[sldev] Proposition of cache improvment

SignpostMarv Martin me at signpostmarv.name
Tue Apr 21 13:31:04 PDT 2009


Kelly said that the sim state is serialized once an hour, so if an 
object hasn't changed between states, wouldn't it be considered static ?

~ Marv.

Brandon Lockaby wrote:
> That does sound plausible if you can differentiate which content is 
> cached that way...
> You say "static objects"... perhaps, if an object hasn't been changed 
> in 2 days it could be placed in that category, something like that?
>
> On Mon, Apr 20, 2009 at 3:04 PM, Laurent Laborde <kerdezixe at gmail.com 
> <mailto:kerdezixe at gmail.com>> wrote:
>
>     Friendly greetings !
>
>     I'm still worried about cache performance, and come with an idea \o/
>     I'm still using this lovely I-Ram for my Secondlife cache. (it's a
>     pci-e card with ram slot, and act as a sata hdd, *GOOD* performance)
>
>     But... from time to time i have this annoying "greyness" in recently
>     visited sim that are supposed to be in cache.
>     I don't believe that is because of a slow disk (it's an i-ram)
>     I think that :
>     - the client request the prims "map" of the sim.
>     - then the client request each texture uuid for each prims.
>     - it check if it's in cache, if not, it request the texture from
>     LL server.
>
>     I got the idea of  declaring a "static object" feature (this prims
>     never change and you can cache the texure uuid in a "prims cache").
>     But it's not so good.
>
>     I found that a lot of crowded sim rarely change, and we could save *a
>     lot* of server ressource AND increase user experience.
>
>     THE(!) Idea  :
>     1) when you log into a sim, the sim send it's "state_uuid".
>     2a) if the client have this "state" in cache, it can load  (almost?)
>     everything from it's own cache.
>     2b) if not, it use the normal procedure (but still using the good(?)
>     old(!) texture cache of course)
>     3) everytime something change in the sim, a new state uuid is
>     generated and sim cache is discarded.
>
>     if( isInCache(state_uuid) ) {
>       LoadSimFromCache();
>     } else {
>       LoadSimFromServer();
>     }
>
>     that's the basic idea. it probably need a lot of tunning. Eg :
>     - apply that to set of prims instead of whole sim ?
>     - don't cache any scripted object ? (because it may contain texture
>     change function (e.g : vendor)
>     - add some estate option for tuning/controling the cache behaviour
>     on this sim ?
>     - add a "static" property to unscripted rezed object ?
>
>     My sim is very static and see 500~1500 unique visitor/day (up to
>     45000+ traffic in very good day).
>     It's a shame to use a lot of ressource on something that could be
>     efficiently cached (Sysadmin Inside (tm) )
>
>     *hugs*
>
>     --
>     Kerunix Flan
>     Laurent Laborde
>     Sysadmin of http://www.over-blog.com/ (1st french blog plateform)
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