From 70e8097e318511b3bd5661ec60f8c9ac4fdba2ed Mon Sep 17 00:00:00 2001
From: Justin Clarke Casey
Date: Sun, 21 Sep 2008 18:53:58 +0000
Subject: * Eliminate the need to copy asset request lists in the asset cache
when an asset is received or missing * Also eliminates a race condition
---
.../Framework/Communications/Cache/AssetCache.cs | 104 +++++----------------
1 file changed, 22 insertions(+), 82 deletions(-)
(limited to 'OpenSim/Framework/Communications/Cache')
diff --git a/OpenSim/Framework/Communications/Cache/AssetCache.cs b/OpenSim/Framework/Communications/Cache/AssetCache.cs
index c6f41a6..0112198 100644
--- a/OpenSim/Framework/Communications/Cache/AssetCache.cs
+++ b/OpenSim/Framework/Communications/Cache/AssetCache.cs
@@ -46,7 +46,7 @@ namespace OpenSim.Framework.Communications.Cache
/// 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 off through old age).
+ /// 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.
///
@@ -206,24 +206,9 @@ namespace OpenSim.Framework.Communications.Cache
///
/// Only get an asset if we already have it in the cache.
///
- ///
- ///
- //private AssetBase GetCachedAsset(UUID assetId)
- //{
- // AssetBase asset = null;
-
- // if (Textures.ContainsKey(assetId))
- // {
- // asset = Textures[assetId];
- // }
- // else if (Assets.ContainsKey(assetId))
- // {
- // asset = Assets[assetId];
- // }
-
- // return asset;
- //}
-
+ ///
+ ///
+ /// true if the asset was in the cache, false if it was not
private bool TryGetCachedAsset(UUID assetId, out AssetBase asset)
{
if (Textures.ContainsKey(assetId))
@@ -451,42 +436,21 @@ namespace OpenSim.Framework.Communications.Cache
}
// Notify requesters for this asset
- if (RequestLists.ContainsKey(asset.FullID))
- {
- AssetRequestsList reqList = null;
- lock (RequestLists)
- {
- //m_log.Info("AssetCache: Lock taken on requestLists (AssetReceived #1)");
- reqList = RequestLists[asset.FullID];
+ AssetRequestsList reqList = null;
+
+ lock (RequestLists)
+ {
+ if (RequestLists.TryGetValue(asset.FullID, out reqList))
+ RequestLists.Remove(asset.FullID);
+ }
- }
- //m_log.Info("AssetCache: Lock released on requestLists (AssetReceived #1)");
- if (reqList != null)
+ if (reqList != null)
+ {
+ foreach (NewAssetRequest req in reqList.Requests)
{
- //making a copy of the list is not ideal
- //but the old method of locking around this whole block of code was causing a multi-thread lock
- //between this and the TextureDownloadModule
- //while the localAsset thread running this and trying to send a texture to the callback in the
- //texturedownloadmodule , and hitting a lock in there. While the texturedownload thread (which was holding
- // the lock in the texturedownload module) was trying to
- //request a new asset and hitting a lock in here on the RequestLists.
-
- List theseRequests = new List(reqList.Requests);
- reqList.Requests.Clear();
-
- lock (RequestLists)
- {
- // m_log.Info("AssetCache: Lock taken on requestLists (AssetReceived #2)");
- RequestLists.Remove(asset.FullID);
- }
- //m_log.Info("AssetCache: Lock released on requestLists (AssetReceived #2)");
-
- foreach (NewAssetRequest req in theseRequests)
- {
- // 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);
- }
+ // 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);
}
}
}
@@ -509,27 +473,13 @@ namespace OpenSim.Framework.Communications.Cache
AssetRequestsList reqList = null;
lock (RequestLists)
{
- // m_log.Info("AssetCache: Lock taken on requestLists (AssetNotFound #1)");
- if (RequestLists.ContainsKey(assetID))
- {
- reqList = RequestLists[assetID];
- }
+ if (RequestLists.TryGetValue(assetID, out reqList))
+ RequestLists.Remove(assetID);
}
- // m_log.Info("AssetCache: Lock released on requestLists (AssetNotFound #1)");
if (reqList != null)
{
- List theseRequests = new List(reqList.Requests);
- reqList.Requests.Clear();
-
- lock (RequestLists)
- {
- // m_log.Info("AssetCache: Lock taken on requestLists (AssetNotFound #2)");
- RequestLists.Remove(assetID);
- }
- // m_log.Info("AssetCache: Lock released on requestLists (AssetNotFound #2)");
-
- foreach (NewAssetRequest req in theseRequests)
+ foreach (NewAssetRequest req in reqList.Requests)
{
req.Callback(assetID, null);
}
@@ -578,6 +528,7 @@ namespace OpenSim.Framework.Communications.Cache
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 (!Assets.ContainsKey(requestID))
@@ -636,6 +587,7 @@ namespace OpenSim.Framework.Communications.Cache
//no requests waiting
return;
}
+
// if less than 5, do all of them
int num = Math.Min(5, AssetRequests.Count);
@@ -688,18 +640,10 @@ namespace OpenSim.Framework.Communications.Cache
//public bool AssetInCache;
//public int TimeRequested;
public int DiscardLevel = -1;
-
- public AssetRequest()
- {
- }
}
public class AssetInfo : AssetBase
{
- public AssetInfo()
- {
- }
-
public AssetInfo(AssetBase aBase)
{
Data = aBase.Data;
@@ -712,10 +656,6 @@ namespace OpenSim.Framework.Communications.Cache
public class TextureImage : AssetBase
{
- public TextureImage()
- {
- }
-
public TextureImage(AssetBase aBase)
{
Data = aBase.Data;
--
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