0004246: [Patch] FlotsamAssetCache deep scan & cache

Thank you, mcortez.
prioritization
Melanie 2009-10-12 23:21:32 +01:00
parent 09cd2ac443
commit bf68dad643
2 changed files with 285 additions and 45 deletions

View File

@ -43,6 +43,7 @@ using Mono.Addins;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Framework.Console;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Services.Interfaces;
@ -54,7 +55,7 @@ using OpenSim.Services.Interfaces;
namespace Flotsam.RegionModules.AssetCache
{
[Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule")]
public class FlotsamAssetCache : ISharedRegionModule, IImprovedAssetCache
public class FlotsamAssetCache : ISharedRegionModule, IImprovedAssetCache, IAssetService
{
private static readonly ILog m_log =
LogManager.GetLogger(
@ -102,6 +103,11 @@ namespace Flotsam.RegionModules.AssetCache
private System.Timers.Timer m_CachCleanTimer = new System.Timers.Timer();
private IAssetService m_AssetService = null;
private List<Scene> m_Scenes = new List<Scene>();
private bool m_DeepScanBeforePurge = false;
public FlotsamAssetCache()
{
m_InvalidChars.AddRange(Path.GetInvalidPathChars());
@ -122,6 +128,7 @@ namespace Flotsam.RegionModules.AssetCache
{
IConfig moduleConfig = source.Configs["Modules"];
if (moduleConfig != null)
{
string name = moduleConfig.GetString("AssetCaching", "");
@ -195,6 +202,12 @@ namespace Flotsam.RegionModules.AssetCache
m_CacheWarnAt = assetConfig.GetInt("CacheWarnAt", 30000);
m_DeepScanBeforePurge = assetConfig.GetBoolean("DeepScanBeforePurge", false);
MainConsole.Instance.Commands.AddCommand(this.Name, true, "fcache status", "fcache status", "Display cache status", HandleConsoleCommand);
MainConsole.Instance.Commands.AddCommand(this.Name, true, "fcache clear", "fcache clear [file] [memory]", "Remove all assets in the file and/or memory cache", HandleConsoleCommand);
MainConsole.Instance.Commands.AddCommand(this.Name, true, "fcache assets", "fcache assets", "Attempt a deep scan and cache of all assets in all scenes", HandleConsoleCommand);
MainConsole.Instance.Commands.AddCommand(this.Name, true, "fcache expire", "fcache expire <datetime>", "Purge cached assets older then the specified date/time", HandleConsoleCommand);
}
}
@ -213,16 +226,23 @@ namespace Flotsam.RegionModules.AssetCache
if (m_Enabled)
{
scene.RegisterModuleInterface<IImprovedAssetCache>(this);
m_Scenes.Add(scene);
//scene.AddCommand(this, "flotsamcache", "", "Display a list of console commands for the Flotsam Asset Cache", HandleConsoleCommand);
scene.AddCommand(this, "flotsamcache counts", "flotsamcache counts", "Display the number of cached assets", HandleConsoleCommand);
scene.AddCommand(this, "flotsamcache clearmem", "flotsamcache clearmem", "Remove all assets cached in memory", HandleConsoleCommand);
scene.AddCommand(this, "flotsamcache clearfile", "flotsamcache clearfile", "Remove all assets cached on disk", HandleConsoleCommand);
if (m_AssetService == null)
{
m_AssetService = scene.RequestModuleInterface<IAssetService>();
}
}
}
public void RemoveRegion(Scene scene)
{
if (m_Enabled)
{
scene.UnregisterModuleInterface<IImprovedAssetCache>(this);
m_Scenes.Remove(scene);
}
}
public void RegionLoaded(Scene scene)
@ -442,31 +462,47 @@ namespace Flotsam.RegionModules.AssetCache
if (m_LogLevel >= 2)
m_log.DebugFormat("[FLOTSAM ASSET CACHE]: Checking for expired files older then {0}.", m_FileExpiration.ToString());
// Purge all files last accessed prior to this point
DateTime purgeLine = DateTime.Now - m_FileExpiration;
// An optional deep scan at this point will ensure assets present in scenes,
// or referenced by objects in the scene, but not recently accessed
// are not purged.
if (m_DeepScanBeforePurge)
{
CacheScenes();
}
foreach (string dir in Directory.GetDirectories(m_CacheDirectory))
{
CleanExpiredFiles(dir);
CleanExpiredFiles(dir, purgeLine);
}
}
/// <summary>
/// Recurses through specified directory checking for expired asset files and deletes them. Also removes empty directories.
/// Recurses through specified directory checking for asset files last
/// accessed prior to the specified purge line and deletes them. Also
/// removes empty tier directories.
/// </summary>
/// <param name="dir"></param>
private void CleanExpiredFiles(string dir)
private void CleanExpiredFiles(string dir, DateTime purgeLine)
{
foreach (string file in Directory.GetFiles(dir))
{
if (DateTime.Now - File.GetLastAccessTime(file) > m_FileExpiration)
if (File.GetLastAccessTime(file) < purgeLine)
{
File.Delete(file);
}
}
// Recurse into lower tiers
foreach (string subdir in Directory.GetDirectories(dir))
{
CleanExpiredFiles(subdir);
CleanExpiredFiles(subdir, purgeLine);
}
// Check if a tier directory is empty, if so, delete it
int dirSize = Directory.GetFiles(dir).Length + Directory.GetDirectories(dir).Length;
if (dirSize == 0)
{
@ -478,6 +514,11 @@ namespace Flotsam.RegionModules.AssetCache
}
}
/// <summary>
/// Determines the filename for an AssetID stored in the file cache
/// </summary>
/// <param name="id"></param>
/// <returns></returns>
private string GetFileName(string id)
{
// Would it be faster to just hash the darn thing?
@ -496,14 +537,23 @@ namespace Flotsam.RegionModules.AssetCache
return Path.Combine(path, id);
}
/// <summary>
/// Writes a file to the file cache, creating any nessesary
/// tier directories along the way
/// </summary>
/// <param name="filename"></param>
/// <param name="asset"></param>
private void WriteFileCache(string filename, AssetBase asset)
{
Stream stream = null;
// Make sure the target cache directory exists
string directory = Path.GetDirectoryName(filename);
// Write file first to a temp name, so that it doesn't look
// like it's already cached while it's still writing.
string tempname = Path.Combine(directory, Path.GetRandomFileName());
try
{
if (!Directory.Exists(directory))
@ -563,6 +613,11 @@ namespace Flotsam.RegionModules.AssetCache
}
}
/// <summary>
/// Scan through the file cache, and return number of assets currently cached.
/// </summary>
/// <param name="dir"></param>
/// <returns></returns>
private int GetFileCacheCount(string dir)
{
int count = Directory.GetFiles(dir).Length;
@ -575,29 +630,67 @@ namespace Flotsam.RegionModules.AssetCache
return count;
}
#region Console Commands
private void HandleConsoleCommand(string module, string[] cmdparams)
/// <summary>
/// This notes the last time the Region had a deep asset scan performed on it.
/// </summary>
/// <param name="RegionID"></param>
private void StampRegionStatusFile(UUID RegionID)
{
if (cmdparams.Length == 2)
string RegionCacheStatusFile = Path.Combine(m_CacheDirectory, "RegionStatus_" + RegionID.ToString() + ".fac");
if (File.Exists(RegionCacheStatusFile))
{
string cmd = cmdparams[1];
switch (cmd)
File.SetLastWriteTime(RegionCacheStatusFile, DateTime.Now);
}
else
{
case "count":
case "counts":
m_log.InfoFormat("[FLOTSAM ASSET CACHE] Memory Cache : {0}", m_MemoryCache.Count);
File.WriteAllText(RegionCacheStatusFile, "Please do not delete this file unless you are manually clearing your Flotsam Asset Cache.");
}
}
int fileCount = GetFileCacheCount(m_CacheDirectory);
m_log.InfoFormat("[FLOTSAM ASSET CACHE] File Cache : {0}", fileCount);
/// <summary>
/// Iterates through all Scenes, doing a deep scan through assets
/// to cache all assets present in the scene or referenced by assets
/// in the scene
/// </summary>
/// <returns></returns>
private int CacheScenes()
{
UuidGatherer gatherer = new UuidGatherer(m_AssetService);
break;
Dictionary<UUID, int> assets = new Dictionary<UUID, int>();
foreach (Scene s in m_Scenes)
{
StampRegionStatusFile(s.RegionInfo.RegionID);
case "clearmem":
m_MemoryCache.Clear();
m_log.InfoFormat("[FLOTSAM ASSET CACHE] Memory Cache Cleared, there are now {0} items in the memory cache", m_MemoryCache.Count);
break;
s.ForEachSOG(delegate(SceneObjectGroup e)
{
gatherer.GatherAssetUuids(e, assets);
}
);
}
case "clearfile":
foreach (UUID assetID in assets.Keys)
{
string filename = GetFileName(assetID.ToString());
if (File.Exists(filename))
{
File.SetLastAccessTime(filename, DateTime.Now);
}
else
{
m_AssetService.Get(assetID.ToString());
}
}
return assets.Keys.Count;
}
/// <summary>
/// Deletes all cache contents
/// </summary>
private void ClearFileCache()
{
foreach (string dir in Directory.GetDirectories(m_CacheDirectory))
{
try
@ -621,9 +714,96 @@ namespace Flotsam.RegionModules.AssetCache
LogException(e);
}
}
}
#region Console Commands
private void HandleConsoleCommand(string module, string[] cmdparams)
{
if (cmdparams.Length >= 2)
{
string cmd = cmdparams[1];
switch (cmd)
{
case "status":
m_log.InfoFormat("[FLOTSAM ASSET CACHE] Memory Cache : {0} assets", m_MemoryCache.Count);
int fileCount = GetFileCacheCount(m_CacheDirectory);
m_log.InfoFormat("[FLOTSAM ASSET CACHE] File Cache : {0} assets", fileCount);
foreach ( string s in Directory.GetFiles(m_CacheDirectory, "*.fac" ) )
{
m_log.Info("[FLOTSAM ASSET CACHE] Deep Scans were performed on the following regions:");
string RegionID = s.Remove(0,s.IndexOf("_")).Replace(".fac","");
DateTime RegionDeepScanTMStamp = File.GetLastWriteTime(s);
m_log.InfoFormat("[FLOTSAM ASSET CACHE] Region: {0}, {1}", RegionID, RegionDeepScanTMStamp.ToString("MM/dd/yyyy hh:mm:ss"));
}
break;
case "clear":
if (cmdparams.Length < 3)
{
m_log.Warn("[FLOTSAM ASSET CACHE] Please specify memory and/or file cache.");
break;
}
foreach (string s in cmdparams)
{
if (s.ToLower() == "memory")
{
m_MemoryCache.Clear();
m_log.Info("[FLOTSAM ASSET CACHE] Memory cache cleared.");
}
else if (s.ToLower() == "file")
{
ClearFileCache();
m_log.Info("[FLOTSAM ASSET CACHE] File cache cleared.");
}
}
break;
case "assets":
m_log.Info("[FLOTSAM ASSET CACHE] Caching all assets, in all scenes.");
Util.FireAndForget(delegate {
int assetsCached = CacheScenes();
m_log.InfoFormat("[FLOTSAM ASSET CACHE] Completed Scene Caching, {0} assets found.", assetsCached);
});
break;
case "expire":
if (cmdparams.Length >= 3)
{
m_log.InfoFormat("[FLOTSAM ASSET CACHE] Invalid parameters for Expire, please specify a valid date & time", cmd);
break;
}
string s_expirationDate = "";
DateTime expirationDate;
if (cmdparams.Length > 3)
{
s_expirationDate = string.Join(" ", cmdparams, 2, cmdparams.Length - 2);
}
else
{
s_expirationDate = cmdparams[2];
}
if (!DateTime.TryParse(s_expirationDate, out expirationDate))
{
m_log.InfoFormat("[FLOTSAM ASSET CACHE] {0} is not a valid date & time", cmd);
break;
}
CleanExpiredFiles(m_CacheDirectory, expirationDate);
break;
default:
m_log.InfoFormat("[FLOTSAM ASSET CACHE] Unknown command {0}", cmd);
break;
@ -631,13 +811,66 @@ namespace Flotsam.RegionModules.AssetCache
}
else if (cmdparams.Length == 1)
{
m_log.InfoFormat("[FLOTSAM ASSET CACHE] flotsamcache counts - Display the number of cached assets");
m_log.InfoFormat("[FLOTSAM ASSET CACHE] flotsamcache status - Display cache status");
m_log.InfoFormat("[FLOTSAM ASSET CACHE] flotsamcache clearmem - Remove all assets cached in memory");
m_log.InfoFormat("[FLOTSAM ASSET CACHE] flotsamcache clearfile - Remove all assets cached on disk");
m_log.InfoFormat("[FLOTSAM ASSET CACHE] flotsamcache cachescenes - Attempt a deep cache of all assets in all scenes");
m_log.InfoFormat("[FLOTSAM ASSET CACHE] flotsamcache <datetime> - Purge assets older then the specified date & time");
}
}
#endregion
#region IAssetService Members
public AssetMetadata GetMetadata(string id)
{
AssetBase asset = Get(id);
return asset.Metadata;
}
public byte[] GetData(string id)
{
AssetBase asset = Get(id);
return asset.Data;
}
public bool Get(string id, object sender, AssetRetrieved handler)
{
AssetBase asset = Get(id);
handler(id, sender, asset);
return true;
}
public string Store(AssetBase asset)
{
if ((asset.FullID == null) || (asset.FullID == UUID.Zero))
{
asset.FullID = UUID.Random();
}
Cache(asset);
return asset.ID;
}
public bool UpdateContent(string id, byte[] data)
{
AssetBase asset = Get(id);
asset.Data = data;
Cache(asset);
return true;
}
public bool Delete(string id)
{
Expire(id);
return true;
}
#endregion
}
}

View File

@ -50,3 +50,10 @@
; Warning level for cache directory size
;CacheWarnAt = 30000
; Perform a deep scan of all assets within all regions, looking for all assets
; present or referenced. Mark all assets found that are already present in the
; cache, and request all assets that are found that are not already cached (this
; will cause those assets to be cached)
;
; DeepScanBeforePurge = false