2012-09-17, 12:56
seeing as you are not supposed to use path substitutions where does frodo store the thumbnails so i can sync across to a second machine
(2012-10-02, 01:23)jmarshall Wrote: It won't size double the cache at all. It will overwrite the existing files.
Further, assuming that each client uses the same database, the artwork will be identical, as that's where it's stored.
You also have a database showing the actual mapping from original URL to hashed URL. Thus, it's trivial to clean up: Anything not in Textures*.db can be deleted off disk. Further, you have tracking of how used each texture is in the database, so you could delete every texture not used in the last K years with a simple query.
Apologies welcome.
(2012-10-02, 08:23)Raytestrak Wrote: Deleting the textures.db file, like Ned Scott said, will delete the reference between the artwork and the media right? I've tried this and as far as I can tell, the next time you start xbmc, the artwork will reload. Since the filename of the cached artwork gets a unique identifier, the redownloaded artwork gets a new name, thus doubling the cache size. That's what I meant by my first point.Wrong.
Quote:As for point two, if you don't have artwork stored locally, you get artwork from the internet. If you delete the textures.db, chances are you get different artwork every time you do this.Wrong.The url is stored in database and will not change unless you rescrape or refresh.
Quote:"As far as I know" implies I could be wrong, so I'm not apologizing for anything. If I'm wrong correct me, but please don't be so arrogant. I'm active on a forum to share and to learn, not to be dissed.I see no arrogance apart from a bit crude response from your initial response that gave us the idea we did some mayor fuck up
(2012-10-02, 08:28)Martijn Wrote:(2012-10-02, 08:23)Raytestrak Wrote: Deleting the textures.db file, like Ned Scott said, will delete the reference between the artwork and the media right? I've tried this and as far as I can tell, the next time you start xbmc, the artwork will reload. Since the filename of the cached artwork gets a unique identifier, the redownloaded artwork gets a new name, thus doubling the cache size. That's what I meant by my first point.Wrong.
If the original url stays the same so will the local cache name
Quote:As for point two, if you don't have artwork stored locally, you get artwork from the internet. If you delete the textures.db, chances are you get different artwork every time you do this.Wrong.The url is stored in database and will not change unless you rescrape or refresh.
Quote:"As far as I know" implies I could be wrong, so I'm not apologizing for anything. If I'm wrong correct me, but please don't be so arrogant. I'm active on a forum to share and to learn, not to be dissed.I see no arrogance apart from a bit crude response from your initial response that gave us the idea we did some mayor fuck up
(2012-10-05, 02:41)wcrowder Wrote: 1. Understanding this thread has me lost. Artwork stored locally on headless machine with limited storage makes no sense. I have a 12 TB NAS for storage, and very, VERY Small storage on the local clients. I live in the country, the proverbial BFE. I don't want or can depend on URL artwork when the internet decides to take a dump for the night.
2. Can't possibly understand why local NAS stored artwork could possibly load "Slower" then URL over the internet or why it has to be stored on each machine on the local network.
All the data, Movies and Music and their artwork should be stored on the NAS to be shared with all instances of the front end. Am I missing something here?
Thanks,
Bill
Quote:The new thumbnail caching system will allow for that while at the same time keeping thumbnails in sync, correct?
Quote:1. Understanding this thread has me lost. Artwork stored locally on headless machine with limited storage makes no sense. I have a 12 TB NAS for storage, and very, VERY Small storage on the local clients. I live in the country, the proverbial BFE. I don't want or can depend on URL artwork when the internet decides to take a dump for the night.
Quote:2. Can't possibly understand why local NAS stored artwork could possibly load "Slower" then URL over the internet or why it has to be stored on each machine on the local network.The texture cache doesn't care where the artwork originally came from: It'll cache it anyway. If it's from your NAS, then caching will be faster than from the internet, but once cached, it won't be touched again.
Quote:All the data, Movies and Music and their artwork should be stored on the NAS to be shared with all instances of the front end. Am I missing something here?Yes, you're missing speed. Loading images off a local disk versus loading them off a network disk is quite a large difference. You don't need huge amounts of space on the clients - a few GB is all you need for most purposes.
(2012-10-05, 04:47)jmarshall Wrote: Each client has a local cache. They don't hit the internet if it's in the cache.Yes, but after initial scraping by one client, all other clients have to hit the internet at least once per artwork.
(2012-10-05, 04:47)jmarshall Wrote: Yes, you're missing speed.Not necessarily. My linux clients don't use local disks at all, they boot with pxe and nfs over a gigabit link. And my different Windows user profiles including the XBMC thumbnail cache are on network shares to enable roaming.