0004246: [Patch] FlotsamAssetCache deep scan & cache
Thank you, mcortez.prioritization
parent
09cd2ac443
commit
bf68dad643
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@ -43,6 +43,7 @@ using Mono.Addins;
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using OpenMetaverse;
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using OpenSim.Framework;
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using OpenSim.Framework.Console;
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using OpenSim.Region.Framework.Interfaces;
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using OpenSim.Region.Framework.Scenes;
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using OpenSim.Services.Interfaces;
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@ -54,7 +55,7 @@ using OpenSim.Services.Interfaces;
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namespace Flotsam.RegionModules.AssetCache
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{
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[Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule")]
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public class FlotsamAssetCache : ISharedRegionModule, IImprovedAssetCache
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public class FlotsamAssetCache : ISharedRegionModule, IImprovedAssetCache, IAssetService
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{
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private static readonly ILog m_log =
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LogManager.GetLogger(
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@ -102,6 +103,11 @@ namespace Flotsam.RegionModules.AssetCache
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private System.Timers.Timer m_CachCleanTimer = new System.Timers.Timer();
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private IAssetService m_AssetService = null;
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private List<Scene> m_Scenes = new List<Scene>();
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private bool m_DeepScanBeforePurge = false;
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public FlotsamAssetCache()
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{
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m_InvalidChars.AddRange(Path.GetInvalidPathChars());
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@ -122,6 +128,7 @@ namespace Flotsam.RegionModules.AssetCache
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{
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IConfig moduleConfig = source.Configs["Modules"];
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if (moduleConfig != null)
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{
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string name = moduleConfig.GetString("AssetCaching", "");
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@ -195,6 +202,12 @@ namespace Flotsam.RegionModules.AssetCache
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m_CacheWarnAt = assetConfig.GetInt("CacheWarnAt", 30000);
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m_DeepScanBeforePurge = assetConfig.GetBoolean("DeepScanBeforePurge", false);
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MainConsole.Instance.Commands.AddCommand(this.Name, true, "fcache status", "fcache status", "Display cache status", HandleConsoleCommand);
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MainConsole.Instance.Commands.AddCommand(this.Name, true, "fcache clear", "fcache clear [file] [memory]", "Remove all assets in the file and/or memory cache", HandleConsoleCommand);
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MainConsole.Instance.Commands.AddCommand(this.Name, true, "fcache assets", "fcache assets", "Attempt a deep scan and cache of all assets in all scenes", HandleConsoleCommand);
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MainConsole.Instance.Commands.AddCommand(this.Name, true, "fcache expire", "fcache expire <datetime>", "Purge cached assets older then the specified date/time", HandleConsoleCommand);
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}
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}
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@ -213,16 +226,23 @@ namespace Flotsam.RegionModules.AssetCache
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if (m_Enabled)
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{
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scene.RegisterModuleInterface<IImprovedAssetCache>(this);
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m_Scenes.Add(scene);
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//scene.AddCommand(this, "flotsamcache", "", "Display a list of console commands for the Flotsam Asset Cache", HandleConsoleCommand);
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scene.AddCommand(this, "flotsamcache counts", "flotsamcache counts", "Display the number of cached assets", HandleConsoleCommand);
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scene.AddCommand(this, "flotsamcache clearmem", "flotsamcache clearmem", "Remove all assets cached in memory", HandleConsoleCommand);
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scene.AddCommand(this, "flotsamcache clearfile", "flotsamcache clearfile", "Remove all assets cached on disk", HandleConsoleCommand);
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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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public void RemoveRegion(Scene scene)
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{
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if (m_Enabled)
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{
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scene.UnregisterModuleInterface<IImprovedAssetCache>(this);
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m_Scenes.Remove(scene);
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}
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}
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public void RegionLoaded(Scene scene)
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@ -442,31 +462,47 @@ namespace Flotsam.RegionModules.AssetCache
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if (m_LogLevel >= 2)
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m_log.DebugFormat("[FLOTSAM ASSET CACHE]: Checking for expired files older then {0}.", m_FileExpiration.ToString());
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// Purge all files last accessed prior to this point
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DateTime purgeLine = DateTime.Now - m_FileExpiration;
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// An optional deep scan at this point will ensure assets present in scenes,
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// or referenced by objects in the scene, but not recently accessed
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// are not purged.
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if (m_DeepScanBeforePurge)
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{
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CacheScenes();
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}
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foreach (string dir in Directory.GetDirectories(m_CacheDirectory))
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{
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CleanExpiredFiles(dir);
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CleanExpiredFiles(dir, purgeLine);
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}
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}
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/// <summary>
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/// Recurses through specified directory checking for expired asset files and deletes them. Also removes empty directories.
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/// Recurses through specified directory checking for asset files last
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/// accessed prior to the specified purge line and deletes them. Also
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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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private void CleanExpiredFiles(string dir)
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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 (DateTime.Now - File.GetLastAccessTime(file) > m_FileExpiration)
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if (File.GetLastAccessTime(file) < purgeLine)
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{
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File.Delete(file);
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}
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}
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// Recurse into lower tiers
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foreach (string subdir in Directory.GetDirectories(dir))
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{
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CleanExpiredFiles(subdir);
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CleanExpiredFiles(subdir, purgeLine);
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}
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// Check if a tier directory is empty, if so, delete it
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int dirSize = Directory.GetFiles(dir).Length + Directory.GetDirectories(dir).Length;
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if (dirSize == 0)
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{
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@ -478,6 +514,11 @@ namespace Flotsam.RegionModules.AssetCache
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}
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}
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/// <summary>
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/// Determines the filename for an AssetID stored in 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 string GetFileName(string id)
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{
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// Would it be faster to just hash the darn thing?
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@ -496,14 +537,23 @@ namespace Flotsam.RegionModules.AssetCache
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return Path.Combine(path, id);
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}
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/// <summary>
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/// Writes a file to the file cache, creating any nessesary
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/// tier directories along the way
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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)
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{
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Stream stream = null;
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// Make sure the target cache directory exists
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string directory = Path.GetDirectoryName(filename);
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// Write file first to a temp name, so that it doesn't look
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// like it's already cached while it's still writing.
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string tempname = Path.Combine(directory, Path.GetRandomFileName());
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try
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{
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if (!Directory.Exists(directory))
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@ -563,6 +613,11 @@ namespace Flotsam.RegionModules.AssetCache
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}
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}
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/// <summary>
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/// Scan through the file cache, and return number of assets currently cached.
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/// </summary>
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/// <param name="dir"></param>
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/// <returns></returns>
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private int GetFileCacheCount(string dir)
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{
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int count = Directory.GetFiles(dir).Length;
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@ -575,29 +630,67 @@ namespace Flotsam.RegionModules.AssetCache
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return count;
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}
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#region Console Commands
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private void HandleConsoleCommand(string module, string[] cmdparams)
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/// <summary>
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/// This notes the last time the Region had a deep asset scan performed on it.
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/// </summary>
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/// <param name="RegionID"></param>
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private void StampRegionStatusFile(UUID RegionID)
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{
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if (cmdparams.Length == 2)
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string RegionCacheStatusFile = Path.Combine(m_CacheDirectory, "RegionStatus_" + RegionID.ToString() + ".fac");
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if (File.Exists(RegionCacheStatusFile))
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{
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string cmd = cmdparams[1];
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switch (cmd)
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File.SetLastWriteTime(RegionCacheStatusFile, DateTime.Now);
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}
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else
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{
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case "count":
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case "counts":
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m_log.InfoFormat("[FLOTSAM ASSET CACHE] Memory Cache : {0}", m_MemoryCache.Count);
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File.WriteAllText(RegionCacheStatusFile, "Please do not delete this file unless you are manually clearing your Flotsam Asset Cache.");
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}
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}
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int fileCount = GetFileCacheCount(m_CacheDirectory);
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m_log.InfoFormat("[FLOTSAM ASSET CACHE] File Cache : {0}", fileCount);
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/// <summary>
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/// Iterates through all Scenes, doing a deep scan through assets
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/// to cache 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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/// <returns></returns>
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private int CacheScenes()
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{
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UuidGatherer gatherer = new UuidGatherer(m_AssetService);
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break;
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Dictionary<UUID, int> assets = new Dictionary<UUID, int>();
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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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case "clearmem":
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m_MemoryCache.Clear();
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m_log.InfoFormat("[FLOTSAM ASSET CACHE] Memory Cache Cleared, there are now {0} items in the memory cache", m_MemoryCache.Count);
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break;
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s.ForEachSOG(delegate(SceneObjectGroup e)
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{
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gatherer.GatherAssetUuids(e, assets);
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}
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);
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}
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case "clearfile":
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foreach (UUID assetID in assets.Keys)
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{
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string filename = GetFileName(assetID.ToString());
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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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m_AssetService.Get(assetID.ToString());
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}
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}
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return assets.Keys.Count;
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}
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/// <summary>
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/// Deletes all cache contents
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/// </summary>
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private void ClearFileCache()
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{
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foreach (string dir in Directory.GetDirectories(m_CacheDirectory))
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{
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try
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@ -621,9 +714,96 @@ namespace Flotsam.RegionModules.AssetCache
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LogException(e);
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}
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}
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}
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#region Console Commands
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private void HandleConsoleCommand(string module, string[] cmdparams)
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{
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if (cmdparams.Length >= 2)
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{
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string cmd = cmdparams[1];
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switch (cmd)
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{
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case "status":
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m_log.InfoFormat("[FLOTSAM ASSET CACHE] Memory Cache : {0} assets", m_MemoryCache.Count);
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int fileCount = GetFileCacheCount(m_CacheDirectory);
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m_log.InfoFormat("[FLOTSAM ASSET CACHE] File Cache : {0} assets", fileCount);
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foreach ( string s in Directory.GetFiles(m_CacheDirectory, "*.fac" ) )
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{
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m_log.Info("[FLOTSAM ASSET CACHE] Deep Scans were performed on the following regions:");
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string RegionID = s.Remove(0,s.IndexOf("_")).Replace(".fac","");
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DateTime RegionDeepScanTMStamp = File.GetLastWriteTime(s);
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m_log.InfoFormat("[FLOTSAM ASSET CACHE] Region: {0}, {1}", RegionID, RegionDeepScanTMStamp.ToString("MM/dd/yyyy hh:mm:ss"));
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}
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break;
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case "clear":
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if (cmdparams.Length < 3)
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{
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m_log.Warn("[FLOTSAM ASSET CACHE] Please specify memory and/or file cache.");
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break;
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}
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foreach (string s in cmdparams)
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{
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if (s.ToLower() == "memory")
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{
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m_MemoryCache.Clear();
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m_log.Info("[FLOTSAM ASSET CACHE] Memory cache cleared.");
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}
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else if (s.ToLower() == "file")
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{
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ClearFileCache();
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m_log.Info("[FLOTSAM ASSET CACHE] File cache cleared.");
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}
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}
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break;
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case "assets":
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m_log.Info("[FLOTSAM ASSET CACHE] Caching all assets, in all scenes.");
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Util.FireAndForget(delegate {
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int assetsCached = CacheScenes();
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m_log.InfoFormat("[FLOTSAM ASSET CACHE] Completed Scene Caching, {0} assets found.", assetsCached);
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});
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break;
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case "expire":
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if (cmdparams.Length >= 3)
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{
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m_log.InfoFormat("[FLOTSAM ASSET CACHE] Invalid parameters for Expire, please specify a valid date & time", cmd);
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break;
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}
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string s_expirationDate = "";
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DateTime expirationDate;
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if (cmdparams.Length > 3)
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{
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s_expirationDate = string.Join(" ", cmdparams, 2, cmdparams.Length - 2);
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}
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else
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{
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s_expirationDate = cmdparams[2];
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}
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if (!DateTime.TryParse(s_expirationDate, out expirationDate))
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{
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m_log.InfoFormat("[FLOTSAM ASSET CACHE] {0} is not a valid date & time", cmd);
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break;
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}
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CleanExpiredFiles(m_CacheDirectory, expirationDate);
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break;
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default:
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m_log.InfoFormat("[FLOTSAM ASSET CACHE] Unknown command {0}", cmd);
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break;
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@ -631,13 +811,66 @@ namespace Flotsam.RegionModules.AssetCache
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}
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else if (cmdparams.Length == 1)
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{
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m_log.InfoFormat("[FLOTSAM ASSET CACHE] flotsamcache counts - Display the number of cached assets");
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m_log.InfoFormat("[FLOTSAM ASSET CACHE] flotsamcache status - Display cache status");
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m_log.InfoFormat("[FLOTSAM ASSET CACHE] flotsamcache clearmem - Remove all assets cached in memory");
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m_log.InfoFormat("[FLOTSAM ASSET CACHE] flotsamcache clearfile - Remove all assets cached on disk");
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m_log.InfoFormat("[FLOTSAM ASSET CACHE] flotsamcache cachescenes - Attempt a deep cache of all assets in all scenes");
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m_log.InfoFormat("[FLOTSAM ASSET CACHE] flotsamcache <datetime> - Purge assets older then the specified date & time");
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}
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}
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#endregion
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#region IAssetService Members
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public AssetMetadata GetMetadata(string id)
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{
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AssetBase asset = Get(id);
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return asset.Metadata;
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}
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public byte[] GetData(string id)
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{
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AssetBase asset = Get(id);
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return asset.Data;
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}
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public bool Get(string id, object sender, AssetRetrieved handler)
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{
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AssetBase asset = Get(id);
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handler(id, sender, asset);
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return true;
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}
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public string Store(AssetBase asset)
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{
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if ((asset.FullID == null) || (asset.FullID == UUID.Zero))
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{
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asset.FullID = UUID.Random();
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}
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Cache(asset);
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return asset.ID;
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}
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public bool UpdateContent(string id, byte[] data)
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{
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AssetBase asset = Get(id);
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asset.Data = data;
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Cache(asset);
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return true;
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}
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public bool Delete(string id)
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{
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Expire(id);
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return true;
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}
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#endregion
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}
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}
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@ -50,3 +50,10 @@
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; Warning level for cache directory size
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;CacheWarnAt = 30000
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; Perform a deep scan of all assets within all regions, looking for all assets
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; present or referenced. Mark all assets found that are already present in the
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; cache, and request all assets that are found that are not already cached (this
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; will cause those assets to be cached)
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;
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; DeepScanBeforePurge = false
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