/* * 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.Text.RegularExpressions; using System.Threading; using GlynnTucker.Cache; using log4net; using OpenMetaverse; using OpenMetaverse.Packets; using OpenSim.Framework.Statistics; using System.Text; namespace OpenSim.Framework.Communications.Cache { /// /// 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. public class AssetCache : IAssetCache { #region IPlugin /// /// The methods and properties in this section are needed to /// support the IPlugin interface. They cann all be overridden /// as needed by a derived class. /// public virtual string Name { get { return "OpenSim.Framework.Communications.Cache.AssetCache"; } } public virtual string Version { get { return "1.0"; } } public virtual void Initialise() { m_log.Debug("[ASSET CACHE]: Asset cache null initialisation"); } public virtual void Initialise(IAssetServer assetServer) { m_log.Debug("[ASSET CACHE]: Asset cache server-specified initialisation"); m_log.InfoFormat("[ASSET CACHE]: Asset cache initialisation [{0}/{1}]", Name, Version); Initialize(); m_assetServer = assetServer; m_assetServer.SetReceiver(this); Thread assetCacheThread = new Thread(RunAssetManager); assetCacheThread.Name = "AssetCacheThread"; assetCacheThread.IsBackground = true; assetCacheThread.Start(); ThreadTracker.Add(assetCacheThread); } public virtual void Initialise(ConfigSettings settings, IAssetServer assetServer) { m_log.Debug("[ASSET CACHE]: Asset cache configured initialisation"); Initialise(assetServer); } public AssetCache() { m_log.Debug("[ASSET CACHE]: Asset cache (plugin constructor)"); } public void Dispose() { } #endregion protected ICache m_memcache = new SimpleMemoryCache(); private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); /// /// 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; public IAssetServer AssetServer { get { return m_assetServer; } } private IAssetServer m_assetServer; public void ShowState() { m_log.InfoFormat("Memcache:{0} RequestLists:{1}", m_memcache.Count, // AssetRequests.Count, // RequestedAssets.Count, RequestLists.Count); } 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]: Asset cache direct constructor"); Initialise(assetServer); } /// /// Process the asset queue which holds data which is packeted up and sent /// directly back to the client. /// private void RunAssetManager() { while (true) { try { ProcessAssetQueue(); Thread.Sleep(500); } catch (Exception e) { m_log.Error("[ASSET CACHE]: " + e.ToString()); } } } 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; } 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); } } } } 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. const 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; } 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); } if (StatsManager.SimExtraStats != null) StatsManager.SimExtraStats.AddAsset(asset); } } public void ExpireAsset(UUID uuid) { if (m_memcache.Contains(uuid)) { m_memcache.Remove(uuid); if (StatsManager.SimExtraStats != null) StatsManager.SimExtraStats.RemoveAsset(uuid); } } // See IAssetReceiver public virtual void AssetReceived(AssetBase asset, bool IsTexture) { AssetInfo assetInf = new AssetInfo(asset); ProcessReceivedAsset(IsTexture, assetInf); 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 (req.AssetRequestSource == 2 && assetInf.Type == 10) { // If it's a direct request for a script, drop it // because it's a hacked client } else { lock (AssetRequests) { 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); } } } protected void ProcessReceivedAsset(bool IsTexture, AssetInfo assetInf) { } // See IAssetReceiver public virtual void AssetNotFound(UUID assetID, bool IsTexture) { // m_log.WarnFormat("[ASSET CACHE]: AssetNotFound for {0}", assetID); // Remember the fact that this asset could not be found to prevent delays from repeated requests m_memcache.Add(assetID, null, TimeSpan.FromHours(24)); // 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; } 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; //m_log.Debug("asset request " + requestID); } //check to see if asset is in local cache, if not we need to request it from asset server. //m_log.Debug("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); lock (AssetRequests) 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 = new AssetRequestToClient(); for (int i = 0; i < num; i++) { lock (AssetRequests) { req = AssetRequests[0]; AssetRequests.RemoveAt(0); } req2.AssetInf = req.AssetInf; req2.AssetRequestSource = req.AssetRequestSource; req2.DataPointer = req.DataPointer; req2.DiscardLevel = req.DiscardLevel; req2.ImageInfo = 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); } } public byte[] ProcessAssetData(byte[] assetData) { string data = Encoding.ASCII.GetString(assetData); data = ProcessAssetDataString(data); return Encoding.ASCII.GetBytes( data ); } public string ProcessAssetDataString(string data) { Regex regex = new Regex("(creator_url|owner_url)\\s+(\\S+)"); data = regex.Replace(data, delegate(Match m) { string result = String.Empty; string key = m.Groups[1].Captures[0].Value; string value = m.Groups[2].Captures[0].Value; Guid id = Util.GetHashGuid(value, AssetInfo.Secret); switch (key) { case "creator_url": result = "creator_id " + id; break; case "owner_url": result = "owner_id " + id; break; } return result; }); return data; } 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 const string Secret = "secret"; } 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; } } } }