[Opensim-dev] Updating assets, revisited

Mike Mazur mmazur at gmail.com
Mon Dec 15 14:16:59 UTC 2008


Hi,

In an attempt to move this discussion back to the thread in which it
belongs, I'll reply to Stefan's email[1] here.

On Mon, Dec 15, 2008 at 4:28 PM, Stefan Andersson <stefan at tribalmedia.se> wrote:
> Is the client supplying anything that allows us to mark the assets as
> 'temp', and the the final save as 'non-temp' at all?

Could something like this be achieved by relying on the IsSelected
property? Or when the edit window is closed on the client, then
persist the changes to the DB, otherwise keep them in memory?

Thanks,
Mike


[1] https://lists.berlios.de/pipermail/opensim-dev/2008-December/004081.html

> Best regards,
> Stefan Andersson
> Tribal 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
>> >
>> >
>> >
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