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* refactor: Rename IRegionSerialiser and move into interfaces namespace
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120
OpenSim/Region/Environment/Interfaces/IRegionSerialiserModule.cs
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120
OpenSim/Region/Environment/Interfaces/IRegionSerialiserModule.cs
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/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSim Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using OpenMetaverse;
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using System.Collections.Generic;
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using System.IO;
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using OpenSim.Region.Environment.Scenes;
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namespace OpenSim.Region.Environment.Interfaces
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{
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public interface IRegionSerialiserModule
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{
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List<string> SerialiseRegion(Scene scene, string saveDir);
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/// <summary>
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/// Load prims from the xml format
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/// </summary>
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/// <param name="scene"></param>
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/// <param name="fileName"></param>
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/// <param name="newIDS"></param>
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/// <param name="loadOffset"></param>
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void LoadPrimsFromXml(Scene scene, string fileName, bool newIDS, Vector3 loadOffset);
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/// <summary>
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/// Save prims in the xml format
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/// </summary>
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/// <param name="scene"> </param>
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/// <param name="fileName"></param>
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void SavePrimsToXml(Scene scene, string fileName);
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/// <summary>
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/// Load prims from the xml2 format
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/// </summary>
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/// <param name="scene"></param>
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/// <param name="fileName"></param>
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void LoadPrimsFromXml2(Scene scene, string fileName);
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/// <summary>
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/// Load prims from the xml2 format
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/// </summary>
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/// <param name="scene"></param>
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/// <param name="reader"></param>
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/// <param name="startScripts"></param>
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void LoadPrimsFromXml2(Scene scene, TextReader reader, bool startScripts);
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/// <summary>
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/// Save prims in the xml2 format
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/// </summary>
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/// <param name="scene"></param>
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/// <param name="fileName"></param>
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void SavePrimsToXml2(Scene scene, string fileName);
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/// <summary>
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/// Save prims in the xml2 format, optionally specifying a bounding box for which
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/// prims should be saved. If both min and max vectors are Vector3.Zero, then all prims
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/// are exported.
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/// </summary>
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/// <param name="scene"></param>
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/// <param name="stream"></param>
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/// <param name="min"></param>
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/// <param name="max"></param>
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void SavePrimsToXml2(Scene scene, TextWriter stream, Vector3 min, Vector3 max);
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/// <summary>
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/// Save a set of prims in the xml2 format
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/// </summary>
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/// <param name="entityList"></param>
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/// <param name="fileName"></param>
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void SavePrimListToXml2(List<EntityBase> entityList, string fileName);
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/// <summary>
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/// Save a set of prims in the xml2 format, optionally specifying a bounding box for which
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/// prims should be saved. If both min and max vectors are Vector3.Zero, then all prims
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/// are exported.
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/// </summary>
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/// <param name="entityList"></param>
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/// <param name="stream"></param>
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/// <param name="min"></param>
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/// <param name="max"></param>
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void SavePrimListToXml2(List<EntityBase> entityList, TextWriter stream, Vector3 min, Vector3 max);
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/// <summary>
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/// Deserializes a scene object from its xml2 representation. This does not load the object into the scene.
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/// </summary>
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/// <param name="xmlString"></param>
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/// <returns>The scene object created. null if the scene object already existed</returns>
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SceneObjectGroup DeserializeGroupFromXml2(string xmlString);
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/// <summary>
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/// Serialize an individual scene object into the xml2 format
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/// </summary>
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/// <param name="grp"></param>
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/// <returns></returns>
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string SaveGroupToXml2(SceneObjectGroup grp);
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}
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}
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