* This is the fabled LibOMV update with all of the libOMV types from JHurliman

* This is a HUGE OMG update and will definitely have unknown side effects.. so this is really only for the strong hearted at this point.  Regular people should let the dust settle.
* This has been tested to work with most basic functions. However..   make sure you back up 'everything' before using this.  It's that big!  
* Essentially we're back at square 1 in the testing phase..  so lets identify things that broke.
This commit is contained in:
Teravus Ovares
2008-09-06 07:52:41 +00:00
parent cbec2bf22b
commit 7d89e12293
388 changed files with 6811 additions and 7138 deletions

View File

@@ -26,7 +26,7 @@
*/
using System.Collections.Generic;
using libsecondlife;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Region.Environment.Scenes;
@@ -46,7 +46,7 @@ namespace OpenSim.Region.Environment.Interfaces
/// </summary>
/// <param name="obj"></param>
/// <param name="regionUUID"></param>
void StoreObject(SceneObjectGroup obj, LLUUID regionUUID);
void StoreObject(SceneObjectGroup obj, UUID regionUUID);
/// <summary>
/// Entirely removes the object, including inventory
@@ -54,25 +54,25 @@ namespace OpenSim.Region.Environment.Interfaces
/// <param name="uuid"></param>
/// <param name="regionUUID"></param>
/// <returns></returns>
void RemoveObject(LLUUID uuid, LLUUID regionUUID);
void RemoveObject(UUID uuid, UUID regionUUID);
/// <summary>
/// Store a prim's inventory
/// </summary>
/// <returns></returns>
void StorePrimInventory(LLUUID primID, ICollection<TaskInventoryItem> items);
void StorePrimInventory(UUID primID, ICollection<TaskInventoryItem> items);
List<SceneObjectGroup> LoadObjects(LLUUID regionUUID);
List<SceneObjectGroup> LoadObjects(UUID regionUUID);
void StoreTerrain(double[,] terrain, LLUUID regionID);
double[,] LoadTerrain(LLUUID regionID);
void StoreTerrain(double[,] terrain, UUID regionID);
double[,] LoadTerrain(UUID regionID);
void StoreLandObject(ILandObject Parcel);
void RemoveLandObject(LLUUID globalID);
List<LandData> LoadLandObjects(LLUUID regionUUID);
void RemoveLandObject(UUID globalID);
List<LandData> LoadLandObjects(UUID regionUUID);
void StoreRegionSettings(RegionSettings rs);
RegionSettings LoadRegionSettings(LLUUID regionUUID);
RegionSettings LoadRegionSettings(UUID regionUUID);
void Shutdown();
}