clockwerk-opensim – Blame information for rev 1

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1 vero 1 /*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27  
28 using System;
29 using System.Collections.Generic;
30 using System.IO;
31 using System.Reflection;
32 using System.Xml;
33 using OpenMetaverse;
34 using log4net;
35 using OpenSim.Framework;
36 using OpenSim.Region.Framework.Scenes;
37 using OpenSim.Region.Physics.Manager;
38  
39 namespace OpenSim.Region.Framework.Scenes.Serialization
40 {
41 /// <summary>
42 /// Static methods to serialize and deserialize scene objects to and from XML
43 /// </summary>
44 public class SceneXmlLoader
45 {
46 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
47  
48 #region old xml format
49 public static void LoadPrimsFromXml(Scene scene, string fileName, bool newIDS, Vector3 loadOffset)
50 {
51 XmlDocument doc = new XmlDocument();
52 XmlNode rootNode;
53  
54 if (fileName.StartsWith("http:") || File.Exists(fileName))
55 {
56 XmlTextReader reader = new XmlTextReader(fileName);
57 reader.WhitespaceHandling = WhitespaceHandling.None;
58 doc.Load(reader);
59 reader.Close();
60 rootNode = doc.FirstChild;
61 foreach (XmlNode aPrimNode in rootNode.ChildNodes)
62 {
63 SceneObjectGroup obj = SceneObjectSerializer.FromOriginalXmlFormat(aPrimNode.OuterXml);
64  
65 if (newIDS)
66 {
67 obj.ResetIDs();
68 }
69 //if we want this to be a import method then we need new uuids for the object to avoid any clashes
70 //obj.RegenerateFullIDs();
71  
72 scene.AddNewSceneObject(obj, true);
73 }
74 }
75 else
76 {
77 throw new Exception("Could not open file " + fileName + " for reading");
78 }
79 }
80  
81 public static void SavePrimsToXml(Scene scene, string fileName)
82 {
83 FileStream file = new FileStream(fileName, FileMode.Create);
84 StreamWriter stream = new StreamWriter(file);
85 int primCount = 0;
86 stream.WriteLine("<scene>\n");
87  
88 EntityBase[] entityList = scene.GetEntities();
89 foreach (EntityBase ent in entityList)
90 {
91 if (ent is SceneObjectGroup)
92 {
93 stream.WriteLine(SceneObjectSerializer.ToOriginalXmlFormat((SceneObjectGroup)ent));
94 primCount++;
95 }
96 }
97 stream.WriteLine("</scene>\n");
98 stream.Close();
99 file.Close();
100 }
101  
102 #endregion
103  
104 #region XML2 serialization
105  
106 // Called by archives (save oar)
107 public static string SaveGroupToXml2(SceneObjectGroup grp, Dictionary<string, object> options)
108 {
109 //return SceneObjectSerializer.ToXml2Format(grp);
110 using (MemoryStream mem = new MemoryStream())
111 {
112 using (XmlTextWriter writer = new XmlTextWriter(mem, System.Text.Encoding.UTF8))
113 {
114 SceneObjectSerializer.SOGToXml2(writer, grp, options);
115 writer.Flush();
116  
117 using (StreamReader reader = new StreamReader(mem))
118 {
119 mem.Seek(0, SeekOrigin.Begin);
120 return reader.ReadToEnd();
121 }
122 }
123 }
124 }
125  
126 // Called by scene serializer (save xml2)
127 public static void SavePrimsToXml2(Scene scene, string fileName)
128 {
129 EntityBase[] entityList = scene.GetEntities();
130 SavePrimListToXml2(entityList, fileName);
131 }
132  
133 // Called by scene serializer (save xml2)
134 public static void SaveNamedPrimsToXml2(Scene scene, string primName, string fileName)
135 {
136 m_log.InfoFormat(
137 "[SERIALISER]: Saving prims with name {0} in xml2 format for region {1} to {2}",
138 primName, scene.RegionInfo.RegionName, fileName);
139  
140 EntityBase[] entityList = scene.GetEntities();
141 List<EntityBase> primList = new List<EntityBase>();
142  
143 foreach (EntityBase ent in entityList)
144 {
145 if (ent is SceneObjectGroup)
146 {
147 if (ent.Name == primName)
148 {
149 primList.Add(ent);
150 }
151 }
152 }
153  
154 SavePrimListToXml2(primList.ToArray(), fileName);
155 }
156  
157 // Called by REST Application plugin
158 public static void SavePrimsToXml2(Scene scene, TextWriter stream, Vector3 min, Vector3 max)
159 {
160 EntityBase[] entityList = scene.GetEntities();
161 SavePrimListToXml2(entityList, stream, min, max);
162 }
163  
164 // Called here only. Should be private?
165 public static void SavePrimListToXml2(EntityBase[] entityList, string fileName)
166 {
167 FileStream file = new FileStream(fileName, FileMode.Create);
168 try
169 {
170 StreamWriter stream = new StreamWriter(file);
171 try
172 {
173 SavePrimListToXml2(entityList, stream, Vector3.Zero, Vector3.Zero);
174 }
175 finally
176 {
177 stream.Close();
178 }
179 }
180 finally
181 {
182 file.Close();
183 }
184 }
185  
186 // Called here only. Should be private?
187 public static void SavePrimListToXml2(EntityBase[] entityList, TextWriter stream, Vector3 min, Vector3 max)
188 {
189 XmlTextWriter writer = new XmlTextWriter(stream);
190  
191 int primCount = 0;
192 stream.WriteLine("<scene>\n");
193  
194 foreach (EntityBase ent in entityList)
195 {
196 if (ent is SceneObjectGroup)
197 {
198 SceneObjectGroup g = (SceneObjectGroup)ent;
199 if (!min.Equals(Vector3.Zero) || !max.Equals(Vector3.Zero))
200 {
201 Vector3 pos = g.RootPart.GetWorldPosition();
202 if (min.X > pos.X || min.Y > pos.Y || min.Z > pos.Z)
203 continue;
204 if (max.X < pos.X || max.Y < pos.Y || max.Z < pos.Z)
205 continue;
206 }
207  
208 //stream.WriteLine(SceneObjectSerializer.ToXml2Format(g));
209 SceneObjectSerializer.SOGToXml2(writer, (SceneObjectGroup)ent, new Dictionary<string,object>());
210 stream.WriteLine();
211  
212 primCount++;
213 }
214 }
215  
216 stream.WriteLine("</scene>\n");
217 stream.Flush();
218 }
219  
220 #endregion
221  
222 #region XML2 deserialization
223  
224 public static SceneObjectGroup DeserializeGroupFromXml2(string xmlString)
225 {
226 return SceneObjectSerializer.FromXml2Format(xmlString);
227 }
228  
229 /// <summary>
230 /// Load prims from the xml2 format
231 /// </summary>
232 /// <param name="scene"></param>
233 /// <param name="fileName"></param>
234 public static void LoadPrimsFromXml2(Scene scene, string fileName)
235 {
236 LoadPrimsFromXml2(scene, new XmlTextReader(fileName), false);
237 }
238  
239 /// <summary>
240 /// Load prims from the xml2 format
241 /// </summary>
242 /// <param name="scene"></param>
243 /// <param name="reader"></param>
244 /// <param name="startScripts"></param>
245 public static void LoadPrimsFromXml2(Scene scene, TextReader reader, bool startScripts)
246 {
247 LoadPrimsFromXml2(scene, new XmlTextReader(reader), startScripts);
248 }
249  
250 /// <summary>
251 /// Load prims from the xml2 format. This method will close the reader
252 /// </summary>
253 /// <param name="scene"></param>
254 /// <param name="reader"></param>
255 /// <param name="startScripts"></param>
256 protected static void LoadPrimsFromXml2(Scene scene, XmlTextReader reader, bool startScripts)
257 {
258 XmlDocument doc = new XmlDocument();
259 reader.WhitespaceHandling = WhitespaceHandling.None;
260 doc.Load(reader);
261 reader.Close();
262 XmlNode rootNode = doc.FirstChild;
263  
264 ICollection<SceneObjectGroup> sceneObjects = new List<SceneObjectGroup>();
265 foreach (XmlNode aPrimNode in rootNode.ChildNodes)
266 {
267 SceneObjectGroup obj = DeserializeGroupFromXml2(aPrimNode.OuterXml);
268 if (startScripts)
269 sceneObjects.Add(obj);
270 }
271  
272 foreach (SceneObjectGroup sceneObject in sceneObjects)
273 {
274 sceneObject.CreateScriptInstances(0, true, scene.DefaultScriptEngine, 0);
275 sceneObject.ResumeScripts();
276 }
277 }
278  
279 #endregion
280 }
281 }