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

Stefan Andersson stefan at tribalmedia.se
Tue Dec 30 13:42:31 UTC 2008


Of course, it's perfectly reasonable to ask oneself why we would store those 'mutable' resources as assets in the first place - surely, there must be a better, more suited, and normalized way?Best regards,Stefan AnderssonTribal Media AB
> Date: Sun, 14 Dec 2008 16:52:00 +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?> > 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.> > Melanie> > > Sean Dague wrote:> > Mike Mazur wrote:> >> Hi,> >> > >> Melanie's recent thread[1] on updating assets prompted me to put in> >> writing some thoughts on this topic I've been having.> >> > >> I'm curious whether it may be beneficial to make assets mutable. AFAIK> >> assets are currently immutable because of a LL decisions early on to> >> re-use one asset instance for very popular items sold no-modify. This> >> makes sense for them because they can:> >> > >> * clean up unused assets since they own the entire infrastructure> >> (regions & DBs)> >> * save on space because they anticipate more identical copies rather> >> than slightly modified copies> > > > I think you are discounting getting the asset to the client. This isn't> > just an issue of things we can change. If you update an asset, any> > clients out there with that asset id already won't see the changes using> > any of the current full featured clients.> > > > -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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