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Reduce lag using locked objects cache

Simil Miles
Creator
Join date: 1 Mar 2007
Posts: 300
04-08-2007 01:24
Hello,

- Locked objects are unlikely to change soon. Servers know which objects are locked.
If LL was to choose this solution, ideally it would lock all objects in SL, then residents would unlock the ones that really need to be unlocked and would be invited to take the habit of locking buildings, furnitures etc from then on.
To help with this we could lock all objects on parcel (Land option) and auto-lock old objects.

- A special cache of those locked objects that wouldn't be overwritten by the rest of the cached data.
Land is also unlikely to change often, it should be part of that special cache.

- The special cache by default of every (locked objects) in regions where a resident has a parcel, and the optional special cache of a resident's regularly visited regions.
Updating this cache is a good idea, however I don't think that there is a hope in unlimiting the normal cache .


This is the solution that I have imagined, it might be technically possible, or not.
I would like to discuss this with people who know how the SL server <=> client relation work.
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Haravikk Mistral
Registered User
Join date: 8 Oct 2005
Posts: 2,482
04-08-2007 05:14
The idea is a good one, any improvement in caching would be good news. But it relies very heavily on players doing the right thing and locking sensibly. However, a more flexible solution is just to have objects keep a note of when they were last updated, thus if a client already has an object cached, then it can query the server to see if the object has updated since the cached version was downloaded, if not it just uses the cache. It only does this in the case of things it has cached, everything else is downloaded as normal.
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grumble Loudon
A Little bit a lion
Join date: 30 Nov 2005
Posts: 612
04-11-2007 17:00
The protocol does have a "Get Object Checksum" system where it can see if objects have been changed most of the times.

The problem is that the system is not perfect and thus appears to be disabled.

What each object really needs is a 32 bit "update counter" that changes each time it updates or changes.

Then the client needs to show objects grey first and then update as it can.
I would rather see grey boxes than fly into unseen skyboxes that then rez all around me.

This could be done in the viewer a "update this flag" where it sets all the items as it gets them from the cache and then checks the sim to see if they have changed.

A large "Get all keys and change-count for this sim" command would be more efficient when first TPing or logging into a sim.