I too suspect that there is a need for a tool to clean out the "kruft"!

I dumped my sim out to four OAR files and several IAR files then reloaded them 
into a new MySQL database. The DB went from 1.3Gb to 220Mb! About 90% of that 
was in the "asset" section.

at the moment I am unsure just how much of the "kruft" was due to system 
glitches and bad loads of experimental OAR files, but clearly there is a need 
to clean up the leftovers from such experiments!

To judge by the Second Life experience, we will never be entirely free of 
system glitches that leave "orphan" assets. The only real question is when they 
become significant enough to clean up!

It would seem that an experimental sim like mine would naturally accumulate 
more "kruft", but at the same time it is much easier to rebuild the database on 
such a sim! I shudder to think at the effort that would be involved in 
rebuilding the huge Second Life database!

Karen

--- On Tue, 2/2/10, Paul Fishwick <[email protected]> wrote:

> From: Paul Fishwick <[email protected]>
> Subject: Re: [Opensim-users] the concept of "visitor"
> To: [email protected]
> Date: Tuesday, February 2, 2010, 1:56 PM
> Good suggestions. I have someone
> working on an opensim SQL toolkit and 
> it probably could
> be adapted in that way. The toolkit will also include the
> option to do a 
> db cleaning, deleting
> users, deleting regions, showing specific stats, etc.
> 
> The separate db for the timelimit is an interesting
> idea  -- that would 
> certainly clean the slate,
> say, every 24 hours. 
> 
> @Master_Mirage: the kruft ... it isn't clear to me how much
> there is yet 
> but I do know that our
> database has grown at a significant rate that does not
> appear to be 
> commensurate with the added
> assets and prims that we have put into it. Still needs some
> analysis to 
> know exactly what is going
> on. Once the SQL tool has been developed, we should have
> results of this 
> analysis.
> 
> p
> 
> John Mieske wrote:
> > why not add a PHP file that does this all for you
> ?  Example : They 
> > click a button that says Visitor John. It gives them a
> temp user and 
> > PW with full instructions to their e-mail. They log
> in. Now the timer 
> > on the PHP can delete the temp user and PW after 24
> hours. You can 
> > even have a php that refreshes every hour that checks
> the database and 
> > removes the temp users that has no need to be there.
> Make sure you 
> > create a seperate database for the time limit so that
> it wont have to 
> > be added to the MAIN SQL database. If the "extra" SQL
> databse has the 
> > name and user's time stamp ready for deletion then it
> removes it from 
> > the MAIN database for the name and PW and then goes
> back to the temp 
> > and removes it there too. So two databases with name
> and PW to show 
> > which is fake.
> >
> > This can be done in many ways. Just a thought.
> >
> > John Mieske / Sonya Penucca
> >
> > On Tue, Feb 2, 2010 at 10:49 AM, Paul Fishwick <[email protected]
> 
> > <mailto:[email protected]>>
> wrote:
> >
> >     I would like to open up one of
> our worlds to the general public by
> >     allowing people
> >     to log in as visitors. This is
> related to the "anonymous login"
> >     and has
> >     been discussed
> >     in various forms, but here is
> the concept - not sure if anything
> >     exists
> >     yet in trunk to
> >     support this:
> >
> >     1. A user logs in using
> whatever name they want. If authentication is
> >     turned off, this is
> >       no problem. However,
> what would be ideal is that when the user logs
> >     off, any trace
> >       of them is removed from
> the database-- they do not persist.
> >
> >     2. When the user logs in, they
> have access to the Library part of the
> >     inventory, but are
> >        unable to load any assets
> to the server, thus they would have
> >     nothing under "My Inventory"
> >        or be able to copy items
> from the Library or the world into My
> >     Inventory. The Library
> >        would contain all
> necessities (clothing, basic objects and scripts
> >     that they require
> >        in the space).
> >
> >     3. The user cannot build on
> the island but can run scripts and
> >     navigate
> >     performing full
> >        interaction.
> >
> >     #1 is not a huge issue since I
> would imagine that the incremental
> >     space
> >     allocation for
> >     users just means additional
> rows in the user/agent tables -- shouldn't
> >     take up too much
> >     room. #2 is a bigger problem -
> visitors should not be taxing the asset
> >     server. #3
> >     can be handled by unchecking
> both boxes next to Create Objects in
> >     About
> >     Land->Options.
> >
> >     Are either #1 or #2 possible?
> They would seem to be a prerequisite for
> >     something approaching
> >     basic web page services:
> people come in, visit, and exit while
> >     leaving a
> >     minimal trace.
> >     Builders on the other hand,
> have special login names that give
> >     them the
> >     capability to build
> >     and load assets (possible with
> groups?).
> >
> >     -p
> >
> >     --
> >     Paul Fishwick, PhD
> >     Professor
> >     University of Florida
> >     CISE Department, CSE 301
> >     Gainesville, FL 32611
> >     Email: [email protected]
> <mailto:[email protected]>
> >     Web: http://www.cise.ufl.edu/~fishwick
> >     <http://www.cise.ufl.edu/%7Efishwick>
> >
> > 
>    _______________________________________________
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> >     [email protected]
> <mailto:[email protected]>
> >     https://lists.berlios.de/mailman/listinfo/opensim-users
> >
> >
> >
> ------------------------------------------------------------------------
> >
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> >   
> 
> 
> -- 
> Paul Fishwick, PhD
> Professor
> University of Florida
> CISE Department, CSE 301
> Gainesville, FL 32611
> Email: [email protected]
> Web: http://www.cise.ufl.edu/~fishwick
> 
> _______________________________________________
> Opensim-users mailing list
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> https://lists.berlios.de/mailman/listinfo/opensim-users
> 


      
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