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