Are unused assets deleted?

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Are unused assets deleted?

Ethan Gardener
Just a quick query: are assets deleted when they are not referenced by any inventory?  By "inventory" I mean user, object, or notecard... or any other I might have forgotten.  Essentially, I'm wondering if there's a garbage collector.  I'm also wondering if it would ever need to clean up circular references, but they're not possible, are they?

--
The lyf so short, the craft so long to lerne. -- Chaucer
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Re: Are unused assets deleted?

Luisillo Contepomi
>are assets deleted when they are not referenced by any inventory?

Hi!
My short answer is "no".

My way of cleaning the database consists in, (normally when a new
versi贸n is released), I do do iars of all users, oars of all regions.
A mysqldump of all database as backup, And then create users, restore
iars and oars in the new versi贸n of opensim.
If assets are not in the inventory, or regions then it's garbage.

Is a very old but very important issue of all metaverses software.

When you build a cube in a region and after you delete de cube will
remain in database forever or until you erase it manually

Best regards,
Luisillo

2018-08-12 8:18 GMT+02:00 Ethan A. Gardener <[hidden email]>:
> Just a quick query: are assets deleted when they are not referenced by any inventory?  By "inventory" I mean user, object, or notecard... or any other I might have forgotten.  Essentially, I'm wondering if there's a garbage collector.  I'm also wondering if it would ever need to clean up circular references, but they're not possible, are they?
>
> --
> The lyf so short, the craft so long to lerne. -- Chaucer
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Re: Are unused assets deleted?

Haravikk


> On 12 Aug 2018, at 09:52, Luisillo Contepomi <[hidden email]> wrote:
>
> When you build a cube in a region and after you delete de cube will
> remain in database forever or until you erase it manually
>
> Best regards,
> Luisillo

I don't believe this is quite true; when you create an object in a region it exists only within the region where it is located, if you "delete" it then it is transferred to your inventory, if you then delete it from your inventory as well then it should be gone for good. When you rez an object in a region you are actually copying it, as each copy gets its own UUID. In this sense pure objects (no contents) are nothing but copies, so they only occupy space for as long as a copy exists in world, or in inventory, once those are gone, the object is gone forever.

Where assets get tricky are things like textures, sounds, animations, notecards and scripts*; these are applied to objects by GUID and fetched from the asset server when needed, so even if you delete an object that contains your only references to these items they don't immediately disappear but instead remain on your asset server, because figuring out if an asset is indeed unused at this point is difficult (it would require a huge amount of extra callbacks to the asset server to keep track of new/deleted references and would go out of sync if a region crashes and is restored from backup).

The problem with trying to flush them out is that even if an asset is no longer linked directly to an object or present in a user's inventory, it is still possible for a script to reference them by GUID. Using vanilla LSL for example it is possible to apply textures, trigger sounds and fetch notecards using a GUID.

The only way to safely flush out textures, sounds and notecards (and animations if you allow GUID fetching of these) would be to scour every object, script and notecard on your grid for possible GUIDs, but even then this is only safe if you don't allow scripts to contact external services (as a user could store GUIDs in an external database for example).

This is I think why in SecondLife it costs L$10 per upload, as it stops users going overboard with uploads, this is also the reason why images are stored at limited sizes, sounds and animations are limited in length etc.

At the end of the day though the question is; how limited is your storage really? The only cost of unused assets is in a bit of wasted hard storage, but storage is pretty cheap, so unless your grid is growing beyond your ability to match it then you might be trying to solve a problem where the solution could be more destructive than the problem itself 馃槒
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Re: Are unused assets deleted?

Ethan Gardener
On Sun, Aug 12, 2018, at 11:03 AM, Haravikk wrote:

>
>
> > On 12 Aug 2018, at 09:52, Luisillo Contepomi <[hidden email]> wrote:
> >
> > When you build a cube in a region and after you delete de cube will
> > remain in database forever or until you erase it manually
> >
> > Best regards,
> > Luisillo
>
> I don't believe this is quite true; when you create an object in a
> region it exists only within the region where it is located, if you
> "delete" it then it is transferred to your inventory, if you then delete
> it from your inventory as well then it should be gone for good.

You believe, or you know?  In technical fields, the difference can mean everything.

> When you
> rez an object in a region you are actually copying it, as each copy gets
> its own UUID. In this sense pure objects (no contents) are nothing but
> copies, so they only occupy space for as long as a copy exists in world,
> or in inventory, once those are gone, the object is gone forever.

I know about copies, yes, thanks.

>
> Where assets get tricky are things like textures, sounds, animations,
> notecards and scripts*; these are applied to objects by GUID and fetched
> from the asset server when needed, so even if you delete an object that
> contains your only references to these items they don't immediately
> disappear but instead remain on your asset server, because figuring out
> if an asset is indeed unused at this point is difficult (it would
> require a huge amount of extra callbacks to the asset server to keep
> track of new/deleted references and would go out of sync if a region
> crashes and is restored from backup).

Here I think I can see the difficulty.  I'd have to strain my brain to really understand it, though.  Maybe I'll chart it out on paper or something.  

>
> The problem with trying to flush them out is that even if an asset is no
> longer linked directly to an object or present in a user's inventory, it
> is still possible for a script to reference them by GUID. Using vanilla
> LSL for example it is possible to apply textures, trigger sounds and
> fetch notecards using a GUID.

Um... this is where I think the OpenSim project should have taken the position, "UUIDs alone are unreliable."  In Second Life in 05/06, I remember concluding that if you want a scripted item to last, you should put everything it needs into the object itself.  My conclusion was perhaps bourne out 2 or 3 years later, when teleporters scripted to use the UUID of a TV-snow texture made by Cubey Terra were found to be blank instead.  

What about the hypergrid, will an asset keep the same UUID when transferred?

>
> The only way to safely flush out textures, sounds and notecards (and
> animations if you allow GUID fetching of these) would be to scour every
> object, script and notecard on your grid for possible GUIDs, but even
> then this is only safe if you don't allow scripts to contact external
> services (as a user could store GUIDs in an external database for
> example).

The relatively popular Boehm garbage collector for C and C++ can operate in exactly this way, but I'll admit that a grid database is an awful lot bigger and slower than the memory of one computer program.

>
> This is I think why in SecondLife it costs L$10 per upload, as it stops
> users going overboard with uploads, this is also the reason why images
> are stored at limited sizes, sounds and animations are limited in length
> etc.

Hmm.  The upload fee was explained as, "An economy needs sources and sinks.  The upload fee is one of the sinks."  They may have had multiple reasons, I suppose.  All the other limitations might be explained as trying to limit their bandwidth.  Textures have the additional problem of taking up memory in the graphics card, a big problem in the early '00s as graphics cards had relatively little memory couldn't decompress images on the fly.  It may still be a problem: a 2GB graphics card can be a big help, but that might be some other factor.

>
> At the end of the day though the question is; how limited is your
> storage really? The only cost of unused assets is in a bit of wasted
> hard storage, but storage is pretty cheap, so unless your grid is
> growing beyond your ability to match it then you might be trying to
> solve a problem where the solution could be more destructive than the
> problem itself 馃槒

I'm told that by the end of InWorldz, its asset server was growing by a terrabyte every month!  There's nothing "more destructive" about trying to limit that kind of growth!

> _______________________________________________
> Opensim-users mailing list
> [hidden email]
> http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users


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Re: Are unused assets deleted?

Ethan Gardener
In reply to this post by Luisillo Contepomi
On Sun, Aug 12, 2018, at 9:52 AM, Luisillo Contepomi wrote:

> >are assets deleted when they are not referenced by any inventory?
>
> Hi!
> My short answer is "no".
>
> My way of cleaning the database consists in, (normally when a new
> versi贸n is released), I do do iars of all users, oars of all regions.
> A mysqldump of all database as backup, And then create users, restore
> iars and oars in the new versi贸n of opensim.
> If assets are not in the inventory, or regions then it's garbage.

Thanks for reminding me of this solution.  Does it take long to do all that?

> Is a very old but very important issue of all metaverses software.

Agreed.
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Re: Are unused assets deleted?

Haravikk
In reply to this post by Ethan Gardener

> On 12 Aug 2018, at 16:58, Ethan A. Gardener <[hidden email] <mailto:[hidden email]>> wrote:
> On Sun, Aug 12, 2018, at 11:03 AM, Haravikk wrote:
>>
>>> On 12 Aug 2018, at 09:52, Luisillo Contepomi <[hidden email] <mailto:[hidden email]>> wrote:
>>>
>>> When you build a cube in a region and after you delete de cube will
>>> remain in database forever or until you erase it manually
>>>
>>> Best regards,
>>> Luisillo
>>
>> I don't believe this is quite true; when you create an object in a
>> region it exists only within the region where it is located, if you
>> "delete" it then it is transferred to your inventory, if you then delete
>> it from your inventory as well then it should be gone for good.
>
> You believe, or you know?  In technical fields, the difference can mean everything.

I know.

I said "I believe" because I was trying to give the benefit of the doubt, as what Luisillo said can be true, especially of other asset types, but isn't always true of objects in particular. It is for possible for a cube to never become an asset, for example if the region it is in crashes without saving, or is deleted without returning anything to user inventory, all such objects simply cease to exist. Any textures applied to those objects however would remain in the asset server.

>> Using vanilla
>> LSL for example it is possible to apply textures, trigger sounds and
>> fetch notecards using a GUID.
>
> Um... this is where I think the OpenSim project should have taken the position, "UUIDs alone are unreliable."

While I kind of agree, it would mean a pretty big departure from vanilla LSL which OpenSim was being made compatible with at the time. I mean you could reasonably argue OpenSim should never have tried to support LSL in the first place since it's a terrible language that never should have been in Second Life either, but what's done is done!

That said, I wouldn't say UUIDs are unreliable, just that you need to know when it's appropriate to use them; they're fine for non-transferable objects so long as the asset exists in an object/user inventory somewhere, i.e- you shouldn't use the UUID unless you know where the asset it references actually exists, and you shouldn't at all for anything transferable that could end up on another grid.

Cases where referenced assets have vanished on SL were I think times when LL were trying to solve the exact same problem, and hadn't considered scripts references at all, but LL and a lack of thought given to scripting has been the status quo from day one 馃槒

>> The only way to safely flush out textures, sounds and notecards (and
>> animations if you allow GUID fetching of these) would be to scour every
>> object, script and notecard on your grid for possible GUIDs, but even
>> then this is only safe if you don't allow scripts to contact external
>> services (as a user could store GUIDs in an external database for
>> example).
>
> The relatively popular Boehm garbage collector for C and C++ can operate in exactly this way, but I'll admit that a grid database is an awful lot bigger and slower than the memory of one computer program.

Yeah, you'd have to inspect every single script and every script VM in every single inventory, object inventory, and in world object inventory in every region on a grid, and even then some regions could be offline (e.g- OS Grid where you can join or leave at any time). If you're certain that you don't need to preserve such items, or the problem is bad enough that you don't care to, then it's reasonable to skip such a step; I was just trying to highlight why an asset can exist in the asset server without existing in an region or inventory, and still be unsafe to delete.

>> This is I think why in SecondLife it costs L$10 per upload, as it stops
>> users going overboard with uploads, this is also the reason why images
>> are stored at limited sizes, sounds and animations are limited in length
>> etc.
>
> Hmm.  The upload fee was explained as, "An economy needs sources and sinks.  The upload fee is one of the sinks."  They may have had multiple reasons, I suppose.  All the other limitations might be explained as trying to limit their bandwidth.  Textures have the additional problem of taking up memory in the graphics card, a big problem in the early '00s as graphics cards had relatively little memory couldn't decompress images on the fly.  It may still be a problem: a 2GB graphics card can be a big help, but that might be some other factor.

Sure, it's not the sole reason, but even a price as low as L$10 is a deterrent to uploading things excessively. It's essentially the same principle as charging 5p for plastic bags to cut down on plastic bag pollution, it's not much but it's surprisingly effective.

>> At the end of the day though the question is; how limited is your
>> storage really? The only cost of unused assets is in a bit of wasted
>> hard storage, but storage is pretty cheap, so unless your grid is
>> growing beyond your ability to match it then you might be trying to
>> solve a problem where the solution could be more destructive than the
>> problem itself 馃槒
>
> I'm told that by the end of InWorldz, its asset server was growing by a terrabyte every month!  There's nothing "more destructive" about trying to limit that kind of growth!

Is this such a case though?

Even so, asset cleaning isn't really going to limit that kind of growth much; unless a grid is accumulating a similar amount of unused assets each month then at the end of the day you're still talking about a huge volume of new assets being the real problem there.

At that kind of level though, 1tb a month is 12tb a year, a 12tb hard drive is around $400 now. With the right kind of setup it wouldn't cost a lot more than that to add storage, or swap older drivers for newer, larger ones to keep ahead of it. Not ideal, and you'd better hope someone's helping to cover those, and other costs, but it doesn't have to be the end of the (virtual) world. 馃榾
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Re: Are unused assets deleted?

Luisillo Contepomi
In reply to this post by Ethan Gardener
>Does it take long to do all that?

For my little grid 40Gb A day.

( a "cube in a region not modified" is a exagerated example that i do
for you understand the grow problem for assets database, not only in
opensim.)

2018-08-12 18:00 GMT+02:00 Ethan A. Gardener <[hidden email]>:

> On Sun, Aug 12, 2018, at 9:52 AM, Luisillo Contepomi wrote:
>> >are assets deleted when they are not referenced by any inventory?
>>
>> Hi!
>> My short answer is "no".
>>
>> My way of cleaning the database consists in, (normally when a new
>> versi贸n is released), I do do iars of all users, oars of all regions.
>> A mysqldump of all database as backup, And then create users, restore
>> iars and oars in the new versi贸n of opensim.
>> If assets are not in the inventory, or regions then it's garbage.
>
> Thanks for reminding me of this solution.  Does it take long to do all that?
>
>> Is a very old but very important issue of all metaverses software.
>
> Agreed.
> _______________________________________________
> Opensim-users mailing list
> [hidden email]
> http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users
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Re: Are unused assets deleted?

Luisillo Contepomi
In reply to this post by Haravikk
>I said "I believe"

I've tried it and it seems to work as you explain.
;)

2018-08-12 21:31 GMT+02:00 Haravikk <[hidden email]>:

>
>> On 12 Aug 2018, at 16:58, Ethan A. Gardener <[hidden email] <mailto:[hidden email]>> wrote:
>> On Sun, Aug 12, 2018, at 11:03 AM, Haravikk wrote:
>>>
>>>> On 12 Aug 2018, at 09:52, Luisillo Contepomi <[hidden email] <mailto:[hidden email]>> wrote:
>>>>
>>>> When you build a cube in a region and after you delete de cube will
>>>> remain in database forever or until you erase it manually
>>>>
>>>> Best regards,
>>>> Luisillo
>>>
>>> I don't believe this is quite true; when you create an object in a
>>> region it exists only within the region where it is located, if you
>>> "delete" it then it is transferred to your inventory, if you then delete
>>> it from your inventory as well then it should be gone for good.
>>
>> You believe, or you know?  In technical fields, the difference can mean everything.
>
> I know.
>
> I said "I believe" because I was trying to give the benefit of the doubt, as what Luisillo said can be true, especially of other asset types, but isn't always true of objects in particular. It is for possible for a cube to never become an asset, for example if the region it is in crashes without saving, or is deleted without returning anything to user inventory, all such objects simply cease to exist. Any textures applied to those objects however would remain in the asset server.
>
>>> Using vanilla
>>> LSL for example it is possible to apply textures, trigger sounds and
>>> fetch notecards using a GUID.
>>
>> Um... this is where I think the OpenSim project should have taken the position, "UUIDs alone are unreliable."
>
> While I kind of agree, it would mean a pretty big departure from vanilla LSL which OpenSim was being made compatible with at the time. I mean you could reasonably argue OpenSim should never have tried to support LSL in the first place since it's a terrible language that never should have been in Second Life either, but what's done is done!
>
> That said, I wouldn't say UUIDs are unreliable, just that you need to know when it's appropriate to use them; they're fine for non-transferable objects so long as the asset exists in an object/user inventory somewhere, i.e- you shouldn't use the UUID unless you know where the asset it references actually exists, and you shouldn't at all for anything transferable that could end up on another grid.
>
> Cases where referenced assets have vanished on SL were I think times when LL were trying to solve the exact same problem, and hadn't considered scripts references at all, but LL and a lack of thought given to scripting has been the status quo from day one 馃槒
>
>>> The only way to safely flush out textures, sounds and notecards (and
>>> animations if you allow GUID fetching of these) would be to scour every
>>> object, script and notecard on your grid for possible GUIDs, but even
>>> then this is only safe if you don't allow scripts to contact external
>>> services (as a user could store GUIDs in an external database for
>>> example).
>>
>> The relatively popular Boehm garbage collector for C and C++ can operate in exactly this way, but I'll admit that a grid database is an awful lot bigger and slower than the memory of one computer program.
>
> Yeah, you'd have to inspect every single script and every script VM in every single inventory, object inventory, and in world object inventory in every region on a grid, and even then some regions could be offline (e.g- OS Grid where you can join or leave at any time). If you're certain that you don't need to preserve such items, or the problem is bad enough that you don't care to, then it's reasonable to skip such a step; I was just trying to highlight why an asset can exist in the asset server without existing in an region or inventory, and still be unsafe to delete.
>
>>> This is I think why in SecondLife it costs L$10 per upload, as it stops
>>> users going overboard with uploads, this is also the reason why images
>>> are stored at limited sizes, sounds and animations are limited in length
>>> etc.
>>
>> Hmm.  The upload fee was explained as, "An economy needs sources and sinks.  The upload fee is one of the sinks."  They may have had multiple reasons, I suppose.  All the other limitations might be explained as trying to limit their bandwidth.  Textures have the additional problem of taking up memory in the graphics card, a big problem in the early '00s as graphics cards had relatively little memory couldn't decompress images on the fly.  It may still be a problem: a 2GB graphics card can be a big help, but that might be some other factor.
>
> Sure, it's not the sole reason, but even a price as low as L$10 is a deterrent to uploading things excessively. It's essentially the same principle as charging 5p for plastic bags to cut down on plastic bag pollution, it's not much but it's surprisingly effective.
>
>>> At the end of the day though the question is; how limited is your
>>> storage really? The only cost of unused assets is in a bit of wasted
>>> hard storage, but storage is pretty cheap, so unless your grid is
>>> growing beyond your ability to match it then you might be trying to
>>> solve a problem where the solution could be more destructive than the
>>> problem itself 馃槒
>>
>> I'm told that by the end of InWorldz, its asset server was growing by a terrabyte every month!  There's nothing "more destructive" about trying to limit that kind of growth!
>
> Is this such a case though?
>
> Even so, asset cleaning isn't really going to limit that kind of growth much; unless a grid is accumulating a similar amount of unused assets each month then at the end of the day you're still talking about a huge volume of new assets being the real problem there.
>
> At that kind of level though, 1tb a month is 12tb a year, a 12tb hard drive is around $400 now. With the right kind of setup it wouldn't cost a lot more than that to add storage, or swap older drivers for newer, larger ones to keep ahead of it. Not ideal, and you'd better hope someone's helping to cover those, and other costs, but it doesn't have to be the end of the (virtual) world. 馃榾
> _______________________________________________
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> [hidden email]
> http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users
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Re: Are unused assets deleted?

Serendipity Seraph-2
No.  All that clutter stays around forever until deleted or until some
catastrophic crash of the asset db :)


On Sun, Aug 12, 2018 at 1:02 PM Luisillo Contepomi <
[hidden email]> wrote:

> >I said "I believe"
>
> I've tried it and it seems to work as you explain.
> ;)
>
> 2018-08-12 21:31 GMT+02:00 Haravikk <[hidden email]>:
> >
> >> On 12 Aug 2018, at 16:58, Ethan A. Gardener <[hidden email]
> <mailto:[hidden email]>> wrote:
> >> On Sun, Aug 12, 2018, at 11:03 AM, Haravikk wrote:
> >>>
> >>>> On 12 Aug 2018, at 09:52, Luisillo Contepomi <
> [hidden email] <mailto:[hidden email]>> wrote:
> >>>>
> >>>> When you build a cube in a region and after you delete de cube will
> >>>> remain in database forever or until you erase it manually
> >>>>
> >>>> Best regards,
> >>>> Luisillo
> >>>
> >>> I don't believe this is quite true; when you create an object in a
> >>> region it exists only within the region where it is located, if you
> >>> "delete" it then it is transferred to your inventory, if you then
> delete
> >>> it from your inventory as well then it should be gone for good.
> >>
> >> You believe, or you know?  In technical fields, the difference can mean
> everything.
> >
> > I know.
> >
> > I said "I believe" because I was trying to give the benefit of the
> doubt, as what Luisillo said can be true, especially of other asset types,
> but isn't always true of objects in particular. It is for possible for a
> cube to never become an asset, for example if the region it is in crashes
> without saving, or is deleted without returning anything to user inventory,
> all such objects simply cease to exist. Any textures applied to those
> objects however would remain in the asset server.
> >
> >>> Using vanilla
> >>> LSL for example it is possible to apply textures, trigger sounds and
> >>> fetch notecards using a GUID.
> >>
> >> Um... this is where I think the OpenSim project should have taken the
> position, "UUIDs alone are unreliable."
> >
> > While I kind of agree, it would mean a pretty big departure from vanilla
> LSL which OpenSim was being made compatible with at the time. I mean you
> could reasonably argue OpenSim should never have tried to support LSL in
> the first place since it's a terrible language that never should have been
> in Second Life either, but what's done is done!
> >
> > That said, I wouldn't say UUIDs are unreliable, just that you need to
> know when it's appropriate to use them; they're fine for non-transferable
> objects so long as the asset exists in an object/user inventory somewhere,
> i.e- you shouldn't use the UUID unless you know where the asset it
> references actually exists, and you shouldn't at all for anything
> transferable that could end up on another grid.
> >
> > Cases where referenced assets have vanished on SL were I think times
> when LL were trying to solve the exact same problem, and hadn't considered
> scripts references at all, but LL and a lack of thought given to scripting
> has been the status quo from day one 馃槒
> >
> >>> The only way to safely flush out textures, sounds and notecards (and
> >>> animations if you allow GUID fetching of these) would be to scour every
> >>> object, script and notecard on your grid for possible GUIDs, but even
> >>> then this is only safe if you don't allow scripts to contact external
> >>> services (as a user could store GUIDs in an external database for
> >>> example).
> >>
> >> The relatively popular Boehm garbage collector for C and C++ can
> operate in exactly this way, but I'll admit that a grid database is an
> awful lot bigger and slower than the memory of one computer program.
> >
> > Yeah, you'd have to inspect every single script and every script VM in
> every single inventory, object inventory, and in world object inventory in
> every region on a grid, and even then some regions could be offline (e.g-
> OS Grid where you can join or leave at any time). If you're certain that
> you don't need to preserve such items, or the problem is bad enough that
> you don't care to, then it's reasonable to skip such a step; I was just
> trying to highlight why an asset can exist in the asset server without
> existing in an region or inventory, and still be unsafe to delete.
> >
> >>> This is I think why in SecondLife it costs L$10 per upload, as it stops
> >>> users going overboard with uploads, this is also the reason why images
> >>> are stored at limited sizes, sounds and animations are limited in
> length
> >>> etc.
> >>
> >> Hmm.  The upload fee was explained as, "An economy needs sources and
> sinks.  The upload fee is one of the sinks."  They may have had multiple
> reasons, I suppose.  All the other limitations might be explained as trying
> to limit their bandwidth.  Textures have the additional problem of taking
> up memory in the graphics card, a big problem in the early '00s as graphics
> cards had relatively little memory couldn't decompress images on the fly.
> It may still be a problem: a 2GB graphics card can be a big help, but that
> might be some other factor.
> >
> > Sure, it's not the sole reason, but even a price as low as L$10 is a
> deterrent to uploading things excessively. It's essentially the same
> principle as charging 5p for plastic bags to cut down on plastic bag
> pollution, it's not much but it's surprisingly effective.
> >
> >>> At the end of the day though the question is; how limited is your
> >>> storage really? The only cost of unused assets is in a bit of wasted
> >>> hard storage, but storage is pretty cheap, so unless your grid is
> >>> growing beyond your ability to match it then you might be trying to
> >>> solve a problem where the solution could be more destructive than the
> >>> problem itself 馃槒
> >>
> >> I'm told that by the end of InWorldz, its asset server was growing by a
> terrabyte every month!  There's nothing "more destructive" about trying to
> limit that kind of growth!
> >
> > Is this such a case though?
> >
> > Even so, asset cleaning isn't really going to limit that kind of growth
> much; unless a grid is accumulating a similar amount of unused assets each
> month then at the end of the day you're still talking about a huge volume
> of new assets being the real problem there.
> >
> > At that kind of level though, 1tb a month is 12tb a year, a 12tb hard
> drive is around $400 now. With the right kind of setup it wouldn't cost a
> lot more than that to add storage, or swap older drivers for newer, larger
> ones to keep ahead of it. Not ideal, and you'd better hope someone's
> helping to cover those, and other costs, but it doesn't have to be the end
> of the (virtual) world. 馃榾
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