1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
|
/*
* 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.IO;
using System.Reflection;
using System.Xml;
using OpenMetaverse;
using log4net;
using OpenSim.Framework;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Region.Physics.Manager;
namespace OpenSim.Region.Framework.Scenes.Serialization
{
/// <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.FromOriginalXmlFormat(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(SceneObjectSerializer.ToOriginalXmlFormat((SceneObjectGroup)ent));
primCount++;
}
}
stream.WriteLine("</scene>\n");
stream.Close();
file.Close();
}
public static string SaveGroupToXml2(SceneObjectGroup grp)
{
return SceneObjectSerializer.ToXml2Format(grp);
}
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 SceneObjectSerializer.FromXml2Format(aPrimNode.OuterXml);
}
return null;
}
else
{
return SceneObjectSerializer.FromXml2Format(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 = SceneObjectSerializer.FromXml2Format(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(SceneObjectSerializer.ToXml2Format(g));
primCount++;
}
}
stream.WriteLine("</scene>\n");
stream.Flush();
}
}
}
|