Mantis #7567: added an 8-sec expiring item cache to the inventory network connector. This fixed the problem on my local test grid and generally made things faster. This cache has been needed for a while... there are many parts in the code where the sim gets an item multiple times in a short amount of time (rezzing attachs and objects, for example).
Other minor changes: - added the scene as a parameter to the constructor od FetchInvDescHandler, so that I could see in which scene the handler was being called - brought linked items in linked folders back to being prefetchedfsassets
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3141664d6b
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bac53387a9
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@ -50,18 +50,21 @@ namespace OpenSim.Capabilities.Handlers
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private IInventoryService m_InventoryService;
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private ILibraryService m_LibraryService;
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private IScene m_Scene;
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// private object m_fetchLock = new Object();
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public FetchInvDescHandler(IInventoryService invService, ILibraryService libService)
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public FetchInvDescHandler(IInventoryService invService, ILibraryService libService, IScene s)
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{
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m_InventoryService = invService;
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m_LibraryService = libService;
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m_Scene = s;
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}
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public string FetchInventoryDescendentsRequest(string request, string path, string param, IOSHttpRequest httpRequest, IOSHttpResponse httpResponse)
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{
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//m_log.DebugFormat("[XXX]: FetchInventoryDescendentsRequest in {0}, {1}", (m_Scene == null) ? "none" : m_Scene.Name, request);
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// nasty temporary hack here, the linden client falsely
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// identifies the uuid 00000000-0000-0000-0000-000000000000
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// as a string which breaks us
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@ -725,20 +728,20 @@ namespace OpenSim.Capabilities.Handlers
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itemsToReturn.InsertRange(0, links);
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//foreach (InventoryItemBase link in linkedFolderContents.Items)
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//{
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// // Take care of genuinely broken links where the target doesn't exist
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// // HACK: Also, don't follow up links that just point to other links. In theory this is legitimate,
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// // but no viewer has been observed to set these up and this is the lazy way of avoiding cycles
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// // rather than having to keep track of every folder requested in the recursion.
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// if (link != null && link.AssetType == (int)AssetType.Link)
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// {
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// //m_log.DebugFormat(
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// // "[WEB FETCH INV DESC HANDLER]: Adding item {0} {1} from folder {2} linked from {3} ({4} {5})",
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// // link.Name, (AssetType)link.AssetType, linkedFolderContents.FolderID, contents.FolderID, link.ID, link.AssetID);
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// itemIDs.Add(link.AssetID);
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// }
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//}
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foreach (InventoryItemBase link in linkedFolderContents.Items)
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{
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// Take care of genuinely broken links where the target doesn't exist
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// HACK: Also, don't follow up links that just point to other links. In theory this is legitimate,
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// but no viewer has been observed to set these up and this is the lazy way of avoiding cycles
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// rather than having to keep track of every folder requested in the recursion.
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if (link != null && link.AssetType == (int)AssetType.Link)
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{
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//m_log.DebugFormat(
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// "[WEB FETCH INV DESC HANDLER]: Adding item {0} {1} from folder {2} linked from {3} ({4} {5})",
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// link.Name, (AssetType)link.AssetType, linkedFolderContents.FolderID, contents.FolderID, link.ID, link.AssetID);
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itemIDs.Add(link.AssetID);
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}
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}
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}
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}
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@ -67,7 +67,7 @@ namespace OpenSim.Capabilities.Handlers
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m_LibraryService =
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ServerUtils.LoadPlugin<ILibraryService>(libService, args);
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FetchInvDescHandler webFetchHandler = new FetchInvDescHandler(m_InventoryService, m_LibraryService);
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FetchInvDescHandler webFetchHandler = new FetchInvDescHandler(m_InventoryService, m_LibraryService, null);
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IRequestHandler reqHandler
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= new RestStreamHandler(
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"POST",
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@ -54,7 +54,7 @@ namespace OpenSim.Capabilities.Handlers
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public string FetchInventoryRequest(string request, string path, string param, IOSHttpRequest httpRequest, IOSHttpResponse httpResponse)
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{
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// m_log.DebugFormat("[FETCH INVENTORY HANDLER]: Received FetchInventory capabilty request");
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//m_log.DebugFormat("[FETCH INVENTORY HANDLER]: Received FetchInventory capability request {0}", request);
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OSDMap requestmap = (OSDMap)OSDParser.DeserializeLLSDXml(Utils.StringToBytes(request));
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OSDArray itemsRequested = (OSDArray)requestmap["items"];
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@ -133,7 +133,7 @@ namespace OpenSim.Capabilities.Handlers.FetchInventory.Tests
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Init();
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FetchInvDescHandler handler = new FetchInvDescHandler(m_scene.InventoryService, null);
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FetchInvDescHandler handler = new FetchInvDescHandler(m_scene.InventoryService, null, m_scene);
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TestOSHttpRequest req = new TestOSHttpRequest();
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TestOSHttpResponse resp = new TestOSHttpResponse();
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@ -157,7 +157,7 @@ namespace OpenSim.Capabilities.Handlers.FetchInventory.Tests
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{
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TestHelpers.InMethod();
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FetchInvDescHandler handler = new FetchInvDescHandler(m_scene.InventoryService, null);
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FetchInvDescHandler handler = new FetchInvDescHandler(m_scene.InventoryService, null, m_scene);
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TestOSHttpRequest req = new TestOSHttpRequest();
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TestOSHttpResponse resp = new TestOSHttpResponse();
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@ -187,7 +187,7 @@ namespace OpenSim.Capabilities.Handlers.FetchInventory.Tests
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{
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TestHelpers.InMethod();
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FetchInvDescHandler handler = new FetchInvDescHandler(m_scene.InventoryService, null);
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FetchInvDescHandler handler = new FetchInvDescHandler(m_scene.InventoryService, null, m_scene);
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TestOSHttpRequest req = new TestOSHttpRequest();
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TestOSHttpResponse resp = new TestOSHttpResponse();
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@ -230,7 +230,7 @@ namespace OpenSim.Capabilities.Handlers.FetchInventory.Tests
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{
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TestHelpers.InMethod();
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FetchInvDescHandler handler = new FetchInvDescHandler(m_scene.InventoryService, null);
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FetchInvDescHandler handler = new FetchInvDescHandler(m_scene.InventoryService, null, m_scene);
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TestOSHttpRequest req = new TestOSHttpRequest();
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TestOSHttpResponse resp = new TestOSHttpResponse();
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@ -197,7 +197,7 @@ namespace OpenSim.Region.ClientStack.Linden
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m_LibraryService = Scene.LibraryService;
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// We'll reuse the same handler for all requests.
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m_webFetchHandler = new FetchInvDescHandler(m_InventoryService, m_LibraryService);
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m_webFetchHandler = new FetchInvDescHandler(m_InventoryService, m_LibraryService, Scene);
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Scene.EventManager.OnRegisterCaps += RegisterCaps;
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@ -62,6 +62,9 @@ namespace OpenSim.Services.Connectors
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/// </remarks>
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private int m_requestTimeoutSecs = -1;
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private const double CACHE_EXPIRATION_SECONDS = 8.0;
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private ExpiringCache<UUID, InventoryItemBase> m_ItemCache = new ExpiringCache<UUID,InventoryItemBase>();
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public XInventoryServicesConnector()
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{
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}
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@ -511,6 +514,10 @@ namespace OpenSim.Services.Connectors
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public InventoryItemBase GetItem(InventoryItemBase item)
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{
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InventoryItemBase retrieved = null;
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if (m_ItemCache.TryGetValue(item.ID, out retrieved))
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return retrieved;
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try
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{
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Dictionary<string, object> ret = MakeRequest("GETITEM",
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@ -521,39 +528,57 @@ namespace OpenSim.Services.Connectors
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if (!CheckReturn(ret))
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return null;
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return BuildItem((Dictionary<string, object>)ret["item"]);
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retrieved = BuildItem((Dictionary<string, object>)ret["item"]);
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}
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catch (Exception e)
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{
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m_log.Error("[XINVENTORY SERVICES CONNECTOR]: Exception in GetItem: ", e);
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}
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return null;
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m_ItemCache.AddOrUpdate(item.ID, retrieved, CACHE_EXPIRATION_SECONDS);
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return retrieved;
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}
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public virtual InventoryItemBase[] GetMultipleItems(UUID principalID, UUID[] itemIDs)
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{
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InventoryItemBase[] itemArr = new InventoryItemBase[itemIDs.Length];
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// Try to get them from the cache
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List<UUID> pending = new List<UUID>();
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InventoryItemBase item = null;
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int i = 0;
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foreach (UUID id in itemIDs)
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{
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if (m_ItemCache.TryGetValue(id, out item))
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itemArr[i++] = item;
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else
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pending.Add(id);
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}
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try
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{
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Dictionary<string, object> resultSet = MakeRequest("GETMULTIPLEITEMS",
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new Dictionary<string, object> {
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{ "PRINCIPAL", principalID.ToString() },
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{ "ITEMS", String.Join(",", itemIDs) },
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{ "COUNT", itemIDs.Length.ToString() }
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{ "ITEMS", String.Join(",", pending.ToArray()) },
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{ "COUNT", pending.Count.ToString() }
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});
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if (!CheckReturn(resultSet))
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return null;
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int i = 0;
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// carry over index i where we left above
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foreach (KeyValuePair<string, object> kvp in resultSet)
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{
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InventoryCollection inventory = new InventoryCollection();
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if (kvp.Key.StartsWith("item_"))
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{
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if (kvp.Value is Dictionary<string, object>)
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itemArr[i++] = BuildItem((Dictionary<string, object>)kvp.Value);
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{
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item = BuildItem((Dictionary<string, object>)kvp.Value);
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m_ItemCache.AddOrUpdate(item.ID, item, CACHE_EXPIRATION_SECONDS);
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itemArr[i++] = item;
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}
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else
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itemArr[i++] = null;
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}
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