Re: [Opensim-dev] Proposal: Change the OnDeRezObject event

2009-07-10 Thread Dahlia Trimble
So then would something in the LL protocol modules keep track of a
localID/UUID relationship? LocalIDs are required for describing object
hierarchies to the viewer. I thought they were also the primary reference
for any in-scene object and UUIDs were more related to asset storage and
scripted features.

On Fri, Jul 10, 2009 at 9:17 AM, Teravus Ovares  wrote:

> 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 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 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 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 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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> >>
> >>
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Re: [Opensim-dev] Proposal: Change the OnDeRezObject event

2009-07-10 Thread Mike Dickson
And thanks for doing it on the mailing list vs IRC. OpenSIM isn't my day
job so I can't follow IRC as closely. Doing it here helps me follow
things as I can and keep up the "learning".

Mike

On Fri, 2009-07-10 at 16:17 +, MW wrote:
> Yeah this might be going over the top, doing proposals down to this
> level, but its good pratice anyway :)
> 
> --- On Fri, 10/7/09, Charles Krinke  wrote:
> 
> From: Charles Krinke 
>     Subject: Re: [Opensim-dev] Proposal: Change the OnDeRezObject
> event
> To: opensim-dev@lists.berlios.de
> Date: Friday, 10 July, 2009, 4:44 PM
> 
> Dear Mw:
> 
> Thank you for sharing your technical thoughts as you work
> through them. It is my fervent hope that others will share
> similarly so that some of us 'lesser wizards' may learn a bit
> more by reading how OpenSim is evolving.
> 
> Charles
> 

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Re: [Opensim-dev] Proposal: Change the OnDeRezObject event

2009-07-10 Thread MW
Yeah this might be going over the top, doing proposals down to this level, but 
its good pratice anyway :)

--- On Fri, 10/7/09, Charles Krinke  wrote:

From: Charles Krinke 
Subject: Re: [Opensim-dev] Proposal: Change the OnDeRezObject event
To: opensim-dev@lists.berlios.de
Date: Friday, 10 July, 2009, 4:44 PM

Dear Mw:

Thank you for sharing your technical thoughts as you work through them. It is 
my fervent hope that others will share similarly so that some of us 'lesser 
wizards' may learn a bit more by reading how OpenSim is evolving.

Charles

From: MW 
To: opensim-dev@lists.berlios.de
Sent: Friday, July 10, 2009 7:39:06 AM
Subject: [Opensim-dev] Proposal: Change the
 OnDeRezObject event


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 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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Re: [Opensim-dev] Proposal: Change the OnDeRezObject event

2009-07-10 Thread Teravus Ovares
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 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 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 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 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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 Opensim-dev@lists.berlios.de
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Re: [Opensim-dev] Proposal: Change the OnDeRezObject event

2009-07-10 Thread Melanie
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 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 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 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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>>> https://lists.berlios.de/mailman/listinfo/opensim-dev
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> 
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Re: [Opensim-dev] Proposal: Change the OnDeRezObject event

2009-07-10 Thread Teravus Ovares
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 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 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 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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Re: [Opensim-dev] Proposal: Change the OnDeRezObject event

2009-07-10 Thread Melanie
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 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 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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Re: [Opensim-dev] Proposal: Change the OnDeRezObject event

2009-07-10 Thread Charles Krinke
Dear Mw:

Thank you for sharing your technical thoughts as you work through them. It is 
my fervent hope that others will share similarly so that some of us 'lesser 
wizards' may learn a bit more by reading how OpenSim is evolving.

Charles





From: MW 
To: opensim-dev@lists.berlios.de
Sent: Friday, July 10, 2009 7:39:06 AM
Subject: [Opensim-dev] Proposal: Change the OnDeRezObject event


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 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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Re: [Opensim-dev] Proposal: Change the OnDeRezObject event

2009-07-10 Thread James Stallings II
Fwiw, +1 :)

Cheers
James

On Fri, Jul 10, 2009 at 10:25 AM, Teravus Ovares  wrote:

> +1 on this.
>
> Regards
>
> Teravus
>
> On Fri, Jul 10, 2009 at 10:39 AM, 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 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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> > Opensim-dev@lists.berlios.de
> > https://lists.berlios.de/mailman/listinfo/opensim-dev
> >
> >
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Re: [Opensim-dev] Proposal: Change the OnDeRezObject event

2009-07-10 Thread Teravus Ovares
+1 on this.

Regards

Teravus

On Fri, Jul 10, 2009 at 10:39 AM, 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 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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