add more cooldown to flotsam cache files expire
parent
fe72b54652
commit
4fa8e20aab
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@ -76,7 +76,7 @@ namespace OpenSim.Region.CoreModules.Asset
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private ulong m_MemoryHits;
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private ulong m_weakRefHits;
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private HashSet<string> m_CurrentlyWriting = new HashSet<string>();
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private static HashSet<string> m_CurrentlyWriting = new HashSet<string>();
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private bool m_FileCacheEnabled = true;
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@ -170,8 +170,7 @@ namespace OpenSim.Region.CoreModules.Asset
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m_HitRateDisplay = (ulong)assetConfig.GetLong("HitRateDisplay", (long)m_HitRateDisplay);
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m_FileExpiration = TimeSpan.FromHours(assetConfig.GetDouble("FileCacheTimeout", m_DefaultFileExpiration));
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m_FileExpirationCleanupTimer
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= TimeSpan.FromHours(
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m_FileExpirationCleanupTimer = TimeSpan.FromHours(
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assetConfig.GetDouble("FileCleanupTimer", m_FileExpirationCleanupTimer.TotalHours));
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m_CacheDirectoryTiers = assetConfig.GetInt("CacheDirectoryTiers", m_CacheDirectoryTiers);
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@ -749,7 +748,7 @@ namespace OpenSim.Region.CoreModules.Asset
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/// </summary>
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/// <param name="filename"></param>
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/// <param name="asset"></param>
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private void WriteFileCache(string filename, AssetBase asset, bool replace)
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private static void WriteFileCache(string filename, AssetBase asset, bool replace)
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{
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// Make sure the target cache directory exists
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string directory = Path.GetDirectoryName(filename);
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@ -791,9 +790,6 @@ namespace OpenSim.Region.CoreModules.Asset
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if(replace)
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File.Delete(filename);
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File.Move(tempname, filename);
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if (m_LogLevel >= 2)
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m_log.DebugFormat("[FLOTSAM ASSET CACHE]: Cache Stored :: {0}", asset.ID);
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}
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catch (IOException)
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{
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@ -870,47 +866,59 @@ namespace OpenSim.Region.CoreModules.Asset
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/// to update the access time of all assets present in the scene or referenced by assets
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/// in the scene.
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/// </summary>
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/// <param name="storeUncached">
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/// <param name="tryGetUncached">
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/// If true, then assets scanned which are not found in cache are added to the cache.
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/// </param>
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/// <returns>Number of distinct asset references found in the scene.</returns>
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private int TouchAllSceneAssets(bool storeUncached)
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private int TouchAllSceneAssets(bool tryGetUncached)
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{
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UuidGatherer gatherer = new UuidGatherer(m_AssetService);
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Dictionary<UUID, bool> assetsFound = new Dictionary<UUID, bool>();
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int cooldown = 0;
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foreach (Scene s in m_Scenes)
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{
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StampRegionStatusFile(s.RegionInfo.RegionID);
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gatherer.AddGathered(s.RegionInfo.RegionSettings.TerrainTexture1, (sbyte)AssetType.Texture);
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gatherer.AddGathered(s.RegionInfo.RegionSettings.TerrainTexture2, (sbyte)AssetType.Texture);
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gatherer.AddGathered(s.RegionInfo.RegionSettings.TerrainTexture3, (sbyte)AssetType.Texture);
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gatherer.AddGathered(s.RegionInfo.RegionSettings.TerrainTexture4, (sbyte)AssetType.Texture);
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gatherer.AddGathered(s.RegionInfo.RegionSettings.TerrainImageID, (sbyte)AssetType.Texture);
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s.ForEachSOG(delegate(SceneObjectGroup e)
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{
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if(!m_timerRunning && !storeUncached)
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if(!m_timerRunning && !tryGetUncached)
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return;
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gatherer.AddForInspection(e);
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gatherer.GatherAll();
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if(!m_timerRunning && !storeUncached)
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return;
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if(!storeUncached)
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if (++cooldown > 100)
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{
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Thread.Sleep(50);
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cooldown = 0;
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}
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});
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if(!m_timerRunning && !storeUncached)
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if(!m_timerRunning && !tryGetUncached)
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break;
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gatherer.GatherAll();
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}
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gatherer.GatherAll();
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cooldown = 0;
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// windows does not update access time :(
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foreach(UUID id in gatherer.GatheredUuids.Keys)
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{
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string idstr = id.ToString();
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if(!UpdateFileLastAccessTime(GetFileName(idstr)))
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if(!UpdateFileLastAccessTime(GetFileName(idstr)) && tryGetUncached)
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{
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cooldown += 50;
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m_AssetService.Get(idstr);
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}
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if (++cooldown > 1000)
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{
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Thread.Sleep(50);
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cooldown = 0;
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}
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}
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int count = gatherer.GatheredUuids.Count;
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@ -918,7 +926,6 @@ namespace OpenSim.Region.CoreModules.Asset
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gatherer.FailedUUIDs.Clear();
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gatherer.UncertainAssetsUUIDs.Clear();
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GC.Collect();
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return count;
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}
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@ -1164,7 +1171,11 @@ namespace OpenSim.Region.CoreModules.Asset
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con.Output("{0} is not a valid date & time", cmd);
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break;
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}
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if (expirationDate >= DateTime.Now)
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{
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con.Output("{0} date & time must be in past", cmd);
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break;
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}
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if (m_FileCacheEnabled)
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CleanExpiredFiles(m_CacheDirectory, expirationDate);
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else
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@ -122,7 +122,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
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public static bool TryFromXml(string xml, out CoalescedSceneObjects coa)
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{
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// m_log.DebugFormat("[COALESCED SCENE OBJECTS SERIALIZER]: TryFromXml() deserializing {0}", xml);
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// m_log.DebugFormat("[COALESCED SCENE OBJECTS SERIALIZER]: TryFromXml() deserializing {0}", xml);
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coa = null;
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@ -137,9 +137,9 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
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if (reader.Name != "CoalescedObject")
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{
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// m_log.DebugFormat(
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// "[COALESCED SCENE OBJECTS SERIALIZER]: TryFromXml() root element was {0} so returning false",
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// reader.Name);
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// m_log.DebugFormat(
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// "[COALESCED SCENE OBJECTS SERIALIZER]: TryFromXml() root element was {0} so returning false",
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// reader.Name);
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return false;
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}
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@ -178,12 +178,73 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
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}
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catch (Exception e)
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{
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m_log.Error("[COALESCED SCENE OBJECTS SERIALIZER]: Deserialization of xml failed ", e);
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m_log.Error("[COALESCED SCENE OBJECTS SERIALIZER]: Deserialization of xml failed ", e);
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Util.LogFailedXML("[COALESCED SCENE OBJECTS SERIALIZER]:", xml);
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return false;
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}
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return true;
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}
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public static bool TryFromXmlData(byte[] data, out CoalescedSceneObjects coa)
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{
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// m_log.DebugFormat("[COALESCED SCENE OBJECTS SERIALIZER]: TryFromXml() deserializing {0}", xml);
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coa = null;
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try
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{
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// Quickly check if this is a coalesced object, without fully parsing the XML
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using (MemoryStream ms = new MemoryStream(data))
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{
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using (XmlTextReader reader = new XmlTextReader(ms))
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{
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reader.MoveToContent(); // skip possible xml declaration
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if (reader.Name != "CoalescedObject")
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{
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return false;
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}
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}
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ms.Seek(0, SeekOrigin.Begin);
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XmlDocument doc = new XmlDocument();
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doc.Load(ms);
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XmlElement e = (XmlElement)doc.SelectSingleNode("/CoalescedObject");
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if (e == null)
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return false;
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coa = new CoalescedSceneObjects(UUID.Zero);
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XmlNodeList groups = e.SelectNodes("SceneObjectGroup");
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int i = 0;
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foreach (XmlNode n in groups)
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{
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SceneObjectGroup so = SceneObjectSerializer.FromOriginalXmlFormat(n.OuterXml);
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if (so != null)
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{
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coa.Add(so);
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}
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else
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{
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// XXX: Possibly we should fail outright here rather than continuing if a particular component of the
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// coalesced object fails to load.
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m_log.WarnFormat(
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"[COALESCED SCENE OBJECTS SERIALIZER]: Deserialization of xml for component {0} failed. Continuing.",
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i);
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}
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i++;
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}
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}
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}
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catch (Exception e)
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{
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m_log.Error("[COALESCED SCENE OBJECTS SERIALIZER]: Deserialization of binary xml failed ", e);
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return false;
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}
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return true;
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}
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}
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}
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@ -293,6 +293,33 @@ namespace OpenSim.Region.Framework.Scenes
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possibleNotAssetCount = 0;
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}
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public bool AddGathered(UUID uuid, sbyte type)
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{
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if (uuid == UUID.Zero)
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return false;
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if (ToSkip.Contains(uuid))
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return false;
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if (FailedUUIDs.Contains(uuid))
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{
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if (UncertainAssetsUUIDs.Contains(uuid))
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possibleNotAssetCount++;
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else
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ErrorCount++;
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return false;
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}
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if (GatheredUuids.ContainsKey(uuid))
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return false;
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if (m_assetUuidsToInspect.Contains(uuid))
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return false;
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// m_log.DebugFormat("[UUID GATHERER]: Adding asset {0} for inspection", uuid);
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GatheredUuids[uuid] = type;
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return true;
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}
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/// <summary>
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/// Adds the asset uuid for inspection during the gathering process.
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/// </summary>
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@ -346,8 +373,8 @@ namespace OpenSim.Region.Framework.Scenes
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{
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SceneObjectPart part = parts[i];
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// m_log.DebugFormat(
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// "[UUID GATHERER]: Getting part {0}, {1} for object {2}", part.Name, part.UUID, sceneObject.UUID);
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// m_log.DebugFormat(
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// "[UUID GATHERER]: Getting part {0}, {1} for object {2}", part.Name, part.UUID, sceneObject.UUID);
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try
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{
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@ -406,13 +433,6 @@ namespace OpenSim.Region.Framework.Scenes
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AddForInspection(tii.AssetID, (sbyte)tii.Type);
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}
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// FIXME: We need to make gathering modular but we cannot yet, since gatherers are not guaranteed
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// to be called with scene objects that are in a scene (e.g. in the case of hg asset mapping and
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// inventory transfer. There needs to be a way for a module to register a method without assuming a
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// Scene.EventManager is present.
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// part.ParentGroup.Scene.EventManager.TriggerGatherUuids(part, assetUuids);
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// still needed to retrieve textures used as materials for any parts containing legacy materials stored in DynAttrs
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RecordMaterialsUuids(part);
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}
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catch (Exception e)
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@ -778,10 +798,7 @@ namespace OpenSim.Region.Framework.Scenes
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/// <param name="sceneObjectAsset"></param>
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private void RecordSceneObjectAssetUuids(AssetBase sceneObjectAsset)
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{
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string xml = Utils.BytesToString(sceneObjectAsset.Data);
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CoalescedSceneObjects coa;
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if (CoalescedSceneObjectsSerializer.TryFromXml(xml, out coa))
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if (CoalescedSceneObjectsSerializer.TryFromXmlData(sceneObjectAsset.Data, out CoalescedSceneObjects coa))
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{
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foreach (SceneObjectGroup sog in coa.Objects)
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{
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@ -791,7 +808,7 @@ namespace OpenSim.Region.Framework.Scenes
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}
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else
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{
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SceneObjectGroup sog = SceneObjectSerializer.FromOriginalXmlFormat(xml);
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SceneObjectGroup sog = SceneObjectSerializer.FromOriginalXmlFormat(Utils.BytesToString(sceneObjectAsset.Data));
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if (null != sog)
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{
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sog.TemporaryInstance = true;
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