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Kathmandu Gilman
Fearful Symmetry Baby!
Join date: 21 May 2004
Posts: 1,418
05-17-2005 16:27
One thing that will help a lot is paring down the snapshots... those can easily be saved to the HD. Of course this should be done later when SL can handle the traffic.
Racer Plisskin
Rezerator
Join date: 2 Jan 2005
Posts: 147
05-17-2005 20:10
From: Rimble Rampal
I have so much inventory stuff and I've only been around a year or so. What would be nice is an event where I can just give away my clothes and stuff to newbies. I mean, do I *really* need the 500 outfits I own :D Hmmm, maybe I do. But textures, I promise to devote a few hours at least to delete those. Easier to just upload what I need rather than shift thru hundreds of badly labeled files.


um... I'm guessing much of this from my own DB exprience (so buyer beware ;) )

Each texture uploaded gets a uuid assigned (a key / pointer) that shows up as the entry in your inventory.

When you give a copy to someone or apply the texture to an object, they get a copy of that key (an additional DB entry in the asset server for each copy).

Only when every last copy of a key is deleted does the texture itself get deleted and free up any raw disk storage space.

Long term, keeping your current keys to perfectly good textures you've already uploaded is far nicer to the system than uploading them again later. Then you really would be wasting space by making the system store more than one copy of identical trextures rather than keeping a few extra DB entries. This may be part of why Phillip doesn't want mass deleteions going on. The potential for true duplicates ending up in storage grows greatly in such a situation.

Simply renaming an item in your inventory does not affect it's key.

It's not as easy, but the nicer thing to do is go through the textures and rename them appropriatly so they can be found easily in the future.

Yes, of course, delete any garbage versions of textures that are never going to be used again.

'Boxing' unused textures & items will help reduce the number of keys the DB has to find each time you open your inventory. The entries are still in the DB but they are linked under the key of the BOX rather than directly under your AVs key. They will then only need to be accessed when the boxes contents list is opened.

Racer P.
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