I realise they're epoch times, it just seems a little odd to have them
instead of database native date/time types. I wondered if there was a
compatibility reason or something...
Number of times accessed makes it easy to sweep for assets that were
accessed once and then discarded, which is going to be by far the most
common case for assets that can be deleted. It also I think provides a
nice second level of safety that you're not about to delete something
that was in heavy use until some point in time. Even for a table of 1
million entries, we're talking about 4MB of data added. Heck, use a 16-
bit integer, cap the count at 65536, it's only 2MB of data and still
works for my main use case.
On 15 Jan 2009, at 17:24, Charles Krinke wrote:
The integers for create_time and access_time are "epoch times",
where the beginning of the epoch is 1/1/70.
To convert one uses the mysql function from_unixtime(create_time) or
from_unixtime(access_time) to see a YY-MM-DD-HH-MM-SS format.
On OSGrid, we now have about 1,000,000 entries in the assets table
consuming about 50 GBytes. Of those 1,000,000 entries, about half
have create_time == 0. It looks like the earliest is around the
beginning of November, 2008 when the logic to write create_time and
access_time became operational.
I look at that and think that have access_time and create_time is a
really good thing. I am not sure I could support number of times
accessed as these seem sufficient to me at this point, but perhaps I
am being myopic.
Charles
From: J Ross Nicoll <[email protected]>
To: [email protected]
Sent: Thursday, January 15, 2009 7:37:16 AM
Subject: Re: [Opensim-dev] Opensim database management - garbage
collection
Any chance of a number of times accessed field for assets, in addition
to the access_time field?
While I'm looking at the assets table, is there any specific reason
why creation/access times are stored as integers rather than using
actual date & time types?
On 15 Jan 2009, at 00:24, Mike Mazur wrote:
> Hi,
>
> On Wed, 14 Jan 2009 22:22:09 +0000
> Ai Austin <[email protected]> wrote:
>
>> I wonder if someone can summarise for me the way in which Opensim
>> manages old inaccessible assets...
>
> From what I understand, nothing is done to old inaccessible assets.
> There is some difficulty in determining which assets are
inaccessible.
> The reasons include:
>
> - assets can be referenced in scripts by UUID (so I heard)
> - assets may be referenced by regions not currently online
>
> In a grid where you control all the regions and databases, it should
> be
> feasible to write a tool that can discover inaccessible assets.
>
>> I.e. if someone uploads a texture, perhaps uses
>> it on an object that is then deleted, and then delete a texture, is
>> it removed from the database... or can it persist and be there
>> forever?
>
> AFAIK the texture remains in the DB forever.
>
> Mike
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