Route OAR SOG loading through the common SceneObjectSerializer.FromXml2Format() rather than the functionally identical but buggy Xml2ToSOG().
Remove buggy Xml2ToSOG().0.7.4.1
parent
e644e34545
commit
23ae24b406
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@ -267,8 +267,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
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}
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*/
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SceneObjectGroup sceneObject = SceneObjectSerializer.FromXml2Format(serialisedSceneObject);
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// SceneObjectGroup sceneObject = serialiser.DeserializeGroupFromXml2(serialisedSceneObject);
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SceneObjectGroup sceneObject = serialiser.DeserializeGroupFromXml2(serialisedSceneObject);
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bool isTelehub = (sceneObject.UUID == oldTelehubUUID);
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@ -1424,51 +1424,6 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
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}
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}
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//////// Read /////////
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public static bool Xml2ToSOG(XmlTextReader reader, SceneObjectGroup sog)
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{
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reader.Read();
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reader.ReadStartElement("SceneObjectGroup");
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SceneObjectPart root = Xml2ToSOP(reader);
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if (root != null)
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sog.SetRootPart(root);
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else
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{
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return false;
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}
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if (sog.UUID == UUID.Zero)
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sog.UUID = sog.RootPart.UUID;
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reader.Read(); // OtherParts
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while (!reader.EOF)
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{
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switch (reader.NodeType)
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{
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case XmlNodeType.Element:
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if (reader.Name == "SceneObjectPart")
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{
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SceneObjectPart child = Xml2ToSOP(reader);
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if (child != null)
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sog.AddPart(child);
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}
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else
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{
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//Logger.Log("Found unexpected prim XML element " + reader.Name, Helpers.LogLevel.Debug);
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reader.Read();
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}
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break;
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case XmlNodeType.EndElement:
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default:
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reader.Read();
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break;
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}
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}
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return true;
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}
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public static SceneObjectPart Xml2ToSOP(XmlTextReader reader)
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{
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SceneObjectPart obj = new SceneObjectPart();
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@ -223,50 +223,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
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public static SceneObjectGroup DeserializeGroupFromXml2(string xmlString)
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{
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XmlDocument doc = new XmlDocument();
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XmlNode rootNode;
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XmlTextReader reader = new XmlTextReader(new StringReader(xmlString));
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reader.WhitespaceHandling = WhitespaceHandling.None;
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doc.Load(reader);
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reader.Close();
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rootNode = doc.FirstChild;
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// This is to deal with neighbouring regions that are still surrounding the group xml with the <scene>
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// tag. It should be possible to remove the first part of this if statement once we go past 0.5.9 (or
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// when some other changes forces all regions to upgrade).
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// This might seem rather pointless since prim crossing from this revision to an earlier revision remains
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// broken. But it isn't much work to accomodate the old format here.
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if (rootNode.LocalName.Equals("scene"))
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{
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foreach (XmlNode aPrimNode in rootNode.ChildNodes)
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{
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// There is only ever one prim. This oddity should be removeable post 0.5.9
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//return SceneObjectSerializer.FromXml2Format(aPrimNode.OuterXml);
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using (reader = new XmlTextReader(new StringReader(aPrimNode.OuterXml)))
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{
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SceneObjectGroup obj = new SceneObjectGroup();
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if (SceneObjectSerializer.Xml2ToSOG(reader, obj))
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return obj;
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return null;
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}
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}
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return null;
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}
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else
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{
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//return SceneObjectSerializer.FromXml2Format(rootNode.OuterXml);
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using (reader = new XmlTextReader(new StringReader(rootNode.OuterXml)))
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{
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SceneObjectGroup obj = new SceneObjectGroup();
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if (SceneObjectSerializer.Xml2ToSOG(reader, obj))
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return obj;
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return null;
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}
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}
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return SceneObjectSerializer.FromXml2Format(xmlString);
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}
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/// <summary>
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@ -307,8 +264,8 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
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ICollection<SceneObjectGroup> sceneObjects = new List<SceneObjectGroup>();
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foreach (XmlNode aPrimNode in rootNode.ChildNodes)
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{
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SceneObjectGroup obj = CreatePrimFromXml2(scene, aPrimNode.OuterXml);
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if (obj != null && startScripts)
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SceneObjectGroup obj = DeserializeGroupFromXml2(aPrimNode.OuterXml);
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if (startScripts)
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sceneObjects.Add(obj);
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}
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@ -319,27 +276,6 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
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}
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}
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/// <summary>
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/// Create a prim from the xml2 representation.
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/// </summary>
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/// <param name="scene"></param>
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/// <param name="xmlData"></param>
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/// <returns>The scene object created. null if the scene object already existed</returns>
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protected static SceneObjectGroup CreatePrimFromXml2(Scene scene, string xmlData)
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{
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//SceneObjectGroup obj = SceneObjectSerializer.FromXml2Format(xmlData);
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using (XmlTextReader reader = new XmlTextReader(new StringReader(xmlData)))
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{
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SceneObjectGroup obj = new SceneObjectGroup();
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SceneObjectSerializer.Xml2ToSOG(reader, obj);
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if (scene.AddRestoredSceneObject(obj, true, false))
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return obj;
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else
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return null;
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}
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}
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#endregion
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}
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}
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}
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