/*
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*
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*/
using System;
using System.Collections.Generic;
using System.Reflection;
using System.Threading;
using OpenMetaverse;
using OpenMetaverse.Packets;
using log4net;
using OpenSim.Framework.Statistics;
using GlynnTucker.Cache;
namespace OpenSim.Framework.Communications.Cache
{
public delegate void AssetRequestCallback(UUID assetID, AssetBase asset);
///
/// Manages local cache of assets and their sending to viewers.
///
/// This class actually encapsulates two largely separate mechanisms. One mechanism fetches assets either
/// synchronously or async and passes the data back to the requester. The second mechanism fetches assets and
/// sends packetised data directly back to the client. The only point where they meet is AssetReceived() and
/// AssetNotFound(), which means they do share the same asset and texture caches.
///
/// TODO: Assets in this cache are effectively immortal (they are never disposed of through old age).
/// This is not a huge problem at the moment since other memory use usually dwarfs that used by assets
/// but it's something to bear in mind.
///
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;
///
/// The cache of textures.
///
//private Dictionary Textures;
///
/// Assets requests which are waiting for asset server data. This includes texture requests
///
private Dictionary RequestedAssets;
///
/// Asset requests with data which are ready to be sent back to requesters. This includes textures.
///
private List AssetRequests;
///
/// Until the asset request is fulfilled, each asset request is associated with a list of requesters
///
private Dictionary RequestLists;
///
/// The 'server' from which assets can be requested and to which assets are persisted.
///
private readonly IAssetServer m_assetServer;
public IAssetServer AssetServer
{
get { return m_assetServer; }
}
///
/// Report statistical data.
///
public void ShowState()
{
m_log.InfoFormat("Memcache:{1} RequestLists:{2}",
m_memcache.Count,
// AssetRequests.Count,
// RequestedAssets.Count,
RequestLists.Count);
}
///
/// Clear the asset cache.
///
public void Clear()
{
m_log.Info("[ASSET CACHE]: Clearing Asset cache");
if (StatsManager.SimExtraStats != null)
StatsManager.SimExtraStats.ClearAssetCacheStatistics();
Initialize();
}
///
/// Initialize the cache.
///
private void Initialize()
{
AssetRequests = new List();
RequestedAssets = new Dictionary();
RequestLists = new Dictionary();
}
///
/// Constructor. Initialize will need to be called separately.
///
///
public AssetCache(IAssetServer assetServer)
{
m_log.Info("[ASSET CACHE]: Creating Asset cache");
Initialize();
m_assetServer = assetServer;
m_assetServer.SetReceiver(this);
Thread assetCacheThread = new Thread(RunAssetManager);
assetCacheThread.Name = "AssetCacheThread";
assetCacheThread.IsBackground = true;
assetCacheThread.Start();
ThreadTracker.Add(assetCacheThread);
}
///
/// Process the asset queue which holds data which is packeted up and sent
/// directly back to the client.
///
public void RunAssetManager()
{
while (true)
{
try
{
ProcessAssetQueue();
Thread.Sleep(500);
}
catch (Exception e)
{
m_log.Error("[ASSET CACHE]: " + e);
}
}
}
///
/// Only get an asset if we already have it in the cache.
///
///
///
/// true if the asset was in the cache, false if it was not
public bool TryGetCachedAsset(UUID assetId, out AssetBase asset)
{
Object tmp;
if (m_memcache.TryGet(assetId, out tmp))
{
asset = (AssetBase)tmp;
//m_log.Info("Retrieved from cache " + assetId);
return true;
}
asset = null;
return false;
}
///
/// Asynchronously retrieve an asset.
///
///
///
/// A callback invoked when the asset has either been found or not found.
/// If the asset was found this is called with the asset UUID and the asset data
/// If the asset was not found this is still called with the asset UUID but with a null asset data reference
public void GetAsset(UUID assetId, AssetRequestCallback callback, bool isTexture)
{
//m_log.DebugFormat("[ASSET CACHE]: Requesting {0} {1}", isTexture ? "texture" : "asset", assetId);
// Xantor 20080526:
// if a request is made for an asset which is not in the cache yet, but has already been requested by
// something else, queue up the callbacks on that requestor instead of swamping the assetserver
// with multiple requests for the same asset.
AssetBase asset;
if (TryGetCachedAsset(assetId, out asset))
{
callback(assetId, asset);
}
else
{
// m_log.DebugFormat("[ASSET CACHE]: Adding request for {0} {1}", isTexture ? "texture" : "asset", assetId);
NewAssetRequest req = new NewAssetRequest(callback);
AssetRequestsList requestList;
lock (RequestLists)
{
if (RequestLists.TryGetValue(assetId, out requestList)) // do we already have a request pending?
{
// m_log.DebugFormat("[ASSET CACHE]: Intercepted Duplicate request for {0} {1}", isTexture ? "texture" : "asset", assetId);
// add to callbacks for this assetId
RequestLists[assetId].Requests.Add(req);
}
else
{
// m_log.DebugFormat("[ASSET CACHE]: Adding request for {0} {1}", isTexture ? "texture" : "asset", assetId);
requestList = new AssetRequestsList();
requestList.TimeRequested = DateTime.Now;
requestList.Requests.Add(req);
RequestLists.Add(assetId, requestList);
m_assetServer.RequestAsset(assetId, isTexture);
}
}
}
}
///
/// Synchronously retreive an asset. If the asset isn't in the cache, a request will be made to the persistent store to
/// load it into the cache.
///
/// XXX We'll keep polling the cache until we get the asset or we exceed
/// the allowed number of polls. This isn't a very good way of doing things since a single thread
/// is processing inbound packets, so if the asset server is slow, we could block this for up to
/// the timeout period. What we might want to do is register asynchronous callbacks on asset
/// receipt in the same manner as the TextureDownloadModule. Of course,
/// a timeout before asset receipt usually isn't fatal, the operation will work on the retry when the
/// asset is much more likely to have made it into the cache.
///
///
///
/// null if the asset could not be retrieved
public AssetBase GetAsset(UUID assetID, bool isTexture)
{
// I'm not going over 3 seconds since this will be blocking processing of all the other inbound
// packets from the client.
int pollPeriod = 200;
int maxPolls = 15;
AssetBase asset;
if (TryGetCachedAsset(assetID, out asset))
{
return asset;
}
m_assetServer.RequestAsset(assetID, isTexture);
do
{
Thread.Sleep(pollPeriod);
if (TryGetCachedAsset(assetID, out asset))
{
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());
return null;
}
///
/// Add an asset to both the persistent store and the cache.
///
///
public void AddAsset(AssetBase asset)
{
if (!m_memcache.Contains(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)
{
m_assetServer.StoreAsset(asset);
}
}
}
///
/// Allows you to clear a specific asset by uuid out
/// of the asset cache. This is needed because the osdynamic
/// texture code grows the asset cache without bounds. The
/// real solution here is a much better cache archicture, but
/// this is a stop gap measure until we have such a thing.
///
public void ExpireAsset(UUID uuid)
{
// uuid is unique, so no need to worry about it showing up
// in the 2 caches differently. Also, locks are probably
// needed in all of this, or move to synchronized non
// generic forms for Dictionaries.
if (m_memcache.Contains(uuid))
{
m_memcache.Remove(uuid);
}
}
// See IAssetReceiver
public void AssetReceived(AssetBase asset, bool IsTexture)
{
AssetInfo assetInf = new AssetInfo(asset);
if (!m_memcache.Contains(assetInf.FullID))
{
m_memcache.AddOrUpdate(assetInf.FullID, assetInf, TimeSpan.FromHours(24));
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);
}
}
// Notify requesters for this asset
AssetRequestsList reqList;
lock (RequestLists)
{
if (RequestLists.TryGetValue(asset.FullID, out reqList))
RequestLists.Remove(asset.FullID);
}
if (reqList != null)
{
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
// m_log.DebugFormat("[ASSET CACHE]: Callback for asset {0}", asset.FullID);
req.Callback(asset.FullID, asset);
}
}
}
// See IAssetReceiver
public void AssetNotFound(UUID assetID, bool IsTexture)
{
// m_log.WarnFormat("[ASSET CACHE]: AssetNotFound for {0}", assetID);
// Notify requesters for this asset
AssetRequestsList reqList;
lock (RequestLists)
{
if (RequestLists.TryGetValue(assetID, out reqList))
RequestLists.Remove(assetID);
}
if (reqList != null)
{
if (StatsManager.SimExtraStats != null)
StatsManager.SimExtraStats.AddAssetRequestTimeAfterCacheMiss(DateTime.Now - reqList.TimeRequested);
foreach (NewAssetRequest req in reqList.Requests)
{
req.Callback(assetID, null);
}
}
}
///
/// Calculate the number of packets required to send the asset to the client.
///
///
///
private static int CalculateNumPackets(byte[] data)
{
const uint m_maxPacketSize = 600;
int numPackets = 1;
if (data.LongLength > m_maxPacketSize)
{
// over max number of bytes so split up file
long restData = data.LongLength - m_maxPacketSize;
int restPackets = (int)((restData + m_maxPacketSize - 1) / m_maxPacketSize);
numPackets += restPackets;
}
return numPackets;
}
///
/// Handle an asset request from the client. The result will be sent back asynchronously.
///
///
///
public void AddAssetRequest(IClientAPI userInfo, TransferRequestPacket transferRequest)
{
UUID requestID = UUID.Zero;
byte source = 2;
if (transferRequest.TransferInfo.SourceType == 2)
{
//direct asset request
requestID = new UUID(transferRequest.TransferInfo.Params, 0);
}
else if (transferRequest.TransferInfo.SourceType == 3)
{
//inventory asset request
requestID = new UUID(transferRequest.TransferInfo.Params, 80);
source = 3;
//Console.WriteLine("asset request " + requestID);
}
//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 (!m_memcache.Contains(requestID))
{
//not found asset
// so request from asset server
if (!RequestedAssets.ContainsKey(requestID))
{
AssetRequest request = new AssetRequest();
request.RequestUser = userInfo;
request.RequestAssetID = requestID;
request.TransferRequestID = transferRequest.TransferInfo.TransferID;
request.AssetRequestSource = source;
request.Params = transferRequest.TransferInfo.Params;
RequestedAssets.Add(requestID, request);
m_assetServer.RequestAsset(requestID, false);
}
return;
}
// It has an entry in our cache
AssetBase asset = (AssetBase)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)
{
//m_log.DebugFormat("[ASSET CACHE]: Asset transfer request for asset which is {0} already known to be missing. Dropping", requestID);
return;
}
// Scripts cannot be retrieved by direct request
if (transferRequest.TransferInfo.SourceType == 2 && asset.Type == 10)
return;
// The asset is knosn to exist and is in our cache, so add it to the AssetRequests list
AssetRequest req = new AssetRequest();
req.RequestUser = userInfo;
req.RequestAssetID = requestID;
req.TransferRequestID = transferRequest.TransferInfo.TransferID;
req.AssetRequestSource = source;
req.Params = transferRequest.TransferInfo.Params;
req.AssetInf = new AssetInfo(asset);
req.NumPackets = CalculateNumPackets(asset.Data);
AssetRequests.Add(req);
}
///
/// Process the asset queue which sends packets directly back to the client.
///
private void ProcessAssetQueue()
{
//should move the asset downloading to a module, like has been done with texture downloading
if (AssetRequests.Count == 0)
{
//no requests waiting
return;
}
// if less than 5, do all of them
int num = Math.Min(5, AssetRequests.Count);
AssetRequest req;
AssetRequestToClient req2 = null;
for (int i = 0; i < num; i++)
{
req = (AssetRequest)AssetRequests[i];
if (req2 == null)
{
req2 = new AssetRequestToClient();
}
// Trying to limit memory usage by only creating AssetRequestToClient if needed
//req2 = new AssetRequestToClient();
req2.AssetInf = (AssetBase)req.AssetInf;
req2.AssetRequestSource = req.AssetRequestSource;
req2.DataPointer = req.DataPointer;
req2.DiscardLevel = req.DiscardLevel;
req2.ImageInfo = (AssetBase)req.ImageInfo;
req2.IsTextureRequest = req.IsTextureRequest;
req2.NumPackets = req.NumPackets;
req2.PacketCounter = req.PacketCounter;
req2.Params = req.Params;
req2.RequestAssetID = req.RequestAssetID;
req2.TransferRequestID = req.TransferRequestID;
req.RequestUser.SendAsset(req2);
}
//remove requests that have been completed
for (int i = 0; i < num; i++)
{
AssetRequests.RemoveAt(0);
}
}
public class AssetRequest
{
public IClientAPI RequestUser;
public UUID RequestAssetID;
public AssetInfo AssetInf;
public TextureImage ImageInfo;
public UUID TransferRequestID;
public long DataPointer = 0;
public int NumPackets = 0;
public int PacketCounter = 0;
public bool IsTextureRequest;
public byte AssetRequestSource = 2;
public byte[] Params = null;
//public bool AssetInCache;
//public int TimeRequested;
public int DiscardLevel = -1;
}
public class AssetInfo : AssetBase
{
public AssetInfo(AssetBase aBase)
{
Data = aBase.Data;
FullID = aBase.FullID;
Type = aBase.Type;
Name = aBase.Name;
Description = aBase.Description;
}
}
public class TextureImage : AssetBase
{
public TextureImage(AssetBase aBase)
{
Data = aBase.Data;
FullID = aBase.FullID;
Type = aBase.Type;
Name = aBase.Name;
Description = aBase.Description;
}
}
///
/// A list of requests for a particular asset.
///
public class AssetRequestsList
{
///
/// A list of requests for assets
///
public List Requests = new List();
///
/// Record the time that this request was first made.
///
public DateTime TimeRequested;
}
///
/// Represent a request for an asset that has yet to be fulfilled.
///
public class NewAssetRequest
{
public AssetRequestCallback Callback;
public NewAssetRequest(AssetRequestCallback callback)
{
Callback = callback;
}
}
}
}