From f992db6807407426a87716990618c4d5732b6274 Mon Sep 17 00:00:00 2001
From: Melanie Thielker
Date: Fri, 5 Jun 2009 04:58:55 +0000
Subject: Committing mcortez's FlotsamAssetCache after several positive
reviews. Thank you, mcortez!
---
.../Region/CoreModules/Asset/FlotsamAssetCache.cs | 438 +++++++++++++++++++++
1 file changed, 438 insertions(+)
create mode 100644 OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs
(limited to 'OpenSim/Region/CoreModules/Asset')
diff --git a/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs b/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs
new file mode 100644
index 0000000..1d122ee
--- /dev/null
+++ b/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs
@@ -0,0 +1,438 @@
+/*
+ * 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 OpenSim Project nor the
+ * names of its contributors may be used to endorse or promote products
+ * derived from this software without specific prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
+ * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
+ * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
+ * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
+ * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
+ * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
+ * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
+ * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
+ * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ */
+
+using System;
+using System.IO;
+using System.Collections.Generic;
+using System.Reflection;
+using System.Runtime.Serialization;
+using System.Runtime.Serialization.Formatters.Binary;
+using System.Threading;
+using System.Timers;
+
+
+using GlynnTucker.Cache;
+using log4net;
+using Nini.Config;
+using Mono.Addins;
+
+using OpenSim.Framework;
+using OpenSim.Region.Framework.Interfaces;
+using OpenSim.Region.Framework.Scenes;
+using OpenSim.Services.Interfaces;
+
+[assembly: Addin("FlotsamAssetCache", "1.0")]
+[assembly: AddinDependency("OpenSim", "0.5")]
+
+namespace OpenSim.Region.CoreModules.Asset
+{
+ ///
+ /// OpenSim.ini Options:
+ /// -------
+ /// [Modules]
+ /// AssetCaching = "FlotsamAssetCache"
+ ///
+ /// [AssetCache]
+ /// ; cache directory can be shared by multiple instances
+ /// CacheDirectory = /directory/writable/by/OpenSim/instance
+ ///
+ /// ; Set to false for disk cache only.
+ /// MemoryCacheEnabled = true
+ ///
+ /// ; How long {in hours} to keep assets cached in memory, .5 == 30 minutes
+ /// MemoryCacheTimeout = 2
+ ///
+ /// ; How long {in hours} to keep assets cached on disk, .5 == 30 minutes
+ /// ; Specify 0 if you do not want your disk cache to expire
+ /// FileCacheTimeout = 0
+ ///
+ /// ; How often {in hours} should the disk be checked for expired filed
+ /// ; Specify 0 to disable expiration checking
+ /// FileCleanupTimer = .166 ;roughly every 10 minutes
+ /// -------
+ ///
+
+ [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule")]
+ public class FlotsamAssetCache : ISharedRegionModule, IImprovedAssetCache
+ {
+ private static readonly ILog m_log =
+ LogManager.GetLogger(
+ MethodBase.GetCurrentMethod().DeclaringType);
+
+ private bool m_Enabled = false;
+
+ private const string m_ModuleName = "FlotsamAssetCache";
+ private const string m_DefaultCacheDirectory = m_ModuleName;
+ private string m_CacheDirectory = m_DefaultCacheDirectory;
+
+
+ private List m_InvalidChars = new List();
+
+ private uint m_DebugRate = 1; // How often to display hit statistics, given in requests
+
+ private static ulong m_Requests = 0;
+ private static ulong m_FileHits = 0;
+ private static ulong m_MemoryHits = 0;
+ private static double m_HitRateMemory = 0.0;
+ private static double m_HitRateFile = 0.0;
+
+ private List m_CurrentlyWriting = new List();
+
+ delegate void AsyncWriteDelegate(string file, AssetBase obj);
+
+ private ICache m_MemoryCache = new GlynnTucker.Cache.SimpleMemoryCache();
+ private bool m_MemoryCacheEnabled = true;
+
+ // Expiration is expressed in hours.
+ private const double m_DefaultMemoryExpiration = 1.0;
+ private const double m_DefaultFileExpiration = 48;
+ private TimeSpan m_MemoryExpiration = TimeSpan.Zero;
+ private TimeSpan m_FileExpiration = TimeSpan.Zero;
+ private TimeSpan m_FileExpirationCleanupTimer = TimeSpan.Zero;
+
+ private System.Timers.Timer m_CachCleanTimer = new System.Timers.Timer();
+
+ public FlotsamAssetCache()
+ {
+ m_InvalidChars.AddRange(Path.GetInvalidPathChars());
+ m_InvalidChars.AddRange(Path.GetInvalidFileNameChars());
+ }
+
+ 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", this.Name);
+ m_log.DebugFormat("[XXX] name = {0} (this module's name: {1}", name, Name);
+
+ if (name == Name)
+ {
+ IConfig assetConfig = source.Configs["AssetCache"];
+ if (assetConfig == null)
+ {
+ m_log.Error("[ASSET CACHE]: AssetCache missing from OpenSim.ini");
+ return;
+ }
+
+ m_Enabled = true;
+
+ m_log.InfoFormat("[ASSET CACHE]: {0} enabled", this.Name);
+
+ m_CacheDirectory = assetConfig.GetString("CacheDirectory", m_DefaultCacheDirectory);
+ m_log.InfoFormat("[ASSET CACHE]: Cache Directory", m_DefaultCacheDirectory);
+
+ m_MemoryCacheEnabled = assetConfig.GetBoolean("MemoryCacheEnabled", true);
+ m_MemoryExpiration = TimeSpan.FromHours(assetConfig.GetDouble("MemoryCacheTimeout", m_DefaultMemoryExpiration));
+
+
+ m_FileExpiration = TimeSpan.FromHours(assetConfig.GetDouble("FileCacheTimeout", m_DefaultFileExpiration));
+ m_FileExpirationCleanupTimer = TimeSpan.FromHours(assetConfig.GetDouble("FileCleanupTimer", m_DefaultFileExpiration));
+ if ((m_FileExpiration > TimeSpan.Zero) && (m_FileExpirationCleanupTimer > TimeSpan.Zero))
+ {
+ m_CachCleanTimer.Interval = m_FileExpirationCleanupTimer.TotalMilliseconds;
+ m_CachCleanTimer.AutoReset = true;
+ m_CachCleanTimer.Elapsed += CleanupExpiredFiles;
+ m_CachCleanTimer.Enabled = true;
+ m_CachCleanTimer.Start();
+ }
+ else
+ {
+ m_CachCleanTimer.Enabled = false;
+ }
+ }
+ }
+ }
+
+ public void PostInitialise()
+ {
+ }
+
+ public void Close()
+ {
+ }
+
+ public void AddRegion(Scene scene)
+ {
+ if (m_Enabled)
+ scene.RegisterModuleInterface(this);
+ }
+
+ public void RemoveRegion(Scene scene)
+ {
+ }
+
+ public void RegionLoaded(Scene scene)
+ {
+ }
+
+ ////////////////////////////////////////////////////////////
+ // IImprovedAssetCache
+ //
+
+ private void UpdateMemoryCache(string key, AssetBase asset)
+ {
+ if( m_MemoryCacheEnabled )
+ {
+ if (m_MemoryExpiration > TimeSpan.Zero)
+ {
+ m_MemoryCache.AddOrUpdate(key, asset, m_MemoryExpiration);
+ }
+ else
+ {
+ m_MemoryCache.AddOrUpdate(key, asset);
+ }
+ }
+ }
+
+ public void Cache(AssetBase asset)
+ {
+ // TODO: Spawn this off to some seperate thread to do the actual writing
+ if (asset != null)
+ {
+ UpdateMemoryCache(asset.ID, asset);
+
+ string filename = GetFileName(asset.ID);
+
+ try
+ {
+ // If the file is already cached, don't cache it, just touch it so access time is updated
+ if (File.Exists(filename))
+ {
+ File.SetLastAccessTime(filename, DateTime.Now);
+ } 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 (m_CurrentlyWriting.Contains(filename))
+ {
+ return;
+ }
+ else
+ {
+ m_CurrentlyWriting.Add(filename);
+ }
+ }
+
+ // Setup the actual writing so that it happens asynchronously
+ AsyncWriteDelegate awd = delegate( string file, AssetBase obj )
+ {
+ WriteFileCache(file, obj);
+ };
+
+ // Go ahead and cache it to disk
+ awd.BeginInvoke(filename, asset, null, null);
+ }
+ }
+ catch (Exception e)
+ {
+ string[] text = e.ToString().Split(new char[] { '\n' });
+ foreach (string t in text)
+ {
+ m_log.InfoFormat("[ASSET CACHE]: {0} ", t);
+ }
+ }
+ }
+ }
+
+ public AssetBase Get(string id)
+ {
+ m_Requests++;
+
+ AssetBase asset = null;
+
+ object obj;
+ if (m_MemoryCacheEnabled && m_MemoryCache.TryGet(id, out obj))
+ {
+ asset = (AssetBase)obj;
+ m_MemoryHits++;
+ }
+ else
+ {
+ try
+ {
+ string filename = GetFileName(id);
+ if (File.Exists(filename))
+ {
+ FileStream stream = File.Open(filename, FileMode.Open);
+ BinaryFormatter bformatter = new BinaryFormatter();
+
+ asset = (AssetBase)bformatter.Deserialize(stream);
+ stream.Close();
+
+ UpdateMemoryCache(id, asset);
+
+ m_FileHits++;
+ }
+ }
+ catch (Exception e)
+ {
+ string[] text = e.ToString().Split(new char[] { '\n' });
+ foreach (string t in text)
+ {
+ m_log.InfoFormat("[ASSET CACHE]: {0} ", t);
+ }
+ }
+ }
+
+ if (m_Requests % m_DebugRate == 0)
+ {
+ m_HitRateFile = (double)m_FileHits / m_Requests * 100.0;
+
+ m_log.DebugFormat("[ASSET CACHE]: Cache Get :: {0} :: {1}", id, asset == null ? "Miss" : "Hit");
+ m_log.DebugFormat("[ASSET CACHE]: File Hit Rate {0}% for {1} requests", m_HitRateFile.ToString("0.00"), m_Requests);
+
+ if (m_MemoryCacheEnabled)
+ {
+ m_HitRateMemory = (double)m_MemoryHits / m_Requests * 100.0;
+ m_log.DebugFormat("[ASSET CACHE]: Memory Hit Rate {0}% for {1} requests", m_HitRateMemory.ToString("0.00"), m_Requests);
+ }
+ }
+
+ return asset;
+ }
+
+ public void Expire(string id)
+ {
+ try
+ {
+ string filename = GetFileName(id);
+ if (File.Exists(filename))
+ {
+ File.Delete(filename);
+ }
+
+ if( m_MemoryCacheEnabled )
+ m_MemoryCache.Remove(id);
+ }
+ catch (Exception e)
+ {
+ string[] text = e.ToString().Split(new char[] { '\n' });
+ foreach (string t in text)
+ {
+ m_log.InfoFormat("[ASSET CACHE]: {0} ", t);
+ }
+ }
+ }
+
+ public void Clear()
+ {
+ foreach (string dir in Directory.GetDirectories(m_CacheDirectory))
+ {
+ Directory.Delete(dir);
+ }
+
+ if( m_MemoryCacheEnabled )
+ m_MemoryCache.Clear();
+ }
+
+ private void CleanupExpiredFiles(object source, ElapsedEventArgs e)
+ {
+ foreach (string dir in Directory.GetDirectories(m_CacheDirectory))
+ {
+ foreach (string file in Directory.GetFiles(dir))
+ {
+ if (DateTime.Now - File.GetLastAccessTime(file) > m_FileExpiration)
+ {
+ File.Delete(file);
+ }
+ }
+ }
+ }
+
+ 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 p = id.Substring(id.Length - 4);
+ p = Path.Combine(p, id);
+ return Path.Combine(m_CacheDirectory, p);
+ }
+
+ private void WriteFileCache(string filename, AssetBase asset)
+ {
+ try
+ {
+ // Make sure the target cache directory exists
+ string directory = Path.GetDirectoryName(filename);
+ if (!Directory.Exists(directory))
+ {
+ Directory.CreateDirectory(directory);
+ }
+
+ // 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());
+ Stream stream = File.Open(tempname, FileMode.Create);
+ BinaryFormatter bformatter = new BinaryFormatter();
+ bformatter.Serialize(stream, asset);
+ stream.Close();
+
+ // Now that it's written, rename it so that it can be found.
+ File.Move(tempname, filename);
+
+ m_log.DebugFormat("[ASSET CACHE]: Cache Stored :: {0}", asset.ID);
+ }
+ catch (Exception e)
+ {
+ string[] text = e.ToString().Split(new char[] { '\n' });
+ foreach (string t in text)
+ {
+ m_log.InfoFormat("[ASSET CACHE]: {0} ", t);
+ }
+
+ }
+ 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 (m_CurrentlyWriting.Contains(filename))
+ {
+ m_CurrentlyWriting.Remove(filename);
+ }
+ }
+
+ }
+ }
+ }
+}
--
cgit v1.1