gc is also a unwanted cache, so use it. With this, memcache with short expires is no longer needed
parent
7cf2e81223
commit
1ffcc59818
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@ -78,6 +78,7 @@ namespace OpenSim.Region.CoreModules.Asset
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private static ulong m_RequestsForInprogress;
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private static ulong m_DiskHits;
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private static ulong m_MemoryHits;
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private static ulong m_weakRefHits;
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#if WAIT_ON_INPROGRESS_REQUESTS
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private Dictionary<string, ManualResetEvent> m_CurrentlyWriting = new Dictionary<string, ManualResetEvent>();
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@ -92,7 +93,7 @@ namespace OpenSim.Region.CoreModules.Asset
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private bool m_MemoryCacheEnabled = false;
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// Expiration is expressed in hours.
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private double m_MemoryExpiration = 0.001;
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private double m_MemoryExpiration = 0.016;
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private const double m_DefaultFileExpiration = 48;
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private TimeSpan m_FileExpiration = TimeSpan.FromHours(m_DefaultFileExpiration);
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private TimeSpan m_FileExpirationCleanupTimer = TimeSpan.FromHours(1.0);
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@ -107,6 +108,9 @@ namespace OpenSim.Region.CoreModules.Asset
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private List<Scene> m_Scenes = new List<Scene>();
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private object timerLock = new object();
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private Dictionary<string,WeakReference> weakAssetReferences = new Dictionary<string, WeakReference>();
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private object weakAssetReferencesLock = new object();
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public FlotsamAssetCache()
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{
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m_InvalidChars.AddRange(Path.GetInvalidPathChars());
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@ -255,12 +259,23 @@ namespace OpenSim.Region.CoreModules.Asset
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}
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}
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}
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if (m_MemoryCacheEnabled)
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m_MemoryCache = new ExpiringCache<string, AssetBase>();
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lock(weakAssetReferencesLock)
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weakAssetReferences = new Dictionary<string, WeakReference>();
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}
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}
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////////////////////////////////////////////////////////////
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// IImprovedAssetCache
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//
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private void UpdateWeakReference(string key, AssetBase asset)
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{
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WeakReference aref = new WeakReference(asset);
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lock(weakAssetReferencesLock)
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weakAssetReferences[key] = aref;
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}
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private void UpdateMemoryCache(string key, AssetBase asset)
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{
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@ -327,6 +342,7 @@ namespace OpenSim.Region.CoreModules.Asset
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if (asset != null)
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{
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//m_log.DebugFormat("[FLOTSAM ASSET CACHE]: Caching asset with id {0}", asset.ID);
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UpdateWeakReference(asset.ID, asset);
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if (m_MemoryCacheEnabled)
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UpdateMemoryCache(asset.ID, asset);
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@ -354,6 +370,25 @@ namespace OpenSim.Region.CoreModules.Asset
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}
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}
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private AssetBase GetFromWeakReference(string id)
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{
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AssetBase asset = null;
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WeakReference aref;
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lock(weakAssetReferencesLock)
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{
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if (weakAssetReferences.TryGetValue(id, out aref))
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{
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asset = aref.Target as AssetBase;
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if(asset == null)
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weakAssetReferences.Remove(id);
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else
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m_weakRefHits++;
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}
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}
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return asset;
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}
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/// <summary>
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/// Try to get an asset from the in-memory cache.
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/// </summary>
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@ -477,12 +512,21 @@ namespace OpenSim.Region.CoreModules.Asset
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m_Requests++;
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AssetBase asset = null;
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asset = GetFromWeakReference(id);
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if (m_MemoryCacheEnabled)
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if (m_MemoryCacheEnabled && asset == null)
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{
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asset = GetFromMemoryCache(id);
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if(asset != null)
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UpdateWeakReference(id,asset);
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}
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if (asset == null && m_FileCacheEnabled)
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{
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asset = GetFromFileCache(id);
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if(asset != null)
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UpdateWeakReference(id,asset);
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}
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if (m_MemoryCacheEnabled && asset != null)
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UpdateMemoryCache(id, asset);
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@ -494,6 +538,12 @@ namespace OpenSim.Region.CoreModules.Asset
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GenerateCacheHitReport().ForEach(l => m_log.InfoFormat("[FLOTSAM ASSET CACHE]: {0}", l));
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}
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if(asset == null)
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{
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}
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return asset;
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}
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@ -553,7 +603,10 @@ namespace OpenSim.Region.CoreModules.Asset
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}
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if (m_MemoryCacheEnabled)
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m_MemoryCache.Clear();
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m_MemoryCache = new ExpiringCache<string, AssetBase>();
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lock(weakAssetReferencesLock)
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weakAssetReferences = new Dictionary<string, WeakReference>();
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}
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private void CleanupExpiredFiles(object source, ElapsedEventArgs e)
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@ -912,27 +965,33 @@ namespace OpenSim.Region.CoreModules.Asset
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double invReq = 100.0 / m_Requests;
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double weakHitRate = m_weakRefHits * invReq;
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int weakEntries = weakAssetReferences.Count;
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double fileHitRate = m_DiskHits * invReq;
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double TotalHitRate = weakHitRate + fileHitRate;
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outputLines.Add(
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string.Format("File Hit Rate: {0}% for {1} requests", fileHitRate.ToString("0.00"), m_Requests));
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string.Format("Total requests: {0}", m_Requests));
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outputLines.Add(
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string.Format("unCollected Hit Rate: {0}% ({1} entries)", weakHitRate.ToString("0.00"),weakEntries));
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outputLines.Add(
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string.Format("File Hit Rate: {0}%", fileHitRate.ToString("0.00")));
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if (m_MemoryCacheEnabled)
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{
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double HitRate = m_MemoryHits * invReq;
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outputLines.Add(
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string.Format("Memory Hit Rate: {0}% for {1} requests", HitRate.ToString("0.00"), m_Requests));
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string.Format("Memory Hit Rate: {0}%", HitRate.ToString("0.00")));
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HitRate += fileHitRate;
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outputLines.Add(
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string.Format("Total Hit Rate: {0}% for {1} requests", HitRate.ToString("0.00"), m_Requests));
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TotalHitRate += HitRate;
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}
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outputLines.Add(
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string.Format("Total Hit Rate: {0}%", TotalHitRate.ToString("0.00")));
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outputLines.Add(
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string.Format(
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"Unnecessary requests due to requests for assets that are currently downloading: {0}",
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m_RequestsForInprogress));
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"Requests overlap during file writing: {0}", m_RequestsForInprogress));
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return outputLines;
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}
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; Set to false for no memory cache
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; assets can be requested several times in short periods
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; so even a small memory cache is useful
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MemoryCacheEnabled = true
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MemoryCacheEnabled = false
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; Set to false for no file cache
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FileCacheEnabled = true
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; this is good if memory is not a problem.
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; if memory is a problem then a few seconds may actually save same.
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; see hit rates with console comand: fcache status
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MemoryCacheTimeout = .001 ; 3.6s ie around 4s (1s resolution)
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MemoryCacheTimeout = .016 // one minute
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; How long {in hours} to keep assets cached on disk, .5 == 30 minutes
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; Specify 0 if you do not want your disk cache to expire
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Reference in New Issue