[sldev] "Unreferenced" assets
Lawson English
lenglish5 at cox.net
Wed May 21 18:08:08 PDT 2008
Kelly Linden wrote:
> Argent Stonecutter wrote:
>> On 2008-05-20, at 13:37, Kelly Linden wrote:
>>> So, resident inventory lives in the (DB) and each item references
>>> one or more assets in (ASC). Object inventory lives in (SIM) and
>>> each item references one or more assets in (ASC). Items actually in
>>> world don't really reference any asset in (ASC) or anything in
>>> (DB). Keeping items inside the contents of objects in world and
>>> *not* in your inventory reduces the load of (DB) and may help keep
>>> your inventory loading faster, depending on how much you do it. It
>>> doesn't have any effect on (ASC) load though.
>>
>> Aha, so for attachments then... I assume they're fragile because
>> they're handled by the sim, with an original reference back to the
>> inventory, but *not* saved in sim state.
>>
> Yes, more or less. They are the only case of an item in world that is
> also in your inventory, and the only case of an item in world that
> isn't in the sim state saves. That makes them doubly unique, and
> doubly fun. They also cross region boundaries far more than any other
> object, which has significant implications.
>
I'm wondering how this interacts with Zero's proposed Agent Domain
script server for attachments? Someone pointed out to him a while back
that bling scripts might need to be dealt with differently than regular
scripts, even in untrusted Region Domains (bling is part of Avatar
Identity afterall) so one plausible solution was to have the scripts
stay running but be kept in a private script server just for attachments.
Lawson
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