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|
/*
* 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 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
* 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.
*/
// Uncomment to make asset Get requests for existing
// #define WAIT_ON_INPROGRESS_REQUESTS
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 log4net;
using Nini.Config;
using Mono.Addins;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Framework.Console;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Services.Interfaces;
//[assembly: Addin("FlotsamAssetCache", "1.1")]
//[assembly: AddinDependency("OpenSim", "0.5")]
namespace OpenSim.Region.CoreModules.Asset
{
[Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "FlotsamAssetCache")]
public class FlotsamAssetCache : ISharedRegionModule, IImprovedAssetCache, IAssetService
{
private static readonly ILog m_log =
LogManager.GetLogger(
MethodBase.GetCurrentMethod().DeclaringType);
private bool m_Enabled;
private const string m_ModuleName = "FlotsamAssetCache";
private const string m_DefaultCacheDirectory = "./assetcache";
private string m_CacheDirectory = m_DefaultCacheDirectory;
private readonly List<char> m_InvalidChars = new List<char>();
private int m_LogLevel = 0;
private ulong m_HitRateDisplay = 100; // How often to display hit statistics, given in requests
private static ulong m_Requests;
private static ulong m_RequestsForInprogress;
private static ulong m_DiskHits;
private static ulong m_MemoryHits;
private static double m_HitRateMemory;
private static double m_HitRateFile;
#if WAIT_ON_INPROGRESS_REQUESTS
private Dictionary<string, ManualResetEvent> m_CurrentlyWriting = new Dictionary<string, ManualResetEvent>();
private int m_WaitOnInprogressTimeout = 3000;
#else
private HashSet<string> m_CurrentlyWriting = new HashSet<string>();
#endif
private bool m_FileCacheEnabled = true;
private ExpiringCache<string, AssetBase> m_MemoryCache;
private bool m_MemoryCacheEnabled = false;
// Expiration is expressed in hours.
private const double m_DefaultMemoryExpiration = 2;
private const double m_DefaultFileExpiration = 48;
private TimeSpan m_MemoryExpiration = TimeSpan.FromHours(m_DefaultMemoryExpiration);
private TimeSpan m_FileExpiration = TimeSpan.FromHours(m_DefaultFileExpiration);
private TimeSpan m_FileExpirationCleanupTimer = TimeSpan.FromHours(0.166);
private static int m_CacheDirectoryTiers = 1;
private static int m_CacheDirectoryTierLen = 3;
private static int m_CacheWarnAt = 30000;
private System.Timers.Timer m_CacheCleanTimer;
private IAssetService m_AssetService;
private List<Scene> m_Scenes = new List<Scene>();
public FlotsamAssetCache()
{
m_InvalidChars.AddRange(Path.GetInvalidPathChars());
m_InvalidChars.AddRange(Path.GetInvalidFileNameChars());
}
public Type ReplaceableInterface
{
get { return null; }
}
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", String.Empty);
if (name == Name)
{
m_MemoryCache = new ExpiringCache<string, AssetBase>();
m_Enabled = true;
m_log.InfoFormat("[FLOTSAM ASSET CACHE]: {0} enabled", this.Name);
IConfig assetConfig = source.Configs["AssetCache"];
if (assetConfig == null)
{
m_log.Debug(
"[FLOTSAM ASSET CACHE]: AssetCache section missing from config (not copied config-include/FlotsamCache.ini.example? Using defaults.");
}
else
{
m_FileCacheEnabled = assetConfig.GetBoolean("FileCacheEnabled", m_FileCacheEnabled);
m_CacheDirectory = assetConfig.GetString("CacheDirectory", m_DefaultCacheDirectory);
m_MemoryCacheEnabled = assetConfig.GetBoolean("MemoryCacheEnabled", m_MemoryCacheEnabled);
m_MemoryExpiration = TimeSpan.FromHours(assetConfig.GetDouble("MemoryCacheTimeout", m_DefaultMemoryExpiration));
#if WAIT_ON_INPROGRESS_REQUESTS
m_WaitOnInprogressTimeout = assetConfig.GetInt("WaitOnInprogressTimeout", 3000);
#endif
m_LogLevel = assetConfig.GetInt("LogLevel", m_LogLevel);
m_HitRateDisplay = (ulong)assetConfig.GetLong("HitRateDisplay", (long)m_HitRateDisplay);
m_FileExpiration = TimeSpan.FromHours(assetConfig.GetDouble("FileCacheTimeout", m_DefaultFileExpiration));
m_FileExpirationCleanupTimer
= TimeSpan.FromHours(
assetConfig.GetDouble("FileCleanupTimer", m_FileExpirationCleanupTimer.TotalHours));
m_CacheDirectoryTiers = assetConfig.GetInt("CacheDirectoryTiers", m_CacheDirectoryTiers);
m_CacheDirectoryTierLen = assetConfig.GetInt("CacheDirectoryTierLength", m_CacheDirectoryTierLen);
m_CacheWarnAt = assetConfig.GetInt("CacheWarnAt", m_CacheWarnAt);
}
m_log.InfoFormat("[FLOTSAM ASSET CACHE]: Cache Directory {0}", m_CacheDirectory);
if (m_FileCacheEnabled && (m_FileExpiration > TimeSpan.Zero) && (m_FileExpirationCleanupTimer > TimeSpan.Zero))
{
m_CacheCleanTimer = new System.Timers.Timer(m_FileExpirationCleanupTimer.TotalMilliseconds);
m_CacheCleanTimer.AutoReset = true;
m_CacheCleanTimer.Elapsed += CleanupExpiredFiles;
lock (m_CacheCleanTimer)
m_CacheCleanTimer.Start();
}
if (m_CacheDirectoryTiers < 1)
{
m_CacheDirectoryTiers = 1;
}
else if (m_CacheDirectoryTiers > 3)
{
m_CacheDirectoryTiers = 3;
}
if (m_CacheDirectoryTierLen < 1)
{
m_CacheDirectoryTierLen = 1;
}
else if (m_CacheDirectoryTierLen > 4)
{
m_CacheDirectoryTierLen = 4;
}
MainConsole.Instance.Commands.AddCommand("Assets", true, "fcache status", "fcache status", "Display cache status", HandleConsoleCommand);
MainConsole.Instance.Commands.AddCommand("Assets", true, "fcache clear", "fcache clear [file] [memory]", "Remove all assets in the cache. If file or memory is specified then only this cache is cleared.", HandleConsoleCommand);
MainConsole.Instance.Commands.AddCommand("Assets", true, "fcache assets", "fcache assets", "Attempt a deep scan and cache of all assets in all scenes", HandleConsoleCommand);
MainConsole.Instance.Commands.AddCommand("Assets", true, "fcache expire", "fcache expire <datetime>", "Purge cached assets older then the specified date/time", HandleConsoleCommand);
}
}
}
public void PostInitialise()
{
}
public void Close()
{
}
public void AddRegion(Scene scene)
{
if (m_Enabled)
{
scene.RegisterModuleInterface<IImprovedAssetCache>(this);
m_Scenes.Add(scene);
}
}
public void RemoveRegion(Scene scene)
{
if (m_Enabled)
{
scene.UnregisterModuleInterface<IImprovedAssetCache>(this);
m_Scenes.Remove(scene);
}
}
public void RegionLoaded(Scene scene)
{
if (m_Enabled && m_AssetService == null)
m_AssetService = scene.RequestModuleInterface<IAssetService>();
}
////////////////////////////////////////////////////////////
// IImprovedAssetCache
//
private void UpdateMemoryCache(string key, AssetBase asset)
{
m_MemoryCache.AddOrUpdate(key, asset, m_MemoryExpiration);
}
private void UpdateFileCache(string key, AssetBase asset)
{
string filename = GetFileName(asset.ID);
try
{
// If the file is already cached just update access time.
if (File.Exists(filename))
{
lock (m_CurrentlyWriting)
{
if (!m_CurrentlyWriting.Contains(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 WAIT_ON_INPROGRESS_REQUESTS
if (m_CurrentlyWriting.ContainsKey(filename))
{
return;
}
else
{
m_CurrentlyWriting.Add(filename, new ManualResetEvent(false));
}
#else
if (m_CurrentlyWriting.Contains(filename))
{
return;
}
else
{
m_CurrentlyWriting.Add(filename);
}
#endif
}
Util.FireAndForget(
delegate { WriteFileCache(filename, asset); });
}
}
catch (Exception e)
{
m_log.WarnFormat(
"[FLOTSAM ASSET CACHE]: Failed to update cache for asset {0}. Exception {1} {2}",
asset.ID, e.Message, e.StackTrace);
}
}
public void Cache(AssetBase asset)
{
// TODO: Spawn this off to some seperate thread to do the actual writing
if (asset != null)
{
//m_log.DebugFormat("[FLOTSAM ASSET CACHE]: Caching asset with id {0}", asset.ID);
if (m_MemoryCacheEnabled)
UpdateMemoryCache(asset.ID, asset);
if (m_FileCacheEnabled)
UpdateFileCache(asset.ID, asset);
}
}
/// <summary>
/// Try to get an asset from the in-memory cache.
/// </summary>
/// <param name="id"></param>
/// <returns></returns>
private AssetBase GetFromMemoryCache(string id)
{
AssetBase asset = null;
if (m_MemoryCache.TryGetValue(id, out asset))
m_MemoryHits++;
return asset;
}
/// <summary>
/// Try to get an asset from the file cache.
/// </summary>
/// <param name="id"></param>
/// <returns>An asset retrieved from the file cache. null if there was a problem retrieving an asset.</returns>
private AssetBase GetFromFileCache(string id)
{
string filename = GetFileName(id);
#if WAIT_ON_INPROGRESS_REQUESTS
// Check if we're already downloading this asset. If so, try to wait for it to
// download.
if (m_WaitOnInprogressTimeout > 0)
{
m_RequestsForInprogress++;
ManualResetEvent waitEvent;
if (m_CurrentlyWriting.TryGetValue(filename, out waitEvent))
{
waitEvent.WaitOne(m_WaitOnInprogressTimeout);
return Get(id);
}
}
#else
// Track how often we have the problem that an asset is requested while
// it is still being downloaded by a previous request.
if (m_CurrentlyWriting.Contains(filename))
{
m_RequestsForInprogress++;
return null;
}
#endif
AssetBase asset = null;
if (File.Exists(filename))
{
FileStream stream = null;
try
{
stream = File.Open(filename, FileMode.Open, FileAccess.Read, FileShare.Read);
BinaryFormatter bformatter = new BinaryFormatter();
asset = (AssetBase)bformatter.Deserialize(stream);
m_DiskHits++;
}
catch (System.Runtime.Serialization.SerializationException e)
{
m_log.WarnFormat(
"[FLOTSAM ASSET CACHE]: Failed to get file {0} for asset {1}. Exception {2} {3}",
filename, id, e.Message, e.StackTrace);
// If there was a problem deserializing the asset, the asset may
// either be corrupted OR was serialized under an old format
// {different version of AssetBase} -- we should attempt to
// delete it and re-cache
File.Delete(filename);
}
catch (Exception e)
{
m_log.WarnFormat(
"[FLOTSAM ASSET CACHE]: Failed to get file {0} for asset {1}. Exception {2} {3}",
filename, id, e.Message, e.StackTrace);
}
finally
{
if (stream != null)
stream.Close();
}
}
return asset;
}
public AssetBase Get(string id)
{
m_Requests++;
AssetBase asset = null;
if (m_MemoryCacheEnabled)
asset = GetFromMemoryCache(id);
if (asset == null && m_FileCacheEnabled)
{
asset = GetFromFileCache(id);
if (m_MemoryCacheEnabled && asset != null)
UpdateMemoryCache(id, asset);
}
if (((m_LogLevel >= 1)) && (m_HitRateDisplay != 0) && (m_Requests % m_HitRateDisplay == 0))
{
m_HitRateFile = (double)m_DiskHits / m_Requests * 100.0;
m_log.InfoFormat("[FLOTSAM ASSET CACHE]: Cache Get :: {0} :: {1}", id, asset == null ? "Miss" : "Hit");
m_log.InfoFormat("[FLOTSAM 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.InfoFormat("[FLOTSAM ASSET CACHE]: Memory Hit Rate {0}% for {1} requests", m_HitRateMemory.ToString("0.00"), m_Requests);
}
m_log.InfoFormat("[FLOTSAM ASSET CACHE]: {0} unnessesary requests due to requests for assets that are currently downloading.", m_RequestsForInprogress);
}
return asset;
}
public AssetBase GetCached(string id)
{
return Get(id);
}
public void Expire(string id)
{
if (m_LogLevel >= 2)
m_log.DebugFormat("[FLOTSAM ASSET CACHE]: Expiring Asset {0}", id);
try
{
if (m_FileCacheEnabled)
{
string filename = GetFileName(id);
if (File.Exists(filename))
{
File.Delete(filename);
}
}
if (m_MemoryCacheEnabled)
m_MemoryCache.Remove(id);
}
catch (Exception e)
{
m_log.WarnFormat(
"[FLOTSAM ASSET CACHE]: Failed to expire cached file {0}. Exception {1} {2}",
id, e.Message, e.StackTrace);
}
}
public void Clear()
{
if (m_LogLevel >= 2)
m_log.Debug("[FLOTSAM ASSET CACHE]: Clearing caches.");
if (m_FileCacheEnabled)
{
foreach (string dir in Directory.GetDirectories(m_CacheDirectory))
{
Directory.Delete(dir);
}
}
if (m_MemoryCacheEnabled)
m_MemoryCache.Clear();
}
private void CleanupExpiredFiles(object source, ElapsedEventArgs e)
{
if (m_LogLevel >= 2)
m_log.DebugFormat("[FLOTSAM ASSET CACHE]: Checking for expired files older then {0}.", m_FileExpiration);
// Purge all files last accessed prior to this point
DateTime purgeLine = DateTime.Now - m_FileExpiration;
// An asset cache may contain local non-temporary assets that are not in the asset service. Therefore,
// before cleaning up expired files we must scan the objects in the scene to make sure that we retain
// such local assets if they have not been recently accessed.
TouchAllSceneAssets(false);
foreach (string dir in Directory.GetDirectories(m_CacheDirectory))
{
CleanExpiredFiles(dir, purgeLine);
}
}
/// <summary>
/// Recurses through specified directory checking for asset files last
/// accessed prior to the specified purge line and deletes them. Also
/// removes empty tier directories.
/// </summary>
/// <param name="dir"></param>
/// <param name="purgeLine"></param>
private void CleanExpiredFiles(string dir, DateTime purgeLine)
{
try
{
foreach (string file in Directory.GetFiles(dir))
{
if (File.GetLastAccessTime(file) < purgeLine)
{
File.Delete(file);
}
}
// Recurse into lower tiers
foreach (string subdir in Directory.GetDirectories(dir))
{
CleanExpiredFiles(subdir, purgeLine);
}
// Check if a tier directory is empty, if so, delete it
int dirSize = Directory.GetFiles(dir).Length + Directory.GetDirectories(dir).Length;
if (dirSize == 0)
{
Directory.Delete(dir);
}
else if (dirSize >= m_CacheWarnAt)
{
m_log.WarnFormat(
"[FLOTSAM ASSET CACHE]: Cache folder exceeded CacheWarnAt limit {0} {1}. Suggest increasing tiers, tier length, or reducing cache expiration",
dir, dirSize);
}
}
catch (Exception e)
{
m_log.Warn(
string.Format("[FLOTSAM ASSET CACHE]: Could not complete clean of expired files in {0}, exception ", dir), e);
}
}
/// <summary>
/// Determines the filename for an AssetID stored in the file cache
/// </summary>
/// <param name="id"></param>
/// <returns></returns>
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 path = m_CacheDirectory;
for (int p = 1; p <= m_CacheDirectoryTiers; p++)
{
string pathPart = id.Substring((p - 1) * m_CacheDirectoryTierLen, m_CacheDirectoryTierLen);
path = Path.Combine(path, pathPart);
}
return Path.Combine(path, id);
}
/// <summary>
/// Writes a file to the file cache, creating any nessesary
/// tier directories along the way
/// </summary>
/// <param name="filename"></param>
/// <param name="asset"></param>
private void WriteFileCache(string filename, AssetBase asset)
{
Stream stream = null;
// Make sure the target cache directory exists
string directory = Path.GetDirectoryName(filename);
// 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());
try
{
try
{
if (!Directory.Exists(directory))
{
Directory.CreateDirectory(directory);
}
stream = File.Open(tempname, FileMode.Create);
BinaryFormatter bformatter = new BinaryFormatter();
bformatter.Serialize(stream, asset);
}
catch (IOException e)
{
m_log.WarnFormat(
"[FLOTSAM ASSET CACHE]: Failed to write asset {0} to temporary location {1} (final {2}) on cache in {3}. Exception {4} {5}.",
asset.ID, tempname, filename, directory, e.Message, e.StackTrace);
return;
}
finally
{
if (stream != null)
stream.Close();
}
try
{
// Now that it's written, rename it so that it can be found.
//
// File.Copy(tempname, filename, true);
// File.Delete(tempname);
//
// For a brief period, this was done as a separate copy and then temporary file delete operation to
// avoid an IOException caused by move if some competing thread had already written the file.
// However, this causes exceptions on Windows when other threads attempt to read a file
// which is still being copied. So instead, go back to moving the file and swallow any IOException.
//
// This situation occurs fairly rarely anyway. We assume in this that moves are atomic on the
// filesystem.
File.Move(tempname, filename);
if (m_LogLevel >= 2)
m_log.DebugFormat("[FLOTSAM ASSET CACHE]: Cache Stored :: {0}", asset.ID);
}
catch (IOException)
{
// If we see an IOException here it's likely that some other competing thread has written the
// cache file first, so ignore. Other IOException errors (e.g. filesystem full) should be
// signally by the earlier temporary file writing code.
}
}
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 WAIT_ON_INPROGRESS_REQUESTS
ManualResetEvent waitEvent;
if (m_CurrentlyWriting.TryGetValue(filename, out waitEvent))
{
m_CurrentlyWriting.Remove(filename);
waitEvent.Set();
}
#else
m_CurrentlyWriting.Remove(filename);
#endif
}
}
}
/// <summary>
/// Scan through the file cache, and return number of assets currently cached.
/// </summary>
/// <param name="dir"></param>
/// <returns></returns>
private int GetFileCacheCount(string dir)
{
int count = Directory.GetFiles(dir).Length;
foreach (string subdir in Directory.GetDirectories(dir))
{
count += GetFileCacheCount(subdir);
}
return count;
}
/// <summary>
/// This notes the last time the Region had a deep asset scan performed on it.
/// </summary>
/// <param name="regionID"></param>
private void StampRegionStatusFile(UUID regionID)
{
string RegionCacheStatusFile = Path.Combine(m_CacheDirectory, "RegionStatus_" + regionID.ToString() + ".fac");
try
{
if (File.Exists(RegionCacheStatusFile))
{
File.SetLastWriteTime(RegionCacheStatusFile, DateTime.Now);
}
else
{
File.WriteAllText(
RegionCacheStatusFile,
"Please do not delete this file unless you are manually clearing your Flotsam Asset Cache.");
}
}
catch (Exception e)
{
m_log.Warn(
string.Format(
"[FLOTSAM ASSET CACHE]: Could not stamp region status file for region {0}. Exception ",
regionID),
e);
}
}
/// <summary>
/// Iterates through all Scenes, doing a deep scan through assets
/// to update the access time of all assets present in the scene or referenced by assets
/// in the scene.
/// </summary>
/// <param name="storeUncached">
/// If true, then assets scanned which are not found in cache are added to the cache.
/// </param>
/// <returns>Number of distinct asset references found in the scene.</returns>
private int TouchAllSceneAssets(bool storeUncached)
{
UuidGatherer gatherer = new UuidGatherer(m_AssetService);
HashSet<UUID> uniqueUuids = new HashSet<UUID>();
Dictionary<UUID, AssetType> assets = new Dictionary<UUID, AssetType>();
foreach (Scene s in m_Scenes)
{
StampRegionStatusFile(s.RegionInfo.RegionID);
s.ForEachSOG(delegate(SceneObjectGroup e)
{
gatherer.GatherAssetUuids(e, assets);
foreach (UUID assetID in assets.Keys)
{
uniqueUuids.Add(assetID);
string filename = GetFileName(assetID.ToString());
if (File.Exists(filename))
{
File.SetLastAccessTime(filename, DateTime.Now);
}
else if (storeUncached)
{
AssetBase cachedAsset = m_AssetService.Get(assetID.ToString());
if (cachedAsset == null && assets[assetID] != AssetType.Unknown)
m_log.DebugFormat(
"[FLOTSAM ASSET CACHE]: Could not find asset {0}, type {1} referenced by object {2} at {3} in scene {4} when pre-caching all scene assets",
assetID, assets[assetID], e.Name, e.AbsolutePosition, s.Name);
}
}
assets.Clear();
});
}
return uniqueUuids.Count;
}
/// <summary>
/// Deletes all cache contents
/// </summary>
private void ClearFileCache()
{
foreach (string dir in Directory.GetDirectories(m_CacheDirectory))
{
try
{
Directory.Delete(dir, true);
}
catch (Exception e)
{
m_log.WarnFormat(
"[FLOTSAM ASSET CACHE]: Couldn't clear asset cache directory {0} from {1}. Exception {2} {3}",
dir, m_CacheDirectory, e.Message, e.StackTrace);
}
}
foreach (string file in Directory.GetFiles(m_CacheDirectory))
{
try
{
File.Delete(file);
}
catch (Exception e)
{
m_log.WarnFormat(
"[FLOTSAM ASSET CACHE]: Couldn't clear asset cache file {0} from {1}. Exception {1} {2}",
file, m_CacheDirectory, e.Message, e.StackTrace);
}
}
}
#region Console Commands
private void HandleConsoleCommand(string module, string[] cmdparams)
{
ICommandConsole con = MainConsole.Instance;
if (cmdparams.Length >= 2)
{
string cmd = cmdparams[1];
switch (cmd)
{
case "status":
if (m_MemoryCacheEnabled)
con.OutputFormat("Memory Cache : {0} assets", m_MemoryCache.Count);
else
con.OutputFormat("Memory cache disabled");
if (m_FileCacheEnabled)
{
int fileCount = GetFileCacheCount(m_CacheDirectory);
con.OutputFormat("File Cache : {0} assets", fileCount);
con.Output("Deep scans have previously been performed on the following regions:");
foreach (string s in Directory.GetFiles(m_CacheDirectory, "*.fac"))
{
string RegionID = s.Remove(0,s.IndexOf("_")).Replace(".fac","");
DateTime RegionDeepScanTMStamp = File.GetLastWriteTime(s);
con.OutputFormat("Region: {0}, {1}", RegionID, RegionDeepScanTMStamp.ToString("MM/dd/yyyy hh:mm:ss"));
}
}
else
{
con.Output("File cache disabled");
}
break;
case "clear":
if (cmdparams.Length < 2)
{
con.Output("Usage is fcache clear [file] [memory]");
break;
}
bool clearMemory = false, clearFile = false;
if (cmdparams.Length == 2)
{
clearMemory = true;
clearFile = true;
}
foreach (string s in cmdparams)
{
if (s.ToLower() == "memory")
clearMemory = true;
else if (s.ToLower() == "file")
clearFile = true;
}
if (clearMemory)
{
if (m_MemoryCacheEnabled)
{
m_MemoryCache.Clear();
con.Output("Memory cache cleared.");
}
else
{
con.Output("Memory cache not enabled.");
}
}
if (clearFile)
{
if (m_FileCacheEnabled)
{
ClearFileCache();
con.Output("File cache cleared.");
}
else
{
con.Output("File cache not enabled.");
}
}
break;
case "assets":
con.Output("Ensuring assets are cached for all scenes.");
Util.FireAndForget(delegate {
int assetReferenceTotal = TouchAllSceneAssets(true);
con.OutputFormat("Completed check with {0} assets.", assetReferenceTotal);
});
break;
case "expire":
if (cmdparams.Length < 3)
{
con.OutputFormat("Invalid parameters for Expire, please specify a valid date & time", cmd);
break;
}
string s_expirationDate = "";
DateTime expirationDate;
if (cmdparams.Length > 3)
{
s_expirationDate = string.Join(" ", cmdparams, 2, cmdparams.Length - 2);
}
else
{
s_expirationDate = cmdparams[2];
}
if (!DateTime.TryParse(s_expirationDate, out expirationDate))
{
con.OutputFormat("{0} is not a valid date & time", cmd);
break;
}
if (m_FileCacheEnabled)
CleanExpiredFiles(m_CacheDirectory, expirationDate);
else
con.OutputFormat("File cache not active, not clearing.");
break;
default:
con.OutputFormat("Unknown command {0}", cmd);
break;
}
}
else if (cmdparams.Length == 1)
{
con.Output("fcache assets - Attempt a deep cache of all assets in all scenes");
con.Output("fcache expire <datetime> - Purge assets older then the specified date & time");
con.Output("fcache clear [file] [memory] - Remove cached assets");
con.Output("fcache status - Display cache status");
}
}
#endregion
#region IAssetService Members
public AssetMetadata GetMetadata(string id)
{
AssetBase asset = Get(id);
return asset.Metadata;
}
public byte[] GetData(string id)
{
AssetBase asset = Get(id);
return asset.Data;
}
public bool Get(string id, object sender, AssetRetrieved handler)
{
AssetBase asset = Get(id);
handler(id, sender, asset);
return true;
}
public string Store(AssetBase asset)
{
if (asset.FullID == UUID.Zero)
{
asset.FullID = UUID.Random();
}
Cache(asset);
return asset.ID;
}
public bool UpdateContent(string id, byte[] data)
{
AssetBase asset = Get(id);
asset.Data = data;
Cache(asset);
return true;
}
public bool Delete(string id)
{
Expire(id);
return true;
}
#endregion
}
}
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