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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 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;
using System.Collections.Generic;
using System.IO;
namespace OpenSim.Region.Framework.Interfaces
{
/// <summary>
/// Interface to region archive functionality
/// </summary>
public interface IRegionArchiverModule
{
void HandleLoadOarConsoleCommand(string module, string[] cmdparams);
void HandleSaveOarConsoleCommand(string module, string[] cmdparams);
/// <summary>
/// Archive the region to the given path
/// </summary>
///
/// This method occurs asynchronously. If you want notification of when it has completed then subscribe to
/// the EventManager.OnOarFileSaved event.
///
/// <param name="savePath"></param>
void ArchiveRegion(string savePath, Dictionary<string, object> options);
/// <summary>
/// Archive the region to the given path
/// </summary>
///
/// This method occurs asynchronously. If you want notification of when it has completed then subscribe to
/// the EventManager.OnOarFileSaved event.
///
/// <param name="savePath"></param>
/// <param name="requestId">If supplied, this request Id is later returned in the saved event</param>
void ArchiveRegion(string savePath, Guid requestId, Dictionary<string, object> options);
/// <summary>
/// Archive the region to a stream.
/// </summary>
///
/// This method occurs asynchronously. If you want notification of when it has completed then subscribe to
/// the EventManager.OnOarFileSaved event.
///
/// <param name="saveStream"></param>
/// <param name="requestId">If supplied, this request Id is later returned in the saved event</param>
void ArchiveRegion(Stream saveStream, Guid requestId);
/// <summary>
/// Dearchive the given region archive. This replaces the existing scene.
/// </summary>
///
/// If you want notification of when it has completed then subscribe to the EventManager.OnOarFileLoaded event.
///
/// <param name="loadPath"></param>
void DearchiveRegion(string loadPath);
/// <summary>
/// Dearchive the given region archive. This replaces the existing scene.
/// </summary>
///
/// If you want notification of when it has completed then subscribe to the EventManager.OnOarFileLoaded event.
///
/// <param name="loadPath"></param>
/// <param name="merge">
/// If true, the loaded region merges with the existing one rather than replacing it. Any terrain or region
/// settings in the archive will be ignored.
/// </param>
/// <param name="skipAssets">
/// If true, the archive is loaded without loading any assets contained within it. This is useful if the
/// assets are already known to be present in the grid's asset service.
/// </param>
/// <param name="requestId">If supplied, this request Id is later returned in the saved event</param>
void DearchiveRegion(string loadPath, bool merge, bool skipAssets, Guid requestId);
/// <summary>
/// Dearchive a region from a stream. This replaces the existing scene.
/// </summary>
///
/// If you want notification of when it has completed then subscribe to the EventManager.OnOarFileLoaded event.
///
/// <param name="loadStream"></param>
void DearchiveRegion(Stream loadStream);
/// <summary>
/// Dearchive a region from a stream. This replaces the existing scene.
/// </summary>
///
/// If you want notification of when it has completed then subscribe to the EventManager.OnOarFileLoaded event.
///
/// <param name="loadStream"></param>
/// <param name="merge">
/// If true, the loaded region merges with the existing one rather than replacing it. Any terrain or region
/// settings in the archive will be ignored.
/// </param>
/// <param name="skipAssets">
/// If true, the archive is loaded without loading any assets contained within it. This is useful if the
/// assets are already known to be present in the grid's asset service.
/// </param
/// <param name="requestId">If supplied, this request Id is later returned in the saved event</param>
void DearchiveRegion(Stream loadStream, bool merge, bool skipAssets, Guid requestId);
}
}
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