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/*
* 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 users session
/// </summary>
public class UserAgentData
{
/// <summary>
/// The IP address of the user
/// </summary>
private string agentIP = String.Empty;
/// <summary>
/// Is the user online?
/// </summary>
private bool agentOnline;
/// <summary>
/// The port of the user
/// </summary>
private uint agentPort;
/// <summary>
/// Region handle of the current region the user is in
/// </summary>
private ulong currentHandle;
/// <summary>
/// The position of the user within the region
/// </summary>
private LLVector3 currentPos;
/// <summary>
/// Current region the user is logged into
/// </summary>
private LLUUID currentRegion;
/// <summary>
/// A unix timestamp from when the user logged in
/// </summary>
private int loginTime;
/// <summary>
/// When this agent expired and logged out, 0 if still online
/// </summary>
private int logoutTime;
/// <summary>
/// The region the user logged into initially
/// </summary>
private LLUUID regionID;
/// <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>
private LLUUID secureSessionID;
/// <summary>
/// The session ID for the user (also the agent ID)
/// </summary>
private LLUUID sessionID;
/// <summary>
/// The UUID of the users avatar (not the agent!)
/// </summary>
private LLUUID UUID;
public LLUUID ProfileID
{
get { return UUID; }
set { UUID = value; }
}
public string AgentIP
{
get { return agentIP; }
set { agentIP = value; }
}
public uint AgentPort
{
get { return agentPort; }
set { agentPort = value; }
}
public bool AgentOnline
{
get { return agentOnline; }
set { agentOnline = value; }
}
public LLUUID SessionID
{
get { return sessionID; }
set { sessionID = value; }
}
public LLUUID SecureSessionID
{
get { return secureSessionID; }
set { secureSessionID = value; }
}
public LLUUID InitialRegion
{
get { return regionID; }
set { regionID = value; }
}
public int LoginTime
{
get { return loginTime; }
set { loginTime = value; }
}
public int LogoutTime
{
get { return logoutTime; }
set { logoutTime = value; }
}
public LLUUID Region
{
get { return currentRegion; }
set { currentRegion = value; }
}
public ulong Handle
{
get { return currentHandle; }
set { currentHandle = value; }
}
public LLVector3 Position
{
get { return currentPos; }
set { currentPos = value; }
}
public float PositionX
{
get { return currentPos.X; }
set { currentPos.X = value; }
}
public float PositionY
{
get { return currentPos.Y; }
set { currentPos.Y = value; }
}
public float PositionZ
{
get { return currentPos.Z; }
set { currentPos.Z = value; }
}
}
}
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