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https://github.com/opensim/opensim.git
synced 2026-08-05 08:55:56 +08:00
further renaming of properties for clarity
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@@ -43,42 +43,42 @@ namespace OpenSim.Framework
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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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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 username;
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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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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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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 string _passwordSalt;
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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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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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_homeRegionX = (uint) (value >> 40);
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_homeRegionY = (((uint) (value)) >> 8);
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}
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}
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public LLUUID Id {
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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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@@ -89,261 +89,261 @@ namespace OpenSim.Framework
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public LLUUID WebLoginKey {
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get {
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return webLoginKey;
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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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_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 username;
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return _firstname;
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}
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set {
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username = value;
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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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return _surname;
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}
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set {
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surname = value;
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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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return _passwordHash;
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}
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set {
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passwordHash = value;
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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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return _passwordSalt;
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}
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set {
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passwordSalt = value;
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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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return _homeRegionX;
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}
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set {
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homeRegionX = value;
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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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return _homeRegionY;
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}
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set {
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homeRegionY = value;
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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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return _homeLocation;
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}
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set {
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homeLocation = value;
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_homeLocation = value;
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}
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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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return _homeLookAt;
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}
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set {
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homeLookAt = value;
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_homeLookAt = value;
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}
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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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return _created;
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}
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set {
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created = value;
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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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return _lastLogin;
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}
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set {
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lastLogin = value;
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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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return _rootInventoryFolderID;
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}
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set {
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rootInventoryFolderID = value;
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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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return _userInventoryURI;
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}
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set {
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userInventoryURI = value;
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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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return _userAssetURI;
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}
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set {
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userAssetURI = value;
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_userAssetURI = value;
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}
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}
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public uint ProfileCanDoMask {
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public uint CanDoMask {
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get {
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return profileCanDoMask;
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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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_profileCanDoMask = value;
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}
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}
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public uint ProfileWantDoMask {
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public uint WantDoMask {
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get {
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return profileWantDoMask;
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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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_profileWantDoMask = value;
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}
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}
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public string ProfileAboutText {
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public string AboutText {
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get {
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return profileAboutText;
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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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_profileAboutText = value;
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}
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}
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public string ProfileFirstText {
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public string FirstLifeAboutText {
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get {
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return profileFirstText;
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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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_profileFirstText = value;
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}
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}
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public LLUUID ProfileImage {
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public LLUUID Image {
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get {
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return profileImage;
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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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_profileImage = value;
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}
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}
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public LLUUID ProfileFirstImage {
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public LLUUID FirstLifeImage {
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get {
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return profileFirstImage;
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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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_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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return _currentAgent;
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}
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set {
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currentAgent = value;
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_currentAgent = value;
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}
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}
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private uint homeRegionX;
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private uint homeRegionY;
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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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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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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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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 int _lastLogin;
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private LLUUID rootInventoryFolderID;
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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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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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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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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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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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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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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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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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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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private UserAgentData _currentAgent;
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}
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}
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