/* * 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 OpenSimulator 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.IO; using System.Reflection; using System.Xml; using log4net; using OpenMetaverse; using OpenSim.Framework; using OpenSim.Region.Framework.Scenes; namespace OpenSim.Region.Framework.Scenes.Serialization { /// <summary> /// Serialize and deserialize scene objects. /// </summary> /// This should really be in OpenSim.Framework.Serialization but this would mean circular dependency problems /// right now - hopefully this isn't forever. public class SceneObjectSerializer { private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); /// <summary> /// Deserialize a scene object from the original xml format /// </summary> /// <param name="serialization"></param> /// <returns></returns> public static SceneObjectGroup FromOriginalXmlFormat(string serialization) { return FromOriginalXmlFormat(UUID.Zero, serialization); } /// <summary> /// Deserialize a scene object from the original xml format /// </summary> /// <param name="serialization"></param> /// <returns></returns> public static SceneObjectGroup FromOriginalXmlFormat(UUID fromUserInventoryItemID, string xmlData) { //m_log.DebugFormat("[SOG]: Starting deserialization of SOG"); //int time = System.Environment.TickCount; // libomv.types changes UUID to Guid xmlData = xmlData.Replace("<UUID>", "<Guid>"); xmlData = xmlData.Replace("</UUID>", "</Guid>"); // Handle Nested <UUID><UUID> property xmlData = xmlData.Replace("<Guid><Guid>", "<UUID><Guid>"); xmlData = xmlData.Replace("</Guid></Guid>", "</Guid></UUID>"); try { StringReader sr; XmlTextReader reader; XmlNodeList parts; XmlDocument doc; int linkNum; doc = new XmlDocument(); doc.LoadXml(xmlData); parts = doc.GetElementsByTagName("RootPart"); if (parts.Count == 0) throw new Exception("Invalid Xml format - no root part"); sr = new StringReader(parts[0].InnerXml); reader = new XmlTextReader(sr); SceneObjectGroup sceneObject = new SceneObjectGroup(SceneObjectPart.FromXml(fromUserInventoryItemID, reader)); reader.Close(); sr.Close(); parts = doc.GetElementsByTagName("Part"); for (int i = 0; i < parts.Count; i++) { sr = new StringReader(parts[i].InnerXml); reader = new XmlTextReader(sr); SceneObjectPart part = SceneObjectPart.FromXml(reader); linkNum = part.LinkNum; sceneObject.AddPart(part); part.LinkNum = linkNum; part.TrimPermissions(); part.StoreUndoState(UndoType.STATE_ALL); reader.Close(); sr.Close(); } // Script state may, or may not, exist. Not having any, is NOT // ever a problem. sceneObject.LoadScriptState(doc); return sceneObject; } catch (Exception e) { m_log.ErrorFormat( "[SERIALIZER]: Deserialization of xml failed with {0}. xml was {1}", e, xmlData); return null; } } /// <summary> /// Serialize a scene object to the original xml format /// </summary> /// <param name="sceneObject"></param> /// <returns></returns> public static string ToOriginalXmlFormat(SceneObjectGroup sceneObject) { using (StringWriter sw = new StringWriter()) { using (XmlTextWriter writer = new XmlTextWriter(sw)) { ToOriginalXmlFormat(sceneObject, writer); } return sw.ToString(); } } /// <summary> /// Serialize a scene object to the original xml format /// </summary> /// <param name="sceneObject"></param> /// <returns></returns> public static void ToOriginalXmlFormat(SceneObjectGroup sceneObject, XmlTextWriter writer) { //m_log.DebugFormat("[SERIALIZER]: Starting serialization of {0}", Name); //int time = System.Environment.TickCount; writer.WriteStartElement(String.Empty, "SceneObjectGroup", String.Empty); writer.WriteStartElement(String.Empty, "RootPart", String.Empty); ToOriginalXmlFormat(sceneObject.RootPart, writer); writer.WriteEndElement(); writer.WriteStartElement(String.Empty, "OtherParts", String.Empty); SceneObjectPart[] parts = sceneObject.Parts; for (int i = 0; i < parts.Length; i++) { SceneObjectPart part = parts[i]; if (part.UUID != sceneObject.RootPart.UUID) { writer.WriteStartElement(String.Empty, "Part", String.Empty); ToOriginalXmlFormat(part, writer); writer.WriteEndElement(); } } writer.WriteEndElement(); // OtherParts sceneObject.SaveScriptedState(writer); writer.WriteEndElement(); // SceneObjectGroup //m_log.DebugFormat("[SERIALIZER]: Finished serialization of SOG {0}, {1}ms", Name, System.Environment.TickCount - time); } protected static void ToOriginalXmlFormat(SceneObjectPart part, XmlTextWriter writer) { part.ToXml(writer); } public static SceneObjectGroup FromXml2Format(string xmlData) { //m_log.DebugFormat("[SOG]: Starting deserialization of SOG"); //int time = System.Environment.TickCount; // libomv.types changes UUID to Guid xmlData = xmlData.Replace("<UUID>", "<Guid>"); xmlData = xmlData.Replace("</UUID>", "</Guid>"); // Handle Nested <UUID><UUID> property xmlData = xmlData.Replace("<Guid><Guid>", "<UUID><Guid>"); xmlData = xmlData.Replace("</Guid></Guid>", "</Guid></UUID>"); try { XmlDocument doc = new XmlDocument(); doc.LoadXml(xmlData); XmlNodeList parts = doc.GetElementsByTagName("SceneObjectPart"); if (parts.Count == 0) { m_log.ErrorFormat("[SERIALIZER]: Deserialization of xml failed: No SceneObjectPart nodes. xml was " + xmlData); return null; } StringReader sr = new StringReader(parts[0].OuterXml); XmlTextReader reader = new XmlTextReader(sr); SceneObjectGroup sceneObject = new SceneObjectGroup(SceneObjectPart.FromXml(reader)); reader.Close(); sr.Close(); // Then deal with the rest for (int i = 1; i < parts.Count; i++) { sr = new StringReader(parts[i].OuterXml); reader = new XmlTextReader(sr); SceneObjectPart part = SceneObjectPart.FromXml(reader); int originalLinkNum = part.LinkNum; sceneObject.AddPart(part); // SceneObjectGroup.AddPart() tries to be smart and automatically set the LinkNum. // We override that here if (originalLinkNum != 0) part.LinkNum = originalLinkNum; part.StoreUndoState(UndoType.STATE_ALL); reader.Close(); sr.Close(); } // Script state may, or may not, exist. Not having any, is NOT // ever a problem. sceneObject.LoadScriptState(doc); return sceneObject; } catch (Exception e) { m_log.ErrorFormat("[SERIALIZER]: Deserialization of xml failed with {0}. xml was {1}", e, xmlData); return null; } } /// <summary> /// Serialize a scene object to the 'xml2' format. /// </summary> /// <param name="sceneObject"></param> /// <returns></returns> public static string ToXml2Format(SceneObjectGroup sceneObject) { using (StringWriter sw = new StringWriter()) { using (XmlTextWriter writer = new XmlTextWriter(sw)) { ToXml2Format(sceneObject, writer); } return sw.ToString(); } } /// <summary> /// Serialize a scene object to the 'xml2' format. /// </summary> /// <param name="sceneObject"></param> /// <returns></returns> public static void ToXml2Format(SceneObjectGroup sceneObject, XmlTextWriter writer) { //m_log.DebugFormat("[SERIALIZER]: Starting serialization of SOG {0} to XML2", Name); //int time = System.Environment.TickCount; writer.WriteStartElement(String.Empty, "SceneObjectGroup", String.Empty); sceneObject.RootPart.ToXml(writer); writer.WriteStartElement(String.Empty, "OtherParts", String.Empty); SceneObjectPart[] parts = sceneObject.Parts; for (int i = 0; i < parts.Length; i++) { SceneObjectPart part = parts[i]; if (part.UUID != sceneObject.RootPart.UUID) part.ToXml(writer); } writer.WriteEndElement(); // End of OtherParts sceneObject.SaveScriptedState(writer); writer.WriteEndElement(); // End of SceneObjectGroup //m_log.DebugFormat("[SERIALIZER]: Finished serialization of SOG {0} to XML2, {1}ms", Name, System.Environment.TickCount - time); } } }