/*
* 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);
}
}
}
}
}
}