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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 particular user known to the userserver
/// </summary>
public class UserProfileData
{
/// <summary>
/// A UNIX Timestamp (seconds since epoch) for the users creation
/// </summary>
private int _created;
/// <summary>
/// The users last registered agent (filled in on the user server)
/// </summary>
private UserAgentData _currentAgent;
/// <summary>
/// The first component of a users account name
/// </summary>
private string _firstname;
/// <summary>
/// The coordinates inside the region of the home location
/// </summary>
private LLVector3 _homeLocation;
/// <summary>
/// Where the user will be looking when they rez.
/// </summary>
private LLVector3 _homeLookAt;
private uint _homeRegionX;
private uint _homeRegionY;
/// <summary>
/// The ID value for this user
/// </summary>
private LLUUID _id;
/// <summary>
/// A UNIX Timestamp for the users last login date / time
/// </summary>
private int _lastLogin;
/// <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>
private string _passwordHash;
/// <summary>
/// The salt used for the users hash, should be 32 bytes or longer
/// </summary>
private string _passwordSalt;
/// <summary>
/// The about text listed in a users profile.
/// </summary>
private string _profileAboutText = String.Empty;
/// <summary>
/// A uint mask containing the "I can do" fields of the users profile
/// </summary>
private uint _profileCanDoMask;
/// <summary>
/// The profile image for the users first life tab
/// </summary>
private LLUUID _profileFirstImage;
/// <summary>
/// The first life about text listed in a users profile
/// </summary>
private string _profileFirstText = String.Empty;
/// <summary>
/// The profile image for an avatar stored on the asset server
/// </summary>
private LLUUID _profileImage;
/// <summary>
/// A uint mask containing the "I want to do" part of the users profile
/// </summary>
private uint _profileWantDoMask; // Profile window "I want to" mask
private LLUUID _rootInventoryFolderID;
/// <summary>
/// The second component of a users account name
/// </summary>
private string _surname;
/// <summary>
/// A URI to the users asset server, used for foreigners and large grids.
/// </summary>
private string _userAssetURI = String.Empty;
/// <summary>
/// A URI to the users inventory server, used for foreigners and large grids
/// </summary>
private string _userInventoryURI = String.Empty;
/// <summary>
/// The last used Web_login_key
/// </summary>
private LLUUID _webLoginKey;
// Data for estates and other goodies
// to get away from per-machine configs a little
//
private int _userFlags;
private int _godLevel;
private string _customType;
private LLUUID _partner;
/// <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 virtual ulong HomeRegion
{
get { return Helpers.UIntsToLong((_homeRegionX * (uint) Constants.RegionSize), (_homeRegionY * (uint) Constants.RegionSize)); }
set
{
_homeRegionX = (uint) (value >> 40);
_homeRegionY = (((uint) (value)) >> 8);
}
}
private LLUUID _homeRegionID;
/// <summary>
/// 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.
/// </summary>
public LLUUID HomeRegionID
{
get { return _homeRegionID; }
set { _homeRegionID = value; }
}
// Property wrappers
public virtual LLUUID ID
{
get { return _id; }
set { _id = value; }
}
public virtual LLUUID WebLoginKey
{
get { return _webLoginKey; }
set { _webLoginKey = value; }
}
public virtual string FirstName
{
get { return _firstname; }
set { _firstname = value; }
}
public virtual string SurName
{
get { return _surname; }
set { _surname = value; }
}
public virtual string PasswordHash
{
get { return _passwordHash; }
set { _passwordHash = value; }
}
public virtual string PasswordSalt
{
get { return _passwordSalt; }
set { _passwordSalt = value; }
}
public virtual uint HomeRegionX
{
get { return _homeRegionX; }
set { _homeRegionX = value; }
}
public virtual uint HomeRegionY
{
get { return _homeRegionY; }
set { _homeRegionY = value; }
}
public virtual LLVector3 HomeLocation
{
get { return _homeLocation; }
set { _homeLocation = value; }
}
// for handy serialization
public virtual float HomeLocationX
{
get { return _homeLocation.X; }
set { _homeLocation.X = value; }
}
public virtual float HomeLocationY
{
get { return _homeLocation.Y; }
set { _homeLocation.Y = value; }
}
public virtual float HomeLocationZ
{
get { return _homeLocation.Z; }
set { _homeLocation.Z = value; }
}
public virtual LLVector3 HomeLookAt
{
get { return _homeLookAt; }
set { _homeLookAt = value; }
}
// for handy serialization
public virtual float HomeLookAtX
{
get { return _homeLookAt.X; }
set { _homeLookAt.X = value; }
}
public virtual float HomeLookAtY
{
get { return _homeLookAt.Y; }
set { _homeLookAt.Y = value; }
}
public virtual float HomeLookAtZ
{
get { return _homeLookAt.Z; }
set { _homeLookAt.Z = value; }
}
public virtual int Created
{
get { return _created; }
set { _created = value; }
}
public virtual int LastLogin
{
get { return _lastLogin; }
set { _lastLogin = value; }
}
public virtual LLUUID RootInventoryFolderID
{
get { return _rootInventoryFolderID; }
set { _rootInventoryFolderID = value; }
}
public virtual string UserInventoryURI
{
get { return _userInventoryURI; }
set { _userInventoryURI = value; }
}
public virtual string UserAssetURI
{
get { return _userAssetURI; }
set { _userAssetURI = value; }
}
public virtual uint CanDoMask
{
get { return _profileCanDoMask; }
set { _profileCanDoMask = value; }
}
public virtual uint WantDoMask
{
get { return _profileWantDoMask; }
set { _profileWantDoMask = value; }
}
public virtual string AboutText
{
get { return _profileAboutText; }
set { _profileAboutText = value; }
}
public virtual string FirstLifeAboutText
{
get { return _profileFirstText; }
set { _profileFirstText = value; }
}
public virtual LLUUID Image
{
get { return _profileImage; }
set { _profileImage = value; }
}
public virtual LLUUID FirstLifeImage
{
get { return _profileFirstImage; }
set { _profileFirstImage = value; }
}
public virtual UserAgentData CurrentAgent
{
get { return _currentAgent; }
set { _currentAgent = value; }
}
public virtual int UserFlags
{
get { return _userFlags; }
set { _userFlags = value; }
}
public virtual int GodLevel
{
get { return _godLevel; }
set { _godLevel = value; }
}
public virtual string CustomType
{
get { return _customType; }
set { _customType = value; }
}
public virtual LLUUID Partner
{
get { return _partner; }
set { _partner = value; }
}
}
}
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