2009-06-14 21:37:50 +00:00
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[AssetCache]
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;;
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;; Options for FlotsamAssetCache
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;;
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2010-10-04 21:10:07 +00:00
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2009-06-14 21:37:50 +00:00
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; cache directory can be shared by multiple instances
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CacheDirectory = ./assetcache
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; Other examples:
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;CacheDirectory = /directory/writable/by/OpenSim/instance
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; Log level
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; 0 - (Error) Errors only
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; 1 - (Info) Hit Rate Stats + Level 0
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; 2 - (Debug) Cache Activity (Reads/Writes) + Level 1
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;
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LogLevel = 0
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; How often should hit rates be displayed (given in AssetRequests)
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; 0 to disable
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HitRateDisplay = 100
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2011-07-04 21:51:47 +00:00
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; Set to false for no memory cache
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2016-12-25 05:46:16 +00:00
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; assets can be requested several times in short periods
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2016-12-25 16:51:54 +00:00
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; so even a small memory cache is useful
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2016-12-29 03:10:10 +00:00
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MemoryCacheEnabled = false
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2009-06-14 21:37:50 +00:00
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2016-12-29 15:47:46 +00:00
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; If a memory cache hit happens, or the asset is still in memory
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; due to other causes, update the timestamp on the disk file anyway.
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; Don't turn this on unless you share your asset cache between simulators
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; AND use an external process, e.g. cron job, to clean it up.
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UpdateFileTimeOnCacheHit = false
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; Enabling this will cache negative fetches. If an asset is negative-cached
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; it will not be re-requested from the asset server again for a while.
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; Generally, this is a good thing.
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;
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; Regular expiration settings (non-sliding) mean that the asset will be
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; retried after the time has expired. Sliding expiration means that
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; the time the negative cache will keep the asset is refreshed each
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; time a fetch is attempted. Use sliding expiration if you have rogue
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; scripts hammering the asset server with requests for nonexistent
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; assets.
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;
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; There are two cases where negative caching may cause issues:
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;
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; 1 - If an invalid asset is repeatedly requested by a script and that asset is
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; subsequently created, it will not be seen until fcache clear
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; is used. This is a very theoretical scenario since UUID collisions
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; are deemed to be not occuring in practice.
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; This can only become an issue with sliding expiration time.
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;
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; 2 - If the asset service is clustered, an asset may not have propagated
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; to all cluster members when it is first attempted to fetch it.
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; This may theoretically occur with networked vendor systems and
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; would lead to an asset not found message. However, after the
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2016-12-30 02:14:16 +00:00
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; expiration time has elapsed, the asset will then be fetchable.
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2016-12-29 15:47:46 +00:00
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;
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; The defaults below are suitable for all small to medium installations
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; including grids.
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NegativeCacheEnabled = true
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NegativeCacheTimeout = 120
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NegativeCacheSliding = false
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2011-07-04 21:51:47 +00:00
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; Set to false for no file cache
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FileCacheEnabled = true
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2009-06-14 21:37:50 +00:00
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; How long {in hours} to keep assets cached in memory, .5 == 30 minutes
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2016-12-25 05:46:16 +00:00
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; even a few minutes may mean many assets loaded to memory, if not all.
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; this is good if memory is not a problem.
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; if memory is a problem then a few seconds may actually save same.
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; see hit rates with console comand: fcache status
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2016-12-30 02:14:16 +00:00
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MemoryCacheTimeout = .016 ; one minute
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2009-06-14 21:37:50 +00:00
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; How long {in hours} to keep assets cached on disk, .5 == 30 minutes
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; Specify 0 if you do not want your disk cache to expire
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2011-06-10 23:04:21 +00:00
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FileCacheTimeout = 48
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2009-06-14 21:37:50 +00:00
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2016-12-30 02:14:16 +00:00
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; How often {in hours} should the disk be checked for expired files
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2009-06-14 21:37:50 +00:00
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; Specify 0 to disable expiration checking
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2016-11-30 07:59:01 +00:00
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FileCleanupTimer = 0.0 ; disabled
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2010-10-04 21:10:07 +00:00
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; If WAIT_ON_INPROGRESS_REQUESTS has been defined then this specifies how
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; long (in miliseconds) to block a request thread while trying to complete
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2009-06-14 21:37:50 +00:00
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; an existing write to disk.
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2011-06-10 23:10:40 +00:00
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; NOTE: THIS PARAMETER IS NOT CURRENTLY USED BY THE CACHE
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2009-06-14 21:37:50 +00:00
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; WaitOnInprogressTimeout = 3000
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2009-07-29 17:21:36 +00:00
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; Number of tiers to use for cache directories (current valid
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; range 1 to 3)
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;CacheDirectoryTiers = 1
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; Number of letters per path tier, 1 will create 16 directories
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; per tier, 2 - 256, 3 - 4096 and 4 - 65K
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;CacheDirectoryTierLength = 3
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; Warning level for cache directory size
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;CacheWarnAt = 30000
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