[Opensim-dev] Always mutable assets in OpenSim -- does it make sense?

Stefan Andersson stefan at tribalmedia.se
Mon Dec 15 07:28:40 UTC 2008


Is the client supplying anything that allows us to mark the assets as 'temp', and the the final save as 'non-temp' at all?Best regards,Stefan AnderssonTribal Media AB Join the 3d web revolution : http://tribalnet.se/ > Date: Sun, 14 Dec 2008 18:59:58 +0000> From: melanie at t-data.com> To: opensim-dev at lists.berlios.de> Subject: Re: [Opensim-dev] Always mutable assets in OpenSim -- does it make sense?> > 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> > > > > > > > ------------------------------------------------------------------------> > > > _______________________________________________> > Opensim-dev mailing list> > Opensim-dev at lists.berlios.de> > https://lists.berlios.de/mailman/listinfo/opensim-dev> _______________________________________________> Opensim-dev mailing list> Opensim-dev at lists.berlios.de> https://lists.berlios.de/mailman/listinfo/opensim-dev
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