[Opensim-dev] Always mutable assets in OpenSim -- does it make sense?

Melanie melanie at t-data.com
Sun Dec 14 22:59:05 UTC 2008


At 50 million assets, update is significantly faster than insert.

It is true, however, that a delete interface would accomplish this 
task as well, leaving no dead assets and only one dead asset in the 
case of a crash.

Melanie


Sean Dague wrote:
> Melanie wrote:
>> This is not about mutable notecards. This is about one particular 
>> case, attachment editing, and the desire to avoid thousands of dead 
>> assets being created by a single long attachment editing session, 
>> while at the same time not wanting to lose the work people have done 
>> in a crash.
>> I never intended to have this mutate into a discussion on changing 
>> the basic paradigm of immutable assets, but just to get one 
>> exception to that rule in one case where it is safe to do so and 
>> provides the most elegant solution for an otherwise tricky issue.
>> 
>> I am very unhappy that this got derailed into a discussion about 
>> making all assets mutable. This is not what i intended.
>> 
>> I may be better off maintaining nice, clean, working attachment 
>> persistence as a private patch.
> 
> Melanie,
> 
> If this is just about dead assets why not just open up a delete
> interface to the asset database?  A database update to a blob isn't
> substantially faster than delete / insert.  That's what was done with
> the osDynamicTexture calls so that we stopped filling up the caches with
> long dead assets.
> 
> I understand that updatable assets is a solution here, but it does open
> up a can of worms.  If an interface is there for mutable assets someone
> else will decide "well, it would make case X easier, so I'll use it
> there" and not really understand that it's not going to do what they want.
> 
> Another issue with updateable assets is that it would make sha1 uuids
> impossible.  I'd hate to give that one up for future implementation.
> 
> 	-Sean
> 
> 
> 
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