init add ConcurrentFlotsamAssetCache modul

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Lordfox
2025-10-04 08:51:48 +02:00
parent 289cd1c31d
commit c2f9ad6784
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# COMPARISON
## Comparison to FlotsamAssetCache (ENG)
| Aspect | ConcurrentFlotsamAssetCache | FlotsamAssetCache (Core) |
|---|---|---|
| Parallelism | High parallelism for reads/writes; reduced contention | Lower parallelism; possible bottlenecks due to locks/single-writer |
| Latency under load | Lower at peaks; higher throughput | Higher at peaks; waits due to serialization |
| Thundering herd handling | Better coordination of concurrent requests for the same asset | Simpler but may trigger redundant fetches on concurrent requests |
| Consistency/ordering | More complex ordering of touch/replace; careful sync needed | More deterministic; fewer race conditions |
| Debugging/maintenance | More complex, harder to debug | Simpler, easier to reason about |
| Resource usage | Higher (more threads/concurrent structures) | Lower overhead |
| Memory footprint | Slightly higher (concurrent data structures, coordination) | Lower |
| Concurrency risk | Increased risk (livelock/starvation if misconfigured) | Lower risk |
| I/O behavior | More parallel I/O, can better utilize fast storage | More serialized/controlled I/O; predictable but limited throughput |
| Expire/cleanup interaction | More sensitive to LastAccessTime/ordering with parallel updates | Simpler expire logic due to consistent timestamps |
| Fit large load/cluster | Very good (scales, smooths spikes) | Limited |
| Fit small setups | May be overkill | Very good (simple, frugal) |
| Overall | Better for high parallelism and throughput with higher complexity | Better for simplicity, predictability, and minimal resources |
## Vergleich zu FlotsamAssetCache (DEU)
| Aspekt | ConcurrentFlotsamAssetCache | FlotsamAssetCache (Core) |
|---|---|---|
| Parallelität | Hohe Parallelität bei Reads/Writes; weniger Contention | Geringere Parallelität; mögliche Engpässe durch Locks/Single-Writer |
| Latenz unter Last | Niedriger bei Peaks; bessere Durchsatzraten | Höher bei Peaks; Wartezeiten durch Serialisierung |
| Thundering herd Handling | Bessere Koordination gleichzeitiger Zugriffe auf dasselbe Asset | Einfachere, aber potenziell redundante Zugriffe bei gleichzeitigen Requests |
| Konsistenz/Ordnung | Komplexere Ordnung von Touch/Replace; sorgfältige Synchronisation nötig | Deterministischer und einfacher; weniger Race-Conditions |
| Fehlersuche/Wartung | Komplexer, schwieriger zu debuggen | Einfacher, besser nachvollziehbar |
| Ressourcenverbrauch | Höher (mehr Threads/Concurrent-Strukturen) | Geringer (weniger Overhead) |
| Speicherbedarf | Etwas höher (Concurrent-Datenstrukturen, Koordination) | Niedriger |
| Risiko von Concurrency-Bugs | Erhöht (Livelock/Starvation bei falscher Strategie) | Geringer |
| I/O-Verhalten | Mehr paralleler I/O, potenziell bessere Nutzung schneller Speicher | Serieller/koordinierter I/O, planbarer aber limitierter Durchsatz |
| Expire-/Cleanup-Interaktion | Sensibler bzgl. LastAccessTime/Ordnung bei parallelen Updates | Einfachere Expire-Logik durch konsistentere Zeitstempel |
| Eignung große Last/Cluster | Sehr gut (Skalierung, Spitzen abfedern) | Eingeschränkt |
| Eignung kleine Setups | Overkill möglich | Sehr gut (einfach, genügsam) |
| Gesamtfazit | Besser für hohe Parallelität und Durchsatz mit höherer Komplexität | Besser für Einfachheit, Vorhersagbarkeit und geringen Ressourcenbedarf |
Hinweis: Wähle Concurrent für stark parallelisierte Workloads; nutze Core, wenn Einfachheit und Stabilität wichtiger sind als maximale Skalierung.
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# OpenSimConcurrentFlotsamAssetCache
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<?xml version="1.0" ?>
<Project frameworkVersion="v8_0" name="OpenSimConcurrentFlotsamAssetCache.Modules" path="addon-modules/OpenSimConcurrentFlotsamAssetCache/Modules" type="Library">
<Configuration name="Debug">
<Options>
<OutputPath>../../../bin/</OutputPath>
</Options>
</Configuration>
<Configuration name="Release">
<Options>
<OutputPath>../../../bin/</OutputPath>
</Options>
</Configuration>
<ReferencePath>../../../bin/</ReferencePath>
<Reference name="OpenMetaverseTypes"/>
<Reference name="OpenMetaverse"/>
<Reference name="OpenSim.Framework"/>
<Reference name="OpenSim.Framework.Monitoring"/>
<Reference name="OpenSim.Region.Framework"/>
<Reference name="OpenSim.Region.Framework.Interfaces"/>
<Reference name="OpenSim.Region.Framework.Scenes"/>
<Reference name="OpenSim.Server.Base"/>
<Reference name="OpenSim.Services.Interfaces"/>
<Reference name="Nini"/>
<Reference name="log4net"/>
<Reference name="Mono.Addins"/>
</Project>
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[Modules]
; Select which asset cache module to use.
; Must match the module's Name property (here: "ConcurrentFlotsamAssetCache").
; If you want to override the default FlotsamAssetCache, set this to ConcurrentFlotsamAssetCache.
AssetCaching = ConcurrentFlotsamAssetCache
Include-ConcurrentFlotsamCache = "config-include/ConcurrentFlotsamAssetCache.ini"
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; config-include/ConcurrentFlotsamAssetCache.ini
[AssetCache]
; Enable or disable the file-based cache. If false, assets won't be cached on disk.
FileCacheEnabled = true
; Root directory where cached asset files are stored. Can be absolute or relative to OpenSim.exe.
CacheDirectory = c_assetcache
; Enable or disable the in-memory cache for faster lookups.
MemoryCacheEnabled = true
; Memory cache timeout in hours (floating point). Internally converted to seconds.
; Small values keep RAM usage lower; larger values increase hit rate.
MemoryCacheTimeout = 0.25
; Enable negative cache to remember "not found" results for a short time and reduce upstream load.
NegativeCacheEnabled = true
; Negative cache TTL in seconds. During this time, repeated misses for the same ID will be short-circuited.
NegativeCacheTimeout = 120
; Update the file's last-access time on cache hits (touch). Helps expiration logic but can be expensive on some filesystems.
; This is throttled internally to avoid touching too frequently.
UpdateFileTimeOnCacheHit = true
; Logging detail for this module (0=minimal, 1=info, 2=verbose warnings).
LogLevel = 0
; Display hit-rate statistics every N requests (0 disables).
HitRateDisplay = 100
; How long (in hours) files may stay in cache since last access before the background cleaner removes them.
FileCacheTimeout = 48
; How often (in hours) the background cleaner runs to purge expired files.
FileCleanupTimer = 1.0
; Directory sharding: number of tier levels (1..3). Increases number of nested directories to keep folders smaller.
CacheDirectoryTiers = 1
; Directory sharding: number of characters per tier segment (1..4). Short segments mean more subfolders.
CacheDirectoryTierLength = 3
; Warn if a single cache directory contains more than this many entries (helps tuning tiering/expiration).
CacheWarnAt = 30000