/* * Copyright (c) Contributors, http://opensimulator.org/ * See CONTRIBUTORS.TXT for a full list of copyright holders. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are met: * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * Neither the name of the OpenSim Project nor the * names of its contributors may be used to endorse or promote products * derived from this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ using System; using System.Collections.Generic; using System.IO; using System.Reflection; using System.Xml; using OpenMetaverse; using log4net; using OpenSim.Framework; using OpenSim.Region.Physics.Manager; namespace OpenSim.Region.Framework.Scenes { /// <summary> /// Static methods to serialize and deserialize scene objects to and from XML /// </summary> public class SceneXmlLoader { private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); public static void LoadPrimsFromXml(Scene scene, string fileName, bool newIDS, Vector3 loadOffset) { XmlDocument doc = new XmlDocument(); XmlNode rootNode; if (fileName.StartsWith("http:") || File.Exists(fileName)) { XmlTextReader reader = new XmlTextReader(fileName); reader.WhitespaceHandling = WhitespaceHandling.None; doc.Load(reader); reader.Close(); rootNode = doc.FirstChild; foreach (XmlNode aPrimNode in rootNode.ChildNodes) { SceneObjectGroup obj = new SceneObjectGroup(aPrimNode.OuterXml, true); if (newIDS) { obj.ResetIDs(); } //if we want this to be a import method then we need new uuids for the object to avoid any clashes //obj.RegenerateFullIDs(); scene.AddNewSceneObject(obj, true); } } else { throw new Exception("Could not open file " + fileName + " for reading"); } } public static void SavePrimsToXml(Scene scene, string fileName) { FileStream file = new FileStream(fileName, FileMode.Create); StreamWriter stream = new StreamWriter(file); int primCount = 0; stream.WriteLine("<scene>\n"); List<EntityBase> EntityList = scene.GetEntities(); foreach (EntityBase ent in EntityList) { if (ent is SceneObjectGroup) { stream.WriteLine(((SceneObjectGroup) ent).ToXmlString()); primCount++; } } stream.WriteLine("</scene>\n"); stream.Close(); file.Close(); } public static string SaveGroupToXml2(SceneObjectGroup grp) { return grp.ToXmlString2(); } public static SceneObjectGroup DeserializeGroupFromXml2(string xmlString) { XmlDocument doc = new XmlDocument(); XmlNode rootNode; XmlTextReader reader = new XmlTextReader(new StringReader(xmlString)); reader.WhitespaceHandling = WhitespaceHandling.None; doc.Load(reader); reader.Close(); rootNode = doc.FirstChild; // This is to deal with neighbouring regions that are still surrounding the group xml with the <scene> // tag. It should be possible to remove the first part of this if statement once we go past 0.5.9 (or // when some other changes forces all regions to upgrade). // This might seem rather pointless since prim crossing from this revision to an earlier revision remains // broken. But it isn't much work to accomodate the old format here. if (rootNode.LocalName.Equals("scene")) { foreach (XmlNode aPrimNode in rootNode.ChildNodes) { // There is only ever one prim. This oddity should be removeable post 0.5.9 return new SceneObjectGroup(aPrimNode.OuterXml); } return null; } else { return new SceneObjectGroup(rootNode.OuterXml); } } /// <summary> /// Load prims from the xml2 format /// </summary> /// <param name="scene"></param> /// <param name="fileName"></param> public static void LoadPrimsFromXml2(Scene scene, string fileName) { LoadPrimsFromXml2(scene, new XmlTextReader(fileName), false); } /// <summary> /// Load prims from the xml2 format /// </summary> /// <param name="scene"></param> /// <param name="reader"></param> /// <param name="startScripts"></param> public static void LoadPrimsFromXml2(Scene scene, TextReader reader, bool startScripts) { LoadPrimsFromXml2(scene, new XmlTextReader(reader), startScripts); } /// <summary> /// Load prims from the xml2 format. This method will close the reader /// </summary> /// <param name="scene"></param> /// <param name="reader"></param> /// <param name="startScripts"></param> protected static void LoadPrimsFromXml2(Scene scene, XmlTextReader reader, bool startScripts) { XmlDocument doc = new XmlDocument(); reader.WhitespaceHandling = WhitespaceHandling.None; doc.Load(reader); reader.Close(); XmlNode rootNode = doc.FirstChild; ICollection<SceneObjectGroup> sceneObjects = new List<SceneObjectGroup>(); foreach (XmlNode aPrimNode in rootNode.ChildNodes) { SceneObjectGroup obj = CreatePrimFromXml2(scene, aPrimNode.OuterXml); if (obj != null && startScripts) sceneObjects.Add(obj); } foreach (SceneObjectGroup sceneObject in sceneObjects) { sceneObject.CreateScriptInstances(0, true, scene.DefaultScriptEngine, 0); } } /// <summary> /// Create a prim from the xml2 representation. /// </summary> /// <param name="scene"></param> /// <param name="xmlData"></param> /// <returns>The scene object created. null if the scene object already existed</returns> protected static SceneObjectGroup CreatePrimFromXml2(Scene scene, string xmlData) { SceneObjectGroup obj = new SceneObjectGroup(xmlData); if (scene.AddRestoredSceneObject(obj, true, false)) return obj; else return null; } public static void SavePrimsToXml2(Scene scene, string fileName) { List<EntityBase> EntityList = scene.GetEntities(); SavePrimListToXml2(EntityList, fileName); } public static void SavePrimsToXml2(Scene scene, TextWriter stream, Vector3 min, Vector3 max) { List<EntityBase> EntityList = scene.GetEntities(); SavePrimListToXml2(EntityList, stream, min, max); } public static void SaveNamedPrimsToXml2(Scene scene, string primName, string fileName) { m_log.InfoFormat( "[SERIALISER]: Saving prims with name {0} in xml2 format for region {1} to {2}", primName, scene.RegionInfo.RegionName, fileName); List<EntityBase> entityList = scene.GetEntities(); List<EntityBase> primList = new List<EntityBase>(); foreach (EntityBase ent in entityList) { if (ent is SceneObjectGroup) { if (ent.Name == primName) { primList.Add(ent); } } } SavePrimListToXml2(primList, fileName); } public static void SavePrimListToXml2(List<EntityBase> entityList, string fileName) { FileStream file = new FileStream(fileName, FileMode.Create); try { StreamWriter stream = new StreamWriter(file); try { SavePrimListToXml2(entityList, stream, Vector3.Zero, Vector3.Zero); } finally { stream.Close(); } } finally { file.Close(); } } public static void SavePrimListToXml2(List<EntityBase> entityList, TextWriter stream, Vector3 min, Vector3 max) { int primCount = 0; stream.WriteLine("<scene>\n"); foreach (EntityBase ent in entityList) { if (ent is SceneObjectGroup) { SceneObjectGroup g = (SceneObjectGroup)ent; if (!min.Equals(Vector3.Zero) || !max.Equals(Vector3.Zero)) { Vector3 pos = g.RootPart.GetWorldPosition(); if (min.X > pos.X || min.Y > pos.Y || min.Z > pos.Z) continue; if (max.X < pos.X || max.Y < pos.Y || max.Z < pos.Z) continue; } stream.WriteLine(g.ToXmlString2()); primCount++; } } stream.WriteLine("</scene>\n"); stream.Flush(); } } }