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/*
* 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.Serialization;
using OpenSim.Region.Physics.Manager;
namespace OpenSim.Region.Framework.Scenes
{
/// <summary>
/// Static methods to serialize and deserialize scene objects to and from XML
/// </summary>
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.DeserializeOriginalXmlFormat(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("<scene>\n");
List<EntityBase> EntityList = scene.GetEntities();
foreach (EntityBase ent in EntityList)
{
if (ent is SceneObjectGroup)
{
stream.WriteLine(((SceneObjectGroup) ent).ToXmlString());
primCount++;
}
}
stream.WriteLine("</scene>\n");
stream.Close();
file.Close();
}
public static string SaveGroupToXml2(SceneObjectGroup grp)
{
return grp.ToXmlString2();
}
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 <scene>
// 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 new SceneObjectGroup(aPrimNode.OuterXml);
}
return null;
}
else
{
return new SceneObjectGroup(rootNode.OuterXml);
}
}
/// <summary>
/// Load prims from the xml2 format
/// </summary>
/// <param name="scene"></param>
/// <param name="fileName"></param>
public static void LoadPrimsFromXml2(Scene scene, string fileName)
{
LoadPrimsFromXml2(scene, new XmlTextReader(fileName), false);
}
/// <summary>
/// Load prims from the xml2 format
/// </summary>
/// <param name="scene"></param>
/// <param name="reader"></param>
/// <param name="startScripts"></param>
public static void LoadPrimsFromXml2(Scene scene, TextReader reader, bool startScripts)
{
LoadPrimsFromXml2(scene, new XmlTextReader(reader), startScripts);
}
/// <summary>
/// Load prims from the xml2 format. This method will close the reader
/// </summary>
/// <param name="scene"></param>
/// <param name="reader"></param>
/// <param name="startScripts"></param>
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<SceneObjectGroup> sceneObjects = new List<SceneObjectGroup>();
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);
}
}
/// <summary>
/// Create a prim from the xml2 representation.
/// </summary>
/// <param name="scene"></param>
/// <param name="xmlData"></param>
/// <returns>The scene object created. null if the scene object already existed</returns>
protected static SceneObjectGroup CreatePrimFromXml2(Scene scene, string xmlData)
{
SceneObjectGroup obj = new SceneObjectGroup(xmlData);
if (scene.AddRestoredSceneObject(obj, true, false))
return obj;
else
return null;
}
public static void SavePrimsToXml2(Scene scene, string fileName)
{
List<EntityBase> EntityList = scene.GetEntities();
SavePrimListToXml2(EntityList, fileName);
}
public static void SavePrimsToXml2(Scene scene, TextWriter stream, Vector3 min, Vector3 max)
{
List<EntityBase> 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<EntityBase> entityList = scene.GetEntities();
List<EntityBase> primList = new List<EntityBase>();
foreach (EntityBase ent in entityList)
{
if (ent is SceneObjectGroup)
{
if (ent.Name == primName)
{
primList.Add(ent);
}
}
}
SavePrimListToXml2(primList, fileName);
}
public static void SavePrimListToXml2(List<EntityBase> 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<EntityBase> entityList, TextWriter stream, Vector3 min, Vector3 max)
{
int primCount = 0;
stream.WriteLine("<scene>\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(g.ToXmlString2());
primCount++;
}
}
stream.WriteLine("</scene>\n");
stream.Flush();
}
}
}
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