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  1. [AssetCache]
  2.     ;;
  3.     ;; Options for FlotsamAssetCache
  4.     ;;
  5.  
  6.     ; cache directory can be shared by multiple instances
  7.     CacheDirectory = ./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 = 2
  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 = .5 ; 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 = 0
  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
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