add more missing en-us culture on scene serializer writes

0.9.0-post-fixes
UbitUmarov 2017-07-13 02:57:57 +01:00
parent 457551d069
commit 51d32e3bed
2 changed files with 31 additions and 30 deletions

View File

@ -86,9 +86,9 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
writer.WriteStartElement("CoalescedObject");
writer.WriteAttributeString("x", size.X.ToString());
writer.WriteAttributeString("y", size.Y.ToString());
writer.WriteAttributeString("z", size.Z.ToString());
writer.WriteAttributeString("x", size.X.ToString(Utils.EnUsCulture));
writer.WriteAttributeString("y", size.Y.ToString(Utils.EnUsCulture));
writer.WriteAttributeString("z", size.Z.ToString(Utils.EnUsCulture));
// Embed the offsets into the group XML
for (int i = 0; i < coaObjects.Count; i++)
@ -100,9 +100,9 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
// i, obj.Name);
writer.WriteStartElement("SceneObjectGroup");
writer.WriteAttributeString("offsetx", offsets[i].X.ToString());
writer.WriteAttributeString("offsety", offsets[i].Y.ToString());
writer.WriteAttributeString("offsetz", offsets[i].Z.ToString());
writer.WriteAttributeString("offsetx", offsets[i].X.ToString(Utils.EnUsCulture));
writer.WriteAttributeString("offsety", offsets[i].Y.ToString(Utils.EnUsCulture));
writer.WriteAttributeString("offsetz", offsets[i].Z.ToString(Utils.EnUsCulture));
SceneObjectSerializer.ToOriginalXmlFormat(obj, writer, doScriptStates);

View File

@ -65,7 +65,8 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
{
using (XmlReader reader = XmlReader.Create(wrappedReader, new XmlReaderSettings() { IgnoreWhitespace = true, ConformanceLevel = ConformanceLevel.Fragment }))
{
try {
try
{
return FromOriginalXmlFormat(reader);
}
catch (Exception e)
@ -1505,7 +1506,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
writer.WriteElementString("NextOwnerMask", sop.NextOwnerMask.ToString());
WriteFlags(writer, "Flags", sop.Flags.ToString(), options);
WriteUUID(writer, "CollisionSound", sop.CollisionSound, options);
writer.WriteElementString("CollisionSoundVolume", sop.CollisionSoundVolume.ToString());
writer.WriteElementString("CollisionSoundVolume", sop.CollisionSoundVolume.ToString(Utils.EnUsCulture));
if (sop.MediaUrl != null)
writer.WriteElementString("MediaUrl", sop.MediaUrl.ToString());
WriteVector(writer, "AttachedPos", sop.AttachedPos);
@ -1525,7 +1526,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
writer.WriteElementString("PayPrice3", sop.PayPrice[3].ToString());
writer.WriteElementString("PayPrice4", sop.PayPrice[4].ToString());
writer.WriteElementString("Buoyancy", sop.Buoyancy.ToString());
writer.WriteElementString("Buoyancy", sop.Buoyancy.ToString(Utils.EnUsCulture));
WriteVector(writer, "Force", sop.Force);
WriteVector(writer, "Torque", sop.Torque);
@ -1542,22 +1543,22 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
writer.WriteElementString("RotationAxisLocks", sop.RotationAxisLocks.ToString().ToLower());
writer.WriteElementString("PhysicsShapeType", sop.PhysicsShapeType.ToString().ToLower());
if (sop.Density != 1000.0f)
writer.WriteElementString("Density", sop.Density.ToString().ToLower());
writer.WriteElementString("Density", sop.Density.ToString(Utils.EnUsCulture));
if (sop.Friction != 0.6f)
writer.WriteElementString("Friction", sop.Friction.ToString().ToLower());
writer.WriteElementString("Friction", sop.Friction.ToString(Utils.EnUsCulture));
if (sop.Restitution != 0.5f)
writer.WriteElementString("Bounce", sop.Restitution.ToString().ToLower());
writer.WriteElementString("Bounce", sop.Restitution.ToString(Utils.EnUsCulture));
if (sop.GravityModifier != 1.0f)
writer.WriteElementString("GravityModifier", sop.GravityModifier.ToString().ToLower());
writer.WriteElementString("GravityModifier", sop.GravityModifier.ToString(Utils.EnUsCulture));
WriteVector(writer, "CameraEyeOffset", sop.GetCameraEyeOffset());
WriteVector(writer, "CameraAtOffset", sop.GetCameraAtOffset());
// if (sop.Sound != UUID.Zero) force it till sop crossing does clear it on child prim
{
WriteUUID(writer, "SoundID", sop.Sound, options);
writer.WriteElementString("SoundGain", sop.SoundGain.ToString().ToLower());
writer.WriteElementString("SoundGain", sop.SoundGain.ToString(Utils.EnUsCulture));
writer.WriteElementString("SoundFlags", sop.SoundFlags.ToString().ToLower());
writer.WriteElementString("SoundRadius", sop.SoundRadius.ToString().ToLower());
writer.WriteElementString("SoundRadius", sop.SoundRadius.ToString(Utils.EnUsCulture));
}
writer.WriteElementString("SoundQueueing", sop.SoundQueueing.ToString().ToLower());
@ -1731,22 +1732,22 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
// Don't serialize SculptData. It's just a copy of the asset, which can be loaded separately using 'SculptTexture'.
writer.WriteElementString("FlexiSoftness", shp.FlexiSoftness.ToString());
writer.WriteElementString("FlexiTension", shp.FlexiTension.ToString());
writer.WriteElementString("FlexiDrag", shp.FlexiDrag.ToString());
writer.WriteElementString("FlexiGravity", shp.FlexiGravity.ToString());
writer.WriteElementString("FlexiWind", shp.FlexiWind.ToString());
writer.WriteElementString("FlexiForceX", shp.FlexiForceX.ToString());
writer.WriteElementString("FlexiForceY", shp.FlexiForceY.ToString());
writer.WriteElementString("FlexiForceZ", shp.FlexiForceZ.ToString());
writer.WriteElementString("FlexiTension", shp.FlexiTension.ToString(Utils.EnUsCulture));
writer.WriteElementString("FlexiDrag", shp.FlexiDrag.ToString(Utils.EnUsCulture));
writer.WriteElementString("FlexiGravity", shp.FlexiGravity.ToString(Utils.EnUsCulture));
writer.WriteElementString("FlexiWind", shp.FlexiWind.ToString(Utils.EnUsCulture));
writer.WriteElementString("FlexiForceX", shp.FlexiForceX.ToString(Utils.EnUsCulture));
writer.WriteElementString("FlexiForceY", shp.FlexiForceY.ToString(Utils.EnUsCulture));
writer.WriteElementString("FlexiForceZ", shp.FlexiForceZ.ToString(Utils.EnUsCulture));
writer.WriteElementString("LightColorR", shp.LightColorR.ToString());
writer.WriteElementString("LightColorG", shp.LightColorG.ToString());
writer.WriteElementString("LightColorB", shp.LightColorB.ToString());
writer.WriteElementString("LightColorA", shp.LightColorA.ToString());
writer.WriteElementString("LightRadius", shp.LightRadius.ToString());
writer.WriteElementString("LightCutoff", shp.LightCutoff.ToString());
writer.WriteElementString("LightFalloff", shp.LightFalloff.ToString());
writer.WriteElementString("LightIntensity", shp.LightIntensity.ToString());
writer.WriteElementString("LightColorR", shp.LightColorR.ToString(Utils.EnUsCulture));
writer.WriteElementString("LightColorG", shp.LightColorG.ToString(Utils.EnUsCulture));
writer.WriteElementString("LightColorB", shp.LightColorB.ToString(Utils.EnUsCulture));
writer.WriteElementString("LightColorA", shp.LightColorA.ToString(Utils.EnUsCulture));
writer.WriteElementString("LightRadius", shp.LightRadius.ToString(Utils.EnUsCulture));
writer.WriteElementString("LightCutoff", shp.LightCutoff.ToString(Utils.EnUsCulture));
writer.WriteElementString("LightFalloff", shp.LightFalloff.ToString(Utils.EnUsCulture));
writer.WriteElementString("LightIntensity", shp.LightIntensity.ToString(Utils.EnUsCulture));
writer.WriteElementString("FlexiEntry", shp.FlexiEntry.ToString().ToLower());
writer.WriteElementString("LightEntry", shp.LightEntry.ToString().ToLower());