381 lines
10 KiB
C#
381 lines
10 KiB
C#
/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSim Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using libsecondlife;
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namespace OpenSim.Framework
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{
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/// <summary>
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/// Information about a particular user known to the userserver
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/// </summary>
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public class UserProfileData
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{
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/// <summary>
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/// The ID value for this user
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/// </summary>
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private LLUUID _id;
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/// <summary>
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/// The last used Web_login_key
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/// </summary>
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private LLUUID _webLoginKey;
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/// <summary>
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/// The first component of a users account name
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/// </summary>
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private string _firstname;
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/// <summary>
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/// The second component of a users account name
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/// </summary>
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private string _surname;
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/// <summary>
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/// A salted hash containing the users password, in the format md5(md5(password) + ":" + salt)
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/// </summary>
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/// <remarks>This is double MD5'd because the client sends an unsalted MD5 to the loginserver</remarks>
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private string _passwordHash;
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/// <summary>
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/// The salt used for the users hash, should be 32 bytes or longer
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/// </summary>
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private string _passwordSalt;
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private uint _homeRegionX;
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private uint _homeRegionY;
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/// <summary>
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/// The coordinates inside the region of the home location
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/// </summary>
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private LLVector3 _homeLocation;
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/// <summary>
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/// Where the user will be looking when they rez.
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/// </summary>
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private LLVector3 _homeLookAt;
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/// <summary>
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/// A UNIX Timestamp (seconds since epoch) for the users creation
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/// </summary>
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private int _created;
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/// <summary>
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/// A UNIX Timestamp for the users last login date / time
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/// </summary>
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private int _lastLogin;
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private LLUUID _rootInventoryFolderID;
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/// <summary>
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/// A URI to the users inventory server, used for foreigners and large grids
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/// </summary>
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private string _userInventoryURI = String.Empty;
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/// <summary>
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/// A URI to the users asset server, used for foreigners and large grids.
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/// </summary>
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private string _userAssetURI = String.Empty;
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/// <summary>
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/// A uint mask containing the "I can do" fields of the users profile
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/// </summary>
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private uint _profileCanDoMask;
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/// <summary>
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/// A uint mask containing the "I want to do" part of the users profile
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/// </summary>
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private uint _profileWantDoMask; // Profile window "I want to" mask
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/// <summary>
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/// The about text listed in a users profile.
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/// </summary>
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private string _profileAboutText = String.Empty;
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/// <summary>
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/// The first life about text listed in a users profile
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/// </summary>
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private string _profileFirstText = String.Empty;
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/// <summary>
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/// The profile image for an avatar stored on the asset server
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/// </summary>
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private LLUUID _profileImage;
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/// <summary>
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/// The profile image for the users first life tab
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/// </summary>
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private LLUUID _profileFirstImage;
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/// <summary>
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/// The users last registered agent (filled in on the user server)
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/// </summary>
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private UserAgentData _currentAgent;
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/// <summary>
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/// The regionhandle of the users preffered home region. If multiple sims occupy the same spot, the grid may decide which region the user logs into
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/// </summary>
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public ulong HomeRegion
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{
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get { return Helpers.UIntsToLong((_homeRegionX * (uint)Constants.RegionSize), (_homeRegionY * (uint)Constants.RegionSize)); }
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set
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{
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_homeRegionX = (uint) (value >> 40);
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_homeRegionY = (((uint) (value)) >> 8);
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}
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}
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// Property wrappers
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public LLUUID ID {
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get {
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return _id;
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}
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set {
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_id = value;
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}
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}
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public LLUUID WebLoginKey {
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get {
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return _webLoginKey;
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}
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set {
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_webLoginKey = value;
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}
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}
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public string FirstName {
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get {
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return _firstname;
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}
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set {
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_firstname = value;
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}
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}
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public string SurName {
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get {
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return _surname;
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}
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set {
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_surname = value;
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}
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}
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public string PasswordHash {
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get {
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return _passwordHash;
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}
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set {
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_passwordHash = value;
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}
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}
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public string PasswordSalt {
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get {
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return _passwordSalt;
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}
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set {
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_passwordSalt = value;
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}
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}
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public uint HomeRegionX {
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get {
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return _homeRegionX;
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}
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set {
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_homeRegionX = value;
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}
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}
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public uint HomeRegionY {
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get {
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return _homeRegionY;
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}
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set {
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_homeRegionY = value;
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}
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}
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public LLVector3 HomeLocation {
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get {
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return _homeLocation;
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}
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set {
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_homeLocation = value;
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}
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}
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// for handy serialization
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public float HomeLocationX {
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get { return _homeLocation.X; }
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set { _homeLocation.X = value; }
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}
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public float HomeLocationY {
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get { return _homeLocation.Y; }
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set { _homeLocation.Y = value; }
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}
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public float HomeLocationZ {
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get { return _homeLocation.Z; }
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set { _homeLocation.Z = value; }
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}
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public LLVector3 HomeLookAt {
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get {
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return _homeLookAt;
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}
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set {
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_homeLookAt = value;
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}
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}
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// for handy serialization
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public float HomeLookAtX {
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get { return _homeLookAt.X; }
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set { _homeLookAt.X = value; }
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}
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public float HomeLookAtY {
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get { return _homeLookAt.Y; }
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set { _homeLookAt.Y = value; }
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}
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public float HomeLookAtZ {
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get { return _homeLookAt.Z; }
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set { _homeLookAt.Z = value; }
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}
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public int Created {
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get {
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return _created;
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}
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set {
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_created = value;
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}
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}
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public int LastLogin {
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get {
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return _lastLogin;
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}
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set {
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_lastLogin = value;
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}
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}
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public LLUUID RootInventoryFolderID {
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get {
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return _rootInventoryFolderID;
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}
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set {
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_rootInventoryFolderID = value;
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}
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}
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public string UserInventoryURI {
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get {
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return _userInventoryURI;
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}
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set {
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_userInventoryURI = value;
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}
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}
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public string UserAssetURI {
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get {
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return _userAssetURI;
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}
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set {
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_userAssetURI = value;
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}
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}
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public uint CanDoMask {
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get {
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return _profileCanDoMask;
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}
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set {
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_profileCanDoMask = value;
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}
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}
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public uint WantDoMask {
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get {
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return _profileWantDoMask;
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}
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set {
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_profileWantDoMask = value;
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}
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}
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public string AboutText {
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get {
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return _profileAboutText;
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}
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set {
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_profileAboutText = value;
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}
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}
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public string FirstLifeAboutText {
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get {
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return _profileFirstText;
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}
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set {
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_profileFirstText = value;
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}
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}
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public LLUUID Image {
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get {
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return _profileImage;
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}
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set {
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_profileImage = value;
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}
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}
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public LLUUID FirstLifeImage {
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get {
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return _profileFirstImage;
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}
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set {
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_profileFirstImage = value;
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}
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}
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public UserAgentData CurrentAgent {
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get {
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return _currentAgent;
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}
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set {
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_currentAgent = value;
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}
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}
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}
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}
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