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* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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using System;
using System.Collections.Generic;
using System.Drawing;
using System.IO;
using System.Reflection;
using System.Xml;
using log4net;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
namespace OpenSim.Region.Framework.Scenes.Serialization
{
///
/// Serialize and deserialize coalesced scene objects.
///
public class CoalescedSceneObjectsSerializer
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
///
/// Serialize coalesced objects to Xml
///
///
///
/// If true then serialize script states. This will halt any running scripts
///
///
public static string ToXml(CoalescedSceneObjects coa)
{
return ToXml(coa, true);
}
///
/// Serialize coalesced objects to Xml
///
///
///
/// If true then serialize script states. This will halt any running scripts
///
///
public static string ToXml(CoalescedSceneObjects coa, bool doScriptStates)
{
using (StringWriter sw = new StringWriter())
{
using (XmlTextWriter writer = new XmlTextWriter(sw))
{
Vector3 size;
List coaObjects = coa.Objects;
// m_log.DebugFormat(
// "[COALESCED SCENE OBJECTS SERIALIZER]: Writing {0} objects for coalesced object",
// coaObjects.Count);
// This is weak - we're relying on the set of coalesced objects still being identical
Vector3[] offsets = coa.GetSizeAndOffsets(out size);
writer.WriteStartElement("CoalescedObject");
writer.WriteAttributeString("x", size.X.ToString(Utils.EnUsCulture));
writer.WriteAttributeString("y", size.Y.ToString(Utils.EnUsCulture));
writer.WriteAttributeString("z", size.Z.ToString(Utils.EnUsCulture));
// Embed the offsets into the group XML
for (int i = 0; i < coaObjects.Count; i++)
{
SceneObjectGroup obj = coaObjects[i];
// m_log.DebugFormat(
// "[COALESCED SCENE OBJECTS SERIALIZER]: Writing offset for object {0}, {1}",
// i, obj.Name);
writer.WriteStartElement("SceneObjectGroup");
writer.WriteAttributeString("offsetx", offsets[i].X.ToString(Utils.EnUsCulture));
writer.WriteAttributeString("offsety", offsets[i].Y.ToString(Utils.EnUsCulture));
writer.WriteAttributeString("offsetz", offsets[i].Z.ToString(Utils.EnUsCulture));
SceneObjectSerializer.ToOriginalXmlFormat(obj, writer, doScriptStates);
writer.WriteEndElement(); // SceneObjectGroup
}
writer.WriteEndElement(); // CoalescedObject
}
string output = sw.ToString();
// Console.WriteLine(output);
return output;
}
}
public static bool TryFromXml(string xml, out CoalescedSceneObjects coa)
{
// m_log.DebugFormat("[COALESCED SCENE OBJECTS SERIALIZER]: TryFromXml() deserializing {0}", xml);
coa = null;
try
{
// Quickly check if this is a coalesced object, without fully parsing the XML
using (StringReader sr = new StringReader(xml))
{
using (XmlTextReader reader = new XmlTextReader(sr))
{
reader.MoveToContent(); // skip possible xml declaration
if (reader.Name != "CoalescedObject")
{
// m_log.DebugFormat(
// "[COALESCED SCENE OBJECTS SERIALIZER]: TryFromXml() root element was {0} so returning false",
// reader.Name);
return false;
}
}
}
XmlDocument doc = new XmlDocument();
doc.LoadXml(xml);
XmlElement e = (XmlElement)doc.SelectSingleNode("/CoalescedObject");
if (e == null)
return false;
coa = new CoalescedSceneObjects(UUID.Zero);
XmlNodeList groups = e.SelectNodes("SceneObjectGroup");
int i = 0;
foreach (XmlNode n in groups)
{
SceneObjectGroup so = SceneObjectSerializer.FromOriginalXmlFormat(n.OuterXml);
if (so != null)
{
coa.Add(so);
}
else
{
// XXX: Possibly we should fail outright here rather than continuing if a particular component of the
// coalesced object fails to load.
m_log.WarnFormat(
"[COALESCED SCENE OBJECTS SERIALIZER]: Deserialization of xml for component {0} failed. Continuing.",
i);
}
i++;
}
}
catch (Exception e)
{
m_log.Error("[COALESCED SCENE OBJECTS SERIALIZER]: Deserialization of xml failed ", e);
Util.LogFailedXML("[COALESCED SCENE OBJECTS SERIALIZER]:", xml);
return false;
}
return true;
}
}
}