/* * 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.Collections.Generic; using System.IO; using System.IO.Compression; using System.Text; using System.Xml; using OpenSim.Region.Framework.Scenes; using OpenSim.Region.Framework.Scenes.Serialization; namespace OpenSim.Region.CoreModules.World.Serialiser { internal class SerialiseObjects : IFileSerialiser { #region IFileSerialiser Members public string WriteToFile(Scene scene, string dir) { string targetFileName = dir + "objects.xml"; SaveSerialisedToFile(targetFileName, scene); return "objects.xml"; } #endregion public void SaveSerialisedToFile(string fileName, Scene scene) { string xmlstream = GetObjectXml(scene); MemoryStream stream = ReformatXmlString(xmlstream); stream.Seek(0, SeekOrigin.Begin); CreateXmlFile(stream, fileName); stream.Seek(0, SeekOrigin.Begin); CreateCompressedXmlFile(stream, fileName); } private static MemoryStream ReformatXmlString(string xmlstream) { MemoryStream stream = new MemoryStream(); XmlTextWriter formatter = new XmlTextWriter(stream, Encoding.UTF8); XmlDocument doc = new XmlDocument(); doc.LoadXml(xmlstream); formatter.Formatting = Formatting.Indented; doc.WriteContentTo(formatter); formatter.Flush(); return stream; } private static string GetObjectXml(Scene scene) { string xmlstream = ""; List EntityList = scene.GetEntities(); List EntityXml = new List(); foreach (EntityBase ent in EntityList) { if (ent is SceneObjectGroup) { EntityXml.Add(SceneObjectSerializer.ToXml2Format((SceneObjectGroup)ent)); } } EntityXml.Sort(); foreach (string xml in EntityXml) xmlstream += xml; xmlstream += ""; return xmlstream; } private static void CreateXmlFile(MemoryStream xmlStream, string fileName) { FileStream objectsFile = new FileStream(fileName, FileMode.Create); xmlStream.WriteTo(objectsFile); objectsFile.Flush(); objectsFile.Close(); } private static void CreateCompressedXmlFile(MemoryStream xmlStream, string fileName) { #region GZip Compressed Version FileStream objectsFileCompressed = new FileStream(fileName + ".gzs", FileMode.Create); MemoryStream gzipMSStream = new MemoryStream(); GZipStream gzipStream = new GZipStream(gzipMSStream, CompressionMode.Compress); xmlStream.WriteTo(gzipStream); gzipMSStream.WriteTo(objectsFileCompressed); objectsFileCompressed.Flush(); objectsFileCompressed.Close(); #endregion } } }