flotsam: deeper changes on files expire

master
UbitUmarov 2020-07-30 00:02:02 +01:00
parent c575c211f9
commit c19a0cc21f
2 changed files with 195 additions and 55 deletions

View File

@ -33,6 +33,7 @@ using System.Reflection;
using System.Runtime.Serialization.Formatters.Binary; using System.Runtime.Serialization.Formatters.Binary;
using System.Text; using System.Text;
using System.Threading; using System.Threading;
using System.Threading.Tasks;
using System.Timers; using System.Timers;
using log4net; using log4net;
using Nini.Config; using Nini.Config;
@ -257,6 +258,7 @@ namespace OpenSim.Region.CoreModules.Asset
{ {
if(m_Scenes.Count <= 0) if(m_Scenes.Count <= 0)
{ {
m_cleanupRunning = false;
if (m_timerRunning) if (m_timerRunning)
{ {
m_timerRunning = false; m_timerRunning = false;
@ -676,48 +678,49 @@ namespace OpenSim.Region.CoreModules.Asset
weakAssetReferences = new Dictionary<string, WeakReference>(); weakAssetReferences = new Dictionary<string, WeakReference>();
} }
private void CleanupExpiredFiles(object source, ElapsedEventArgs e) private async void CleanupExpiredFiles(object source, ElapsedEventArgs e)
{ {
lock (timerLock) lock (timerLock)
{ {
if(!m_timerRunning || m_cleanupRunning) if (!m_timerRunning || m_cleanupRunning || !Directory.Exists(m_CacheDirectory))
return; return;
m_cleanupRunning = true; 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; long heap = 0;
//if (m_LogLevel >= 2) //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); 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, // 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 // 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. // such local assets if they have not been recently accessed.
TouchAllSceneAssets(false); Dictionary<UUID,sbyte> gids = await gatherSceneAssets().ConfigureAwait(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);
}
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_CacheCleanTimer.Start();
m_cleanupRunning = false; m_cleanupRunning = false;
} }
//if (m_LogLevel >= 2) //if (m_LogLevel >= 2)
{ {
heap = GC.GetTotalMemory(false) - heap; heap = GC.GetTotalMemory(false) - heap;
double fheap = Math.Round((double)(heap / (1024 * 1024)),3); 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); 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> /// <summary>
/// Determines the filename for an AssetID stored in the file cache /// Determines the filename for an AssetID stored in the file cache
/// </summary> /// </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. /// If true, then assets scanned which are not found in cache are added to the cache.
/// </param> /// </param>
/// <returns>Number of distinct asset references found in the scene.</returns> /// <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"); 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; int cooldown = 0;
foreach (Scene s in m_Scenes) 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.TerrainTexture4, (sbyte)AssetType.Texture);
gatherer.AddGathered(s.RegionInfo.RegionSettings.TerrainImageID, (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(); EntityBase[] entities = s.Entities.GetEntities();
for (int i = 0; i < entities.Length; ++i) for (int i = 0; i < entities.Length; ++i)
{ {
if (!m_timerRunning && !tryGetUncached) if (!m_cleanupRunning)
break; break;
EntityBase entity = entities[i]; EntityBase entity = entities[i];
if(entity is SceneObjectGroup) if (entity is SceneObjectGroup)
{ {
SceneObjectGroup e = entity as SceneObjectGroup; SceneObjectGroup e = entity as SceneObjectGroup;
if(e.IsDeleted) if (e.IsDeleted)
continue; continue;
gatherer.AddForInspection(e); gatherer.AddForInspection(e);
while(gatherer.GatherNext()) while (gatherer.GatherNext())
{ {
if (++cooldown > 50) 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; cooldown = 0;
} }
} }
} }
}
entities = null; entities = null;
if (!m_timerRunning && !tryGetUncached) if (!m_cleanupRunning)
break; break;
} }
gatherer.GatherAll(); 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.FailedUUIDs.Clear();
gatherer.UncertainAssetsUUIDs.Clear(); gatherer.UncertainAssetsUUIDs.Clear();
gatherer = null; gatherer = null;
return count;
m_log.InfoFormat("[FLOTSAM ASSET CACHE] found {0} assets in use", gatheredids.Count);
return gatheredids;
} }
/// <summary> /// <summary>
@ -1199,9 +1301,9 @@ namespace OpenSim.Region.CoreModules.Asset
break; break;
case "assets": case "assets":
lock(timerLock) lock (timerLock)
{ {
if(m_cleanupRunning) if (m_cleanupRunning)
{ {
con.Output("Flotsam assets check already running"); con.Output("Flotsam assets check already running");
return; return;
@ -1211,7 +1313,7 @@ namespace OpenSim.Region.CoreModules.Asset
con.Output("Flotsam Ensuring assets are cached for all scenes."); con.Output("Flotsam Ensuring assets are cached for all scenes.");
WorkManager.RunInThreadPool(delegate WorkManager.RunInThreadPool(async delegate
{ {
bool wasRunning= false; bool wasRunning= false;
lock(timerLock) lock(timerLock)
@ -1221,10 +1323,13 @@ namespace OpenSim.Region.CoreModules.Asset
m_CacheCleanTimer.Stop(); m_CacheCleanTimer.Stop();
m_timerRunning = false; m_timerRunning = false;
wasRunning = true; 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) lock(timerLock)
{ {
@ -1241,6 +1346,16 @@ namespace OpenSim.Region.CoreModules.Asset
break; break;
case "expire": case "expire":
lock (timerLock)
{
if (m_cleanupRunning)
{
con.Output("Flotsam assets check already running");
return;
}
m_cleanupRunning = true;
}
if (cmdparams.Length < 3) if (cmdparams.Length < 3)
{ {
con.Output("Invalid parameters for Expire, please specify a valid date & time"); con.Output("Invalid parameters for Expire, please specify a valid date & time");
@ -1271,9 +1386,34 @@ namespace OpenSim.Region.CoreModules.Asset
} }
if (m_FileCacheEnabled) if (m_FileCacheEnabled)
{ {
TouchAllSceneAssets(false); WorkManager.RunInThreadPool(async delegate
int cooldown = 0; {
CleanExpiredFiles(m_CacheDirectory, expirationDate, ref cooldown); 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 else
con.Output("File cache not active, not clearing."); con.Output("File cache not active, not clearing.");

View File

@ -1802,7 +1802,7 @@
; AppDomainLoading = false ; AppDomainLoading = false
; Set this to true to load attachment scripts in separated domain, if AppDomainLoading is 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 ; AttachmentsDomainLoading = false
; Controls whether previously compiled scripts DLLs are deleted on sim restart. ; Controls whether previously compiled scripts DLLs are deleted on sim restart.
@ -2066,7 +2066,7 @@
;XmlRpcServiceWriteKey = 1234 ;XmlRpcServiceWriteKey = 1234
; Disables HTTP Keep-Alive for XmlRpcGroupsServicesConnector HTTP Requests, ; 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 ; XmlRpcDisableKeepAlive = true
; Minimum user level required to create groups ; Minimum user level required to create groups