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I think the fundamental problem is that RCLSTG by itself looks at the
object's description, including validating it's file allocation table
entries, but doesn't actually look at the object's contents.  So it
doesn't find a damaged object if the damage is in the object itself.
It's only when you read the object, including a save, that you try to
process the damaged data and trigger the object to be flagged as
damaged.  Once flagged, RCLSTG knows to scrutinize the object more
closely.  Or just delete it. :)

As to the speed of the RCLSTGs, it did seem that way, but that could be
from other factors like the above - running a reclaim that had to fix
things followed (a few weeks or months later) by one that didn't would
generally lead to a quicker run the second time around.

As to performance in general, assuming there are few actual damaged
objects for it to fix, a system with fewer-but-larger objects will
probably reclaim faster than one with many small objects.


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