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* refactor: Break out original xml object serialization into a separate class
* No functional change
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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.IO;
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using System.Reflection;
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using System.Xml;
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using log4net;
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using OpenMetaverse;
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using OpenSim.Region.Framework.Scenes;
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namespace OpenSim.Region.Framework.Scenes.Serialization
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{
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/// <summary>
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/// Serialize and deserialize scene objects.
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/// </summary>
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/// This should really be in OpenSim.Framework.Serialization but this would mean circular dependency problems
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/// right now - hopefully this isn't forever.
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public class SceneObjectSerializer
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{
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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/// <summary>
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/// Deserialize a scene object from the original xml format
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/// </summary>
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/// <param name="serialization"></param>
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/// <returns></returns>
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public static SceneObjectGroup DeserializeOriginalXmlFormat(string serialization)
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{
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return DeserializeOriginalXmlFormat(UUID.Zero, serialization);
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}
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/// <summary>
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/// Deserialize a scene object from the original xml format
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/// </summary>
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/// <param name="serialization"></param>
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/// <returns></returns>
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public static SceneObjectGroup DeserializeOriginalXmlFormat(UUID fromUserInventoryItemID, string serialization)
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{
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//m_log.DebugFormat("[SOG]: Starting deserialization of SOG");
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//int time = System.Environment.TickCount;
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SceneObjectGroup so = new SceneObjectGroup();
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// libomv.types changes UUID to Guid
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serialization = serialization.Replace("<UUID>", "<Guid>");
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serialization = serialization.Replace("</UUID>", "</Guid>");
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// Handle Nested <UUID><UUID> property
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serialization = serialization.Replace("<Guid><Guid>", "<UUID><Guid>");
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serialization = serialization.Replace("</Guid></Guid>", "</Guid></UUID>");
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try
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{
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StringReader sr;
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XmlTextReader reader;
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XmlNodeList parts;
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XmlDocument doc;
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int linkNum;
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doc = new XmlDocument();
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doc.LoadXml(serialization);
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parts = doc.GetElementsByTagName("RootPart");
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if (parts.Count == 0)
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{
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throw new Exception("Invalid Xml format - no root part");
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}
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else
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{
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sr = new StringReader(parts[0].InnerXml);
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reader = new XmlTextReader(sr);
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so.SetRootPart(SceneObjectPart.FromXml(fromUserInventoryItemID, reader));
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reader.Close();
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sr.Close();
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}
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parts = doc.GetElementsByTagName("Part");
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for (int i = 0; i < parts.Count; i++)
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{
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sr = new StringReader(parts[i].InnerXml);
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reader = new XmlTextReader(sr);
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SceneObjectPart part = SceneObjectPart.FromXml(reader);
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linkNum = part.LinkNum;
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so.AddPart(part);
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part.LinkNum = linkNum;
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part.TrimPermissions();
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part.StoreUndoState();
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reader.Close();
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sr.Close();
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}
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// Script state may, or may not, exist. Not having any, is NOT
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// ever a problem.
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so.LoadScriptState(doc);
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}
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catch (Exception e)
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{
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m_log.ErrorFormat(
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"[SERIALIZER]: Deserialization of xml failed with {0}. xml was {1}", e, serialization);
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}
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//m_log.DebugFormat("[SERIALIZER]: Finished deserialization of SOG {0}, {1}ms", Name, System.Environment.TickCount - time);
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return so;
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}
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}
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}
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