How hard would it be to make a proxy server that caches 100's of Gigs of textures for multiple clients?
Caching objects would also be nice. I see that there is a checksum packet that could be used for this. :) I would rather see Grey ghosts for 30 seconds when I enter a sim than nothing. If the cache did cache objects it could send the objects to the client with the grey texture UUID until it verifys that that object still exists. LL may improve the client cache, but they are unlikely to make a separate cache server (any time soon) that can store 100's of gigs of storage space and can be used by multiple clients at the same time. -- I am also worried about texture theft, so I am thinking that using simple encryption to encrypt the cache and not releasing that part of the code. This would help reduce issues like the AppThatMustNotBeNamed. I know that releasing the encrypt/decrypt module in binary form would not prevent all copying, but I think that LL will inevitably encrypt everything. -- I prefer multiple directory system and a "manually ran" program that trims old data and sorts the objects in each file You would then de-fragment the hard drive since this method will fragment files as it goes. The master "UUID,resolution" to "dir,file,offset" table could get quite large, but keeping textures that are loaded at about the same time in the same file would speed things up. "Sort as you go" would work, but would be more tricky. -- Bill, Grumble _______________________________________________ Libsecondlife-dev mailing list [email protected] https://lists.berlios.de/mailman/listinfo/libsecondlife-dev
