
set { m_userInventoryUri = value; }
}
public string UserAssetURI
{
get { return _userAssetURI; }
set { _userAssetURI = value; }
get { return m_userAssetUri; }
set { m_userAssetUri = value; }
}
public uint CanDoMask
{
get { return _profileCanDoMask; }
set { _profileCanDoMask = value; }
get { return m_profileCanDoMask; }
set { m_profileCanDoMask = value; }
}
public uint WantDoMask
{
get { return _profileWantDoMask; }
set { _profileWantDoMask = value; }
get { return m_profileWantDoMask; }
set { m_profileWantDoMask = value; }
}
public string AboutText
{
get { return _profileAboutText; }
set { _profileAboutText = value; }
get { return m_profileAboutText; }
set { m_profileAboutText = value; }
}
public string FirstLifeAboutText
{
get { return _profileFirstText; }
set { _profileFirstText = value; }
get { return m_profileFirstText; }
set { m_profileFirstText = value; }
}
public UUID Image
{
get { return _profileImage; }
set { _profileImage = value; }
get { return m_profileImage; }
set { m_profileImage = value; }
}
public UUID FirstLifeImage
{
get { return _profileFirstImage; }
set { _profileFirstImage = value; }
get { return m_profileFirstImage; }
set { m_profileFirstImage = value; }
}
public UserAgentData CurrentAgent
{
get { return _currentAgent; }
set { _currentAgent = value; }
get { return m_currentAgent; }
set { m_currentAgent = value; }
}
public int UserFlags
{
get { return _userFlags; }
set { _userFlags = value; }
get { return m_userFlags; }
set { m_userFlags = value; }
}
public int GodLevel
{
get { return _godLevel; }
set { _godLevel = value; }
get { return m_godLevel; }
set { m_godLevel = value; }
}
public string CustomType
{
get { return _customType; }
set { _customType = value; }
get { return m_customType; }
set { m_customType = value; }
}
public UUID Partner
{
get { return _partner; }
set { _partner = value; }
get { return m_partner; }
set { m_partner = value; }
}
}
}