Updating the flotsam asset cache. Thank you, mcortez!

Fixes Mantis #3784
0.6.6-post-fixes
Melanie Thielker 2009-06-08 20:09:49 +00:00
parent b87f982a7e
commit 0356fef9ab
2 changed files with 553 additions and 461 deletions

View File

@ -1,438 +1,523 @@
/* /*
* Copyright (c) Contributors, http://opensimulator.org/ Copyright (c) Contributors, http://osflotsam.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders. See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met: modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer. notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution. documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSim Project nor the * Neither the name of the Flotsam Project nor the
* names of its contributors may be used to endorse or promote products names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission. derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY EXPRESS OR
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
*/ ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */
using System; // Uncomment to make asset Get requests for existing
using System.IO; // #define WAIT_ON_INPROGRESS_REQUESTS
using System.Collections.Generic;
using System.Reflection; using System;
using System.Runtime.Serialization; using System.IO;
using System.Runtime.Serialization.Formatters.Binary; using System.Collections.Generic;
using System.Threading; using System.Reflection;
using System.Timers; using System.Runtime.Serialization;
using System.Runtime.Serialization.Formatters.Binary;
using System.Threading;
using GlynnTucker.Cache; using System.Timers;
using log4net;
using Nini.Config; using log4net;
using Mono.Addins; using Nini.Config;
using Mono.Addins;
using OpenSim.Framework; using OpenMetaverse;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes; using OpenSim.Framework;
using OpenSim.Services.Interfaces; using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
[assembly: Addin("FlotsamAssetCache", "1.0")] using OpenSim.Services.Interfaces;
[assembly: AddinDependency("OpenSim", "0.5")]
namespace OpenSim.Region.CoreModules.Asset [assembly: Addin("FlotsamAssetCache", "1.1")]
{ [assembly: AddinDependency("OpenSim", "0.5")]
/// <summary>
/// OpenSim.ini Options: namespace Flotsam.RegionModules.AssetCache
/// ------- {
/// [Modules] /// <summary>
/// AssetCaching = "FlotsamAssetCache" /// OpenSim.ini Options:
/// /// -------
/// [AssetCache] /// [Modules]
/// ; cache directory can be shared by multiple instances /// AssetCaching = "FlotsamAssetCache"
/// CacheDirectory = /directory/writable/by/OpenSim/instance ///
/// /// [AssetCache]
/// ; Set to false for disk cache only. /// ; cache directory can be shared by multiple instances
/// MemoryCacheEnabled = true /// CacheDirectory = /directory/writable/by/OpenSim/instance
/// ///
/// ; How long {in hours} to keep assets cached in memory, .5 == 30 minutes /// ; Log level
/// MemoryCacheTimeout = 2 /// ; 0 - (Error) Errors only
/// /// ; 1 - (Info) Hit Rate Stats + Level 0
/// ; How long {in hours} to keep assets cached on disk, .5 == 30 minutes /// ; 2 - (Debug) Cache Activity (Reads/Writes) + Level 1
/// ; Specify 0 if you do not want your disk cache to expire /// ;
/// FileCacheTimeout = 0 /// LogLevel = 1
/// ///
/// ; How often {in hours} should the disk be checked for expired filed /// ; How often should hit rates be displayed (given in AssetRequests)
/// ; Specify 0 to disable expiration checking /// ; 0 to disable
/// FileCleanupTimer = .166 ;roughly every 10 minutes /// HitRateDisplay = 100
/// ------- ///
/// </summary> /// ; Set to false for disk cache only.
/// MemoryCacheEnabled = true
[Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule")] ///
public class FlotsamAssetCache : ISharedRegionModule, IImprovedAssetCache /// ; How long {in hours} to keep assets cached in memory, .5 == 30 minutes
{ /// MemoryCacheTimeout = 2
private static readonly ILog m_log = ///
LogManager.GetLogger( /// ; How long {in hours} to keep assets cached on disk, .5 == 30 minutes
MethodBase.GetCurrentMethod().DeclaringType); /// ; Specify 0 if you do not want your disk cache to expire
/// FileCacheTimeout = 0
private bool m_Enabled = false; ///
/// ; How often {in hours} should the disk be checked for expired filed
private const string m_ModuleName = "FlotsamAssetCache"; /// ; Specify 0 to disable expiration checking
private const string m_DefaultCacheDirectory = m_ModuleName; /// FileCleanupTimer = .166 ;roughly every 10 minutes
private string m_CacheDirectory = m_DefaultCacheDirectory; ///
/// ; If WAIT_ON_INPROGRESS_REQUESTS has been defined then this specifies how
/// ; long (in miliseconds) to block a request thread while trying to complete
private List<char> m_InvalidChars = new List<char>(); /// ; writing to disk.
/// WaitOnInprogressTimeout = 3000
private uint m_DebugRate = 1; // How often to display hit statistics, given in requests /// -------
/// </summary>
private static ulong m_Requests = 0;
private static ulong m_FileHits = 0; [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule")]
private static ulong m_MemoryHits = 0; public class FlotsamAssetCache : ISharedRegionModule, IImprovedAssetCache
private static double m_HitRateMemory = 0.0; {
private static double m_HitRateFile = 0.0; private static readonly ILog m_log =
LogManager.GetLogger(
private List<string> m_CurrentlyWriting = new List<string>(); MethodBase.GetCurrentMethod().DeclaringType);
delegate void AsyncWriteDelegate(string file, AssetBase obj); private bool m_Enabled = false;
private ICache m_MemoryCache = new GlynnTucker.Cache.SimpleMemoryCache(); private const string m_ModuleName = "FlotsamAssetCache";
private bool m_MemoryCacheEnabled = true; private const string m_DefaultCacheDirectory = m_ModuleName;
private string m_CacheDirectory = m_DefaultCacheDirectory;
// Expiration is expressed in hours.
private const double m_DefaultMemoryExpiration = 1.0;
private const double m_DefaultFileExpiration = 48; private List<char> m_InvalidChars = new List<char>();
private TimeSpan m_MemoryExpiration = TimeSpan.Zero;
private TimeSpan m_FileExpiration = TimeSpan.Zero; private int m_LogLevel = 1;
private TimeSpan m_FileExpirationCleanupTimer = TimeSpan.Zero; private ulong m_HitRateDisplay = 1; // How often to display hit statistics, given in requests
private System.Timers.Timer m_CachCleanTimer = new System.Timers.Timer(); private static ulong m_Requests = 0;
private static ulong m_RequestsForInprogress = 0;
public FlotsamAssetCache() private static ulong m_DiskHits = 0;
{ private static ulong m_MemoryHits = 0;
m_InvalidChars.AddRange(Path.GetInvalidPathChars()); private static double m_HitRateMemory = 0.0;
m_InvalidChars.AddRange(Path.GetInvalidFileNameChars()); private static double m_HitRateFile = 0.0;
}
#if WAIT_ON_INPROGRESS_REQUESTS
public string Name private Dictionary<string, ManualResetEvent> m_CurrentlyWriting = new Dictionary<string, ManualResetEvent>();
{ private int m_WaitOnInprogressTimeout = 3000;
get { return m_ModuleName; } #else
} private List<string> m_CurrentlyWriting = new List<string>();
#endif
public void Initialise(IConfigSource source)
{ private ExpiringCache<string, AssetBase> m_MemoryCache = new ExpiringCache<string, AssetBase>();
IConfig moduleConfig = source.Configs["Modules"]; private bool m_MemoryCacheEnabled = true;
if (moduleConfig != null) // Expiration is expressed in hours.
{ private const double m_DefaultMemoryExpiration = 1.0;
string name = moduleConfig.GetString("AssetCaching", this.Name); private const double m_DefaultFileExpiration = 48;
m_log.DebugFormat("[XXX] name = {0} (this module's name: {1}", name, Name); private TimeSpan m_MemoryExpiration = TimeSpan.Zero;
private TimeSpan m_FileExpiration = TimeSpan.Zero;
if (name == Name) private TimeSpan m_FileExpirationCleanupTimer = TimeSpan.Zero;
{
IConfig assetConfig = source.Configs["AssetCache"]; private System.Timers.Timer m_CachCleanTimer = new System.Timers.Timer();
if (assetConfig == null)
{ public FlotsamAssetCache()
m_log.Error("[ASSET CACHE]: AssetCache missing from OpenSim.ini"); {
return; m_InvalidChars.AddRange(Path.GetInvalidPathChars());
} m_InvalidChars.AddRange(Path.GetInvalidFileNameChars());
}
m_Enabled = true;
public string Name
m_log.InfoFormat("[ASSET CACHE]: {0} enabled", this.Name); {
get { return m_ModuleName; }
m_CacheDirectory = assetConfig.GetString("CacheDirectory", m_DefaultCacheDirectory); }
m_log.InfoFormat("[ASSET CACHE]: Cache Directory", m_DefaultCacheDirectory);
public void Initialise(IConfigSource source)
m_MemoryCacheEnabled = assetConfig.GetBoolean("MemoryCacheEnabled", true); {
m_MemoryExpiration = TimeSpan.FromHours(assetConfig.GetDouble("MemoryCacheTimeout", m_DefaultMemoryExpiration)); IConfig moduleConfig = source.Configs["Modules"];
if (moduleConfig != null)
m_FileExpiration = TimeSpan.FromHours(assetConfig.GetDouble("FileCacheTimeout", m_DefaultFileExpiration)); {
m_FileExpirationCleanupTimer = TimeSpan.FromHours(assetConfig.GetDouble("FileCleanupTimer", m_DefaultFileExpiration)); string name = moduleConfig.GetString("AssetCaching", this.Name);
if ((m_FileExpiration > TimeSpan.Zero) && (m_FileExpirationCleanupTimer > TimeSpan.Zero))
{ if (name == Name)
m_CachCleanTimer.Interval = m_FileExpirationCleanupTimer.TotalMilliseconds; {
m_CachCleanTimer.AutoReset = true; IConfig assetConfig = source.Configs["AssetCache"];
m_CachCleanTimer.Elapsed += CleanupExpiredFiles; if (assetConfig == null)
m_CachCleanTimer.Enabled = true; {
m_CachCleanTimer.Start(); m_log.Error("[ASSET CACHE]: AssetCache missing from OpenSim.ini");
} return;
else }
{
m_CachCleanTimer.Enabled = false; m_Enabled = true;
}
} m_log.InfoFormat("[ASSET CACHE]: {0} enabled", this.Name);
}
} m_CacheDirectory = assetConfig.GetString("CacheDirectory", m_DefaultCacheDirectory);
m_log.InfoFormat("[ASSET CACHE]: Cache Directory", m_DefaultCacheDirectory);
public void PostInitialise()
{ m_MemoryCacheEnabled = assetConfig.GetBoolean("MemoryCacheEnabled", true);
} m_MemoryExpiration = TimeSpan.FromHours(assetConfig.GetDouble("MemoryCacheTimeout", m_DefaultMemoryExpiration));
public void Close() #if WAIT_ON_INPROGRESS_REQUESTS
{ m_WaitOnInprogressTimeout = assetConfig.GetInt("WaitOnInprogressTimeout", 3000);
} #endif
public void AddRegion(Scene scene) m_HitRateDisplay = (ulong)assetConfig.GetInt("HitRateDisplay", 1);
{
if (m_Enabled) m_FileExpiration = TimeSpan.FromHours(assetConfig.GetDouble("FileCacheTimeout", m_DefaultFileExpiration));
scene.RegisterModuleInterface<IImprovedAssetCache>(this); m_FileExpirationCleanupTimer = TimeSpan.FromHours(assetConfig.GetDouble("FileCleanupTimer", m_DefaultFileExpiration));
} if ((m_FileExpiration > TimeSpan.Zero) && (m_FileExpirationCleanupTimer > TimeSpan.Zero))
{
public void RemoveRegion(Scene scene) m_CachCleanTimer.Interval = m_FileExpirationCleanupTimer.TotalMilliseconds;
{ m_CachCleanTimer.AutoReset = true;
} m_CachCleanTimer.Elapsed += CleanupExpiredFiles;
m_CachCleanTimer.Enabled = true;
public void RegionLoaded(Scene scene) m_CachCleanTimer.Start();
{ }
} else
{
//////////////////////////////////////////////////////////// m_CachCleanTimer.Enabled = false;
// IImprovedAssetCache }
// }
}
private void UpdateMemoryCache(string key, AssetBase asset) }
{
if( m_MemoryCacheEnabled ) public void PostInitialise()
{ {
if (m_MemoryExpiration > TimeSpan.Zero) }
{
m_MemoryCache.AddOrUpdate(key, asset, m_MemoryExpiration); public void Close()
} {
else }
{
m_MemoryCache.AddOrUpdate(key, asset); public void AddRegion(Scene scene)
} {
} if (m_Enabled)
} scene.RegisterModuleInterface<IImprovedAssetCache>(this);
}
public void Cache(AssetBase asset)
{ public void RemoveRegion(Scene scene)
// TODO: Spawn this off to some seperate thread to do the actual writing {
if (asset != null) }
{
UpdateMemoryCache(asset.ID, asset); public void RegionLoaded(Scene scene)
{
string filename = GetFileName(asset.ID); }
try ////////////////////////////////////////////////////////////
{ // IImprovedAssetCache
// If the file is already cached, don't cache it, just touch it so access time is updated //
if (File.Exists(filename))
{ private void UpdateMemoryCache(string key, AssetBase asset)
File.SetLastAccessTime(filename, DateTime.Now); {
} else { if( m_MemoryCacheEnabled )
{
// Once we start writing, make sure we flag that we're writing if (m_MemoryExpiration > TimeSpan.Zero)
// that object to the cache so that we don't try to write the {
// same file multiple times. m_MemoryCache.AddOrUpdate(key, asset, m_MemoryExpiration);
lock (m_CurrentlyWriting) }
{ else
if (m_CurrentlyWriting.Contains(filename)) {
{ m_MemoryCache.AddOrUpdate(key, asset, DateTime.MaxValue);
return; }
} }
else }
{
m_CurrentlyWriting.Add(filename); public void Cache(AssetBase asset)
} {
} // TODO: Spawn this off to some seperate thread to do the actual writing
if (asset != null)
// Setup the actual writing so that it happens asynchronously {
AsyncWriteDelegate awd = delegate( string file, AssetBase obj ) UpdateMemoryCache(asset.ID, asset);
{
WriteFileCache(file, obj); string filename = GetFileName(asset.ID);
};
try
// Go ahead and cache it to disk {
awd.BeginInvoke(filename, asset, null, null); // If the file is already cached, don't cache it, just touch it so access time is updated
} if (File.Exists(filename))
} {
catch (Exception e) File.SetLastAccessTime(filename, DateTime.Now);
{ } else {
string[] text = e.ToString().Split(new char[] { '\n' });
foreach (string t in text) // Once we start writing, make sure we flag that we're writing
{ // that object to the cache so that we don't try to write the
m_log.InfoFormat("[ASSET CACHE]: {0} ", t); // same file multiple times.
} lock (m_CurrentlyWriting)
} {
} #if WAIT_ON_INPROGRESS_REQUESTS
} if (m_CurrentlyWriting.ContainsKey(filename))
{
public AssetBase Get(string id) return;
{ }
m_Requests++; else
{
AssetBase asset = null; m_CurrentlyWriting.Add(filename, new ManualResetEvent(false));
}
object obj;
if (m_MemoryCacheEnabled && m_MemoryCache.TryGet(id, out obj)) #else
{ if (m_CurrentlyWriting.Contains(filename))
asset = (AssetBase)obj; {
m_MemoryHits++; return;
} }
else else
{ {
try m_CurrentlyWriting.Add(filename);
{ }
string filename = GetFileName(id); #endif
if (File.Exists(filename))
{ }
FileStream stream = File.Open(filename, FileMode.Open);
BinaryFormatter bformatter = new BinaryFormatter(); ThreadPool.QueueUserWorkItem(
delegate
asset = (AssetBase)bformatter.Deserialize(stream); {
stream.Close(); WriteFileCache(filename, asset);
}
UpdateMemoryCache(id, asset); );
}
m_FileHits++; }
} catch (Exception e)
} {
catch (Exception e) LogException(e);
{ }
string[] text = e.ToString().Split(new char[] { '\n' }); }
foreach (string t in text) }
{
m_log.InfoFormat("[ASSET CACHE]: {0} ", t); public AssetBase Get(string id)
} {
} m_Requests++;
}
AssetBase asset = null;
if (m_Requests % m_DebugRate == 0)
{ if (m_MemoryCacheEnabled && m_MemoryCache.TryGetValue(id, out asset))
m_HitRateFile = (double)m_FileHits / m_Requests * 100.0; {
m_MemoryHits++;
m_log.DebugFormat("[ASSET CACHE]: Cache Get :: {0} :: {1}", id, asset == null ? "Miss" : "Hit"); }
m_log.DebugFormat("[ASSET CACHE]: File Hit Rate {0}% for {1} requests", m_HitRateFile.ToString("0.00"), m_Requests); else
{
if (m_MemoryCacheEnabled) string filename = GetFileName(id);
{ if (File.Exists(filename))
m_HitRateMemory = (double)m_MemoryHits / m_Requests * 100.0; {
m_log.DebugFormat("[ASSET CACHE]: Memory Hit Rate {0}% for {1} requests", m_HitRateMemory.ToString("0.00"), m_Requests); try
} {
} FileStream stream = File.Open(filename, FileMode.Open);
BinaryFormatter bformatter = new BinaryFormatter();
return asset;
} asset = (AssetBase)bformatter.Deserialize(stream);
stream.Close();
public void Expire(string id)
{ UpdateMemoryCache(id, asset);
try
{ m_DiskHits++;
string filename = GetFileName(id); }
if (File.Exists(filename)) catch (System.Runtime.Serialization.SerializationException e)
{ {
File.Delete(filename); LogException(e);
}
// If there was a problem deserializing the asset, the asset may
if( m_MemoryCacheEnabled ) // either be corrupted OR was serialized under an old format
m_MemoryCache.Remove(id); // {different version of AssetBase} -- we should attempt to
} // delete it and re-cache
catch (Exception e) File.Delete(filename);
{ }
string[] text = e.ToString().Split(new char[] { '\n' }); catch (Exception e)
foreach (string t in text) {
{ LogException(e);
m_log.InfoFormat("[ASSET CACHE]: {0} ", t); }
} }
}
}
#if WAIT_ON_INPROGRESS_REQUESTS
public void Clear() // Check if we're already downloading this asset. If so, try to wait for it to
{ // download.
foreach (string dir in Directory.GetDirectories(m_CacheDirectory)) if (m_WaitOnInprogressTimeout > 0)
{ {
Directory.Delete(dir); m_RequestsForInprogress++;
}
ManualResetEvent waitEvent;
if( m_MemoryCacheEnabled ) if (m_CurrentlyWriting.TryGetValue(filename, out waitEvent))
m_MemoryCache.Clear(); {
} waitEvent.WaitOne(m_WaitOnInprogressTimeout);
return Get(id);
private void CleanupExpiredFiles(object source, ElapsedEventArgs e) }
{ }
foreach (string dir in Directory.GetDirectories(m_CacheDirectory)) #else
{ // Track how often we have the problem that an asset is requested while
foreach (string file in Directory.GetFiles(dir)) // it is still being downloaded by a previous request.
{ if (m_CurrentlyWriting.Contains(filename))
if (DateTime.Now - File.GetLastAccessTime(file) > m_FileExpiration) {
{ m_RequestsForInprogress++;
File.Delete(file); }
} #endif
} }
}
} if (((m_LogLevel >= 1)) && (m_HitRateDisplay != 0) && (m_Requests % m_HitRateDisplay == 0))
{
private string GetFileName(string id) m_HitRateFile = (double)m_DiskHits / m_Requests * 100.0;
{
// Would it be faster to just hash the darn thing? m_log.InfoFormat("[ASSET CACHE]: Cache Get :: {0} :: {1}", id, asset == null ? "Miss" : "Hit");
foreach (char c in m_InvalidChars) m_log.InfoFormat("[ASSET CACHE]: File Hit Rate {0}% for {1} requests", m_HitRateFile.ToString("0.00"), m_Requests);
{
id = id.Replace(c, '_'); if (m_MemoryCacheEnabled)
} {
m_HitRateMemory = (double)m_MemoryHits / m_Requests * 100.0;
string p = id.Substring(id.Length - 4); m_log.InfoFormat("[ASSET CACHE]: Memory Hit Rate {0}% for {1} requests", m_HitRateMemory.ToString("0.00"), m_Requests);
p = Path.Combine(p, id); }
return Path.Combine(m_CacheDirectory, p);
} m_log.InfoFormat("[ASSET CACHE]: {0} unnessesary requests due to requests for assets that are currently downloading.", m_RequestsForInprogress);
private void WriteFileCache(string filename, AssetBase asset) }
{
try return asset;
{ }
// Make sure the target cache directory exists
string directory = Path.GetDirectoryName(filename); public void Expire(string id)
if (!Directory.Exists(directory)) {
{ if (m_LogLevel >= 2)
Directory.CreateDirectory(directory); m_log.DebugFormat("[ASSET CACHE]: Expiring Asset {0}.", id);
}
try
// Write file first to a temp name, so that it doesn't look {
// like it's already cached while it's still writing. string filename = GetFileName(id);
string tempname = Path.Combine(directory, Path.GetRandomFileName()); if (File.Exists(filename))
Stream stream = File.Open(tempname, FileMode.Create); {
BinaryFormatter bformatter = new BinaryFormatter(); File.Delete(filename);
bformatter.Serialize(stream, asset); }
stream.Close();
if( m_MemoryCacheEnabled )
// Now that it's written, rename it so that it can be found. m_MemoryCache.Remove(id);
File.Move(tempname, filename); }
catch (Exception e)
m_log.DebugFormat("[ASSET CACHE]: Cache Stored :: {0}", asset.ID); {
} LogException(e);
catch (Exception e) }
{ }
string[] text = e.ToString().Split(new char[] { '\n' });
foreach (string t in text) public void Clear()
{ {
m_log.InfoFormat("[ASSET CACHE]: {0} ", t); if (m_LogLevel >= 2)
} m_log.Debug("[ASSET CACHE]: Clearing Cache.");
} foreach (string dir in Directory.GetDirectories(m_CacheDirectory))
finally {
{ Directory.Delete(dir);
// Even if the write fails with an exception, we need to make sure }
// that we release the lock on that file, otherwise it'll never get
// cached if( m_MemoryCacheEnabled )
lock (m_CurrentlyWriting) m_MemoryCache.Clear();
{ }
if (m_CurrentlyWriting.Contains(filename))
{ private void CleanupExpiredFiles(object source, ElapsedEventArgs e)
m_CurrentlyWriting.Remove(filename); {
} if (m_LogLevel >= 2)
} m_log.DebugFormat("[ASSET CACHE]: Checking for expired files older then {0}.", m_FileExpiration.ToString());
} foreach (string dir in Directory.GetDirectories(m_CacheDirectory))
} {
} foreach (string file in Directory.GetFiles(dir))
} {
if (DateTime.Now - File.GetLastAccessTime(file) > m_FileExpiration)
{
File.Delete(file);
}
}
}
}
private string GetFileName(string id)
{
// Would it be faster to just hash the darn thing?
foreach (char c in m_InvalidChars)
{
id = id.Replace(c, '_');
}
string p = id.Substring(id.Length - 4);
p = Path.Combine(p, id);
return Path.Combine(m_CacheDirectory, p);
}
private void WriteFileCache(string filename, AssetBase asset)
{
try
{
// Make sure the target cache directory exists
string directory = Path.GetDirectoryName(filename);
if (!Directory.Exists(directory))
{
Directory.CreateDirectory(directory);
}
// Write file first to a temp name, so that it doesn't look
// like it's already cached while it's still writing.
string tempname = Path.Combine(directory, Path.GetRandomFileName());
Stream stream = File.Open(tempname, FileMode.Create);
BinaryFormatter bformatter = new BinaryFormatter();
bformatter.Serialize(stream, asset);
stream.Close();
// Now that it's written, rename it so that it can be found.
File.Move(tempname, filename);
if (m_LogLevel >= 2)
m_log.DebugFormat("[ASSET CACHE]: Cache Stored :: {0}", asset.ID);
}
catch (Exception e)
{
LogException(e);
}
finally
{
// Even if the write fails with an exception, we need to make sure
// that we release the lock on that file, otherwise it'll never get
// cached
lock (m_CurrentlyWriting)
{
#if WAIT_ON_INPROGRESS_REQUESTS
ManualResetEvent waitEvent;
if (m_CurrentlyWriting.TryGetValue(filename, out waitEvent))
{
m_CurrentlyWriting.Remove(filename);
waitEvent.Set();
}
#else
if (m_CurrentlyWriting.Contains(filename))
{
m_CurrentlyWriting.Remove(filename);
}
#endif
}
}
}
private static void LogException(Exception e)
{
string[] text = e.ToString().Split(new char[] { '\n' });
foreach (string t in text)
{
m_log.ErrorFormat("[ASSET CACHE]: {0} ", t);
}
}
}
}

View File

@ -3,33 +3,40 @@
;AssetCaching = "GlynnTuckerAssetCache" ;AssetCaching = "GlynnTuckerAssetCache"
;AssetCaching = "CenomeMemoryAssetCache" ;AssetCaching = "CenomeMemoryAssetCache"
AssetCaching = "FlotsamAssetCache" AssetCaching = "FlotsamAssetCache"
[AssetCache] [AssetCache]
;; ---- Optional configurations for FlotsamAssetCache ; cache directory can be shared by multiple instances
CacheDirectory = /directory/writable/by/OpenSim/instance
; Log level
; 0 - (Error) Errors only
; 1 - (Info) Hit Rate Stats + Level 0
; 2 - (Debug) Cache Activity (Reads/Writes) + Level 1
; ;
; The cache directory can be shared by multiple instances, LogLevel = 0
; so you may want to change this! Note that you can
; specify an absolute path (starting with '/'). ; How often should hit rates be displayed (given in AssetRequests)
; See examples in comments. ; 0 to disable
; Make sure the directory you specify can be created. HitRateDisplay = 100
;
CacheDirectory = ./assetcache ; Set to false for disk cache only.
; MemoryCacheEnabled = true
; Some other examples:
; CacheDirectory = /var/opensim/assetcache ; (Windows and linux) ; How long {in hours} to keep assets cached in memory, .5 == 30 minutes
; CacheDirectory = ~/assetcache ; (Windows and linux) MemoryCacheTimeout = 2
; CacheDirectory = C:\opensim\assetcache ; (Windows only)
; How long {in hours} to keep assets cached on disk, .5 == 30 minutes
;
; How long {in hours} to keep assets cached on disk,
; .5 == 30 minutes; 168 = 7 days
; Specify 0 if you do not want your disk cache to expire ; Specify 0 if you do not want your disk cache to expire
; FileCacheTimeout = 0
FileCacheTimeout = 168
; How often {in hours} should the disk be checked for expired filed
; Specify 0 to disable expiration checking
FileCleanupTimer = .166 ;roughly every 10 minutes
; If WAIT_ON_INPROGRESS_REQUESTS has been defined then this specifies how
;; --------- endof FlotsamAssetCache -------- ; long (in miliseconds) to block a request thread while trying to complete
; an existing write to disk.
; WaitOnInprogressTimeout = 3000
[AssetService] [AssetService]