aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Framework/UserProfileData.cs
blob: 04abfd6c389fa95a2e79ef651a5f181ecd2a1de2 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
/*
 * 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 OpenMetaverse;

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 m_created;

        /// <summary>
        /// The users last registered agent (filled in on the user server)
        /// </summary>
        private UserAgentData m_currentAgent;

        /// <summary>
        /// The first component of a users account name
        /// </summary>
        private string m_firstname;

        /// <summary>
        /// The coordinates inside the region of the home location
        /// </summary>
        private Vector3 m_homeLocation;

        /// <summary>
        /// Where the user will be looking when they rez.
        /// </summary>
        private Vector3 m_homeLookAt;

        private uint m_homeRegionX;
        private uint m_homeRegionY;

        /// <summary>
        /// The ID value for this user
        /// </summary>
        private UUID m_id;

        /// <summary>
        /// A UNIX Timestamp for the users last login date / time
        /// </summary>
        private int m_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 m_passwordHash;

        /// <summary>
        /// The salt used for the users hash, should be 32 bytes or longer
        /// </summary>
        private string m_passwordSalt;

        /// <summary>
        /// The about text listed in a users profile.
        /// </summary>
        private string m_profileAboutText = String.Empty;

        /// <summary>
        /// A uint mask containing the "I can do" fields of the users profile
        /// </summary>
        private uint m_profileCanDoMask;

        /// <summary>
        /// The profile image for the users first life tab
        /// </summary>
        private UUID m_profileFirstImage;

        /// <summary>
        /// The first life about text listed in a users profile
        /// </summary>
        private string m_profileFirstText = String.Empty;

        /// <summary>
        /// The profile image for an avatar stored on the asset server
        /// </summary>
        private UUID m_profileImage;

        /// <summary>
        /// A uint mask containing the "I want to do" part of the users profile
        /// </summary>
        private uint m_profileWantDoMask; // Profile window "I want to" mask

        private UUID m_rootInventoryFolderId;

        /// <summary>
        /// The second component of a users account name
        /// </summary>
        private string m_surname;

        /// <summary>
        /// A valid email address for the account.  Useful for password reset requests.
        /// </summary>
        private string m_email = String.Empty;

        /// <summary>
        /// A URI to the users asset server, used for foreigners and large grids.
        /// </summary>
        private string m_userAssetUri = String.Empty;

        /// <summary>
        /// A URI to the users inventory server, used for foreigners and large grids
        /// </summary>
        private string m_userInventoryUri = String.Empty;

        /// <summary>
        /// The last used Web_login_key
        /// </summary>
        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;

        /// <summary>
        /// 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
        /// </summary>
        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;
        /// <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 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; }
        }
        
        /// <value>
        /// The concatentation of the various name components.
        /// </value>
        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; }
        }
    }
}