1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
|
/*
* 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
{
/// <summary>
/// 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
/// -------
/// </summary>
[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<char> m_InvalidChars = new List<char>();
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<string> m_CurrentlyWriting = new List<string>();
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<IImprovedAssetCache>(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);
}
}
}
}
}
}
|