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