Re: [Opensim-dev] oddities with asset storage

2009-02-24 Thread Dirk Krause
such a solution. -- Dirk/Bart -Ursprüngliche Nachricht- Von: opensim-dev-boun...@lists.berlios.de [mailto:opensim-dev-boun...@lists.berlios.de] Im Auftrag von Melanie Gesendet: Donnerstag, 19. Februar 2009 03:27 An: opensim-dev@lists.berlios.de Betreff: Re: [Opensim-dev] oddities with asset storage

Re: [Opensim-dev] oddities with asset storage

2009-02-20 Thread Eugen Leitl
On Thu, Feb 19, 2009 at 09:44:32PM -0500, Frisby, Adam wrote: I'm using Project-Voldemort(.com) for the new osgrid server - it can be cross compiled into C# via IKVM and works just fine. It's newish, but it's got some very nice promising features and it's pretty damn fast. How well does it

Re: [Opensim-dev] oddities with asset storage

2009-02-20 Thread Frisby, Adam
permanently wipe assets. Adam -Original Message- From: opensim-dev-boun...@lists.berlios.de [mailto:opensim-dev- boun...@lists.berlios.de] On Behalf Of Eugen Leitl Sent: Friday, 20 February 2009 1:26 AM To: opensim-dev@lists.berlios.de Subject: Re: [Opensim-dev] oddities with asset

Re: [Opensim-dev] oddities with asset storage

2009-02-20 Thread Stefan Andersson
i thought the reasoning goes also the other way around: if someone has a use case where they'd benefit from using Tahoe with OpenSim, they are free to do it if it doesn't give much benefit for OpenSim otherwise, that doesn't matter, as long as people who want to use it can,

Re: [Opensim-dev] oddities with asset storage

2009-02-19 Thread Dirk Krause
-boun...@lists.berlios.de [mailto:opensim-dev-boun...@lists.berlios.de] Im Auftrag von Dr Scofield Gesendet: Donnerstag, 19. Februar 2009 08:46 An: opensim-dev@lists.berlios.de Betreff: Re: [Opensim-dev] oddities with asset storage Dirk Krause wrote: Glad you asked :-). I would do a mixture

Re: [Opensim-dev] oddities with asset storage

2009-02-19 Thread Stefan Andersson
:29:10 +0100 From: eu...@leitl.org To: opensim-dev@lists.berlios.de Subject: Re: [Opensim-dev] oddities with asset storage On Thu, Feb 19, 2009 at 10:24:40AM +0100, Dirk Krause wrote: As soon as you buy it, the asset gets copied to your regions asset repository (if it is something

Re: [Opensim-dev] oddities with asset storage

2009-02-19 Thread Stefan Andersson
: Re: [Opensim-dev] oddities with asset storage Ok, then in my naive little world this would be the cloning business case with some kind of quality of service. Basically you only sell me a link to your variety of assets. Then we have three cases: - you keep this in your personal assets store

Re: [Opensim-dev] oddities with asset storage

2009-02-19 Thread Tommi Laukkanen
I think somekind of hybrid of different strategies might work well. Maybe each storage provider could keep the assets in database and use hash to ensure there is no duplicates and a separate metadata entry which is ref counted with the binary. Anyhow this would be up to the specific storage

Re: [Opensim-dev] oddities with asset storage

2009-02-19 Thread Melanie
That won't wash. If i give copy perm just because i need it to be no trans, that doesn't mean that I condone off-grid use or personal backup. It has to be separated from the perms as we know them. Most clothing is no mod/no trans. That doesn't mean that the clothing creator would want me to

Re: [Opensim-dev] oddities with asset storage

2009-02-19 Thread Melanie
No one would sue over a $0.05 shirt. The point of technical copy protection is not to block copying. It is to make it require criminal energy. You can't do it accidentally, or because you don't know better, it prevents casual copying. You need to invest criminal energy, either by downloading

Re: [Opensim-dev] oddities with asset storage

2009-02-18 Thread Justin Clark-Casey
Dirk Krause wrote: Hi, I did a little test with a fresh OpenSim installation (yes, thanks for the installer!), to get a grip on what I learned from Melanie yesterday. I wrote a little python script to help me monitor these tables: inventoryStore/inventoryItems assetStorage/assets

Re: [Opensim-dev] oddities with asset storage

2009-02-18 Thread Dirk Krause
... This would mean that any grid runs into a severe problem over time. Yep :). On a standalone one could implement some cleanup scheme which checks everything to see if an asset is still referenced, and deletes that asset if it is not. In grid mode this is a much more difficult problem

Re: [Opensim-dev] oddities with asset storage

2009-02-18 Thread Stefan Andersson
Date: Wed, 18 Feb 2009 16:37:12 +0100 From: dirk.kra...@pixelpark.com To: opensim-dev@lists.berlios.de Subject: Re: [Opensim-dev] oddities with asset storage ... This would mean that any grid runs into a severe problem over time. Yep :). On a standalone one could implement some

Re: [Opensim-dev] oddities with asset storage

2009-02-18 Thread Dr Scofield
Dirk Krause wrote: ... [...] But isn't that ... horrible? (in lack of a better/worse word.) As I said yesterday, IMHO there is no real need to think about optimizations when you have a serious blocker like this. I would even go so far that this is a major roadblock for grid based

Re: [Opensim-dev] oddities with asset storage

2009-02-18 Thread Melanie
We can't step away from SL compatibility until there is a full-featured, viable viewer, preferably not based on Linden Labs code. Until then, the viewer's asset caching mechanism make that impossible. Melanie Dirk Krause wrote: ... This would mean that any grid runs into a severe problem

Re: [Opensim-dev] oddities with asset storage

2009-02-18 Thread Dirk Krause
von Melanie Gesendet: Mittwoch, 18. Februar 2009 19:57 An: opensim-dev@lists.berlios.de Betreff: Re: [Opensim-dev] oddities with asset storage Making a copy is the greater evil. With implicitly shared assets, only content creators create assets. With asset copying, each sale/give creates assets

Re: [Opensim-dev] oddities with asset storage

2009-02-18 Thread Stefan Andersson
...@pixelpark.com To: opensim-dev@lists.berlios.de Subject: Re: [Opensim-dev] oddities with asset storage There could be business modell attached to it. Lets say you sell only the 'right to use it for a given time' to the user, then you would have only one set of assets with multiple inventory

Re: [Opensim-dev] oddities with asset storage

2009-02-18 Thread Dirk Krause
-dev-boun...@lists.berlios.de [mailto:opensim-dev-boun...@lists.berlios.de] Im Auftrag von Melanie Gesendet: Mittwoch, 18. Februar 2009 20:42 An: opensim-dev@lists.berlios.de Betreff: Re: [Opensim-dev] oddities with asset storage In the viewer, the following are true: - The asset ID attached

Re: [Opensim-dev] oddities with asset storage

2009-02-18 Thread Dirk Krause
21:21 An: opensim-dev@lists.berlios.de Betreff: Re: [Opensim-dev] oddities with asset storage There are several viewer being developed already and their authors are aware of requirements and responsive to different needs. Mainly, any new viewer will be able to accommodate changes quickly, unlike

Re: [Opensim-dev] oddities with asset storage

2009-02-18 Thread Dirk Krause
, 18. Februar 2009 21:52 An: opensim-dev@lists.berlios.de Betreff: Re: [Opensim-dev] oddities with asset storage My goal in starting this whole discussion in the first place was two fold. Fold 1: Get us considering how to evolve OpenSim so that assets database currently containing 1.5million

Re: [Opensim-dev] oddities with asset storage

2009-02-18 Thread Ideia Boa
Auftrag von Charles Krinke Gesendet: Mittwoch, 18. Februar 2009 21:52 An: opensim-dev@lists.berlios.de Betreff: Re: [Opensim-dev] oddities with asset storage My goal in starting this whole discussion in the first place was two fold. Fold 1: Get us considering how to evolve OpenSim so that assets