Kelly said that the sim state is serialized once an hour, so if an object hasn't changed between states, wouldn't it be considered static ?

~ Marv.

Brandon Lockaby wrote:
That does sound plausible if you can differentiate which content is cached that way... You say "static objects"... perhaps, if an object hasn't been changed in 2 days it could be placed in that category, something like that?

On Mon, Apr 20, 2009 at 3:04 PM, Laurent Laborde <[email protected] <mailto:[email protected]>> wrote:

    Friendly greetings !

    I'm still worried about cache performance, and come with an idea \o/
    I'm still using this lovely I-Ram for my Secondlife cache. (it's a
    pci-e card with ram slot, and act as a sata hdd, *GOOD* performance)

    But... from time to time i have this annoying "greyness" in recently
    visited sim that are supposed to be in cache.
    I don't believe that is because of a slow disk (it's an i-ram)
    I think that :
    - the client request the prims "map" of the sim.
    - then the client request each texture uuid for each prims.
    - it check if it's in cache, if not, it request the texture from
    LL server.

    I got the idea of  declaring a "static object" feature (this prims
    never change and you can cache the texure uuid in a "prims cache").
    But it's not so good.

    I found that a lot of crowded sim rarely change, and we could save *a
    lot* of server ressource AND increase user experience.

    THE(!) Idea  :
    1) when you log into a sim, the sim send it's "state_uuid".
    2a) if the client have this "state" in cache, it can load  (almost?)
    everything from it's own cache.
    2b) if not, it use the normal procedure (but still using the good(?)
    old(!) texture cache of course)
    3) everytime something change in the sim, a new state uuid is
    generated and sim cache is discarded.

    if( isInCache(state_uuid) ) {
      LoadSimFromCache();
    } else {
      LoadSimFromServer();
    }

    that's the basic idea. it probably need a lot of tunning. Eg :
    - apply that to set of prims instead of whole sim ?
    - don't cache any scripted object ? (because it may contain texture
    change function (e.g : vendor)
    - add some estate option for tuning/controling the cache behaviour
    on this sim ?
    - add a "static" property to unscripted rezed object ?

    My sim is very static and see 500~1500 unique visitor/day (up to
    45000+ traffic in very good day).
    It's a shame to use a lot of ressource on something that could be
    efficiently cached (Sysadmin Inside (tm) )

    *hugs*

    --
    Kerunix Flan
    Laurent Laborde
    Sysadmin of http://www.over-blog.com/ (1st french blog plateform)
    _______________________________________________
    Policies and (un)subscribe information available here:
    http://wiki.secondlife.com/wiki/SLDev
    Please read the policies before posting to keep unmoderated
    posting privileges


------------------------------------------------------------------------

_______________________________________________
Policies and (un)subscribe information available here:
http://wiki.secondlife.com/wiki/SLDev
Please read the policies before posting to keep unmoderated posting privileges

Attachment: smime.p7s
Description: S/MIME Cryptographic Signature

_______________________________________________
Policies and (un)subscribe information available here:
http://wiki.secondlife.com/wiki/SLDev
Please read the policies before posting to keep unmoderated posting privileges

Reply via email to