Files
opensim/OpenSim/Framework/Communications/Cache/AssetCache.cs
Justin Clarke Casey 8a3157aa6a * Check in (disabled) results of not persisting avatar textures but rather sending ImageNotFound to clients if avatar textures are missing
* Whilst this does automatically get the client to rebake, on crossing a region border the 'local' assets are left behind
* There may be a cunning solution (such as squirting the assets on region crossing, or having them fetched from the original region) but 
instead I'm going to opt for the easy solution of keeping them in the asset database, for now
2008-10-29 18:38:10 +00:00

741 lines
29 KiB
C#

/*
* 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.Collections.Generic;
using System.Reflection;
using System.Threading;
using OpenMetaverse;
using OpenMetaverse.Packets;
using log4net;
using OpenSim.Framework.Statistics;
namespace OpenSim.Framework.Communications.Cache
{
public delegate void AssetRequestCallback(UUID assetID, AssetBase asset);
/// <summary>
/// Manages local cache of assets and their sending to viewers.
///
/// This class actually encapsulates two largely separate mechanisms. One mechanism fetches assets either
/// synchronously or async and passes the data back to the requester. The second mechanism fetches assets and
/// sends packetised data directly back to the client. The only point where they meet is AssetReceived() and
/// AssetNotFound(), which means they do share the same asset and texture caches.
///
/// TODO: Assets in this cache are effectively immortal (they are never disposed of through old age).
/// This is not a huge problem at the moment since other memory use usually dwarfs that used by assets
/// but it's something to bear in mind.
/// </summary>
public class AssetCache : IAssetReceiver
{
private static readonly ILog m_log
= LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
/// <summary>
/// The cache of assets. This does not include textures.
/// </summary>
private Dictionary<UUID, AssetInfo> Assets;
/// <summary>
/// The cache of textures.
/// </summary>
private Dictionary<UUID, TextureImage> Textures;
/// <summary>
/// Assets requests which are waiting for asset server data. This includes texture requests
/// </summary>
private Dictionary<UUID, AssetRequest> RequestedAssets;
/// <summary>
/// Asset requests with data which are ready to be sent back to requesters. This includes textures.
/// </summary>
private List<AssetRequest> AssetRequests;
/// <summary>
/// Until the asset request is fulfilled, each asset request is associated with a list of requesters
/// </summary>
private Dictionary<UUID, AssetRequestsList> RequestLists;
/// <summary>
/// The 'server' from which assets can be requested and to which assets are persisted.
/// </summary>
private readonly IAssetServer m_assetServer;
/// <summary>
/// Report statistical data.
/// </summary>
public void ShowState()
{
m_log.InfoFormat("Assets:{0} Textures:{1} RequestLists:{2}",
Assets.Count,
Textures.Count,
// AssetRequests.Count,
// RequestedAssets.Count,
RequestLists.Count);
int temporaryImages = 0;
int temporaryAssets = 0;
long imageBytes = 0;
long assetBytes = 0;
foreach (TextureImage texture in Textures.Values)
{
if (texture != null)
{
if (texture.Temporary)
{
temporaryImages++;
}
imageBytes += texture.Data.GetLongLength(0);
}
}
foreach (AssetInfo asset in Assets.Values)
{
if (asset != null)
{
if (asset.Temporary)
{
temporaryAssets++;
}
assetBytes += asset.Data.GetLongLength(0);
}
}
m_log.InfoFormat("Temporary Images: {0} Temporary Assets: {1}",
temporaryImages,
temporaryAssets);
m_log.InfoFormat("Image data: {0}kb Asset data: {1}kb",
imageBytes / 1024,
assetBytes / 1024);
}
/// <summary>
/// Clear the asset cache.
/// </summary>
public void Clear()
{
m_log.Info("[ASSET CACHE]: Clearing Asset cache");
if (StatsManager.SimExtraStats != null)
StatsManager.SimExtraStats.ClearAssetCacheStatistics();
Initialize();
}
/// <summary>
/// Initialize the cache.
/// </summary>
private void Initialize()
{
Assets = new Dictionary<UUID, AssetInfo>();
Textures = new Dictionary<UUID, TextureImage>();
AssetRequests = new List<AssetRequest>();
RequestedAssets = new Dictionary<UUID, AssetRequest>();
RequestLists = new Dictionary<UUID, AssetRequestsList>();
}
/// <summary>
/// Constructor. Initialize will need to be called separately.
/// </summary>
/// <param name="assetServer"></param>
public AssetCache(IAssetServer assetServer)
{
m_log.Info("[ASSET CACHE]: Creating Asset cache");
Initialize();
m_assetServer = assetServer;
m_assetServer.SetReceiver(this);
Thread assetCacheThread = new Thread(new ThreadStart(RunAssetManager));
assetCacheThread.Name = "AssetCacheThread";
assetCacheThread.IsBackground = true;
assetCacheThread.Start();
ThreadTracker.Add(assetCacheThread);
}
/// <summary>
/// Process the asset queue which holds data which is packeted up and sent
/// directly back to the client.
/// </summary>
public void RunAssetManager()
{
while (true)
{
try
{
ProcessAssetQueue();
Thread.Sleep(500);
}
catch (Exception e)
{
m_log.Error("[ASSET CACHE]: " + e.ToString());
}
}
}
/// <summary>
/// Only get an asset if we already have it in the cache.
/// </summary>
/// <param name="assetId"></param>
/// <param name="asset"></param>
/// <returns>true if the asset was in the cache, false if it was not</returns>
private bool TryGetCachedAsset(UUID assetId, out AssetBase asset)
{
if (Textures.ContainsKey(assetId))
{
asset = Textures[assetId];
return true;
}
else if (Assets.ContainsKey(assetId))
{
asset = Assets[assetId];
return true;
}
asset = null;
return false;
}
/// <summary>
/// Asynchronously retrieve an asset.
/// </summary>
/// <param name="assetId"></param>
/// <param name="callback">
/// A callback invoked when the asset has either been found or not found.
/// If the asset was found this is called with the asset UUID and the asset data
/// If the asset was not found this is still called with the asset UUID but with a null asset data reference</param>
public void GetAsset(UUID assetId, AssetRequestCallback callback, bool isTexture)
{
//m_log.DebugFormat("[ASSET CACHE]: Requesting {0} {1}", isTexture ? "texture" : "asset", assetId);
// Xantor 20080526:
// if a request is made for an asset which is not in the cache yet, but has already been requested by
// something else, queue up the callbacks on that requestor instead of swamping the assetserver
// with multiple requests for the same asset.
AssetBase asset;
if (TryGetCachedAsset(assetId, out asset))
{
callback(assetId, asset);
}
else
{
// m_log.DebugFormat("[ASSET CACHE]: Adding request for {0} {1}", isTexture ? "texture" : "asset", assetId);
NewAssetRequest req = new NewAssetRequest(callback);
AssetRequestsList requestList;
lock (RequestLists)
{
if (RequestLists.TryGetValue(assetId, out requestList)) // do we already have a request pending?
{
// m_log.DebugFormat("[ASSET CACHE]: Intercepted Duplicate request for {0} {1}", isTexture ? "texture" : "asset", assetId);
// add to callbacks for this assetId
RequestLists[assetId].Requests.Add(req);
}
else
{
// m_log.DebugFormat("[ASSET CACHE]: Adding request for {0} {1}", isTexture ? "texture" : "asset", assetId);
requestList = new AssetRequestsList();
requestList.TimeRequested = DateTime.Now;
requestList.Requests.Add(req);
RequestLists.Add(assetId, requestList);
m_assetServer.RequestAsset(assetId, isTexture);
}
}
}
}
/// <summary>
/// Synchronously retreive an asset. If the asset isn't in the cache, a request will be made to the persistent store to
/// load it into the cache.
///
/// XXX We'll keep polling the cache until we get the asset or we exceed
/// the allowed number of polls. This isn't a very good way of doing things since a single thread
/// is processing inbound packets, so if the asset server is slow, we could block this for up to
/// the timeout period. What we might want to do is register asynchronous callbacks on asset
/// receipt in the same manner as the TextureDownloadModule. Of course,
/// a timeout before asset receipt usually isn't fatal, the operation will work on the retry when the
/// asset is much more likely to have made it into the cache.
/// </summary>
/// <param name="assetID"></param>
/// <param name="isTexture"></param>
/// <returns>null if the asset could not be retrieved</returns>
public AssetBase GetAsset(UUID assetID, bool isTexture)
{
// I'm not going over 3 seconds since this will be blocking processing of all the other inbound
// packets from the client.
int pollPeriod = 200;
int maxPolls = 15;
AssetBase asset;
if (TryGetCachedAsset(assetID, out asset))
{
return asset;
}
else
{
m_assetServer.RequestAsset(assetID, isTexture);
do
{
Thread.Sleep(pollPeriod);
if (TryGetCachedAsset(assetID, out asset))
{
return asset;
}
} while (--maxPolls > 0);
m_log.WarnFormat("[ASSET CACHE]: {0} {1} was not received before the retrieval timeout was reached",
isTexture ? "texture" : "asset", assetID.ToString());
return null;
}
}
/// <summary>
/// Add an asset to both the persistent store and the cache.
/// </summary>
/// <param name="asset"></param>
public void AddAsset(AssetBase asset)
{
// m_log.DebugFormat(
// "[ASSET CACHE]: Uploaded asset {0}, temporary {1}, store local {2}",
// asset.ID, asset.Temporary, asset.Local);
if (asset.Type == (int)AssetType.Texture)
{
if (!Textures.ContainsKey(asset.FullID))
{
TextureImage textur = new TextureImage(asset);
Textures.Add(textur.FullID, textur);
if (StatsManager.SimExtraStats != null)
StatsManager.SimExtraStats.AddTexture(textur);
// According to http://wiki.secondlife.com/wiki/AssetUploadRequest, Local signifies that the
// information is stored locally. It could disappear, in which case we could send the
// ImageNotInDatabase packet to tell the client this.
//
// However, this doesn't quite appear to work with local textures that are part of an avatar's
// appearance texture set. Whilst sending an ImageNotInDatabase does trigger an automatic rebake
// and reupload by the client, if those assets aren't pushed to the asset server anyway, then
// on crossing onto another region server, other avatars can no longer get the required textures.
// There doesn't appear to be any signal from the sim to the newly region border crossed client
// asking it to reupload its local texture assets to that region server.
//
// One can think of other cunning ways around this. For instance, on a region crossing or teleport,
// the original sim could squirt local assets to the new sim. Or the new sim could have pointers
// to the original sim to fetch the 'local' assets (this is getting more complicated).
//
// But for now, we're going to take the easy way out and store local assets globally.
//
// TODO: Also, Temporary is now deprecated. We should start ignoring it and not passing it out from LLClientView.
if (!asset.Temporary || asset.Local)
{
m_assetServer.StoreAsset(asset);
}
}
// else
// {
// m_log.DebugFormat("[ASSET CACHE]: Textures already contains {0}", asset.ID);
// }
}
else
{
if (!Assets.ContainsKey(asset.FullID))
{
AssetInfo assetInf = new AssetInfo(asset);
Assets.Add(assetInf.FullID, assetInf);
if (StatsManager.SimExtraStats != null)
StatsManager.SimExtraStats.AddAsset(assetInf);
// See comment above.
if (!asset.Temporary || asset.Local)
{
m_assetServer.StoreAsset(asset);
}
}
// else
// {
// m_log.DebugFormat("[ASSET CACHE]: Assets already contains {0}", asset.ID);
// }
}
}
/// <summary>
/// Allows you to clear a specific asset by uuid out
/// of the asset cache. This is needed because the osdynamic
/// texture code grows the asset cache without bounds. The
/// real solution here is a much better cache archicture, but
/// this is a stop gap measure until we have such a thing.
/// </summary>
public void ExpireAsset(UUID uuid)
{
// uuid is unique, so no need to worry about it showing up
// in the 2 caches differently. Also, locks are probably
// needed in all of this, or move to synchronized non
// generic forms for Dictionaries.
if (Textures.ContainsKey(uuid))
{
Textures.Remove(uuid);
}
else if (Assets.ContainsKey(uuid))
{
Assets.Remove(uuid);
}
}
// See IAssetReceiver
public void AssetReceived(AssetBase asset, bool IsTexture)
{
// m_log.DebugFormat("[ASSET CACHE]: Received asset {0}", asset.ID);
//check if it is a texture or not
//then add to the correct cache list
//then check for waiting requests for this asset/texture (in the Requested lists)
//and move those requests into the Requests list.
if (IsTexture)
{
TextureImage image = new TextureImage(asset);
if (!Textures.ContainsKey(image.FullID))
{
Textures.Add(image.FullID, image);
if (StatsManager.SimExtraStats != null)
{
StatsManager.SimExtraStats.AddTexture(image);
}
}
}
else
{
AssetInfo assetInf = new AssetInfo(asset);
if (!Assets.ContainsKey(assetInf.FullID))
{
Assets.Add(assetInf.FullID, assetInf);
if (StatsManager.SimExtraStats != null)
{
StatsManager.SimExtraStats.AddAsset(assetInf);
}
if (RequestedAssets.ContainsKey(assetInf.FullID))
{
AssetRequest req = RequestedAssets[assetInf.FullID];
req.AssetInf = assetInf;
req.NumPackets = CalculateNumPackets(assetInf.Data);
RequestedAssets.Remove(assetInf.FullID);
// If it's a direct request for a script, drop it
// because it's a hacked client
if (req.AssetRequestSource != 2 || assetInf.Type != 10)
AssetRequests.Add(req);
}
}
}
// Notify requesters for this asset
AssetRequestsList reqList = null;
lock (RequestLists)
{
if (RequestLists.TryGetValue(asset.FullID, out reqList))
RequestLists.Remove(asset.FullID);
}
if (reqList != null)
{
if (StatsManager.SimExtraStats != null)
StatsManager.SimExtraStats.AddAssetRequestTimeAfterCacheMiss(DateTime.Now - reqList.TimeRequested);
foreach (NewAssetRequest req in reqList.Requests)
{
// Xantor 20080526 are we really calling all the callbacks if multiple queued for 1 request? -- Yes, checked
// m_log.DebugFormat("[ASSET CACHE]: Callback for asset {0}", asset.FullID);
req.Callback(asset.FullID, asset);
}
}
}
// See IAssetReceiver
public void AssetNotFound(UUID assetID, bool IsTexture)
{
// m_log.WarnFormat("[ASSET CACHE]: AssetNotFound for {0}", assetID);
if (IsTexture)
{
Textures[assetID] = null;
}
else
{
Assets[assetID] = null;
}
// Notify requesters for this asset
AssetRequestsList reqList = null;
lock (RequestLists)
{
if (RequestLists.TryGetValue(assetID, out reqList))
RequestLists.Remove(assetID);
}
if (reqList != null)
{
if (StatsManager.SimExtraStats != null)
StatsManager.SimExtraStats.AddAssetRequestTimeAfterCacheMiss(DateTime.Now - reqList.TimeRequested);
foreach (NewAssetRequest req in reqList.Requests)
{
req.Callback(assetID, null);
}
}
}
/// <summary>
/// Calculate the number of packets required to send the asset to the client.
/// </summary>
/// <param name="data"></param>
/// <returns></returns>
private static int CalculateNumPackets(byte[] data)
{
const uint m_maxPacketSize = 600;
int numPackets = 1;
if (data.LongLength > m_maxPacketSize)
{
// over max number of bytes so split up file
long restData = data.LongLength - m_maxPacketSize;
int restPackets = (int)((restData + m_maxPacketSize - 1) / m_maxPacketSize);
numPackets += restPackets;
}
return numPackets;
}
/// <summary>
/// Handle an asset request from the client. The result will be sent back asynchronously.
/// </summary>
/// <param name="userInfo"></param>
/// <param name="transferRequest"></param>
public void AddAssetRequest(IClientAPI userInfo, TransferRequestPacket transferRequest)
{
UUID requestID = UUID.Zero;
byte source = 2;
if (transferRequest.TransferInfo.SourceType == 2)
{
//direct asset request
requestID = new UUID(transferRequest.TransferInfo.Params, 0);
}
else if (transferRequest.TransferInfo.SourceType == 3)
{
//inventory asset request
requestID = new UUID(transferRequest.TransferInfo.Params, 80);
source = 3;
//Console.WriteLine("asset request " + requestID);
}
//check to see if asset is in local cache, if not we need to request it from asset server.
//Console.WriteLine("asset request " + requestID);
if (!Assets.ContainsKey(requestID))
{
//not found asset
// so request from asset server
if (!RequestedAssets.ContainsKey(requestID))
{
AssetRequest request = new AssetRequest();
request.RequestUser = userInfo;
request.RequestAssetID = requestID;
request.TransferRequestID = transferRequest.TransferInfo.TransferID;
request.AssetRequestSource = source;
request.Params = transferRequest.TransferInfo.Params;
RequestedAssets.Add(requestID, request);
m_assetServer.RequestAsset(requestID, false);
}
return;
}
// It has an entry in our cache
AssetInfo asset = Assets[requestID];
// FIXME: We never tell the client about assets which do not exist when requested by this transfer mechanism, which can't be right.
if (null == asset)
{
//m_log.DebugFormat("[ASSET CACHE]: Asset transfer request for asset which is {0} already known to be missing. Dropping", requestID);
return;
}
// Scripts cannot be retrieved by direct request
if (transferRequest.TransferInfo.SourceType == 2 && asset.Type == 10)
return;
// The asset is knosn to exist and is in our cache, so add it to the AssetRequests list
AssetRequest req = new AssetRequest();
req.RequestUser = userInfo;
req.RequestAssetID = requestID;
req.TransferRequestID = transferRequest.TransferInfo.TransferID;
req.AssetRequestSource = source;
req.Params = transferRequest.TransferInfo.Params;
req.AssetInf = asset;
req.NumPackets = CalculateNumPackets(asset.Data);
AssetRequests.Add(req);
}
/// <summary>
/// Process the asset queue which sends packets directly back to the client.
/// </summary>
private void ProcessAssetQueue()
{
//should move the asset downloading to a module, like has been done with texture downloading
if (AssetRequests.Count == 0)
{
//no requests waiting
return;
}
// if less than 5, do all of them
int num = Math.Min(5, AssetRequests.Count);
AssetRequest req;
AssetRequestToClient req2 = null;
for (int i = 0; i < num; i++)
{
req = (AssetRequest)AssetRequests[i];
if (req2 == null)
{
req2 = new AssetRequestToClient();
}
// Trying to limit memory usage by only creating AssetRequestToClient if needed
//req2 = new AssetRequestToClient();
req2.AssetInf = (AssetBase)req.AssetInf;
req2.AssetRequestSource = req.AssetRequestSource;
req2.DataPointer = req.DataPointer;
req2.DiscardLevel = req.DiscardLevel;
req2.ImageInfo = (AssetBase)req.ImageInfo;
req2.IsTextureRequest = req.IsTextureRequest;
req2.NumPackets = req.NumPackets;
req2.PacketCounter = req.PacketCounter;
req2.Params = req.Params;
req2.RequestAssetID = req.RequestAssetID;
req2.TransferRequestID = req.TransferRequestID;
req.RequestUser.SendAsset(req2);
}
//remove requests that have been completed
for (int i = 0; i < num; i++)
{
AssetRequests.RemoveAt(0);
}
}
public class AssetRequest
{
public IClientAPI RequestUser;
public UUID RequestAssetID;
public AssetInfo AssetInf;
public TextureImage ImageInfo;
public UUID TransferRequestID;
public long DataPointer = 0;
public int NumPackets = 0;
public int PacketCounter = 0;
public bool IsTextureRequest;
public byte AssetRequestSource = 2;
public byte[] Params = null;
//public bool AssetInCache;
//public int TimeRequested;
public int DiscardLevel = -1;
}
public class AssetInfo : AssetBase
{
public AssetInfo(AssetBase aBase)
{
Data = aBase.Data;
FullID = aBase.FullID;
Type = aBase.Type;
Name = aBase.Name;
Description = aBase.Description;
}
}
public class TextureImage : AssetBase
{
public TextureImage(AssetBase aBase)
{
Data = aBase.Data;
FullID = aBase.FullID;
Type = aBase.Type;
Name = aBase.Name;
Description = aBase.Description;
}
}
/// <summary>
/// A list of requests for a particular asset.
/// </summary>
public class AssetRequestsList
{
/// <summary>
/// A list of requests for assets
/// </summary>
public List<NewAssetRequest> Requests = new List<NewAssetRequest>();
/// <summary>
/// Record the time that this request was first made.
/// </summary>
public DateTime TimeRequested;
}
/// <summary>
/// Represent a request for an asset that has yet to be fulfilled.
/// </summary>
public class NewAssetRequest
{
public AssetRequestCallback Callback;
public NewAssetRequest(AssetRequestCallback callback)
{
Callback = callback;
}
}
}
}