[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
> 
> _______________________________________________
> Opensim-dev mailing list
> Opensim-dev at lists.berlios.de
> https://lists.berlios.de/mailman/listinfo/opensim-dev
> 
> 
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