OpenSimMirror/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs

1599 lines
60 KiB
C#
Executable File

/*
* 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.
*/
using System;
using System.IO;
using System.Collections.Generic;
using System.Collections.Concurrent;
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;
using Mono.Addins;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Framework.Monitoring;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Server.Base;
using OpenSim.Services.Interfaces;
namespace OpenSim.Region.CoreModules.Asset
{
[Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "FlotsamAssetCache")]
public class FlotsamAssetCache : ISharedRegionModule, IAssetCache, IAssetService
{
private struct WriteAssetInfo
{
public string filename;
public AssetBase asset;
}
private static readonly ILog m_log = LogManager.GetLogger( MethodBase.GetCurrentMethod().DeclaringType);
private bool m_Enabled;
private bool m_timerRunning;
private bool m_cleanupRunning;
private const string m_ModuleName = "FlotsamAssetCache";
private string m_CacheDirectory = "assetcache";
private string m_assetLoader;
private string m_assetLoaderArgs;
private readonly char[] m_InvalidChars;
private int m_LogLevel = 0;
private ulong m_HitRateDisplay = 100; // How often to display hit statistics, given in requests
private ulong m_Requests;
private ulong m_RequestsForInprogress;
private ulong m_DiskHits;
private ulong m_MemoryHits;
private ulong m_weakRefHits;
private static HashSet<string> m_CurrentlyWriting = new HashSet<string>();
private static BlockingCollection<WriteAssetInfo> m_assetFileWriteQueue = null;
private static CancellationTokenSource m_cancelSource;
private static HashSet<string> m_defaultAssets = new HashSet<string>();
private bool m_FileCacheEnabled = true;
private ExpiringCache<string, AssetBase> m_MemoryCache;
private bool m_MemoryCacheEnabled = false;
private ExpiringCache<string, object> m_negativeCache;
private bool m_negativeCacheEnabled = true;
private bool m_negativeCacheSliding = false;
// Expiration is expressed in hours.
private double m_MemoryExpiration = 0.016;
private const double m_DefaultFileExpiration = 48;
// Negative cache is in seconds
private int m_negativeExpiration = 120;
private TimeSpan m_FileExpiration = TimeSpan.FromHours(m_DefaultFileExpiration);
private TimeSpan m_FileExpirationCleanupTimer = TimeSpan.FromHours(1.0);
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<Scene> m_Scenes = new List<Scene>();
private readonly object timerLock = new object();
private Dictionary<string,WeakReference> weakAssetReferences = new Dictionary<string, WeakReference>();
private readonly object weakAssetReferencesLock = new object();
private bool m_updateFileTimeOnCacheHit = false;
public FlotsamAssetCache()
{
List<char> invalidChars = new List<char>();
invalidChars.AddRange(Path.GetInvalidPathChars());
invalidChars.AddRange(Path.GetInvalidFileNameChars());
m_InvalidChars = invalidChars.ToArray();
}
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<string, AssetBase>();
m_negativeCache = new ExpiringCache<string, object>();
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_CacheDirectory);
m_CacheDirectory = Path.GetFullPath(m_CacheDirectory);
m_MemoryCacheEnabled = assetConfig.GetBoolean("MemoryCacheEnabled", m_MemoryCacheEnabled);
m_MemoryExpiration = assetConfig.GetDouble("MemoryCacheTimeout", m_MemoryExpiration);
m_MemoryExpiration *= 3600.0; // config in hours to seconds
m_negativeCacheEnabled = assetConfig.GetBoolean("NegativeCacheEnabled", m_negativeCacheEnabled);
m_negativeExpiration = assetConfig.GetInt("NegativeCacheTimeout", m_negativeExpiration);
m_negativeCacheSliding = assetConfig.GetBoolean("NegativeCacheSliding", m_negativeCacheSliding);
m_updateFileTimeOnCacheHit = assetConfig.GetBoolean("UpdateFileTimeOnCacheHit", m_updateFileTimeOnCacheHit);
m_updateFileTimeOnCacheHit &= m_FileCacheEnabled;
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_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;
assetConfig = source.Configs["AssetService"];
if(assetConfig != null)
{
m_assetLoader = assetConfig.GetString("DefaultAssetLoader", String.Empty);
m_assetLoaderArgs = assetConfig.GetString("AssetLoaderArgs", string.Empty);
if (string.IsNullOrWhiteSpace(m_assetLoaderArgs))
m_assetLoader = string.Empty;
}
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 <datetime(mm/dd/YYYY)>", "Purge cached assets older then the specified date/time", HandleConsoleCommand);
if (!string.IsNullOrWhiteSpace(m_assetLoader))
{
IAssetLoader assetLoader = ServerUtils.LoadPlugin<IAssetLoader>(m_assetLoader, new object[] { });
if (assetLoader != null)
{
HashSet<string> ids = new HashSet<string>();
assetLoader.ForEachDefaultXmlAsset(
m_assetLoaderArgs,
delegate (AssetBase a)
{
ids.Add(a.ID);
});
m_defaultAssets = ids;
}
MainConsole.Instance.Commands.AddCommand("Assets", true, "fcache cachedefaultassets", "fcache cachedefaultassets", "loads local default assets to cache. This may override grid ones. use with care", HandleConsoleCommand);
MainConsole.Instance.Commands.AddCommand("Assets", true, "fcache deletedefaultassets", "fcache deletedefaultassets", "deletes default local assets from cache so they can be refreshed from grid. use with care", HandleConsoleCommand);
}
}
}
}
public void PostInitialise()
{
}
public void Close()
{
if(m_Scenes.Count <= 0)
{
if (m_assetFileWriteQueue != null)
{
m_assetFileWriteQueue.Dispose();
m_assetFileWriteQueue = null;
}
if(m_cancelSource != null)
{
m_cancelSource.Dispose();
m_cancelSource = null;
}
}
}
public void AddRegion(Scene scene)
{
if (m_Enabled)
{
scene.RegisterModuleInterface<IAssetCache>(this);
m_Scenes.Add(scene);
}
}
public void RemoveRegion(Scene scene)
{
if (m_Enabled)
{
scene.UnregisterModuleInterface<IAssetCache>(this);
m_Scenes.Remove(scene);
lock(timerLock)
{
if(m_Scenes.Count <= 0)
{
m_cleanupRunning = false;
if (m_timerRunning)
{
m_timerRunning = false;
m_CacheCleanTimer.Stop();
m_CacheCleanTimer.Close();
}
if (m_FileCacheEnabled && m_assetFileWriteQueue != null)
m_cancelSource.Cancel();
}
}
}
}
public void RegionLoaded(Scene scene)
{
if (m_Enabled)
{
if(m_AssetService == null)
m_AssetService = scene.RequestModuleInterface<IAssetService>();
lock(timerLock)
{
if(!m_timerRunning)
{
if (m_FileCacheEnabled && (m_FileExpiration > TimeSpan.Zero) && (m_FileExpirationCleanupTimer > TimeSpan.Zero))
{
m_CacheCleanTimer = new System.Timers.Timer(m_FileExpirationCleanupTimer.TotalMilliseconds)
{
AutoReset = false
};
m_CacheCleanTimer.Elapsed += CleanupExpiredFiles;
m_CacheCleanTimer.Start();
m_timerRunning = true;
}
}
if (m_FileCacheEnabled && m_assetFileWriteQueue == null)
{
m_assetFileWriteQueue = new BlockingCollection<WriteAssetInfo>();
m_cancelSource = new CancellationTokenSource();
WorkManager.RunInThreadPool(ProcessWrites, null, "FloatsamCacheWriter", false);
}
}
}
}
private void ProcessWrites(object o)
{
try
{
while(true)
{
if(m_assetFileWriteQueue.TryTake(out WriteAssetInfo wai,-1, m_cancelSource.Token))
{
WriteFileCache(wai.filename,wai.asset,false);
wai.asset = null;
Thread.Sleep(20);
}
}
}
catch{ }
}
////////////////////////////////////////////////////////////
// IAssetCache
//
private void UpdateWeakReference(string key, AssetBase asset)
{
lock(weakAssetReferencesLock)
{
if(weakAssetReferences.TryGetValue(key , out WeakReference aref))
aref.Target = asset;
else
weakAssetReferences[key] = new WeakReference(asset);
}
}
private void UpdateMemoryCache(string key, AssetBase asset)
{
// NOTE DO NOT USE SLIDEEXPIRE option on current libomv
m_MemoryCache.AddOrUpdate(key, asset, m_MemoryExpiration);
}
private void UpdateFileCache(string key, AssetBase asset, bool replace = false)
{
if(m_assetFileWriteQueue == null)
return;
string filename = GetFileName(key);
try
{
// If the file is already cached, don't cache it, just touch it so access time is updated
if (!replace && File.Exists(filename))
{
UpdateFileLastAccessTime(filename);
return;
}
// 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 (m_CurrentlyWriting.Contains(filename))
return;
else
m_CurrentlyWriting.Add(filename);
}
WriteAssetInfo wai = new WriteAssetInfo()
{
filename = filename,
asset = asset
};
if (m_assetFileWriteQueue != null)
m_assetFileWriteQueue.Add(wai);
}
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, bool replace = false)
{
// 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);
UpdateWeakReference(asset.ID, asset);
if (m_MemoryCacheEnabled)
UpdateMemoryCache(asset.ID, asset);
if (m_FileCacheEnabled)
UpdateFileCache(asset.ID, asset, replace);
}
}
public void CacheNegative(string id)
{
if (m_negativeCacheEnabled)
{
if (m_negativeCacheSliding)
m_negativeCache.AddOrUpdate(id, null, TimeSpan.FromSeconds(m_negativeExpiration));
else
m_negativeCache.AddOrUpdate(id, null, m_negativeExpiration);
}
}
/// <summary>
/// Updates the cached file with the current time.
/// </summary>
/// <param name="filename">Filename.</param>
/// <returns><c>true</c>, if the update was successful, false otherwise.</returns>
private bool UpdateFileLastAccessTime(string filename)
{
try
{
File.SetLastAccessTime(filename, DateTime.Now);
return true;
}
catch (FileNotFoundException)
{
return false;
}
catch
{
return true; // ignore other errors
}
}
private AssetBase GetFromWeakReference(string id)
{
AssetBase asset = null;
lock(weakAssetReferencesLock)
{
if (weakAssetReferences.TryGetValue(id, out WeakReference aref))
{
asset = aref.Target as AssetBase;
if(asset == null)
weakAssetReferences.Remove(id);
else
m_weakRefHits++;
}
}
return asset;
}
/// <summary>
/// Try to get an asset from the in-memory cache.
/// </summary>
/// <param name="id"></param>
/// <returns></returns>
private AssetBase GetFromMemoryCache(string id)
{
if (m_MemoryCache.TryGetValue(id, out AssetBase asset))
{
m_MemoryHits++;
return asset;
}
return null;
}
private bool CheckFromMemoryCache(string id)
{
return m_MemoryCache.Contains(id);
}
/// <summary>
/// Try to get an asset from the file cache.
/// </summary>
/// <param name="id"></param>
/// <returns>An asset retrieved from the file cache. null if there was a problem retrieving an asset.</returns>
private AssetBase GetFromFileCache(string id)
{
string filename = GetFileName(id);
// 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;
}
AssetBase asset = null;
try
{
using (FileStream stream = File.Open(filename, FileMode.Open, FileAccess.Read, FileShare.Read))
{
if (stream.Length == 0) // Empty file will trigger exception below
return null;
BinaryFormatter bformatter = new BinaryFormatter();
asset = (AssetBase)bformatter.Deserialize(stream);
m_DiskHits++;
}
}
catch (FileNotFoundException)
{
}
catch (DirectoryNotFoundException)
{
}
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)
{
string filename = GetFileName(id);
try
{
var fileinfo = new FileInfo(id);
if(fileinfo.Exists)
{
if(fileinfo.Length == 0)
{
fileinfo.Delete();
return false;
}
return true;
}
}
catch
{
}
return false;
}
// For IAssetService
public AssetBase Get(string id)
{
Get(id, out AssetBase asset);
return asset;
}
public bool Get(string id, out AssetBase asset)
{
asset = null;
m_Requests++;
if (m_negativeCache.TryGetValue(id, out object dummy))
return false;
asset = GetFromWeakReference(id);
if (asset != null)
{
if(m_updateFileTimeOnCacheHit)
{
string filename = GetFileName(id);
UpdateFileLastAccessTime(filename);
}
if (m_MemoryCacheEnabled)
UpdateMemoryCache(id, asset);
return true;
}
if (m_MemoryCacheEnabled)
{
asset = GetFromMemoryCache(id);
if(asset != null)
{
UpdateWeakReference(id,asset);
if (m_updateFileTimeOnCacheHit)
{
string filename = GetFileName(id);
UpdateFileLastAccessTime(filename);
}
return true;
}
}
if (m_FileCacheEnabled)
{
asset = GetFromFileCache(id);
if(asset != null)
{
UpdateWeakReference(id,asset);
if (m_MemoryCacheEnabled)
UpdateMemoryCache(id, asset);
}
}
return true;
}
public bool Check(string id)
{
if(GetFromWeakReference(id) != null)
return true;
if (m_MemoryCacheEnabled && CheckFromMemoryCache(id))
return true;
if (m_FileCacheEnabled && CheckFromFileCache(id))
return true;
return false;
}
public AssetBase GetCached(string id)
{
Get(id, out AssetBase asset);
return asset;
}
public void Expire(string id)
{
if (m_LogLevel >= 2)
m_log.DebugFormat("[FLOTSAM ASSET CACHE]: Expiring Asset {0}", id);
try
{
lock (weakAssetReferencesLock)
weakAssetReferences.Remove(id);
if (m_MemoryCacheEnabled)
m_MemoryCache.Remove(id);
if (m_FileCacheEnabled)
{
string filename = GetFileName(id);
File.Delete(filename);
}
}
catch (Exception e)
{
if (m_LogLevel >= 2)
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 && Directory.Exists(m_CacheDirectory))
{
foreach (string dir in Directory.GetDirectories(m_CacheDirectory))
{
try
{
Directory.Delete(dir, true);
}
catch { }
}
}
if (m_MemoryCacheEnabled)
m_MemoryCache = new ExpiringCache<string, AssetBase>();
if (m_negativeCacheEnabled)
m_negativeCache = new ExpiringCache<string, object>();
lock(weakAssetReferencesLock)
weakAssetReferences = new Dictionary<string, WeakReference>();
}
private async void CleanupExpiredFiles(object source, ElapsedEventArgs e)
{
lock (timerLock)
{
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.InfoFormat("[FLOTSAM ASSET CACHE]: Start background expiring files older then {0}.", purgeLine);
heap = GC.GetTotalMemory(false);
}
// 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.
Dictionary<UUID,sbyte> gids = await gatherSceneAssets().ConfigureAwait(false);
int cooldown = 0;
m_log.Info("[FLOTSAM ASSET CACHE] start asset files expire");
foreach (string subdir in Directory.GetDirectories(m_CacheDirectory))
{
if(!m_cleanupRunning)
break;
cooldown = await CleanExpiredFiles(subdir, gids, purgeLine, cooldown);
if (++cooldown >= 10)
{
await Task.Delay(100).ConfigureAwait(false);
cooldown = 0;
}
}
gids = null;
lock (timerLock)
{
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.InfoFormat("[FLOTSAM ASSET CACHE]: Finished expiring files, heap delta: {0}MB.", fheap);
}
}
/// <summary>
/// Recurses through specified directory checking for asset files last
/// accessed prior to the specified purge line and deletes them. Also
/// removes empty tier directories.
/// </summary>
/// <param name="dir"></param>
/// <param name="purgeLine"></param>
private async Task<int> CleanExpiredFiles(string dir, Dictionary<UUID, sbyte> gids, DateTime purgeLine, int cooldown)
{
try
{
if (!m_cleanupRunning)
return cooldown;
int dirSize = 0;
// Recurse into lower tiers
foreach (string subdir in Directory.GetDirectories(dir))
{
if (!m_cleanupRunning)
return cooldown;
++dirSize;
cooldown = await CleanExpiredFiles(subdir, gids, purgeLine, cooldown);
if (++cooldown > 10)
{
await Task.Delay(100).ConfigureAwait(false);
cooldown = 0;
}
}
foreach (string file in Directory.GetFiles(dir))
{
if (!m_cleanupRunning)
return cooldown;
++dirSize;
string id = Path.GetFileName(file);
if (String.IsNullOrEmpty(id))
continue; //??
if (m_defaultAssets.Contains(id) ||(UUID.TryParse(id, out UUID uid) && gids.ContainsKey(uid)))
{
++cooldown;
continue;
}
if (File.GetLastAccessTime(file) < purgeLine)
{
try
{
File.Delete(file);
lock (weakAssetReferencesLock)
weakAssetReferences.Remove(id);
}
catch { }
cooldown += 5;
--dirSize;
}
if (++cooldown >= 20)
{
await Task.Delay(100).ConfigureAwait(false);
cooldown = 0;
}
}
// Check if a tier directory is empty, if so, delete it
if (m_cleanupRunning && dirSize == 0)
{
try
{
Directory.Delete(dir);
}
catch { }
cooldown += 5;
if (cooldown >= 20)
{
await Task.Delay(100).ConfigureAwait(false);
cooldown = 0;
}
}
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);
}
return cooldown;
}
/// <summary>
/// Determines the filename for an AssetID stored in the file cache
/// </summary>
/// <param name="id"></param>
/// <returns></returns>
private string GetFileName(string id)
{
StringBuilder sb = osStringBuilderCache.Acquire();
int indx = id.IndexOfAny(m_InvalidChars);
if (indx >= 0)
{
sb.Append(id);
int sublen = id.Length - indx;
for(int i = 0; i < m_InvalidChars.Length; ++i)
{
sb.Replace(m_InvalidChars[i], '_', indx, sublen);
}
id = sb.ToString();
sb.Clear();
}
if(m_CacheDirectoryTiers == 1)
{
sb.Append(id.Substring(0, m_CacheDirectoryTierLen));
sb.Append(Path.DirectorySeparatorChar);
}
else
{
for (int p = 0; p < m_CacheDirectoryTiers * m_CacheDirectoryTierLen; p += m_CacheDirectoryTierLen)
{
sb.Append(id.Substring(p, m_CacheDirectoryTierLen));
sb.Append(Path.DirectorySeparatorChar);
}
}
sb.Append(id);
return Path.Combine(m_CacheDirectory, osStringBuilderCache.GetStringAndRelease(sb));
}
/// <summary>
/// Writes a file to the file cache, creating any nessesary
/// tier directories along the way
/// </summary>
/// <param name="filename"></param>
/// <param name="asset"></param>
private static void WriteFileCache(string filename, AssetBase asset, bool replace)
{
// 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);
}
using(Stream stream = File.Open(tempname, FileMode.Create))
{
BinaryFormatter bformatter = new BinaryFormatter();
bformatter.Serialize(stream, asset);
stream.Flush();
}
}
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;
}
catch (UnauthorizedAccessException)
{
}
try
{
if(replace)
File.Delete(filename);
File.Move(tempname, filename);
}
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)
{
m_CurrentlyWriting.Remove(filename);
}
}
}
/// <summary>
/// Scan through the file cache, and return number of assets currently cached.
/// </summary>
/// <param name="dir"></param>
/// <returns></returns>
private int GetFileCacheCount(string dir)
{
try
{
int count = 0;
int cooldown = 0;
foreach (string subdir in Directory.GetDirectories(dir))
{
count += GetFileCacheCount(subdir);
++cooldown;
if(cooldown > 50)
{
Thread.Sleep(100);
cooldown = 0;
}
}
return count + Directory.GetFiles(dir).Length;
}
catch
{
return 0;
}
}
/// <summary>
/// This notes the last time the Region had a deep asset scan performed on it.
/// </summary>
/// <param name="regionID"></param>
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.WarnFormat("[FLOTSAM ASSET CACHE]: Could not stamp region status file for region {0}. Exception {1}",
regionID, e. Message);
}
}
/// <summary>
/// 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.
/// </summary>
/// <param name="tryGetUncached">
/// 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 async Task<int> TouchAllSceneAssets(bool tryGetUncached)
{
m_log.Info("[FLOTSAM ASSET CACHE] start touch files of assets in use");
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)
{
gatherer.AddGathered(s.RegionInfo.RegionSettings.TerrainTexture1, (sbyte)AssetType.Texture);
gatherer.AddGathered(s.RegionInfo.RegionSettings.TerrainTexture2, (sbyte)AssetType.Texture);
gatherer.AddGathered(s.RegionInfo.RegionSettings.TerrainTexture3, (sbyte)AssetType.Texture);
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_cleanupRunning)
break;
EntityBase entity = entities[i];
if (entity is SceneObjectGroup)
{
SceneObjectGroup e = entity as SceneObjectGroup;
if (e.IsDeleted)
continue;
gatherer.AddForInspection(e);
while (gatherer.GatherNext())
{
if (++cooldown > 50)
{
await Task.Delay(60).ConfigureAwait(false);
cooldown = 0;
}
}
if (++cooldown > 25)
{
await Task.Delay(60).ConfigureAwait(false);
cooldown = 0;
}
}
}
entities = null;
if (!m_cleanupRunning)
break;
StampRegionStatusFile(s.RegionInfo.RegionID);
}
gatherer.GatherAll();
gatherer.FailedUUIDs.Clear();
gatherer.UncertainAssetsUUIDs.Clear();
gatherer = null;
m_log.InfoFormat("[FLOTSAM ASSET CACHE] found {0} possible assets in use (including {1} default assets)",
gatheredids.Count + m_defaultAssets.Count, m_defaultAssets.Count);
return gatheredids;
}
/// <summary>
/// Deletes all cache contents
/// </summary>
private void ClearFileCache()
{
if(!Directory.Exists(m_CacheDirectory))
return;
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<string> GenerateCacheHitReport()
{
List<string> outputLines = new List<string>();
double invReq = 100.0 / m_Requests;
double weakHitRate = m_weakRefHits * invReq;
int weakEntriesAlive = 0;
lock(weakAssetReferencesLock)
{
foreach(WeakReference aref in weakAssetReferences.Values)
{
if (aref.IsAlive)
++weakEntriesAlive;
}
}
int weakEntries = weakAssetReferences.Count;
double fileHitRate = m_DiskHits * invReq;
double TotalHitRate = weakHitRate + fileHitRate;
outputLines.Add(
string.Format("Total requests: {0}", m_Requests));
outputLines.Add(
string.Format("unCollected Hit Rate: {0}% ({1} entries {2} alive)", weakHitRate.ToString("0.00"),weakEntries, weakEntriesAlive));
outputLines.Add(
string.Format("File Hit Rate: {0}%", fileHitRate.ToString("0.00")));
if (m_MemoryCacheEnabled)
{
double HitRate = m_MemoryHits * invReq;
outputLines.Add(
string.Format("Memory Hit Rate: {0}%", HitRate.ToString("0.00")));
TotalHitRate += HitRate;
}
outputLines.Add(
string.Format("Total Hit Rate: {0}%", TotalHitRate.ToString("0.00")));
outputLines.Add(
string.Format(
"Requests overlap during file writing: {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":
{
WorkManager.RunInThreadPool(delegate
{
if (m_MemoryCacheEnabled)
con.Output("[FLOTSAM ASSET CACHE] Memory Cache: {0} assets", m_MemoryCache.Count);
else
con.Output("[FLOTSAM ASSET CACHE] Memory cache disabled");
if (m_FileCacheEnabled)
{
bool doingscan;
lock (timerLock)
{
doingscan = m_cleanupRunning;
}
if(doingscan)
{
con.Output("[FLOTSAM ASSET CACHE] a deep scan is in progress, skipping file cache assets count");
}
else
{
con.Output("[FLOTSAM ASSET CACHE] counting file cache assets");
int fileCount = GetFileCacheCount(m_CacheDirectory);
con.Output("[FLOTSAM ASSET CACHE] File Cache: {0} assets", fileCount);
}
}
else
{
con.Output("[FLOTSAM ASSET CACHE] File cache disabled");
}
GenerateCacheHitReport().ForEach(l => con.Output(l));
if (m_FileCacheEnabled)
{
con.Output("[FLOTSAM ASSET CACHE] Deep scans have previously been performed on the following regions:");
foreach (string s in Directory.GetFiles(m_CacheDirectory, "*.fac"))
{
int start = s.IndexOf('_');
int end = s.IndexOf('.');
if(start > 0 && end > 0)
{
string RegionID = s.Substring(start + 1, end - start);
DateTime RegionDeepScanTMStamp = File.GetLastWriteTime(s);
con.Output("[FLOTSAM ASSET CACHE] Region: {0}, {1}", RegionID, RegionDeepScanTMStamp.ToString("MM/dd/yyyy hh:mm:ss"));
}
}
}
}, null, "CacheStatus", false);
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":
lock (timerLock)
{
if (m_cleanupRunning)
{
con.Output("Flotsam assets check already running");
return;
}
m_cleanupRunning = true;
}
con.Output("Flotsam Ensuring assets are cached for all scenes.");
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);
int assetReferenceTotal = await TouchAllSceneAssets(true).ConfigureAwait(false);
lock(timerLock)
{
if(wasRunning)
{
m_CacheCleanTimer.Start();
m_timerRunning = true;
}
m_cleanupRunning = false;
}
con.Output("Completed check with {0} assets.", assetReferenceTotal);
}, null, "TouchAllSceneAssets", false);
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");
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.Output("{0} is not a valid date & time", cmd);
break;
}
if (expirationDate >= DateTime.Now)
{
con.Output("{0} date & time must be in past", cmd);
break;
}
if (m_FileCacheEnabled)
{
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.");
break;
case "cachedefaultassets":
HandleLoadDefaultAssets();
break;
case "deletedefaultassets":
HandleDeleteDefaultAssets();
break;
default:
con.Output("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 <datetime> - Purge assets older then the specified date & time");
con.Output("fcache clear [file] [memory] - Remove cached assets");
con.Output("fcache status - Display cache status");
con.Output("fcache cachedefaultassets - loads default assets to cache replacing existent ones, this may override grid assets. Use with care");
con.Output("fcache deletedefaultassets - deletes default local assets from cache so they can be refreshed from grid");
}
}
#endregion
#region IAssetService Members
public AssetMetadata GetMetadata(string id)
{
Get(id, out AssetBase asset);
if (asset == null)
return null;
return asset.Metadata;
}
public byte[] GetData(string id)
{
Get(id, out AssetBase asset);
if (asset == null)
return null;
return asset.Data;
}
public bool Get(string id, object sender, AssetRetrieved handler)
{
if (!Get(id, out AssetBase asset))
return false;
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)
{
if (!Get(id, out AssetBase asset))
return false;
asset.Data = data;
Cache(asset, true);
return true;
}
public bool Delete(string id)
{
Expire(id);
return true;
}
private void HandleLoadDefaultAssets()
{
if (string.IsNullOrWhiteSpace(m_assetLoader))
{
m_log.Info("[FLOTSAM ASSET CACHE] default assets loader not defined");
return;
}
IAssetLoader assetLoader = ServerUtils.LoadPlugin<IAssetLoader>(m_assetLoader, new object[] { });
if (assetLoader == null)
{
m_log.Info("[FLOTSAM ASSET CACHE] default assets loader not found");
return;
}
m_log.Info("[FLOTSAM ASSET CACHE] start loading local default assets");
int count = 0;
HashSet<string> ids = new HashSet<string>();
assetLoader.ForEachDefaultXmlAsset(
m_assetLoaderArgs,
delegate (AssetBase a)
{
Cache(a, true);
ids.Add(a.ID);
++count;
});
m_defaultAssets = ids;
m_log.InfoFormat("[FLOTSAM ASSET CACHE] loaded {0} local default assets", count);
}
private void HandleDeleteDefaultAssets()
{
if (string.IsNullOrWhiteSpace(m_assetLoader))
{
m_log.Info("[FLOTSAM ASSET CACHE] default assets loader not defined");
return;
}
IAssetLoader assetLoader = ServerUtils.LoadPlugin<IAssetLoader>(m_assetLoader, new object[] { });
if (assetLoader == null)
{
m_log.Info("[FLOTSAM ASSET CACHE] default assets loader not found");
return;
}
m_log.Info("[FLOTSAM ASSET CACHE] started deleting local default assets");
int count = 0;
assetLoader.ForEachDefaultXmlAsset(
m_assetLoaderArgs,
delegate (AssetBase a)
{
Expire(a.ID);
++count;
});
m_defaultAssets = new HashSet<string>();
m_log.InfoFormat("[FLOTSAM ASSET CACHE] deleted {0} local default assets", count);
}
#endregion
}
}