MaterialsImplDiscussion

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(Approaches)
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= Approaches =
 
= Approaches =
 +
==Store materials data as temporary assets until persistence definitely required=
 +
 
==Store materials data in memory cache until persistence definitely required==
 
==Store materials data in memory cache until persistence definitely required==
 
Materials are kept in a purely in memory cache and only added to the asset service when required due to  
 
Materials are kept in a purely in memory cache and only added to the asset service when required due to  
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=== Cons ===
 
=== Cons ===
 +
* All possible persistence triggers need to be hooked by the module.  It might be possible to simplify this by hooking at the point where existing code asks for an object to be serialized, though this won't cover the case of simulator shutdown.
 
* Cache needs to be managed (chiefly removal of items when no longer required).
 
* Cache needs to be managed (chiefly removal of items when no longer required).
  
 
=== Pros ===
 
=== Pros ===
 
* Materials can be rapidly changed without [de]serialization or asset storage overhead.
 
* Materials can be rapidly changed without [de]serialization or asset storage overhead.

Revision as of 11:57, 4 July 2014

Contents

Introdution

justincc's notes on alternative possibility for materials implementation

Background

Materials are serialized OSD.

Approaches

=Store materials data as temporary assets until persistence definitely required

Store materials data in memory cache until persistence definitely required

Materials are kept in a purely in memory cache and only added to the asset service when required due to

  • region cross
  • teleport (if on attachments)
  • IAR saving
  • OAR saving
  • simulator shutdown

Cons

  • All possible persistence triggers need to be hooked by the module. It might be possible to simplify this by hooking at the point where existing code asks for an object to be serialized, though this won't cover the case of simulator shutdown.
  • Cache needs to be managed (chiefly removal of items when no longer required).

Pros

  • Materials can be rapidly changed without [de]serialization or asset storage overhead.
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