refactor: Split file cache manipulation code into separate methods, as has already been done for the memory cache
parent
46f5893d55
commit
5dc785bbf2
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@ -226,7 +226,6 @@ namespace Flotsam.RegionModules.AssetCache
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if (m_AssetService == null)
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{
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m_AssetService = scene.RequestModuleInterface<IAssetService>();
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}
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}
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}
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@ -250,8 +249,57 @@ namespace Flotsam.RegionModules.AssetCache
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private void UpdateMemoryCache(string key, AssetBase asset)
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{
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if (m_MemoryCacheEnabled)
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m_MemoryCache.AddOrUpdate(key, asset, m_MemoryExpiration);
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m_MemoryCache.AddOrUpdate(key, asset, m_MemoryExpiration);
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}
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private void UpdateFileCache(string key, AssetBase asset)
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{
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string filename = GetFileName(asset.ID);
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try
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{
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// If the file is already cached, don't cache it, just touch it so access time is updated
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if (File.Exists(filename))
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{
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File.SetLastAccessTime(filename, DateTime.Now);
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}
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else
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{
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// Once we start writing, make sure we flag that we're writing
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// that object to the cache so that we don't try to write the
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// same file multiple times.
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lock (m_CurrentlyWriting)
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{
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#if WAIT_ON_INPROGRESS_REQUESTS
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if (m_CurrentlyWriting.ContainsKey(filename))
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{
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return;
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}
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else
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{
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m_CurrentlyWriting.Add(filename, new ManualResetEvent(false));
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}
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#else
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if (m_CurrentlyWriting.Contains(filename))
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{
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return;
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}
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else
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{
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m_CurrentlyWriting.Add(filename);
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}
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#endif
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}
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Util.FireAndForget(
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delegate { WriteFileCache(filename, asset); });
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}
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}
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catch (Exception e)
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{
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LogException(e);
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}
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}
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public void Cache(AssetBase asset)
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@ -259,57 +307,100 @@ namespace Flotsam.RegionModules.AssetCache
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// TODO: Spawn this off to some seperate thread to do the actual writing
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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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//m_log.DebugFormat("[FLOTSAM ASSET CACHE]: Caching asset with id {0}", asset.ID);
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UpdateMemoryCache(asset.ID, asset);
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if (m_MemoryCacheEnabled)
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UpdateMemoryCache(asset.ID, asset);
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string filename = GetFileName(asset.ID);
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UpdateFileCache(asset.ID, asset);
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}
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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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/// <param name="id"></param>
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/// <returns></returns>
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private AssetBase GetFromMemoryCache(string id)
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{
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AssetBase asset = null;
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if (m_MemoryCache.TryGetValue(id, out asset))
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m_MemoryHits++;
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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 file cache.
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/// </summary>
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/// <param name="id"></param>
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/// <returns></returns>
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private AssetBase GetFromFileCache(string id)
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{
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AssetBase asset = null;
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string filename = GetFileName(id);
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if (File.Exists(filename))
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{
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FileStream stream = null;
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try
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{
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// If the file is already cached, don't cache it, just touch it so access time is updated
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if (File.Exists(filename))
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{
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File.SetLastAccessTime(filename, DateTime.Now);
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} else {
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stream = File.Open(filename, FileMode.Open, FileAccess.Read, FileShare.Read);
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BinaryFormatter bformatter = new BinaryFormatter();
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// Once we start writing, make sure we flag that we're writing
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// that object to the cache so that we don't try to write the
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// same file multiple times.
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lock (m_CurrentlyWriting)
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{
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#if WAIT_ON_INPROGRESS_REQUESTS
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if (m_CurrentlyWriting.ContainsKey(filename))
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{
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return;
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}
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else
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{
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m_CurrentlyWriting.Add(filename, new ManualResetEvent(false));
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}
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asset = (AssetBase)bformatter.Deserialize(stream);
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#else
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if (m_CurrentlyWriting.Contains(filename))
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{
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return;
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}
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else
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{
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m_CurrentlyWriting.Add(filename);
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}
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#endif
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UpdateMemoryCache(id, asset);
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}
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m_DiskHits++;
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}
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catch (System.Runtime.Serialization.SerializationException e)
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{
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LogException(e);
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Util.FireAndForget(
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delegate { WriteFileCache(filename, asset); });
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}
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// If there was a problem deserializing the asset, the asset may
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// either be corrupted OR was serialized under an old format
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// {different version of AssetBase} -- we should attempt to
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// delete it and re-cache
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File.Delete(filename);
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}
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catch (Exception e)
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{
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LogException(e);
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}
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finally
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{
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if (stream != null)
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stream.Close();
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}
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}
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#if WAIT_ON_INPROGRESS_REQUESTS
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// Check if we're already downloading this asset. If so, try to wait for it to
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// download.
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if (m_WaitOnInprogressTimeout > 0)
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{
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m_RequestsForInprogress++;
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ManualResetEvent waitEvent;
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if (m_CurrentlyWriting.TryGetValue(filename, out waitEvent))
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{
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waitEvent.WaitOne(m_WaitOnInprogressTimeout);
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return Get(id);
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}
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}
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#else
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// Track how often we have the problem that an asset is requested while
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// it is still being downloaded by a previous request.
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if (m_CurrentlyWriting.Contains(filename))
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{
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m_RequestsForInprogress++;
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}
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#endif
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return asset;
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}
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public AssetBase Get(string id)
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@ -318,72 +409,10 @@ namespace Flotsam.RegionModules.AssetCache
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AssetBase asset = null;
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if (m_MemoryCacheEnabled && m_MemoryCache.TryGetValue(id, out asset))
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{
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m_MemoryHits++;
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}
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if (m_MemoryCacheEnabled)
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asset = GetFromMemoryCache(id);
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else
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{
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string filename = GetFileName(id);
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if (File.Exists(filename))
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{
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FileStream stream = null;
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try
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{
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stream = File.Open(filename, FileMode.Open, FileAccess.Read, FileShare.Read);
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BinaryFormatter bformatter = new BinaryFormatter();
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asset = (AssetBase)bformatter.Deserialize(stream);
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UpdateMemoryCache(id, asset);
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m_DiskHits++;
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}
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catch (System.Runtime.Serialization.SerializationException e)
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{
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LogException(e);
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// If there was a problem deserializing the asset, the asset may
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// either be corrupted OR was serialized under an old format
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// {different version of AssetBase} -- we should attempt to
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// delete it and re-cache
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File.Delete(filename);
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}
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catch (Exception e)
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{
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LogException(e);
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}
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finally
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{
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if (stream != null)
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stream.Close();
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}
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}
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#if WAIT_ON_INPROGRESS_REQUESTS
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// Check if we're already downloading this asset. If so, try to wait for it to
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// download.
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if (m_WaitOnInprogressTimeout > 0)
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{
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m_RequestsForInprogress++;
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ManualResetEvent waitEvent;
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if (m_CurrentlyWriting.TryGetValue(filename, out waitEvent))
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{
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waitEvent.WaitOne(m_WaitOnInprogressTimeout);
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return Get(id);
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}
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}
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#else
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// Track how often we have the problem that an asset is requested while
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// it is still being downloaded by a previous request.
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if (m_CurrentlyWriting.Contains(filename))
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{
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m_RequestsForInprogress++;
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}
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#endif
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}
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asset = GetFromFileCache(id);
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if (((m_LogLevel >= 1)) && (m_HitRateDisplay != 0) && (m_Requests % m_HitRateDisplay == 0))
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{
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@ -474,9 +503,9 @@ namespace Flotsam.RegionModules.AssetCache
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/// removes empty tier directories.
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/// </summary>
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/// <param name="dir"></param>
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/// <param name="purgeLine"></param>
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private void CleanExpiredFiles(string dir, DateTime purgeLine)
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{
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foreach (string file in Directory.GetFiles(dir))
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{
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if (File.GetLastAccessTime(file) < purgeLine)
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