[Opensim-dev] oddities with asset storage
Ryan McDougall
sempuki1 at gmail.com
Wed Feb 18 19:01:40 UTC 2009
In a non-SL context, that asset storage is ameliorated over a
distributed asset system, whether it be P2P, or my own local asset
server.
There is a ceiling on the growth of asset copies: any given avatar has
a fixed number of things to wear, a region a fixed number of things to
display, or a human a fixed number of things they can effectively
manage in an inventory.
If you factor in nose-diving hardware costs per gigabyte, and
distributed placement of that storage, the picture doesn't remain
quite as clear as before.
My point is: if OpenSim is interested in out growing SL, they may need
to take a look at how one might theoretically handle various
non-traditional caching schemes.
Cheers,
On Wed, Feb 18, 2009 at 8:56 PM, Melanie <melanie at t-data.com> wrote:
> Making a copy is the greater evil. With implicitly shared assets,
> only content creators create assets. With asset copying, each
> sale/give creates assets.
> Take SL:
>
> I make a clothing item. I have to make 18 uploads (creating 18
> assets) to finally use 2 of the uploaded textures. I have also
> created 36 wearable assets through this.
>
> Then i put that item for sale. 2000 users buy it.
>
> With implicitly shared assets, assets consumed: 18 texture, 36 wearable.
>
> With asset copying, assets consumed: 4001 texture, 4003 wearable
>
> See, the point of diminishing returns for copying is very close.
>
> Melanie
>
>
> John Ward wrote:
>> Justin Clark-Casey wrote:
>>> The problem is that you may have given that item to somebody else.
>>> Giving an item does not make an asset copy, it just makes an
>>> inventory item copy (both inventory items still point towards the
>>> same asset).
>>>
>>> So you may delete your item, but we don't know if the asset
>>> referenced by that item lives on in someone else's inventory (or in
>>> an object inventory). So we can't delete the underlying asset.
>>
>> Why not make an asset copy when one makes an inventory copy? Then
>> delete the asset when deleted from inventory. Is each user having their
>> own copy of many things a bigger problem? I guess this doesn't address
>> one having out of ban knowledge of an assets UUID and expecting it to be
>> there. Also, I accept that I may be missing some fundamental knowledge
>> of how things work. Please be gentle :-)
>>
>> John.
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>>
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