[Opensim-dev] Detaching mesh objects causes the region set send full asset data -- including geometry -- to the asset server
Mike Chase
mike.chase at alternatemetaverse.com
Wed Mar 26 12:33:45 UTC 2014
I don't get this. I thought assets were immutable. Why would you ever
update an asset. Contents yes I can see that but not the asset itself. I
suppose that's the bug?
Mike
-----Original Message-----
From: opensim-dev-bounces at lists.berlios.de
[mailto:opensim-dev-bounces at lists.berlios.de] On Behalf Of Melanie
Sent: Wednesday, March 26, 2014 8:33 AM
To: opensim-dev at lists.berlios.de
Subject: Re: [Opensim-dev] Detaching mesh objects causes the region set send
full asset data -- including geometry -- to the asset server
And the answer is: NO.
That should NEVER happen. It's a BIG hairy-legged bug!
Melanie
On 26/03/2014 12:52, Aine wrote:
> Bingo!
>
> I just ran my test again with a newly created test mesh and did not
> observe the mass of data being sent to the asset server when I unwore
> it (as per Oren's post in the mantis). I then wore it again and added
> a generic empty script
>
> default
> {
> state_entry()
> {
> llSay(0, "Script running");
> }
> }
>
> I then unwore it and saw the massive amount of data sent. I guess I've
> been observing this so frequently with attached meshes because I often
> add a script to allow me to conveniently tint and texture it
> (selecting faces on a conforming mesh can be an exercise in frustration).
>
> So the issue shifts to "is it really necessary to resend the entire
> mesh geometry data every time it's unworn if the mesh contains a script?"
>
>
>
> -----Original Message-----
> From: opensim-dev-bounces at lists.berlios.de
> [mailto:opensim-dev-bounces at lists.berlios.de] On Behalf Of Melanie
> Sent: Tuesday, March 25, 2014 10:50 PM
> To: opensim-dev at lists.berlios.de
> Subject: Re: [Opensim-dev] Detaching mesh objects causes the region
> set send full asset data -- including geometry -- to the asset server
>
> Hi,
>
> this is a potentially very serious bug.
>
> For prims, OpenSim will indeed save the prims back into an asset when
> they are unworn if they have changed or contain scripts.
> This is because script states are saved as part of the object.
> Mesh of course needs to be detected and treated differently.
> Resaving mesh is incredibly wasteful and should just not happen.
>
> Melanie
>
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> Opensim-dev mailing list
> Opensim-dev at lists.berlios.de
> https://lists.berlios.de/mailman/listinfo/opensim-dev
>
>
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