aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Framework/Communications/Cache/AssetCache.cs
blob: 9ec5a9831297a3a4a44625c84cc0dea3c9fabb8e (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
/*
 * 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.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);

    /// <summary>
    /// 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.
    /// </summary>
    public class AssetCache : IAssetReceiver
    {
        protected ICache m_memcache = new SimpleMemoryCache();

        private static readonly ILog m_log
            = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);

        /// <summary>
        /// The cache of assets.  This does not include textures.
        /// </summary>
        //private Dictionary<UUID, AssetInfo> Assets;

        /// <summary>
        /// The cache of textures.
        /// </summary>
        //private Dictionary<UUID, TextureImage> Textures;

        /// <summary>
        /// Assets requests which are waiting for asset server data.  This includes texture requests
        /// </summary>
        private Dictionary<UUID, AssetRequest> RequestedAssets;

        /// <summary>
        /// Asset requests with data which are ready to be sent back to requesters.  This includes textures.
        /// </summary>
        private List<AssetRequest> AssetRequests;

        /// <summary>
        /// Until the asset request is fulfilled, each asset request is associated with a list of requesters
        /// </summary>
        private Dictionary<UUID, AssetRequestsList> RequestLists;

        /// <summary>
        /// The 'server' from which assets can be requested and to which assets are persisted. 
        /// </summary>
        private readonly IAssetServer m_assetServer;

        public IAssetServer AssetServer
        {
            get { return m_assetServer; }
        }

        /// <summary>
        /// Report statistical data.
        /// </summary>
        public void ShowState()
        {
            m_log.InfoFormat("Memcache:{1}   RequestLists:{2}",
                m_memcache.Count,
              //   AssetRequests.Count,
              //    RequestedAssets.Count,
                RequestLists.Count);
        }

        /// <summary>
        /// Clear the asset cache.
        /// </summary>
        public void Clear()
        {
            m_log.Info("[ASSET CACHE]: Clearing Asset cache");

            if (StatsManager.SimExtraStats != null)
                StatsManager.SimExtraStats.ClearAssetCacheStatistics();

            Initialize();
        }

        /// <summary>
        /// Initialize the cache.
        /// </summary>
        private void Initialize()
        {
            AssetRequests = new List<AssetRequest>();

            RequestedAssets = new Dictionary<UUID, AssetRequest>();
            RequestLists = new Dictionary<UUID, AssetRequestsList>();
        }

        /// <summary>
        /// Constructor.  Initialize will need to be called separately.
        /// </summary>
        /// <param name="assetServer"></param>
        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);
        }

        /// <summary>
        /// Process the asset queue which holds data which is packeted up and sent
        /// directly back to the client.
        /// </summary>
        public void RunAssetManager()
        {
            while (true)
            {
                try
                {
                    ProcessAssetQueue();
                    Thread.Sleep(500);
                }
                catch (Exception e)
                {
                    m_log.Error("[ASSET CACHE]: " + e);
                }
            }
        }

        /// <summary>
        /// Only get an asset if we already have it in the cache.
        /// </summary>
        /// <param name="assetId"></param>
        /// <param name="asset"></param>
        /// <returns>true if the asset was in the cache, false if it was not</returns>
        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;
        }

        /// <summary>
        /// Asynchronously retrieve an asset.
        /// </summary>
        /// <param name="assetId"></param>
        /// <param name="callback">
        /// 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</param>
        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);
                    }
                }
            }
        }

        /// <summary>
        /// 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.
        /// </summary>
        /// <param name="assetID"></param>
        /// <param name="isTexture"></param>
        /// <returns>null if the asset could not be retrieved</returns>
        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;
        }

        /// <summary>
        /// Add an asset to both the persistent store and the cache.
        /// </summary>
        /// <param name="asset"></param>
        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);
                }
            }
        }

        /// <summary>
        /// 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.
        /// </summary>
        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);
                }
            }
        }

        /// <summary>
        /// Calculate the number of packets required to send the asset to the client.
        /// </summary>
        /// <param name="data"></param>
        /// <returns></returns>
        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;
        }

        /// <summary>
        /// Handle an asset request from the client.  The result will be sent back asynchronously.
        /// </summary>
        /// <param name="userInfo"></param>
        /// <param name="transferRequest"></param>
        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);
        }

        /// <summary>
        /// Process the asset queue which sends packets directly back to the client.
        /// </summary>
        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;
            }
        }

        /// <summary>
        /// A list of requests for a particular asset.
        /// </summary>
        public class AssetRequestsList
        {
            /// <summary>
            /// A list of requests for assets
            /// </summary>
            public List<NewAssetRequest> Requests = new List<NewAssetRequest>();
            
            /// <summary>
            /// Record the time that this request was first made.
            /// </summary>
            public DateTime TimeRequested;
        }

        /// <summary>
        /// Represent a request for an asset that has yet to be fulfilled.
        /// </summary>
        public class NewAssetRequest
        {
            public AssetRequestCallback Callback;

            public NewAssetRequest(AssetRequestCallback callback)
            {
                Callback = callback;
            }
        }
    }
}