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Async Inventory Loading Implementation #4893
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marchcat
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- various improvements - lazily creates the UI wigets for categories when their parent is expanded
Allow builds to be manually triggered
Ansariel
reviewed
Oct 24, 2025
Ansariel
reviewed
Oct 24, 2025
akleshchev
reviewed
Oct 24, 2025
akleshchev
reviewed
Oct 24, 2025
| // If we run out of time, this still should create root folders | ||
| buildNewViews(gInventory.getRootFolderID()); // My Inventory | ||
| buildNewViews(gInventory.getLibraryRootFolderID()); // Library | ||
| // Build only root widgets - children will load on-demand when expanded |
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Loading 'on demand' potentilly breaks search (assuming it's permanent and not 'on demand untill something in the background eventually gets to it'.
Things to test:
- Recent tab should show recent items since last logoff
- Favorites tab should populate
- Create an item, assign a texture, relog, confirm texture was selected in picker.
marchcat
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Oct 29, 2025
- store cache keys as std::string to avoid dangling references - refresh parent entry on rename and skip unnamed views
- store cache keys as std::string to avoid dangling references - refresh parent entry on rename and skip unnamed views
#4893 Async Inventory review improvements
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Summary:
Introduces asynchronous inventory skeleton loading via AIS to accelerate login (up to 12s faster for 100k+ item inventories) by hydrating from cache, fetching essentials on-demand, and throttling UI updates. Adds debug settings for concurrency/timeouts, fixes cache persistence/dehydration, and optimizes UI with lazy folder widget creation (O(n) parent-child mapping via caching).
Testing:
QA-only
ForceAsyncInventorySkeletontoggle; monitor login times/cache integrity. No breaking changes.Additional test: