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-rw-r--r--OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs37
1 files changed, 17 insertions, 20 deletions
diff --git a/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs b/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs
index 5d8a278..8aa173a 100644
--- a/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs
+++ b/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs
@@ -107,8 +107,6 @@ namespace OpenSim.Region.CoreModules.Asset
107 private IAssetService m_AssetService; 107 private IAssetService m_AssetService;
108 private List<Scene> m_Scenes = new List<Scene>(); 108 private List<Scene> m_Scenes = new List<Scene>();
109 109
110 private bool m_DeepScanBeforePurge;
111
112 public FlotsamAssetCache() 110 public FlotsamAssetCache()
113 { 111 {
114 m_InvalidChars.AddRange(Path.GetInvalidPathChars()); 112 m_InvalidChars.AddRange(Path.GetInvalidPathChars());
@@ -170,8 +168,6 @@ namespace OpenSim.Region.CoreModules.Asset
170 m_CacheDirectoryTierLen = assetConfig.GetInt("CacheDirectoryTierLength", m_CacheDirectoryTierLen); 168 m_CacheDirectoryTierLen = assetConfig.GetInt("CacheDirectoryTierLength", m_CacheDirectoryTierLen);
171 169
172 m_CacheWarnAt = assetConfig.GetInt("CacheWarnAt", m_CacheWarnAt); 170 m_CacheWarnAt = assetConfig.GetInt("CacheWarnAt", m_CacheWarnAt);
173
174 m_DeepScanBeforePurge = assetConfig.GetBoolean("DeepScanBeforePurge", m_DeepScanBeforePurge);
175 } 171 }
176 172
177 m_log.InfoFormat("[FLOTSAM ASSET CACHE]: Cache Directory {0}", m_CacheDirectory); 173 m_log.InfoFormat("[FLOTSAM ASSET CACHE]: Cache Directory {0}", m_CacheDirectory);
@@ -506,13 +502,10 @@ namespace OpenSim.Region.CoreModules.Asset
506 // Purge all files last accessed prior to this point 502 // Purge all files last accessed prior to this point
507 DateTime purgeLine = DateTime.Now - m_FileExpiration; 503 DateTime purgeLine = DateTime.Now - m_FileExpiration;
508 504
509 // An optional deep scan at this point will ensure assets present in scenes, 505 // An asset cache may contain local non-temporary assets that are not in the asset service. Therefore,
510 // or referenced by objects in the scene, but not recently accessed 506 // before cleaning up expired files we must scan the objects in the scene to make sure that we retain
511 // are not purged. 507 // such local assets if they have not been recently accessed.
512 if (m_DeepScanBeforePurge) 508 TouchAllSceneAssets(false);
513 {
514 CacheScenes();
515 }
516 509
517 foreach (string dir in Directory.GetDirectories(m_CacheDirectory)) 510 foreach (string dir in Directory.GetDirectories(m_CacheDirectory))
518 { 511 {
@@ -705,11 +698,14 @@ namespace OpenSim.Region.CoreModules.Asset
705 698
706 /// <summary> 699 /// <summary>
707 /// Iterates through all Scenes, doing a deep scan through assets 700 /// Iterates through all Scenes, doing a deep scan through assets
708 /// to cache all assets present in the scene or referenced by assets 701 /// to update the access time of all assets present in the scene or referenced by assets
709 /// in the scene 702 /// in the scene.
710 /// </summary> 703 /// </summary>
711 /// <returns></returns> 704 /// <param name="storeUncached">
712 private int CacheScenes() 705 /// If true, then assets scanned which are not found in cache are added to the cache.
706 /// </param>
707 /// <returns>Number of distinct asset references found in the scene.</returns>
708 private int TouchAllSceneAssets(bool storeUncached)
713 { 709 {
714 UuidGatherer gatherer = new UuidGatherer(m_AssetService); 710 UuidGatherer gatherer = new UuidGatherer(m_AssetService);
715 711
@@ -732,7 +728,7 @@ namespace OpenSim.Region.CoreModules.Asset
732 { 728 {
733 File.SetLastAccessTime(filename, DateTime.Now); 729 File.SetLastAccessTime(filename, DateTime.Now);
734 } 730 }
735 else 731 else if (storeUncached)
736 { 732 {
737 m_AssetService.Get(assetID.ToString()); 733 m_AssetService.Get(assetID.ToString());
738 } 734 }
@@ -860,13 +856,14 @@ namespace OpenSim.Region.CoreModules.Asset
860 856
861 break; 857 break;
862 858
863
864 case "assets": 859 case "assets":
865 m_log.Info("[FLOTSAM ASSET CACHE]: Caching all assets, in all scenes."); 860 m_log.Info("[FLOTSAM ASSET CACHE]: Ensuring assets are cached for all scenes.");
866 861
867 Util.FireAndForget(delegate { 862 Util.FireAndForget(delegate {
868 int assetsCached = CacheScenes(); 863 int assetReferenceTotal = TouchAllSceneAssets(true);
869 m_log.InfoFormat("[FLOTSAM ASSET CACHE]: Completed Scene Caching, {0} assets found.", assetsCached); 864 m_log.InfoFormat(
865 "[FLOTSAM ASSET CACHE]: Completed check with {0} assets.",
866 assetReferenceTotal);
870 }); 867 });
871 868
872 break; 869 break;