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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);
-
- 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. 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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