From 9b66108081a8c8cf79faaa6c541554091c40850e Mon Sep 17 00:00:00 2001
From: Dr Scofield
Date: Fri, 6 Feb 2009 16:55:34 +0000
Subject: This changeset is the step 1 of 2 in refactoring
OpenSim.Region.Environment into a "framework" part and a modules only part.
This first changeset refactors OpenSim.Region.Environment.Scenes,
OpenSim.Region.Environment.Interfaces, and OpenSim.Region.Interfaces into
OpenSim.Region.Framework.{Interfaces,Scenes} leaving only region modules in
OpenSim.Region.Environment.
The next step will be to move region modules up from
OpenSim.Region.Environment.Modules to OpenSim.Region.CoreModules and
then sort out which modules are really core modules and which should
move out to forge.
I've been very careful to NOT BREAK anything. i hope i've
succeeded. as this is the work of a whole week i hope i managed to
keep track with the applied patches of the last week --- could any of
you that did check in stuff have a look at whether it survived? thx!
---
OpenSim/Region/Framework/Scenes/SceneXmlLoader.cs | 289 ++++++++++++++++++++++
1 file changed, 289 insertions(+)
create mode 100644 OpenSim/Region/Framework/Scenes/SceneXmlLoader.cs
(limited to 'OpenSim/Region/Framework/Scenes/SceneXmlLoader.cs')
diff --git a/OpenSim/Region/Framework/Scenes/SceneXmlLoader.cs b/OpenSim/Region/Framework/Scenes/SceneXmlLoader.cs
new file mode 100644
index 0000000..7d9d247
--- /dev/null
+++ b/OpenSim/Region/Framework/Scenes/SceneXmlLoader.cs
@@ -0,0 +1,289 @@
+/*
+ * 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
+{
+ ///
+ /// Static methods to serialize and deserialize scene objects to and from XML
+ ///
+ 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("\n");
+
+ List EntityList = scene.GetEntities();
+
+ foreach (EntityBase ent in EntityList)
+ {
+ if (ent is SceneObjectGroup)
+ {
+ stream.WriteLine(((SceneObjectGroup) ent).ToXmlString());
+ primCount++;
+ }
+ }
+ stream.WriteLine("\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
+ // 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);
+ }
+ }
+
+ ///
+ /// Load prims from the xml2 format
+ ///
+ ///
+ ///
+ public static void LoadPrimsFromXml2(Scene scene, string fileName)
+ {
+ LoadPrimsFromXml2(scene, new XmlTextReader(fileName), false);
+ }
+
+ ///
+ /// Load prims from the xml2 format
+ ///
+ ///
+ ///
+ ///
+ public static void LoadPrimsFromXml2(Scene scene, TextReader reader, bool startScripts)
+ {
+ LoadPrimsFromXml2(scene, new XmlTextReader(reader), startScripts);
+ }
+
+ ///
+ /// Load prims from the xml2 format. This method will close the reader
+ ///
+ ///
+ ///
+ ///
+ 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 sceneObjects = new List();
+ 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);
+ }
+ }
+
+ ///
+ /// Create a prim from the xml2 representation.
+ ///
+ ///
+ ///
+ /// The scene object created. null if the scene object already existed
+ 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 EntityList = scene.GetEntities();
+
+ SavePrimListToXml2(EntityList, fileName);
+ }
+
+ public static void SavePrimsToXml2(Scene scene, TextWriter stream, Vector3 min, Vector3 max)
+ {
+ List 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 entityList = scene.GetEntities();
+ List primList = new List();
+
+ foreach (EntityBase ent in entityList)
+ {
+ if (ent is SceneObjectGroup)
+ {
+ if (ent.Name == primName)
+ {
+ primList.Add(ent);
+ }
+ }
+ }
+
+ SavePrimListToXml2(primList, fileName);
+ }
+
+ public static void SavePrimListToXml2(List 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 entityList, TextWriter stream, Vector3 min, Vector3 max)
+ {
+ int primCount = 0;
+ stream.WriteLine("\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("\n");
+ stream.Flush();
+ }
+
+ }
+}
--
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