If you look at LLGestureManager, you'll notice that it has "listeners" that watch changes to the active list of inventory items (for gesture in the case of LLGestureManager). When a change happens, then a routine is called that reads the active list, sorts the items, and builds arrays of data for later processes like combo boxes, or search keys, and more. The problem is that it does a fresh sort every time the list is touched. That means as the login process happens, about the point where the progress meter reaches just beyond half way, it'll send and receive inventory requests and sort all that data over and over again for each special list for each item received. If you've messed with the login process at all, you'll find that it is really easy to timeout the login process. Most likely, if you have 30K objects, you are well beyond the possibility of sorting those lists a couple ten thousand times before you appear in world. This further means that any time spent too long to sort those lists could lead to packets being dropped. If I haven't confused you yet, then you would realize that after you login, it could be very easy for you entire inventory not to appear, and you'll have to refresh it (manually) where you'll have more luck to complete the inventory download since the local cache has already has stored many of the recently requested assets, which means it doesn't have to request all the inventory from the server the next time around.

Anybody, feel free to explain that easier, go ahead! =)

Tigro Spottystripes wrote:

Interesting, much more comprehensive than I expected, but can you
explain me why the client doesn't got such a thorough capability of
reading the inventory? (the total item count for my inv varies from
about 9k to 30k+ depending on my luck, regardless of how many items I
add or delete) Or does the check randomly misses things in the inventory
like the client do?
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