[Opensim-dev] Opensim database management - garbage collection

Frisby, Adam adam at deepthink.com.au
Thu Jan 15 02:54:04 UTC 2009


My thoughts here have been to have some kind of archiving method if the asset isn't accessed within a period of time. That archiving method could be to a filesystem or just /dev/null for 'collection'.

Adam

> -----Original Message-----
> From: opensim-dev-bounces at lists.berlios.de [mailto:opensim-dev-
> bounces at lists.berlios.de] On Behalf Of Mike Mazur
> Sent: Wednesday, 14 January 2009 4:25 PM
> To: opensim-dev at lists.berlios.de
> Cc: ai.ai.austin at googlemail.com
> Subject: Re: [Opensim-dev] Opensim database management - garbage
> collection
>
> Hi,
>
> On Wed, 14 Jan 2009 22:22:09 +0000
> Ai Austin <ai.ai.austin at googlemail.com> wrote:
>
> > I wonder if someone can summarise for me the way in which Opensim
> > manages old inaccessible assets...
>
> From what I understand, nothing is done to old inaccessible assets.
> There is some difficulty in determining which assets are inaccessible.
> The reasons include:
>
> - assets can be referenced in scripts by UUID (so I heard)
> - assets may be referenced by regions not currently online
>
> In a grid where you control all the regions and databases, it should be
> feasible to write a tool that can discover inaccessible assets.
>
> > I.e. if someone uploads a texture, perhaps uses
> > it on an object that is then deleted, and then delete a texture, is
> > it removed from the database... or can it persist and be there
> > forever?
>
> AFAIK the texture remains in the DB forever.
>
> Mike
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