Committing mcortez's FlotsamAssetCache after several positive reviews.
Thank you, mcortez!0.6.6-post-fixes
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/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSim Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.IO;
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using System.Collections.Generic;
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using System.Reflection;
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using System.Runtime.Serialization;
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using System.Runtime.Serialization.Formatters.Binary;
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using System.Threading;
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using System.Timers;
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using GlynnTucker.Cache;
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using log4net;
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using Nini.Config;
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using Mono.Addins;
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using OpenSim.Framework;
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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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[assembly: Addin("FlotsamAssetCache", "1.0")]
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[assembly: AddinDependency("OpenSim", "0.5")]
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namespace OpenSim.Region.CoreModules.Asset
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{
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/// <summary>
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/// OpenSim.ini Options:
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/// -------
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/// [Modules]
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/// AssetCaching = "FlotsamAssetCache"
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///
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/// [AssetCache]
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/// ; cache directory can be shared by multiple instances
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/// CacheDirectory = /directory/writable/by/OpenSim/instance
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///
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/// ; Set to false for disk cache only.
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/// MemoryCacheEnabled = true
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///
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/// ; How long {in hours} to keep assets cached in memory, .5 == 30 minutes
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/// MemoryCacheTimeout = 2
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///
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/// ; How long {in hours} to keep assets cached on disk, .5 == 30 minutes
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/// ; Specify 0 if you do not want your disk cache to expire
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/// FileCacheTimeout = 0
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///
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/// ; How often {in hours} should the disk be checked for expired filed
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/// ; Specify 0 to disable expiration checking
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/// FileCleanupTimer = .166 ;roughly every 10 minutes
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/// -------
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/// </summary>
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[Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule")]
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public class FlotsamAssetCache : ISharedRegionModule, IImprovedAssetCache
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{
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private static readonly ILog m_log =
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LogManager.GetLogger(
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MethodBase.GetCurrentMethod().DeclaringType);
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private bool m_Enabled = false;
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private const string m_ModuleName = "FlotsamAssetCache";
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private const string m_DefaultCacheDirectory = m_ModuleName;
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private string m_CacheDirectory = m_DefaultCacheDirectory;
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private List<char> m_InvalidChars = new List<char>();
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private uint m_DebugRate = 1; // How often to display hit statistics, given in requests
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private static ulong m_Requests = 0;
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private static ulong m_FileHits = 0;
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private static ulong m_MemoryHits = 0;
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private static double m_HitRateMemory = 0.0;
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private static double m_HitRateFile = 0.0;
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private List<string> m_CurrentlyWriting = new List<string>();
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delegate void AsyncWriteDelegate(string file, AssetBase obj);
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private ICache m_MemoryCache = new GlynnTucker.Cache.SimpleMemoryCache();
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private bool m_MemoryCacheEnabled = true;
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// Expiration is expressed in hours.
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private const double m_DefaultMemoryExpiration = 1.0;
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private const double m_DefaultFileExpiration = 48;
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private TimeSpan m_MemoryExpiration = TimeSpan.Zero;
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private TimeSpan m_FileExpiration = TimeSpan.Zero;
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private TimeSpan m_FileExpirationCleanupTimer = TimeSpan.Zero;
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private System.Timers.Timer m_CachCleanTimer = new System.Timers.Timer();
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public FlotsamAssetCache()
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{
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m_InvalidChars.AddRange(Path.GetInvalidPathChars());
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m_InvalidChars.AddRange(Path.GetInvalidFileNameChars());
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}
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public string Name
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{
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get { return m_ModuleName; }
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}
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public void Initialise(IConfigSource source)
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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", this.Name);
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m_log.DebugFormat("[XXX] name = {0} (this module's name: {1}", name, Name);
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if (name == Name)
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{
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IConfig assetConfig = source.Configs["AssetCache"];
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if (assetConfig == null)
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{
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m_log.Error("[ASSET CACHE]: AssetCache missing from OpenSim.ini");
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return;
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}
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m_Enabled = true;
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m_log.InfoFormat("[ASSET CACHE]: {0} enabled", this.Name);
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m_CacheDirectory = assetConfig.GetString("CacheDirectory", m_DefaultCacheDirectory);
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m_log.InfoFormat("[ASSET CACHE]: Cache Directory", m_DefaultCacheDirectory);
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m_MemoryCacheEnabled = assetConfig.GetBoolean("MemoryCacheEnabled", true);
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m_MemoryExpiration = TimeSpan.FromHours(assetConfig.GetDouble("MemoryCacheTimeout", m_DefaultMemoryExpiration));
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m_FileExpiration = TimeSpan.FromHours(assetConfig.GetDouble("FileCacheTimeout", m_DefaultFileExpiration));
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m_FileExpirationCleanupTimer = TimeSpan.FromHours(assetConfig.GetDouble("FileCleanupTimer", m_DefaultFileExpiration));
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if ((m_FileExpiration > TimeSpan.Zero) && (m_FileExpirationCleanupTimer > TimeSpan.Zero))
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{
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m_CachCleanTimer.Interval = m_FileExpirationCleanupTimer.TotalMilliseconds;
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m_CachCleanTimer.AutoReset = true;
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m_CachCleanTimer.Elapsed += CleanupExpiredFiles;
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m_CachCleanTimer.Enabled = true;
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m_CachCleanTimer.Start();
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}
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else
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{
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m_CachCleanTimer.Enabled = false;
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}
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}
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}
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}
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public void PostInitialise()
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{
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}
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public void Close()
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{
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}
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public void AddRegion(Scene scene)
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{
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if (m_Enabled)
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scene.RegisterModuleInterface<IImprovedAssetCache>(this);
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}
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public void RemoveRegion(Scene scene)
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{
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}
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public void RegionLoaded(Scene scene)
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{
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}
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////////////////////////////////////////////////////////////
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// IImprovedAssetCache
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//
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private void UpdateMemoryCache(string key, AssetBase asset)
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{
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if( m_MemoryCacheEnabled )
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{
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if (m_MemoryExpiration > TimeSpan.Zero)
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{
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m_MemoryCache.AddOrUpdate(key, asset, m_MemoryExpiration);
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}
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else
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{
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m_MemoryCache.AddOrUpdate(key, asset);
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}
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}
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}
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public void Cache(AssetBase asset)
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{
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// TODO: Spawn this off to some seperate thread to do the actual writing
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if (asset != null)
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{
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UpdateMemoryCache(asset.ID, asset);
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string filename = GetFileName(asset.ID);
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try
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{
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// If the file is already cached, don't cache it, just touch it so access time is updated
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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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} else {
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// Once we start writing, make sure we flag that we're writing
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// that object to the cache so that we don't try to write the
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// same file multiple times.
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lock (m_CurrentlyWriting)
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{
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if (m_CurrentlyWriting.Contains(filename))
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{
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return;
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}
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else
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{
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m_CurrentlyWriting.Add(filename);
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}
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}
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// Setup the actual writing so that it happens asynchronously
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AsyncWriteDelegate awd = delegate( string file, AssetBase obj )
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{
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WriteFileCache(file, obj);
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};
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// Go ahead and cache it to disk
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awd.BeginInvoke(filename, asset, null, null);
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}
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}
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catch (Exception e)
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{
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string[] text = e.ToString().Split(new char[] { '\n' });
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foreach (string t in text)
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{
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m_log.InfoFormat("[ASSET CACHE]: {0} ", t);
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}
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}
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}
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}
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public AssetBase Get(string id)
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{
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m_Requests++;
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AssetBase asset = null;
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object obj;
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if (m_MemoryCacheEnabled && m_MemoryCache.TryGet(id, out obj))
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{
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asset = (AssetBase)obj;
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m_MemoryHits++;
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}
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else
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{
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try
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{
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string filename = GetFileName(id);
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if (File.Exists(filename))
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{
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FileStream stream = File.Open(filename, FileMode.Open);
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BinaryFormatter bformatter = new BinaryFormatter();
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asset = (AssetBase)bformatter.Deserialize(stream);
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stream.Close();
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UpdateMemoryCache(id, asset);
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m_FileHits++;
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}
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}
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catch (Exception e)
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{
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string[] text = e.ToString().Split(new char[] { '\n' });
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foreach (string t in text)
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{
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m_log.InfoFormat("[ASSET CACHE]: {0} ", t);
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}
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}
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}
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if (m_Requests % m_DebugRate == 0)
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{
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m_HitRateFile = (double)m_FileHits / m_Requests * 100.0;
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m_log.DebugFormat("[ASSET CACHE]: Cache Get :: {0} :: {1}", id, asset == null ? "Miss" : "Hit");
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m_log.DebugFormat("[ASSET CACHE]: File Hit Rate {0}% for {1} requests", m_HitRateFile.ToString("0.00"), m_Requests);
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if (m_MemoryCacheEnabled)
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{
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m_HitRateMemory = (double)m_MemoryHits / m_Requests * 100.0;
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m_log.DebugFormat("[ASSET CACHE]: Memory Hit Rate {0}% for {1} requests", m_HitRateMemory.ToString("0.00"), m_Requests);
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}
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}
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return asset;
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}
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public void Expire(string id)
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{
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try
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{
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string filename = GetFileName(id);
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if (File.Exists(filename))
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{
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File.Delete(filename);
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}
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if( m_MemoryCacheEnabled )
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m_MemoryCache.Remove(id);
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}
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catch (Exception e)
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{
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string[] text = e.ToString().Split(new char[] { '\n' });
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foreach (string t in text)
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{
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m_log.InfoFormat("[ASSET CACHE]: {0} ", t);
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}
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}
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}
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public void Clear()
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{
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foreach (string dir in Directory.GetDirectories(m_CacheDirectory))
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{
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Directory.Delete(dir);
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}
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if( m_MemoryCacheEnabled )
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m_MemoryCache.Clear();
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}
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private void CleanupExpiredFiles(object source, ElapsedEventArgs e)
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{
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foreach (string dir in Directory.GetDirectories(m_CacheDirectory))
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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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{
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File.Delete(file);
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}
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}
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}
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}
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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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foreach (char c in m_InvalidChars)
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{
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id = id.Replace(c, '_');
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}
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string p = id.Substring(id.Length - 4);
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p = Path.Combine(p, id);
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return Path.Combine(m_CacheDirectory, p);
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}
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private void WriteFileCache(string filename, AssetBase asset)
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{
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try
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{
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// Make sure the target cache directory exists
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string directory = Path.GetDirectoryName(filename);
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if (!Directory.Exists(directory))
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{
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Directory.CreateDirectory(directory);
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}
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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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Stream stream = File.Open(tempname, FileMode.Create);
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BinaryFormatter bformatter = new BinaryFormatter();
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bformatter.Serialize(stream, asset);
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stream.Close();
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// Now that it's written, rename it so that it can be found.
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File.Move(tempname, filename);
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m_log.DebugFormat("[ASSET CACHE]: Cache Stored :: {0}", asset.ID);
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}
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catch (Exception e)
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{
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string[] text = e.ToString().Split(new char[] { '\n' });
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foreach (string t in text)
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{
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m_log.InfoFormat("[ASSET CACHE]: {0} ", t);
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}
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}
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finally
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{
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// Even if the write fails with an exception, we need to make sure
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// that we release the lock on that file, otherwise it'll never get
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// cached
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lock (m_CurrentlyWriting)
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{
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if (m_CurrentlyWriting.Contains(filename))
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{
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m_CurrentlyWriting.Remove(filename);
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}
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}
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}
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}
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}
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}
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