* Eliminate the need to copy asset request lists in the asset cache when an asset is received or missing

* Also eliminates a race condition
0.6.0-stable
Justin Clarke Casey 2008-09-21 18:53:58 +00:00
parent 52f0c8d15d
commit 70e8097e31
1 changed files with 22 additions and 82 deletions

View File

@ -46,7 +46,7 @@ namespace OpenSim.Framework.Communications.Cache
/// sends packetised data directly back to the client. The only point where they meet is AssetReceived() and
/// AssetNotFound(), which means they do share the same asset and texture caches.
///
/// TODO Assets in this cache are effectively immortal (they are never disposed off through old age).
/// TODO: Assets in this cache are effectively immortal (they are never disposed of through old age).
/// This is not a huge problem at the moment since other memory use usually dwarfs that used by assets
/// but it's something to bear in mind.
/// </summary>
@ -206,24 +206,9 @@ namespace OpenSim.Framework.Communications.Cache
/// <summary>
/// Only get an asset if we already have it in the cache.
/// </summary>
/// <param name="assetId"></param></param>
/// <returns></returns>
//private AssetBase GetCachedAsset(UUID assetId)
//{
// AssetBase asset = null;
// if (Textures.ContainsKey(assetId))
// {
// asset = Textures[assetId];
// }
// else if (Assets.ContainsKey(assetId))
// {
// asset = Assets[assetId];
// }
// return asset;
//}
/// <param name="assetId"></param>
/// <param name="asset"></param>
/// <returns>true if the asset was in the cache, false if it was not</returns>
private bool TryGetCachedAsset(UUID assetId, out AssetBase asset)
{
if (Textures.ContainsKey(assetId))
@ -451,37 +436,17 @@ namespace OpenSim.Framework.Communications.Cache
}
// Notify requesters for this asset
if (RequestLists.ContainsKey(asset.FullID))
{
AssetRequestsList reqList = null;
lock (RequestLists)
{
//m_log.Info("AssetCache: Lock taken on requestLists (AssetReceived #1)");
reqList = RequestLists[asset.FullID];
}
//m_log.Info("AssetCache: Lock released on requestLists (AssetReceived #1)");
if (reqList != null)
{
//making a copy of the list is not ideal
//but the old method of locking around this whole block of code was causing a multi-thread lock
//between this and the TextureDownloadModule
//while the localAsset thread running this and trying to send a texture to the callback in the
//texturedownloadmodule , and hitting a lock in there. While the texturedownload thread (which was holding
// the lock in the texturedownload module) was trying to
//request a new asset and hitting a lock in here on the RequestLists.
List<NewAssetRequest> theseRequests = new List<NewAssetRequest>(reqList.Requests);
reqList.Requests.Clear();
lock (RequestLists)
{
// m_log.Info("AssetCache: Lock taken on requestLists (AssetReceived #2)");
if (RequestLists.TryGetValue(asset.FullID, out reqList))
RequestLists.Remove(asset.FullID);
}
//m_log.Info("AssetCache: Lock released on requestLists (AssetReceived #2)");
foreach (NewAssetRequest req in theseRequests)
if (reqList != null)
{
foreach (NewAssetRequest req in reqList.Requests)
{
// Xantor 20080526 are we really calling all the callbacks if multiple queued for 1 request? -- Yes, checked
// m_log.DebugFormat("[ASSET CACHE]: Callback for asset {0}", asset.FullID);
@ -489,7 +454,6 @@ namespace OpenSim.Framework.Communications.Cache
}
}
}
}
// See IAssetReceiver
public void AssetNotFound(UUID assetID, bool IsTexture)
@ -509,27 +473,13 @@ namespace OpenSim.Framework.Communications.Cache
AssetRequestsList reqList = null;
lock (RequestLists)
{
// m_log.Info("AssetCache: Lock taken on requestLists (AssetNotFound #1)");
if (RequestLists.ContainsKey(assetID))
{
reqList = RequestLists[assetID];
if (RequestLists.TryGetValue(assetID, out reqList))
RequestLists.Remove(assetID);
}
}
// m_log.Info("AssetCache: Lock released on requestLists (AssetNotFound #1)");
if (reqList != null)
{
List<NewAssetRequest> theseRequests = new List<NewAssetRequest>(reqList.Requests);
reqList.Requests.Clear();
lock (RequestLists)
{
// m_log.Info("AssetCache: Lock taken on requestLists (AssetNotFound #2)");
RequestLists.Remove(assetID);
}
// m_log.Info("AssetCache: Lock released on requestLists (AssetNotFound #2)");
foreach (NewAssetRequest req in theseRequests)
foreach (NewAssetRequest req in reqList.Requests)
{
req.Callback(assetID, null);
}
@ -578,6 +528,7 @@ namespace OpenSim.Framework.Communications.Cache
source = 3;
//Console.WriteLine("asset request " + requestID);
}
//check to see if asset is in local cache, if not we need to request it from asset server.
//Console.WriteLine("asset request " + requestID);
if (!Assets.ContainsKey(requestID))
@ -636,6 +587,7 @@ namespace OpenSim.Framework.Communications.Cache
//no requests waiting
return;
}
// if less than 5, do all of them
int num = Math.Min(5, AssetRequests.Count);
@ -688,18 +640,10 @@ namespace OpenSim.Framework.Communications.Cache
//public bool AssetInCache;
//public int TimeRequested;
public int DiscardLevel = -1;
public AssetRequest()
{
}
}
public class AssetInfo : AssetBase
{
public AssetInfo()
{
}
public AssetInfo(AssetBase aBase)
{
Data = aBase.Data;
@ -712,10 +656,6 @@ namespace OpenSim.Framework.Communications.Cache
public class TextureImage : AssetBase
{
public TextureImage()
{
}
public TextureImage(AssetBase aBase)
{
Data = aBase.Data;