Re: [Opensim-dev] oddities with asset storage
Sorry, this mail somehow escaped me by scrolling off too fast. Now that I found it, I'd like to state that a reaping strategy is something that definitely will work, but to me is something like the last resort. I just imagine all these mails of type: 'Dear Mr. Grid Owner, I hate you because you deleted my Blue Bird Of Happiness and my Shiny Sword of Trademark. Yes, I didn't thouch them for over a year, but they remind me of the first useless things I ever collected. So be you and your first born child please cursed. Thanks for your attention.' From an IT standpoint I'd like to make sure that you have a reasonable database growth, and a reaping strategy would enforce that, so that would be ok. If there'd be another strategy that would make reaping unnecessary, I'd welcome that. To me one solution involving different data responsibilities and quotas smells like such a solution. -- Dirk/Bart -Ursprüngliche Nachricht- Von: opensim-dev-boun...@lists.berlios.de [mailto:opensim-dev-boun...@lists.berlios.de] Im Auftrag von Melanie Gesendet: Donnerstag, 19. Februar 2009 03:27 An: opensim-dev@lists.berlios.de Betreff: Re: [Opensim-dev] oddities with asset storage Hi, i proposed a reaping strategy that is both type and time based. There was no direct response to it, but current development on new de-duping cable beach plugins may go a long way to curb asset proliferation and the reaper can be developed on that basis. Refcounting may be feasible as a positive indication, e.g. to indicate something is _definitely_ safe to delete, but a reaper will still be required. Melanie Buckaroo Mu wrote: Melanie wrote: This is something i have though about. However, it would not work in OSGrid. Regions may go away, and they may go away permanently. Anything in a prim inventory at that time is refcounted and would not be released. Ever. In what what in particular would this be worse than the current situation? Yes, some assets would end up staying around forever. However, unlike the current scheme, some... would not. So, you'd need a ref list, to purge invalid refs. That is where the inpracticability begins. A redf list for each and every asset, listing either avatar UUID or region UUID? Eep, no - wasn't considering suggesting this. If assets are 51 mio, how long will the reflist table be? Melanie Buckaroo Mu wrote: Here's my L$0.02, for what it's worth - why not maintain a 'reference count' in the asset entry? Resident A creates a prim, takes it into inventory. Asset is created, inventory item pointing to asset is created, asset-useagecount++. User gives away 15 copies of item, asset-usagecount+=15. Resident A deletes original item, inventory item goes away, asset-usagecount--. Resident B rezzes item on sim. If item is no-copy, asset-usagecount--. If it's copy, and Resident B (or Resident C) takes it back into inventory, asset-usagecount++ (they would have two copies of it). Resident B deletes both copies from inventory, asset-usagecount -=2. If asset-usagecount == 0, asset gets deleted. Tell me why this wouldn't work. I'm sure there's a simple reason, but I can't think of it. All of this is assuming that the asset is no-mod - any change to the asset creates a new UUID, correct? But if the asset is rezzed, then taken back into inventory, it should have the same UUID, thus adding one to the usage count. -Buckaroo Melanie wrote: All you described is design behavior. Prim items in world are not assets. They are stored exclusively in the prims tables of the region. Once taken, they become an asset. The name is totally meaningless, it reflects whatever was the name at creation. Nothing else. It never changes from there on. On deleting the inventory item, assets remain. There is no easy or practicable way to conclusively say that an asset is trash, because we don't know. In your test case, your (human) mind could know this for a fact, however, the silicon mind of the asset server can't. This is because you may have given the object to another user, or put a copy into a prim. These copies would refer to the same asset, that is what implictily shared means. So, any asset may, at any time, have any number of links to it, even zero. Like a website, you don't know who linked to it. If you remove it, you leave dead links. Assets are the same. Except, you get Asset missing from database. So, assetas are NOT 1-to-1 with inventory items, and they _never_ get deleted. They have to be reaped, and there is a big discussion over how to best do that, running right now. Melanie Dirk Krause wrote: Hi, I did a little test with a fresh OpenSim installation (yes, thanks for the installer!), to get a grip on what I learned from Melanie yesterday. I wrote a little python script to help me monitor these tables: inventoryStore/inventoryItems assetStorage/assets http://pastebin.com
Re: [Opensim-dev] oddities with asset storage
On Thu, Feb 19, 2009 at 09:44:32PM -0500, Frisby, Adam wrote: I'm using Project-Voldemort(.com) for the new osgrid server - it can be cross compiled into C# via IKVM and works just fine. It's newish, but it's got some very nice promising features and it's pretty damn fast. How well does it handle deliberate data corruption (aka malicious nodes)? -- Eugen* Leitl a href=http://leitl.org;leitl/a http://leitl.org __ ICBM: 48.07100, 11.36820 http://www.ativel.com http://postbiota.org 8B29F6BE: 099D 78BA 2FD3 B014 B08A 7779 75B0 2443 8B29 F6BE ___ Opensim-dev mailing list Opensim-dev@lists.berlios.de https://lists.berlios.de/mailman/listinfo/opensim-dev
Re: [Opensim-dev] oddities with asset storage
It's for use in a trusted environment only. You can't have an asset cluster in an untrusted environment without replicating every asset across every host -- otherwise someone could setup, run for a while, then deliberately corrupt the hard disk. Given enough machines doing this, you could permanently wipe assets. Adam -Original Message- From: opensim-dev-boun...@lists.berlios.de [mailto:opensim-dev- boun...@lists.berlios.de] On Behalf Of Eugen Leitl Sent: Friday, 20 February 2009 1:26 AM To: opensim-dev@lists.berlios.de Subject: Re: [Opensim-dev] oddities with asset storage On Thu, Feb 19, 2009 at 09:44:32PM -0500, Frisby, Adam wrote: I'm using Project-Voldemort(.com) for the new osgrid server - it can be cross compiled into C# via IKVM and works just fine. It's newish, but it's got some very nice promising features and it's pretty damn fast. How well does it handle deliberate data corruption (aka malicious nodes)? -- Eugen* Leitl a href=http://leitl.org;leitl/a http://leitl.org __ ICBM: 48.07100, 11.36820 http://www.ativel.com http://postbiota.org 8B29F6BE: 099D 78BA 2FD3 B014 B08A 7779 75B0 2443 8B29 F6BE ___ Opensim-dev mailing list Opensim-dev@lists.berlios.de https://lists.berlios.de/mailman/listinfo/opensim-dev ___ Opensim-dev mailing list Opensim-dev@lists.berlios.de https://lists.berlios.de/mailman/listinfo/opensim-dev
Re: [Opensim-dev] oddities with asset storage
i thought the reasoning goes also the other way around: if someone has a use case where they'd benefit from using Tahoe with OpenSim, they are free to do it if it doesn't give much benefit for OpenSim otherwise, that doesn't matter, as long as people who want to use it can, without hurting OpenSim (by requiring a lot of / strange, otherwise unbeneficial changes in the core). +1 As Stefan said, we're a general platform that should allow people to plugin the modules that they want. OpenSim should benefit the people using it, not those people primarily benefiting OpenSim. I think we have a general confusion here over whether we're discussing the technonolgy for inclusion in core, or whether the technology would be a cool thing in general. We would probably never include that kind of experimental code in core without it being tried out first - that's what the forge is for. But OpenSim as a platform should always strive to make third party implementations like this as easy as possible (examples in point, hypergrid, Cable Beach) and listen carefully to the suggestions and wishes of plugin implementators. Ok well so be it for OSGrid. But perhaps some other user, maybe e.g. some intranet somewhere, has it differently. +1 again So write it. It's that simple. We promise to be there to help anyone wanting to have a go with documentation and general advice. Feel free, but there is a wealth of good software as GPL, and I sure hope to be able to use those too. Like I'm happy to use Linux to run our company servers, and it being GPL is just fine for me. But I'm also happy that Ogre is BSD so we are free to license our games however we need. +1 I have no problems with the GPL general, just this particular project is BSD and I think BSD is better here. If other people prefer BSD always than that is their own personal opinion. Again, that is partly what the forge is for. You can have GPL modules on the forge. It's actually a quite good way to sidestep the whole issue. but can a 3rd party plugin for using them together still exist? I'm sure it can it an at least internally if I don't tell anyone! :p Yes, I'm guessing this is what Adam meant - we couldn't bundle Tahoe plugins with OpenSim, not that you wouldn't be free to write a third party plugin for using it. *looks at the forge* I sure hope this doesn't explose to a huge license discussion, please just point to a better place or reply in private if that would happen. Again, we are working to get a better structure with regards to what is included in the core distribution and what is not. That is an ongoing process, but: * Experimental modules not implementing reference client behaviour should be tried out on the forge first. This has the added benefit of boosting the API thru external change request sources. * Modules that rely on linking resources under non-compatible licenses should be developed and maintained on the forge. * We are constantly thinking about how to better integrate the forge projects and the core distro. That is also an ongoing process. Please, feel free to start hacking away on an customized and prototypical IAssetDataPlugin on the forge. I'm looking forward to seeing it! /Stefan ___ Opensim-dev mailing list Opensim-dev@lists.berlios.de https://lists.berlios.de/mailman/listinfo/opensim-dev
Re: [Opensim-dev] oddities with asset storage
As soon as you buy it, the asset gets copied to your regions asset repository (if it is something that persists while you are not online, like a house maybe) and it goes into your personal repository when it's an attachement (like clothing). -Ursprüngliche Nachricht- Von: opensim-dev-boun...@lists.berlios.de [mailto:opensim-dev-boun...@lists.berlios.de] Im Auftrag von Dr Scofield Gesendet: Donnerstag, 19. Februar 2009 08:46 An: opensim-dev@lists.berlios.de Betreff: Re: [Opensim-dev] oddities with asset storage Dirk Krause wrote: Glad you asked :-). I would do a mixture of the following (and admit that I didn't think it all through to the very end). - introduce grid wide, region wide and personal (user) asset domains - introduce quotas for these - allow clones ('byref') assets, and copies that go into one of the domains, resp. I then would expect to have grid wide assets that are 'always on', region wide assets that only are important when the region is connected, and personal assets that are only visible when the user is online (could even be an FTP server behind a cable beach server). It boils down to: if someone treasures something, she better keeps it in her treasure chest, in her responsibility (and maintenance cost). ok. so i now buy something in your region, take it with me, rezz it on my region. how would that work and how would that address your concerns? oh, and my region is rather volatile, it might be there one moment, it might be off-line the next. DrS/dirk -- dr dirk husemann virtual worlds research ibm zurich research lab SL: dr scofield drscofi...@xyzzyxyzzy.net http://xyzzyxyzzy.net/ RL: h...@zurich.ibm.com - +41 44 724 8573 - http://www.zurich.ibm.com/~hud/ ___ Opensim-dev mailing list Opensim-dev@lists.berlios.de https://lists.berlios.de/mailman/listinfo/opensim-dev ___ Opensim-dev mailing list Opensim-dev@lists.berlios.de https://lists.berlios.de/mailman/listinfo/opensim-dev
Re: [Opensim-dev] oddities with asset storage
Initiatives like this is why I'm a hardcore proponent of keeping the services encapsulated, indirected, modular and flexible, ie, not tie core to any given technology or assumptions about data storage configuration. Best regards, Stefan Andersson Tribal Media AB Date: Thu, 19 Feb 2009 10:29:10 +0100 From: eu...@leitl.org To: opensim-dev@lists.berlios.de Subject: Re: [Opensim-dev] oddities with asset storage On Thu, Feb 19, 2009 at 10:24:40AM +0100, Dirk Krause wrote: As soon as you buy it, the asset gets copied to your regions asset repository (if it is something that persists while you are not online, like a house maybe) and it goes into your personal repository when it's an attachement (like clothing). Speaking about asset repository, Tahoe v1.3 has recently been released (see below). Are there any show-stoppers against using Tahoe for asset storage? http://allmydata.org/trac/tahoe/browser/relnotes.txt?rev=20090214000500-92b7f-26d07f519c69a3e086ee4599620f6d2c0c9b2fcd ANNOUNCING allmydata.org Tahoe, the Least-Authority Filesystem, v1.3 We are pleased to announce the release of version 1.3.0 of Tahoe, the Least Authority Filesystem. Tahoe-LAFS is a secure, decentralized, fault-tolerant filesystem. All of the source code is available under a choice of two Free Software, Open Source licences. This filesystem is encrypted and distributed over multiple peers in such a way it continues to function even when some of the peers are unavailable, malfunctioning, or malicious. Here is the one-page explanation of the security and fault-tolerance properties that it offers: http://allmydata.org/source/tahoe/trunk/docs/about.html This is the successor to v1.2, which was released July 21, 2008 [1]. This is a major new release, adding a repairer, an efficient backup command, support for large files, an (S)FTP server, and much more. See the NEWS file [2] and the known_issues.txt file [3] for more information. In addition to the many new features of Tahoe itself, a crop of related projects have sprung up, including Tahoe frontends for Windows and Macintosh, two front-ends written in JavaScript, a Tahoe plugin for duplicity, a Tahoe plugin for TiddlyWiki, a project to create a new backup tool, CIFS/SMB integration, an iPhone app, and three incomplete Tahoe frontends for FUSE. See Related Projects on the wiki: [4]. COMPATIBILITY The version 1 branch of Tahoe is the basis of the consumer backup product from Allmydata, Inc. -- http://allmydata.com . Tahoe v1.3 is fully compatible with the version 1 branch of Tahoe. Files written by v1.3 clients can be read by clients of all versions back to v1.0 unless the file is too large -- files greater than about 12 GiB (depending on the configuration) can't be read by older clients. v1.3 clients can read files produced by clients of all versions since v1.0. v1.3 servers can serve clients of all versions back to v1.0 and v1.3 clients can use servers of all versions back to v1.0 (but can't upload large files to them). This is the fourth release in the version 1 series. We believe that this version of Tahoe is stable enough to rely on as a permanent store of valuable data. The version 1 branch of Tahoe will be actively supported and maintained for the forseeable future, and future versions of Tahoe will retain the ability to read files and directories produced by Tahoe v1 for the forseeable future. WHAT IS IT GOOD FOR? With Tahoe, you can distribute your filesystem across a set of computers, such that if some of the computers fail or turn out to be malicious, the entire filesystem continues to be available, thanks to the remaining computers. You can also share your files with other users, using a simple and flexible access control scheme. Because this software is new, we do not categorically recommend it as the sole repository of data which is extremely confidential or precious. However, we believe that erasure coding, strong encryption, Free/Open Source Software and careful engineering make Tahoe safer than common alternatives, such as RAID, removable drive, tape, or on-line storage or Cloud storage systems. This software comes with extensive unit tests [5], and there are no known security flaws which would compromise confidentiality or data integrity. (For all currently known issues please see the known_issues.txt file [2].) This release of Tahoe is suitable for the friendnet use case [6] -- it is easy to create a filesystem spread over the computers of you and your friends so that you can share disk space and files. LICENCE You may use this package under the GNU General Public License, version 2 or, at your option, any later version. See the file COPYING.GPL [7] for the terms of the GNU General Public License, version 2. You may use this package under the Transitive Grace Period Public Licence, version 1.0. The Transitive Grace Period Public
Re: [Opensim-dev] oddities with asset storage
Dirk, I think you are on the right track here - concentrating on one use case at a time. That is probably the way to move forward on this issue. BUT do keep in mind that the overshadowing, out-there-right-now, case is the 'Linden Viewer Compatible Social World'. So whatever we discuss, that case has to be one of the supported ones. That said, optionality and configuration is (as in, should be) our forte. Best regards, Stefan Andersson Tribal Media AB Date: Thu, 19 Feb 2009 13:40:14 +0100 From: dirk.kra...@pixelpark.com To: opensim-dev@lists.berlios.de Subject: Re: [Opensim-dev] oddities with asset storage Ok, then in my naive little world this would be the cloning business case with some kind of quality of service. Basically you only sell me a link to your variety of assets. Then we have three cases: - you keep this in your personal assets store, which might be something like a stand-alone cable beach server. When this server is unavailable, I cannot access your item. - you run or rent some 'home/office space' on a particular region; if the region is unavailable, I again cannot access your item. - you run your own grid or rent some 'grid space' on a particular grid; if the grid is unavailable, I again cannot access your item. Assuming that grid uptimes are good, this would be the best option in terms of accessibility. In all three cases you yourself are a customer of either a region or a grid, because you need some level of QOS, which they provide unless you don't want to do this yourself. If a grid owner is nice she gives you free access to, say, 20MB of personal inventory. -Ursprüngliche Nachricht- Von: opensim-dev-boun...@lists.berlios.de [mailto:opensim-dev-boun...@lists.berlios.de] Im Auftrag von Melanie Gesendet: Donnerstag, 19. Februar 2009 12:58 An: opensim-dev@lists.berlios.de Betreff: Re: [Opensim-dev] oddities with asset storage The issue I have with the concept is one of copyright. I may not grant the right to keep a local copy of an asset, because I may not want it to work on local installations or another grid, I may not want to give up my script source. Melanie Dr Scofield wrote: Dirk Krause wrote: Glad you asked :-). I would do a mixture of the following (and admit that I didn't think it all through to the very end). - introduce grid wide, region wide and personal (user) asset domains - introduce quotas for these - allow clones ('byref') assets, and copies that go into one of the domains, resp. I then would expect to have grid wide assets that are 'always on', region wide assets that only are important when the region is connected, and personal assets that are only visible when the user is online (could even be an FTP server behind a cable beach server). It boils down to: if someone treasures something, she better keeps it in her treasure chest, in her responsibility (and maintenance cost). ok. so i now buy something in your region, take it with me, rezz it on my region. how would that work and how would that address your concerns? oh, and my region is rather volatile, it might be there one moment, it might be off-line the next. DrS/dirk ___ Opensim-dev mailing list Opensim-dev@lists.berlios.de https://lists.berlios.de/mailman/listinfo/opensim-dev ___ Opensim-dev mailing list Opensim-dev@lists.berlios.de https://lists.berlios.de/mailman/listinfo/opensim-dev ___ Opensim-dev mailing list Opensim-dev@lists.berlios.de https://lists.berlios.de/mailman/listinfo/opensim-dev
Re: [Opensim-dev] oddities with asset storage
I think somekind of hybrid of different strategies might work well. Maybe each storage provider could keep the assets in database and use hash to ensure there is no duplicates and a separate metadata entry which is ref counted with the binary. Anyhow this would be up to the specific storage provider implementation. When for one reason or another asset is referenced by another storage provider then the other asset provider can clone it to own storage. Rights for cloning can be deduced simply as follows: If you have right to copy the asset you have right to clone it to your own service provider. This would also leave distribution strategies etc. decissions for the specific storage provider. All we need to do is figure out where and how different storage providers are used. Can region have dedicated storage provider? Can user have own storage provider? Can grid choose external storage provider? How do these different storage providers play together in all use cases? regards, Tommi ___ Opensim-dev mailing list Opensim-dev@lists.berlios.de https://lists.berlios.de/mailman/listinfo/opensim-dev
Re: [Opensim-dev] oddities with asset storage
That won't wash. If i give copy perm just because i need it to be no trans, that doesn't mean that I condone off-grid use or personal backup. It has to be separated from the perms as we know them. Most clothing is no mod/no trans. That doesn't mean that the clothing creator would want me to be able to download their stuff, meaning I would get the raw textures on my disk, to modify and reupload as mine... That that is easy to do with copybot or by getting it from the viewer cache is beside the point here, the amount of criminal energy required for content theft would be significantly reduced. Melanie Tommi Laukkanen wrote: I think somekind of hybrid of different strategies might work well. Maybe each storage provider could keep the assets in database and use hash to ensure there is no duplicates and a separate metadata entry which is ref counted with the binary. Anyhow this would be up to the specific storage provider implementation. When for one reason or another asset is referenced by another storage provider then the other asset provider can clone it to own storage. Rights for cloning can be deduced simply as follows: If you have right to copy the asset you have right to clone it to your own service provider. This would also leave distribution strategies etc. decissions for the specific storage provider. All we need to do is figure out where and how different storage providers are used. Can region have dedicated storage provider? Can user have own storage provider? Can grid choose external storage provider? How do these different storage providers play together in all use cases? regards, Tommi ___ Opensim-dev mailing list Opensim-dev@lists.berlios.de https://lists.berlios.de/mailman/listinfo/opensim-dev ___ Opensim-dev mailing list Opensim-dev@lists.berlios.de https://lists.berlios.de/mailman/listinfo/opensim-dev
Re: [Opensim-dev] oddities with asset storage
No one would sue over a $0.05 shirt. The point of technical copy protection is not to block copying. It is to make it require criminal energy. You can't do it accidentally, or because you don't know better, it prevents casual copying. You need to invest criminal energy, either by downloading software that does it for you, or by writing it. That proves intent. Which is what you need, in several countries, of you _do_ want to get them slammed for more than just the price of the item. If you can prove intent, the $0.05 shirt can translate into $1000 in penalties - and that is what a creator wants. Melanie Tommi Laukkanen wrote: I have to admit I did not consider this through before posting. Still after reflecting on it a bit I am thinking that we might need to consider this from practical view point. Usually all copy right enforcing software is cracked in no time and open source is especially vulnerable. So I would state that if you can copy something say to your inventory or wear it you can copy all dependencies to your asset provider. If someone resells your assets or breaks your license in some other way you need to sue them which is in reality only real protection for any immaterial rights. Please note that if someone can even observe any asset in a viewer it is trivial to write a version of that viewer which will make local copies of anything you want. It might not be trivial for end user but cracked versions would be soon available in internet. We can not even defend against that as our software is open source and modifications are legit. Even those allowing for local copies. I don't think legislation in any country forbits you from saving a stream or image to your local disk even if it is copyrighted. It becomes illegal if you break the license by for example redistributing or selling. Instead of starting a fight we can not win we should make a clean way to mark licensing and copyrights to all assets and leave it to the morale of the users and legal systems. regards, Tommi ___ Opensim-dev mailing list Opensim-dev@lists.berlios.de https://lists.berlios.de/mailman/listinfo/opensim-dev ___ Opensim-dev mailing list Opensim-dev@lists.berlios.de https://lists.berlios.de/mailman/listinfo/opensim-dev
Re: [Opensim-dev] oddities with asset storage
Dirk Krause wrote: Hi, I did a little test with a fresh OpenSim installation (yes, thanks for the installer!), to get a grip on what I learned from Melanie yesterday. I wrote a little python script to help me monitor these tables: inventoryStore/inventoryItems assetStorage/assets http://pastebin.com/mc9e6574 , be warned: ugly code. I started OpenSim and logged in a 'Test User' with the SL viewer. (Just to mention it - first time log in in as test users creates 4 'blank' entries in assets.) The inventoryItems table was initially empty. Now I rezzed a cube and renamed it to 'p1'. inventoryStore/inventoryItems was still empty. To my surprise no new entry shows up in assetStorage/assets. Rezzing an object in a region does not involve the creation of any new assets - all the data is stored in unserialized form in columns in the region database. Picking up the cube ('take') created an entry named 'p1' in the inventory and in the asset table. The asset you see is the serialized object pointed to by your inventory item entry. Now I renamed the cube in Test Users inventory to 'p2'. The name in inventoryStore/inventoryItems changes to 'p2'. The entry in assetStorage/assets stays 'p1'. As mentioned on the list before, the asset name is useless, since the user only sees the name in the inventory. Exactly. Now I deleted 'p2' in my inventory - 'p2's parentfolderID changes to 'Trash'. Now I emptied the trash - the inventory table is empty again, which is fine, but here's the big one: the assetStorage/assets still holds the reference to 'p1'. Exactly. Just to make sure I shut down the simulator and opened it again, and it was still there. Now, doesn't that mean, that the database increases over time with no hope to find these assets that actually should be gone? or is there some magic purging that happens, and that I missed? The problem is that you may have given that item to somebody else. Giving an item does not make an asset copy, it just makes an inventory item copy (both inventory items still point towards the same asset). So you may delete your item, but we don't know if the asset referenced by that item lives on in someone else's inventory (or in an object inventory). So we can't delete the underlying asset. This would mean that any grid runs into a severe problem over time. Yep :). On a standalone one could implement some cleanup scheme which checks everything to see if an asset is still referenced, and deletes that asset if it is not. In grid mode this is a much more difficult problem since references are scattered across many different regions servers. The situation is even worse if you are running a grid where not all of them are guaranteed to be connected. Best, Dirk/Bart ___ Opensim-dev mailing list Opensim-dev@lists.berlios.de https://lists.berlios.de/mailman/listinfo/opensim-dev -- justincc Justin Clark-Casey http://justincc.wordpress.com ___ Opensim-dev mailing list Opensim-dev@lists.berlios.de https://lists.berlios.de/mailman/listinfo/opensim-dev
Re: [Opensim-dev] oddities with asset storage
... This would mean that any grid runs into a severe problem over time. Yep :). On a standalone one could implement some cleanup scheme which checks everything to see if an asset is still referenced, and deletes that asset if it is not. In grid mode this is a much more difficult problem since references are scattered across many different regions servers. The situation is even worse if you are running a grid where not all of them are guaranteed to be connected. But isn't that ... horrible? (in lack of a better/worse word.) As I said yesterday, IMHO there is no real need to think about optimizations when you have a serious blocker like this. I would even go so far that this is a major roadblock for grid based technologies per se. (grid as in Rosedale's 'Happily now, Second Life has been proven to exist. If we disappeared tomorrow, the grid would be rebuilt by you.') I take it the bad news is that any proposed solution to this breaks SL compatibility? Maybe now would be a good time to take a step away from it. ___ Opensim-dev mailing list Opensim-dev@lists.berlios.de https://lists.berlios.de/mailman/listinfo/opensim-dev
Re: [Opensim-dev] oddities with asset storage
Um. Having immutable assets do bring a number of optimization shortcuts. I'm not saying it's all good - merely that it's not all bad. The OpenSim solution, as always, is to address each case by itself, and to make divergence optional. So, maybe region map textures should be overwriteable. Maybe some scripts should be overwriteable as well, maybe only on some type of scripts. Maybe we should have a table enumerating what assetIds now point to newer assetIds. Maybe the real problem is that we are talking about 'assets' and 'textures' instead of 'prim face textures', 'sculptie maps', 'photos', 'region map images', 'script sources', 'sounds', 'prims in inventory', 'notecards', 'animations' - my point being that we can probably implement various configurable strategies for each of them, linden viewer or no linden viewer. Best regards, Stefan Andersson Tribal Media AB Date: Wed, 18 Feb 2009 16:37:12 +0100 From: dirk.kra...@pixelpark.com To: opensim-dev@lists.berlios.de Subject: Re: [Opensim-dev] oddities with asset storage ... This would mean that any grid runs into a severe problem over time. Yep :). On a standalone one could implement some cleanup scheme which checks everything to see if an asset is still referenced, and deletes that asset if it is not. In grid mode this is a much more difficult problem since references are scattered across many different regions servers. The situation is even worse if you are running a grid where not all of them are guaranteed to be connected. But isn't that ... horrible? (in lack of a better/worse word.) As I said yesterday, IMHO there is no real need to think about optimizations when you have a serious blocker like this. I would even go so far that this is a major roadblock for grid based technologies per se. (grid as in Rosedale's 'Happily now, Second Life has been proven to exist. If we disappeared tomorrow, the grid would be rebuilt by you.') I take it the bad news is that any proposed solution to this breaks SL compatibility? Maybe now would be a good time to take a step away from it. ___ Opensim-dev mailing list Opensim-dev@lists.berlios.de https://lists.berlios.de/mailman/listinfo/opensim-dev ___ Opensim-dev mailing list Opensim-dev@lists.berlios.de https://lists.berlios.de/mailman/listinfo/opensim-dev
Re: [Opensim-dev] oddities with asset storage
Dirk Krause wrote: ... [...] But isn't that ... horrible? (in lack of a better/worse word.) As I said yesterday, IMHO there is no real need to think about optimizations when you have a serious blocker like this. I would even go so far that this is a major roadblock for grid based technologies per se. (grid as in Rosedale's 'Happily now, Second Life has been proven to exist. If we disappeared tomorrow, the grid would be rebuilt by you.') I take it the bad news is that any proposed solution to this breaks SL compatibility? Maybe now would be a good time to take a step away from it. so, what do you supposed should be done? ride OpenSim on web route 404? lots of dangling references? i supposed on a standalone system you could do ref counting or bidirectional refs/links --- that however is not a very scalable solution for a grid with sporadically connected grid components. one avatar's garbage is another avatar's treasure... DrS/dirk -- dr dirk husemann virtual worlds research ibm zurich research lab SL: dr scofield drscofi...@xyzzyxyzzy.net http://xyzzyxyzzy.net/ RL: h...@zurich.ibm.com - +41 44 724 8573 - http://www.zurich.ibm.com/~hud/ ___ Opensim-dev mailing list Opensim-dev@lists.berlios.de https://lists.berlios.de/mailman/listinfo/opensim-dev
Re: [Opensim-dev] oddities with asset storage
We can't step away from SL compatibility until there is a full-featured, viable viewer, preferably not based on Linden Labs code. Until then, the viewer's asset caching mechanism make that impossible. Melanie Dirk Krause wrote: ... This would mean that any grid runs into a severe problem over time. Yep :). On a standalone one could implement some cleanup scheme which checks everything to see if an asset is still referenced, and deletes that asset if it is not. In grid mode this is a much more difficult problem since references are scattered across many different regions servers. The situation is even worse if you are running a grid where not all of them are guaranteed to be connected. But isn't that ... horrible? (in lack of a better/worse word.) As I said yesterday, IMHO there is no real need to think about optimizations when you have a serious blocker like this. I would even go so far that this is a major roadblock for grid based technologies per se. (grid as in Rosedale's 'Happily now, Second Life has been proven to exist. If we disappeared tomorrow, the grid would be rebuilt by you.') I take it the bad news is that any proposed solution to this breaks SL compatibility? Maybe now would be a good time to take a step away from it. ___ Opensim-dev mailing list Opensim-dev@lists.berlios.de https://lists.berlios.de/mailman/listinfo/opensim-dev ___ Opensim-dev mailing list Opensim-dev@lists.berlios.de https://lists.berlios.de/mailman/listinfo/opensim-dev
Re: [Opensim-dev] oddities with asset storage
There could be business modell attached to it. Lets say you sell only the 'right to use it for a given time' to the user, then you would have only one set of assets with multiple inventory pointers from your 2000 customers. Once you delete/disable it, no one can use it anymore. Once you update it, all 2000 have a newer version of it. The other model would be the 'I buy it so I get a real copy of it'. The asset will be copied (in my scenario to my local inventory domain, so I 'really' own it). If you delete yours, mine is still there. If you update it, I need to obtain a newer copy. There could even be a concept that something is there only once (maybe art); you create it, give it a away (for a good price) and you don't have it anymore. The asset vanishes from your inventory domain. Regarding the SL compatibility - maybe it doesn't need to be broken. IIRC isn't there this CAPS mechanism that already proxies assets? Couldn't there be some kind of intelligence behind it that collects and distributes assets from the different domains? -Ursprüngliche Nachricht- Von: opensim-dev-boun...@lists.berlios.de [mailto:opensim-dev-boun...@lists.berlios.de] Im Auftrag von Melanie Gesendet: Mittwoch, 18. Februar 2009 19:57 An: opensim-dev@lists.berlios.de Betreff: Re: [Opensim-dev] oddities with asset storage Making a copy is the greater evil. With implicitly shared assets, only content creators create assets. With asset copying, each sale/give creates assets. Take SL: I make a clothing item. I have to make 18 uploads (creating 18 assets) to finally use 2 of the uploaded textures. I have also created 36 wearable assets through this. Then i put that item for sale. 2000 users buy it. With implicitly shared assets, assets consumed: 18 texture, 36 wearable. With asset copying, assets consumed: 4001 texture, 4003 wearable See, the point of diminishing returns for copying is very close. Melanie John Ward wrote: Justin Clark-Casey wrote: The problem is that you may have given that item to somebody else. Giving an item does not make an asset copy, it just makes an inventory item copy (both inventory items still point towards the same asset). So you may delete your item, but we don't know if the asset referenced by that item lives on in someone else's inventory (or in an object inventory). So we can't delete the underlying asset. Why not make an asset copy when one makes an inventory copy? Then delete the asset when deleted from inventory. Is each user having their own copy of many things a bigger problem? I guess this doesn't address one having out of ban knowledge of an assets UUID and expecting it to be there. Also, I accept that I may be missing some fundamental knowledge of how things work. Please be gentle :-) John. ___ Opensim-dev mailing list Opensim-dev@lists.berlios.de https://lists.berlios.de/mailman/listinfo/opensim-dev ___ Opensim-dev mailing list Opensim-dev@lists.berlios.de https://lists.berlios.de/mailman/listinfo/opensim-dev ___ Opensim-dev mailing list Opensim-dev@lists.berlios.de https://lists.berlios.de/mailman/listinfo/opensim-dev
Re: [Opensim-dev] oddities with asset storage
I suggest we talk more about complementary and parallell scenarios and strategies, and less about either/or - this is a platform, and various implemetations will prioritize differently. Best regards, Stefan Andersson Tribal Media AB Date: Wed, 18 Feb 2009 20:02:38 +0100 From: dirk.kra...@pixelpark.com To: opensim-dev@lists.berlios.de Subject: Re: [Opensim-dev] oddities with asset storage There could be business modell attached to it. Lets say you sell only the 'right to use it for a given time' to the user, then you would have only one set of assets with multiple inventory pointers from your 2000 customers. Once you delete/disable it, no one can use it anymore. Once you update it, all 2000 have a newer version of it. The other model would be the 'I buy it so I get a real copy of it'. The asset will be copied (in my scenario to my local inventory domain, so I 'really' own it). If you delete yours, mine is still there. If you update it, I need to obtain a newer copy. There could even be a concept that something is there only once (maybe art); you create it, give it a away (for a good price) and you don't have it anymore. The asset vanishes from your inventory domain. Regarding the SL compatibility - maybe it doesn't need to be broken. IIRC isn't there this CAPS mechanism that already proxies assets? Couldn't there be some kind of intelligence behind it that collects and distributes assets from the different domains? -Ursprüngliche Nachricht- Von: opensim-dev-boun...@lists.berlios.de [mailto:opensim-dev-boun...@lists.berlios.de] Im Auftrag von Melanie Gesendet: Mittwoch, 18. Februar 2009 19:57 An: opensim-dev@lists.berlios.de Betreff: Re: [Opensim-dev] oddities with asset storage Making a copy is the greater evil. With implicitly shared assets, only content creators create assets. With asset copying, each sale/give creates assets. Take SL: I make a clothing item. I have to make 18 uploads (creating 18 assets) to finally use 2 of the uploaded textures. I have also created 36 wearable assets through this. Then i put that item for sale. 2000 users buy it. With implicitly shared assets, assets consumed: 18 texture, 36 wearable. With asset copying, assets consumed: 4001 texture, 4003 wearable See, the point of diminishing returns for copying is very close. Melanie John Ward wrote: Justin Clark-Casey wrote: The problem is that you may have given that item to somebody else. Giving an item does not make an asset copy, it just makes an inventory item copy (both inventory items still point towards the same asset). So you may delete your item, but we don't know if the asset referenced by that item lives on in someone else's inventory (or in an object inventory). So we can't delete the underlying asset. Why not make an asset copy when one makes an inventory copy? Then delete the asset when deleted from inventory. Is each user having their own copy of many things a bigger problem? I guess this doesn't address one having out of ban knowledge of an assets UUID and expecting it to be there. Also, I accept that I may be missing some fundamental knowledge of how things work. Please be gentle :-) John. ___ Opensim-dev mailing list Opensim-dev@lists.berlios.de https://lists.berlios.de/mailman/listinfo/opensim-dev ___ Opensim-dev mailing list Opensim-dev@lists.berlios.de https://lists.berlios.de/mailman/listinfo/opensim-dev ___ Opensim-dev mailing list Opensim-dev@lists.berlios.de https://lists.berlios.de/mailman/listinfo/opensim-dev ___ Opensim-dev mailing list Opensim-dev@lists.berlios.de https://lists.berlios.de/mailman/listinfo/opensim-dev
Re: [Opensim-dev] oddities with asset storage
Ok, granted. But isn't this a bit chicken/egg here? Possible solution scenarios should define the requirements of the viewer, which probably won't write itself. Esp. when new viewers will be based on openmv somebody should tell John et al. :-). -Ursprüngliche Nachricht- Von: opensim-dev-boun...@lists.berlios.de [mailto:opensim-dev-boun...@lists.berlios.de] Im Auftrag von Melanie Gesendet: Mittwoch, 18. Februar 2009 20:42 An: opensim-dev@lists.berlios.de Betreff: Re: [Opensim-dev] oddities with asset storage In the viewer, the following are true: - The asset ID attached to an inventory item may not change - The item ID of an inventory item may not change - an asset's content may not change. So, with this client, it's moot. We are exploring other concepts and will be implementing them as and when other clients become usable. Melanie Dirk Krause wrote: There could be business modell attached to it. Lets say you sell only the 'right to use it for a given time' to the user, then you would have only one set of assets with multiple inventory pointers from your 2000 customers. Once you delete/disable it, no one can use it anymore. Once you update it, all 2000 have a newer version of it. The other model would be the 'I buy it so I get a real copy of it'. The asset will be copied (in my scenario to my local inventory domain, so I 'really' own it). If you delete yours, mine is still there. If you update it, I need to obtain a newer copy. There could even be a concept that something is there only once (maybe art); you create it, give it a away (for a good price) and you don't have it anymore. The asset vanishes from your inventory domain. Regarding the SL compatibility - maybe it doesn't need to be broken. IIRC isn't there this CAPS mechanism that already proxies assets? Couldn't there be some kind of intelligence behind it that collects and distributes assets from the different domains? -Ursprüngliche Nachricht- Von: opensim-dev-boun...@lists.berlios.de [mailto:opensim-dev-boun...@lists.berlios.de] Im Auftrag von Melanie Gesendet: Mittwoch, 18. Februar 2009 19:57 An: opensim-dev@lists.berlios.de Betreff: Re: [Opensim-dev] oddities with asset storage Making a copy is the greater evil. With implicitly shared assets, only content creators create assets. With asset copying, each sale/give creates assets. Take SL: I make a clothing item. I have to make 18 uploads (creating 18 assets) to finally use 2 of the uploaded textures. I have also created 36 wearable assets through this. Then i put that item for sale. 2000 users buy it. With implicitly shared assets, assets consumed: 18 texture, 36 wearable. With asset copying, assets consumed: 4001 texture, 4003 wearable See, the point of diminishing returns for copying is very close. Melanie John Ward wrote: Justin Clark-Casey wrote: The problem is that you may have given that item to somebody else. Giving an item does not make an asset copy, it just makes an inventory item copy (both inventory items still point towards the same asset). So you may delete your item, but we don't know if the asset referenced by that item lives on in someone else's inventory (or in an object inventory). So we can't delete the underlying asset. Why not make an asset copy when one makes an inventory copy? Then delete the asset when deleted from inventory. Is each user having their own copy of many things a bigger problem? I guess this doesn't address one having out of ban knowledge of an assets UUID and expecting it to be there. Also, I accept that I may be missing some fundamental knowledge of how things work. Please be gentle :-) John. ___ Opensim-dev mailing list Opensim-dev@lists.berlios.de https://lists.berlios.de/mailman/listinfo/opensim-dev ___ Opensim-dev mailing list Opensim-dev@lists.berlios.de https://lists.berlios.de/mailman/listinfo/opensim-dev ___ Opensim-dev mailing list Opensim-dev@lists.berlios.de https://lists.berlios.de/mailman/listinfo/opensim-dev ___ Opensim-dev mailing list Opensim-dev@lists.berlios.de https://lists.berlios.de/mailman/listinfo/opensim-dev ___ Opensim-dev mailing list Opensim-dev@lists.berlios.de https://lists.berlios.de/mailman/listinfo/opensim-dev
Re: [Opensim-dev] oddities with asset storage
ok, very cool, thanks for the info. I take it you esp refer to IdealistViewer, openviewer and the Rex-NG viewer? -Ursprüngliche Nachricht- Von: opensim-dev-boun...@lists.berlios.de [mailto:opensim-dev-boun...@lists.berlios.de] Im Auftrag von Melanie Gesendet: Mittwoch, 18. Februar 2009 21:21 An: opensim-dev@lists.berlios.de Betreff: Re: [Opensim-dev] oddities with asset storage There are several viewer being developed already and their authors are aware of requirements and responsive to different needs. Mainly, any new viewer will be able to accommodate changes quickly, unlike the LL viewer. So I see no need for a drawn out standardization discussion. This project is in too early a phase for this. Melanie Dirk Krause wrote: Ok, granted. But isn't this a bit chicken/egg here? Possible solution scenarios should define the requirements of the viewer, which probably won't write itself. Esp. when new viewers will be based on openmv somebody should tell John et al. :-). -Ursprüngliche Nachricht- Von: opensim-dev-boun...@lists.berlios.de [mailto:opensim-dev-boun...@lists.berlios.de] Im Auftrag von Melanie Gesendet: Mittwoch, 18. Februar 2009 20:42 An: opensim-dev@lists.berlios.de Betreff: Re: [Opensim-dev] oddities with asset storage In the viewer, the following are true: - The asset ID attached to an inventory item may not change - The item ID of an inventory item may not change - an asset's content may not change. So, with this client, it's moot. We are exploring other concepts and will be implementing them as and when other clients become usable. Melanie Dirk Krause wrote: There could be business modell attached to it. Lets say you sell only the 'right to use it for a given time' to the user, then you would have only one set of assets with multiple inventory pointers from your 2000 customers. Once you delete/disable it, no one can use it anymore. Once you update it, all 2000 have a newer version of it. The other model would be the 'I buy it so I get a real copy of it'. The asset will be copied (in my scenario to my local inventory domain, so I 'really' own it). If you delete yours, mine is still there. If you update it, I need to obtain a newer copy. There could even be a concept that something is there only once (maybe art); you create it, give it a away (for a good price) and you don't have it anymore. The asset vanishes from your inventory domain. Regarding the SL compatibility - maybe it doesn't need to be broken. IIRC isn't there this CAPS mechanism that already proxies assets? Couldn't there be some kind of intelligence behind it that collects and distributes assets from the different domains? -Ursprüngliche Nachricht- Von: opensim-dev-boun...@lists.berlios.de [mailto:opensim-dev-boun...@lists.berlios.de] Im Auftrag von Melanie Gesendet: Mittwoch, 18. Februar 2009 19:57 An: opensim-dev@lists.berlios.de Betreff: Re: [Opensim-dev] oddities with asset storage Making a copy is the greater evil. With implicitly shared assets, only content creators create assets. With asset copying, each sale/give creates assets. Take SL: I make a clothing item. I have to make 18 uploads (creating 18 assets) to finally use 2 of the uploaded textures. I have also created 36 wearable assets through this. Then i put that item for sale. 2000 users buy it. With implicitly shared assets, assets consumed: 18 texture, 36 wearable. With asset copying, assets consumed: 4001 texture, 4003 wearable See, the point of diminishing returns for copying is very close. Melanie John Ward wrote: Justin Clark-Casey wrote: The problem is that you may have given that item to somebody else. Giving an item does not make an asset copy, it just makes an inventory item copy (both inventory items still point towards the same asset). So you may delete your item, but we don't know if the asset referenced by that item lives on in someone else's inventory (or in an object inventory). So we can't delete the underlying asset. Why not make an asset copy when one makes an inventory copy? Then delete the asset when deleted from inventory. Is each user having their own copy of many things a bigger problem? I guess this doesn't address one having out of ban knowledge of an assets UUID and expecting it to be there. Also, I accept that I may be missing some fundamental knowledge of how things work. Please be gentle :-) John. ___ Opensim-dev mailing list Opensim-dev@lists.berlios.de https://lists.berlios.de/mailman/listinfo/opensim-dev ___ Opensim-dev mailing list Opensim-dev@lists.berlios.de https://lists.berlios.de/mailman/listinfo/opensim-dev ___ Opensim-dev mailing list Opensim-dev@lists.berlios.de https://lists.berlios.de/mailman
Re: [Opensim-dev] oddities with asset storage
I hope I am not too notorious by stating: - no 'big corp' IT manager will accept a solution with 'uncontrollable growth in asset storage' as Tommi correctly put it. Period. - I learned through Melanie that these issue are well known and already addressed. - I also learned that potential viewer developers are aware of these issues and have it on their list which is great. - I also agree with Stefan that there should be alternative scenarios possible. Von: opensim-dev-boun...@lists.berlios.de [mailto:opensim-dev-boun...@lists.berlios.de] Im Auftrag von Charles Krinke Gesendet: Mittwoch, 18. Februar 2009 21:52 An: opensim-dev@lists.berlios.de Betreff: Re: [Opensim-dev] oddities with asset storage My goal in starting this whole discussion in the first place was two fold. Fold 1: Get us considering how to evolve OpenSim so that assets database currently containing 1.5million entries and consuming 50GBytes to support 10,000 users does not continue to grow without bound at the current 4GByte/week rate if possible. I see other grid deployments facing a similar issue in their future and some evolution at this point may help us all. Fold 2: I believe there are a few changes such as the last terrain image store that we can change in the near term, and I am hoping we can define a 'reaping' strategy for grids that lets them tame the exponential growth of the 'assets' table in the MySQL database defined by OpenSim as 2009 continues. Charles From: Melanie mela...@t-data.com To: opensim-dev@lists.berlios.de Sent: Wednesday, February 18, 2009 12:20:42 PM Subject: Re: [Opensim-dev] oddities with asset storage There are several viewer being developed already and their authors are aware of requirements and responsive to different needs. Mainly, any new viewer will be able to accommodate changes quickly, unlike the LL viewer. So I see no need for a drawn out standardization discussion. This project is in too early a phase for this. Melanie Dirk Krause wrote: Ok, granted. But isn't this a bit chicken/egg here? Possible solution scenarios should define the requirements of the viewer, which probably won't write itself. Esp. when new viewers will be based on openmv somebody should tell John et al. :-). -Ursprüngliche Nachricht- Von: opensim-dev-boun...@lists.berlios.de [mailto:opensim-dev-boun...@lists.berlios.de] Im Auftrag von Melanie Gesendet: Mittwoch, 18. Februar 2009 20:42 An: opensim-dev@lists.berlios.de Betreff: Re: [Opensim-dev] oddities with asset storage In the viewer, the following are true: - The asset ID attached to an inventory item may not change - The item ID of an inventory item may not change - an asset's content may not change. So, with this client, it's moot. We are exploring other concepts and will be implementing them as and when other clients become usable. Melanie Dirk Krause wrote: There could be business modell attached to it. Lets say you sell only the 'right to use it for a given time' to the user, then you would have only one set of assets with multiple inventory pointers from your 2000 customers. Once you delete/disable it, no one can use it anymore. Once you update it, all 2000 have a newer version of it. The other model would be the 'I buy it so I get a real copy of it'. The asset will be copied (in my scenario to my local inventory domain, so I 'really' own it). If you delete yours, mine is still there. If you update it, I need to obtain a newer copy. There could even be a concept that something is there only once (maybe art); you create it, give it a away (for a good price) and you don't have it anymore. The asset vanishes from your inventory domain. Regarding the SL compatibility - maybe it doesn't need to be broken. IIRC isn't there this CAPS mechanism that already proxies assets? Couldn't there be some kind of intelligence behind it that collects and distributes assets from the different domains? -Ursprüngliche Nachricht- Von: opensim-dev-boun...@lists.berlios.de [mailto:opensim-dev-boun...@lists.berlios.de] Im Auftrag von Melanie Gesendet: Mittwoch, 18. Februar 2009 19:57 An: opensim-dev@lists.berlios.de Betreff: Re: [Opensim-dev] oddities with asset storage Making a copy is the greater evil. With implicitly shared assets, only content creators create assets. With asset copying, each sale/give creates assets. Take SL: I make a clothing item. I have to make 18 uploads (creating 18 assets) to finally use 2 of the uploaded textures. I have also created 36 wearable assets through this. Then i put that item for sale. 2000 users buy it. With implicitly shared assets, assets consumed: 18 texture, 36 wearable. With asset copying, assets consumed: 4001 texture, 4003 wearable See, the point of diminishing returns for copying is very close. Melanie John Ward wrote: Justin Clark-Casey wrote: The problem
Re: [Opensim-dev] oddities with asset storage
- I also agree with you Dirk Krause wrote: I hope I am not too notorious by stating: - no 'big corp' IT manager will accept a solution with 'uncontrollable growth in asset storage' as Tommi correctly put it. Period. - I learned through Melanie that these issue are well known and already addressed. - I also learned that potential viewer developers are aware of these issues and have it on their list which is great. - I also agree with Stefan that there should be alternative scenarios possible. Von: opensim-dev-boun...@lists.berlios.de [mailto:opensim-dev-boun...@lists.berlios.de] Im Auftrag von Charles Krinke Gesendet: Mittwoch, 18. Februar 2009 21:52 An: opensim-dev@lists.berlios.de Betreff: Re: [Opensim-dev] oddities with asset storage My goal in starting this whole discussion in the first place was two fold. Fold 1: Get us considering how to evolve OpenSim so that assets database currently containing 1.5million entries and consuming 50GBytes to support 10,000 users does not continue to grow without bound at the current 4GByte/week rate if possible. I see other grid deployments facing a similar issue in their future and some evolution at this point may help us all. Fold 2: I believe there are a few changes such as the last terrain image store that we can change in the near term, and I am hoping we can define a 'reaping' strategy for grids that lets them tame the exponential growth of the 'assets' table in the MySQL database defined by OpenSim as 2009 continues. Charles From: Melanie mela...@t-data.com To: opensim-dev@lists.berlios.de Sent: Wednesday, February 18, 2009 12:20:42 PM Subject: Re: [Opensim-dev] oddities with asset storage There are several viewer being developed already and their authors are aware of requirements and responsive to different needs. Mainly, any new viewer will be able to accommodate changes quickly, unlike the LL viewer. So I see no need for a drawn out standardization discussion. This project is in too early a phase for this. Melanie Dirk Krause wrote: Ok, granted. But isn't this a bit chicken/egg here? Possible solution scenarios should define the requirements of the viewer, which probably won't write itself. Esp. when new viewers will be based on openmv somebody should tell John et al. :-). -Ursprüngliche Nachricht- Von: opensim-dev-boun...@lists.berlios.de [mailto:opensim-dev-boun...@lists.berlios.de] Im Auftrag von Melanie Gesendet: Mittwoch, 18. Februar 2009 20:42 An: opensim-dev@lists.berlios.de Betreff: Re: [Opensim-dev] oddities with asset storage In the viewer, the following are true: - The asset ID attached to an inventory item may not change - The item ID of an inventory item may not change - an asset's content may not change. So, with this client, it's moot. We are exploring other concepts and will be implementing them as and when other clients become usable. Melanie Dirk Krause wrote: There could be business modell attached to it. Lets say you sell only the 'right to use it for a given time' to the user, then you would have only one set of assets with multiple inventory pointers from your 2000 customers. Once you delete/disable it, no one can use it anymore. Once you update it, all 2000 have a newer version of it. The other model would be the 'I buy it so I get a real copy of it'. The asset will be copied (in my scenario to my local inventory domain, so I 'really' own it). If you delete yours, mine is still there. If you update it, I need to obtain a newer copy. There could even be a concept that something is there only once (maybe art); you create it, give it a away (for a good price) and you don't have it anymore. The asset vanishes from your inventory domain. Regarding the SL compatibility - maybe it doesn't need to be broken. IIRC isn't there this CAPS mechanism that already proxies assets? Couldn't there be some kind of intelligence behind it that collects and distributes assets from the different domains? -Ursprüngliche Nachricht- Von: opensim-dev-boun...@lists.berlios.de [mailto:opensim-dev-boun...@lists.berlios.de] Im Auftrag von Melanie Gesendet: Mittwoch, 18. Februar 2009 19:57 An: opensim-dev@lists.berlios.de Betreff: Re: [Opensim-dev] oddities with asset storage Making a copy is the greater evil. With implicitly shared assets, only content creators create assets. With asset copying, each sale/give creates assets. Take SL: I make a clothing item. I have to make 18 uploads (creating 18 assets) to finally use 2 of the uploaded textures. I have also created 36 wearable assets through this. Then i put that item for sale. 2000 users buy it. With implicitly shared assets, assets consumed: 18 texture, 36 wearable. With asset copying, assets consumed: 4001 texture, 4003 wearable See, the point of diminishing returns for copying is very close. Melanie John Ward wrote: Justin Clark-Casey wrote