using System;
using System.Collections.Concurrent;
using System.Collections.Generic;
using System.Text;
using System.Threading;
using NewLife;
using NewLife.Collections;
using NewLife.Log;
using NewLife.Threading;
namespace XCode.Cache
{
/// <summary>单对象缓存</summary>
/// <remarks>
/// 用一个值为实体的字典作为缓存(键一般就是主键),适用于单表大量互相没有关系的数据。
/// </remarks>
/// <typeparam name="TKey">键值类型</typeparam>
/// <typeparam name="TEntity">实体类型</typeparam>
public class SingleEntityCache<TKey, TEntity> : CacheBase<TEntity>, ISingleEntityCache<TKey, TEntity> where TEntity : Entity<TEntity>, new()
{
#region 属性
/// <summary>过期时间。单位是秒,默认60秒</summary>
public Int32 Expire { get; set; }
/// <summary>最大实体数。默认10000</summary>
public Int32 MaxEntity { get; set; } = 10000;
/// <summary>是否在使用缓存</summary>
public Boolean Using { get; private set; }
#endregion
#region 主键
/// <summary>获取缓存主键的方法,默认方法为获取实体主键值</summary>
public Func<TEntity, TKey> GetKeyMethod { get; set; }
/// <summary>查找数据的方法</summary>
public Func<TKey, TEntity> FindKeyMethod { get; set; }
#endregion
#region 从键
/// <summary>从键是否区分大小写</summary>
public Boolean SlaveKeyIgnoreCase { get; set; }
/// <summary>根据从键查找数据的方法</summary>
public Func<String, TEntity> FindSlaveKeyMethod { get; set; }
/// <summary>获取缓存从键的方法,默认为空</summary>
public Func<TEntity, String> GetSlaveKeyMethod { get; set; }
#endregion
#region 构造、检查过期缓存
/// <summary>实例化一个实体缓存</summary>
public SingleEntityCache()
{
var exp = Setting.Current.SingleCacheExpire;
if (exp <= 0) exp = 60;
Expire = exp;
var fi = Entity<TEntity>.Meta.Unique;
if (fi != null) GetKeyMethod = entity => (TKey)entity[Entity<TEntity>.Meta.Unique.Name];
FindKeyMethod = key => Entity<TEntity>.FindByKey(key);
}
/// <summary>子类重载实现资源释放逻辑时必须首先调用基类方法</summary>
/// <param name="disposing">从Dispose调用(释放所有资源)还是析构函数调用(释放非托管资源)。
/// 因为该方法只会被调用一次,所以该参数的意义不太大。</param>
protected override void OnDispose(Boolean disposing)
{
base.OnDispose(disposing);
try
{
var reason = GetType().Name + (disposing ? "Dispose" : "GC");
Clear(reason);
}
catch (Exception ex)
{
XTrace.WriteException(ex);
}
_Timer.TryDispose();
}
private TimerX _Timer;
private void StartTimer()
{
if (_Timer == null)
{
var period = Expire * 1000;
if (period > 60 * 1000) period = 60 * 1000;
// 启动一个定时器,用于定时清理过期缓存。因为比较耗时,最后一个参数采用线程池
_Timer = new TimerX(CheckExpire, null, period, period, "SC")
{
Async = true
};
}
}
private void CheckExpire(Object state)
{
var es = Entities;
if (es == null) return;
// 过期时间升序,用于缓存满以后删除
var slist = new SortedList<DateTime, IList<CacheItem>>();
// 超出个数
var over = es.Count - MaxEntity;
if (MaxEntity <= 0 || over < 0) slist = null;
// 找到所有很久未访问的缓存项,10倍
var exp = TimerX.Now.AddSeconds(-10 * Expire);
var list = new List<CacheItem>();
foreach (var item in es)
{
var ci = item.Value;
if (ci.VisitTime <= exp)
list.Add(ci);
else if (slist != null)
{
if (!slist.TryGetValue(ci.VisitTime, out var ss))
slist.Add(ci.VisitTime, ss = new List<CacheItem>());
ss.Add(ci);
}
}
// 如果满了,删除前面
if (slist != null)
{
over -= list.Count;
if (over > 0)
{
for (var i = 0; i < slist.Count && over > 0; i++)
{
var ss = slist.Values[i];
if (ss != null && ss.Count > 0)
{
over -= ss.Count;
list.AddRange(ss);
}
}
XTrace.WriteLine("对象缓存<{0}>满,{1:n0}>{2:n0},删除[{3:n0}]个", typeof(TEntity).Name, es.Count, MaxEntity, list.Count);
}
}
// 主从一起删除
var ses = _SlaveEntities;
foreach (var item in list)
{
if (es.Remove(item.Key)) Interlocked.Decrement(ref _Count);
if (ses != null && !item.SlaveKey.IsNullOrEmpty()) ses.Remove(item.SlaveKey);
}
}
#endregion
#region 缓存对象
/// <summary>缓存对象</summary>
class CacheItem
{
/// <summary>键</summary>
public TKey Key { get; set; }
/// <summary>从键</summary>
public String SlaveKey { get; set; }
/// <summary>实体</summary>
public TEntity Entity { get; set; }
/// <summary>访问时间</summary>
public DateTime VisitTime { get; set; }
/// <summary>缓存过期时间</summary>
public DateTime ExpireTime { get; set; }
/// <summary>是否已经过期</summary>
public Boolean Expired => ExpireTime <= TimerX.Now;
public void SetEntity(TEntity entity, Int32 expire)
{
Entity = entity;
ExpireTime = TimerX.Now.AddSeconds(expire);
VisitTime = ExpireTime;
}
}
#endregion
#region 单对象缓存
/// <summary>缓存个数</summary>
private Int32 _Count;
/// <summary>单对象缓存</summary>
private ConcurrentDictionary<TKey, CacheItem> Entities = new ConcurrentDictionary<TKey, CacheItem>();
private ConcurrentDictionary<String, CacheItem> _SlaveEntities;
/// <summary>单对象缓存,从键查询使用</summary>
private ConcurrentDictionary<String, CacheItem> SlaveEntities
{
get
{
if (_SlaveEntities == null)
{
lock (this)
{
if (_SlaveEntities == null)
{
if (SlaveKeyIgnoreCase)
_SlaveEntities = new ConcurrentDictionary<String, CacheItem>(StringComparer.OrdinalIgnoreCase);
else
_SlaveEntities = new ConcurrentDictionary<String, CacheItem>();
}
}
}
return _SlaveEntities;
}
}
#endregion
#region 统计
/// <summary>总次数</summary>
public Int32 Total;
/// <summary>命中</summary>
public Int32 Success;
/// <summary>显示统计信息</summary>
public void ShowStatics()
{
if (Total > 0)
{
var sb = Pool.StringBuilder.Get();
var name = "<{0}>({1:n0})".F(typeof(TEntity).Name, Entities.Count);
sb.AppendFormat("对象缓存{0,-20}", name);
sb.AppendFormat("总次数{0,11:n0}", Total);
if (Success > 0) sb.AppendFormat(",命中{0,11:n0}({1,6:P02})", Success, (Double)Success / Total);
sb.AppendFormat("\t[{0}]", typeof(TEntity).FullName);
XTrace.WriteLine(sb.Put(true));
}
}
#endregion
#region 获取数据
/// <summary>根据主键获取实体数据</summary>
/// <param name="key"></param>
/// <returns></returns>
public TEntity this[TKey key] { get { return GetItem(Entities, key); } set { Add(key, value); } }
private TEntity GetItem<TKey2>(ConcurrentDictionary<TKey2, CacheItem> dic, TKey2 key)
{
// 为空的key,直接返回null,不进行缓存查找
if (key == null) return null;
// 更新统计信息
CheckShowStatics(ref Total, ShowStatics);
Interlocked.Increment(ref Success);
// 获取 或 添加
CacheItem item = null;
CacheItem ci = null;
while (!dic.TryGetValue(key, out item))
{
if (ci == null) ci = Object.ReferenceEquals(dic, Entities) ? CreateItem(key) : CreateSlaveItem(key);
// 不要缓存空值
if (ci == null) return null;
// 尝试添加,即使多线程并发,这里宁可多浪费点时间,也不要带来锁定
if (dic.TryAdd(key, ci))
{
item = ci;
Interlocked.Increment(ref _Count);
break;
}
}
// 最后访问时间
item.VisitTime = TimerX.Now;
// 异步更新缓存
if (item.Expired) ThreadPoolX.QueueUserWorkItem(UpdateData, item);
return item.Entity;
}
private CacheItem CreateItem<TKey2>(TKey2 key)
{
Interlocked.Decrement(ref Success);
// 开始更新数据,然后加入缓存
var mkey = (TKey)(Object)key;
var entity = Invoke(FindKeyMethod, mkey);
return AddItem(mkey, entity);
}
private CacheItem CreateSlaveItem<TKey2>(TKey2 key)
{
Interlocked.Decrement(ref Success);
// 开始更新数据,然后加入缓存
var entity = Invoke(FindSlaveKeyMethod, key + "");
if (entity == null) return null;
var mkey = GetKeyMethod(entity);
return AddItem(mkey, entity);
}
/// <summary>向两个字典加入数据</summary>
/// <param name="key"></param>
/// <param name="entity"></param>
/// <returns></returns>
private CacheItem AddItem(TKey key, TEntity entity)
{
//if (!Using)
{
Using = true;
//WriteLog("单对象缓存首次使用 {0} {1}", typeof(TEntity).FullName, XTrace.GetCaller(1, 16));
StartTimer();
}
var skey = entity == null ? null : GetSlaveKeyMethod?.Invoke(entity);
var item = new CacheItem
{
Key = key,
SlaveKey = skey
};
item.SetEntity(entity, Expire);
var es = Entities;
// 新增或更新
es[key] = item;
if (!skey.IsNullOrWhiteSpace())
{
var ses = SlaveEntities;
// 新增或更新
ses[skey] = item;
}
return item;
}
/// <summary>根据从键获取实体数据</summary>
/// <param name="slaveKey"></param>
/// <returns></returns>
public TEntity GetItemWithSlaveKey(String slaveKey) => GetItem(SlaveEntities, slaveKey);
private void UpdateData(Object state)
{
var item = state as CacheItem;
// 先修改过期时间
item.ExpireTime = TimerX.Now.AddSeconds(Expire);
try
{
// 更新过期缓存,在原连接名表名里面获取
var entity = Invoke(FindKeyMethod, item.Key);
if (entity != null)
item.SetEntity(entity, Expire);
else if (item.Entity != null)
// 数据库查不到,说明该数据可能已经被删除
RemoveKey(item.Key);
}
catch (Exception ex)
{
XTrace.WriteLine($"[{TableName}/{ConnName}]" + ex.GetTrue());
}
}
#endregion
#region 方法
/// <summary>是否包含指定键</summary>
/// <param name="key"></param>
/// <returns></returns>
public Boolean ContainsKey(TKey key) => Entities.ContainsKey(key);
/// <summary>是否包含指定从键</summary>
/// <param name="key"></param>
/// <returns></returns>
public Boolean ContainsSlaveKey(String key) => SlaveEntities.ContainsKey(key);
/// <summary>向单对象缓存添加项</summary>
/// <param name="key"></param>
/// <param name="entity">数值</param>
/// <returns></returns>
Boolean Add(TKey key, TEntity entity)
{
AddItem(key, entity);
return true;
}
/// <summary>移除指定项</summary>
/// <param name="key">键值</param>
private void RemoveKey(TKey key)
{
Entities.TryRemove(key, out var item);
if (item != null && !item.SlaveKey.IsNullOrWhiteSpace())
{
SlaveEntities.TryRemove(item.SlaveKey, out item);
}
}
/// <summary>根据主键移除指定项</summary>
/// <param name="entity"></param>
public void Remove(TEntity entity)
{
if (entity == null) return;
if (GetKeyMethod == null) return;
var key = GetKeyMethod(entity);
RemoveKey(key);
}
/// <summary>清除所有数据</summary>
/// <param name="reason">清除缓存原因</param>
public void Clear(String reason)
{
if (!Using) return;
WriteLog("清空单对象缓存:{0} 原因:{1} Using = false", typeof(TEntity).FullName, reason);
var es = Entities;
if (es == null) return;
// 不要清空单对象缓存,而是设为过期
var now = TimerX.Now;
foreach (var item in es)
{
item.Value.ExpireTime = now.AddSeconds(-1);
}
Using = false;
}
#endregion
#region ISingleEntityCache 成员
/// <summary>获取数据</summary>
/// <param name="key"></param>
/// <returns></returns>
IEntity ISingleEntityCache.this[Object key] => this[(TKey)key];
/// <summary>根据从键获取实体数据</summary>
/// <param name="slaveKey"></param>
/// <returns></returns>
IEntity ISingleEntityCache.GetItemWithSlaveKey(String slaveKey) => GetItemWithSlaveKey(slaveKey);
/// <summary>是否包含指定主键</summary>
/// <param name="key"></param>
/// <returns></returns>
Boolean ISingleEntityCache.ContainsKey(Object key) => ContainsKey((TKey)key);
/// <summary>移除指定项</summary>
/// <param name="entity"></param>
void ISingleEntityCache.Remove(IEntity entity) => Remove(entity as TEntity);
/// <summary>向单对象缓存添加项</summary>
/// <param name="value">实体对象</param>
/// <returns></returns>
Boolean ISingleEntityCache.Add(IEntity value)
{
if (!Using) return false;
var entity = value as TEntity;
if (entity == null) return false;
var key = GetKeyMethod(entity);
return Add(key, entity);
}
#endregion
#region 辅助
internal SingleEntityCache<TKey, TEntity> CopySettingFrom(ISingleEntityCache<TKey, TEntity> ec)
{
Expire = ec.Expire;
MaxEntity = ec.MaxEntity;
GetKeyMethod = ec.GetKeyMethod;
FindKeyMethod = ec.FindKeyMethod;
SlaveKeyIgnoreCase = ec.SlaveKeyIgnoreCase;
GetSlaveKeyMethod = ec.GetSlaveKeyMethod;
FindSlaveKeyMethod = ec.FindSlaveKeyMethod;
return this;
}
/// <summary>已重载。</summary>
/// <returns></returns>
public override String ToString() => "SingleEntityCache<{0}, {1}>[{2}]".F(typeof(TKey).Name, typeof(TEntity).Name, Entities.Count);
#endregion
}
}
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