flotsam: deeper changes on files expire
parent
c575c211f9
commit
c19a0cc21f
|
@ -33,6 +33,7 @@ using System.Reflection;
|
|||
using System.Runtime.Serialization.Formatters.Binary;
|
||||
using System.Text;
|
||||
using System.Threading;
|
||||
using System.Threading.Tasks;
|
||||
using System.Timers;
|
||||
using log4net;
|
||||
using Nini.Config;
|
||||
|
@ -257,6 +258,7 @@ namespace OpenSim.Region.CoreModules.Asset
|
|||
{
|
||||
if(m_Scenes.Count <= 0)
|
||||
{
|
||||
m_cleanupRunning = false;
|
||||
if (m_timerRunning)
|
||||
{
|
||||
m_timerRunning = false;
|
||||
|
@ -676,48 +678,49 @@ namespace OpenSim.Region.CoreModules.Asset
|
|||
weakAssetReferences = new Dictionary<string, WeakReference>();
|
||||
}
|
||||
|
||||
private void CleanupExpiredFiles(object source, ElapsedEventArgs e)
|
||||
private async void CleanupExpiredFiles(object source, ElapsedEventArgs e)
|
||||
{
|
||||
lock (timerLock)
|
||||
{
|
||||
if(!m_timerRunning || m_cleanupRunning)
|
||||
if (!m_timerRunning || m_cleanupRunning || !Directory.Exists(m_CacheDirectory))
|
||||
return;
|
||||
m_cleanupRunning = true;
|
||||
}
|
||||
|
||||
// Purge all files last accessed prior to this point
|
||||
await DoCleanExpiredFiles(DateTime.Now - m_FileExpiration).ConfigureAwait(false);
|
||||
}
|
||||
|
||||
private async Task DoCleanExpiredFiles(DateTime purgeLine)
|
||||
{
|
||||
long heap = 0;
|
||||
//if (m_LogLevel >= 2)
|
||||
{
|
||||
m_log.DebugFormat("[FLOTSAM ASSET CACHE]: Start automatic Check for expired files older then {0}.", m_FileExpiration);
|
||||
m_log.DebugFormat("[FLOTSAM ASSET CACHE]: Start Check for expired files older then {0}.", m_FileExpiration);
|
||||
heap = GC.GetTotalMemory(false);
|
||||
}
|
||||
|
||||
// Purge all files last accessed prior to this point
|
||||
DateTime purgeLine = DateTime.Now - m_FileExpiration;
|
||||
|
||||
// An asset cache may contain local non-temporary assets that are not in the asset service. Therefore,
|
||||
// before cleaning up expired files we must scan the objects in the scene to make sure that we retain
|
||||
// such local assets if they have not been recently accessed.
|
||||
TouchAllSceneAssets(false);
|
||||
int cooldown = 0;
|
||||
m_log.Info("[FLOTSAM ASSET CACHE] asset files expire");
|
||||
if (Directory.Exists(m_CacheDirectory))
|
||||
{
|
||||
foreach (string dir in Directory.GetDirectories(m_CacheDirectory))
|
||||
CleanExpiredFiles(dir, purgeLine, ref cooldown);
|
||||
}
|
||||
Dictionary<UUID,sbyte> gids = await gatherSceneAssets().ConfigureAwait(false);
|
||||
|
||||
lock(timerLock)
|
||||
int cooldown = 0;
|
||||
m_log.Info("[FLOTSAM ASSET CACHE] do asset files expire");
|
||||
foreach (string subdir in Directory.GetDirectories(m_CacheDirectory))
|
||||
CleanExpiredFiles(subdir, gids, purgeLine, ref cooldown);
|
||||
|
||||
lock (timerLock)
|
||||
{
|
||||
if(m_timerRunning)
|
||||
if (m_timerRunning)
|
||||
m_CacheCleanTimer.Start();
|
||||
m_cleanupRunning = false;
|
||||
}
|
||||
//if (m_LogLevel >= 2)
|
||||
{
|
||||
heap = GC.GetTotalMemory(false) - heap;
|
||||
double fheap = Math.Round((double)(heap / (1024 * 1024)),3);
|
||||
m_log.DebugFormat("[FLOTSAM ASSET CACHE]: Finished automatic Check for expired files heap delta: {0}MB.", fheap);
|
||||
double fheap = Math.Round((double)(heap / (1024 * 1024)), 3);
|
||||
m_log.DebugFormat("[FLOTSAM ASSET CACHE]: Finished Check for expired files, heap delta: {0}MB.", fheap);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -787,6 +790,75 @@ namespace OpenSim.Region.CoreModules.Asset
|
|||
}
|
||||
}
|
||||
|
||||
private void CleanExpiredFiles(string dir, Dictionary<UUID, sbyte> gids, DateTime purgeLine, ref int cooldown)
|
||||
{
|
||||
try
|
||||
{
|
||||
if (!Directory.Exists(dir))
|
||||
return;
|
||||
|
||||
int dirSize = 0;
|
||||
foreach (string file in Directory.GetFiles(dir))
|
||||
{
|
||||
|
||||
if (!m_cleanupRunning)
|
||||
return;
|
||||
|
||||
++dirSize;
|
||||
string id = Path.GetFileName(file);
|
||||
if (String.IsNullOrEmpty(id))
|
||||
continue; //??
|
||||
|
||||
if(UUID.TryParse(id, out UUID uid) && gids.ContainsKey(uid))
|
||||
continue;
|
||||
|
||||
if (File.GetLastAccessTime(file) < purgeLine)
|
||||
{
|
||||
File.Delete(file);
|
||||
cooldown += 2;
|
||||
lock (weakAssetReferencesLock)
|
||||
weakAssetReferences.Remove(id);
|
||||
}
|
||||
if (++cooldown >= 30)
|
||||
{
|
||||
Thread.Sleep(50);
|
||||
cooldown = 0;
|
||||
}
|
||||
}
|
||||
|
||||
// Recurse into lower tiers
|
||||
foreach (string subdir in Directory.GetDirectories(dir))
|
||||
{
|
||||
if (!m_cleanupRunning)
|
||||
return;
|
||||
|
||||
++dirSize;
|
||||
CleanExpiredFiles(subdir, gids, purgeLine, ref cooldown);
|
||||
}
|
||||
|
||||
// Check if a tier directory is empty, if so, delete it
|
||||
if (m_cleanupRunning && dirSize == 0)
|
||||
{
|
||||
Directory.Delete(dir);
|
||||
}
|
||||
else if (dirSize >= m_CacheWarnAt)
|
||||
{
|
||||
m_log.WarnFormat(
|
||||
"[FLOTSAM ASSET CACHE]: Cache folder exceeded CacheWarnAt limit {0} {1}. Suggest increasing tiers, tier length, or reducing cache expiration",
|
||||
dir, dirSize);
|
||||
}
|
||||
}
|
||||
catch (DirectoryNotFoundException)
|
||||
{
|
||||
// If we get here, another node on the same box has
|
||||
// already removed the directory. Continue with next.
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
m_log.WarnFormat("[FLOTSAM ASSET CACHE]: Could not complete clean of expired files in {0}, exception {1}", dir, e.Message);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Determines the filename for an AssetID stored in the file cache
|
||||
/// </summary>
|
||||
|
@ -950,11 +1022,39 @@ namespace OpenSim.Region.CoreModules.Asset
|
|||
/// If true, then assets scanned which are not found in cache are added to the cache.
|
||||
/// </param>
|
||||
/// <returns>Number of distinct asset references found in the scene.</returns>
|
||||
private int TouchAllSceneAssets(bool tryGetUncached)
|
||||
private async Task<int> TouchAllSceneAssets(bool tryGetUncached)
|
||||
{
|
||||
m_log.Info("[FLOTSAM ASSET CACHE] start touch files of assets in use");
|
||||
|
||||
UuidGatherer gatherer = new UuidGatherer(m_AssetService);
|
||||
Dictionary<UUID,sbyte> gatheredids = await gatherSceneAssets();
|
||||
|
||||
int cooldown = 0;
|
||||
foreach(UUID id in gatheredids.Keys)
|
||||
{
|
||||
if (!m_cleanupRunning)
|
||||
break;
|
||||
|
||||
string idstr = id.ToString();
|
||||
if (!UpdateFileLastAccessTime(GetFileName(idstr)) && tryGetUncached)
|
||||
{
|
||||
cooldown += 5;
|
||||
m_AssetService.Get(idstr);
|
||||
}
|
||||
if (++cooldown > 50)
|
||||
{
|
||||
Thread.Sleep(50);
|
||||
cooldown = 0;
|
||||
}
|
||||
}
|
||||
return gatheredids.Count;
|
||||
}
|
||||
|
||||
private async Task<Dictionary<UUID, sbyte>> gatherSceneAssets()
|
||||
{
|
||||
m_log.Info("[FLOTSAM ASSET CACHE] gather assets in use");
|
||||
|
||||
Dictionary<UUID, sbyte> gatheredids = new Dictionary<UUID, sbyte>();
|
||||
UuidGatherer gatherer = new UuidGatherer(m_AssetService, gatheredids);
|
||||
|
||||
int cooldown = 0;
|
||||
foreach (Scene s in m_Scenes)
|
||||
|
@ -966,60 +1066,62 @@ namespace OpenSim.Region.CoreModules.Asset
|
|||
gatherer.AddGathered(s.RegionInfo.RegionSettings.TerrainTexture4, (sbyte)AssetType.Texture);
|
||||
gatherer.AddGathered(s.RegionInfo.RegionSettings.TerrainImageID, (sbyte)AssetType.Texture);
|
||||
|
||||
if (s.RegionEnvironment != null)
|
||||
s.RegionEnvironment.GatherAssets(gatheredids);
|
||||
|
||||
if (s.LandChannel != null)
|
||||
{
|
||||
List<ILandObject> landObjects = s.LandChannel.AllParcels();
|
||||
foreach (ILandObject lo in landObjects)
|
||||
{
|
||||
if (lo.LandData != null && lo.LandData.Environment != null)
|
||||
lo.LandData.Environment.GatherAssets(gatheredids);
|
||||
}
|
||||
}
|
||||
|
||||
EntityBase[] entities = s.Entities.GetEntities();
|
||||
for (int i = 0; i < entities.Length; ++i)
|
||||
{
|
||||
if (!m_timerRunning && !tryGetUncached)
|
||||
if (!m_cleanupRunning)
|
||||
break;
|
||||
|
||||
EntityBase entity = entities[i];
|
||||
if(entity is SceneObjectGroup)
|
||||
if (entity is SceneObjectGroup)
|
||||
{
|
||||
SceneObjectGroup e = entity as SceneObjectGroup;
|
||||
if(e.IsDeleted)
|
||||
if (e.IsDeleted)
|
||||
continue;
|
||||
|
||||
gatherer.AddForInspection(e);
|
||||
while(gatherer.GatherNext())
|
||||
while (gatherer.GatherNext())
|
||||
{
|
||||
if (++cooldown > 50)
|
||||
{
|
||||
Thread.Sleep(50);
|
||||
await Task.Delay(60).ConfigureAwait(false);
|
||||
cooldown = 0;
|
||||
}
|
||||
}
|
||||
if (++cooldown > 25)
|
||||
{
|
||||
await Task.Delay(60).ConfigureAwait(false);
|
||||
cooldown = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
entities = null;
|
||||
if (!m_timerRunning && !tryGetUncached)
|
||||
if (!m_cleanupRunning)
|
||||
break;
|
||||
}
|
||||
|
||||
gatherer.GatherAll();
|
||||
|
||||
cooldown = 0;
|
||||
foreach(UUID id in gatherer.GatheredUuids.Keys)
|
||||
{
|
||||
string idstr = id.ToString();
|
||||
if(!UpdateFileLastAccessTime(GetFileName(idstr)) && tryGetUncached)
|
||||
{
|
||||
cooldown += 5;
|
||||
m_AssetService.Get(idstr);
|
||||
}
|
||||
if (++cooldown > 50)
|
||||
{
|
||||
Thread.Sleep(50);
|
||||
cooldown = 0;
|
||||
}
|
||||
}
|
||||
|
||||
int count = gatherer.GatheredUuids.Count;
|
||||
gatherer.GatheredUuids.Clear();
|
||||
gatherer.FailedUUIDs.Clear();
|
||||
gatherer.UncertainAssetsUUIDs.Clear();
|
||||
gatherer = null;
|
||||
|
||||
return count;
|
||||
|
||||
m_log.InfoFormat("[FLOTSAM ASSET CACHE] found {0} assets in use", gatheredids.Count);
|
||||
return gatheredids;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@ -1199,9 +1301,9 @@ namespace OpenSim.Region.CoreModules.Asset
|
|||
break;
|
||||
|
||||
case "assets":
|
||||
lock(timerLock)
|
||||
lock (timerLock)
|
||||
{
|
||||
if(m_cleanupRunning)
|
||||
if (m_cleanupRunning)
|
||||
{
|
||||
con.Output("Flotsam assets check already running");
|
||||
return;
|
||||
|
@ -1211,7 +1313,7 @@ namespace OpenSim.Region.CoreModules.Asset
|
|||
|
||||
con.Output("Flotsam Ensuring assets are cached for all scenes.");
|
||||
|
||||
WorkManager.RunInThreadPool(delegate
|
||||
WorkManager.RunInThreadPool(async delegate
|
||||
{
|
||||
bool wasRunning= false;
|
||||
lock(timerLock)
|
||||
|
@ -1221,10 +1323,13 @@ namespace OpenSim.Region.CoreModules.Asset
|
|||
m_CacheCleanTimer.Stop();
|
||||
m_timerRunning = false;
|
||||
wasRunning = true;
|
||||
Thread.Sleep(100);
|
||||
}
|
||||
}
|
||||
int assetReferenceTotal = TouchAllSceneAssets(true);
|
||||
|
||||
if (wasRunning)
|
||||
await Task.Delay(100).ConfigureAwait(false);
|
||||
|
||||
int assetReferenceTotal = await TouchAllSceneAssets(true).ConfigureAwait(false);
|
||||
|
||||
lock(timerLock)
|
||||
{
|
||||
|
@ -1241,6 +1346,16 @@ namespace OpenSim.Region.CoreModules.Asset
|
|||
break;
|
||||
|
||||
case "expire":
|
||||
lock (timerLock)
|
||||
{
|
||||
if (m_cleanupRunning)
|
||||
{
|
||||
con.Output("Flotsam assets check already running");
|
||||
return;
|
||||
}
|
||||
m_cleanupRunning = true;
|
||||
}
|
||||
|
||||
if (cmdparams.Length < 3)
|
||||
{
|
||||
con.Output("Invalid parameters for Expire, please specify a valid date & time");
|
||||
|
@ -1271,9 +1386,34 @@ namespace OpenSim.Region.CoreModules.Asset
|
|||
}
|
||||
if (m_FileCacheEnabled)
|
||||
{
|
||||
TouchAllSceneAssets(false);
|
||||
int cooldown = 0;
|
||||
CleanExpiredFiles(m_CacheDirectory, expirationDate, ref cooldown);
|
||||
WorkManager.RunInThreadPool(async delegate
|
||||
{
|
||||
bool wasRunning = false;
|
||||
lock (timerLock)
|
||||
{
|
||||
if (m_timerRunning)
|
||||
{
|
||||
m_CacheCleanTimer.Stop();
|
||||
m_timerRunning = false;
|
||||
wasRunning = true;
|
||||
}
|
||||
}
|
||||
|
||||
if(wasRunning)
|
||||
await Task.Delay(100).ConfigureAwait(false);
|
||||
|
||||
await DoCleanExpiredFiles(expirationDate).ConfigureAwait(false);
|
||||
|
||||
lock (timerLock)
|
||||
{
|
||||
if (wasRunning)
|
||||
{
|
||||
m_CacheCleanTimer.Start();
|
||||
m_timerRunning = true;
|
||||
}
|
||||
m_cleanupRunning = false;
|
||||
}
|
||||
}, null, "TouchAllSceneAssets", false);
|
||||
}
|
||||
else
|
||||
con.Output("File cache not active, not clearing.");
|
||||
|
|
|
@ -1802,7 +1802,7 @@
|
|||
; AppDomainLoading = false
|
||||
|
||||
; Set this to true to load attachment scripts in separated domain, if AppDomainLoading is false
|
||||
; same issues as AppDomainLoading, but my be useful on regions with a lot of avatars traffic, if they carry scripts like AOs
|
||||
; same issues as AppDomainLoading, but mya be useful on regions with a lot of avatars traffic, if they carry scripts like AOs
|
||||
; AttachmentsDomainLoading = false
|
||||
|
||||
; Controls whether previously compiled scripts DLLs are deleted on sim restart.
|
||||
|
@ -2066,7 +2066,7 @@
|
|||
;XmlRpcServiceWriteKey = 1234
|
||||
|
||||
; Disables HTTP Keep-Alive for XmlRpcGroupsServicesConnector HTTP Requests,
|
||||
; only set to false it if you absolute sure regions and groups server support it.
|
||||
; only set to false it if you absolutely sure regions and groups server supports it.
|
||||
; XmlRpcDisableKeepAlive = true
|
||||
|
||||
; Minimum user level required to create groups
|
||||
|
|
Loading…
Reference in New Issue