diff options
author | Dr Scofield | 2009-02-06 16:55:34 +0000 |
---|---|---|
committer | Dr Scofield | 2009-02-06 16:55:34 +0000 |
commit | 9b66108081a8c8cf79faaa6c541554091c40850e (patch) | |
tree | 095a232ae5a9de3a9244bcd34da08294f61eeea5 /OpenSim/Region/Framework/Interfaces/IRegionSerialiserModule.cs | |
parent | * removed superfluous constants class (diff) | |
download | opensim-SC-9b66108081a8c8cf79faaa6c541554091c40850e.zip opensim-SC-9b66108081a8c8cf79faaa6c541554091c40850e.tar.gz opensim-SC-9b66108081a8c8cf79faaa6c541554091c40850e.tar.bz2 opensim-SC-9b66108081a8c8cf79faaa6c541554091c40850e.tar.xz |
This changeset is the step 1 of 2 in refactoring
OpenSim.Region.Environment into a "framework" part and a modules only
part. This first changeset refactors OpenSim.Region.Environment.Scenes,
OpenSim.Region.Environment.Interfaces, and OpenSim.Region.Interfaces
into OpenSim.Region.Framework.{Interfaces,Scenes} leaving only region
modules in OpenSim.Region.Environment.
The next step will be to move region modules up from
OpenSim.Region.Environment.Modules to OpenSim.Region.CoreModules and
then sort out which modules are really core modules and which should
move out to forge.
I've been very careful to NOT BREAK anything. i hope i've
succeeded. as this is the work of a whole week i hope i managed to
keep track with the applied patches of the last week --- could any of
you that did check in stuff have a look at whether it survived? thx!
Diffstat (limited to 'OpenSim/Region/Framework/Interfaces/IRegionSerialiserModule.cs')
-rw-r--r-- | OpenSim/Region/Framework/Interfaces/IRegionSerialiserModule.cs | 122 |
1 files changed, 122 insertions, 0 deletions
diff --git a/OpenSim/Region/Framework/Interfaces/IRegionSerialiserModule.cs b/OpenSim/Region/Framework/Interfaces/IRegionSerialiserModule.cs new file mode 100644 index 0000000..40e4c99 --- /dev/null +++ b/OpenSim/Region/Framework/Interfaces/IRegionSerialiserModule.cs | |||
@@ -0,0 +1,122 @@ | |||
1 | /* | ||
2 | * Copyright (c) Contributors, http://opensimulator.org/ | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyright | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSim Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | */ | ||
27 | |||
28 | using OpenMetaverse; | ||
29 | using System.Collections.Generic; | ||
30 | using System.IO; | ||
31 | using OpenSim.Region.Framework.Scenes; | ||
32 | |||
33 | namespace OpenSim.Region.Framework.Interfaces | ||
34 | { | ||
35 | public interface IRegionSerialiserModule | ||
36 | { | ||
37 | List<string> SerialiseRegion(Scene scene, string saveDir); | ||
38 | |||
39 | /// <summary> | ||
40 | /// Load prims from the xml format | ||
41 | /// </summary> | ||
42 | /// <param name="scene"></param> | ||
43 | /// <param name="fileName"></param> | ||
44 | /// <param name="newIDS"></param> | ||
45 | /// <param name="loadOffset"></param> | ||
46 | void LoadPrimsFromXml(Scene scene, string fileName, bool newIDS, Vector3 loadOffset); | ||
47 | |||
48 | /// <summary> | ||
49 | /// Save prims in the xml format | ||
50 | /// </summary> | ||
51 | /// <param name="scene"> </param> | ||
52 | /// <param name="fileName"></param> | ||
53 | void SavePrimsToXml(Scene scene, string fileName); | ||
54 | |||
55 | /// <summary> | ||
56 | /// Load prims from the xml2 format | ||
57 | /// </summary> | ||
58 | /// <param name="scene"></param> | ||
59 | /// <param name="fileName"></param> | ||
60 | void LoadPrimsFromXml2(Scene scene, string fileName); | ||
61 | |||
62 | /// <summary> | ||
63 | /// Load prims from the xml2 format | ||
64 | /// </summary> | ||
65 | /// <param name="scene"></param> | ||
66 | /// <param name="reader"></param> | ||
67 | /// <param name="startScripts"></param> | ||
68 | void LoadPrimsFromXml2(Scene scene, TextReader reader, bool startScripts); | ||
69 | |||
70 | /// <summary> | ||
71 | /// Save prims in the xml2 format | ||
72 | /// </summary> | ||
73 | /// <param name="scene"></param> | ||
74 | /// <param name="fileName"></param> | ||
75 | void SavePrimsToXml2(Scene scene, string fileName); | ||
76 | |||
77 | /// <summary> | ||
78 | /// Save prims in the xml2 format, optionally specifying a bounding box for which | ||
79 | /// prims should be saved. If both min and max vectors are Vector3.Zero, then all prims | ||
80 | /// are exported. | ||
81 | /// </summary> | ||
82 | /// <param name="scene"></param> | ||
83 | /// <param name="stream"></param> | ||
84 | /// <param name="min"></param> | ||
85 | /// <param name="max"></param> | ||
86 | void SavePrimsToXml2(Scene scene, TextWriter stream, Vector3 min, Vector3 max); | ||
87 | |||
88 | /// <summary> | ||
89 | /// Save a set of prims in the xml2 format | ||
90 | /// </summary> | ||
91 | /// <param name="entityList"></param> | ||
92 | /// <param name="fileName"></param> | ||
93 | void SavePrimListToXml2(List<EntityBase> entityList, string fileName); | ||
94 | |||
95 | /// <summary> | ||
96 | /// Save a set of prims in the xml2 format, optionally specifying a bounding box for which | ||
97 | /// prims should be saved. If both min and max vectors are Vector3.Zero, then all prims | ||
98 | /// are exported. | ||
99 | /// </summary> | ||
100 | /// <param name="entityList"></param> | ||
101 | /// <param name="stream"></param> | ||
102 | /// <param name="min"></param> | ||
103 | /// <param name="max"></param> | ||
104 | void SavePrimListToXml2(List<EntityBase> entityList, TextWriter stream, Vector3 min, Vector3 max); | ||
105 | |||
106 | void SaveNamedPrimsToXml2(Scene scene, string primName, string fileName); | ||
107 | |||
108 | /// <summary> | ||
109 | /// Deserializes a scene object from its xml2 representation. This does not load the object into the scene. | ||
110 | /// </summary> | ||
111 | /// <param name="xmlString"></param> | ||
112 | /// <returns>The scene object created. null if the scene object already existed</returns> | ||
113 | SceneObjectGroup DeserializeGroupFromXml2(string xmlString); | ||
114 | |||
115 | /// <summary> | ||
116 | /// Serialize an individual scene object into the xml2 format | ||
117 | /// </summary> | ||
118 | /// <param name="grp"></param> | ||
119 | /// <returns></returns> | ||
120 | string SaveGroupToXml2(SceneObjectGroup grp); | ||
121 | } | ||
122 | } | ||