OpenSimMirror/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs

134 lines
5.4 KiB
C#
Raw Normal View History

/*
* 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
{
/// <summary>
/// Serialize and deserialize scene objects.
/// </summary>
/// 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);
/// <summary>
/// Deserialize a scene object from the original xml format
/// </summary>
/// <param name="serialization"></param>
/// <returns></returns>
public static SceneObjectGroup FromOriginalXmlFormat(string serialization)
{
return FromOriginalXmlFormat(UUID.Zero, serialization);
}
/// <summary>
/// Deserialize a scene object from the original xml format
/// </summary>
/// <param name="serialization"></param>
/// <returns></returns>
public static SceneObjectGroup FromOriginalXmlFormat(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("<UUID>", "<Guid>");
serialization = serialization.Replace("</UUID>", "</Guid>");
// Handle Nested <UUID><UUID> property
serialization = serialization.Replace("<Guid><Guid>", "<UUID><Guid>");
serialization = serialization.Replace("</Guid></Guid>", "</Guid></UUID>");
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;
}
}
}