# Asset models, transfers, and cache The native asset layer owns the client-facing asset boundary from typed bytes to transport and persistence. `Asset` retains its UUID, asset type, temporary flag, and mutable raw payload. Concrete animation, sound, script, calling-card, landmark, settings, mesh, texture, wearable, and notecard models enforce a 64 MiB input ceiling and reject malformed structured formats with typed errors. Mesh and settings parsing use StructuredData. Texture encode/decode uses the imaging crate's bounded JPEG 2000 adapter, while PCM conversion streams bounded planar blocks through the cross-platform Ogg Vorbis encoder; neither API exposes codec implementation types. `AssetManager` is client-owned and shares one `DownloadManager` and `AssetCache`. ViewerAsset, GetMesh, GetTexture, and server-bake requests check the cache before network I/O. Equal HTTP URIs share one in-flight request and its progress sinks; each awaiting subscriber retains an independent cancellation token, so cancelling one waiter cannot cancel the shared request for the others. Capability discovery waits for the seed request's bounded completion rather than racing it. When ViewerAsset is unavailable, asset and authenticated inventory requests use LLUDP `TransferRequest`, `TransferInfo`, and `TransferPacket`. The receiver filters by transfer UUID, preserves priority and source type, reassembles out-of-order packets, limits announced data to 64 MiB, and sends `TransferAbort` on cancellation or timeout. Inventory transfers include the agent, session, owner, task, item, asset, and type parameters. Legacy Xfer downloads confirm each packet, enforce the same bound, and publish only completely assembled results. Small and large uploads use the simulator's `AssetUploadRequest`/Xfer handshake, including packet confirmation and progress events. Baked texture and inventory or task material uploads use their two-stage capability contracts and require a complete response containing the new asset UUID. Upload size, cancellation, and timeout failures remove their pending correlation state. The disk cache uses UUID-only filenames by default and confines custom filename callbacks to the configured cache directory. Reads reject empty, oversized, or non-regular files. Writes use uniquely named same-directory files, flush them, and atomically rename them into place, making concurrent writers deterministic. Pruning removes least-recently-accessed regular cache entries until usage is below 90% of the configured maximum. Automatic pruning is activity-driven at the configured millisecond interval, avoiding a permanent timer thread; cancellation is checked between deletions. Clearing and pruning never inspect or delete files outside the configured project/application cache directory. Focused native tests in `asset_pipeline_semantics` cover real sound and texture codec output, model typing, malformed mesh data, atomic cache replacement, cache corruption, cached-image reconstruction, and pruning. The `caps_http` deduplication case proves independent subscriber cancellation. Translated asset, material, mesh, capability-upload, and cache compatibility cases provide the API contract checks for this issue.