/*
* 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:
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* 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 OpenSimulator 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
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using System.Reflection;
using log4net;
using Nini.Config;
using OpenSim.Framework;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
namespace OpenSim.Region.CoreModules.Asset
{
///
/// Cenome memory asset cache.
///
///
///
/// Cache is enabled by setting "AssetCaching" configuration to value "CenomeMemoryAssetCache".
/// When cache is successfully enable log should have message
/// "[ASSET CACHE]: Cenome asset cache enabled (MaxSize = XXX bytes, MaxCount = XXX, ExpirationTime = XXX)".
///
///
/// Cache's size is limited by two parameters:
/// maximal allowed size in bytes and maximal allowed asset count. When new asset
/// is added to cache that have achieved either size or count limitation, cache
/// will automatically remove less recently used assets from cache. Additionally
/// asset's lifetime is controlled by expiration time.
///
///
///
///
/// Configuration
/// Description
///
/// -
/// MaxSize
/// Maximal size of the cache in bytes. Default value: 128MB (134 217 728 bytes).
///
/// -
/// MaxCount
/// Maximal count of assets stored to cache. Default value: 4096 assets.
///
/// -
/// ExpirationTime
/// Asset's expiration time in minutes. Default value: 30 minutes.
///
///
///
///
///
/// Enabling Cenome Asset Cache:
///
/// [Modules]
/// AssetCaching = "CenomeMemoryAssetCache"
///
/// Setting size and expiration time limitations:
///
/// [AssetService]
/// ; 256 MB (default: 134217728)
/// MaxSize = 268435456
/// ; How many assets it is possible to store cache (default: 4096)
/// MaxCount = 16384
/// ; Expiration time - 1 hour (default: 30 minutes)
/// ExpirationTime = 60
///
///
public class CenomeMemoryAssetCache : IImprovedAssetCache, ISharedRegionModule
{
///
/// Cache's default maximal asset count.
///
///
///
/// Assuming that average asset size is about 32768 bytes.
///
///
public const int DefaultMaxCount = 4096;
///
/// Default maximal size of the cache in bytes
///
///
///
/// 128MB = 128 * 1024^2 = 134 217 728 bytes.
///
///
public const long DefaultMaxSize = 134217728;
///
/// Asset's default expiration time in the cache.
///
public static readonly TimeSpan DefaultExpirationTime = TimeSpan.FromMinutes( 30.0 );
///
/// Log manager instance.
///
private static readonly ILog Log = LogManager.GetLogger( MethodBase.GetCurrentMethod().DeclaringType );
///
/// Cache object.
///
private ICnmCache m_cache;
///
/// Is Cenome asset cache enabled.
///
private bool m_enabled;
///
/// Count of get requests
///
private int m_getCount;
///
/// How many hits
///
private int m_hitCount;
///
/// Count of cache commands
///
private int m_cachedCount;
///
/// How many gets before dumping statistics
///
///
/// If 0 or less, then disabled.
///
private int m_debugEpoch = 0;
///
/// Initialize asset cache module with default parameters.
///
public void Initialize()
{
Initialize( DefaultMaxSize, DefaultMaxCount, DefaultExpirationTime );
}
///
/// Initialize asset cache module, with custom parameters.
///
///
/// Cache's maximal size in bytes.
///
///
/// Cache's maximal count of assets.
///
///
/// Asset's expiration time.
///
public void Initialize( long maximalSize, int maximalCount, TimeSpan expirationTime )
{
if( maximalSize <= 0 || maximalCount <= 0 || expirationTime <= TimeSpan.Zero )
{
Log.Info( "[ASSET CACHE]: Cenome asset cache is not enabled." );
m_enabled = false;
return;
}
// Create cache and add synchronization wrapper over it
m_cache =
CnmSynchronizedCache.Synchronized( new CnmMemoryCache(
maximalSize, maximalCount, expirationTime ) );
m_enabled = true;
Log.InfoFormat("[ASSET CACHE]: Cenome asset cache enabled (MaxSize = {0} bytes, MaxCount = {1}, ExpirationTime = {2})", maximalSize, maximalCount, expirationTime );
}
#region IImprovedAssetCache Members
///
/// Cache asset.
///
///
/// The asset that is being cached.
///
public void Cache( AssetBase asset )
{
long size = asset.Data != null ? asset.Data.Length : 1;
m_cache.Set( asset.ID, asset, size );
m_cachedCount++;
}
///
/// Clear asset cache.
///
public void Clear()
{
m_cache.Clear();
}
///
/// Expire (remove) asset stored to cache.
///
///
/// The expired asset's id.
///
public void Expire( string id )
{
m_cache.Remove( id );
}
///
/// Get asset stored
///
///
/// The asset's id.
///
///
/// Asset if it is found from cache; otherwise .
///
///
///
/// Caller should always check that is return value .
/// Cache doesn't guarantee in any situation that asset is stored to it.
///
///
public AssetBase Get( string id )
{
m_getCount++;
AssetBase assetBase;
if( m_cache.TryGetValue( id, out assetBase ) )
m_hitCount++;
if( m_getCount == m_debugEpoch )
{
Log.InfoFormat( "[ASSET CACHE]: Cached = {0}, Get = {1}, Hits = {2}%, Size = {3} bytes, Avg. A. Size = {4} bytes",
m_cachedCount, m_getCount, ( (double) m_hitCount / m_getCount ) * 100.0, m_cache.Size, m_cache.Size / m_cache.Count );
m_getCount = 0;
m_hitCount = 0;
m_cachedCount = 0;
}
return assetBase;
}
#endregion
#region ISharedRegionModule Members
///
/// Gets region module's name.
///
public string Name
{
get { return "CenomeMemoryAssetCache"; }
}
///
/// New region is being added to server.
///
///
/// Region's scene.
///
public void AddRegion( Scene scene )
{
if( m_enabled )
scene.RegisterModuleInterface( this );
}
///
/// Close region module.
///
public void Close()
{
m_enabled = false;
m_cache.Clear();
m_cache = null;
}
///
/// Initialize region module.
///
///
/// Configuration source.
///
public void Initialise( IConfigSource source )
{
m_cache = null;
m_enabled = false;
var moduleConfig = source.Configs[ "Modules" ];
if( moduleConfig == null )
return;
var name = moduleConfig.GetString( "AssetCaching" );
Log.DebugFormat( "[XXX] name = {0} (this module's name: {1}", name, Name );
if( name != Name )
return;
// This module is used
var maxSize = DefaultMaxSize;
var maxCount = DefaultMaxCount;
var expirationTime = DefaultExpirationTime;
var assetConfig = source.Configs[ "AssetCache" ];
if( assetConfig != null )
{
// Get optional configurations
maxSize = assetConfig.GetLong( "MaxSize", DefaultMaxSize );
maxCount = assetConfig.GetInt( "MaxCount", DefaultMaxCount );
expirationTime =
TimeSpan.FromMinutes( assetConfig.GetInt( "ExpirationTime", (int) DefaultExpirationTime.TotalMinutes ) );
// Debugging purposes only
m_debugEpoch = assetConfig.GetInt( "DebugEpoch", 0 );
}
Initialize( maxSize, maxCount, expirationTime );
}
///
/// Initialization post handling.
///
///
///
/// Modules can use this to initialize connection with other modules.
///
///
public void PostInitialise()
{
}
///
/// Region has been loaded.
///
///
/// Region's scene.
///
///
///
/// This is needed for all module types. Modules will register
/// Interfaces with scene in AddScene, and will also need a means
/// to access interfaces registered by other modules. Without
/// this extra method, a module attempting to use another modules'
/// interface would be successful only depending on load order,
/// which can't be depended upon, or modules would need to resort
/// to ugly kludges to attempt to request interfaces when needed
/// and unnecessary caching logic repeated in all modules.
/// The extra function stub is just that much cleaner.
///
///
public void RegionLoaded( Scene scene )
{
}
///
/// Region is being removed.
///
///
/// Region scene that is being removed.
///
public void RemoveRegion( Scene scene )
{
}
#endregion
}
}