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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.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);
-
- /// <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);
- /// <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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