remove confusing UserProfileData.cs (run prebuild)

UbitUmarov [2022-06-20 23:49:51]
remove confusing UserProfileData.cs (run prebuild)
Filename
OpenSim/Framework/UserProfileData.cs
diff --git a/OpenSim/Framework/UserProfileData.cs b/OpenSim/Framework/UserProfileData.cs
deleted file mode 100644
index d8fa629..0000000
--- a/OpenSim/Framework/UserProfileData.cs
+++ /dev/null
@@ -1,401 +0,0 @@
-/*
- * 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 OpenSimulator 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
-
-        /// <summary>
-        /// The profile url for an avatar
-        /// </summary>
-        private string m_profileUrl;
-
-        /// <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 Util.RegionWorldLocToHandle(Util.RegionToWorldLoc(m_homeRegionX), Util.RegionToWorldLoc(m_homeRegionY));
-                // return Utils.UIntsToLong( m_homeRegionX * (uint)Constants.RegionSize, m_homeRegionY * (uint)Constants.RegionSize);
-            }
-
-            set
-            {
-                uint regionWorldLocX, regionWorldLocY;
-                Util.RegionHandleToWorldLoc(value, out regionWorldLocX, out regionWorldLocY);
-                m_homeRegionX = Util.WorldToRegionLoc(regionWorldLocX);
-                m_homeRegionY = Util.WorldToRegionLoc(regionWorldLocY);
-                // 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 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 string ProfileUrl
-        {
-            get { return m_profileUrl; }
-            set { m_profileUrl = 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; }
-        }
-    }
-}
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