398 lines
11 KiB
C#
398 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 OpenSimulator 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 m_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 m_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 m_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 m_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 m_homeLookAt;
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private uint m_homeRegionX;
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private uint m_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 m_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 m_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 m_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 m_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 m_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 m_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 m_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 m_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 m_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 m_profileWantDoMask; // Profile window "I want to" mask
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/// <summary>
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/// The profile url for an avatar
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/// </summary>
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private string m_profileUrl;
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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 m_surname;
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/// <summary>
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/// A valid email address for the account. Useful for password reset requests.
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/// </summary>
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private string m_email = 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 m_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 m_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 m_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 m_userFlags;
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private int m_godLevel;
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private string m_customType;
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private UUID m_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
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{
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return Utils.UIntsToLong(
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m_homeRegionX * (uint)Constants.RegionSize, m_homeRegionY * (uint)Constants.RegionSize);
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}
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set
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{
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m_homeRegionX = (uint) (value >> 40);
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m_homeRegionY = (((uint) (value)) >> 8);
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}
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}
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private UUID m_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 m_homeRegionId; }
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set { m_homeRegionId = value; }
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}
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// Property wrappers
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public UUID ID
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{
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get { return m_id; }
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set { m_id = value; }
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}
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public UUID WebLoginKey
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{
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get { return m_webLoginKey; }
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set { m_webLoginKey = value; }
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}
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public string FirstName
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{
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get { return m_firstname; }
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set { m_firstname = value; }
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}
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public string SurName
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{
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get { return m_surname; }
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set { m_surname = value; }
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}
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/// <value>
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/// The concatentation of the various name components.
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/// </value>
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public string Name
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{
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get { return String.Format("{0} {1}", m_firstname, m_surname); }
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}
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public string Email
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{
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get { return m_email; }
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set { m_email = value; }
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}
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public string PasswordHash
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{
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get { return m_passwordHash; }
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set { m_passwordHash = value; }
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}
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public string PasswordSalt
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{
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get { return m_passwordSalt; }
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set { m_passwordSalt = value; }
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}
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public uint HomeRegionX
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{
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get { return m_homeRegionX; }
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set { m_homeRegionX = value; }
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}
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public uint HomeRegionY
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{
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get { return m_homeRegionY; }
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set { m_homeRegionY = value; }
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}
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public Vector3 HomeLocation
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{
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get { return m_homeLocation; }
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set { m_homeLocation = value; }
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}
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// for handy serialization
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public float HomeLocationX
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{
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get { return m_homeLocation.X; }
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set { m_homeLocation.X = value; }
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}
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public float HomeLocationY
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{
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get { return m_homeLocation.Y; }
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set { m_homeLocation.Y = value; }
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}
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public float HomeLocationZ
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{
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get { return m_homeLocation.Z; }
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set { m_homeLocation.Z = value; }
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}
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public Vector3 HomeLookAt
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{
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get { return m_homeLookAt; }
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set { m_homeLookAt = value; }
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}
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// for handy serialization
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public float HomeLookAtX
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{
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get { return m_homeLookAt.X; }
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set { m_homeLookAt.X = value; }
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}
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public float HomeLookAtY
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{
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get { return m_homeLookAt.Y; }
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set { m_homeLookAt.Y = value; }
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}
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public float HomeLookAtZ
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{
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get { return m_homeLookAt.Z; }
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set { m_homeLookAt.Z = value; }
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}
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public int Created
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{
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get { return m_created; }
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set { m_created = value; }
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}
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public int LastLogin
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{
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get { return m_lastLogin; }
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set { m_lastLogin = value; }
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}
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public string UserInventoryURI
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{
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get { return m_userInventoryUri; }
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set { m_userInventoryUri = value; }
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}
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public string UserAssetURI
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{
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get { return m_userAssetUri; }
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set { m_userAssetUri = value; }
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}
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public uint CanDoMask
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{
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get { return m_profileCanDoMask; }
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set { m_profileCanDoMask = value; }
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}
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public uint WantDoMask
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{
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get { return m_profileWantDoMask; }
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set { m_profileWantDoMask = value; }
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}
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public string AboutText
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{
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get { return m_profileAboutText; }
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set { m_profileAboutText = value; }
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}
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public string FirstLifeAboutText
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{
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get { return m_profileFirstText; }
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set { m_profileFirstText = value; }
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}
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public string ProfileUrl
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{
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get { return m_profileUrl; }
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set { m_profileUrl = value; }
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}
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public UUID Image
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{
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get { return m_profileImage; }
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set { m_profileImage = value; }
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}
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public UUID FirstLifeImage
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{
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get { return m_profileFirstImage; }
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set { m_profileFirstImage = value; }
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}
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public UserAgentData CurrentAgent
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{
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get { return m_currentAgent; }
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set { m_currentAgent = value; }
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}
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public int UserFlags
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{
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get { return m_userFlags; }
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set { m_userFlags = value; }
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}
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public int GodLevel
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{
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get { return m_godLevel; }
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set { m_godLevel = value; }
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}
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public string CustomType
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{
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get { return m_customType; }
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set { m_customType = value; }
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}
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public UUID Partner
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{
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get { return m_partner; }
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set { m_partner = value; }
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}
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}
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}
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