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authorJustin Clarke Casey2008-05-22 17:09:33 +0000
committerJustin Clarke Casey2008-05-22 17:09:33 +0000
commit401e9bc3b9083e106a9eb1b6bc6f2902e23cf9c0 (patch)
tree59269eae65bee46ef2494b75882fc5b5b4f79e43 /OpenSim/Region/Application/OpenSimMain.cs
parentchanging more 'raw' HTTP status codes to OSHttpStatusCodes. (diff)
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* Documentation for load/save xml methods
* Insert the very rough beginning stubs for a save/load OpenSim archive facility that will load/save prim assets (textures & inventory) as well as the prim details themselves (our existing xml facilities). * This won't be ready for even rough testing for quite some time. * I'm doing this directly in the region server for now since this will be quicker to get something working (hence giving me the Serotonin boost that I need). However, there are very good arguments for later also including it (or moving it entirely) to the separate export executable which Sean stubbed out some time ago.
Diffstat (limited to 'OpenSim/Region/Application/OpenSimMain.cs')
-rw-r--r--OpenSim/Region/Application/OpenSimMain.cs8
1 files changed, 8 insertions, 0 deletions
diff --git a/OpenSim/Region/Application/OpenSimMain.cs b/OpenSim/Region/Application/OpenSimMain.cs
index 61b4de0..ea7b0e7 100644
--- a/OpenSim/Region/Application/OpenSimMain.cs
+++ b/OpenSim/Region/Application/OpenSimMain.cs
@@ -62,7 +62,15 @@ namespace OpenSim
62 protected string proxyUrl; 62 protected string proxyUrl;
63 protected int proxyOffset = 0; 63 protected int proxyOffset = 0;
64 64
65 /// <summary>
66 /// The file used to load and save prim backup xml if none has been specified
67 /// </summary>
65 protected const string DEFAULT_PRIM_BACKUP_FILENAME = "prim-backup.xml"; 68 protected const string DEFAULT_PRIM_BACKUP_FILENAME = "prim-backup.xml";
69
70 /// <summary>
71 /// The file use to load and save an opensim archive if none has been specified
72 /// </summary>
73 protected const string DEFAULT_OAR_BACKUP_FILENAME = "scene.oar.zip";
66 74
67 public string m_physicsEngine; 75 public string m_physicsEngine;
68 public string m_meshEngineName; 76 public string m_meshEngineName;