/*
* 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 OpenSimulator 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 OpenMetaverse;
namespace OpenSim.Framework
{
///
/// Information about a particular user known to the userserver
///
public class UserProfileData
{
///
/// A UNIX Timestamp (seconds since epoch) for the users creation
///
private int m_created;
///
/// The users last registered agent (filled in on the user server)
///
private UserAgentData m_currentAgent;
///
/// The first component of a users account name
///
private string m_firstname;
///
/// The coordinates inside the region of the home location
///
private Vector3 m_homeLocation;
///
/// Where the user will be looking when they rez.
///
private Vector3 m_homeLookAt;
private uint m_homeRegionX;
private uint m_homeRegionY;
///
/// The ID value for this user
///
private UUID m_id;
///
/// A UNIX Timestamp for the users last login date / time
///
private int m_lastLogin;
///
/// 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 m_passwordHash;
///
/// The salt used for the users hash, should be 32 bytes or longer
///
private string m_passwordSalt;
///
/// The about text listed in a users profile.
///
private string m_profileAboutText = String.Empty;
///
/// A uint mask containing the "I can do" fields of the users profile
///
private uint m_profileCanDoMask;
///
/// The profile image for the users first life tab
///
private UUID m_profileFirstImage;
///
/// The first life about text listed in a users profile
///
private string m_profileFirstText = String.Empty;
///
/// The profile image for an avatar stored on the asset server
///
private UUID m_profileImage;
///
/// A uint mask containing the "I want to do" part of the users profile
///
private uint m_profileWantDoMask; // Profile window "I want to" mask
private UUID m_rootInventoryFolderId;
///
/// The second component of a users account name
///
private string m_surname;
///
/// A valid email address for the account. Useful for password reset requests.
///
private string m_email = String.Empty;
///
/// A URI to the users asset server, used for foreigners and large grids.
///
private string m_userAssetUri = String.Empty;
///
/// A URI to the users inventory server, used for foreigners and large grids
///
private string m_userInventoryUri = String.Empty;
///
/// The last used Web_login_key
///
private UUID m_webLoginKey;
// Data for estates and other goodies
// to get away from per-machine configs a little
//
private int m_userFlags;
private int m_godLevel;
private string m_customType;
private UUID m_partner;
///
/// The regionhandle of the users preferred home region. If
/// multiple sims occupy the same spot, the grid may decide
/// which region the user logs into
///
public virtual ulong HomeRegion
{
get
{
return Utils.UIntsToLong(
m_homeRegionX * (uint)Constants.RegionSize, m_homeRegionY * (uint)Constants.RegionSize);
}
set
{
m_homeRegionX = (uint) (value >> 40);
m_homeRegionY = (((uint) (value)) >> 8);
}
}
private UUID m_homeRegionId;
///
/// 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.
///
public UUID HomeRegionID
{
get { return m_homeRegionId; }
set { m_homeRegionId = value; }
}
// Property wrappers
public UUID ID
{
get { return m_id; }
set { m_id = value; }
}
public UUID WebLoginKey
{
get { return m_webLoginKey; }
set { m_webLoginKey = value; }
}
public string FirstName
{
get { return m_firstname; }
set { m_firstname = value; }
}
public string SurName
{
get { return m_surname; }
set { m_surname = value; }
}
///
/// The concatentation of the various name components.
///
public string Name
{
get { return String.Format("{0} {1}", m_firstname, m_surname); }
}
public string Email
{
get { return m_email; }
set { m_email = value; }
}
public string PasswordHash
{
get { return m_passwordHash; }
set { m_passwordHash = value; }
}
public string PasswordSalt
{
get { return m_passwordSalt; }
set { m_passwordSalt = value; }
}
public uint HomeRegionX
{
get { return m_homeRegionX; }
set { m_homeRegionX = value; }
}
public uint HomeRegionY
{
get { return m_homeRegionY; }
set { m_homeRegionY = value; }
}
public Vector3 HomeLocation
{
get { return m_homeLocation; }
set { m_homeLocation = value; }
}
// for handy serialization
public float HomeLocationX
{
get { return m_homeLocation.X; }
set { m_homeLocation.X = value; }
}
public float HomeLocationY
{
get { return m_homeLocation.Y; }
set { m_homeLocation.Y = value; }
}
public float HomeLocationZ
{
get { return m_homeLocation.Z; }
set { m_homeLocation.Z = value; }
}
public Vector3 HomeLookAt
{
get { return m_homeLookAt; }
set { m_homeLookAt = value; }
}
// for handy serialization
public float HomeLookAtX
{
get { return m_homeLookAt.X; }
set { m_homeLookAt.X = value; }
}
public float HomeLookAtY
{
get { return m_homeLookAt.Y; }
set { m_homeLookAt.Y = value; }
}
public float HomeLookAtZ
{
get { return m_homeLookAt.Z; }
set { m_homeLookAt.Z = value; }
}
public int Created
{
get { return m_created; }
set { m_created = value; }
}
public int LastLogin
{
get { return m_lastLogin; }
set { m_lastLogin = value; }
}
public UUID RootInventoryFolderID
{
get { return m_rootInventoryFolderId; }
set { m_rootInventoryFolderId = value; }
}
public string UserInventoryURI
{
get { return m_userInventoryUri; }
set { m_userInventoryUri = value; }
}
public string UserAssetURI
{
get { return m_userAssetUri; }
set { m_userAssetUri = value; }
}
public uint CanDoMask
{
get { return m_profileCanDoMask; }
set { m_profileCanDoMask = value; }
}
public uint WantDoMask
{
get { return m_profileWantDoMask; }
set { m_profileWantDoMask = value; }
}
public string AboutText
{
get { return m_profileAboutText; }
set { m_profileAboutText = value; }
}
public string FirstLifeAboutText
{
get { return m_profileFirstText; }
set { m_profileFirstText = value; }
}
public UUID Image
{
get { return m_profileImage; }
set { m_profileImage = value; }
}
public UUID FirstLifeImage
{
get { return m_profileFirstImage; }
set { m_profileFirstImage = value; }
}
public UserAgentData CurrentAgent
{
get { return m_currentAgent; }
set { m_currentAgent = value; }
}
public int UserFlags
{
get { return m_userFlags; }
set { m_userFlags = value; }
}
public int GodLevel
{
get { return m_godLevel; }
set { m_godLevel = value; }
}
public string CustomType
{
get { return m_customType; }
set { m_customType = value; }
}
public UUID Partner
{
get { return m_partner; }
set { m_partner = value; }
}
}
}