371 lines
11 KiB
C#
371 lines
11 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 OpenMetaverse;
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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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/// 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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/// 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 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 coordinates inside the region of the home location
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/// </summary>
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private Vector3 _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 Vector3 _homeLookAt;
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private uint _homeRegionX;
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private uint _homeRegionY;
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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 UUID _id;
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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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/// <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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/// <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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/// 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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/// The profile image for the users first life tab
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/// </summary>
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private UUID _profileFirstImage;
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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 UUID _profileImage;
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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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private UUID _rootInventoryFolderID;
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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 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 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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/// The last used Web_login_key
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/// </summary>
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private UUID _webLoginKey;
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// Data for estates and other goodies
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// to get away from per-machine configs a little
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//
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private int _userFlags;
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private int _godLevel;
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private string _customType;
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private UUID _partner;
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/// <summary>
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/// The regionhandle of the users preferred home region. If
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/// multiple sims occupy the same spot, the grid may decide
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/// which region the user logs into
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/// </summary>
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public virtual 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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private UUID _homeRegionID;
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/// <summary>
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/// The regionID of the users home region. This is unique;
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/// even if the position of the region changes within the
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/// grid, this will refer to the same region.
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/// </summary>
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public UUID HomeRegionID
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{
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get { return _homeRegionID; }
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set { _homeRegionID = value; }
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}
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// Property wrappers
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public virtual UUID ID
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{
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get { return _id; }
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set { _id = value; }
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}
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public virtual UUID WebLoginKey
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{
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get { return _webLoginKey; }
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set { _webLoginKey = value; }
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}
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public virtual string FirstName
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{
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get { return _firstname; }
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set { _firstname = value; }
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}
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public virtual string SurName
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{
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get { return _surname; }
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set { _surname = value; }
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}
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public virtual string PasswordHash
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{
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get { return _passwordHash; }
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set { _passwordHash = value; }
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}
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public virtual string PasswordSalt
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{
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get { return _passwordSalt; }
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set { _passwordSalt = value; }
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}
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public virtual uint HomeRegionX
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{
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get { return _homeRegionX; }
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set { _homeRegionX = value; }
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}
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public virtual uint HomeRegionY
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{
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get { return _homeRegionY; }
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set { _homeRegionY = value; }
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}
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public virtual Vector3 HomeLocation
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{
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get { return _homeLocation; }
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set { _homeLocation = value; }
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}
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// for handy serialization
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public virtual float HomeLocationX
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{
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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 virtual float HomeLocationY
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{
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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 virtual float HomeLocationZ
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{
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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 virtual Vector3 HomeLookAt
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{
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get { return _homeLookAt; }
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set { _homeLookAt = value; }
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}
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// for handy serialization
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public virtual float HomeLookAtX
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{
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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 virtual float HomeLookAtY
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{
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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 virtual float HomeLookAtZ
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{
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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 virtual int Created
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{
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get { return _created; }
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set { _created = value; }
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}
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public virtual int LastLogin
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{
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get { return _lastLogin; }
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set { _lastLogin = value; }
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}
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public virtual UUID RootInventoryFolderID
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{
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get { return _rootInventoryFolderID; }
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set { _rootInventoryFolderID = value; }
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}
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public virtual string UserInventoryURI
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{
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get { return _userInventoryURI; }
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set { _userInventoryURI = value; }
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}
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public virtual string UserAssetURI
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{
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get { return _userAssetURI; }
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set { _userAssetURI = value; }
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}
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public virtual uint CanDoMask
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{
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get { return _profileCanDoMask; }
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set { _profileCanDoMask = value; }
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}
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public virtual uint WantDoMask
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{
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get { return _profileWantDoMask; }
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set { _profileWantDoMask = value; }
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}
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public virtual string AboutText
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{
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get { return _profileAboutText; }
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set { _profileAboutText = value; }
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}
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public virtual string FirstLifeAboutText
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{
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get { return _profileFirstText; }
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set { _profileFirstText = value; }
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}
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public virtual UUID Image
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{
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get { return _profileImage; }
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set { _profileImage = value; }
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}
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public virtual UUID FirstLifeImage
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{
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get { return _profileFirstImage; }
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set { _profileFirstImage = value; }
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}
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public virtual UserAgentData CurrentAgent
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{
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get { return _currentAgent; }
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set { _currentAgent = value; }
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}
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public virtual int UserFlags
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{
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get { return _userFlags; }
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set { _userFlags = value; }
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}
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public virtual int GodLevel
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{
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get { return _godLevel; }
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set { _godLevel = value; }
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}
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public virtual string CustomType
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{
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get { return _customType; }
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set { _customType = value; }
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}
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public virtual UUID Partner
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{
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get { return _partner; }
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set { _partner = value; }
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}
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}
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}
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