/* * 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.IO; using System.Reflection; using System.Xml; using log4net; using OpenMetaverse; using OpenSim.Region.Framework.Scenes; namespace OpenSim.Region.Framework.Scenes.Serialization { /// /// Serialize and deserialize scene objects. /// /// This should really be in OpenSim.Framework.Serialization but this would mean circular dependency problems /// right now - hopefully this isn't forever. public class SceneObjectSerializer { private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); /// /// Deserialize a scene object from the original xml format /// /// /// public static SceneObjectGroup DeserializeOriginalXmlFormat(string serialization) { return DeserializeOriginalXmlFormat(UUID.Zero, serialization); } /// /// Deserialize a scene object from the original xml format /// /// /// public static SceneObjectGroup DeserializeOriginalXmlFormat(UUID fromUserInventoryItemID, string serialization) { //m_log.DebugFormat("[SOG]: Starting deserialization of SOG"); //int time = System.Environment.TickCount; SceneObjectGroup so = new SceneObjectGroup(); // libomv.types changes UUID to Guid serialization = serialization.Replace("", ""); serialization = serialization.Replace("", ""); // Handle Nested property serialization = serialization.Replace("", ""); serialization = serialization.Replace("", ""); try { StringReader sr; XmlTextReader reader; XmlNodeList parts; XmlDocument doc; int linkNum; doc = new XmlDocument(); doc.LoadXml(serialization); parts = doc.GetElementsByTagName("RootPart"); if (parts.Count == 0) { throw new Exception("Invalid Xml format - no root part"); } else { sr = new StringReader(parts[0].InnerXml); reader = new XmlTextReader(sr); so.SetRootPart(SceneObjectPart.FromXml(fromUserInventoryItemID, reader)); reader.Close(); sr.Close(); } parts = doc.GetElementsByTagName("Part"); for (int i = 0; i < parts.Count; i++) { sr = new StringReader(parts[i].InnerXml); reader = new XmlTextReader(sr); SceneObjectPart part = SceneObjectPart.FromXml(reader); linkNum = part.LinkNum; so.AddPart(part); part.LinkNum = linkNum; part.TrimPermissions(); part.StoreUndoState(); reader.Close(); sr.Close(); } // Script state may, or may not, exist. Not having any, is NOT // ever a problem. so.LoadScriptState(doc); } catch (Exception e) { m_log.ErrorFormat( "[SERIALIZER]: Deserialization of xml failed with {0}. xml was {1}", e, serialization); } //m_log.DebugFormat("[SERIALIZER]: Finished deserialization of SOG {0}, {1}ms", Name, System.Environment.TickCount - time); return so; } } }