C# 클래스 Universe.Modules.Archivers.ArchiveReadRequest

Handles an individual archive read request
파일 보기 프로젝트 열기: Virtual-Universe/Virtual-Universe 1 사용 예제들

보호된 프로퍼티들

프로퍼티 타입 설명
AssetSaverIsRunning bool
AssetsToAdd HashSet
m_asciiEncoding System.Text.ASCIIEncoding
m_errorMessage string
m_loadStream Stream
m_merge bool
m_scene IScene
m_skipAssets bool
m_skipTerrain bool
m_threadpool UniverseThreadPool
m_useAsync bool
m_utf8Encoding UTF8Encoding

공개 메소드들

메소드 설명
ArchiveReadRequest ( IScene scene, Stream stream, bool merge, bool skipAssets, bool skipTerrain, int offsetX, int offsetY, int offsetZ, bool flipX, bool flipY, bool useParcelOwnership, bool checkOwnership ) : System
ArchiveReadRequest ( IScene scene, string loadPath, bool merge, bool skipAssets, bool skipTerrain, int offsetX, int offsetY, int offsetZ, bool flipX, bool flipY, bool useParcelOwnership, bool checkOwnership ) : System
DearchiveRegion ( ) : bool

De-archive the region embodied in this request.

Init ( IScene scene, Stream stream, bool merge, bool skipAssets, bool skipTerrain, int offsetX, int offsetY, int offsetZ, bool flipX, bool flipY, bool useParcelOwnership, bool checkOwnership ) : void

비공개 메소드들

메소드 설명
ContainsPoint ( LandData data, int checkx, int checky ) : bool
DearchiveRegion0DotStar ( ) : bool
LoadAsset ( string assetPath, byte data, AssetBase &asset ) : bool

Load an asset

LoadControlFile ( byte data ) : void

Load oar control file

LoadLandData ( byte data ) : LandData
LoadRegionSettings ( string settingsPath, byte data ) : void

Load region settings data

LoadTerrain ( string terrainPath, byte data ) : void

Load terrain data

ResolveGroupUuid ( UUID GroupID ) : UUID
ResolveUserUuid ( UUID uuid, System.Vector3 location, IEnumerable parcels ) : UUID

Look up the given user id to check whether it's one that is valid for this grid.

SaveAssets ( ) : void
SaveNonBinaryAssets ( UUID key, AssetBase asset, UUID>.Dictionary assetBinaryChangeRecord ) : AssetBase

메소드 상세

ArchiveReadRequest() 공개 메소드

public ArchiveReadRequest ( IScene scene, Stream stream, bool merge, bool skipAssets, bool skipTerrain, int offsetX, int offsetY, int offsetZ, bool flipX, bool flipY, bool useParcelOwnership, bool checkOwnership ) : System
scene IScene
stream Stream
merge bool
skipAssets bool
skipTerrain bool
offsetX int
offsetY int
offsetZ int
flipX bool
flipY bool
useParcelOwnership bool
checkOwnership bool
리턴 System

ArchiveReadRequest() 공개 메소드

public ArchiveReadRequest ( IScene scene, string loadPath, bool merge, bool skipAssets, bool skipTerrain, int offsetX, int offsetY, int offsetZ, bool flipX, bool flipY, bool useParcelOwnership, bool checkOwnership ) : System
scene IScene
loadPath string
merge bool
skipAssets bool
skipTerrain bool
offsetX int
offsetY int
offsetZ int
flipX bool
flipY bool
useParcelOwnership bool
checkOwnership bool
리턴 System

DearchiveRegion() 공개 메소드

De-archive the region embodied in this request.
public DearchiveRegion ( ) : bool
리턴 bool

Init() 공개 메소드

public Init ( IScene scene, Stream stream, bool merge, bool skipAssets, bool skipTerrain, int offsetX, int offsetY, int offsetZ, bool flipX, bool flipY, bool useParcelOwnership, bool checkOwnership ) : void
scene IScene
stream Stream
merge bool
skipAssets bool
skipTerrain bool
offsetX int
offsetY int
offsetZ int
flipX bool
flipY bool
useParcelOwnership bool
checkOwnership bool
리턴 void

프로퍼티 상세

AssetSaverIsRunning 보호되어 있는 프로퍼티

protected bool AssetSaverIsRunning
리턴 bool

AssetsToAdd 보호되어 있는 프로퍼티

protected HashSet AssetsToAdd
리턴 HashSet

m_asciiEncoding 보호되어 있는 정적으로 프로퍼티

protected static ASCIIEncoding,System.Text m_asciiEncoding
리턴 System.Text.ASCIIEncoding

m_errorMessage 보호되어 있는 프로퍼티

protected string m_errorMessage
리턴 string

m_loadStream 보호되어 있는 프로퍼티

protected Stream m_loadStream
리턴 Stream

m_merge 보호되어 있는 프로퍼티

protected bool m_merge
리턴 bool

m_scene 보호되어 있는 프로퍼티

protected IScene m_scene
리턴 IScene

m_skipAssets 보호되어 있는 프로퍼티

protected bool m_skipAssets
리턴 bool

m_skipTerrain 보호되어 있는 프로퍼티

protected bool m_skipTerrain
리턴 bool

m_threadpool 보호되어 있는 프로퍼티

protected UniverseThreadPool m_threadpool
리턴 UniverseThreadPool

m_useAsync 보호되어 있는 프로퍼티

protected bool m_useAsync
리턴 bool

m_utf8Encoding 보호되어 있는 정적으로 프로퍼티

protected static UTF8Encoding m_utf8Encoding
리턴 UTF8Encoding