OpenSimMirror/OpenSim/Region/CoreModules/World/Serialiser/SerialiseObjects.cs

131 lines
4.7 KiB
C#

/*
* 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
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System.Collections.Generic;
using System.IO;
using System.IO.Compression;
using System.Text;
using System.Xml;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Region.Framework.Scenes.Serialization;
namespace OpenSim.Region.CoreModules.World.Serialiser
{
internal class SerialiseObjects : IFileSerialiser
{
#region IFileSerialiser Members
public string WriteToFile(Scene scene, string dir)
{
string targetFileName = Path.Combine(dir, "objects.xml");
SaveSerialisedToFile(targetFileName, scene);
return "objects.xml";
}
#endregion
public void SaveSerialisedToFile(string fileName, Scene scene)
{
string xmlstream = GetObjectXml(scene);
using (MemoryStream stream = ReformatXmlString(xmlstream))
{
stream.Seek(0, SeekOrigin.Begin);
CreateXmlFile(stream, fileName);
stream.Seek(0, SeekOrigin.Begin);
CreateCompressedXmlFile(stream, fileName);
}
}
private static MemoryStream ReformatXmlString(string xmlstream)
{
MemoryStream stream = new MemoryStream();
XmlTextWriter formatter = new XmlTextWriter(stream, Encoding.UTF8);
XmlDocument doc = new XmlDocument();
doc.LoadXml(xmlstream);
formatter.Formatting = Formatting.Indented;
doc.WriteContentTo(formatter);
formatter.Flush();
return stream;
}
private static string GetObjectXml(Scene scene)
{
string xmlstream = "<scene>";
EntityBase[] EntityList = scene.GetEntities();
List<string> EntityXml = new List<string>();
foreach (EntityBase ent in EntityList)
{
if (ent is SceneObjectGroup)
{
EntityXml.Add(SceneObjectSerializer.ToXml2Format((SceneObjectGroup)ent));
}
}
EntityXml.Sort();
foreach (string xml in EntityXml)
xmlstream += xml;
xmlstream += "</scene>";
return xmlstream;
}
private static void CreateXmlFile(MemoryStream xmlStream, string fileName)
{
FileStream objectsFile = new FileStream(fileName, FileMode.Create);
xmlStream.WriteTo(objectsFile);
objectsFile.Flush();
objectsFile.Close();
}
private static void CreateCompressedXmlFile(MemoryStream xmlStream, string fileName)
{
#region GZip Compressed Version
using (FileStream objectsFileCompressed = new FileStream(fileName + ".gzs", FileMode.Create))
using (MemoryStream gzipMSStream = new MemoryStream())
{
using (GZipStream gzipStream = new GZipStream(gzipMSStream, CompressionMode.Compress, true))
{
xmlStream.WriteTo(gzipStream);
}
gzipMSStream.WriteTo(objectsFileCompressed);
}
#endregion
}
}
}