* break out 'xml2' deserialization from sog

This commit is contained in:
Justin Clarke Casey
2009-05-08 19:18:37 +00:00
parent c8d44971c4
commit 567e0d032c
8 changed files with 85 additions and 126 deletions

View File

@@ -406,78 +406,6 @@ namespace OpenSim.Region.Framework.Scenes
SetRootPart(part);
}
/// <summary>
/// Create an object using serialized data in OpenSim's xml2 format.
/// </summary>
public SceneObjectGroup(string xmlData)
{
SetFromXml(xmlData);
}
protected void SetFromXml(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");
// Process the root part first
if (parts.Count > 0)
{
StringReader sr = new StringReader(parts[0].OuterXml);
XmlTextReader reader = new XmlTextReader(sr);
SetRootPart(CreatePartFromXml(reader));
reader.Close();
sr.Close();
}
// Then deal with the rest
for (int i=1; i<parts.Count; i++)
{
StringReader sr = new StringReader(parts[i].OuterXml);
XmlTextReader reader = new XmlTextReader(sr);
SceneObjectPart part = CreatePartFromXml(reader);
AddPart(part);
part.StoreUndoState();
reader.Close();
sr.Close();
}
// Script state may, or may not, exist. Not having any, is NOT
// ever a problem.
LoadScriptState(doc);
}
catch (Exception e)
{
m_log.ErrorFormat("[SCENE]: Deserialization of xml failed with {0}. xml was {1}", e, xmlData);
}
//m_log.DebugFormat("[SOG]: Finished deserialization of SOG {0}, {1}ms", Name, System.Environment.TickCount - time);
}
protected virtual SceneObjectPart CreatePartFromXml(XmlTextReader reader)
{
SceneObjectPart part = SceneObjectPart.FromXml(reader);
return part;
}
/// <summary>
/// Constructor. This object is added to the scene later via AttachToScene()
/// </summary>

View File

@@ -125,14 +125,14 @@ namespace OpenSim.Region.Framework.Scenes
foreach (XmlNode aPrimNode in rootNode.ChildNodes)
{
// There is only ever one prim. This oddity should be removeable post 0.5.9
return new SceneObjectGroup(aPrimNode.OuterXml);
return SceneObjectSerializer.FromXml2Format(aPrimNode.OuterXml);
}
return null;
}
else
{
return new SceneObjectGroup(rootNode.OuterXml);
return SceneObjectSerializer.FromXml2Format(rootNode.OuterXml);
}
}
@@ -193,7 +193,7 @@ namespace OpenSim.Region.Framework.Scenes
/// <returns>The scene object created. null if the scene object already existed</returns>
protected static SceneObjectGroup CreatePrimFromXml2(Scene scene, string xmlData)
{
SceneObjectGroup obj = new SceneObjectGroup(xmlData);
SceneObjectGroup obj = SceneObjectSerializer.FromXml2Format(xmlData);
if (scene.AddRestoredSceneObject(obj, true, false))
return obj;

View File

@@ -59,7 +59,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
/// </summary>
/// <param name="serialization"></param>
/// <returns></returns>
public static SceneObjectGroup FromOriginalXmlFormat(UUID fromUserInventoryItemID, string serialization)
public static SceneObjectGroup FromOriginalXmlFormat(UUID fromUserInventoryItemID, string xmlData)
{
//m_log.DebugFormat("[SOG]: Starting deserialization of SOG");
//int time = System.Environment.TickCount;
@@ -67,12 +67,12 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
SceneObjectGroup sceneObject = new SceneObjectGroup();
// libomv.types changes UUID to Guid
serialization = serialization.Replace("<UUID>", "<Guid>");
serialization = serialization.Replace("</UUID>", "</Guid>");
xmlData = xmlData.Replace("<UUID>", "<Guid>");
xmlData = xmlData.Replace("</UUID>", "</Guid>");
// Handle Nested <UUID><UUID> property
serialization = serialization.Replace("<Guid><Guid>", "<UUID><Guid>");
serialization = serialization.Replace("</Guid></Guid>", "</Guid></UUID>");
xmlData = xmlData.Replace("<Guid><Guid>", "<UUID><Guid>");
xmlData = xmlData.Replace("</Guid></Guid>", "</Guid></UUID>");
try
{
@@ -83,7 +83,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
int linkNum;
doc = new XmlDocument();
doc.LoadXml(serialization);
doc.LoadXml(xmlData);
parts = doc.GetElementsByTagName("RootPart");
if (parts.Count == 0)
@@ -122,7 +122,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
catch (Exception e)
{
m_log.ErrorFormat(
"[SERIALIZER]: Deserialization of xml failed with {0}. xml was {1}", e, serialization);
"[SERIALIZER]: Deserialization of xml failed with {0}. xml was {1}", e, xmlData);
}
//m_log.DebugFormat("[SERIALIZER]: Finished deserialization of SOG {0}, {1}ms", Name, System.Environment.TickCount - time);
@@ -130,6 +130,70 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
return sceneObject;
}
/// <summary>
/// Deserialize a scene object from the 'xml2' format
/// </summary>
/// <param name="serialization"></param>
/// <returns></returns>
public static SceneObjectGroup FromXml2Format(string xmlData)
{
//m_log.DebugFormat("[SOG]: Starting deserialization of SOG");
//int time = System.Environment.TickCount;
SceneObjectGroup sceneObject = new SceneObjectGroup();
// 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");
// Process the root part first
if (parts.Count > 0)
{
StringReader sr = new StringReader(parts[0].OuterXml);
XmlTextReader reader = new XmlTextReader(sr);
sceneObject.SetRootPart(SceneObjectPart.FromXml(reader));
reader.Close();
sr.Close();
}
// Then deal with the rest
for (int i = 1; i < parts.Count; i++)
{
StringReader sr = new StringReader(parts[i].OuterXml);
XmlTextReader reader = new XmlTextReader(sr);
SceneObjectPart part = SceneObjectPart.FromXml(reader);
sceneObject.AddPart(part);
part.StoreUndoState();
reader.Close();
sr.Close();
}
// Script state may, or may not, exist. Not having any, is NOT
// ever a problem.
sceneObject.LoadScriptState(doc);
}
catch (Exception e)
{
m_log.ErrorFormat("[SERIALIZER]: Deserialization of xml failed with {0}. xml was {1}", e, xmlData);
}
//m_log.DebugFormat("[SERIALIZER]: Finished deserialization of SOG {0}, {1}ms", Name, System.Environment.TickCount - time);
return sceneObject;
}
/// <summary>
/// Serialize a scene object to the original xml format
/// </summary>