[SPAM] Re: [sldev] "Unreferenced" assets

Sean Lynch sean at lindenlab.com
Tue May 20 11:18:05 PDT 2008


The answer to this is "very little," and it's no additional load on GC
because if the references are "leaked," i.e. they are not in any inventory
and they are not in-world, GC doesn't even see them; GC only walks "live"
references. GC basically moves everything into the trash and then picks out
the stuff it can find references to by walking the chain of references from
inventory+simstates+profiles, etc.

On Mon, May 19, 2008 at 7:42 PM, Vex Streeter <vexstreeter at gmail.com> wrote:

> Nope - that is exactly what I was asking - I was interested how much this
> process loads the asset servers in the time between GCs, and I suppose the
> cost to actually perform the GCs, depending on how difficult it is to find
> all the references.  Presumably undelivered ImprovedInstantMessages count as
> references to such items? My interest is in fixing the related problems of
> lost information (objects/groupoffers/etc)  due to IM caps and due to viewer
> crashes prior to going through delivered messages. I'm relieved that these
> sorts of things are subject to GC.
>
> Cheers!
>
> Sean Lynch wrote:
>
>> GC is the only way assets will get deleted (other than single reference
>> assets like scripted attachments, but that code is not in production yet),
>> so yes in any case that llGiveInventory needs to make a new asset, but I
>> believe that unless you're giving a no-copy object, a new asset isn't
>> created by llGiveInventory, just a new reference to the existing asset.
>>
>> Am I missing something about the question? Leaked assets like this
>> shouldn't harm the giver in any way. They just take up space on the asset
>> servers until we get around to cleaning them up. This is way simpler and
>> less error prone than trying to detect the leakage in real time and clean
>> stuff up right away: storage is cheap. Complexity in code is not.
>>
>
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