From 02bac7fea4f556f827b9bc4456c5c02c84ae8dbd Mon Sep 17 00:00:00 2001
From: Justin Clarke Casey
Date: Thu, 14 May 2009 18:46:17 +0000
Subject: * refactor: move SceneXmlLoader into subpackage
---
.../Scenes/Serialization/SceneXmlLoader.cs | 290 +++++++++++++++++++++
1 file changed, 290 insertions(+)
create mode 100644 OpenSim/Region/Framework/Scenes/Serialization/SceneXmlLoader.cs
(limited to 'OpenSim/Region/Framework/Scenes/Serialization')
diff --git a/OpenSim/Region/Framework/Scenes/Serialization/SceneXmlLoader.cs b/OpenSim/Region/Framework/Scenes/Serialization/SceneXmlLoader.cs
new file mode 100644
index 0000000..24f1be1
--- /dev/null
+++ b/OpenSim/Region/Framework/Scenes/Serialization/SceneXmlLoader.cs
@@ -0,0 +1,290 @@
+/*
+ * 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.Framework.Scenes;
+using OpenSim.Region.Physics.Manager;
+
+namespace OpenSim.Region.Framework.Scenes.Serialization
+{
+ ///
+ /// 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 = SceneObjectSerializer.FromOriginalXmlFormat(aPrimNode.OuterXml);
+
+ 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(SceneObjectSerializer.ToOriginalXmlFormat((SceneObjectGroup)ent));
+ primCount++;
+ }
+ }
+ stream.WriteLine("\n");
+ stream.Close();
+ file.Close();
+ }
+
+ public static string SaveGroupToXml2(SceneObjectGroup grp)
+ {
+ return SceneObjectSerializer.ToXml2Format(grp);
+ }
+
+ 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 SceneObjectSerializer.FromXml2Format(aPrimNode.OuterXml);
+ }
+
+ return null;
+ }
+ else
+ {
+ return SceneObjectSerializer.FromXml2Format(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 = SceneObjectSerializer.FromXml2Format(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(SceneObjectSerializer.ToXml2Format(g));
+ primCount++;
+ }
+ }
+ stream.WriteLine("\n");
+ stream.Flush();
+ }
+
+ }
+}
--
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