Files
opensim/OpenSim/Framework/UserProfileData.cs
Adam Frisby 375163a6fe * Spring cleaning.
* Added new generic "Location" class to handle 2D integer locations. Going to use it to replace all RegionHandle and X,Y coordinate references throughout the entire project. You have been warned.
2008-04-29 14:04:55 +00:00

324 lines
9.4 KiB
C#

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