Files
opensim/OpenSim/Framework/UserProfileData.cs
Melanie Thielker 7161689a97 Adds UserFlags and GodLevel to the user data store and plumbs then in.
This will have no effect unless both the UGAI and the region are
this revision or later
2008-08-14 19:59:32 +00:00

353 lines
10 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;
// Data for estates and other goodies
// to get away from per-machine configs a little
//
private int _userFlags;
private int _godLevel;
/// <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 virtual ulong HomeRegion
{
get { return Helpers.UIntsToLong((_homeRegionX * (uint) Constants.RegionSize), (_homeRegionY * (uint) Constants.RegionSize)); }
set
{
_homeRegionX = (uint) (value >> 40);
_homeRegionY = (((uint) (value)) >> 8);
}
}
private LLUUID _homeRegionID;
/// <summary>
/// The regionID of the users home region. This is unique; even if the position of the region changes within the grid, this will refer to the same region.
/// </summary>
public LLUUID HomeRegionID
{
get { return _homeRegionID; }
set { _homeRegionID = value; }
}
// Property wrappers
public virtual LLUUID ID
{
get { return _id; }
set { _id = value; }
}
public virtual LLUUID WebLoginKey
{
get { return _webLoginKey; }
set { _webLoginKey = value; }
}
public virtual string FirstName
{
get { return _firstname; }
set { _firstname = value; }
}
public virtual string SurName
{
get { return _surname; }
set { _surname = value; }
}
public virtual string PasswordHash
{
get { return _passwordHash; }
set { _passwordHash = value; }
}
public virtual string PasswordSalt
{
get { return _passwordSalt; }
set { _passwordSalt = value; }
}
public virtual uint HomeRegionX
{
get { return _homeRegionX; }
set { _homeRegionX = value; }
}
public virtual uint HomeRegionY
{
get { return _homeRegionY; }
set { _homeRegionY = value; }
}
public virtual LLVector3 HomeLocation
{
get { return _homeLocation; }
set { _homeLocation = value; }
}
// for handy serialization
public virtual float HomeLocationX
{
get { return _homeLocation.X; }
set { _homeLocation.X = value; }
}
public virtual float HomeLocationY
{
get { return _homeLocation.Y; }
set { _homeLocation.Y = value; }
}
public virtual float HomeLocationZ
{
get { return _homeLocation.Z; }
set { _homeLocation.Z = value; }
}
public virtual LLVector3 HomeLookAt
{
get { return _homeLookAt; }
set { _homeLookAt = value; }
}
// for handy serialization
public virtual float HomeLookAtX
{
get { return _homeLookAt.X; }
set { _homeLookAt.X = value; }
}
public virtual float HomeLookAtY
{
get { return _homeLookAt.Y; }
set { _homeLookAt.Y = value; }
}
public virtual float HomeLookAtZ
{
get { return _homeLookAt.Z; }
set { _homeLookAt.Z = value; }
}
public virtual int Created
{
get { return _created; }
set { _created = value; }
}
public virtual int LastLogin
{
get { return _lastLogin; }
set { _lastLogin = value; }
}
public virtual LLUUID RootInventoryFolderID
{
get { return _rootInventoryFolderID; }
set { _rootInventoryFolderID = value; }
}
public virtual string UserInventoryURI
{
get { return _userInventoryURI; }
set { _userInventoryURI = value; }
}
public virtual string UserAssetURI
{
get { return _userAssetURI; }
set { _userAssetURI = value; }
}
public virtual uint CanDoMask
{
get { return _profileCanDoMask; }
set { _profileCanDoMask = value; }
}
public virtual uint WantDoMask
{
get { return _profileWantDoMask; }
set { _profileWantDoMask = value; }
}
public virtual string AboutText
{
get { return _profileAboutText; }
set { _profileAboutText = value; }
}
public virtual string FirstLifeAboutText
{
get { return _profileFirstText; }
set { _profileFirstText = value; }
}
public virtual LLUUID Image
{
get { return _profileImage; }
set { _profileImage = value; }
}
public virtual LLUUID FirstLifeImage
{
get { return _profileFirstImage; }
set { _profileFirstImage = value; }
}
public virtual UserAgentData CurrentAgent
{
get { return _currentAgent; }
set { _currentAgent = value; }
}
public virtual int UserFlags
{
get { return _userFlags; }
set { _userFlags = value; }
}
public virtual int GodLevel
{
get { return _godLevel; }
set { _godLevel = value; }
}
}
}