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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.IO;
- using System.Reflection;
- using System.Xml;
- using log4net;
- using OpenMetaverse;
- using OpenSim.Framework;
- using OpenSim.Region.Framework.Scenes;
- namespace OpenSim.Region.Framework.Scenes.Serialization
- {
- /// <summary>
- /// Serialize and deserialize scene objects.
- /// </summary>
- /// This should really be in OpenSim.Framework.Serialization but this would mean circular dependency problems
- /// right now - hopefully this isn't forever.
- public class SceneObjectSerializer
- {
- private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
-
- /// <summary>
- /// Deserialize a scene object from the original xml format
- /// </summary>
- /// <param name="serialization"></param>
- /// <returns></returns>
- public static SceneObjectGroup FromOriginalXmlFormat(string serialization)
- {
- return FromOriginalXmlFormat(UUID.Zero, serialization);
- }
-
- /// <summary>
- /// Deserialize a scene object from the original xml format
- /// </summary>
- /// <param name="serialization"></param>
- /// <returns></returns>
- public static SceneObjectGroup FromOriginalXmlFormat(UUID fromUserInventoryItemID, string xmlData)
- {
- //m_log.DebugFormat("[SOG]: Starting deserialization of SOG");
- //int time = System.Environment.TickCount;
- // libomv.types changes UUID to Guid
- xmlData = xmlData.Replace("<UUID>", "<Guid>");
- xmlData = xmlData.Replace("</UUID>", "</Guid>");
- // Handle Nested <UUID><UUID> property
- xmlData = xmlData.Replace("<Guid><Guid>", "<UUID><Guid>");
- xmlData = xmlData.Replace("</Guid></Guid>", "</Guid></UUID>");
- try
- {
- StringReader sr;
- XmlTextReader reader;
- XmlNodeList parts;
- XmlDocument doc;
- int linkNum;
- doc = new XmlDocument();
- doc.LoadXml(xmlData);
- parts = doc.GetElementsByTagName("RootPart");
- if (parts.Count == 0)
- throw new Exception("Invalid Xml format - no root part");
- sr = new StringReader(parts[0].InnerXml);
- reader = new XmlTextReader(sr);
- SceneObjectGroup sceneObject = new SceneObjectGroup(SceneObjectPart.FromXml(fromUserInventoryItemID, reader));
- reader.Close();
- sr.Close();
- parts = doc.GetElementsByTagName("Part");
- for (int i = 0; i < parts.Count; i++)
- {
- sr = new StringReader(parts[i].InnerXml);
- reader = new XmlTextReader(sr);
- SceneObjectPart part = SceneObjectPart.FromXml(reader);
- linkNum = part.LinkNum;
- sceneObject.AddPart(part);
- part.LinkNum = linkNum;
- part.TrimPermissions();
- part.StoreUndoState();
- reader.Close();
- sr.Close();
- }
- // Script state may, or may not, exist. Not having any, is NOT
- // ever a problem.
- sceneObject.LoadScriptState(doc);
- return sceneObject;
- }
- catch (Exception e)
- {
- m_log.ErrorFormat(
- "[SERIALIZER]: Deserialization of xml failed with {0}. xml was {1}", e, xmlData);
- return null;
- }
- }
- /// <summary>
- /// Serialize a scene object to the original xml format
- /// </summary>
- /// <param name="sceneObject"></param>
- /// <returns></returns>
- public static string ToOriginalXmlFormat(SceneObjectGroup sceneObject)
- {
- using (StringWriter sw = new StringWriter())
- {
- using (XmlTextWriter writer = new XmlTextWriter(sw))
- {
- ToOriginalXmlFormat(sceneObject, writer);
- }
- return sw.ToString();
- }
- }
- /// <summary>
- /// Serialize a scene object to the original xml format
- /// </summary>
- /// <param name="sceneObject"></param>
- /// <returns></returns>
- public static void ToOriginalXmlFormat(SceneObjectGroup sceneObject, XmlTextWriter writer)
- {
- //m_log.DebugFormat("[SERIALIZER]: Starting serialization of {0}", Name);
- //int time = System.Environment.TickCount;
- writer.WriteStartElement(String.Empty, "SceneObjectGroup", String.Empty);
- writer.WriteStartElement(String.Empty, "RootPart", String.Empty);
- ToOriginalXmlFormat(sceneObject.RootPart, writer);
- writer.WriteEndElement();
- writer.WriteStartElement(String.Empty, "OtherParts", String.Empty);
- lock (sceneObject.Children)
- {
- foreach (SceneObjectPart part in sceneObject.Children.Values)
- {
- if (part.UUID != sceneObject.RootPart.UUID)
- {
- writer.WriteStartElement(String.Empty, "Part", String.Empty);
- ToOriginalXmlFormat(part, writer);
- writer.WriteEndElement();
- }
- }
- }
- writer.WriteEndElement(); // OtherParts
- sceneObject.SaveScriptedState(writer);
- writer.WriteEndElement(); // SceneObjectGroup
- //m_log.DebugFormat("[SERIALIZER]: Finished serialization of SOG {0}, {1}ms", Name, System.Environment.TickCount - time);
- }
- protected static void ToOriginalXmlFormat(SceneObjectPart part, XmlTextWriter writer)
- {
- part.ToXml(writer);
- }
-
- public static SceneObjectGroup FromXml2Format(string xmlData)
- {
- //m_log.DebugFormat("[SOG]: Starting deserialization of SOG");
- //int time = System.Environment.TickCount;
-
- // libomv.types changes UUID to Guid
- xmlData = xmlData.Replace("<UUID>", "<Guid>");
- xmlData = xmlData.Replace("</UUID>", "</Guid>");
- // Handle Nested <UUID><UUID> property
- xmlData = xmlData.Replace("<Guid><Guid>", "<UUID><Guid>");
- xmlData = xmlData.Replace("</Guid></Guid>", "</Guid></UUID>");
- try
- {
- XmlDocument doc = new XmlDocument();
- doc.LoadXml(xmlData);
- XmlNodeList parts = doc.GetElementsByTagName("SceneObjectPart");
- if (parts.Count == 0)
- {
- m_log.ErrorFormat("[SERIALIZER]: Deserialization of xml failed: No SceneObjectPart nodes. xml was " + xmlData);
- return null;
- }
- StringReader sr = new StringReader(parts[0].OuterXml);
- XmlTextReader reader = new XmlTextReader(sr);
- SceneObjectGroup sceneObject = new SceneObjectGroup(SceneObjectPart.FromXml(reader));
- reader.Close();
- sr.Close();
- // Then deal with the rest
- for (int i = 1; i < parts.Count; i++)
- {
- sr = new StringReader(parts[i].OuterXml);
- reader = new XmlTextReader(sr);
- SceneObjectPart part = SceneObjectPart.FromXml(reader);
- int originalLinkNum = part.LinkNum;
- sceneObject.AddPart(part);
- // SceneObjectGroup.AddPart() tries to be smart and automatically set the LinkNum.
- // We override that here
- if (originalLinkNum != 0)
- part.LinkNum = originalLinkNum;
- part.StoreUndoState();
- reader.Close();
- sr.Close();
- }
- // Script state may, or may not, exist. Not having any, is NOT
- // ever a problem.
- sceneObject.LoadScriptState(doc);
- return sceneObject;
- }
- catch (Exception e)
- {
- m_log.ErrorFormat("[SERIALIZER]: Deserialization of xml failed with {0}. xml was {1}", e, xmlData);
- return null;
- }
- }
- /// <summary>
- /// Serialize a scene object to the 'xml2' format.
- /// </summary>
- /// <param name="sceneObject"></param>
- /// <returns></returns>
- public static string ToXml2Format(SceneObjectGroup sceneObject)
- {
- using (StringWriter sw = new StringWriter())
- {
- using (XmlTextWriter writer = new XmlTextWriter(sw))
- {
- ToXml2Format(sceneObject, writer);
- }
- return sw.ToString();
- }
- }
- /// <summary>
- /// Serialize a scene object to the 'xml2' format.
- /// </summary>
- /// <param name="sceneObject"></param>
- /// <returns></returns>
- public static void ToXml2Format(SceneObjectGroup sceneObject, XmlTextWriter writer)
- {
- //m_log.DebugFormat("[SERIALIZER]: Starting serialization of SOG {0} to XML2", Name);
- //int time = System.Environment.TickCount;
- writer.WriteStartElement(String.Empty, "SceneObjectGroup", String.Empty);
- sceneObject.RootPart.ToXml(writer);
- writer.WriteStartElement(String.Empty, "OtherParts", String.Empty);
- lock (sceneObject.Children)
- {
- foreach (SceneObjectPart part in sceneObject.Children.Values)
- {
- if (part.UUID != sceneObject.RootPart.UUID)
- {
- part.ToXml(writer);
- }
- }
- }
- writer.WriteEndElement(); // End of OtherParts
- sceneObject.SaveScriptedState(writer);
- writer.WriteEndElement(); // End of SceneObjectGroup
- //m_log.DebugFormat("[SERIALIZER]: Finished serialization of SOG {0} to XML2, {1}ms", Name, System.Environment.TickCount - time);
- }
- }
- }
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