/* * Copyright (c) Contributors, http://opensimulator.org/ * See CONTRIBUTORS.TXT for a full list of copyright holders. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are met: * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * Neither the name of the OpenSimulator Project nor the * names of its contributors may be used to endorse or promote products * derived from this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ // Uncomment to make asset Get requests for existing // #define WAIT_ON_INPROGRESS_REQUESTS using System; using System.IO; using System.Collections.Generic; using System.Linq; using System.Reflection; using System.Runtime.Serialization; using System.Runtime.Serialization.Formatters.Binary; using System.Threading; using System.Timers; using log4net; using Nini.Config; using Mono.Addins; using OpenMetaverse; using OpenSim.Framework; using OpenSim.Framework.Console; using OpenSim.Framework.Monitoring; using OpenSim.Region.Framework.Interfaces; using OpenSim.Region.Framework.Scenes; using OpenSim.Services.Interfaces; //[assembly: Addin("FlotsamAssetCache", "1.1")] //[assembly: AddinDependency("OpenSim", "0.5")] namespace OpenSim.Region.CoreModules.Asset { [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "FlotsamAssetCache")] public class FlotsamAssetCache : ISharedRegionModule, IImprovedAssetCache, IAssetService { private static readonly ILog m_log = LogManager.GetLogger( MethodBase.GetCurrentMethod().DeclaringType); private bool m_Enabled; private const string m_ModuleName = "FlotsamAssetCache"; private const string m_DefaultCacheDirectory = "./assetcache"; private string m_CacheDirectory = m_DefaultCacheDirectory; private readonly List m_InvalidChars = new List(); private int m_LogLevel = 0; private ulong m_HitRateDisplay = 100; // How often to display hit statistics, given in requests private static ulong m_Requests; private static ulong m_RequestsForInprogress; private static ulong m_DiskHits; private static ulong m_MemoryHits; #if WAIT_ON_INPROGRESS_REQUESTS private Dictionary m_CurrentlyWriting = new Dictionary(); private int m_WaitOnInprogressTimeout = 3000; #else private HashSet m_CurrentlyWriting = new HashSet(); #endif private bool m_FileCacheEnabled = true; private ExpiringCache m_MemoryCache; private bool m_MemoryCacheEnabled = false; // Expiration is expressed in hours. private const double m_DefaultMemoryExpiration = 2; private const double m_DefaultFileExpiration = 48; private TimeSpan m_MemoryExpiration = TimeSpan.FromHours(m_DefaultMemoryExpiration); private TimeSpan m_FileExpiration = TimeSpan.FromHours(m_DefaultFileExpiration); private TimeSpan m_FileExpirationCleanupTimer = TimeSpan.FromHours(0.166); private static int m_CacheDirectoryTiers = 1; private static int m_CacheDirectoryTierLen = 3; private static int m_CacheWarnAt = 30000; private System.Timers.Timer m_CacheCleanTimer; private IAssetService m_AssetService; private List m_Scenes = new List(); public FlotsamAssetCache() { m_InvalidChars.AddRange(Path.GetInvalidPathChars()); m_InvalidChars.AddRange(Path.GetInvalidFileNameChars()); } public Type ReplaceableInterface { get { return null; } } public string Name { get { return m_ModuleName; } } public void Initialise(IConfigSource source) { IConfig moduleConfig = source.Configs["Modules"]; if (moduleConfig != null) { string name = moduleConfig.GetString("AssetCaching", String.Empty); if (name == Name) { m_MemoryCache = new ExpiringCache(); m_Enabled = true; m_log.InfoFormat("[FLOTSAM ASSET CACHE]: {0} enabled", this.Name); IConfig assetConfig = source.Configs["AssetCache"]; if (assetConfig == null) { m_log.Debug( "[FLOTSAM ASSET CACHE]: AssetCache section missing from config (not copied config-include/FlotsamCache.ini.example? Using defaults."); } else { m_FileCacheEnabled = assetConfig.GetBoolean("FileCacheEnabled", m_FileCacheEnabled); m_CacheDirectory = assetConfig.GetString("CacheDirectory", m_DefaultCacheDirectory); m_MemoryCacheEnabled = assetConfig.GetBoolean("MemoryCacheEnabled", m_MemoryCacheEnabled); m_MemoryExpiration = TimeSpan.FromHours(assetConfig.GetDouble("MemoryCacheTimeout", m_DefaultMemoryExpiration)); #if WAIT_ON_INPROGRESS_REQUESTS m_WaitOnInprogressTimeout = assetConfig.GetInt("WaitOnInprogressTimeout", 3000); #endif m_LogLevel = assetConfig.GetInt("LogLevel", m_LogLevel); m_HitRateDisplay = (ulong)assetConfig.GetLong("HitRateDisplay", (long)m_HitRateDisplay); m_FileExpiration = TimeSpan.FromHours(assetConfig.GetDouble("FileCacheTimeout", m_DefaultFileExpiration)); m_FileExpirationCleanupTimer = TimeSpan.FromHours( assetConfig.GetDouble("FileCleanupTimer", m_FileExpirationCleanupTimer.TotalHours)); m_CacheDirectoryTiers = assetConfig.GetInt("CacheDirectoryTiers", m_CacheDirectoryTiers); m_CacheDirectoryTierLen = assetConfig.GetInt("CacheDirectoryTierLength", m_CacheDirectoryTierLen); m_CacheWarnAt = assetConfig.GetInt("CacheWarnAt", m_CacheWarnAt); } m_log.InfoFormat("[FLOTSAM ASSET CACHE]: Cache Directory {0}", m_CacheDirectory); if (m_FileCacheEnabled && (m_FileExpiration > TimeSpan.Zero) && (m_FileExpirationCleanupTimer > TimeSpan.Zero)) { m_CacheCleanTimer = new System.Timers.Timer(m_FileExpirationCleanupTimer.TotalMilliseconds); m_CacheCleanTimer.AutoReset = true; m_CacheCleanTimer.Elapsed += CleanupExpiredFiles; lock (m_CacheCleanTimer) m_CacheCleanTimer.Start(); } if (m_CacheDirectoryTiers < 1) { m_CacheDirectoryTiers = 1; } else if (m_CacheDirectoryTiers > 3) { m_CacheDirectoryTiers = 3; } if (m_CacheDirectoryTierLen < 1) { m_CacheDirectoryTierLen = 1; } else if (m_CacheDirectoryTierLen > 4) { m_CacheDirectoryTierLen = 4; } MainConsole.Instance.Commands.AddCommand("Assets", true, "fcache status", "fcache status", "Display cache status", HandleConsoleCommand); MainConsole.Instance.Commands.AddCommand("Assets", true, "fcache clear", "fcache clear [file] [memory]", "Remove all assets in the cache. If file or memory is specified then only this cache is cleared.", HandleConsoleCommand); MainConsole.Instance.Commands.AddCommand("Assets", true, "fcache assets", "fcache assets", "Attempt a deep scan and cache of all assets in all scenes", HandleConsoleCommand); MainConsole.Instance.Commands.AddCommand("Assets", true, "fcache expire", "fcache expire ", "Purge cached assets older then the specified date/time", HandleConsoleCommand); } } } public void PostInitialise() { } public void Close() { } public void AddRegion(Scene scene) { if (m_Enabled) { scene.RegisterModuleInterface(this); m_Scenes.Add(scene); } } public void RemoveRegion(Scene scene) { if (m_Enabled) { scene.UnregisterModuleInterface(this); m_Scenes.Remove(scene); } } public void RegionLoaded(Scene scene) { if (m_Enabled && m_AssetService == null) m_AssetService = scene.RequestModuleInterface(); } //////////////////////////////////////////////////////////// // IImprovedAssetCache // private void UpdateMemoryCache(string key, AssetBase asset) { m_MemoryCache.AddOrUpdate(key, asset, m_MemoryExpiration); } private void UpdateFileCache(string key, AssetBase asset) { string filename = GetFileName(key); try { // If the file is already cached, don't cache it, just touch it so access time is updated if (File.Exists(filename)) { // We don't really want to know about sharing // violations here. If the file is locked, then // the other thread has updated the time for us. try { lock (m_CurrentlyWriting) { if (!m_CurrentlyWriting.Contains(filename)) File.SetLastAccessTime(filename, DateTime.Now); } } catch { } } else { // Once we start writing, make sure we flag that we're writing // that object to the cache so that we don't try to write the // same file multiple times. lock (m_CurrentlyWriting) { #if WAIT_ON_INPROGRESS_REQUESTS if (m_CurrentlyWriting.ContainsKey(filename)) { return; } else { m_CurrentlyWriting.Add(filename, new ManualResetEvent(false)); } #else if (m_CurrentlyWriting.Contains(filename)) { return; } else { m_CurrentlyWriting.Add(filename); } #endif } Util.FireAndForget( delegate { WriteFileCache(filename, asset); }, null, "FlotsamAssetCache.UpdateFileCache"); } } catch (Exception e) { m_log.ErrorFormat( "[FLOTSAM ASSET CACHE]: Failed to update cache for asset {0}. Exception {1} {2}", asset.ID, e.Message, e.StackTrace); } } public void Cache(AssetBase asset) { // TODO: Spawn this off to some seperate thread to do the actual writing if (asset != null) { //m_log.DebugFormat("[FLOTSAM ASSET CACHE]: Caching asset with id {0}", asset.ID); if (m_MemoryCacheEnabled) UpdateMemoryCache(asset.ID, asset); if (m_FileCacheEnabled) UpdateFileCache(asset.ID, asset); } } /// /// Try to get an asset from the in-memory cache. /// /// /// private AssetBase GetFromMemoryCache(string id) { AssetBase asset = null; if (m_MemoryCache.TryGetValue(id, out asset)) m_MemoryHits++; return asset; } private bool CheckFromMemoryCache(string id) { return m_MemoryCache.Contains(id); } /// /// Try to get an asset from the file cache. /// /// /// An asset retrieved from the file cache. null if there was a problem retrieving an asset. private AssetBase GetFromFileCache(string id) { string filename = GetFileName(id); #if WAIT_ON_INPROGRESS_REQUESTS // Check if we're already downloading this asset. If so, try to wait for it to // download. if (m_WaitOnInprogressTimeout > 0) { m_RequestsForInprogress++; ManualResetEvent waitEvent; if (m_CurrentlyWriting.TryGetValue(filename, out waitEvent)) { waitEvent.WaitOne(m_WaitOnInprogressTimeout); return Get(id); } } #else // Track how often we have the problem that an asset is requested while // it is still being downloaded by a previous request. if (m_CurrentlyWriting.Contains(filename)) { m_RequestsForInprogress++; return null; } #endif AssetBase asset = null; if (File.Exists(filename)) { try { using (FileStream stream = File.Open(filename, FileMode.Open, FileAccess.Read, FileShare.Read)) { BinaryFormatter bformatter = new BinaryFormatter(); asset = (AssetBase)bformatter.Deserialize(stream); m_DiskHits++; } } catch (System.Runtime.Serialization.SerializationException e) { m_log.WarnFormat( "[FLOTSAM ASSET CACHE]: Failed to get file {0} for asset {1}. Exception {2} {3}", filename, id, e.Message, e.StackTrace); // If there was a problem deserializing the asset, the asset may // either be corrupted OR was serialized under an old format // {different version of AssetBase} -- we should attempt to // delete it and re-cache File.Delete(filename); } catch (Exception e) { m_log.WarnFormat( "[FLOTSAM ASSET CACHE]: Failed to get file {0} for asset {1}. Exception {2} {3}", filename, id, e.Message, e.StackTrace); } } return asset; } private bool CheckFromFileCache(string id) { bool found = false; string filename = GetFileName(id); if (File.Exists(filename)) { try { using (FileStream stream = File.Open(filename, FileMode.Open, FileAccess.Read, FileShare.Read)) { if (stream != null) found = true; } } catch (Exception e) { m_log.ErrorFormat( "[FLOTSAM ASSET CACHE]: Failed to check file {0} for asset {1}. Exception {2} {3}", filename, id, e.Message, e.StackTrace); } } return found; } public AssetBase Get(string id) { m_Requests++; AssetBase asset = null; if (m_MemoryCacheEnabled) asset = GetFromMemoryCache(id); if (asset == null && m_FileCacheEnabled) { asset = GetFromFileCache(id); if (m_MemoryCacheEnabled && asset != null) UpdateMemoryCache(id, asset); } if (((m_LogLevel >= 1)) && (m_HitRateDisplay != 0) && (m_Requests % m_HitRateDisplay == 0)) { m_log.InfoFormat("[FLOTSAM ASSET CACHE]: Cache Get :: {0} :: {1}", id, asset == null ? "Miss" : "Hit"); GenerateCacheHitReport().ForEach(l => m_log.InfoFormat("[FLOTSAM ASSET CACHE]: {0}", l)); } return asset; } public bool Check(string id) { if (m_MemoryCacheEnabled && CheckFromMemoryCache(id)) return true; if (m_FileCacheEnabled && CheckFromFileCache(id)) return true; return false; } public AssetBase GetCached(string id) { return Get(id); } public void Expire(string id) { if (m_LogLevel >= 2) m_log.DebugFormat("[FLOTSAM ASSET CACHE]: Expiring Asset {0}", id); try { if (m_FileCacheEnabled) { string filename = GetFileName(id); if (File.Exists(filename)) { File.Delete(filename); } } if (m_MemoryCacheEnabled) m_MemoryCache.Remove(id); } catch (Exception e) { m_log.WarnFormat( "[FLOTSAM ASSET CACHE]: Failed to expire cached file {0}. Exception {1} {2}", id, e.Message, e.StackTrace); } } public void Clear() { if (m_LogLevel >= 2) m_log.Debug("[FLOTSAM ASSET CACHE]: Clearing caches."); if (m_FileCacheEnabled) { foreach (string dir in Directory.GetDirectories(m_CacheDirectory)) { Directory.Delete(dir); } } if (m_MemoryCacheEnabled) m_MemoryCache.Clear(); } private void CleanupExpiredFiles(object source, ElapsedEventArgs e) { if (m_LogLevel >= 2) m_log.DebugFormat("[FLOTSAM ASSET CACHE]: Checking for expired files older then {0}.", m_FileExpiration); // 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); foreach (string dir in Directory.GetDirectories(m_CacheDirectory)) { CleanExpiredFiles(dir, purgeLine); } } /// /// Recurses through specified directory checking for asset files last /// accessed prior to the specified purge line and deletes them. Also /// removes empty tier directories. /// /// /// private void CleanExpiredFiles(string dir, DateTime purgeLine) { try { foreach (string file in Directory.GetFiles(dir)) { if (File.GetLastAccessTime(file) < purgeLine) { File.Delete(file); } } // Recurse into lower tiers foreach (string subdir in Directory.GetDirectories(dir)) { 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) { 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 (Exception e) { m_log.Warn( string.Format("[FLOTSAM ASSET CACHE]: Could not complete clean of expired files in {0}, exception ", dir), e); } } /// /// Determines the filename for an AssetID stored in the file cache /// /// /// private string GetFileName(string id) { // Would it be faster to just hash the darn thing? foreach (char c in m_InvalidChars) { id = id.Replace(c, '_'); } string path = m_CacheDirectory; for (int p = 1; p <= m_CacheDirectoryTiers; p++) { string pathPart = id.Substring((p - 1) * m_CacheDirectoryTierLen, m_CacheDirectoryTierLen); path = Path.Combine(path, pathPart); } return Path.Combine(path, id); } /// /// Writes a file to the file cache, creating any nessesary /// tier directories along the way /// /// /// 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 { try { if (!Directory.Exists(directory)) { Directory.CreateDirectory(directory); } stream = File.Open(tempname, FileMode.Create); BinaryFormatter bformatter = new BinaryFormatter(); bformatter.Serialize(stream, asset); } catch (IOException e) { m_log.WarnFormat( "[FLOTSAM ASSET CACHE]: Failed to write asset {0} to temporary location {1} (final {2}) on cache in {3}. Exception {4} {5}.", asset.ID, tempname, filename, directory, e.Message, e.StackTrace); return; } finally { if (stream != null) stream.Close(); } try { // Now that it's written, rename it so that it can be found. // // File.Copy(tempname, filename, true); // File.Delete(tempname); // // For a brief period, this was done as a separate copy and then temporary file delete operation to // avoid an IOException caused by move if some competing thread had already written the file. // However, this causes exceptions on Windows when other threads attempt to read a file // which is still being copied. So instead, go back to moving the file and swallow any IOException. // // This situation occurs fairly rarely anyway. We assume in this that moves are atomic on the // filesystem. File.Move(tempname, filename); if (m_LogLevel >= 2) m_log.DebugFormat("[FLOTSAM ASSET CACHE]: Cache Stored :: {0}", asset.ID); } catch (IOException) { // If we see an IOException here it's likely that some other competing thread has written the // cache file first, so ignore. Other IOException errors (e.g. filesystem full) should be // signally by the earlier temporary file writing code. } } finally { // Even if the write fails with an exception, we need to make sure // that we release the lock on that file, otherwise it'll never get // cached lock (m_CurrentlyWriting) { #if WAIT_ON_INPROGRESS_REQUESTS ManualResetEvent waitEvent; if (m_CurrentlyWriting.TryGetValue(filename, out waitEvent)) { m_CurrentlyWriting.Remove(filename); waitEvent.Set(); } #else m_CurrentlyWriting.Remove(filename); #endif } } } /// /// Scan through the file cache, and return number of assets currently cached. /// /// /// private int GetFileCacheCount(string dir) { int count = Directory.GetFiles(dir).Length; foreach (string subdir in Directory.GetDirectories(dir)) { count += GetFileCacheCount(subdir); } return count; } /// /// This notes the last time the Region had a deep asset scan performed on it. /// /// private void StampRegionStatusFile(UUID regionID) { string RegionCacheStatusFile = Path.Combine(m_CacheDirectory, "RegionStatus_" + regionID.ToString() + ".fac"); try { if (File.Exists(RegionCacheStatusFile)) { File.SetLastWriteTime(RegionCacheStatusFile, DateTime.Now); } else { File.WriteAllText( RegionCacheStatusFile, "Please do not delete this file unless you are manually clearing your Flotsam Asset Cache."); } } catch (Exception e) { m_log.Warn( string.Format( "[FLOTSAM ASSET CACHE]: Could not stamp region status file for region {0}. Exception ", regionID), e); } } /// /// Iterates through all Scenes, doing a deep scan through assets /// to update the access time of all assets present in the scene or referenced by assets /// in the scene. /// /// /// If true, then assets scanned which are not found in cache are added to the cache. /// /// Number of distinct asset references found in the scene. private int TouchAllSceneAssets(bool storeUncached) { UuidGatherer gatherer = new UuidGatherer(m_AssetService); HashSet uniqueUuids = new HashSet(); Dictionary assets = new Dictionary(); foreach (Scene s in m_Scenes) { StampRegionStatusFile(s.RegionInfo.RegionID); s.ForEachSOG(delegate(SceneObjectGroup e) { gatherer.GatherAssetUuids(e, assets); foreach (UUID assetID in assets.Keys) { uniqueUuids.Add(assetID); string filename = GetFileName(assetID.ToString()); if (File.Exists(filename)) { File.SetLastAccessTime(filename, DateTime.Now); } else if (storeUncached) { AssetBase cachedAsset = m_AssetService.Get(assetID.ToString()); if (cachedAsset == null && assets[assetID] != (sbyte)AssetType.Unknown) m_log.DebugFormat( "[FLOTSAM ASSET CACHE]: Could not find asset {0}, type {1} referenced by object {2} at {3} in scene {4} when pre-caching all scene assets", assetID, assets[assetID], e.Name, e.AbsolutePosition, s.Name); } } assets.Clear(); }); } return uniqueUuids.Count; } /// /// Deletes all cache contents /// private void ClearFileCache() { foreach (string dir in Directory.GetDirectories(m_CacheDirectory)) { try { Directory.Delete(dir, true); } catch (Exception e) { m_log.WarnFormat( "[FLOTSAM ASSET CACHE]: Couldn't clear asset cache directory {0} from {1}. Exception {2} {3}", dir, m_CacheDirectory, e.Message, e.StackTrace); } } foreach (string file in Directory.GetFiles(m_CacheDirectory)) { try { File.Delete(file); } catch (Exception e) { m_log.WarnFormat( "[FLOTSAM ASSET CACHE]: Couldn't clear asset cache file {0} from {1}. Exception {1} {2}", file, m_CacheDirectory, e.Message, e.StackTrace); } } } private List GenerateCacheHitReport() { List outputLines = new List(); double fileHitRate = (double)m_DiskHits / m_Requests * 100.0; outputLines.Add( string.Format("File Hit Rate: {0}% for {1} requests", fileHitRate.ToString("0.00"), m_Requests)); if (m_MemoryCacheEnabled) { double memHitRate = (double)m_MemoryHits / m_Requests * 100.0; outputLines.Add( string.Format("Memory Hit Rate: {0}% for {1} requests", memHitRate.ToString("0.00"), m_Requests)); } outputLines.Add( string.Format( "Unnecessary requests due to requests for assets that are currently downloading: {0}", m_RequestsForInprogress)); return outputLines; } #region Console Commands private void HandleConsoleCommand(string module, string[] cmdparams) { ICommandConsole con = MainConsole.Instance; if (cmdparams.Length >= 2) { string cmd = cmdparams[1]; switch (cmd) { case "status": if (m_MemoryCacheEnabled) con.OutputFormat("Memory Cache: {0} assets", m_MemoryCache.Count); else con.OutputFormat("Memory cache disabled"); if (m_FileCacheEnabled) { int fileCount = GetFileCacheCount(m_CacheDirectory); con.OutputFormat("File Cache: {0} assets", fileCount); } else { con.Output("File cache disabled"); } GenerateCacheHitReport().ForEach(l => con.Output(l)); if (m_FileCacheEnabled) { con.Output("Deep scans have previously been performed on the following regions:"); foreach (string s in Directory.GetFiles(m_CacheDirectory, "*.fac")) { string RegionID = s.Remove(0,s.IndexOf("_")).Replace(".fac",""); DateTime RegionDeepScanTMStamp = File.GetLastWriteTime(s); con.OutputFormat("Region: {0}, {1}", RegionID, RegionDeepScanTMStamp.ToString("MM/dd/yyyy hh:mm:ss")); } } break; case "clear": if (cmdparams.Length < 2) { con.Output("Usage is fcache clear [file] [memory]"); break; } bool clearMemory = false, clearFile = false; if (cmdparams.Length == 2) { clearMemory = true; clearFile = true; } foreach (string s in cmdparams) { if (s.ToLower() == "memory") clearMemory = true; else if (s.ToLower() == "file") clearFile = true; } if (clearMemory) { if (m_MemoryCacheEnabled) { m_MemoryCache.Clear(); con.Output("Memory cache cleared."); } else { con.Output("Memory cache not enabled."); } } if (clearFile) { if (m_FileCacheEnabled) { ClearFileCache(); con.Output("File cache cleared."); } else { con.Output("File cache not enabled."); } } break; case "assets": con.Output("Ensuring assets are cached for all scenes."); Watchdog.RunInThread(delegate { int assetReferenceTotal = TouchAllSceneAssets(true); con.OutputFormat("Completed check with {0} assets.", assetReferenceTotal); }, "TouchAllSceneAssets", null); break; case "expire": if (cmdparams.Length < 3) { con.OutputFormat("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)) { con.OutputFormat("{0} is not a valid date & time", cmd); break; } if (m_FileCacheEnabled) CleanExpiredFiles(m_CacheDirectory, expirationDate); else con.OutputFormat("File cache not active, not clearing."); break; default: con.OutputFormat("Unknown command {0}", cmd); break; } } else if (cmdparams.Length == 1) { con.Output("fcache assets - Attempt a deep cache of all assets in all scenes"); con.Output("fcache expire - Purge assets older then the specified date & time"); con.Output("fcache clear [file] [memory] - Remove cached assets"); con.Output("fcache status - Display cache status"); } } #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 bool[] AssetsExist(string[] ids) { bool[] exist = new bool[ids.Length]; for (int i = 0; i < ids.Length; i++) { exist[i] = Check(ids[i]); } return exist; } public string Store(AssetBase asset) { if (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 } }