From 8ae824ff095605c5889828503cec09006ac07cc0 Mon Sep 17 00:00:00 2001 From: nebadon Date: Sun, 11 Dec 2011 23:25:12 -0700 Subject: Mantis 5816: osParseJSON Decoding Problems osParseJSON uses hand-crafted decoding that has two issues * does not seem to handle top-level JSON lists * does not seem to handle unicode text thanks otakup0pe! --- .../Shared/Api/Implementation/OSSL_Api.cs | 256 ++++++--------------- 1 file changed, 65 insertions(+), 191 deletions(-) (limited to 'OpenSim/Region/ScriptEngine/Shared/Api/Implementation') diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs index f3206ac..503b5d0 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs @@ -1552,209 +1552,83 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api return m_ScriptEngine.World.GetSimulatorVersion(); } - public Hashtable osParseJSON(string JSON) + private Hashtable osdToHashtable(OSDMap map) + { + Hashtable result = new Hashtable(); + foreach (KeyValuePair item in map) { + result.Add(item.Key, osdToObject(item.Value)); + } + return result; + } + + private ArrayList osdToArray(OSDArray list) + { + ArrayList result = new ArrayList(); + foreach ( OSD item in list ) { + result.Add(osdToObject(item)); + } + return result; + } + + private Object osdToObject(OSD decoded) + { + if ( decoded is OSDString ) { + return (string) decoded.AsString(); + } else if ( decoded is OSDInteger ) { + return (int) decoded.AsInteger(); + } else if ( decoded is OSDReal ) { + return (float) decoded.AsReal(); + } else if ( decoded is OSDBoolean ) { + return (bool) decoded.AsBoolean(); + } else if ( decoded is OSDMap ) { + return osdToHashtable((OSDMap) decoded); + } else if ( decoded is OSDArray ) { + return osdToArray((OSDArray) decoded); + } else { + return null; + } + } + + public Object osParseJSONNew(string JSON) { CheckThreatLevel(ThreatLevel.None, "osParseJSON"); m_host.AddScriptLPS(1); - // see http://www.json.org/ for more details on JSON - - string currentKey = null; - Stack objectStack = new Stack(); // objects in JSON can be nested so we need to keep a track of this - Hashtable jsondata = new Hashtable(); // the hashtable to be returned - int i = 0; try { + OSD decoded = OSDParser.DeserializeJson(JSON); + return osdToObject(decoded); + } + catch(Exception e) + { + OSSLError("osParseJSONNew: Problems decoding JSON string " + JSON + " : " + e.Message) ; + return null; + } + } - // iterate through the serialised stream of tokens and store at the right depth in the hashtable - // the top level hashtable may contain more nested hashtables within it each containing an objects representation - for (i = 0; i < JSON.Length; i++) - { - - // m_log.Debug(""+JSON[i]); - switch (JSON[i]) - { - case '{': - // create hashtable and add it to the stack or array if we are populating one, we can have a lot of nested objects in JSON - - Hashtable currentObject = new Hashtable(); - if (objectStack.Count == 0) // the stack should only be empty for the first outer object - { - - objectStack.Push(jsondata); - } - else if (objectStack.Peek().ToString() == "System.Collections.ArrayList") - { - // add it to the parent array - ((ArrayList)objectStack.Peek()).Add(currentObject); - objectStack.Push(currentObject); - } - else - { - // add it to the parent hashtable - ((Hashtable)objectStack.Peek()).Add(currentKey,currentObject); - objectStack.Push(currentObject); - } - - // clear the key - currentKey = null; - break; - - case '}': - // pop the hashtable off the stack - objectStack.Pop(); - break; - - case '"':// string boundary - - string tokenValue = ""; - i++; // move to next char - - // just loop through until the next quote mark storing the string, ignore quotes with pre-ceding \ - while (JSON[i] != '"') - { - tokenValue += JSON[i]; - - // handle escaped double quotes \" - if (JSON[i] == '\\' && JSON[i+1] == '"') - { - tokenValue += JSON[i+1]; - i++; - } - i++; - - } - - // ok we've got a string, if we've got an array on the top of the stack then we store it - if (objectStack.Peek().ToString() == "System.Collections.ArrayList") - { - ((ArrayList)objectStack.Peek()).Add(tokenValue); - } - else if (currentKey == null) // no key stored and its not an array this must be a key so store it - { - currentKey = tokenValue; - } - else - { - // we have a key so lets store this value - ((Hashtable)objectStack.Peek()).Add(currentKey,tokenValue); - // now lets clear the key, we're done with it and moving on - currentKey = null; - } - - break; - - case ':':// key : value separator - // just ignore - break; - - case ' ':// spaces - // just ignore - break; - - case '[': // array start - ArrayList currentArray = new ArrayList(); - - if (objectStack.Peek().ToString() == "System.Collections.ArrayList") - { - ((ArrayList)objectStack.Peek()).Add(currentArray); - } - else - { - ((Hashtable)objectStack.Peek()).Add(currentKey,currentArray); - // clear the key - currentKey = null; - } - objectStack.Push(currentArray); - - break; - - case ',':// seperator - // just ignore - break; - - case ']'://Array end - // pop the array off the stack - objectStack.Pop(); - break; - - case 't': // we've found a character start not in quotes, it must be a boolean true - - if (objectStack.Peek().ToString() == "System.Collections.ArrayList") - { - ((ArrayList)objectStack.Peek()).Add(true); - } - else - { - ((Hashtable)objectStack.Peek()).Add(currentKey,true); - currentKey = null; - } - - //advance the counter to the letter 'e' - i = i + 3; - break; - - case 'f': // we've found a character start not in quotes, it must be a boolean false - - if (objectStack.Peek().ToString() == "System.Collections.ArrayList") - { - ((ArrayList)objectStack.Peek()).Add(false); - } - else - { - ((Hashtable)objectStack.Peek()).Add(currentKey,false); - currentKey = null; - } - //advance the counter to the letter 'e' - i = i + 4; - break; - - case '\n':// carriage return - // just ignore - break; - - case '\r':// carriage return - // just ignore - break; - - default: - // ok here we're catching all numeric types int,double,long we might want to spit these up mr accurately - // but for now we'll just do them as strings - - string numberValue = ""; - - // just loop through until the next known marker quote mark storing the string - while (JSON[i] != '"' && JSON[i] != ',' && JSON[i] != ']' && JSON[i] != '}' && JSON[i] != ' ') - { - numberValue += "" + JSON[i++]; - } - - i--; // we want to process this caracter that marked the end of this string in the main loop + public Hashtable osParseJSON(string JSON) + { + CheckThreatLevel(ThreatLevel.None, "osParseJSON"); - // ok we've got a string, if we've got an array on the top of the stack then we store it - if (objectStack.Peek().ToString() == "System.Collections.ArrayList") - { - ((ArrayList)objectStack.Peek()).Add(numberValue); - } - else - { - // we have a key so lets store this value - ((Hashtable)objectStack.Peek()).Add(currentKey,numberValue); - // now lets clear the key, we're done with it and moving on - currentKey = null; - } + m_host.AddScriptLPS(1); - break; - } + Object decoded = osParseJSONNew(JSON); + + if ( decoded is Hashtable ) { + return (Hashtable) decoded; + } else if ( decoded is ArrayList ) { + ArrayList decoded_list = (ArrayList) decoded; + Hashtable fakearray = new Hashtable(); + int i = 0; + for ( i = 0; i < decoded_list.Count ; i++ ) { + fakearray.Add(i, decoded_list[i]); } + return fakearray; + } else { + OSSLError("osParseJSON: unable to parse JSON string " + JSON); + return null; } - catch(Exception) - { - OSSLError("osParseJSON: The JSON string is not valid " + JSON) ; - } - - return jsondata; } /// -- cgit v1.1 From c34ab0ee669f674b29d863267e64104b1a3437ef Mon Sep 17 00:00:00 2001 From: Dan Lake Date: Mon, 12 Dec 2011 02:43:38 -0800 Subject: Cleaned up ScenePresence parameters for Flying, WasFlying, FlyingOld and IsColliding --- OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs | 4 +--- 1 file changed, 1 insertion(+), 3 deletions(-) (limited to 'OpenSim/Region/ScriptEngine/Shared/Api/Implementation') diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs index 6d067b0..443e7a5 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs @@ -5573,9 +5573,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api // note: this may need some tweaking when walking downhill. you "fall down" for a brief instant // and don't collide when walking downhill, which instantly registers as in-air, briefly. should // there be some minimum non-collision threshold time before claiming the avatar is in-air? - if ((flags & ScriptBaseClass.AGENT_WALKING) == 0 && - agent.PhysicsActor != null && - !agent.PhysicsActor.IsColliding) + if ((flags & ScriptBaseClass.AGENT_WALKING) == 0 && !agent.IsColliding ) { flags |= ScriptBaseClass.AGENT_IN_AIR; } -- cgit v1.1