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SceneXmlLoader.cs 11 KB

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  1. /*
  2. * Copyright (c) Contributors, http://opensimulator.org/
  3. * See CONTRIBUTORS.TXT for a full list of copyright holders.
  4. *
  5. * Redistribution and use in source and binary forms, with or without
  6. * modification, are permitted provided that the following conditions are met:
  7. * * Redistributions of source code must retain the above copyright
  8. * notice, this list of conditions and the following disclaimer.
  9. * * Redistributions in binary form must reproduce the above copyright
  10. * notice, this list of conditions and the following disclaimer in the
  11. * documentation and/or other materials provided with the distribution.
  12. * * Neither the name of the OpenSimulator Project nor the
  13. * names of its contributors may be used to endorse or promote products
  14. * derived from this software without specific prior written permission.
  15. *
  16. * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
  17. * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
  18. * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
  19. * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
  20. * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
  21. * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
  22. * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
  23. * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
  24. * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
  25. * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
  26. */
  27. using System;
  28. using System.Collections.Generic;
  29. using System.IO;
  30. using System.Reflection;
  31. using System.Xml;
  32. using OpenMetaverse;
  33. using log4net;
  34. using OpenSim.Framework;
  35. using OpenSim.Region.Framework.Scenes;
  36. using OpenSim.Region.Physics.Manager;
  37. namespace OpenSim.Region.Framework.Scenes.Serialization
  38. {
  39. /// <summary>
  40. /// Static methods to serialize and deserialize scene objects to and from XML
  41. /// </summary>
  42. public class SceneXmlLoader
  43. {
  44. private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
  45. public static void LoadPrimsFromXml(Scene scene, string fileName, bool newIDS, Vector3 loadOffset)
  46. {
  47. XmlDocument doc = new XmlDocument();
  48. XmlNode rootNode;
  49. if (fileName.StartsWith("http:") || File.Exists(fileName))
  50. {
  51. XmlTextReader reader = new XmlTextReader(fileName);
  52. reader.WhitespaceHandling = WhitespaceHandling.None;
  53. doc.Load(reader);
  54. reader.Close();
  55. rootNode = doc.FirstChild;
  56. foreach (XmlNode aPrimNode in rootNode.ChildNodes)
  57. {
  58. SceneObjectGroup obj = SceneObjectSerializer.FromOriginalXmlFormat(aPrimNode.OuterXml);
  59. if (newIDS)
  60. {
  61. obj.ResetIDs();
  62. }
  63. //if we want this to be a import method then we need new uuids for the object to avoid any clashes
  64. //obj.RegenerateFullIDs();
  65. scene.AddNewSceneObject(obj, true);
  66. }
  67. }
  68. else
  69. {
  70. throw new Exception("Could not open file " + fileName + " for reading");
  71. }
  72. }
  73. public static void SavePrimsToXml(Scene scene, string fileName)
  74. {
  75. FileStream file = new FileStream(fileName, FileMode.Create);
  76. StreamWriter stream = new StreamWriter(file);
  77. int primCount = 0;
  78. stream.WriteLine("<scene>\n");
  79. List<EntityBase> EntityList = scene.GetEntities();
  80. foreach (EntityBase ent in EntityList)
  81. {
  82. if (ent is SceneObjectGroup)
  83. {
  84. stream.WriteLine(SceneObjectSerializer.ToOriginalXmlFormat((SceneObjectGroup)ent));
  85. primCount++;
  86. }
  87. }
  88. stream.WriteLine("</scene>\n");
  89. stream.Close();
  90. file.Close();
  91. }
  92. public static string SaveGroupToXml2(SceneObjectGroup grp)
  93. {
  94. return SceneObjectSerializer.ToXml2Format(grp);
  95. }
  96. public static SceneObjectGroup DeserializeGroupFromXml2(string xmlString)
  97. {
  98. XmlDocument doc = new XmlDocument();
  99. XmlNode rootNode;
  100. XmlTextReader reader = new XmlTextReader(new StringReader(xmlString));
  101. reader.WhitespaceHandling = WhitespaceHandling.None;
  102. doc.Load(reader);
  103. reader.Close();
  104. rootNode = doc.FirstChild;
  105. // This is to deal with neighbouring regions that are still surrounding the group xml with the <scene>
  106. // tag. It should be possible to remove the first part of this if statement once we go past 0.5.9 (or
  107. // when some other changes forces all regions to upgrade).
  108. // This might seem rather pointless since prim crossing from this revision to an earlier revision remains
  109. // broken. But it isn't much work to accomodate the old format here.
  110. if (rootNode.LocalName.Equals("scene"))
  111. {
  112. foreach (XmlNode aPrimNode in rootNode.ChildNodes)
  113. {
  114. // There is only ever one prim. This oddity should be removeable post 0.5.9
  115. return SceneObjectSerializer.FromXml2Format(aPrimNode.OuterXml);
  116. }
  117. return null;
  118. }
  119. else
  120. {
  121. return SceneObjectSerializer.FromXml2Format(rootNode.OuterXml);
  122. }
  123. }
  124. /// <summary>
  125. /// Load prims from the xml2 format
  126. /// </summary>
  127. /// <param name="scene"></param>
  128. /// <param name="fileName"></param>
  129. public static void LoadPrimsFromXml2(Scene scene, string fileName)
  130. {
  131. LoadPrimsFromXml2(scene, new XmlTextReader(fileName), false);
  132. }
  133. /// <summary>
  134. /// Load prims from the xml2 format
  135. /// </summary>
  136. /// <param name="scene"></param>
  137. /// <param name="reader"></param>
  138. /// <param name="startScripts"></param>
  139. public static void LoadPrimsFromXml2(Scene scene, TextReader reader, bool startScripts)
  140. {
  141. LoadPrimsFromXml2(scene, new XmlTextReader(reader), startScripts);
  142. }
  143. /// <summary>
  144. /// Load prims from the xml2 format. This method will close the reader
  145. /// </summary>
  146. /// <param name="scene"></param>
  147. /// <param name="reader"></param>
  148. /// <param name="startScripts"></param>
  149. protected static void LoadPrimsFromXml2(Scene scene, XmlTextReader reader, bool startScripts)
  150. {
  151. XmlDocument doc = new XmlDocument();
  152. reader.WhitespaceHandling = WhitespaceHandling.None;
  153. doc.Load(reader);
  154. reader.Close();
  155. XmlNode rootNode = doc.FirstChild;
  156. ICollection<SceneObjectGroup> sceneObjects = new List<SceneObjectGroup>();
  157. foreach (XmlNode aPrimNode in rootNode.ChildNodes)
  158. {
  159. SceneObjectGroup obj = CreatePrimFromXml2(scene, aPrimNode.OuterXml);
  160. if (obj != null && startScripts)
  161. sceneObjects.Add(obj);
  162. }
  163. foreach (SceneObjectGroup sceneObject in sceneObjects)
  164. {
  165. sceneObject.CreateScriptInstances(0, true, scene.DefaultScriptEngine, 0);
  166. }
  167. }
  168. /// <summary>
  169. /// Create a prim from the xml2 representation.
  170. /// </summary>
  171. /// <param name="scene"></param>
  172. /// <param name="xmlData"></param>
  173. /// <returns>The scene object created. null if the scene object already existed</returns>
  174. protected static SceneObjectGroup CreatePrimFromXml2(Scene scene, string xmlData)
  175. {
  176. SceneObjectGroup obj = SceneObjectSerializer.FromXml2Format(xmlData);
  177. if (scene.AddRestoredSceneObject(obj, true, false))
  178. return obj;
  179. else
  180. return null;
  181. }
  182. public static void SavePrimsToXml2(Scene scene, string fileName)
  183. {
  184. List<EntityBase> EntityList = scene.GetEntities();
  185. SavePrimListToXml2(EntityList, fileName);
  186. }
  187. public static void SavePrimsToXml2(Scene scene, TextWriter stream, Vector3 min, Vector3 max)
  188. {
  189. List<EntityBase> EntityList = scene.GetEntities();
  190. SavePrimListToXml2(EntityList, stream, min, max);
  191. }
  192. public static void SaveNamedPrimsToXml2(Scene scene, string primName, string fileName)
  193. {
  194. m_log.InfoFormat(
  195. "[SERIALISER]: Saving prims with name {0} in xml2 format for region {1} to {2}",
  196. primName, scene.RegionInfo.RegionName, fileName);
  197. List<EntityBase> entityList = scene.GetEntities();
  198. List<EntityBase> primList = new List<EntityBase>();
  199. foreach (EntityBase ent in entityList)
  200. {
  201. if (ent is SceneObjectGroup)
  202. {
  203. if (ent.Name == primName)
  204. {
  205. primList.Add(ent);
  206. }
  207. }
  208. }
  209. SavePrimListToXml2(primList, fileName);
  210. }
  211. public static void SavePrimListToXml2(List<EntityBase> entityList, string fileName)
  212. {
  213. FileStream file = new FileStream(fileName, FileMode.Create);
  214. try
  215. {
  216. StreamWriter stream = new StreamWriter(file);
  217. try
  218. {
  219. SavePrimListToXml2(entityList, stream, Vector3.Zero, Vector3.Zero);
  220. }
  221. finally
  222. {
  223. stream.Close();
  224. }
  225. }
  226. finally
  227. {
  228. file.Close();
  229. }
  230. }
  231. public static void SavePrimListToXml2(List<EntityBase> entityList, TextWriter stream, Vector3 min, Vector3 max)
  232. {
  233. int primCount = 0;
  234. stream.WriteLine("<scene>\n");
  235. foreach (EntityBase ent in entityList)
  236. {
  237. if (ent is SceneObjectGroup)
  238. {
  239. SceneObjectGroup g = (SceneObjectGroup)ent;
  240. if (!min.Equals(Vector3.Zero) || !max.Equals(Vector3.Zero))
  241. {
  242. Vector3 pos = g.RootPart.GetWorldPosition();
  243. if (min.X > pos.X || min.Y > pos.Y || min.Z > pos.Z)
  244. continue;
  245. if (max.X < pos.X || max.Y < pos.Y || max.Z < pos.Z)
  246. continue;
  247. }
  248. stream.WriteLine(SceneObjectSerializer.ToXml2Format(g));
  249. primCount++;
  250. }
  251. }
  252. stream.WriteLine("</scene>\n");
  253. stream.Flush();
  254. }
  255. }
  256. }