It is feasible.   It would just require a standard way of referencing
objects in all modules(URI?).   unsigned integers are fast, small and
well supported.   Potentially the binary data in a UUID could be fit
in the memory space and be just as fast.

Regards

Teravus

On Fri, Jul 10, 2009 at 12:13 PM, Melanie<mela...@t-data.com> wrote:
> Well, the problem is that there are two ids for each prim, that need
> to be translated between. I don't now physics, because looking at
> that math makes my head hurt, so I don't.
>
> Is it at all feasible then, to not have a local ID?
>
> Melanie
>
> Teravus Ovares wrote:
>> One connected functionality here, is script engine events.   These are
>> all done via localID.     Additionally, physics collision events are
>> generated with 'localid' because most physics engines either have a
>> sequential numeric id for objects or have a means to store them.    It
>> may not have a bearing on the derez event, however, I wanted to
>> mention them since 'moving localID out of core' was brought up.
>> It's not really a Linden concept really..     it's a Havok concept
>> that they adopted.
>>
>> Regards
>>
>> Teravus
>>
>> On Fri, Jul 10, 2009 at 11:58 AM, Melanie<mela...@t-data.com> wrote:
>>> Definitely +1. However, here's a thought:
>>>
>>> Could we not try to take this as a starting point for moving the
>>> localID to UUID conversion into the client view, e.g. make it a
>>> List<UUID> and translate LocalID to UUID before the call. I believe
>>> we should work on getting LocalID out of core, it's a Linden concept
>>> other viewers probably won't have. Having just ONE type of ID (the
>>> UUID) would make implementing other client stacks easier.
>>>
>>> Melanie
>>>
>>>
>>> MW wrote:
>>>> In the current OnDeRezObject event, only a single localID of a prim is 
>>>> passed at a time.
>>>>
>>>> So if multiple objects are DeRezzed in one action, even though all the ids 
>>>> are sent in a single packet. We have code in the ClientView that loops 
>>>> through that list and for each id triggers the OnDeRezObject event.
>>>>
>>>> I propose moving that loop into the Scene handling of the action 
>>>> (Scene.DeRezObject(...))  so that the event is only triggered once per 
>>>> packet and if there are multiple prims to derezz in a packet, the scene 
>>>> code can loop through them and deal with them as required.
>>>>
>>>> So current the delegate of the OnDeRezObject event is :
>>>>
>>>>  public delegate void DeRezObject(
>>>>         IClientAPI remoteClient, uint localID, UUID groupID, DeRezAction 
>>>> action, UUID destinationID);
>>>>
>>>> I propose changing it to:
>>>>
>>>> public delegate void DeRezObject(
>>>>         IClientAPI remoteClient, List<uint> localIDs, UUID groupID, 
>>>> DeRezAction action, UUID destinationID);
>>>>
>>>> It has to be better to have only one event triggering rather than possibly 
>>>> hundreds for the same user action.
>>>>
>>>> My next step (which I'm currently in the middle of in my local version) is 
>>>> to handle the taking of those multiple prims into inventory and only 
>>>> making a single inventory item, rather than the current method of a 
>>>> separate inventory item for each prim. But that will be detailed in a 
>>>> different proposal..
>>>>
>>>>
>>>>
>>>>
>>>>
>>>>
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>>>>
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