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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;
- using System.Collections.Generic;
- using System.Drawing;
- using System.IO;
- using System.Reflection;
- using System.Xml;
- using log4net;
- using OpenMetaverse;
- using OpenSim.Framework;
- using OpenSim.Region.Framework.Interfaces;
- using OpenSim.Region.Framework.Scenes;
- namespace OpenSim.Region.Framework.Scenes.Serialization
- {
- /// <summary>
- /// Serialize and deserialize coalesced scene objects.
- /// </summary>
- public class CoalescedSceneObjectsSerializer
- {
- private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
- /// <summary>
- /// Serialize coalesced objects to Xml
- /// </summary>
- /// <param name="coa"></param>
- /// <param name="doScriptStates">
- /// If true then serialize script states. This will halt any running scripts
- /// </param>
- /// <returns></returns>
- public static string ToXml(CoalescedSceneObjects coa)
- {
- return ToXml(coa, true);
- }
- /// <summary>
- /// Serialize coalesced objects to Xml
- /// </summary>
- /// <param name="coa"></param>
- /// <param name="doScriptStates">
- /// If true then serialize script states. This will halt any running scripts
- /// </param>
- /// <returns></returns>
- public static string ToXml(CoalescedSceneObjects coa, bool doScriptStates)
- {
- using (StringWriter sw = new StringWriter())
- {
- using (XmlTextWriter writer = new XmlTextWriter(sw))
- {
- Vector3 size;
- List<SceneObjectGroup> coaObjects = coa.Objects;
- // m_log.DebugFormat(
- // "[COALESCED SCENE OBJECTS SERIALIZER]: Writing {0} objects for coalesced object",
- // coaObjects.Count);
- // This is weak - we're relying on the set of coalesced objects still being identical
- Vector3[] offsets = coa.GetSizeAndOffsets(out size);
- writer.WriteStartElement("CoalescedObject");
- writer.WriteAttributeString("x", size.X.ToString());
- writer.WriteAttributeString("y", size.Y.ToString());
- writer.WriteAttributeString("z", size.Z.ToString());
- // Embed the offsets into the group XML
- for (int i = 0; i < coaObjects.Count; i++)
- {
- SceneObjectGroup obj = coaObjects[i];
- // m_log.DebugFormat(
- // "[COALESCED SCENE OBJECTS SERIALIZER]: Writing offset for object {0}, {1}",
- // i, obj.Name);
- writer.WriteStartElement("SceneObjectGroup");
- writer.WriteAttributeString("offsetx", offsets[i].X.ToString());
- writer.WriteAttributeString("offsety", offsets[i].Y.ToString());
- writer.WriteAttributeString("offsetz", offsets[i].Z.ToString());
- SceneObjectSerializer.ToOriginalXmlFormat(obj, writer, doScriptStates);
- writer.WriteEndElement(); // SceneObjectGroup
- }
- writer.WriteEndElement(); // CoalescedObject
- }
- string output = sw.ToString();
- // Console.WriteLine(output);
- return output;
- }
- }
- public static bool TryFromXml(string xml, out CoalescedSceneObjects coa)
- {
- // m_log.DebugFormat("[COALESCED SCENE OBJECTS SERIALIZER]: TryFromXml() deserializing {0}", xml);
- coa = null;
- try
- {
- // Quickly check if this is a coalesced object, without fully parsing the XML
- using (StringReader sr = new StringReader(xml))
- {
- using (XmlTextReader reader = new XmlTextReader(sr))
- {
- reader.MoveToContent(); // skip possible xml declaration
- if (reader.Name != "CoalescedObject")
- {
- // m_log.DebugFormat(
- // "[COALESCED SCENE OBJECTS SERIALIZER]: TryFromXml() root element was {0} so returning false",
- // reader.Name);
- return false;
- }
- }
- }
- XmlDocument doc = new XmlDocument();
- doc.LoadXml(xml);
- XmlElement e = (XmlElement)doc.SelectSingleNode("/CoalescedObject");
- if (e == null)
- return false;
- coa = new CoalescedSceneObjects(UUID.Zero);
- XmlNodeList groups = e.SelectNodes("SceneObjectGroup");
- int i = 0;
- foreach (XmlNode n in groups)
- {
- SceneObjectGroup so = SceneObjectSerializer.FromOriginalXmlFormat(n.OuterXml);
- if (so != null)
- {
- coa.Add(so);
- }
- else
- {
- // XXX: Possibly we should fail outright here rather than continuing if a particular component of the
- // coalesced object fails to load.
- m_log.WarnFormat(
- "[COALESCED SCENE OBJECTS SERIALIZER]: Deserialization of xml for component {0} failed. Continuing.",
- i);
- }
- i++;
- }
- }
- catch (Exception e)
- {
- m_log.Error("[COALESCED SCENE OBJECTS SERIALIZER]: Deserialization of xml failed ", e);
- Util.LogFailedXML("[COALESCED SCENE OBJECTS SERIALIZER]:", xml);
- return false;
- }
- return true;
- }
- }
- }
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