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authorDr Scofield2009-02-06 16:55:34 +0000
committerDr Scofield2009-02-06 16:55:34 +0000
commit9b66108081a8c8cf79faaa6c541554091c40850e (patch)
tree095a232ae5a9de3a9244bcd34da08294f61eeea5 /OpenSim/Region/Environment/Interfaces/IRegionSerialiserModule.cs
parent* removed superfluous constants class (diff)
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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/Environment/Interfaces/IRegionSerialiserModule.cs')
-rw-r--r--OpenSim/Region/Environment/Interfaces/IRegionSerialiserModule.cs122
1 files changed, 0 insertions, 122 deletions
diff --git a/OpenSim/Region/Environment/Interfaces/IRegionSerialiserModule.cs b/OpenSim/Region/Environment/Interfaces/IRegionSerialiserModule.cs
deleted file mode 100644
index b89f869..0000000
--- a/OpenSim/Region/Environment/Interfaces/IRegionSerialiserModule.cs
+++ /dev/null
@@ -1,122 +0,0 @@
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
28using OpenMetaverse;
29using System.Collections.Generic;
30using System.IO;
31using OpenSim.Region.Environment.Scenes;
32
33namespace OpenSim.Region.Environment.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}