Re: [Opensim-dev] oddities with asset storage

2009-02-18 Thread Dr Scofield
Ryan McDougall wrote: > In a non-SL context, that asset storage is ameliorated over a > distributed asset system, whether it be P2P, or my own local asset > server. > > There is a ceiling on the growth of asset copies: any given avatar has > a fixed number of things to wear, a region a fixed numbe

Re: [Opensim-dev] oddities with asset storage

2009-02-18 Thread Dr Scofield
Dirk Krause wrote: > Glad you asked :-). > > I would do a mixture of the following (and admit that I didn't think it all > through to the very end). > > - introduce grid wide, region wide and personal (user) asset domains > - introduce quotas for these > - allow clones ('byref') assets, and copi

Re: [Opensim-dev] OpenSim Hardware Requeriments

2009-02-18 Thread Eugen Leitl
On Thu, Feb 19, 2009 at 05:23:04AM +, Melanie wrote: > You can't currently hard-limit anything. We have seen 20+ avatars in > regions with 6000+ prims on less memory than that. Was that Mono, or .Net? > Generally, avatars take more memory than prims. -- Eugen* Leitl http://leitl.org";>leit

Re: [Opensim-dev] OpenSim Hardware Requeriments

2009-02-18 Thread Eugen Leitl
On Thu, Feb 19, 2009 at 03:46:58AM +, Melanie wrote: > As a rule of thumb, 256MB per sim is an operative minimum, but mono > really likes to see 1GB per region to be happy. > > Some people use VPS to run OpenSim in, I don't recommend that,though. Depends on the virtualization technology. Lin

Re: [Opensim-dev] OpenSim Hardware Requeriments

2009-02-18 Thread Torrid Luna
Hi Geetika, Also sprach Geetika S (geetik...@tcs.com): > I wonder if anyone has tried composing multiple streams into a single > stream like a grid of videos and streaming that to the client. Would > introduce a slightly greater lag but then everyone would be at the same > lag. We have done that

Re: [Opensim-dev] OpenSim Hardware Requeriments

2009-02-18 Thread Geetika S
I wonder if anyone has tried composing multiple streams into a single stream like a grid of videos and streaming that to the client. Would introduce a slightly greater lag but then everyone would be at the same lag. Geetika Sharma opensim-dev-boun...@lists.berlios.de wrote on 02/19/2009 11:55:51

Re: [Opensim-dev] OpenSim Hardware Requeriments

2009-02-18 Thread Buckaroo Mu
Dirk Krause wrote: > But I don't know if the client can display multiple streams, or whether it > just plays the stream of the very parcel you stand in. > > The client will only show the stream that is associated with the parcel you currently occupy. If you have the same media texture for all

Re: [Opensim-dev] OpenSim Hardware Requeriments

2009-02-18 Thread Geetika S
Thanks Dirk and Melanie! Will let you know how my experiments come out. Geetika Sharma opensim-dev-boun...@lists.berlios.de wrote on 02/19/2009 11:45:12 AM: > "Dirk Krause" > Sent by: opensim-dev-boun...@lists.berlios.de > > 02/19/2009 11:45 AM > > Please respond to > opensim-dev@lists.berlios.

Re: [Opensim-dev] OpenSim Hardware Requeriments

2009-02-18 Thread Dirk Krause
I always had that on my list to try this, but didn't try it yet :-). As far as I understood you should be able to divide your region in parcels. Each parcel can have a different media stream. So what I wanted to try was to divide one big conference room into N parcels each with a media stream o

Re: [Opensim-dev] OpenSim Hardware Requeriments

2009-02-18 Thread Geetika S
Thanks Dirk. But how does one do multiple simultaneous streams cause the media url can point to only one address? Also, would multiple simultaneous streams slow down the client? Geetika Sharma opensim-dev-boun...@lists.berlios.de wrote on 02/19/2009 11:22:27 AM: > "Dirk Krause" > Sent by: opens

Re: [Opensim-dev] OpenSim Hardware Requeriments

2009-02-18 Thread Dirk Krause
Since the display of the media streams are totally unrelated to OpenSim (except invocation and termination), meaning OpenSim only knows the link and the streaming is between the viewer and the streaming server, it shouldn't affect the avatar limit at all, esp when the streaming server is on a d

Re: [Opensim-dev] OpenSim Hardware Requeriments

2009-02-18 Thread Geetika S
Is it possible to do multiple webcam streams in a single region? How does that affect the avatar limit? I want to set it up using Darwin. Thanks Geetika Sharma opensim-dev-boun...@lists.berlios.de wrote on 02/19/2009 11:05:09 AM: > Melanie > Sent by: opensim-dev-boun...@lists.berlios.de > > 02

Re: [Opensim-dev] OpenSim Hardware Requeriments

2009-02-18 Thread Bernardo Donadio
Ok, and the 150Kbps that you said was of UpStream (from server to client) ou DownStream (from client to server)? Thanks! 2009/2/19 Melanie : > No one has ever gotten there. It has always crashed. > > Melanie > > Geetika S wrote: >> But in any case doing 50+ avatars would be murder, right? >> >> Ge

Re: [Opensim-dev] OpenSim Hardware Requeriments

2009-02-18 Thread Melanie
No one has ever gotten there. It has always crashed. Melanie Geetika S wrote: > But in any case doing 50+ avatars would be murder, right? > > Geetika Sharma > > opensim-dev-boun...@lists.berlios.de wrote on 02/19/2009 10:53:04 AM: > >> Melanie >> Sent by: opensim-dev-boun...@lists.berlios.de

Re: [Opensim-dev] OpenSim Hardware Requeriments

2009-02-18 Thread Melanie
They're kilobit/s and they are UPSTREAM from the region, meaning they are going out to the client. melanie Bernardo Donadio wrote: > Ok, and the 150Kbps (was kilobits, not kilobytes, right?) are of > upload or download? > Thanks! > > 2009/2/19 Melanie : >> You can't currently hard-limit anythin

Re: [Opensim-dev] OpenSim Hardware Requeriments

2009-02-18 Thread Geetika S
But in any case doing 50+ avatars would be murder, right? Geetika Sharma opensim-dev-boun...@lists.berlios.de wrote on 02/19/2009 10:53:04 AM: > Melanie > Sent by: opensim-dev-boun...@lists.berlios.de > > 02/19/2009 10:53 AM > > Please respond to > opensim-dev@lists.berlios.de > > To > > opensi

Re: [Opensim-dev] OpenSim Hardware Requeriments

2009-02-18 Thread Bernardo Donadio
Ok, and the 150Kbps (was kilobits, not kilobytes, right?) are of upload or download? Thanks! 2009/2/19 Melanie : > You can't currently hard-limit anything. We have seen 20+ avatars in > regions with 6000+ prims on less memory than that. > Generally, avatars take more memory than prims. > > Melanie

Re: [Opensim-dev] OpenSim Hardware Requeriments

2009-02-18 Thread Melanie
You can't currently hard-limit anything. We have seen 20+ avatars in regions with 6000+ prims on less memory than that. Generally, avatars take more memory than prims. Melanie Geetika S wrote: > Hi > > If you do provide 1GB per region, what limits does one need to impose on > number of avatars,

Re: [Opensim-dev] OpenSim Hardware Requeriments

2009-02-18 Thread Melanie
You can use any voice system _beside_ opensim. No other system provides a Linden viewer plugin, though. Melanie Bernardo Donadio wrote: > And, I was reading that the OpenSim don't work with the built-in SL > voice system. Is that right? And if yes, I can integrate other voice > system, like Mamb

Re: [Opensim-dev] OpenSim Hardware Requeriments

2009-02-18 Thread Geetika S
Hi If you do provide 1GB per region, what limits does one need to impose on number of avatars, scripts objects etc.? Thanks Geetika Sharma opensim-dev-boun...@lists.berlios.de wrote on 02/19/2009 09:52:30 AM: > Dahlia Trimble > Sent by: opensim-dev-boun...@lists.berlios.de > > 02/19/2009 09:5

Re: [Opensim-dev] OpenSim Hardware Requeriments

2009-02-18 Thread Bernardo Donadio
And, I was reading that the OpenSim don't work with the built-in SL voice system. Is that right? And if yes, I can integrate other voice system, like Mambo (open-source) or Temspeak (proprietary)? Thanks! 2009/2/19 Melanie : > A rule of thumb is 150KBit/s per client. > > Melanie > > Bernardo Donad

Re: [Opensim-dev] OpenSim Hardware Requeriments

2009-02-18 Thread Melanie
A rule of thumb is 150KBit/s per client. Melanie Bernardo Donadio wrote: > Ok, and how much is the utilization of the network? How much 1 client > need of bandwidth? > Thanks for all and sorry for my bad english :-) > > 2009/2/19 Dahlia Trimble : >> It really matters how much memory the region i

Re: [Opensim-dev] OpenSim Hardware Requeriments

2009-02-18 Thread Bernardo Donadio
Ok, and how much is the utilization of the network? How much 1 client need of bandwidth? Thanks for all and sorry for my bad english :-) 2009/2/19 Dahlia Trimble : > It really matters how much memory the region is using. If you don't have > enough, the system will need to use swap space and that w

Re: [Opensim-dev] OpenSim Hardware Requeriments

2009-02-18 Thread Dahlia Trimble
It really matters how much memory the region is using. If you don't have enough, the system will need to use swap space and that will be perceived as lag spurts. How much memory you use is dependent on how many avatars are online, how many prims and how complex they are, and how many scripts are ru

Re: [Opensim-dev] OpenSim Hardware Requeriments

2009-02-18 Thread Bernardo Donadio
Thanks for the quick response, but what can happens if i run for example with 512MB? The server will have a high ping or what? Thanks again for all! >As a rule of thumb, 256MB per sim is an operative minimum, but mono >really likes to see 1GB per region to be happy. > > >2009/2/19 Bernardo Donadi

Re: [Opensim-dev] OpenSim Hardware Requeriments

2009-02-18 Thread Melanie
As a rule of thumb, 256MB per sim is an operative minimum, but mono really likes to see 1GB per region to be happy. Some people use VPS to run OpenSim in, I don't recommend that,though. Melanie Bernardo Donadio wrote: > Hi! > I'm new on OpenSim and I want to make a server. But I don't know what

[Opensim-dev] OpenSim Hardware Requeriments

2009-02-18 Thread Bernardo Donadio
Hi! I'm new on OpenSim and I want to make a server. But I don't know what I will need to do one, for a server with only one 256x256 region, and something about 8~10 users at same time, what I will need? The server will run Linux Debian 5.0, probably with an optimized kernel and in a Virtual Machine

Re: [Opensim-dev] oddities with asset storage

2009-02-18 Thread Melanie
Hi, i proposed a reaping strategy that is both type and time based. There was no direct response to it, but current development on new de-duping cable beach plugins may go a long way to curb asset proliferation and the reaper can be developed on that basis. Refcounting may be feasible as a pos

Re: [Opensim-dev] oddities with asset storage

2009-02-18 Thread Buckaroo Mu
Melanie wrote: > This is something i have though about. However, it would not work in > OSGrid. Regions may go away, and they may go away permanently. > Anything in a prim inventory at that time is refcounted and would > not be released. Ever. > In what what in particular would this be worse

Re: [Opensim-dev] oddities with asset storage

2009-02-18 Thread Melanie
This is something i have though about. However, it would not work in OSGrid. Regions may go away, and they may go away permanently. Anything in a prim inventory at that time is refcounted and would not be released. Ever. So, you'd need a ref list, to purge invalid refs. That is where the inpra

Re: [Opensim-dev] oddities with asset storage

2009-02-18 Thread Buckaroo Mu
Here's my L$0.02, for what it's worth - why not maintain a 'reference count' in the asset entry? Resident A creates a prim, takes it into inventory. Asset is created, inventory item pointing to asset is created, asset->useagecount++. User gives away 15 copies of item, asset->usagecount+=15. Res

[Opensim-dev] [croquet-dev] meeting today for arranging media links for MMOX BOF meeting

2009-02-18 Thread Eugen Leitl
- Forwarded message from Lawson English - From: Lawson English Date: Wed, 18 Feb 2009 14:08:59 -0700 To: croquet-...@duke.edu CC: "Meadhbh S. Hamrick (Infinity Linden)" , David W Levine Subject: [croquet-dev] meeting today for arranging media links for MMOX BOF meeting User-Age

[Opensim-dev] Heads Up: Updating Prebuild to Upstream

2009-02-18 Thread Stefan Andersson
Dear colleagues, Kunnis and JHurliman has been working to incorporate our Prebuild customizations into the upstream source, and we're now at the point where we can do an upstream update and subsequentially move the Prebuild source out of the trunk and into opensim-libs. (Or should it go on

Re: [Opensim-dev] oddities with asset storage

2009-02-18 Thread Ideia Boa
- I also agree with you Dirk Krause wrote: I hope I am not too notorious by stating: - no 'big corp' IT manager will accept a solution with 'uncontrollable growth in asset storage' as Tommi correctly put it. Period. - I learned through Melanie that these issue are well known and already addr

Re: [Opensim-dev] oddities with asset storage

2009-02-18 Thread Dirk Krause
I hope I am not too notorious by stating: - no 'big corp' IT manager will accept a solution with 'uncontrollable growth in asset storage' as Tommi correctly put it. Period. - I learned through Melanie that these issue are well known and already addressed. - I also learned that potential viewer de

Re: [Opensim-dev] oddities with asset storage

2009-02-18 Thread Charles Krinke
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 entries and consuming 50GBytes to support 10,000 users does not continue to grow without bound at the current 4GByte

Re: [Opensim-dev] oddities with asset storage

2009-02-18 Thread Dirk Krause
ok, very cool, thanks for the info. I take it you esp refer to IdealistViewer, openviewer and the Rex-NG viewer? -Ursprüngliche Nachricht- Von: opensim-dev-boun...@lists.berlios.de [mailto:opensim-dev-boun...@lists.berlios.de] Im Auftrag von Melanie Gesendet: Mittwoch, 18. Februar 2009 2

Re: [Opensim-dev] oddities with asset storage

2009-02-18 Thread Ideia Boa
Stefan Andersson wrote: Um. Having immutable assets do bring a number of optimization shortcuts. I'm not saying it's all good - merely that it's not all bad. The OpenSim solution, as always, is to address each case by itself, and to make divergence optional. So, maybe region map textures s

Re: [Opensim-dev] oddities with asset storage

2009-02-18 Thread Melanie
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 the LL viewer. So I see no need for a drawn out standardization discussion. This project is

Re: [Opensim-dev] oddities with asset storage

2009-02-18 Thread Dirk Krause
Ok, granted. But isn't this a bit chicken/egg here? Possible solution scenarios should define the requirements of the viewer, which probably won't write itself. Esp. when new viewers will be based on openmv somebody should tell John et al. :-). -Ursprüngliche Nachricht- Von: opensim-d

Re: [Opensim-dev] oddities with asset storage

2009-02-18 Thread Melanie
In the viewer, the following are true: - The asset ID attached to an inventory item may not change - The item ID of an inventory item may not change - an asset's content may not change. So, with this client, it's moot. We are exploring other concepts and will be implementing them as and when ot

Re: [Opensim-dev] oddities with asset storage

2009-02-18 Thread Stefan Andersson
I suggest we talk more about complementary and parallell scenarios and strategies, and less about either/or - this is a platform, and various implemetations will prioritize differently. Best regards, Stefan Andersson Tribal Media AB > Date: Wed, 18 Feb 2009 20:02:38 +0100 > From: dirk.kra.

Re: [Opensim-dev] oddities with asset storage

2009-02-18 Thread Dirk Krause
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 pointers from your 2000 customers. Once you delete/disable it, no one can use it anymore. Once you update i

Re: [Opensim-dev] oddities with asset storage

2009-02-18 Thread Ryan McDougall
In a non-SL context, that asset storage is ameliorated over a distributed asset system, whether it be P2P, or my own local asset server. There is a ceiling on the growth of asset copies: any given avatar has a fixed number of things to wear, a region a fixed number of things to display, or a human

Re: [Opensim-dev] oddities with asset storage

2009-02-18 Thread Melanie
Making a copy is the greater evil. With implicitly shared assets, only content creators create assets. With asset copying, each sale/give creates assets. Take SL: I make a clothing item. I have to make 18 uploads (creating 18 assets) to finally use 2 of the uploaded textures. I have also creat

Re: [Opensim-dev] oddities with asset storage

2009-02-18 Thread John Ward
Justin Clark-Casey wrote: > The problem is that you may have given that item to somebody else. > Giving an item does not make an asset copy, it just makes an > inventory item copy (both inventory items still point towards the > same asset). > > So you may delete your item, but we don't know if the

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 proble

Re: [Opensim-dev] oddities with asset storage

2009-02-18 Thread Melanie
All you described is design behavior. Prim items in world are not assets. They are stored exclusively in the prims tables of the region. Once taken, they become an asset. The name is totally meaningless, it reflects whatever was the name at creation. Nothing else. It never changes from there on.

Re: [Opensim-dev] Please do not revert fixes without careful comtemplation

2009-02-18 Thread Melanie
NHibernate has, in tests, been significantly slower than native implementations. Melanie Antti Kokko wrote: > Trying to catch up but anyway what I think in general is that the whole > database schema is not the best in terms of coherence, associations etc. For > me it seems that at first came all

Re: [Opensim-dev] oddities with asset storage

2009-02-18 Thread Tommi Laukkanen
+1 asset storage providers again. Trying to avoid one unideality causes usually another unideality to occur. In this case immutable assets cause uncontrollable growth in asset storage systems. It would be better to do something like Dirk suggests and accept that sometimes something what is referenc

Re: [Opensim-dev] oddities with asset storage

2009-02-18 Thread Dirk Krause
Glad you asked :-). I would do a mixture of the following (and admit that I didn't think it all through to the very end). - introduce grid wide, region wide and personal (user) asset domains - introduce quotas for these - allow clones ('byref') assets, and copies that go into one of the domains,

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 Stefan Andersson
Um. Having immutable assets do bring a number of optimization shortcuts. I'm not saying it's all good - merely that it's not all bad. The OpenSim solution, as always, is to address each case by itself, and to make divergence optional. So, maybe region map textures should be overwriteable.

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 prob

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/a

[Opensim-dev] oddities with asset storage

2009-02-18 Thread Dirk Krause
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 http://pastebin.com/mc9e6574 ,

Re: [Opensim-dev] [Opensim-commits] r8437 - in trunk

2009-02-18 Thread Sean Dague
Mike Mazur wrote: > Hi, > > I have just one comment on the below commit: > > > Could the extension point be renamed /OpenSim/AssetClient? > AssetServerClient seems strangely confusing, perhaps redundant :P Good call. I've sent the feedback on to Alan as I don't want to make that change directl