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* refactor: move SceneXmlLoader into subpackage
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290
OpenSim/Region/Framework/Scenes/Serialization/SceneXmlLoader.cs
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290
OpenSim/Region/Framework/Scenes/Serialization/SceneXmlLoader.cs
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/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSim Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Reflection;
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using System.Xml;
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using OpenMetaverse;
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using log4net;
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using OpenSim.Framework;
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using OpenSim.Region.Framework.Scenes;
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using OpenSim.Region.Physics.Manager;
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namespace OpenSim.Region.Framework.Scenes.Serialization
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{
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/// <summary>
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/// Static methods to serialize and deserialize scene objects to and from XML
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/// </summary>
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public class SceneXmlLoader
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{
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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public static void LoadPrimsFromXml(Scene scene, string fileName, bool newIDS, Vector3 loadOffset)
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{
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XmlDocument doc = new XmlDocument();
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XmlNode rootNode;
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if (fileName.StartsWith("http:") || File.Exists(fileName))
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{
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XmlTextReader reader = new XmlTextReader(fileName);
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reader.WhitespaceHandling = WhitespaceHandling.None;
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doc.Load(reader);
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reader.Close();
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rootNode = doc.FirstChild;
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foreach (XmlNode aPrimNode in rootNode.ChildNodes)
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{
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SceneObjectGroup obj = SceneObjectSerializer.FromOriginalXmlFormat(aPrimNode.OuterXml);
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if (newIDS)
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{
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obj.ResetIDs();
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}
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//if we want this to be a import method then we need new uuids for the object to avoid any clashes
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//obj.RegenerateFullIDs();
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scene.AddNewSceneObject(obj, true);
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}
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}
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else
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{
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throw new Exception("Could not open file " + fileName + " for reading");
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}
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}
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public static void SavePrimsToXml(Scene scene, string fileName)
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{
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FileStream file = new FileStream(fileName, FileMode.Create);
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StreamWriter stream = new StreamWriter(file);
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int primCount = 0;
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stream.WriteLine("<scene>\n");
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List<EntityBase> EntityList = scene.GetEntities();
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foreach (EntityBase ent in EntityList)
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{
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if (ent is SceneObjectGroup)
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{
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stream.WriteLine(SceneObjectSerializer.ToOriginalXmlFormat((SceneObjectGroup)ent));
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primCount++;
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}
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}
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stream.WriteLine("</scene>\n");
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stream.Close();
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file.Close();
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}
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public static string SaveGroupToXml2(SceneObjectGroup grp)
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{
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return SceneObjectSerializer.ToXml2Format(grp);
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}
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public static SceneObjectGroup DeserializeGroupFromXml2(string xmlString)
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{
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XmlDocument doc = new XmlDocument();
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XmlNode rootNode;
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XmlTextReader reader = new XmlTextReader(new StringReader(xmlString));
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reader.WhitespaceHandling = WhitespaceHandling.None;
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doc.Load(reader);
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reader.Close();
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rootNode = doc.FirstChild;
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// This is to deal with neighbouring regions that are still surrounding the group xml with the <scene>
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// tag. It should be possible to remove the first part of this if statement once we go past 0.5.9 (or
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// when some other changes forces all regions to upgrade).
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// This might seem rather pointless since prim crossing from this revision to an earlier revision remains
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// broken. But it isn't much work to accomodate the old format here.
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if (rootNode.LocalName.Equals("scene"))
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{
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foreach (XmlNode aPrimNode in rootNode.ChildNodes)
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{
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// There is only ever one prim. This oddity should be removeable post 0.5.9
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return SceneObjectSerializer.FromXml2Format(aPrimNode.OuterXml);
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}
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return null;
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}
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else
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{
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return SceneObjectSerializer.FromXml2Format(rootNode.OuterXml);
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}
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}
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/// <summary>
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/// Load prims from the xml2 format
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/// </summary>
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/// <param name="scene"></param>
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/// <param name="fileName"></param>
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public static void LoadPrimsFromXml2(Scene scene, string fileName)
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{
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LoadPrimsFromXml2(scene, new XmlTextReader(fileName), false);
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}
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/// <summary>
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/// Load prims from the xml2 format
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/// </summary>
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/// <param name="scene"></param>
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/// <param name="reader"></param>
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/// <param name="startScripts"></param>
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public static void LoadPrimsFromXml2(Scene scene, TextReader reader, bool startScripts)
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{
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LoadPrimsFromXml2(scene, new XmlTextReader(reader), startScripts);
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}
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/// <summary>
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/// Load prims from the xml2 format. This method will close the reader
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/// </summary>
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/// <param name="scene"></param>
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/// <param name="reader"></param>
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/// <param name="startScripts"></param>
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protected static void LoadPrimsFromXml2(Scene scene, XmlTextReader reader, bool startScripts)
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{
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XmlDocument doc = new XmlDocument();
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reader.WhitespaceHandling = WhitespaceHandling.None;
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doc.Load(reader);
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reader.Close();
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XmlNode rootNode = doc.FirstChild;
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ICollection<SceneObjectGroup> sceneObjects = new List<SceneObjectGroup>();
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foreach (XmlNode aPrimNode in rootNode.ChildNodes)
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{
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SceneObjectGroup obj = CreatePrimFromXml2(scene, aPrimNode.OuterXml);
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if (obj != null && startScripts)
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sceneObjects.Add(obj);
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}
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foreach (SceneObjectGroup sceneObject in sceneObjects)
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{
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sceneObject.CreateScriptInstances(0, true, scene.DefaultScriptEngine, 0);
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}
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}
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/// <summary>
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/// Create a prim from the xml2 representation.
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/// </summary>
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/// <param name="scene"></param>
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/// <param name="xmlData"></param>
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/// <returns>The scene object created. null if the scene object already existed</returns>
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protected static SceneObjectGroup CreatePrimFromXml2(Scene scene, string xmlData)
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{
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SceneObjectGroup obj = SceneObjectSerializer.FromXml2Format(xmlData);
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if (scene.AddRestoredSceneObject(obj, true, false))
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return obj;
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else
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return null;
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}
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public static void SavePrimsToXml2(Scene scene, string fileName)
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{
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List<EntityBase> EntityList = scene.GetEntities();
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SavePrimListToXml2(EntityList, fileName);
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}
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public static void SavePrimsToXml2(Scene scene, TextWriter stream, Vector3 min, Vector3 max)
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{
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List<EntityBase> EntityList = scene.GetEntities();
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SavePrimListToXml2(EntityList, stream, min, max);
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}
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public static void SaveNamedPrimsToXml2(Scene scene, string primName, string fileName)
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{
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m_log.InfoFormat(
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"[SERIALISER]: Saving prims with name {0} in xml2 format for region {1} to {2}",
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primName, scene.RegionInfo.RegionName, fileName);
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List<EntityBase> entityList = scene.GetEntities();
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List<EntityBase> primList = new List<EntityBase>();
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foreach (EntityBase ent in entityList)
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{
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if (ent is SceneObjectGroup)
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{
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if (ent.Name == primName)
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{
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primList.Add(ent);
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}
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}
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}
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SavePrimListToXml2(primList, fileName);
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}
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public static void SavePrimListToXml2(List<EntityBase> entityList, string fileName)
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{
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FileStream file = new FileStream(fileName, FileMode.Create);
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try
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{
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StreamWriter stream = new StreamWriter(file);
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try
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{
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SavePrimListToXml2(entityList, stream, Vector3.Zero, Vector3.Zero);
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}
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finally
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{
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stream.Close();
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}
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}
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finally
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{
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file.Close();
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}
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}
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public static void SavePrimListToXml2(List<EntityBase> entityList, TextWriter stream, Vector3 min, Vector3 max)
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{
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int primCount = 0;
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stream.WriteLine("<scene>\n");
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foreach (EntityBase ent in entityList)
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{
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if (ent is SceneObjectGroup)
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{
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SceneObjectGroup g = (SceneObjectGroup)ent;
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if (!min.Equals(Vector3.Zero) || !max.Equals(Vector3.Zero))
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{
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Vector3 pos = g.RootPart.GetWorldPosition();
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if (min.X > pos.X || min.Y > pos.Y || min.Z > pos.Z)
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continue;
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if (max.X < pos.X || max.Y < pos.Y || max.Z < pos.Z)
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continue;
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}
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stream.WriteLine(SceneObjectSerializer.ToXml2Format(g));
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primCount++;
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}
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}
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stream.WriteLine("</scene>\n");
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stream.Flush();
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}
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}
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}
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