OpenSimMirror/OpenSim/Framework/UserAgentData.cs

204 lines
5.8 KiB
C#

/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSimulator Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using OpenMetaverse;
namespace OpenSim.Framework
{
/// <summary>
/// Information about a users session
/// </summary>
public class UserAgentData
{
/// <summary>
/// The UUID of the users avatar (not the agent!)
/// </summary>
private UUID UUID;
/// <summary>
/// The session ID for the user (also the agent ID)
/// </summary>
private UUID sessionID;
/// <summary>
/// The "secure" session ID for the user
/// </summary>
/// <remarks>Not very secure. Dont rely on it for anything more than Linden Lab does.</remarks>
private UUID secureSessionID;
/// <summary>
/// The IP address of the user
/// </summary>
private string agentIP = String.Empty;
/// <summary>
/// The port of the user
/// </summary>
private uint agentPort;
/// <summary>
/// Is the user online?
/// </summary>
private bool agentOnline;
/// <summary>
/// A unix timestamp from when the user logged in
/// </summary>
private int loginTime;
/// <summary>
/// When this agent expired and logged out, 0 if still online
/// </summary>
private int logoutTime;
/// <summary>
/// Region ID the user is logged into
/// </summary>
private UUID regionID;
/// <summary>
/// Region handle of the current region the user is in
/// </summary>
private ulong regionHandle;
/// <summary>
/// The position of the user within the region
/// </summary>
private Vector3 currentPos;
/// <summary>
/// Current direction the user is looking at
/// </summary>
private Vector3 currentLookAt = Vector3.Zero;
/// <summary>
/// The region the user logged into initially
/// </summary>
private UUID originRegionID;
public virtual UUID ProfileID
{
get { return UUID; }
set { UUID = value; }
}
public virtual UUID SessionID
{
get { return sessionID; }
set { sessionID = value; }
}
public virtual UUID SecureSessionID
{
get { return secureSessionID; }
set { secureSessionID = value; }
}
public virtual string AgentIP
{
get { return agentIP; }
set { agentIP = value; }
}
public virtual uint AgentPort
{
get { return agentPort; }
set { agentPort = value; }
}
public virtual bool AgentOnline
{
get { return agentOnline; }
set { agentOnline = value; }
}
public virtual int LoginTime
{
get { return loginTime; }
set { loginTime = value; }
}
public virtual int LogoutTime
{
get { return logoutTime; }
set { logoutTime = value; }
}
public virtual UUID Region
{
get { return regionID; }
set { regionID = value; }
}
public virtual ulong Handle
{
get { return regionHandle; }
set { regionHandle = value; }
}
public virtual Vector3 Position
{
get { return currentPos; }
set { currentPos = value; }
}
/* 2008-08-28-tyre: Not really useful
public virtual float PositionX
{
get { return currentPos.X; }
set { currentPos.X = value; }
}
public virtual float PositionY
{
get { return currentPos.Y; }
set { currentPos.Y = value; }
}
public virtual float PositionZ
{
get { return currentPos.Z; }
set { currentPos.Z = value; }
}
*/
public virtual Vector3 LookAt
{
get { return currentLookAt; }
set { currentLookAt = value; }
}
public virtual UUID InitialRegion
{
get { return originRegionID; }
set { originRegionID = value; }
}
}
}