[sldev] Script/Parcel/Memory Limits - Memory Limit Configuration

Melinda Green melinda at superliminal.com
Thu Dec 17 13:17:09 PST 2009


Perhaps a hybrid design might make for a reasonable compromise between 
predictability and flexibility. Something like hard lower memory limits 
that scripters can count on always being available, plus the ability to 
request and receive provisional amounts beyond that which might get 
yanked back at any time. If you go beyond the safe limits, you take your 
chances. There may even be more gentle ways to deal with these 
worst-case situations, for example by creating an LSL event that informs 
scripts when they are about to lose some or all of the provisional 
memory that they are using, giving them a chance to get back under a 
safe limit and avoid getting shut down.

I suspect that Qie Niangao is right that some non-trivial optimization 
logic is called for here. To me the situation feels like operating 
system design. In many ways the simulators *are* simple operating 
systems. Perhaps talking with some Linux kernel developers might 
identify some libraries that can be used to manage script resource 
allocations. I don't know because OS design is not my field but I 
suspect that there are no simple solutions to this problem and that it 
would not be smart to try to reinvent its solutions.

-Melinda

Ambrosia wrote:
> But in your example, the script uses the max of the sim til the avatar
> comes in. The script will crash, as the avatar takes his own share of
> memory, and the script suddenly has less than it actually uses (not
> what it -could- use but doesn't).
>
> Scripts -will- be able to check available memory, that much has been
> stated, and they reserve additional memory they need with another
> function, but that available memory should not depend on factors of
> what's going on outside the parcel or on other avatars aside of the
> own.
>
> Quite frankly, the only thing that makes sense for scripters and
> content creators are hard numbers they can work with. Fixed memory
> amounts. Every 512sqm parcel should always (normally) support X mb
> max. Every avatar should normally support Y mb max. A solid api to
> build scripts upon. Available memory depends on the scripts already
> attached to the -same- avatar or on the -same- parcel, but a parcel's
> or avatar's memory should -not- be dependant in any way on external
> factors like other avatars or parcels. It makes things unreliable,
> unpredictable.
>
> On Thu, Dec 17, 2009 at 16:10, Tigro Spottystripes
> <tigrospottystripes at gmail.com> wrote:
>   
>> There should be a way for scripts to check how much memory is avaiable
>> int he pool for the sim, and for the parcel, and also how much memory
>> the script will be limited to under a worse case scenario,
>>     
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