123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289 |
- /*
- * 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 OpenSim 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;
- using System.Collections.Generic;
- using System.IO;
- using System.Reflection;
- using System.Xml;
- using OpenMetaverse;
- using log4net;
- using OpenSim.Framework;
- using OpenSim.Region.Physics.Manager;
- namespace OpenSim.Region.Environment.Scenes
- {
- /// <summary>
- /// Static methods to serialize and deserialize scene objects to and from XML
- /// </summary>
- public class SceneXmlLoader
- {
- private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
- public static void LoadPrimsFromXml(Scene scene, string fileName, bool newIDS, Vector3 loadOffset)
- {
- XmlDocument doc = new XmlDocument();
- XmlNode rootNode;
- if (fileName.StartsWith("http:") || File.Exists(fileName))
- {
- XmlTextReader reader = new XmlTextReader(fileName);
- reader.WhitespaceHandling = WhitespaceHandling.None;
- doc.Load(reader);
- reader.Close();
- rootNode = doc.FirstChild;
- foreach (XmlNode aPrimNode in rootNode.ChildNodes)
- {
- SceneObjectGroup obj = new SceneObjectGroup(aPrimNode.OuterXml, true);
- if (newIDS)
- {
- obj.ResetIDs();
- }
- //if we want this to be a import method then we need new uuids for the object to avoid any clashes
- //obj.RegenerateFullIDs();
- scene.AddNewSceneObject(obj, true);
- }
- }
- else
- {
- throw new Exception("Could not open file " + fileName + " for reading");
- }
- }
- public static void SavePrimsToXml(Scene scene, string fileName)
- {
- FileStream file = new FileStream(fileName, FileMode.Create);
- StreamWriter stream = new StreamWriter(file);
- int primCount = 0;
- stream.WriteLine("<scene>\n");
- List<EntityBase> EntityList = scene.GetEntities();
- foreach (EntityBase ent in EntityList)
- {
- if (ent is SceneObjectGroup)
- {
- stream.WriteLine(((SceneObjectGroup) ent).ToXmlString());
- primCount++;
- }
- }
- stream.WriteLine("</scene>\n");
- stream.Close();
- file.Close();
- }
- public static string SaveGroupToXml2(SceneObjectGroup grp)
- {
- return grp.ToXmlString2();
- }
- public static SceneObjectGroup DeserializeGroupFromXml2(string xmlString)
- {
- XmlDocument doc = new XmlDocument();
- XmlNode rootNode;
- XmlTextReader reader = new XmlTextReader(new StringReader(xmlString));
- reader.WhitespaceHandling = WhitespaceHandling.None;
- doc.Load(reader);
- reader.Close();
- rootNode = doc.FirstChild;
- // This is to deal with neighbouring regions that are still surrounding the group xml with the <scene>
- // tag. It should be possible to remove the first part of this if statement once we go past 0.5.9 (or
- // when some other changes forces all regions to upgrade).
- // This might seem rather pointless since prim crossing from this revision to an earlier revision remains
- // broken. But it isn't much work to accomodate the old format here.
- if (rootNode.LocalName.Equals("scene"))
- {
- foreach (XmlNode aPrimNode in rootNode.ChildNodes)
- {
- // There is only ever one prim. This oddity should be removeable post 0.5.9
- return new SceneObjectGroup(aPrimNode.OuterXml);
- }
- return null;
- }
- else
- {
- return new SceneObjectGroup(rootNode.OuterXml);
- }
- }
- /// <summary>
- /// Load prims from the xml2 format
- /// </summary>
- /// <param name="scene"></param>
- /// <param name="fileName"></param>
- public static void LoadPrimsFromXml2(Scene scene, string fileName)
- {
- LoadPrimsFromXml2(scene, new XmlTextReader(fileName), false);
- }
- /// <summary>
- /// Load prims from the xml2 format
- /// </summary>
- /// <param name="scene"></param>
- /// <param name="reader"></param>
- /// <param name="startScripts"></param>
- public static void LoadPrimsFromXml2(Scene scene, TextReader reader, bool startScripts)
- {
- LoadPrimsFromXml2(scene, new XmlTextReader(reader), startScripts);
- }
- /// <summary>
- /// Load prims from the xml2 format. This method will close the reader
- /// </summary>
- /// <param name="scene"></param>
- /// <param name="reader"></param>
- /// <param name="startScripts"></param>
- protected static void LoadPrimsFromXml2(Scene scene, XmlTextReader reader, bool startScripts)
- {
- XmlDocument doc = new XmlDocument();
- reader.WhitespaceHandling = WhitespaceHandling.None;
- doc.Load(reader);
- reader.Close();
- XmlNode rootNode = doc.FirstChild;
- ICollection<SceneObjectGroup> sceneObjects = new List<SceneObjectGroup>();
- foreach (XmlNode aPrimNode in rootNode.ChildNodes)
- {
- SceneObjectGroup obj = CreatePrimFromXml2(scene, aPrimNode.OuterXml);
- if (obj != null && startScripts)
- sceneObjects.Add(obj);
- }
- foreach (SceneObjectGroup sceneObject in sceneObjects)
- {
- sceneObject.CreateScriptInstances(0, true, scene.DefaultScriptEngine, 0);
- }
- }
- /// <summary>
- /// Create a prim from the xml2 representation.
- /// </summary>
- /// <param name="scene"></param>
- /// <param name="xmlData"></param>
- /// <returns>The scene object created. null if the scene object already existed</returns>
- protected static SceneObjectGroup CreatePrimFromXml2(Scene scene, string xmlData)
- {
- SceneObjectGroup obj = new SceneObjectGroup(xmlData);
- if (scene.AddRestoredSceneObject(obj, true, false))
- return obj;
- else
- return null;
- }
- public static void SavePrimsToXml2(Scene scene, string fileName)
- {
- List<EntityBase> EntityList = scene.GetEntities();
- SavePrimListToXml2(EntityList, fileName);
- }
- public static void SavePrimsToXml2(Scene scene, TextWriter stream, Vector3 min, Vector3 max)
- {
- List<EntityBase> EntityList = scene.GetEntities();
- SavePrimListToXml2(EntityList, stream, min, max);
- }
-
- public static void SaveNamedPrimsToXml2(Scene scene, string primName, string fileName)
- {
- m_log.InfoFormat(
- "[SERIALISER]: Saving prims with name {0} in xml2 format for region {1} to {2}",
- primName, scene.RegionInfo.RegionName, fileName);
- List<EntityBase> entityList = scene.GetEntities();
- List<EntityBase> primList = new List<EntityBase>();
- foreach (EntityBase ent in entityList)
- {
- if (ent is SceneObjectGroup)
- {
- if (ent.Name == primName)
- {
- primList.Add(ent);
- }
- }
- }
- SavePrimListToXml2(primList, fileName);
- }
- public static void SavePrimListToXml2(List<EntityBase> entityList, string fileName)
- {
- FileStream file = new FileStream(fileName, FileMode.Create);
- try
- {
- StreamWriter stream = new StreamWriter(file);
- try
- {
- SavePrimListToXml2(entityList, stream, Vector3.Zero, Vector3.Zero);
- }
- finally
- {
- stream.Close();
- }
- }
- finally
- {
- file.Close();
- }
- }
- public static void SavePrimListToXml2(List<EntityBase> entityList, TextWriter stream, Vector3 min, Vector3 max)
- {
- int primCount = 0;
- stream.WriteLine("<scene>\n");
- foreach (EntityBase ent in entityList)
- {
- if (ent is SceneObjectGroup)
- {
- SceneObjectGroup g = (SceneObjectGroup)ent;
- if (!min.Equals(Vector3.Zero) || !max.Equals(Vector3.Zero))
- {
- Vector3 pos = g.RootPart.GetWorldPosition();
- if (min.X > pos.X || min.Y > pos.Y || min.Z > pos.Z)
- continue;
- if (max.X < pos.X || max.Y < pos.Y || max.Z < pos.Z)
- continue;
- }
- stream.WriteLine(g.ToXmlString2());
- primCount++;
- }
- }
- stream.WriteLine("</scene>\n");
- stream.Flush();
- }
- }
- }
|