SceneXmlLoader.cs 10 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.PhysicsModules.SharedBase;
  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. #region old xml format
  46. public static void LoadPrimsFromXml(Scene scene, string fileName, bool newIDS, Vector3 loadOffset)
  47. {
  48. XmlDocument doc = new XmlDocument();
  49. XmlNode rootNode;
  50. if (fileName.StartsWith("http:") || File.Exists(fileName))
  51. {
  52. using(XmlTextReader reader = new XmlTextReader(fileName))
  53. {
  54. reader.WhitespaceHandling = WhitespaceHandling.None;
  55. doc.Load(reader);
  56. }
  57. rootNode = doc.FirstChild;
  58. foreach (XmlNode aPrimNode in rootNode.ChildNodes)
  59. {
  60. SceneObjectGroup obj = SceneObjectSerializer.FromOriginalXmlFormat(aPrimNode.OuterXml);
  61. if (newIDS)
  62. {
  63. obj.ResetIDs();
  64. }
  65. //if we want this to be a import method then we need new uuids for the object to avoid any clashes
  66. //obj.RegenerateFullIDs();
  67. scene.AddNewSceneObject(obj, true);
  68. obj.InvalidateDeepEffectivePerms();
  69. }
  70. }
  71. else
  72. {
  73. throw new Exception("Could not open file " + fileName + " for reading");
  74. }
  75. }
  76. public static void SavePrimsToXml(Scene scene, string fileName)
  77. {
  78. FileStream file = new FileStream(fileName, FileMode.Create);
  79. StreamWriter stream = new StreamWriter(file);
  80. int primCount = 0;
  81. stream.WriteLine("<scene>\n");
  82. EntityBase[] entityList = scene.GetEntities();
  83. foreach (EntityBase ent in entityList)
  84. {
  85. if (ent is SceneObjectGroup)
  86. {
  87. stream.WriteLine(SceneObjectSerializer.ToOriginalXmlFormat((SceneObjectGroup)ent));
  88. primCount++;
  89. }
  90. }
  91. stream.WriteLine("</scene>\n");
  92. stream.Close();
  93. file.Close();
  94. }
  95. #endregion
  96. #region XML2 serialization
  97. // Called by archives (save oar)
  98. public static string SaveGroupToXml2(SceneObjectGroup grp, Dictionary<string, object> options)
  99. {
  100. //return SceneObjectSerializer.ToXml2Format(grp);
  101. using (MemoryStream mem = new MemoryStream())
  102. {
  103. using (XmlTextWriter writer = new XmlTextWriter(mem, System.Text.Encoding.UTF8))
  104. {
  105. SceneObjectSerializer.SOGToXml2(writer, grp, options);
  106. writer.Flush();
  107. using (StreamReader reader = new StreamReader(mem))
  108. {
  109. mem.Seek(0, SeekOrigin.Begin);
  110. return reader.ReadToEnd();
  111. }
  112. }
  113. }
  114. }
  115. // Called by scene serializer (save xml2)
  116. public static void SavePrimsToXml2(Scene scene, string fileName)
  117. {
  118. EntityBase[] entityList = scene.GetEntities();
  119. SavePrimListToXml2(entityList, fileName);
  120. }
  121. // Called by scene serializer (save xml2)
  122. public static void SaveNamedPrimsToXml2(Scene scene, string primName, string fileName)
  123. {
  124. m_log.InfoFormat(
  125. "[SERIALISER]: Saving prims with name {0} in xml2 format for region {1} to {2}",
  126. primName, scene.RegionInfo.RegionName, fileName);
  127. EntityBase[] entityList = scene.GetEntities();
  128. List<EntityBase> primList = new List<EntityBase>();
  129. foreach (EntityBase ent in entityList)
  130. {
  131. if (ent is SceneObjectGroup)
  132. {
  133. if (ent.Name == primName)
  134. {
  135. primList.Add(ent);
  136. }
  137. }
  138. }
  139. SavePrimListToXml2(primList.ToArray(), fileName);
  140. }
  141. // Called by REST Application plugin
  142. public static void SavePrimsToXml2(Scene scene, TextWriter stream, Vector3 min, Vector3 max)
  143. {
  144. EntityBase[] entityList = scene.GetEntities();
  145. SavePrimListToXml2(entityList, stream, min, max);
  146. }
  147. // Called here only. Should be private?
  148. public static void SavePrimListToXml2(EntityBase[] entityList, string fileName)
  149. {
  150. FileStream file = new FileStream(fileName, FileMode.Create);
  151. try
  152. {
  153. StreamWriter stream = new StreamWriter(file);
  154. try
  155. {
  156. SavePrimListToXml2(entityList, stream, Vector3.Zero, Vector3.Zero);
  157. }
  158. finally
  159. {
  160. stream.Close();
  161. }
  162. }
  163. finally
  164. {
  165. file.Close();
  166. }
  167. }
  168. // Called here only. Should be private?
  169. public static void SavePrimListToXml2(EntityBase[] entityList, TextWriter stream, Vector3 min, Vector3 max)
  170. {
  171. XmlTextWriter writer = new XmlTextWriter(stream);
  172. int primCount = 0;
  173. stream.WriteLine("<scene>");
  174. foreach (EntityBase ent in entityList)
  175. {
  176. if (ent is SceneObjectGroup)
  177. {
  178. SceneObjectGroup g = (SceneObjectGroup)ent;
  179. if (!min.Equals(Vector3.Zero) || !max.Equals(Vector3.Zero))
  180. {
  181. Vector3 pos = g.RootPart.GetWorldPosition();
  182. if (min.X > pos.X || min.Y > pos.Y || min.Z > pos.Z)
  183. continue;
  184. if (max.X < pos.X || max.Y < pos.Y || max.Z < pos.Z)
  185. continue;
  186. }
  187. //stream.WriteLine(SceneObjectSerializer.ToXml2Format(g));
  188. SceneObjectSerializer.SOGToXml2(writer, (SceneObjectGroup)ent, new Dictionary<string,object>());
  189. // stream.WriteLine();
  190. primCount++;
  191. }
  192. }
  193. stream.WriteLine("</scene>");
  194. stream.Flush();
  195. }
  196. #endregion
  197. #region XML2 deserialization
  198. public static SceneObjectGroup DeserializeGroupFromXml2(string xmlString)
  199. {
  200. return SceneObjectSerializer.FromXml2Format(xmlString);
  201. }
  202. /// <summary>
  203. /// Load prims from the xml2 format
  204. /// </summary>
  205. /// <param name="scene"></param>
  206. /// <param name="fileName"></param>
  207. public static void LoadPrimsFromXml2(Scene scene, string fileName)
  208. {
  209. LoadPrimsFromXml2(scene, new XmlTextReader(fileName), false);
  210. }
  211. /// <summary>
  212. /// Load prims from the xml2 format
  213. /// </summary>
  214. /// <param name="scene"></param>
  215. /// <param name="reader"></param>
  216. /// <param name="startScripts"></param>
  217. public static void LoadPrimsFromXml2(Scene scene, TextReader reader, bool startScripts)
  218. {
  219. LoadPrimsFromXml2(scene, new XmlTextReader(reader), startScripts);
  220. }
  221. /// <summary>
  222. /// Load prims from the xml2 format. This method will close the reader
  223. /// </summary>
  224. /// <param name="scene"></param>
  225. /// <param name="reader"></param>
  226. /// <param name="startScripts"></param>
  227. protected static void LoadPrimsFromXml2(Scene scene, XmlTextReader reader, bool startScripts)
  228. {
  229. XmlDocument doc = new XmlDocument();
  230. reader.WhitespaceHandling = WhitespaceHandling.None;
  231. doc.Load(reader);
  232. reader.Close();
  233. XmlNode rootNode = doc.FirstChild;
  234. ICollection<SceneObjectGroup> sceneObjects = new List<SceneObjectGroup>();
  235. foreach (XmlNode aPrimNode in rootNode.ChildNodes)
  236. {
  237. SceneObjectGroup obj = DeserializeGroupFromXml2(aPrimNode.OuterXml);
  238. scene.AddNewSceneObject(obj, true);
  239. if (startScripts)
  240. sceneObjects.Add(obj);
  241. }
  242. foreach (SceneObjectGroup sceneObject in sceneObjects)
  243. {
  244. sceneObject.CreateScriptInstances(0, true, scene.DefaultScriptEngine, 0);
  245. sceneObject.ResumeScripts();
  246. }
  247. }
  248. #endregion
  249. }
  250. }