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1[AssetCache]
2 ;;
3 ;; Options for FlotsamAssetCache
4 ;;
5
6 ; cache directory can be shared by multiple instances
7 CacheDirectory = ${Paths|CachePath}/assetcache
8 ; Other examples:
9 ;CacheDirectory = /directory/writable/by/OpenSim/instance
10
11 ; Log level
12 ; 0 - (Error) Errors only
13 ; 1 - (Info) Hit Rate Stats + Level 0
14 ; 2 - (Debug) Cache Activity (Reads/Writes) + Level 1
15 ;
16 LogLevel = 0
17
18 ; How often should hit rates be displayed (given in AssetRequests)
19 ; 0 to disable
20 HitRateDisplay = 100
21
22 ; Set to false for no memory cache
23 ; assets can be requested several times in short periods
24 ; so even a small memory cache is useful
25 MemoryCacheEnabled = false
26
27 ; If a memory cache hit happens, or the asset is still in memory
28 ; due to other causes, update the timestamp on the disk file anyway.
29 ; Don't turn this on unless you share your asset cache between simulators
30 ; AND use an external process, e.g. cron job, to clean it up.
31 UpdateFileTimeOnCacheHit = false
32
33 ; Enabling this will cache negative fetches. If an asset is negative-cached
34 ; it will not be re-requested from the asset server again for a while.
35 ; Generally, this is a good thing.
36 ;
37 ; Regular expiration settings (non-sliding) mean that the asset will be
38 ; retried after the time has expired. Sliding expiration means that
39 ; the time the negative cache will keep the asset is refreshed each
40 ; time a fetch is attempted. Use sliding expiration if you have rogue
41 ; scripts hammering the asset server with requests for nonexistent
42 ; assets.
43 ;
44 ; There are two cases where negative caching may cause issues:
45 ;
46 ; 1 - If an invalid asset is repeatedly requested by a script and that asset is
47 ; subsequently created, it will not be seen until fcache clear
48 ; is used. This is a very theoretical scenario since UUID collisions
49 ; are deemed to be not occuring in practice.
50 ; This can only become an issue with sliding expiration time.
51 ;
52 ; 2 - If the asset service is clustered, an asset may not have propagated
53 ; to all cluster members when it is first attempted to fetch it.
54 ; This may theoretically occur with networked vendor systems and
55 ; would lead to an asset not found message. However, after the
56 ; expiration time has elapsed, the asset will then be fetchable.
57 ;
58 ; The defaults below are suitable for all small to medium installations
59 ; including grids.
60 NegativeCacheEnabled = true
61 NegativeCacheTimeout = 120
62 NegativeCacheSliding = false
63
64 ; Set to false for no file cache
65 FileCacheEnabled = true
66
67 ; How long {in hours} to keep assets cached in memory, .5 == 30 minutes
68 ; even a few minutes may mean many assets loaded to memory, if not all.
69 ; this is good if memory is not a problem.
70 ; if memory is a problem then a few seconds may actually save same.
71 ; see hit rates with console comand: fcache status
72 MemoryCacheTimeout = .016 ; one minute
73
74 ; How long {in hours} to keep assets cached on disk, .5 == 30 minutes
75 ; Specify 0 if you do not want your disk cache to expire
76 FileCacheTimeout = 48
77
78 ; How often {in hours} should the disk be checked for expired files
79 ; Specify 0 to disable expiration checking
80 FileCleanupTimer = 0.0 ; disabled
81
82 ; If WAIT_ON_INPROGRESS_REQUESTS has been defined then this specifies how
83 ; long (in miliseconds) to block a request thread while trying to complete
84 ; an existing write to disk.
85 ; NOTE: THIS PARAMETER IS NOT CURRENTLY USED BY THE CACHE
86 ; WaitOnInprogressTimeout = 3000
87
88 ; Number of tiers to use for cache directories (current valid
89 ; range 1 to 3)
90 ;CacheDirectoryTiers = 1
91
92 ; Number of letters per path tier, 1 will create 16 directories
93 ; per tier, 2 - 256, 3 - 4096 and 4 - 65K
94 ;CacheDirectoryTierLength = 3
95
96 ; Warning level for cache directory size
97 ;CacheWarnAt = 30000