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/*
* 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 OpenSim 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 OpenMetaverse;
using System.Collections.Generic;
using System.IO;
using OpenSim.Region.Environment.Scenes;
namespace OpenSim.Region.Environment.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(List<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(List<EntityBase> entityList, TextWriter stream, Vector3 min, Vector3 max);
/// <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. null if the scene object already existed</returns>
SceneObjectGroup DeserializeGroupFromXml2(string xmlString);
/// <summary>
/// Serialize an individual scene object into the xml2 format
/// </summary>
/// <param name="grp"></param>
/// <returns></returns>
string SaveGroupToXml2(SceneObjectGroup grp);
}
}
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