[Opensim-dev] Updating assets, revisited

Melanie melanie at t-data.com
Mon Dec 15 18:54:41 UTC 2008


A typical attachment editing cycle (not attachment _adjusting_) 
means multiple edit operations. So, that would only go part of the 
way and continue to create asset bloat without providing real safety.

Melanie

Mike Mazur wrote:
> 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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