[Opensim-dev] Proposal to eliminate the name, description and invType fields from the assets db table
Melanie
melanie at t-data.com
Mon Jun 23 10:54:56 UTC 2008
Well, i guess the lindens are feeling the pain of an exploding asset
data base by now.
On a grid that size, cleanup has to be a really slow process.
If I had to create such a process, i would probably procss small
chunks of older assets, like 64 K worth of UUIDS
And send such a packet around the sims. Each sim would mark assets
it references. When the packet comes back, all unmarked assets could
be deleted. still a huge task, with tens of thousands of sims.
Melanie
Dahlia Trimble wrote:
> Thanks for the great explantion Melanie.
>
> There was recently a discussion in sldev about asset garbage collection
> in Linden Lab's servers. Apparently they search for references for all
> assets in inventories, scripts, prim inventories, notecards, and
> probably a few places I cant think of offhand. If an asset is found to
> be unreferenced, the process will delete it. This was discussed as some
> people were talking about obfuscating scripts to prevent copying, and a
> linden was asking them not to do this as it could fool the asset garbage
> collector into thinking an asset was unreferenced if the only reference
> was in an obfuscated script.
>
> The discussion was around May 19th and can be found in the sldev mailing
> list archives.
>
> On Mon, Jun 23, 2008 at 2:51 AM, Melanie <melanie at t-data.com
> <mailto:melanie at t-data.com>> wrote:
>
> Yes. Assets are never given. The are always shared. You pass around
> references, and permissions, names, descriptions, etc, apply to
> those references only.
> The viewer employs a transaction system to keep you from creating
> references to arbitrary assets. If you could, you'd have a copy.
>
> Assets are immutable and implicitly shared. Any copy of an item
> shares the asset with it's original.
>
> Texture, animation and sound are immutable items. There are no
> changeable parts to the asset. All others get copied only when
> changed (copy-on-write).
>
> So, at any given time, any asset can be referenced by any number of
> people.
> That is also the reason why no asset table cleanup is possible. You
> just don't know if something is referenced. It's not just user
> inventories, but also prim inventories and textures on prims, as
> well as references to textures and sounds by UUID in scripts.
>
> So, asset naming is really a nonsense operation.
>
> Melanie
>
>
> Mike Mazur wrote:
> > Hi,
> >
> > On Mon, 23 Jun 2008 09:17:20 +0100
> > Melanie <melanie at t-data.com <mailto:melanie at t-data.com>> wrote:
> >
> >> no. Assets are shared. If I give you an item, both items will refer
> >> to the same asset. Who will have the right to rename?
> >
> > OK, let's see if I can understand this.
> >
> > If you give me an item, how many items are there? I assume if you
> give
> > me an item it's removed from your inventory and placed into mine.
> There
> > is only one reference to the asset.
> >
> > If you copy the item and give me a copy, what happens? The
> reference is
> > copied, while the asset is not? In that case we have two references,
> > both referring to the same asset as you say.
> >
> > I guess if you copy an item and give me the copy, a new copy of the
> > asset is _not_ made because that would clutter up the DB with
> possibly
> > thousands of identical assets?
> >
> > Thanks!
> > Mike
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