[Opensim-dev] oddities with asset storage
Melanie
melanie at t-data.com
Wed Feb 18 18:56:45 UTC 2009
Making a copy is the greater evil. With implicitly shared assets,
only content creators create assets. With asset copying, each
sale/give creates assets.
Take SL:
I make a clothing item. I have to make 18 uploads (creating 18
assets) to finally use 2 of the uploaded textures. I have also
created 36 wearable assets through this.
Then i put that item for sale. 2000 users buy it.
With implicitly shared assets, assets consumed: 18 texture, 36 wearable.
With asset copying, assets consumed: 4001 texture, 4003 wearable
See, the point of diminishing returns for copying is very close.
Melanie
John Ward wrote:
> Justin Clark-Casey wrote:
>> The problem is that you may have given that item to somebody else.
>> Giving an item does not make an asset copy, it just makes an
>> inventory item copy (both inventory items still point towards the
>> same asset).
>>
>> So you may delete your item, but we don't know if the asset
>> referenced by that item lives on in someone else's inventory (or in
>> an object inventory). So we can't delete the underlying asset.
>
> Why not make an asset copy when one makes an inventory copy? Then
> delete the asset when deleted from inventory. Is each user having their
> own copy of many things a bigger problem? I guess this doesn't address
> one having out of ban knowledge of an assets UUID and expecting it to be
> there. Also, I accept that I may be missing some fundamental knowledge
> of how things work. Please be gentle :-)
>
> John.
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