>I said "I believe"

I've tried it and it seems to work as you explain.
;)

2018-08-12 21:31 GMT+02:00 Haravikk <[email protected]>:
>
>> On 12 Aug 2018, at 16:58, Ethan A. Gardener <[email protected] 
>> <mailto:[email protected]>> wrote:
>> On Sun, Aug 12, 2018, at 11:03 AM, Haravikk wrote:
>>>
>>>> On 12 Aug 2018, at 09:52, Luisillo Contepomi <[email protected] 
>>>> <mailto:[email protected]>> wrote:
>>>>
>>>> When you build a cube in a region and after you delete de cube will
>>>> remain in database forever or until you erase it manually
>>>>
>>>> Best regards,
>>>> Luisillo
>>>
>>> I don't believe this is quite true; when you create an object in a
>>> region it exists only within the region where it is located, if you
>>> "delete" it then it is transferred to your inventory, if you then delete
>>> it from your inventory as well then it should be gone for good.
>>
>> You believe, or you know?  In technical fields, the difference can mean 
>> everything.
>
> I know.
>
> I said "I believe" because I was trying to give the benefit of the doubt, as 
> what Luisillo said can be true, especially of other asset types, but isn't 
> always true of objects in particular. It is for possible for a cube to never 
> become an asset, for example if the region it is in crashes without saving, 
> or is deleted without returning anything to user inventory, all such objects 
> simply cease to exist. Any textures applied to those objects however would 
> remain in the asset server.
>
>>> Using vanilla
>>> LSL for example it is possible to apply textures, trigger sounds and
>>> fetch notecards using a GUID.
>>
>> Um... this is where I think the OpenSim project should have taken the 
>> position, "UUIDs alone are unreliable."
>
> While I kind of agree, it would mean a pretty big departure from vanilla LSL 
> which OpenSim was being made compatible with at the time. I mean you could 
> reasonably argue OpenSim should never have tried to support LSL in the first 
> place since it's a terrible language that never should have been in Second 
> Life either, but what's done is done!
>
> That said, I wouldn't say UUIDs are unreliable, just that you need to know 
> when it's appropriate to use them; they're fine for non-transferable objects 
> so long as the asset exists in an object/user inventory somewhere, i.e- you 
> shouldn't use the UUID unless you know where the asset it references actually 
> exists, and you shouldn't at all for anything transferable that could end up 
> on another grid.
>
> Cases where referenced assets have vanished on SL were I think times when LL 
> were trying to solve the exact same problem, and hadn't considered scripts 
> references at all, but LL and a lack of thought given to scripting has been 
> the status quo from day one 😏
>
>>> The only way to safely flush out textures, sounds and notecards (and
>>> animations if you allow GUID fetching of these) would be to scour every
>>> object, script and notecard on your grid for possible GUIDs, but even
>>> then this is only safe if you don't allow scripts to contact external
>>> services (as a user could store GUIDs in an external database for
>>> example).
>>
>> The relatively popular Boehm garbage collector for C and C++ can operate in 
>> exactly this way, but I'll admit that a grid database is an awful lot bigger 
>> and slower than the memory of one computer program.
>
> Yeah, you'd have to inspect every single script and every script VM in every 
> single inventory, object inventory, and in world object inventory in every 
> region on a grid, and even then some regions could be offline (e.g- OS Grid 
> where you can join or leave at any time). If you're certain that you don't 
> need to preserve such items, or the problem is bad enough that you don't care 
> to, then it's reasonable to skip such a step; I was just trying to highlight 
> why an asset can exist in the asset server without existing in an region or 
> inventory, and still be unsafe to delete.
>
>>> This is I think why in SecondLife it costs L$10 per upload, as it stops
>>> users going overboard with uploads, this is also the reason why images
>>> are stored at limited sizes, sounds and animations are limited in length
>>> etc.
>>
>> Hmm.  The upload fee was explained as, "An economy needs sources and sinks.  
>> The upload fee is one of the sinks."  They may have had multiple reasons, I 
>> suppose.  All the other limitations might be explained as trying to limit 
>> their bandwidth.  Textures have the additional problem of taking up memory 
>> in the graphics card, a big problem in the early '00s as graphics cards had 
>> relatively little memory couldn't decompress images on the fly.  It may 
>> still be a problem: a 2GB graphics card can be a big help, but that might be 
>> some other factor.
>
> Sure, it's not the sole reason, but even a price as low as L$10 is a 
> deterrent to uploading things excessively. It's essentially the same 
> principle as charging 5p for plastic bags to cut down on plastic bag 
> pollution, it's not much but it's surprisingly effective.
>
>>> At the end of the day though the question is; how limited is your
>>> storage really? The only cost of unused assets is in a bit of wasted
>>> hard storage, but storage is pretty cheap, so unless your grid is
>>> growing beyond your ability to match it then you might be trying to
>>> solve a problem where the solution could be more destructive than the
>>> problem itself 😏
>>
>> I'm told that by the end of InWorldz, its asset server was growing by a 
>> terrabyte every month!  There's nothing "more destructive" about trying to 
>> limit that kind of growth!
>
> Is this such a case though?
>
> Even so, asset cleaning isn't really going to limit that kind of growth much; 
> unless a grid is accumulating a similar amount of unused assets each month 
> then at the end of the day you're still talking about a huge volume of new 
> assets being the real problem there.
>
> At that kind of level though, 1tb a month is 12tb a year, a 12tb hard drive 
> is around $400 now. With the right kind of setup it wouldn't cost a lot more 
> than that to add storage, or swap older drivers for newer, larger ones to 
> keep ahead of it. Not ideal, and you'd better hope someone's helping to cover 
> those, and other costs, but it doesn't have to be the end of the (virtual) 
> world. 😀
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