gc is also a unwanted cache, so use it. With this, memcache with short expires is no longer needed

melanie
UbitUmarov 2016-12-29 03:10:10 +00:00
parent 7cf2e81223
commit 1ffcc59818
2 changed files with 73 additions and 14 deletions

View File

@ -78,6 +78,7 @@ namespace OpenSim.Region.CoreModules.Asset
private static ulong m_RequestsForInprogress;
private static ulong m_DiskHits;
private static ulong m_MemoryHits;
private static ulong m_weakRefHits;
#if WAIT_ON_INPROGRESS_REQUESTS
private Dictionary<string, ManualResetEvent> m_CurrentlyWriting = new Dictionary<string, ManualResetEvent>();
@ -92,7 +93,7 @@ namespace OpenSim.Region.CoreModules.Asset
private bool m_MemoryCacheEnabled = false;
// Expiration is expressed in hours.
private double m_MemoryExpiration = 0.001;
private double m_MemoryExpiration = 0.016;
private const double m_DefaultFileExpiration = 48;
private TimeSpan m_FileExpiration = TimeSpan.FromHours(m_DefaultFileExpiration);
private TimeSpan m_FileExpirationCleanupTimer = TimeSpan.FromHours(1.0);
@ -107,6 +108,9 @@ namespace OpenSim.Region.CoreModules.Asset
private List<Scene> m_Scenes = new List<Scene>();
private object timerLock = new object();
private Dictionary<string,WeakReference> weakAssetReferences = new Dictionary<string, WeakReference>();
private object weakAssetReferencesLock = new object();
public FlotsamAssetCache()
{
m_InvalidChars.AddRange(Path.GetInvalidPathChars());
@ -255,12 +259,23 @@ namespace OpenSim.Region.CoreModules.Asset
}
}
}
if (m_MemoryCacheEnabled)
m_MemoryCache = new ExpiringCache<string, AssetBase>();
lock(weakAssetReferencesLock)
weakAssetReferences = new Dictionary<string, WeakReference>();
}
}
////////////////////////////////////////////////////////////
// IImprovedAssetCache
//
private void UpdateWeakReference(string key, AssetBase asset)
{
WeakReference aref = new WeakReference(asset);
lock(weakAssetReferencesLock)
weakAssetReferences[key] = aref;
}
private void UpdateMemoryCache(string key, AssetBase asset)
{
@ -327,6 +342,7 @@ namespace OpenSim.Region.CoreModules.Asset
if (asset != null)
{
//m_log.DebugFormat("[FLOTSAM ASSET CACHE]: Caching asset with id {0}", asset.ID);
UpdateWeakReference(asset.ID, asset);
if (m_MemoryCacheEnabled)
UpdateMemoryCache(asset.ID, asset);
@ -354,6 +370,25 @@ namespace OpenSim.Region.CoreModules.Asset
}
}
private AssetBase GetFromWeakReference(string id)
{
AssetBase asset = null;
WeakReference aref;
lock(weakAssetReferencesLock)
{
if (weakAssetReferences.TryGetValue(id, out aref))
{
asset = aref.Target as AssetBase;
if(asset == null)
weakAssetReferences.Remove(id);
else
m_weakRefHits++;
}
}
return asset;
}
/// <summary>
/// Try to get an asset from the in-memory cache.
/// </summary>
@ -477,12 +512,21 @@ namespace OpenSim.Region.CoreModules.Asset
m_Requests++;
AssetBase asset = null;
asset = GetFromWeakReference(id);
if (m_MemoryCacheEnabled)
if (m_MemoryCacheEnabled && asset == null)
{
asset = GetFromMemoryCache(id);
if(asset != null)
UpdateWeakReference(id,asset);
}
if (asset == null && m_FileCacheEnabled)
{
asset = GetFromFileCache(id);
if(asset != null)
UpdateWeakReference(id,asset);
}
if (m_MemoryCacheEnabled && asset != null)
UpdateMemoryCache(id, asset);
@ -494,6 +538,12 @@ namespace OpenSim.Region.CoreModules.Asset
GenerateCacheHitReport().ForEach(l => m_log.InfoFormat("[FLOTSAM ASSET CACHE]: {0}", l));
}
if(asset == null)
{
}
return asset;
}
@ -553,7 +603,10 @@ namespace OpenSim.Region.CoreModules.Asset
}
if (m_MemoryCacheEnabled)
m_MemoryCache.Clear();
m_MemoryCache = new ExpiringCache<string, AssetBase>();
lock(weakAssetReferencesLock)
weakAssetReferences = new Dictionary<string, WeakReference>();
}
private void CleanupExpiredFiles(object source, ElapsedEventArgs e)
@ -911,28 +964,34 @@ namespace OpenSim.Region.CoreModules.Asset
List<string> outputLines = new List<string>();
double invReq = 100.0 / m_Requests;
double weakHitRate = m_weakRefHits * invReq;
int weakEntries = weakAssetReferences.Count;
double fileHitRate = m_DiskHits * invReq;
double TotalHitRate = weakHitRate + fileHitRate;
outputLines.Add(
string.Format("File Hit Rate: {0}% for {1} requests", fileHitRate.ToString("0.00"), m_Requests));
string.Format("Total requests: {0}", m_Requests));
outputLines.Add(
string.Format("unCollected Hit Rate: {0}% ({1} entries)", weakHitRate.ToString("0.00"),weakEntries));
outputLines.Add(
string.Format("File Hit Rate: {0}%", fileHitRate.ToString("0.00")));
if (m_MemoryCacheEnabled)
{
double HitRate = m_MemoryHits * invReq;
outputLines.Add(
string.Format("Memory Hit Rate: {0}% for {1} requests", HitRate.ToString("0.00"), m_Requests));
string.Format("Memory Hit Rate: {0}%", HitRate.ToString("0.00")));
HitRate += fileHitRate;
outputLines.Add(
string.Format("Total Hit Rate: {0}% for {1} requests", HitRate.ToString("0.00"), m_Requests));
TotalHitRate += HitRate;
}
outputLines.Add(
string.Format("Total Hit Rate: {0}%", TotalHitRate.ToString("0.00")));
outputLines.Add(
string.Format(
"Unnecessary requests due to requests for assets that are currently downloading: {0}",
m_RequestsForInprogress));
"Requests overlap during file writing: {0}", m_RequestsForInprogress));
return outputLines;
}

View File

@ -22,7 +22,7 @@
; Set to false for no memory cache
; assets can be requested several times in short periods
; so even a small memory cache is useful
MemoryCacheEnabled = true
MemoryCacheEnabled = false
; Set to false for no file cache
FileCacheEnabled = true
@ -32,7 +32,7 @@
; this is good if memory is not a problem.
; if memory is a problem then a few seconds may actually save same.
; see hit rates with console comand: fcache status
MemoryCacheTimeout = .001 ; 3.6s ie around 4s (1s resolution)
MemoryCacheTimeout = .016 // one minute
; How long {in hours} to keep assets cached on disk, .5 == 30 minutes
; Specify 0 if you do not want your disk cache to expire