Made OARs use the new serialization procedure. (TPs/crossings still on the old one) Added an options argument down the pipeline. For the time being it takes --old-guids as an option to produce <Guid> instead of <UUID>.

This commit is contained in:
Diva Canto
2010-10-15 17:27:19 -07:00
parent e039a8c8c2
commit 1499607215
11 changed files with 189 additions and 143 deletions

View File

@@ -45,6 +45,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
#region old xml format
public static void LoadPrimsFromXml(Scene scene, string fileName, bool newIDS, Vector3 loadOffset)
{
XmlDocument doc = new XmlDocument();
@@ -98,11 +99,128 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
file.Close();
}
public static string SaveGroupToXml2(SceneObjectGroup grp)
#endregion
#region XML2 serialization
// Called by archives (save oar)
public static string SaveGroupToXml2(SceneObjectGroup grp, Dictionary<string, object> options)
{
return SceneObjectSerializer.ToXml2Format(grp);
//return SceneObjectSerializer.ToXml2Format(grp);
using (MemoryStream mem = new MemoryStream())
{
using (XmlTextWriter writer = new XmlTextWriter(mem, System.Text.Encoding.UTF8))
{
SceneObjectSerializer.SOGToXml2(writer, grp, options);
writer.Flush();
using (StreamReader reader = new StreamReader(mem))
{
mem.Seek(0, SeekOrigin.Begin);
return reader.ReadToEnd();
}
}
}
}
// Called by scene serializer (save xml2)
public static void SavePrimsToXml2(Scene scene, string fileName)
{
EntityBase[] entityList = scene.GetEntities();
SavePrimListToXml2(entityList, fileName);
}
// Called by scene serializer (save xml2)
public static void SaveNamedPrimsToXml2(Scene scene, string primName, string fileName)
{
m_log.InfoFormat(
"[SERIALISER]: Saving prims with name {0} in xml2 format for region {1} to {2}",
primName, scene.RegionInfo.RegionName, fileName);
EntityBase[] entityList = scene.GetEntities();
List<EntityBase> primList = new List<EntityBase>();
foreach (EntityBase ent in entityList)
{
if (ent is SceneObjectGroup)
{
if (ent.Name == primName)
{
primList.Add(ent);
}
}
}
SavePrimListToXml2(primList.ToArray(), fileName);
}
// Called by REST Application plugin
public static void SavePrimsToXml2(Scene scene, TextWriter stream, Vector3 min, Vector3 max)
{
EntityBase[] entityList = scene.GetEntities();
SavePrimListToXml2(entityList, stream, min, max);
}
// Called here only. Should be private?
public static void SavePrimListToXml2(EntityBase[] entityList, string fileName)
{
FileStream file = new FileStream(fileName, FileMode.Create);
try
{
StreamWriter stream = new StreamWriter(file);
try
{
SavePrimListToXml2(entityList, stream, Vector3.Zero, Vector3.Zero);
}
finally
{
stream.Close();
}
}
finally
{
file.Close();
}
}
// Called here only. Should be private?
public static void SavePrimListToXml2(EntityBase[] entityList, TextWriter stream, Vector3 min, Vector3 max)
{
XmlTextWriter writer = new XmlTextWriter(stream);
int primCount = 0;
stream.WriteLine("<scene>\n");
foreach (EntityBase ent in entityList)
{
if (ent is SceneObjectGroup)
{
SceneObjectGroup g = (SceneObjectGroup)ent;
if (!min.Equals(Vector3.Zero) || !max.Equals(Vector3.Zero))
{
Vector3 pos = g.RootPart.GetWorldPosition();
if (min.X > pos.X || min.Y > pos.Y || min.Z > pos.Z)
continue;
if (max.X < pos.X || max.Y < pos.Y || max.Z < pos.Z)
continue;
}
//stream.WriteLine(SceneObjectSerializer.ToXml2Format(g));
SceneObjectSerializer.SOGToXml2(writer, (SceneObjectGroup)ent, new Dictionary<string,object>());
stream.WriteLine();
primCount++;
}
}
stream.WriteLine("</scene>\n");
stream.Flush();
}
#endregion
#region XML2 deserialization
public static SceneObjectGroup DeserializeGroupFromXml2(string xmlString)
{
XmlDocument doc = new XmlDocument();
@@ -222,94 +340,6 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
}
}
public static void SavePrimsToXml2(Scene scene, string fileName)
{
EntityBase[] entityList = scene.GetEntities();
SavePrimListToXml2(entityList, fileName);
}
public static void SavePrimsToXml2(Scene scene, TextWriter stream, Vector3 min, Vector3 max)
{
EntityBase[] entityList = scene.GetEntities();
SavePrimListToXml2(entityList, stream, min, max);
}
public static void SaveNamedPrimsToXml2(Scene scene, string primName, string fileName)
{
m_log.InfoFormat(
"[SERIALISER]: Saving prims with name {0} in xml2 format for region {1} to {2}",
primName, scene.RegionInfo.RegionName, fileName);
EntityBase[] entityList = scene.GetEntities();
List<EntityBase> primList = new List<EntityBase>();
foreach (EntityBase ent in entityList)
{
if (ent is SceneObjectGroup)
{
if (ent.Name == primName)
{
primList.Add(ent);
}
}
}
SavePrimListToXml2(primList.ToArray(), fileName);
}
public static void SavePrimListToXml2(EntityBase[] entityList, string fileName)
{
FileStream file = new FileStream(fileName, FileMode.Create);
try
{
StreamWriter stream = new StreamWriter(file);
try
{
SavePrimListToXml2(entityList, stream, Vector3.Zero, Vector3.Zero);
}
finally
{
stream.Close();
}
}
finally
{
file.Close();
}
}
public static void SavePrimListToXml2(EntityBase[] entityList, TextWriter stream, Vector3 min, Vector3 max)
{
XmlTextWriter writer = new XmlTextWriter(stream);
int primCount = 0;
stream.WriteLine("<scene>\n");
foreach (EntityBase ent in entityList)
{
if (ent is SceneObjectGroup)
{
SceneObjectGroup g = (SceneObjectGroup)ent;
if (!min.Equals(Vector3.Zero) || !max.Equals(Vector3.Zero))
{
Vector3 pos = g.RootPart.GetWorldPosition();
if (min.X > pos.X || min.Y > pos.Y || min.Z > pos.Z)
continue;
if (max.X < pos.X || max.Y < pos.Y || max.Z < pos.Z)
continue;
}
//stream.WriteLine(SceneObjectSerializer.ToXml2Format(g));
SceneObjectSerializer.SOGToXml2(writer, (SceneObjectGroup)ent);
stream.WriteLine();
primCount++;
}
}
stream.WriteLine("</scene>\n");
stream.Flush();
}
#endregion
}
}