<commit_before>/*
 * Copyright (c) <NAME> Developers
 * Copyright (c) Contributors, http://opensimulator.org/
 *
 * 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 OpenSim 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.Collections.Generic;
using System.Reflection;
using System.Text.RegularExpressions;
using System.Threading;
using log4net;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Region.Framework.Scenes.Serialization;

namespace OpenSim.Region.Framework.Scenes
{
    /// <summary>
    /// Gather uuids for a given entity.
    /// </summary>        
    ///
    /// This does a deep inspection of the entity to retrieve all the assets it uses (whether as textures, as scripts
    /// contained in inventory, as scripts contained in objects contained in another object's inventory, etc.  Assets
    /// are only retrieved when they are necessary to carry out the inspection (i.e. a serialized object needs to be
    /// retrieved to work out which assets it references).
    public class UuidGatherer
    {
        private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
        
        /// <summary>
        /// Asset cache used for gathering assets
        /// </summary>
        protected IAssetCache m_assetCache;
        
        /// <summary>
        /// Used as a temporary store of an asset which represents an object.  This can be a null if no appropriate
        /// asset was found by the asset service.
        /// </summary>
        protected AssetBase m_requestedObjectAsset;

        /// <summary>
        /// Signal whether we are currently waiting for the asset service to deliver an asset.
        /// </summary>
        protected bool m_waitingForObjectAsset;
                
        public UuidGatherer(IAssetCache assetCache)
        {
            m_assetCache = assetCache;
        }
                
        /// <summary>
        /// Gather all the asset uuids associated with the asset referenced by a given uuid
        /// </summary>
        /// 
        /// This includes both those directly associated with
        /// it (e.g. face textures) and recursively, those of items within it's inventory (e.g. objects contained
        /// within this object).
        /// 
        /// <param name="assetUuid">The uuid of the asset for which to gather referenced assets</param>
        /// <param name="assetType">The type of the asset for the uuid given</param>
        /// <param name="assetUuids">The assets gathered</param>        
        public void GatherAssetUuids(UUID assetUuid, AssetType assetType, IDictionary<UUID, int> assetUuids)
        {
            assetUuids[assetUuid] = 1;

            if (AssetType.Bodypart == assetType || AssetType.Clothing == assetType)
            {
                GetWearableAssetUuids(assetUuid, assetUuids);
            }
            else if (AssetType.LSLText == assetType)
            {
                GetScriptAssetUuids(assetUuid, assetUuids);
            }
            else if (AssetType.Object == assetType)
            {
                GetSceneObjectAssetUuids(assetUuid, assetUuids);
            }
        }

        /// <summary>
        /// Gather all the asset uuids associated with a given object.
        /// </summary>
        /// 
        /// This includes both those directly associated with
        /// it (e.g. face textures) and recursively, those of items within it's inventory (e.g. objects contained
        /// within this object).
        /// 
        /// <param name="sceneObject">The scene object for which to gather assets</param>
        /// <param name="assetUuids">The assets gathered</param>
        public void GatherAssetUuids(SceneObjectGroup sceneObject, IDictionary<UUID, int> assetUuids)
        {
//            m_log.DebugFormat(
//                "[ASSET GATHERER]: Getting assets for object {0}, {1}", sceneObject.Name, sceneObject.UUID);

            foreach (SceneObjectPart part in sceneObject.GetParts())
            {
                //m_log.DebugFormat(
                //    "[ARCHIVER]: Getting part {0}, {1} for object {2}", part.Name, part.UUID, sceneObject.UUID);

                try
                {
                    Primitive.TextureEntry textureEntry = part.Shape.Textures;

                    // Get the prim's default texture.  This will be used for faces which don't have their own texture
                    assetUuids[textureEntry.DefaultTexture.TextureID] = 1;
                    
                    // XXX: Not a great way to iterate through face textures, but there's no
                    // other method available to tell how many faces there actually are
                    //int i = 0;
                    foreach (Primitive.TextureEntryFace texture in textureEntry.FaceTextures)
                    {
                        if (texture != null)
                        {
                            //m_log.DebugFormat("[ARCHIVER]: Got face {0}", i++);
                            assetUuids[texture.TextureID] = 1;
                        }
                    }
                    
                    // If the prim is a sculpt then preserve this information too
                    if (part.Shape.SculptTexture != UUID.Zero)
                        assetUuids[part.Shape.SculptTexture] = 1;      
                    
                    // scan through the rendermaterials of this part for any textures used as materials
                    if (part.Shape.RenderMaterials != null)
                    {
                        lock (part.Shape.RenderMaterials)
                        {
                            foreach(KeyValuePair<string, RenderMaterial> entry in part.Shape.RenderMaterials)
                            {
                                if (entry.Value.NormalID != UUID.Zero)
                                    assetUuids[entry.Value.NormalID] = 1;
                                if (entry.Value.SpecularID != UUID.Zero)
                                    assetUuids[entry.Value.SpecularID] = 1;<commit_msg>Add support for materials to UuidGatherer. Lock around the Container while we iterate the list of values<commit_after>/*
 * Copyright (c) InWorldz Halcyon Developers
 * Copyright (c) Contributors, http://opensimulator.org/
 *
 * 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 OpenSim 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.Collections.Generic;
using System.Reflection;
using System.Text.RegularExpressions;
using System.Threading;
using log4net;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Region.Framework.Scenes.Serialization;

namespace OpenSim.Region.Framework.Scenes
{
    /// <summary>
    /// Gather uuids for a given entity.
    /// </summary>        
    ///
    /// This does a deep inspection of the entity to retrieve all the assets it uses (whether as textures, as scripts
    /// contained in inventory, as scripts contained in objects contained in another object's inventory, etc.  Assets
    /// are only retrieved when they are necessary to carry out the inspection (i.e. a serialized object needs to be
    /// retrieved to work out which assets it references).
    public class UuidGatherer
    {
        private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
        
        /// <summary>
        /// Asset cache used for gathering assets
        /// </summary>
        protected IAssetCache m_assetCache;
        
        /// <summary>
        /// Used as a temporary store of an asset which represents an object.  This can be a null if no appropriate
        /// asset was found by the asset service.
        /// </summary>
        protected AssetBase m_requestedObjectAsset;

        /// <summary>
        /// Signal whether we are currently waiting for the asset service to deliver an asset.
        /// </summary>
        protected bool m_waitingForObjectAsset;
                
        public UuidGatherer(IAssetCache assetCache)
        {
            m_assetCache = assetCache;
        }
                
        /// <summary>
        /// Gather all the asset uuids associated with the asset referenced by a given uuid
        /// </summary>
        /// 
        /// This includes both those directly associated with
        /// it (e.g. face textures) and recursively, those of items within it's inventory (e.g. objects contained
        /// within this object).
        /// 
        /// <param name="assetUuid">The uuid of the asset for which to gather referenced assets</param>
        /// <param name="assetType">The type of the asset for the uuid given</param>
        /// <param name="assetUuids">The assets gathered</param>        
        public void GatherAssetUuids(UUID assetUuid, AssetType assetType, IDictionary<UUID, int> assetUuids)
        {
            assetUuids[assetUuid] = 1;

            if (AssetType.Bodypart == assetType || AssetType.Clothing == assetType)
            {
                GetWearableAssetUuids(assetUuid, assetUuids);
            }
            else if (AssetType.LSLText == assetType)
            {
                GetScriptAssetUuids(assetUuid, assetUuids);
            }
            else if (AssetType.Object == assetType)
            {
                GetSceneObjectAssetUuids(assetUuid, assetUuids);
            }
        }

        /// <summary>
        /// Gather all the asset uuids associated with a given object.
        /// </summary>
        /// 
        /// This includes both those directly associated with
        /// it (e.g. face textures) and recursively, those of items within it's inventory (e.g. objects contained
        /// within this object).
        /// 
        /// <param name="sceneObject">The scene object for which to gather assets</param>
        /// <param name="assetUuids">The assets gathered</param>
        public void GatherAssetUuids(SceneObjectGroup sceneObject, IDictionary<UUID, int> assetUuids)
        {
//            m_log.DebugFormat(
//                "[ASSET GATHERER]: Getting assets for object {0}, {1}", sceneObject.Name, sceneObject.UUID);

            foreach (SceneObjectPart part in sceneObject.GetParts())
            {
                //m_log.DebugFormat(
                //    "[ARCHIVER]: Getting part {0}, {1} for object {2}", part.Name, part.UUID, sceneObject.UUID);

                try
                {
                    Primitive.TextureEntry textureEntry = part.Shape.Textures;

                    // Get the prim's default texture.  This will be used for faces which don't have their own texture
                    assetUuids[textureEntry.DefaultTexture.TextureID] = 1;
                    
                    // XXX: Not a great way to iterate through face textures, but there's no
                    // other method available to tell how many faces there actually are
                    //int i = 0;
                    foreach (Primitive.TextureEntryFace texture in textureEntry.FaceTextures)
                    {
                        if (texture != null)
                        {
                            //m_log.DebugFormat("[ARCHIVER]: Got face {0}", i++);
                            assetUuids[texture.TextureID] = 1;
                        }
                    }
                    
                    // If the prim is a sculpt then preserve this information too
                    if (part.Shape.SculptTexture != UUID.Zero)
                        assetUuids[part.Shape.SculptTexture] = 1;      
                    
                    // scan through the rendermaterials of this part for any textures used as materials
                    if (part.Shape.RenderMaterials != null)
                    {
                        lock (part.Shape.RenderMaterials)
                        {
                            foreach(KeyValuePair<string, RenderMaterial> entry in part.Shape.RenderMaterials.Materials)
                            {
                                if (entry.Value.NormalID != UUID.Zero)
                                    assetUuids[entry.Value.NormalID] = 1;
                                if (entry.Value.SpecularID != UUID.Zero)
                                    assetUuids[entry.Value.SpecularID] = 1;
{'fraction_non_alphanumeric': 0.0780325689597873, 'fraction_numerical': 0.0018610834164174144, 'mean_word_length': 1.8746656476881927, 'pattern_counts': {'":': 0, '<': 54, '<?xml version=': 0, '>': 54, 'https://': 0, 'lorem ipsum': 0, 'www.': 0, 'xml': 0}, 'pii_count': 0, 'substrings_counts': 0, 'word_list_counts': {'cursed_substrings.json': 10, 'profanity_word_list.json': 0, 'sexual_word_list.json': 0, 'zh_pornsignals.json': 0}}
{'dir': 'git-commits-cleaned', 'id': '5208967', 'n_tokens_mistral': 3753, 'n_tokens_neox': 3534, 'n_words': 1372}