aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Framework/UserProfileData.cs
blob: 51678e402b699b3690dc1cd2e08cf1502e5e653e (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
/*
 * 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 _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 Vector3 _homeLocation;

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

        private uint _homeRegionX;
        private uint _homeRegionY;

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

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

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

        /// <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 UUID _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 UUID _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((_homeRegionX * (uint)Constants.RegionSize), (_homeRegionY * (uint)Constants.RegionSize)); }
            set
            {
                _homeRegionX = (uint) (value >> 40);
                _homeRegionY = (((uint) (value)) >> 8);
            }
        }

        private UUID _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 _homeRegionID; }
            set { _homeRegionID = value; }
        }

        // Property wrappers
        public UUID ID
        {
            get { return _id; }
            set { _id = value; }
        }

        public UUID 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; }
        }
        
        /// <value>
        /// The concatentation of the various name components.
        /// </value>
        public string Name
        {
            get { return String.Format("{0} {1}", _firstname, _surname); }
        }        

        public string Email
        {
            get { return _email; }
            set { _email = 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 Vector3 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 Vector3 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 UUID 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 UUID Image
        {
            get { return _profileImage; }
            set { _profileImage = value; }
        }

        public UUID FirstLifeImage
        {
            get { return _profileFirstImage; }
            set { _profileFirstImage = value; }
        }

        public UserAgentData CurrentAgent
        {
            get { return _currentAgent; }
            set { _currentAgent = value; }
        }

        public int UserFlags
        {
            get { return _userFlags; }
            set { _userFlags = value; }
        }

        public int GodLevel
        {
            get { return _godLevel; }
            set { _godLevel = value; }
        }

        public string CustomType
        {
            get { return _customType; }
            set { _customType = value; }
        }

        public UUID Partner
        {
            get { return _partner; }
            set { _partner = value; }
        }
    }
}