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/FlotsamAssetCache.cs') 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