/* * 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); } } } } } }