[Opensim-dev] Detaching mesh objects causes the region set send full asset data -- including geometry -- to the asset server

Melanie melanie at t-data.com
Wed Mar 26 13:10:17 UTC 2014


No. Assets are immutable, so each time you detach, a new one is
generated. That is correct behavior. The scene object must be saved
because a contained script could have changed textures or colors or
the geometry, also, script states are saved in the scene object as well.

The issue here arises when the object is a mesh. In that case the
scene object should be saved, however, the mesh data itself should
not be saved as no script can change it. It is also normally quite
large, so we would certainly not want it to be saved again and
again, unchanged. We do still want to save the scene object, though.

Melanie

On 26/03/2014 13:33, Mike Chase wrote:
> 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 at lists.berlios.de
>> https://lists.berlios.de/mailman/listinfo/opensim-dev
>> 
>> 
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