From c43e466301afd6dc83f473ef98a14fa8cd775181 Mon Sep 17 00:00:00 2001
From: Adam Frisby
Date: Sun, 9 Nov 2008 15:00:26 +0000
Subject: * Enabled GTCache for AssetCache * Items will now be locally cached
for only 24 hours from last access. (Rather than until restart) * Caveat:
Implementing the new caching mechanism means statistics gathering on
AssetCache is no longer functional. (Justin - you might want to take a look
and see if you can somehow get that back and running if you still need it)
---
.../Framework/Communications/Cache/AssetCache.cs | 268 ++++++---------------
1 file changed, 77 insertions(+), 191 deletions(-)
(limited to 'OpenSim/Framework/Communications/Cache/AssetCache.cs')
diff --git a/OpenSim/Framework/Communications/Cache/AssetCache.cs b/OpenSim/Framework/Communications/Cache/AssetCache.cs
index dfdb0e7..0581cc6 100644
--- a/OpenSim/Framework/Communications/Cache/AssetCache.cs
+++ b/OpenSim/Framework/Communications/Cache/AssetCache.cs
@@ -33,6 +33,7 @@ using OpenMetaverse;
using OpenMetaverse.Packets;
using log4net;
using OpenSim.Framework.Statistics;
+using GlynnTucker.Cache;
namespace OpenSim.Framework.Communications.Cache
{
@@ -52,18 +53,20 @@ namespace OpenSim.Framework.Communications.Cache
///
public class AssetCache : IAssetReceiver
{
+ protected ICache m_memcache = new SimpleMemoryCache();
+
private static readonly ILog m_log
= LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
///
/// The cache of assets. This does not include textures.
///
- private Dictionary Assets;
+ //private Dictionary Assets;
///
/// The cache of textures.
///
- private Dictionary Textures;
+ //private Dictionary Textures;
///
/// Assets requests which are waiting for asset server data. This includes texture requests
@@ -95,52 +98,11 @@ namespace OpenSim.Framework.Communications.Cache
///
public void ShowState()
{
- m_log.InfoFormat("Assets:{0} Textures:{1} RequestLists:{2}",
- Assets.Count,
- Textures.Count,
+ m_log.InfoFormat("Memcache:{1} RequestLists:{2}",
+ m_memcache.Count,
// AssetRequests.Count,
// RequestedAssets.Count,
RequestLists.Count);
-
- int temporaryImages = 0;
- int temporaryAssets = 0;
-
- long imageBytes = 0;
- long assetBytes = 0;
-
- foreach (TextureImage texture in Textures.Values)
- {
- if (texture != null)
- {
- if (texture.Temporary)
- {
- temporaryImages++;
- }
-
- imageBytes += texture.Data.GetLongLength(0);
- }
- }
-
- foreach (AssetInfo asset in Assets.Values)
- {
- if (asset != null)
- {
- if (asset.Temporary)
- {
- temporaryAssets++;
- }
-
- assetBytes += asset.Data.GetLongLength(0);
- }
- }
-
- m_log.InfoFormat("Temporary Images: {0} Temporary Assets: {1}",
- temporaryImages,
- temporaryAssets);
-
- m_log.InfoFormat("Image data: {0}kb Asset data: {1}kb",
- imageBytes / 1024,
- assetBytes / 1024);
}
///
@@ -161,8 +123,6 @@ namespace OpenSim.Framework.Communications.Cache
///
private void Initialize()
{
- Assets = new Dictionary();
- Textures = new Dictionary();
AssetRequests = new List();
RequestedAssets = new Dictionary();
@@ -181,7 +141,7 @@ namespace OpenSim.Framework.Communications.Cache
m_assetServer = assetServer;
m_assetServer.SetReceiver(this);
- Thread assetCacheThread = new Thread(new ThreadStart(RunAssetManager));
+ Thread assetCacheThread = new Thread(RunAssetManager);
assetCacheThread.Name = "AssetCacheThread";
assetCacheThread.IsBackground = true;
assetCacheThread.Start();
@@ -203,7 +163,7 @@ namespace OpenSim.Framework.Communications.Cache
}
catch (Exception e)
{
- m_log.Error("[ASSET CACHE]: " + e.ToString());
+ m_log.Error("[ASSET CACHE]: " + e);
}
}
}
@@ -216,14 +176,11 @@ namespace OpenSim.Framework.Communications.Cache
/// true if the asset was in the cache, false if it was not
public bool TryGetCachedAsset(UUID assetId, out AssetBase asset)
{
- if (Textures.ContainsKey(assetId))
- {
- asset = Textures[assetId];
- return true;
- }
- else if (Assets.ContainsKey(assetId))
+ Object tmp;
+ if(m_memcache.TryGet(assetId, out tmp))
{
- asset = Assets[assetId];
+ asset = (AssetBase)tmp;
+ //m_log.Info("Retrieved from cache " + assetId);
return true;
}
@@ -312,25 +269,22 @@ namespace OpenSim.Framework.Communications.Cache
{
return asset;
}
- else
+ m_assetServer.RequestAsset(assetID, isTexture);
+
+ do
{
- m_assetServer.RequestAsset(assetID, isTexture);
+ Thread.Sleep(pollPeriod);
- do
+ if (TryGetCachedAsset(assetID, out asset))
{
- Thread.Sleep(pollPeriod);
-
- if (TryGetCachedAsset(assetID, out asset))
- {
- return asset;
- }
- } while (--maxPolls > 0);
+ return asset;
+ }
+ } while (--maxPolls > 0);
- m_log.WarnFormat("[ASSET CACHE]: {0} {1} was not received before the retrieval timeout was reached",
- isTexture ? "texture" : "asset", assetID.ToString());
+ m_log.WarnFormat("[ASSET CACHE]: {0} {1} was not received before the retrieval timeout was reached",
+ isTexture ? "texture" : "asset", assetID.ToString());
- return null;
- }
+ return null;
}
///
@@ -339,68 +293,34 @@ namespace OpenSim.Framework.Communications.Cache
///
public void AddAsset(AssetBase asset)
{
-// m_log.DebugFormat(
-// "[ASSET CACHE]: Uploaded asset {0}, temporary {1}, store local {2}",
-// asset.ID, asset.Temporary, asset.Local);
-
- if (asset.Type == (int)AssetType.Texture)
+ if (!m_memcache.Contains(asset.FullID))
{
- if (!Textures.ContainsKey(asset.FullID))
+ m_log.Info("[CACHE] Caching " + asset.FullID + " for 24 hours from last access");
+ // Use 24 hour rolling asset cache.
+ m_memcache.AddOrUpdate(asset.FullID, asset, TimeSpan.FromHours(24));
+
+ // According to http://wiki.secondlife.com/wiki/AssetUploadRequest, Local signifies that the
+ // information is stored locally. It could disappear, in which case we could send the
+ // ImageNotInDatabase packet to tell the client this.
+ //
+ // However, this doesn't quite appear to work with local textures that are part of an avatar's
+ // appearance texture set. Whilst sending an ImageNotInDatabase does trigger an automatic rebake
+ // and reupload by the client, if those assets aren't pushed to the asset server anyway, then
+ // on crossing onto another region server, other avatars can no longer get the required textures.
+ // There doesn't appear to be any signal from the sim to the newly region border crossed client
+ // asking it to reupload its local texture assets to that region server.
+ //
+ // One can think of other cunning ways around this. For instance, on a region crossing or teleport,
+ // the original sim could squirt local assets to the new sim. Or the new sim could have pointers
+ // to the original sim to fetch the 'local' assets (this is getting more complicated).
+ //
+ // But for now, we're going to take the easy way out and store local assets globally.
+ //
+ // TODO: Also, Temporary is now deprecated. We should start ignoring it and not passing it out from LLClientView.
+ if (!asset.Temporary || asset.Local)
{
- TextureImage textur = new TextureImage(asset);
- Textures.Add(textur.FullID, textur);
-
- if (StatsManager.SimExtraStats != null)
- StatsManager.SimExtraStats.AddTexture(textur);
-
- // According to http://wiki.secondlife.com/wiki/AssetUploadRequest, Local signifies that the
- // information is stored locally. It could disappear, in which case we could send the
- // ImageNotInDatabase packet to tell the client this.
- //
- // However, this doesn't quite appear to work with local textures that are part of an avatar's
- // appearance texture set. Whilst sending an ImageNotInDatabase does trigger an automatic rebake
- // and reupload by the client, if those assets aren't pushed to the asset server anyway, then
- // on crossing onto another region server, other avatars can no longer get the required textures.
- // There doesn't appear to be any signal from the sim to the newly region border crossed client
- // asking it to reupload its local texture assets to that region server.
- //
- // One can think of other cunning ways around this. For instance, on a region crossing or teleport,
- // the original sim could squirt local assets to the new sim. Or the new sim could have pointers
- // to the original sim to fetch the 'local' assets (this is getting more complicated).
- //
- // But for now, we're going to take the easy way out and store local assets globally.
- //
- // TODO: Also, Temporary is now deprecated. We should start ignoring it and not passing it out from LLClientView.
- if (!asset.Temporary || asset.Local)
- {
- m_assetServer.StoreAsset(asset);
- }
+ m_assetServer.StoreAsset(asset);
}
-// else
-// {
-// m_log.DebugFormat("[ASSET CACHE]: Textures already contains {0}", asset.ID);
-// }
- }
- else
- {
- if (!Assets.ContainsKey(asset.FullID))
- {
- AssetInfo assetInf = new AssetInfo(asset);
- Assets.Add(assetInf.FullID, assetInf);
-
- if (StatsManager.SimExtraStats != null)
- StatsManager.SimExtraStats.AddAsset(assetInf);
-
- // See comment above.
- if (!asset.Temporary || asset.Local)
- {
- m_assetServer.StoreAsset(asset);
- }
- }
-// else
-// {
-// m_log.DebugFormat("[ASSET CACHE]: Assets already contains {0}", asset.ID);
-// }
}
}
@@ -417,71 +337,46 @@ namespace OpenSim.Framework.Communications.Cache
// in the 2 caches differently. Also, locks are probably
// needed in all of this, or move to synchronized non
// generic forms for Dictionaries.
- if (Textures.ContainsKey(uuid))
- {
- Textures.Remove(uuid);
- }
- else if (Assets.ContainsKey(uuid))
+ if(m_memcache.Contains(uuid))
{
- Assets.Remove(uuid);
+ m_memcache.Remove(uuid);
}
}
// See IAssetReceiver
public void AssetReceived(AssetBase asset, bool IsTexture)
{
-// m_log.DebugFormat("[ASSET CACHE]: Received asset {0}", asset.ID);
-
- //check if it is a texture or not
- //then add to the correct cache list
- //then check for waiting requests for this asset/texture (in the Requested lists)
- //and move those requests into the Requests list.
- if (IsTexture)
- {
- TextureImage image = new TextureImage(asset);
- if (!Textures.ContainsKey(image.FullID))
- {
- Textures.Add(image.FullID, image);
- if (StatsManager.SimExtraStats != null)
- {
- StatsManager.SimExtraStats.AddTexture(image);
- }
- }
- }
- else
+ AssetInfo assetInf = new AssetInfo(asset);
+ if (!m_memcache.Contains(assetInf.FullID))
{
- AssetInfo assetInf = new AssetInfo(asset);
- if (!Assets.ContainsKey(assetInf.FullID))
- {
- Assets.Add(assetInf.FullID, assetInf);
+ m_memcache.AddOrUpdate(assetInf.FullID, assetInf, TimeSpan.FromHours(24));
- if (StatsManager.SimExtraStats != null)
- {
- StatsManager.SimExtraStats.AddAsset(assetInf);
- }
+ if (StatsManager.SimExtraStats != null)
+ {
+ StatsManager.SimExtraStats.AddAsset(assetInf);
+ }
- if (RequestedAssets.ContainsKey(assetInf.FullID))
- {
- AssetRequest req = RequestedAssets[assetInf.FullID];
- req.AssetInf = assetInf;
- req.NumPackets = CalculateNumPackets(assetInf.Data);
-
- RequestedAssets.Remove(assetInf.FullID);
- // If it's a direct request for a script, drop it
- // because it's a hacked client
- if (req.AssetRequestSource != 2 || assetInf.Type != 10)
- AssetRequests.Add(req);
- }
+ if (RequestedAssets.ContainsKey(assetInf.FullID))
+ {
+ AssetRequest req = RequestedAssets[assetInf.FullID];
+ req.AssetInf = assetInf;
+ req.NumPackets = CalculateNumPackets(assetInf.Data);
+
+ RequestedAssets.Remove(assetInf.FullID);
+ // If it's a direct request for a script, drop it
+ // because it's a hacked client
+ if (req.AssetRequestSource != 2 || assetInf.Type != 10)
+ AssetRequests.Add(req);
}
}
// Notify requesters for this asset
- AssetRequestsList reqList = null;
-
+ AssetRequestsList reqList;
+
lock (RequestLists)
- {
- if (RequestLists.TryGetValue(asset.FullID, out reqList))
+ {
+ if (RequestLists.TryGetValue(asset.FullID, out reqList))
RequestLists.Remove(asset.FullID);
}
@@ -489,7 +384,7 @@ namespace OpenSim.Framework.Communications.Cache
{
if (StatsManager.SimExtraStats != null)
StatsManager.SimExtraStats.AddAssetRequestTimeAfterCacheMiss(DateTime.Now - reqList.TimeRequested);
-
+
foreach (NewAssetRequest req in reqList.Requests)
{
// Xantor 20080526 are we really calling all the callbacks if multiple queued for 1 request? -- Yes, checked
@@ -504,17 +399,8 @@ namespace OpenSim.Framework.Communications.Cache
{
// m_log.WarnFormat("[ASSET CACHE]: AssetNotFound for {0}", assetID);
- if (IsTexture)
- {
- Textures[assetID] = null;
- }
- else
- {
- Assets[assetID] = null;
- }
-
// Notify requesters for this asset
- AssetRequestsList reqList = null;
+ AssetRequestsList reqList;
lock (RequestLists)
{
if (RequestLists.TryGetValue(assetID, out reqList))
@@ -578,7 +464,7 @@ namespace OpenSim.Framework.Communications.Cache
//check to see if asset is in local cache, if not we need to request it from asset server.
//Console.WriteLine("asset request " + requestID);
- if (!Assets.ContainsKey(requestID))
+ if (!m_memcache.Contains(requestID))
{
//not found asset
// so request from asset server
@@ -598,7 +484,7 @@ namespace OpenSim.Framework.Communications.Cache
}
// It has an entry in our cache
- AssetInfo asset = Assets[requestID];
+ AssetInfo asset = (AssetInfo)m_memcache[requestID];
// FIXME: We never tell the client about assets which do not exist when requested by this transfer mechanism, which can't be right.
if (null == asset)
--
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