/*
* 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 _firstname;
///
/// 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;
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;
///
/// 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);
}
}
// 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;
}
}
}
}