299 lines
12 KiB
C#
299 lines
12 KiB
C#
/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSimulator Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.IO;
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using System.Reflection;
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using System.Xml;
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using log4net;
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using OpenMetaverse;
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using OpenSim.Framework;
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using OpenSim.Region.Framework.Scenes;
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namespace OpenSim.Region.Framework.Scenes.Serialization
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{
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/// <summary>
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/// Serialize and deserialize scene objects.
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/// </summary>
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/// This should really be in OpenSim.Framework.Serialization but this would mean circular dependency problems
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/// right now - hopefully this isn't forever.
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public class SceneObjectSerializer
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{
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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/// <summary>
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/// Deserialize a scene object from the original xml format
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/// </summary>
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/// <param name="serialization"></param>
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/// <returns></returns>
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public static SceneObjectGroup FromOriginalXmlFormat(string serialization)
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{
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return FromOriginalXmlFormat(UUID.Zero, serialization);
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}
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/// <summary>
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/// Deserialize a scene object from the original xml format
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/// </summary>
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/// <param name="serialization"></param>
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/// <returns></returns>
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public static SceneObjectGroup FromOriginalXmlFormat(UUID fromUserInventoryItemID, string xmlData)
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{
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//m_log.DebugFormat("[SOG]: Starting deserialization of SOG");
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//int time = System.Environment.TickCount;
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// libomv.types changes UUID to Guid
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xmlData = xmlData.Replace("<UUID>", "<Guid>");
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xmlData = xmlData.Replace("</UUID>", "</Guid>");
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// Handle Nested <UUID><UUID> property
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xmlData = xmlData.Replace("<Guid><Guid>", "<UUID><Guid>");
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xmlData = xmlData.Replace("</Guid></Guid>", "</Guid></UUID>");
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try
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{
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StringReader sr;
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XmlTextReader reader;
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XmlNodeList parts;
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XmlDocument doc;
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int linkNum;
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doc = new XmlDocument();
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doc.LoadXml(xmlData);
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parts = doc.GetElementsByTagName("RootPart");
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if (parts.Count == 0)
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throw new Exception("Invalid Xml format - no root part");
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sr = new StringReader(parts[0].InnerXml);
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reader = new XmlTextReader(sr);
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SceneObjectGroup sceneObject = new SceneObjectGroup(SceneObjectPart.FromXml(fromUserInventoryItemID, reader));
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reader.Close();
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sr.Close();
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parts = doc.GetElementsByTagName("Part");
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for (int i = 0; i < parts.Count; i++)
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{
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sr = new StringReader(parts[i].InnerXml);
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reader = new XmlTextReader(sr);
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SceneObjectPart part = SceneObjectPart.FromXml(reader);
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linkNum = part.LinkNum;
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sceneObject.AddPart(part);
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part.LinkNum = linkNum;
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part.TrimPermissions();
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part.StoreUndoState();
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reader.Close();
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sr.Close();
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}
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// Script state may, or may not, exist. Not having any, is NOT
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// ever a problem.
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sceneObject.LoadScriptState(doc);
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return sceneObject;
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}
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catch (Exception e)
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{
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m_log.ErrorFormat(
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"[SERIALIZER]: Deserialization of xml failed with {0}. xml was {1}", e, xmlData);
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return null;
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}
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}
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/// <summary>
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/// Serialize a scene object to the original xml format
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/// </summary>
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/// <param name="sceneObject"></param>
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/// <returns></returns>
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public static string ToOriginalXmlFormat(SceneObjectGroup sceneObject)
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{
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using (StringWriter sw = new StringWriter())
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{
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using (XmlTextWriter writer = new XmlTextWriter(sw))
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{
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ToOriginalXmlFormat(sceneObject, writer);
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}
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return sw.ToString();
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}
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}
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/// <summary>
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/// Serialize a scene object to the original xml format
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/// </summary>
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/// <param name="sceneObject"></param>
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/// <returns></returns>
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public static void ToOriginalXmlFormat(SceneObjectGroup sceneObject, XmlTextWriter writer)
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{
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//m_log.DebugFormat("[SERIALIZER]: Starting serialization of {0}", Name);
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//int time = System.Environment.TickCount;
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writer.WriteStartElement(String.Empty, "SceneObjectGroup", String.Empty);
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writer.WriteStartElement(String.Empty, "RootPart", String.Empty);
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ToOriginalXmlFormat(sceneObject.RootPart, writer);
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writer.WriteEndElement();
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writer.WriteStartElement(String.Empty, "OtherParts", String.Empty);
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SceneObjectPart[] parts = sceneObject.Parts;
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for (int i = 0; i < parts.Length; i++)
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{
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SceneObjectPart part = parts[i];
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if (part.UUID != sceneObject.RootPart.UUID)
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{
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writer.WriteStartElement(String.Empty, "Part", String.Empty);
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ToOriginalXmlFormat(part, writer);
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writer.WriteEndElement();
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}
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}
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writer.WriteEndElement(); // OtherParts
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sceneObject.SaveScriptedState(writer);
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writer.WriteEndElement(); // SceneObjectGroup
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//m_log.DebugFormat("[SERIALIZER]: Finished serialization of SOG {0}, {1}ms", Name, System.Environment.TickCount - time);
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}
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protected static void ToOriginalXmlFormat(SceneObjectPart part, XmlTextWriter writer)
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{
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part.ToXml(writer);
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}
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public static SceneObjectGroup FromXml2Format(string xmlData)
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{
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//m_log.DebugFormat("[SOG]: Starting deserialization of SOG");
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//int time = System.Environment.TickCount;
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// libomv.types changes UUID to Guid
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xmlData = xmlData.Replace("<UUID>", "<Guid>");
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xmlData = xmlData.Replace("</UUID>", "</Guid>");
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// Handle Nested <UUID><UUID> property
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xmlData = xmlData.Replace("<Guid><Guid>", "<UUID><Guid>");
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xmlData = xmlData.Replace("</Guid></Guid>", "</Guid></UUID>");
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try
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{
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XmlDocument doc = new XmlDocument();
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doc.LoadXml(xmlData);
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XmlNodeList parts = doc.GetElementsByTagName("SceneObjectPart");
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if (parts.Count == 0)
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{
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m_log.ErrorFormat("[SERIALIZER]: Deserialization of xml failed: No SceneObjectPart nodes. xml was " + xmlData);
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return null;
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}
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StringReader sr = new StringReader(parts[0].OuterXml);
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XmlTextReader reader = new XmlTextReader(sr);
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SceneObjectGroup sceneObject = new SceneObjectGroup(SceneObjectPart.FromXml(reader));
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reader.Close();
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sr.Close();
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// Then deal with the rest
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for (int i = 1; i < parts.Count; i++)
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{
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sr = new StringReader(parts[i].OuterXml);
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reader = new XmlTextReader(sr);
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SceneObjectPart part = SceneObjectPart.FromXml(reader);
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int originalLinkNum = part.LinkNum;
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sceneObject.AddPart(part);
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// SceneObjectGroup.AddPart() tries to be smart and automatically set the LinkNum.
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// We override that here
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if (originalLinkNum != 0)
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part.LinkNum = originalLinkNum;
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part.StoreUndoState();
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reader.Close();
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sr.Close();
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}
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// Script state may, or may not, exist. Not having any, is NOT
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// ever a problem.
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sceneObject.LoadScriptState(doc);
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return sceneObject;
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}
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catch (Exception e)
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{
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m_log.ErrorFormat("[SERIALIZER]: Deserialization of xml failed with {0}. xml was {1}", e, xmlData);
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return null;
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}
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}
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/// <summary>
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/// Serialize a scene object to the 'xml2' format.
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/// </summary>
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/// <param name="sceneObject"></param>
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/// <returns></returns>
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public static string ToXml2Format(SceneObjectGroup sceneObject)
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{
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using (StringWriter sw = new StringWriter())
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{
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using (XmlTextWriter writer = new XmlTextWriter(sw))
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{
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ToXml2Format(sceneObject, writer);
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}
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return sw.ToString();
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}
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}
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/// <summary>
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/// Serialize a scene object to the 'xml2' format.
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/// </summary>
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/// <param name="sceneObject"></param>
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/// <returns></returns>
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public static void ToXml2Format(SceneObjectGroup sceneObject, XmlTextWriter writer)
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{
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//m_log.DebugFormat("[SERIALIZER]: Starting serialization of SOG {0} to XML2", Name);
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//int time = System.Environment.TickCount;
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writer.WriteStartElement(String.Empty, "SceneObjectGroup", String.Empty);
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sceneObject.RootPart.ToXml(writer);
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writer.WriteStartElement(String.Empty, "OtherParts", String.Empty);
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SceneObjectPart[] parts = sceneObject.Parts;
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for (int i = 0; i < parts.Length; i++)
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{
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SceneObjectPart part = parts[i];
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if (part.UUID != sceneObject.RootPart.UUID)
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part.ToXml(writer);
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}
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writer.WriteEndElement(); // End of OtherParts
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sceneObject.SaveScriptedState(writer);
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writer.WriteEndElement(); // End of SceneObjectGroup
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//m_log.DebugFormat("[SERIALIZER]: Finished serialization of SOG {0} to XML2, {1}ms", Name, System.Environment.TickCount - time);
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}
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}
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}
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