[Opensim-users] Are unused assets deleted?
Ethan A. Gardener
eekee57 at fastmail.fm
Sun Aug 12 15:58:54 UTC 2018
On Sun, Aug 12, 2018, at 11:03 AM, Haravikk wrote:
>
>
> > On 12 Aug 2018, at 09:52, Luisillo Contepomi <luisillocontepomi at gmail.com> wrote:
> >
> > When you build a cube in a region and after you delete de cube will
> > remain in database forever or until you erase it manually
> >
> > Best regards,
> > Luisillo
>
> I don't believe this is quite true; when you create an object in a
> region it exists only within the region where it is located, if you
> "delete" it then it is transferred to your inventory, if you then delete
> it from your inventory as well then it should be gone for good.
You believe, or you know? In technical fields, the difference can mean everything.
> When you
> rez an object in a region you are actually copying it, as each copy gets
> its own UUID. In this sense pure objects (no contents) are nothing but
> copies, so they only occupy space for as long as a copy exists in world,
> or in inventory, once those are gone, the object is gone forever.
I know about copies, yes, thanks.
>
> Where assets get tricky are things like textures, sounds, animations,
> notecards and scripts*; these are applied to objects by GUID and fetched
> from the asset server when needed, so even if you delete an object that
> contains your only references to these items they don't immediately
> disappear but instead remain on your asset server, because figuring out
> if an asset is indeed unused at this point is difficult (it would
> require a huge amount of extra callbacks to the asset server to keep
> track of new/deleted references and would go out of sync if a region
> crashes and is restored from backup).
Here I think I can see the difficulty. I'd have to strain my brain to really understand it, though. Maybe I'll chart it out on paper or something.
>
> The problem with trying to flush them out is that even if an asset is no
> longer linked directly to an object or present in a user's inventory, it
> is still possible for a script to reference them by GUID. Using vanilla
> LSL for example it is possible to apply textures, trigger sounds and
> fetch notecards using a GUID.
Um... this is where I think the OpenSim project should have taken the position, "UUIDs alone are unreliable." In Second Life in 05/06, I remember concluding that if you want a scripted item to last, you should put everything it needs into the object itself. My conclusion was perhaps bourne out 2 or 3 years later, when teleporters scripted to use the UUID of a TV-snow texture made by Cubey Terra were found to be blank instead.
What about the hypergrid, will an asset keep the same UUID when transferred?
>
> The only way to safely flush out textures, sounds and notecards (and
> animations if you allow GUID fetching of these) would be to scour every
> object, script and notecard on your grid for possible GUIDs, but even
> then this is only safe if you don't allow scripts to contact external
> services (as a user could store GUIDs in an external database for
> example).
The relatively popular Boehm garbage collector for C and C++ can operate in exactly this way, but I'll admit that a grid database is an awful lot bigger and slower than the memory of one computer program.
>
> This is I think why in SecondLife it costs L$10 per upload, as it stops
> users going overboard with uploads, this is also the reason why images
> are stored at limited sizes, sounds and animations are limited in length
> etc.
Hmm. The upload fee was explained as, "An economy needs sources and sinks. The upload fee is one of the sinks." They may have had multiple reasons, I suppose. All the other limitations might be explained as trying to limit their bandwidth. Textures have the additional problem of taking up memory in the graphics card, a big problem in the early '00s as graphics cards had relatively little memory couldn't decompress images on the fly. It may still be a problem: a 2GB graphics card can be a big help, but that might be some other factor.
>
> At the end of the day though the question is; how limited is your
> storage really? The only cost of unused assets is in a bit of wasted
> hard storage, but storage is pretty cheap, so unless your grid is
> growing beyond your ability to match it then you might be trying to
> solve a problem where the solution could be more destructive than the
> problem itself 😏
I'm told that by the end of InWorldz, its asset server was growing by a terrabyte every month! There's nothing "more destructive" about trying to limit that kind of growth!
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