Cloud storage breakdown: what uses the space, what shares assets #8
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A Cloud Storage button in the inventory's button bar opens a dash popup (the dash's own
OpenModalOverlay: private, closes on click outside). The popup shows where the user's cloud storage goes.Model
GetRecordsInHierarchy), plus the user's worlds through the paged record search (own and private). Items whose listing has no asset manifest are fetched one by one. The scan downloads no assets.UI
Plan
0.6.0 is built and deployed (
5775cd7). It covers the usage model, the cloud scanner, the popup over the dash and the button next to Copy to Local Storage.Verified:
Not verified: the popup itself, the cloud scan and the storage figures. They need the user to press Cloud Storage in game. A finished scan logs "Scanned cloud storage: N items in M folders use X; the cloud reports Y used".
Popup confirmed working in game (screenshot: Inventory page with the shared link, a video item and the Avatare folder). The first scan logged "3057 items in 220 folders use 41.1 GB; the cloud reports 36.8 GB used". The items add up to more than the cloud counts, and the cause is unknown. One guess is that the cloud doesn't charge for some assets; that's unverified.
0.7.0 (
c19ef7e), as requested:requireAllAssets), becauseCollectAssetsotherwise skips unfetchable assets quietly.Verified: 80 tests pass (usage model lookups and item removal included), and it hot-loaded with no errors. The delete path is engine-bound and has no unit test; I reviewed it line by line.
Not verified in game yet: copy, move and delete from the popup. Suggested first test: move and delete a throwaway item.
Actions in the popup now queue instead of blocking each other (0.7.7,
a50747b). One at a time, in press order; queued items already gone from the cloud fail instead of copying twice; Rescan waits for the queue.