1598 lines
60 KiB
C#
Executable File
1598 lines
60 KiB
C#
Executable File
/*
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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.IO;
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using System.Collections.Generic;
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using System.Collections.Concurrent;
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using System.Reflection;
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using System.Runtime.Serialization.Formatters.Binary;
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using System.Text;
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using System.Threading;
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using System.Threading.Tasks;
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using System.Timers;
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using log4net;
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using Nini.Config;
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using Mono.Addins;
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using OpenMetaverse;
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using OpenSim.Framework;
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using OpenSim.Framework.Monitoring;
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using OpenSim.Region.Framework.Interfaces;
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using OpenSim.Region.Framework.Scenes;
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using OpenSim.Server.Base;
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using OpenSim.Services.Interfaces;
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namespace OpenSim.Region.CoreModules.Asset
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{
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[Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "FlotsamAssetCache")]
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public class FlotsamAssetCache : ISharedRegionModule, IAssetCache, IAssetService
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{
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private struct WriteAssetInfo
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{
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public string filename;
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public AssetBase asset;
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}
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private static readonly ILog m_log = LogManager.GetLogger( MethodBase.GetCurrentMethod().DeclaringType);
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private bool m_Enabled;
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private bool m_timerRunning;
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private bool m_cleanupRunning;
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private const string m_ModuleName = "FlotsamAssetCache";
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private string m_CacheDirectory = "assetcache";
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private string m_assetLoader;
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private string m_assetLoaderArgs;
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private readonly char[] m_InvalidChars;
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private int m_LogLevel = 0;
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private ulong m_HitRateDisplay = 100; // How often to display hit statistics, given in requests
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private ulong m_Requests;
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private ulong m_RequestsForInprogress;
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private ulong m_DiskHits;
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private ulong m_MemoryHits;
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private ulong m_weakRefHits;
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private static HashSet<string> m_CurrentlyWriting = new HashSet<string>();
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private static BlockingCollection<WriteAssetInfo> m_assetFileWriteQueue = null;
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private static CancellationTokenSource m_cancelSource;
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private static HashSet<string> m_defaultAssets = new HashSet<string>();
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private bool m_FileCacheEnabled = true;
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private ExpiringCache<string, AssetBase> m_MemoryCache;
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private bool m_MemoryCacheEnabled = false;
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private ExpiringCache<string, object> m_negativeCache;
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private bool m_negativeCacheEnabled = true;
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private bool m_negativeCacheSliding = false;
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// Expiration is expressed in hours.
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private double m_MemoryExpiration = 0.016;
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private const double m_DefaultFileExpiration = 48;
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// Negative cache is in seconds
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private int m_negativeExpiration = 120;
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private TimeSpan m_FileExpiration = TimeSpan.FromHours(m_DefaultFileExpiration);
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private TimeSpan m_FileExpirationCleanupTimer = TimeSpan.FromHours(1.0);
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private static int m_CacheDirectoryTiers = 1;
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private static int m_CacheDirectoryTierLen = 3;
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private static int m_CacheWarnAt = 30000;
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private System.Timers.Timer m_CacheCleanTimer;
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private IAssetService m_AssetService;
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private List<Scene> m_Scenes = new List<Scene>();
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private readonly object timerLock = new object();
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private Dictionary<string,WeakReference> weakAssetReferences = new Dictionary<string, WeakReference>();
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private readonly object weakAssetReferencesLock = new object();
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private bool m_updateFileTimeOnCacheHit = false;
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public FlotsamAssetCache()
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{
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List<char> invalidChars = new List<char>();
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invalidChars.AddRange(Path.GetInvalidPathChars());
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invalidChars.AddRange(Path.GetInvalidFileNameChars());
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m_InvalidChars = invalidChars.ToArray();
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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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public string Name
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{
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get { return m_ModuleName; }
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}
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public void Initialise(IConfigSource source)
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{
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IConfig moduleConfig = source.Configs["Modules"];
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if (moduleConfig != null)
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{
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string name = moduleConfig.GetString("AssetCaching", String.Empty);
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if (name == Name)
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{
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m_MemoryCache = new ExpiringCache<string, AssetBase>();
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m_negativeCache = new ExpiringCache<string, object>();
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m_Enabled = true;
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m_log.InfoFormat("[FLOTSAM ASSET CACHE]: {0} enabled", this.Name);
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IConfig assetConfig = source.Configs["AssetCache"];
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if (assetConfig == null)
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{
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m_log.Debug(
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"[FLOTSAM ASSET CACHE]: AssetCache section missing from config (not copied config-include/FlotsamCache.ini.example? Using defaults.");
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}
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else
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{
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m_FileCacheEnabled = assetConfig.GetBoolean("FileCacheEnabled", m_FileCacheEnabled);
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m_CacheDirectory = assetConfig.GetString("CacheDirectory", m_CacheDirectory);
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m_CacheDirectory = Path.GetFullPath(m_CacheDirectory);
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m_MemoryCacheEnabled = assetConfig.GetBoolean("MemoryCacheEnabled", m_MemoryCacheEnabled);
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m_MemoryExpiration = assetConfig.GetDouble("MemoryCacheTimeout", m_MemoryExpiration);
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m_MemoryExpiration *= 3600.0; // config in hours to seconds
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m_negativeCacheEnabled = assetConfig.GetBoolean("NegativeCacheEnabled", m_negativeCacheEnabled);
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m_negativeExpiration = assetConfig.GetInt("NegativeCacheTimeout", m_negativeExpiration);
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m_negativeCacheSliding = assetConfig.GetBoolean("NegativeCacheSliding", m_negativeCacheSliding);
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m_updateFileTimeOnCacheHit = assetConfig.GetBoolean("UpdateFileTimeOnCacheHit", m_updateFileTimeOnCacheHit);
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m_updateFileTimeOnCacheHit &= m_FileCacheEnabled;
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m_LogLevel = assetConfig.GetInt("LogLevel", m_LogLevel);
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m_HitRateDisplay = (ulong)assetConfig.GetLong("HitRateDisplay", (long)m_HitRateDisplay);
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m_FileExpiration = TimeSpan.FromHours(assetConfig.GetDouble("FileCacheTimeout", m_DefaultFileExpiration));
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m_FileExpirationCleanupTimer = TimeSpan.FromHours(
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assetConfig.GetDouble("FileCleanupTimer", m_FileExpirationCleanupTimer.TotalHours));
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m_CacheDirectoryTiers = assetConfig.GetInt("CacheDirectoryTiers", m_CacheDirectoryTiers);
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m_CacheDirectoryTierLen = assetConfig.GetInt("CacheDirectoryTierLength", m_CacheDirectoryTierLen);
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m_CacheWarnAt = assetConfig.GetInt("CacheWarnAt", m_CacheWarnAt);
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}
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m_log.InfoFormat("[FLOTSAM ASSET CACHE]: Cache Directory {0}", m_CacheDirectory);
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if (m_CacheDirectoryTiers < 1)
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m_CacheDirectoryTiers = 1;
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else if (m_CacheDirectoryTiers > 3)
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m_CacheDirectoryTiers = 3;
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if (m_CacheDirectoryTierLen < 1)
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m_CacheDirectoryTierLen = 1;
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else if (m_CacheDirectoryTierLen > 4)
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m_CacheDirectoryTierLen = 4;
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assetConfig = source.Configs["AssetService"];
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if(assetConfig != null)
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{
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m_assetLoader = assetConfig.GetString("DefaultAssetLoader", String.Empty);
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m_assetLoaderArgs = assetConfig.GetString("AssetLoaderArgs", string.Empty);
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if (string.IsNullOrWhiteSpace(m_assetLoaderArgs))
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m_assetLoader = string.Empty;
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}
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MainConsole.Instance.Commands.AddCommand("Assets", true, "fcache status", "fcache status", "Display cache status", HandleConsoleCommand);
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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);
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MainConsole.Instance.Commands.AddCommand("Assets", true, "fcache assets", "fcache assets", "Attempt a deep scan and cache of all assets in all scenes", HandleConsoleCommand);
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MainConsole.Instance.Commands.AddCommand("Assets", true, "fcache expire", "fcache expire <datetime(mm/dd/YYYY)>", "Purge cached assets older then the specified date/time", HandleConsoleCommand);
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if (!string.IsNullOrWhiteSpace(m_assetLoader))
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{
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IAssetLoader assetLoader = ServerUtils.LoadPlugin<IAssetLoader>(m_assetLoader, new object[] { });
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if (assetLoader != null)
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{
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HashSet<string> ids = new HashSet<string>();
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assetLoader.ForEachDefaultXmlAsset(
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m_assetLoaderArgs,
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delegate (AssetBase a)
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{
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ids.Add(a.ID);
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});
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m_defaultAssets = ids;
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}
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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);
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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);
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}
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}
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}
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}
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public void PostInitialise()
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{
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}
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public void Close()
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{
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if(m_Scenes.Count <= 0)
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{
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if (m_assetFileWriteQueue != null)
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{
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m_assetFileWriteQueue.Dispose();
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m_assetFileWriteQueue = null;
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}
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if(m_cancelSource != null)
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{
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m_cancelSource.Dispose();
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m_cancelSource = null;
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}
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}
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}
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public void AddRegion(Scene scene)
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{
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if (m_Enabled)
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{
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scene.RegisterModuleInterface<IAssetCache>(this);
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m_Scenes.Add(scene);
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}
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}
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public void RemoveRegion(Scene scene)
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{
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if (m_Enabled)
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{
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scene.UnregisterModuleInterface<IAssetCache>(this);
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m_Scenes.Remove(scene);
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lock(timerLock)
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{
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if(m_Scenes.Count <= 0)
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{
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m_cleanupRunning = false;
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if (m_timerRunning)
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{
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m_timerRunning = false;
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m_CacheCleanTimer.Stop();
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m_CacheCleanTimer.Close();
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}
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if (m_FileCacheEnabled && m_assetFileWriteQueue != null)
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m_cancelSource.Cancel();
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}
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}
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}
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}
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public void RegionLoaded(Scene scene)
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{
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if (m_Enabled)
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{
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if(m_AssetService == null)
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m_AssetService = scene.RequestModuleInterface<IAssetService>();
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lock(timerLock)
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{
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if(!m_timerRunning)
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{
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if (m_FileCacheEnabled && (m_FileExpiration > TimeSpan.Zero) && (m_FileExpirationCleanupTimer > TimeSpan.Zero))
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{
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m_CacheCleanTimer = new System.Timers.Timer(m_FileExpirationCleanupTimer.TotalMilliseconds)
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{
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AutoReset = false
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};
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m_CacheCleanTimer.Elapsed += CleanupExpiredFiles;
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m_CacheCleanTimer.Start();
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m_timerRunning = true;
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}
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}
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if (m_FileCacheEnabled && m_assetFileWriteQueue == null)
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{
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m_assetFileWriteQueue = new BlockingCollection<WriteAssetInfo>();
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m_cancelSource = new CancellationTokenSource();
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WorkManager.RunInThreadPool(ProcessWrites, null, "FloatsamCacheWriter", false);
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}
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}
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}
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}
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private void ProcessWrites(object o)
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{
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try
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{
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while(true)
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{
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if(m_assetFileWriteQueue.TryTake(out WriteAssetInfo wai,-1, m_cancelSource.Token))
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{
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WriteFileCache(wai.filename,wai.asset,false);
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wai.asset = null;
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Thread.Sleep(20);
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}
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}
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}
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catch{ }
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}
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////////////////////////////////////////////////////////////
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// IAssetCache
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//
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private void UpdateWeakReference(string key, AssetBase asset)
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{
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lock(weakAssetReferencesLock)
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{
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if(weakAssetReferences.TryGetValue(key , out WeakReference aref))
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aref.Target = asset;
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else
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weakAssetReferences[key] = new WeakReference(asset);
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}
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}
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private void UpdateMemoryCache(string key, AssetBase asset)
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{
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// NOTE DO NOT USE SLIDEEXPIRE option on current libomv
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m_MemoryCache.AddOrUpdate(key, asset, m_MemoryExpiration);
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}
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private void UpdateFileCache(string key, AssetBase asset, bool replace = false)
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{
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if(m_assetFileWriteQueue == null)
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return;
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string filename = GetFileName(key);
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try
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{
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// If the file is already cached, don't cache it, just touch it so access time is updated
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if (!replace && File.Exists(filename))
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{
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UpdateFileLastAccessTime(filename);
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return;
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}
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// Once we start writing, make sure we flag that we're writing
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// that object to the cache so that we don't try to write the
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// same file multiple times.
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lock (m_CurrentlyWriting)
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{
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if (m_CurrentlyWriting.Contains(filename))
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return;
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else
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m_CurrentlyWriting.Add(filename);
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}
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WriteAssetInfo wai = new WriteAssetInfo()
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{
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filename = filename,
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asset = asset
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};
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if (m_assetFileWriteQueue != null)
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m_assetFileWriteQueue.Add(wai);
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}
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catch (Exception e)
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{
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m_log.ErrorFormat(
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"[FLOTSAM ASSET CACHE]: Failed to update cache for asset {0}. Exception {1} {2}",
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asset.ID, e.Message, e.StackTrace);
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}
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}
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public void Cache(AssetBase asset, bool replace = false)
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{
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// TODO: Spawn this off to some seperate thread to do the actual writing
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if (asset != null)
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{
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//m_log.DebugFormat("[FLOTSAM ASSET CACHE]: Caching asset with id {0}", asset.ID);
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UpdateWeakReference(asset.ID, asset);
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if (m_MemoryCacheEnabled)
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UpdateMemoryCache(asset.ID, asset);
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if (m_FileCacheEnabled)
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UpdateFileCache(asset.ID, asset, replace);
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}
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}
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public void CacheNegative(string id)
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{
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if (m_negativeCacheEnabled)
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{
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if (m_negativeCacheSliding)
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m_negativeCache.AddOrUpdate(id, null, TimeSpan.FromSeconds(m_negativeExpiration));
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else
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m_negativeCache.AddOrUpdate(id, null, m_negativeExpiration);
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}
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}
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/// <summary>
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/// Updates the cached file with the current time.
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/// </summary>
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/// <param name="filename">Filename.</param>
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/// <returns><c>true</c>, if the update was successful, false otherwise.</returns>
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private bool UpdateFileLastAccessTime(string filename)
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{
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try
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{
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File.SetLastAccessTime(filename, DateTime.Now);
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return true;
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}
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catch (FileNotFoundException)
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{
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return false;
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}
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catch
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{
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return true; // ignore other errors
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}
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}
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private AssetBase GetFromWeakReference(string id)
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{
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AssetBase asset = null;
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lock(weakAssetReferencesLock)
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{
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if (weakAssetReferences.TryGetValue(id, out WeakReference aref))
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{
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asset = aref.Target as AssetBase;
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if(asset == null)
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weakAssetReferences.Remove(id);
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else
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m_weakRefHits++;
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}
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}
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return asset;
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}
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/// <summary>
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/// Try to get an asset from the in-memory cache.
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/// </summary>
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/// <param name="id"></param>
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/// <returns></returns>
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private AssetBase GetFromMemoryCache(string id)
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{
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if (m_MemoryCache.TryGetValue(id, out AssetBase asset))
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{
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m_MemoryHits++;
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return asset;
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}
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return null;
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}
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private bool CheckFromMemoryCache(string id)
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{
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return m_MemoryCache.Contains(id);
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}
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/// <summary>
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/// Try to get an asset from the file cache.
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/// </summary>
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/// <param name="id"></param>
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/// <returns>An asset retrieved from the file cache. null if there was a problem retrieving an asset.</returns>
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private AssetBase GetFromFileCache(string id)
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{
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string filename = GetFileName(id);
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// Track how often we have the problem that an asset is requested while
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// it is still being downloaded by a previous request.
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if (m_CurrentlyWriting.Contains(filename))
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{
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m_RequestsForInprogress++;
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return null;
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}
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AssetBase asset = null;
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try
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{
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using (FileStream stream = File.Open(filename, FileMode.Open, FileAccess.Read, FileShare.Read))
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{
|
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if (stream.Length == 0) // Empty file will trigger exception below
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return null;
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BinaryFormatter bformatter = new BinaryFormatter();
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asset = (AssetBase)bformatter.Deserialize(stream);
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m_DiskHits++;
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}
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}
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catch (FileNotFoundException)
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{
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}
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catch (DirectoryNotFoundException)
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{
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}
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catch (System.Runtime.Serialization.SerializationException e)
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{
|
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m_log.WarnFormat(
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"[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 ( plus {1} default )", gatheredids.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
|
|
}
|
|
}
|