[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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