[Opensim-dev] Asset Storage Interface
Sean Dague
sean at dague.net
Sat Sep 8 12:25:15 UTC 2007
On Tue, Sep 04, 2007 at 05:25:24PM -0400, Sean Dague wrote:
> On Tue, Sep 04, 2007 at 04:54:47PM +0100, Michael Wright wrote:
> >
> > I think we should go with the full assetBase one (all 6 fields) it is
> > possible that even that might have to grow in the future, but for now
> > that should be enough.
> >
> > I think the interface methods you list should be enough.
> >
> > One thing we have to think about that we currently don't do, is that
> > some assets are local assets only (ie they don't get added to the main
> > grid asset server.) These are used for things like Texture baking, the
> > client has (which from my limited knowledge of it, seems weird) this
> > thing where for clothes textures it bakes them, then uploads the bakes
> > to the server and then straight away fetches them again back from the
> > server (after which the server I believe can delete those texture
> > assets).
> >
> > So anyway when a client uploads a asset there are fields saying if its
> > a local asset or not and if its only temporary (ie is short lived on
> > the server). Also I think the Dynamic textures, that I'm working on,
> > should be local assets.
>
> While I understand the distinction between temporary assets and
> permanent assets, I'm still a bit fuzzy on what makes something local or
> not.
>
> If we had some sort of fields in AssetBase for this we could easily use
> the ADO.NET infrastructure to do what we do with UserProfiles and
> UserAgents. Both are ADO.NET tables, but only UserProfiles is persisted
> to disk. Given that they would be the same fields it would be pretty
> simple.
Any further thoughts on this one?
-Sean
--
__________________________________________________________________
Sean Dague Mid-Hudson Valley
sean at dague dot net Linux Users Group
http://dague.net http://mhvlug.org
There is no silver bullet. Plus, werewolves make better neighbors
than zombies, and they tend to keep the vampire population down.
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