411 lines
13 KiB
C#
411 lines
13 KiB
C#
/*
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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 OpenSimulator 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.Reflection;
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using log4net;
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using Mono.Addins;
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using Nini.Config;
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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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namespace OpenSim.Region.CoreModules.Asset
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{
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/// <summary>
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/// Cenome memory asset cache.
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/// </summary>
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/// <remarks>
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/// <para>
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/// Cache is enabled by setting "AssetCaching" configuration to value "CenomeMemoryAssetCache".
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/// When cache is successfully enable log should have message
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/// "[ASSET CACHE]: Cenome asset cache enabled (MaxSize = XXX bytes, MaxCount = XXX, ExpirationTime = XXX)".
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/// </para>
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/// <para>
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/// Cache's size is limited by two parameters:
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/// maximal allowed size in bytes and maximal allowed asset count. When new asset
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/// is added to cache that have achieved either size or count limitation, cache
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/// will automatically remove less recently used assets from cache. Additionally
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/// asset's lifetime is controlled by expiration time.
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/// </para>
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/// <para>
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/// <list type="table">
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/// <listheader>
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/// <term>Configuration</term>
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/// <description>Description</description>
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/// </listheader>
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/// <item>
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/// <term>MaxSize</term>
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/// <description>Maximal size of the cache in bytes. Default value: 128MB (134 217 728 bytes).</description>
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/// </item>
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/// <item>
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/// <term>MaxCount</term>
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/// <description>Maximal count of assets stored to cache. Default value: 4096 assets.</description>
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/// </item>
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/// <item>
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/// <term>ExpirationTime</term>
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/// <description>Asset's expiration time in minutes. Default value: 30 minutes.</description>
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/// </item>
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/// </list>
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/// </para>
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/// </remarks>
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/// <example>
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/// Enabling Cenome Asset Cache:
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/// <code>
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/// [Modules]
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/// AssetCaching = "CenomeMemoryAssetCache"
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/// </code>
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/// Setting size and expiration time limitations:
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/// <code>
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/// [AssetCache]
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/// ; 256 MB (default: 134217728)
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/// MaxSize = 268435456
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/// ; How many assets it is possible to store cache (default: 4096)
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/// MaxCount = 16384
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/// ; Expiration time - 1 hour (default: 30 minutes)
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/// ExpirationTime = 60
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/// </code>
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/// </example>
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[Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "CenomeMemoryAssetCache")]
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public class CenomeMemoryAssetCache : IImprovedAssetCache, ISharedRegionModule
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{
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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/// <summary>
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/// Cache's default maximal asset count.
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/// </summary>
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/// <remarks>
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/// <para>
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/// Assuming that average asset size is about 32768 bytes.
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/// </para>
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/// </remarks>
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public const int DefaultMaxCount = 4096;
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/// <summary>
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/// Default maximal size of the cache in bytes
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/// </summary>
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/// <remarks>
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/// <para>
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/// 128MB = 128 * 1024^2 = 134 217 728 bytes.
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/// </para>
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/// </remarks>
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public const long DefaultMaxSize = 134217728;
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/// <summary>
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/// Asset's default expiration time in the cache.
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/// </summary>
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public static readonly TimeSpan DefaultExpirationTime = TimeSpan.FromMinutes(30.0);
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/// <summary>
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/// Cache object.
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/// </summary>
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private ICnmCache<string, AssetBase> m_cache;
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/// <summary>
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/// Count of cache commands
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/// </summary>
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private int m_cachedCount;
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/// <summary>
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/// How many gets before dumping statistics
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/// </summary>
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/// <remarks>
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/// If 0 or less, then disabled.
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/// </remarks>
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private int m_debugEpoch;
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/// <summary>
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/// Is Cenome asset cache enabled.
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/// </summary>
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private bool m_enabled;
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/// <summary>
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/// Count of get requests
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/// </summary>
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private int m_getCount;
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/// <summary>
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/// How many hits
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/// </summary>
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private int m_hitCount;
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/// <summary>
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/// Initialize asset cache module, with custom parameters.
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/// </summary>
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/// <param name="maximalSize">
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/// Cache's maximal size in bytes.
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/// </param>
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/// <param name="maximalCount">
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/// Cache's maximal count of assets.
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/// </param>
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/// <param name="expirationTime">
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/// Asset's expiration time.
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/// </param>
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protected void Initialize(long maximalSize, int maximalCount, TimeSpan expirationTime)
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{
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if (maximalSize <= 0 || maximalCount <= 0)
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{
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//m_log.Debug("[ASSET CACHE]: Cenome asset cache is not enabled.");
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m_enabled = false;
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return;
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}
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if (expirationTime <= TimeSpan.Zero)
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{
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// Disable expiration time
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expirationTime = TimeSpan.MaxValue;
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}
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// Create cache and add synchronization wrapper over it
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m_cache =
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CnmSynchronizedCache<string, AssetBase>.Synchronized(new CnmMemoryCache<string, AssetBase>(
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maximalSize, maximalCount, expirationTime));
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m_enabled = true;
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m_log.DebugFormat(
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"[ASSET CACHE]: Cenome asset cache enabled (MaxSize = {0} bytes, MaxCount = {1}, ExpirationTime = {2})",
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maximalSize,
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maximalCount,
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expirationTime);
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}
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#region IImprovedAssetCache Members
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public bool Check(string id)
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{
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return false;
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}
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/// <summary>
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/// Cache asset.
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/// </summary>
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/// <param name="asset">
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/// The asset that is being cached.
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/// </param>
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public void Cache(AssetBase asset)
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{
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if (asset != null)
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{
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// m_log.DebugFormat("[CENOME ASSET CACHE]: Caching asset {0}", asset.ID);
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long size = asset.Data != null ? asset.Data.Length : 1;
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m_cache.Set(asset.ID, asset, size);
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m_cachedCount++;
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}
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}
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/// <summary>
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/// Clear asset cache.
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/// </summary>
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public void Clear()
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{
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m_cache.Clear();
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}
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/// <summary>
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/// Expire (remove) asset stored to cache.
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/// </summary>
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/// <param name="id">
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/// The expired asset's id.
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/// </param>
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public void Expire(string id)
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{
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m_cache.Remove(id);
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}
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/// <summary>
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/// Get asset stored
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/// </summary>
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/// <param name="id">
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/// The asset's id.
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/// </param>
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/// <returns>
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/// Asset if it is found from cache; otherwise <see langword="null"/>.
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/// </returns>
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/// <remarks>
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/// <para>
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/// Caller should always check that is return value <see langword="null"/>.
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/// Cache doesn't guarantee in any situation that asset is stored to it.
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/// </para>
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/// </remarks>
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public AssetBase Get(string id)
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{
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m_getCount++;
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AssetBase assetBase;
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if (m_cache.TryGetValue(id, out assetBase))
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m_hitCount++;
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if (m_getCount == m_debugEpoch)
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{
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m_log.DebugFormat(
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"[ASSET CACHE]: Cached = {0}, Get = {1}, Hits = {2}%, Size = {3} bytes, Avg. A. Size = {4} bytes",
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m_cachedCount,
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m_getCount,
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((double) m_hitCount / m_getCount) * 100.0,
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m_cache.Size,
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m_cache.Size / m_cache.Count);
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m_getCount = 0;
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m_hitCount = 0;
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m_cachedCount = 0;
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}
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// if (null == assetBase)
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// m_log.DebugFormat("[CENOME ASSET CACHE]: Asset {0} not in cache", id);
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return assetBase;
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}
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#endregion
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#region ISharedRegionModule Members
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/// <summary>
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/// Gets region module's name.
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/// </summary>
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public string Name
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{
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get { return "CenomeMemoryAssetCache"; }
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}
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public Type ReplaceableInterface
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{
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get { return null; }
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}
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/// <summary>
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/// New region is being added to server.
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/// </summary>
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/// <param name="scene">
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/// Region's scene.
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/// </param>
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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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/// <summary>
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/// Close region module.
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/// </summary>
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public void Close()
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{
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m_enabled = false;
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m_cache.Clear();
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m_cache = null;
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}
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/// <summary>
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/// Initialize region module.
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/// </summary>
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/// <param name="source">
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/// Configuration source.
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/// </param>
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public void Initialise(IConfigSource source)
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{
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m_cache = null;
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m_enabled = false;
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IConfig moduleConfig = source.Configs[ "Modules" ];
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if (moduleConfig == null)
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return;
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string name = moduleConfig.GetString("AssetCaching");
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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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return;
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long maxSize = DefaultMaxSize;
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int maxCount = DefaultMaxCount;
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TimeSpan expirationTime = DefaultExpirationTime;
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IConfig assetConfig = source.Configs["AssetCache"];
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if (assetConfig != null)
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{
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// Get optional configurations
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maxSize = assetConfig.GetLong("MaxSize", DefaultMaxSize);
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maxCount = assetConfig.GetInt("MaxCount", DefaultMaxCount);
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expirationTime =
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TimeSpan.FromMinutes(assetConfig.GetInt("ExpirationTime", (int)DefaultExpirationTime.TotalMinutes));
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// Debugging purposes only
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m_debugEpoch = assetConfig.GetInt("DebugEpoch", 0);
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}
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Initialize(maxSize, maxCount, expirationTime);
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}
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/// <summary>
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/// Initialization post handling.
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/// </summary>
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/// <remarks>
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/// <para>
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/// Modules can use this to initialize connection with other modules.
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/// </para>
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/// </remarks>
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public void PostInitialise()
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{
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}
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/// <summary>
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/// Region has been loaded.
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/// </summary>
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/// <param name="scene">
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/// Region's scene.
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/// </param>
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/// <remarks>
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/// <para>
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/// This is needed for all module types. Modules will register
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/// Interfaces with scene in AddScene, and will also need a means
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/// to access interfaces registered by other modules. Without
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/// this extra method, a module attempting to use another modules'
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/// interface would be successful only depending on load order,
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/// which can't be depended upon, or modules would need to resort
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/// to ugly kludges to attempt to request interfaces when needed
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/// and unnecessary caching logic repeated in all modules.
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/// The extra function stub is just that much cleaner.
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/// </para>
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/// </remarks>
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public void RegionLoaded(Scene scene)
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{
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}
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/// <summary>
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/// Region is being removed.
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/// </summary>
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/// <param name="scene">
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/// Region scene that is being removed.
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/// </param>
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public void RemoveRegion(Scene scene)
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{
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}
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#endregion
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}
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}
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