/*
* 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
{
///
/// Information about a particular user known to the userserver
///
public class UserProfileData
{
///
/// The ID value for this user
///
private LLUUID _id;
///
/// The last used Web_login_key
///
private LLUUID webLoginKey;
///
/// The first component of a users account name
///
private string username;
///
/// The second component of a users account name
///
private string surname;
///
/// A salted hash containing the users password, in the format md5(md5(password) + ":" + salt)
///
/// This is double MD5'd because the client sends an unsalted MD5 to the loginserver
private string passwordHash;
///
/// The salt used for the users hash, should be 32 bytes or longer
///
private string passwordSalt;
///
/// 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
///
public ulong HomeRegion
{
get { return Helpers.UIntsToLong((homeRegionX * (uint)Constants.RegionSize), (homeRegionY * (uint)Constants.RegionSize)); }
set
{
homeRegionX = (uint) (value >> 40);
homeRegionY = (((uint) (value)) >> 8);
}
}
public LLUUID Id {
get {
return _id;
}
set {
_id = value;
}
}
public LLUUID WebLoginKey {
get {
return webLoginKey;
}
set {
webLoginKey = value;
}
}
public string FirstName {
get {
return username;
}
set {
username = 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;
}
}
public LLVector3 HomeLookAt {
get {
return homeLookAt;
}
set {
homeLookAt = 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 ProfileCanDoMask {
get {
return profileCanDoMask;
}
set {
profileCanDoMask = value;
}
}
public uint ProfileWantDoMask {
get {
return profileWantDoMask;
}
set {
profileWantDoMask = value;
}
}
public string ProfileAboutText {
get {
return profileAboutText;
}
set {
profileAboutText = value;
}
}
public string ProfileFirstText {
get {
return profileFirstText;
}
set {
profileFirstText = value;
}
}
public LLUUID ProfileImage {
get {
return profileImage;
}
set {
profileImage = value;
}
}
public LLUUID ProfileFirstImage {
get {
return profileFirstImage;
}
set {
profileFirstImage = value;
}
}
public UserAgentData CurrentAgent {
get {
return currentAgent;
}
set {
currentAgent = value;
}
}
private uint homeRegionX;
private uint homeRegionY;
///
/// The coordinates inside the region of the home location
///
private LLVector3 homeLocation;
///
/// Where the user will be looking when they rez.
///
private LLVector3 homeLookAt;
///
/// A UNIX Timestamp (seconds since epoch) for the users creation
///
private int created;
///
/// A UNIX Timestamp for the users last login date / time
///
private int lastLogin;
private LLUUID rootInventoryFolderID;
///
/// A URI to the users inventory server, used for foreigners and large grids
///
private string userInventoryURI = String.Empty;
///
/// A URI to the users asset server, used for foreigners and large grids.
///
private string userAssetURI = String.Empty;
///
/// A uint mask containing the "I can do" fields of the users profile
///
private uint profileCanDoMask;
///
/// A uint mask containing the "I want to do" part of the users profile
///
private uint profileWantDoMask; // Profile window "I want to" mask
///
/// The about text listed in a users profile.
///
private string profileAboutText = String.Empty;
///
/// The first life about text listed in a users profile
///
private string profileFirstText = String.Empty;
///
/// The profile image for an avatar stored on the asset server
///
private LLUUID profileImage;
///
/// The profile image for the users first life tab
///
private LLUUID profileFirstImage;
///
/// The users last registered agent (filled in on the user server)
///
private UserAgentData currentAgent;
}
}