/* * 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.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(Culture.FormatProvider)); writer.WriteAttributeString("y", size.Y.ToString(Culture.FormatProvider)); writer.WriteAttributeString("z", size.Z.ToString(Culture.FormatProvider)); // 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(Culture.FormatProvider)); writer.WriteAttributeString("offsety", offsets[i].Y.ToString(Culture.FormatProvider)); writer.WriteAttributeString("offsetz", offsets[i].Z.ToString(Culture.FormatProvider)); 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.ProhibitDtd = true; 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.XmlResolver=null; 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 "); //// m_log.Error("[COALESCED SCENE OBJECTS SERIALIZER]: Deserialization of xml failed ", e); //// Util.LogFailedXML("[COALESCED SCENE OBJECTS SERIALIZER]:", xml); return false; } return true; } } }