[Opensim-dev] Always mutable assets in OpenSim -- does it make sense?
Melanie
melanie at t-data.com
Sun Dec 14 18:59:58 UTC 2008
There is no way that can be done in a way that wouldn't break
zillions of other things. If we could save/push the object, we
wouldn't need to mod assets in the first place. problem is that you
can't cover the case of a crash any other way.
Melanie
Sean Dague wrote:
> Melanie wrote:
>> Hi,
>>
>> the assets that we need to update are not assets that are sent to
>> the client. There is no reasonable way to update texture, animation,
>> or sound assets. Those are sent to the client and cached there.
>> However, it is possible to update prim and script assets, since the
>> client never sees them. On scripts, this makes little sense, unless
>> the "implicitly shared" approach is dropped. But introducing script
>> state in inventory will make immutable assets practical there again.
>> The only asset that needs updating is a prim assets, and that only
>> needs to be updated, and is only safe to update, when editing
>> attachments.
>> Solving the thread lifetime (not easy!) still doesn't solve the
>> issue, which is a crash in the middle of editing. Massive amounts of
>> work could be lost, so a means to save periodically is needed, and
>> mutable prim assets are the only place where this can be sensibly done.
>> From my end, this is _not_ a proposal to move to generally treating
>> assets as mutable, merely a proposal to allow it in one special case
>> which could not be solved in another reasonable way.
>
> So, if that's the case, and these thing are really different, and not
> sent on the wire, why not make them something different in the system.
> Call them "states" or something, and have their intermediate states
> saved elsewhere, and only push to the asset db once they are in some
> final (client retrievable) state.
>
> Having spent a lot of time educating people on the fact that assets
> can't be changed, I think we're going to introduce all manner of
> confusion if that gets broken. Much better to make a new type of object
> instead of changing something so fundemental about assets the way they
> are today.
>
> -Sean
>
>
>
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