C# 클래스 Universe.Modules.Startup.Backup.InternalSceneBackup

상속: IBackupModule, IUniverseBackupModule
파일 보기 프로젝트 열기: Virtual-Universe/Virtual-Universe

보호된 프로퍼티들

프로퍼티 타입 설명
m_LoadingPrims bool
m_scene IScene

공개 메소드들

메소드 설명
AddPrimBackupTaint ( ISceneEntity sceneObjectGroup ) : void

Add a backup taint to the prim

BeginLoadModuleFromArchive ( IScene scene ) : void
CreateScriptInstances ( ) : void

Start all the scripts in the scene which should be started.

DeleteAllSceneObjects ( ) : void

Delete every object from the scene. This does not include attachments worn by avatars.

DeleteSceneObjects ( ISceneEntity groups, bool deleteScripts, bool sendKillPackets ) : bool

Synchronously delete the objects from the scene. This does send kill object updates and resets the parcel prim counts.

EndLoadModuleFromArchive ( IScene scene ) : void
FinishStartup ( ) : void
InternalSceneBackup ( IScene scene ) : System
LoadAllLandObjectsFromStorage ( ) : void

Loads all Parcel data from the datastore for region identified by regionID

LoadModuleFromArchive ( byte data, string filePath, TarArchiveReader type, IScene scene ) : void
LoadPrimsFromStorage ( ) : void

Loads the World's objects

ResetRegionToStartupDefault ( ) : void
SaveModuleToArchive ( TarArchiveWriter writer, IScene scene ) : void

보호된 메소드들

메소드 설명
DeleteSceneObject ( ISceneEntity group, bool DeleteScripts, bool removeFromDatabase ) : bool

Synchronously delete the given object from the scene.

HandleDeleteObject ( IScene scene, string cmd ) : void
RetrievedAsset ( string id, object sender, AssetBase asset ) : void
WriteAsset ( string id, AssetBase asset, TarArchiveWriter writer ) : void

비공개 메소드들

메소드 설명
ReadTerrain ( byte data, IScene scene ) : ITerrainChannel
ResolveUserUuid ( UUID uuid ) : bool
WriteTerrainToStream ( ITerrainChannel tModule ) : byte[]

메소드 상세

AddPrimBackupTaint() 공개 메소드

Add a backup taint to the prim
public AddPrimBackupTaint ( ISceneEntity sceneObjectGroup ) : void
sceneObjectGroup ISceneEntity
리턴 void

BeginLoadModuleFromArchive() 공개 메소드

public BeginLoadModuleFromArchive ( IScene scene ) : void
scene IScene
리턴 void

CreateScriptInstances() 공개 메소드

Start all the scripts in the scene which should be started.
public CreateScriptInstances ( ) : void
리턴 void

DeleteAllSceneObjects() 공개 메소드

Delete every object from the scene. This does not include attachments worn by avatars.
public DeleteAllSceneObjects ( ) : void
리턴 void

DeleteSceneObject() 보호된 메소드

Synchronously delete the given object from the scene.
protected DeleteSceneObject ( ISceneEntity group, bool DeleteScripts, bool removeFromDatabase ) : bool
group ISceneEntity Object Id
DeleteScripts bool Remove the scripts from the ScriptEngine as well
removeFromDatabase bool Remove from the database?
리턴 bool

DeleteSceneObjects() 공개 메소드

Synchronously delete the objects from the scene. This does send kill object updates and resets the parcel prim counts.
public DeleteSceneObjects ( ISceneEntity groups, bool deleteScripts, bool sendKillPackets ) : bool
groups ISceneEntity
deleteScripts bool
sendKillPackets bool
리턴 bool

EndLoadModuleFromArchive() 공개 메소드

public EndLoadModuleFromArchive ( IScene scene ) : void
scene IScene
리턴 void

FinishStartup() 공개 메소드

public FinishStartup ( ) : void
리턴 void

HandleDeleteObject() 보호된 메소드

protected HandleDeleteObject ( IScene scene, string cmd ) : void
scene IScene
cmd string
리턴 void

InternalSceneBackup() 공개 메소드

public InternalSceneBackup ( IScene scene ) : System
scene IScene
리턴 System

LoadAllLandObjectsFromStorage() 공개 메소드

Loads all Parcel data from the datastore for region identified by regionID
public LoadAllLandObjectsFromStorage ( ) : void
리턴 void

LoadModuleFromArchive() 공개 메소드

public LoadModuleFromArchive ( byte data, string filePath, TarArchiveReader type, IScene scene ) : void
data byte
filePath string
type Universe.Framework.Serialization.TarArchiveReader
scene IScene
리턴 void

LoadPrimsFromStorage() 공개 메소드

Loads the World's objects
public LoadPrimsFromStorage ( ) : void
리턴 void

ResetRegionToStartupDefault() 공개 메소드

public ResetRegionToStartupDefault ( ) : void
리턴 void

RetrievedAsset() 보호된 메소드

protected RetrievedAsset ( string id, object sender, AssetBase asset ) : void
id string
sender object
asset Universe.Framework.Services.ClassHelpers.Assets.AssetBase
리턴 void

SaveModuleToArchive() 공개 메소드

public SaveModuleToArchive ( TarArchiveWriter writer, IScene scene ) : void
writer Universe.Framework.Serialization.TarArchiveWriter
scene IScene
리턴 void

WriteAsset() 보호된 메소드

protected WriteAsset ( string id, AssetBase asset, TarArchiveWriter writer ) : void
id string
asset Universe.Framework.Services.ClassHelpers.Assets.AssetBase
writer Universe.Framework.Serialization.TarArchiveWriter
리턴 void

프로퍼티 상세

m_LoadingPrims 보호되어 있는 프로퍼티

protected bool m_LoadingPrims
리턴 bool

m_scene 보호되어 있는 프로퍼티

protected IScene m_scene
리턴 IScene