/* * 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> /// The ID value for this user /// </summary> public LLUUID UUID; /// <summary> /// The first component of a users account name /// </summary> public string username; /// <summary> /// The second component of a users account name /// </summary> public string surname; /// <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> public string passwordHash; /// <summary> /// The salt used for the users hash, should be 32 bytes or longer /// </summary> public string passwordSalt; /// <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*256), (homeRegionY*256)); } set { homeRegionX = (uint) (value >> 40); homeRegionY = (((uint) (value)) >> 8); } } public uint homeRegionX; public uint homeRegionY; /// <summary> /// The coordinates inside the region of the home location /// </summary> public LLVector3 homeLocation; /// <summary> /// Where the user will be looking when they rez. /// </summary> public LLVector3 homeLookAt; /// <summary> /// A UNIX Timestamp (seconds since epoch) for the users creation /// </summary> public int created; /// <summary> /// A UNIX Timestamp for the users last login date / time /// </summary> public int lastLogin; public LLUUID rootInventoryFolderID; /// <summary> /// A URI to the users inventory server, used for foreigners and large grids /// </summary> public string userInventoryURI = String.Empty; /// <summary> /// A URI to the users asset server, used for foreigners and large grids. /// </summary> public string userAssetURI = String.Empty; /// <summary> /// A uint mask containing the "I can do" fields of the users profile /// </summary> public uint profileCanDoMask; /// <summary> /// A uint mask containing the "I want to do" part of the users profile /// </summary> public uint profileWantDoMask; // Profile window "I want to" mask /// <summary> /// The about text listed in a users profile. /// </summary> public string profileAboutText = String.Empty; /// <summary> /// The first life about text listed in a users profile /// </summary> public string profileFirstText = String.Empty; /// <summary> /// The profile image for an avatar stored on the asset server /// </summary> public LLUUID profileImage; /// <summary> /// The profile image for the users first life tab /// </summary> public LLUUID profileFirstImage; /// <summary> /// The users last registered agent (filled in on the user server) /// </summary> public UserAgentData currentAgent; } /// <summary> /// Minimal User Data required to service the AvatarPickerReply /// </summary> //public class AvatarPickerAvatar //{ //public LLUUID AvatarID; //public string firstName; //public string lastName; //public AvatarPickerAvatar() //{ //} //} /// <summary> /// Information about a users session /// </summary> public class UserAgentData { /// <summary> /// The UUID of the users avatar (not the agent!) /// </summary> public LLUUID UUID; /// <summary> /// The IP address of the user /// </summary> public string agentIP = String.Empty; /// <summary> /// The port of the user /// </summary> public uint agentPort; /// <summary> /// Is the user online? /// </summary> public bool agentOnline; /// <summary> /// The session ID for the user (also the agent ID) /// </summary> public LLUUID sessionID; /// <summary> /// The "secure" session ID for the user /// </summary> /// <remarks>Not very secure. Dont rely on it for anything more than Linden Lab does.</remarks> public LLUUID secureSessionID; /// <summary> /// The region the user logged into initially /// </summary> public LLUUID regionID; /// <summary> /// A unix timestamp from when the user logged in /// </summary> public int loginTime; /// <summary> /// When this agent expired and logged out, 0 if still online /// </summary> public int logoutTime; /// <summary> /// Current region the user is logged into /// </summary> public LLUUID currentRegion; /// <summary> /// Region handle of the current region the user is in /// </summary> public ulong currentHandle; /// <summary> /// The position of the user within the region /// </summary> public LLVector3 currentPos; } }