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CoreAssetCache.cs
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27 
28 using log4net;
29 using System;
30 using System.IO;
31 using System.Collections.Generic;
32 using System.Reflection;
33 using Mono.Addins;
34 using Nini.Config;
35 using OpenSim.Framework;
36 using OpenSim.Region.Framework.Interfaces;
37 using OpenSim.Region.Framework.Scenes;
38 using OpenSim.Services.Interfaces;
39 
40 namespace OpenSim.Region.CoreModules.Asset
41 {
42  [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "CoreAssetCache")]
44  {
45  private static readonly ILog m_log =
46  LogManager.GetLogger(
47  MethodBase.GetCurrentMethod().DeclaringType);
48 
49  private bool m_Enabled;
50  private Cache m_Cache;
51 
52  public string Name
53  {
54  get { return "CoreAssetCache"; }
55  }
56 
57  public Type ReplaceableInterface
58  {
59  get { return null; }
60  }
61 
62  public void Initialise(IConfigSource source)
63  {
64  IConfig moduleConfig = source.Configs["Modules"];
65 
66  if (moduleConfig != null)
67  {
68  string name = moduleConfig.GetString("AssetCaching");
69  //m_log.DebugFormat("[XXX] name = {0} (this module's name: {1}", name, Name);
70 
71  if (name == Name)
72  {
73  IConfig assetConfig = source.Configs["AssetCache"];
74  if (assetConfig == null)
75  {
76  m_log.Error("[ASSET CACHE]: AssetCache missing from OpenSim.ini");
77  return;
78  }
79 
80  m_Cache = new Cache(CacheMedium.Memory, CacheStrategy.Aggressive, CacheFlags.AllowUpdate);
81  m_Enabled = true;
82 
83  m_log.Info("[ASSET CACHE]: Core asset cache enabled");
84 
85  m_Cache.Size = assetConfig.GetInt("CacheBuckets", 32768);
86  }
87  }
88  }
89 
90  public void PostInitialise()
91  {
92  }
93 
94  public void Close()
95  {
96  }
97 
98  public void AddRegion(Scene scene)
99  {
100  if (m_Enabled)
101  scene.RegisterModuleInterface<IImprovedAssetCache>(this);
102  }
103 
104  public void RemoveRegion(Scene scene)
105  {
106  }
107 
108  public void RegionLoaded(Scene scene)
109  {
110  }
111 
113  // IImprovedAssetCache
114  //
115  public bool Check(string id)
116  {
117  // XXX This is probably not an efficient implementation.
118  return Get(id) != null;
119  }
120 
121  public void Cache(AssetBase asset)
122  {
123  if (asset != null)
124  m_Cache.Store(asset.ID, asset);
125  }
126 
127  public AssetBase Get(string id)
128  {
129  return (AssetBase)m_Cache.Get(id);
130  }
131 
132  public void Expire(string id)
133  {
134  m_Cache.Invalidate(id);
135  }
136 
137  public void Clear()
138  {
139  m_Cache.Clear();
140  }
141  }
142 }
void AddRegion(Scene scene)
This is called whenever a Scene is added. For shared modules, this can happen several times...
void Expire(string id)
Expire an asset from the cache.
void PostInitialise()
This is called exactly once after all the shared region-modules have been instanciated and IRegionMod...
void RemoveRegion(Scene scene)
This is called whenever a Scene is removed. For shared modules, this can happen several times...
bool Check(string id)
Check whether an asset with the specified id exists in the cache.
Asset class. All Assets are reference by this class or a class derived from this class ...
Definition: AssetBase.cs:49
Non-texture assets
void Initialise(IConfigSource source)
This is called to initialize the region module. For shared modules, this is called exactly once...
void RegionLoaded(Scene scene)
This will be called once for every scene loaded. In a shared module this will be multiple times in on...
void Close()
This is the inverse to Initialise. After a Close(), this instance won't be usable anymore...
AssetBase Get(string id)
Get an asset by its id.
void Cache(AssetBase asset)
Cache the specified asset.