* Documentation for load/save xml methods

* Insert the very rough beginning stubs for a save/load OpenSim archive facility that will load/save prim assets (textures & inventory) as well as the prim details themselves 
(our existing xml facilities).
* This won't be ready for even rough testing for quite some time.
* I'm doing this directly in the region server for now since this will be quicker to get something working (hence giving me the Serotonin boost that I need).  However, there are 
very good arguments for later also including it (or moving it entirely) to the separate export executable which Sean stubbed out some time ago.
0.6.0-stable
Justin Clarke Casey 2008-05-22 17:09:33 +00:00
parent a97fa3f43e
commit 401e9bc3b9
3 changed files with 57 additions and 1 deletions

View File

@ -62,8 +62,16 @@ namespace OpenSim
protected string proxyUrl;
protected int proxyOffset = 0;
/// <summary>
/// The file used to load and save prim backup xml if none has been specified
/// </summary>
protected const string DEFAULT_PRIM_BACKUP_FILENAME = "prim-backup.xml";
/// <summary>
/// The file use to load and save an opensim archive if none has been specified
/// </summary>
protected const string DEFAULT_OAR_BACKUP_FILENAME = "scene.oar.zip";
public string m_physicsEngine;
public string m_meshEngineName;
public string m_scriptEngine;

View File

@ -360,6 +360,17 @@ namespace OpenSim
}
break;
case "save-oar":
if (cmdparams.Length > 0)
{
m_sceneManager.SaveCurrentSceneToOar(cmdparams[0]);
}
else
{
m_sceneManager.SaveCurrentSceneToOar(DEFAULT_OAR_BACKUP_FILENAME);
}
break;
case "plugin":
m_sceneManager.SendCommandToPluginModules(cmdparams);
break;

View File

@ -157,26 +157,63 @@ namespace OpenSim.Region.Environment.Scenes
}
}
/// <summary>
/// Save the prims in the current scene to an xml file in OpenSimulator's original 'xml' format
/// </summary>
/// <param name="filename"></param>
public void SaveCurrentSceneToXml(string filename)
{
CurrentOrFirstScene.SavePrimsToXml(filename);
}
/// <summary>
/// Load an xml file of prims in OpenSimulator's original 'xml' file format to the current scene
/// </summary>
/// <param name="filename"></param>
/// <param name="generateNewIDs"></param>
/// <param name="loadOffset"></param>
public void LoadCurrentSceneFromXml(string filename, bool generateNewIDs, LLVector3 loadOffset)
{
CurrentOrFirstScene.LoadPrimsFromXml(filename, generateNewIDs, loadOffset);
}
/// <summary>
/// Save the prims in the current scene to an xml file in OpenSimulator's current 'xml2' format
/// </summary>
/// <param name="filename"></param>
public void SaveCurrentSceneToXml2(string filename)
{
CurrentOrFirstScene.SavePrimsToXml2(filename);
}
/// <summary>
/// Load an xml file of prims in OpenSimulator's current 'xml2' file format to the current scene
/// </summary>
public void LoadCurrentSceneFromXml2(string filename)
{
CurrentOrFirstScene.LoadPrimsFromXml2(filename);
}
/// <summary>
/// Save the current scene to an OpenSimulator archive. This archive will eventually include the prim's assets
/// as well as the details of the prims themselves.
/// </summary>
/// <param name="filename"></param>
public void SaveCurrentSceneToOar(string filename)
{
// TODO Nothing yet
}
/// <summary>
/// Load an OpenSim archive into the current scene. This will load both the shapes of the prims and upload
/// their assets to the asset service.
/// </summary>
/// <param name="filename"></param>
public void LoadCurrentSceneFromOar(string filename)
{
// TODO Nothing yet
}
[Obsolete("TODO: Remove this warning by 0.7")]
public bool RunTerrainCmdOnCurrentScene(string[] cmdparams, ref string result)
{