> On July 20, 2011, 11:14 a.m., Boroondas Gupte wrote:
> > indra/newview/llviewerobjectlist.cpp, line 96
> > <http://codereview.secondlife.com/r/317/diff/1/?file=2854#file2854line96>
> >
> >     Is a global variable really the way to go here? Also, please add a 
> > short comment explaining the semantics of this variable.
> 
> Jonathan Yap wrote:
>     Comment added.  Robin Cornelius suggested using a global variable.  If 
> you can think of a better way please let me know.
> 
> Boroondas Gupte wrote:
>     A static class member variable would avoid littering the global 
> namespace. Though an issue I'm more worried about would remain: We might end 
> up converting the wrong object to a sculpty.
>     
>     I think one could trigger a race condition by clicking the new sculpty 
> button, then veeeeery quickly clicking inworld, clicking one of the 
> non-scuplty prim buttons and clicking inworld again. In that case, it might 
> be undefined which of the two new objects become sculpties. Then again, users 
> who do insane clicking like that might not care either way, anyway.

I don't think rapid clicking as you suggest (even if the time was extremely 
close to the rezz time of the about to be created sculpt) is an issue -- the 
packet sent to the server to request the sculpt to be created and rezzed is 
going to generate a packet coming from the server with the initial object 
parameters.  I don't see how you could "get in front" of this return server 
packet with additional clicking.  I'm assuming the server processes packets 
coming from the viewer sequentially.


- Jonathan


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On Aug. 3, 2011, 11:21 a.m., Jonathan Yap wrote:
> 
> -----------------------------------------------------------
> This is an automatically generated e-mail. To reply, visit:
> http://codereview.secondlife.com/r/317/
> -----------------------------------------------------------
> 
> (Updated Aug. 3, 2011, 11:21 a.m.)
> 
> 
> Review request for Viewer.
> 
> 
> Summary
> -------
> 
> As a Content Creator, I have to select a regular prim type and than choose 
> sculpt from a drop-down menu in order to create a sculpted prim.
> 
> I have added a new Sculpt icon to the list of available object types that can 
> be selected on the build menu.  You can now rez a sculpt the same way you do 
> a cube.
> 
> Possible issue: I made up a new Pcode used only by the viewer.
> 
> 
> This addresses bug STORM-49.
>     http://jira.secondlife.com/browse/STORM-49
> 
> 
> Diffs
> -----
> 
>   doc/contributions.txt a36a329e77cc 
>   indra/llmath/llvolume.h a36a329e77cc 
>   indra/llprimitive/llprimitive.cpp a36a329e77cc 
>   indra/newview/llfloatertools.cpp a36a329e77cc 
>   indra/newview/lltoolplacer.cpp a36a329e77cc 
>   indra/newview/llviewerobjectlist.h a36a329e77cc 
>   indra/newview/llviewerobjectlist.cpp a36a329e77cc 
>   indra/newview/skins/default/textures/build/Object_Sculpt.png a36a329e77cc 
>   indra/newview/skins/default/textures/build/Object_Sculpt_Selected.png 
> a36a329e77cc 
>   indra/newview/skins/default/textures/textures.xml a36a329e77cc 
>   indra/newview/skins/default/xui/en/floater_tools.xml a36a329e77cc 
> 
> Diff: http://codereview.secondlife.com/r/317/diff
> 
> 
> Testing
> -------
> 
> Rezzed a sculpt both alone and with someone watching.
> 
> Rezzed sculpts as fast as I could click (poor mans load test).
> 
> 
> Thanks,
> 
> Jonathan
> 
>

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