From 0c94da830557fe17f2ff40b04031255375397717 Mon Sep 17 00:00:00 2001
From: Justin Clarke Casey
Date: Thu, 22 May 2008 22:21:58 +0000
Subject: * Plug in stubbed out archiver module
---
OpenSim/Region/Environment/Scenes/Scene.cs | 27 +++++++++++++++++++++++----
1 file changed, 23 insertions(+), 4 deletions(-)
(limited to 'OpenSim/Region/Environment/Scenes/Scene.cs')
diff --git a/OpenSim/Region/Environment/Scenes/Scene.cs b/OpenSim/Region/Environment/Scenes/Scene.cs
index 8c95a0d..3ede889 100644
--- a/OpenSim/Region/Environment/Scenes/Scene.cs
+++ b/OpenSim/Region/Environment/Scenes/Scene.cs
@@ -40,6 +40,7 @@ using OpenSim.Framework.Communications;
using OpenSim.Framework.Communications.Cache;
using OpenSim.Framework.Servers;
using OpenSim.Region.Environment.Interfaces;
+using OpenSim.Region.Environment.Modules.World.Archiver;
using OpenSim.Region.Environment.Modules.World.Terrain;
using OpenSim.Region.Environment.Scenes.Scripting;
using OpenSim.Region.Physics.Manager;
@@ -58,7 +59,6 @@ namespace OpenSim.Region.Environment.Scenes
public SynchronizeSceneHandler SynchronizeScene = null;
public int splitID = 0;
-
#region Fields
protected Timer m_heartbeatTimer = new Timer();
@@ -138,7 +138,6 @@ namespace OpenSim.Region.Environment.Scenes
private int m_update_terrain = 50;
private int m_update_land = 1;
-
private int frameMS = 0;
private int physicsMS2 = 0;
private int physicsMS = 0;
@@ -631,7 +630,7 @@ namespace OpenSim.Region.Environment.Scenes
}
///
- /// Sets up references to loaded modules required by thie scene
+ /// Sets up references to modules required by the scene
///
public void SetModuleInterfaces()
{
@@ -1043,7 +1042,7 @@ namespace OpenSim.Region.Environment.Scenes
//}
//else
//{
- float tmpval = (float)hm[x, y];
+ //float tmpval = (float)hm[x, y];
float heightvalue = (float)hm[x, y];
if ((float)heightvalue > m_regInfo.EstateSettings.waterHeight)
@@ -1380,6 +1379,26 @@ namespace OpenSim.Region.Environment.Scenes
{
m_sceneXmlLoader.SavePrimsToXml2(fileName);
}
+
+ ///
+ /// Load a prim archive into the scene. This loads both prims and their assets.
+ ///
+ ///
+ public void LoadPrimsFromArchive(string filePath)
+ {
+ IRegionArchiver archiver = RequestModuleInterface();
+ archiver.DearchiveRegion(this, filePath);
+ }
+
+ ///
+ /// Save the prims in the scene to an archive. This saves both prims and their assets.
+ ///
+ ///
+ public void SavePrimsToArchive(string filePath)
+ {
+ IRegionArchiver archiver = RequestModuleInterface();
+ archiver.ArchiveRegion(this, filePath);
+ }
///
/// Locate New region Handle and offset the prim position for the new region
--
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