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- /*
- * 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
- * (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.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);
- 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
- FileStream objectsFileCompressed = new FileStream(fileName + ".gzs", FileMode.Create);
- MemoryStream gzipMSStream = new MemoryStream();
- GZipStream gzipStream = new GZipStream(gzipMSStream, CompressionMode.Compress);
- xmlStream.WriteTo(gzipStream);
- gzipMSStream.WriteTo(objectsFileCompressed);
- objectsFileCompressed.Flush();
- objectsFileCompressed.Close();
- #endregion
- }
- }
- }
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