/* * 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.Collections.Generic; using System.IO; using OpenMetaverse; using OpenSim.Region.Framework.Scenes; namespace OpenSim.Region.Framework.Interfaces { public interface IRegionSerialiserModule { List<string> SerialiseRegion(Scene scene, string saveDir); /// <summary> /// Load prims from the xml format /// </summary> /// <param name="scene"></param> /// <param name="fileName"></param> /// <param name="newIDS"></param> /// <param name="loadOffset"></param> void LoadPrimsFromXml(Scene scene, string fileName, bool newIDS, Vector3 loadOffset); /// <summary> /// Save prims in the xml format /// </summary> /// <param name="scene"> </param> /// <param name="fileName"></param> void SavePrimsToXml(Scene scene, string fileName); /// <summary> /// Load prims from the xml2 format /// </summary> /// <param name="scene"></param> /// <param name="fileName"></param> void LoadPrimsFromXml2(Scene scene, string fileName); /// <summary> /// Load prims from the xml2 format /// </summary> /// <param name="scene"></param> /// <param name="reader"></param> /// <param name="startScripts"></param> void LoadPrimsFromXml2(Scene scene, TextReader reader, bool startScripts); /// <summary> /// Save prims in the xml2 format /// </summary> /// <param name="scene"></param> /// <param name="fileName"></param> void SavePrimsToXml2(Scene scene, string fileName); /// <summary> /// Save prims in the xml2 format, optionally specifying a bounding box for which /// prims should be saved. If both min and max vectors are Vector3.Zero, then all prims /// are exported. /// </summary> /// <param name="scene"></param> /// <param name="stream"></param> /// <param name="min"></param> /// <param name="max"></param> void SavePrimsToXml2(Scene scene, TextWriter stream, Vector3 min, Vector3 max); /// <summary> /// Save a set of prims in the xml2 format /// </summary> /// <param name="entityList"></param> /// <param name="fileName"></param> void SavePrimListToXml2(EntityBase[] entityList, string fileName); /// <summary> /// Save a set of prims in the xml2 format, optionally specifying a bounding box for which /// prims should be saved. If both min and max vectors are Vector3.Zero, then all prims /// are exported. /// </summary> /// <param name="entityList"></param> /// <param name="stream"></param> /// <param name="min"></param> /// <param name="max"></param> void SavePrimListToXml2(EntityBase[] entityList, TextWriter stream, Vector3 min, Vector3 max); void SaveNamedPrimsToXml2(Scene scene, string primName, string fileName); /// <summary> /// Deserializes a scene object from its xml2 representation. This does not load the object into the scene. /// </summary> /// <param name="xmlString"></param> /// <returns>The scene object created</returns> SceneObjectGroup DeserializeGroupFromXml2(string xmlString); /// <summary> /// Serialize an individual scene object into the xml2 format /// </summary> /// <param name="grp"></param> /// <returns></returns> string SerializeGroupToXml2(SceneObjectGroup grp, Dictionary<string, object> options); } }