[sldev] Script/Parcel/Memory Limits

Carlo Wood carlo at alinoe.com
Fri Dec 18 16:09:23 PST 2009


On Fri, Dec 18, 2009 at 04:34:41PM +0100, Marine Kelley wrote:
> The script could freeze, slow down, we could have functions and
> events to stay aware of how many bytes we have left, but to me the
> core issue is that scripts which run out of memory simply endure an
> unrecoverable crash. This basic behavior is very wrong in the first
> place and must be revised.

Imho, the best solution would be to, after selecting
the right scripts according to some algorithm [(only from
those users that use more than their share, then from
those who use the most, then first those scripts that
haven't really done anything in a long time and first
those that are flagged as volatile (not so important),
etc etc etc], and then just stop them (give them
no more cpu time) and swap them out to disk. This won't
delay the sim since they don't run anymore for a while.
It also won't crash any scripts, because they don't
get less memory, they are just temporarily stopped.

If some attempts to start a NEW script, then you
should not start it at all of course, otherwise
a griefer could attempt to 'attack' the harddisk
space ;).

Once the server is less loaded again, using the
same algorithm you can reverse the swapping and
start scripts again.

But well... let me not waste my time any longer.
We all know that LL isn't going to change their
plans anyway. They never do.

-- 
Carlo Wood <carlo at alinoe.com>


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