Re: [Opensim-dev] RegionOnline status

2009-02-02 Thread Justin Clark-Casey
Sean Dague wrote:
 Justin Clark-Casey wrote:
 Frank Nichols wrote:
 There is a member in RegionProfileData (regionOnline) which is currently 
 not used and does not exist in the region db table. I would like to add 
 it to the region table as an enum and not a boolean. Currently the code 
 assumes a region that has an entry in the region table is online (as far 
 as I have figured out...) With this field in place we can impliment the 
 requested feature of reserving regions as well as having regions online 
 but not available for logins. I suggest the following enums:

 RESERVED
 OFFLINE
 ONLINE

 at least for starters.


 Before submitting a patch to support this, i wanted to get some 
 direction and comments from the core developers and architects.
 I think the people who could contribute most to this discussion are those 
 who are actively running grids, a group that 
 will consist of both some core developers but also of other core developers.

Wow, I see that last line didn't make much sense - I actually meant to say

will consist of both some core developers but also of non-core grid operators.


 On the surface a RESERVED state doesn't seem unreasonable to me.

 Perhaps the nicest thing to do would be to make such code modular so that 
 people are free to implement different 
 strategies for grid organization.
 
 This sounds sensible to me.  I think it should end up as State instead
 of regionOnline, so we can think of it in these more generic ways.
 
   -Sean
 
 
 
 
 
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Re: [Opensim-dev] AssetBase and metadata

2009-02-02 Thread Hurliman, John
-Original Message-
From: opensim-dev-boun...@lists.berlios.de [mailto:opensim-dev-
boun...@lists.berlios.de] On Behalf Of Sean Dague
Sent: Monday, February 02, 2009 5:47 AM
To: opensim-dev@lists.berlios.de
Subject: Re: [Opensim-dev] AssetBase and metadata

Teravus Ovares wrote:
 Is there any reason that we don't request items from the asset server
 internally by the inventory UUID instead of the asset UUID?
 Requesting assets by inventory UUID would make it a LOT simpler to
 apply permissions at the trusted service level instead of at the
 simulator level.

To do that sanely, we'd have to merge the inventory and asset servers,
which honestly, wouldn't be such a bad idea.  They have a hard time
living on their own anyway.

-Sean

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That's exactly the approach in the Cable Beach asset/inventory server. As 
Teravus pointed out, assets and inventory have very different characteristics 
when it comes to storage and caching (inventory is almost identical to 
metadata). The server* has different backends/frontends for inventory, but 
shares authentication and authorization modules between inventory and assets.

* In the current prototype implementation of Cable Beach asset/inventory, a 
single process is used. There are a nearly infinite number of techniques to 
break services apart, put them together, run different pieces on different 
machines, etc. The implementation details of what code is executing on what 
machine is not as important at this stage as defining the interfaces, and 
asserting that there is or is not a tight coupling between assets and 
inventory. If inventory defines the many to one mapping that allows multiple 
people to own the same asset with different permissions, I think a distributed 
grid must tightly couple these two concepts.

John
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Re: [Opensim-dev] AssetBase and metadata

2009-02-02 Thread Stefan Andersson

Hm, thinking a bit more about it, I guess you have a very good point there;
 
of course, you could let there be an 'virtual' inventory item (with the assetId 
as the inventoryId) that translates to the asset itself - and that would have 
some special way of determining permissions.
 
That said, I'd much rather do something like separating out the 'permissions' 
bit in inventory and have that mean 'asset permissions for the trust domain' - 
you can still operate on the permissions in the same manner, and the net result 
will be the same, I guess.
 
In other words; instead of having restricted inventory and full access assets, 
I'd rather say you had full access inventory and restricted assets, if that is 
any the least clearer?
 
If you strip out permissions and type from inventory, the only thing left is 
name, owner and some data - and the inventory has most oftenly a pretty 
straightforward perms set (only let owner see and change on trusted regions) 
while assets parms can vary wildly with application.
Best regards,Stefan AnderssonTribal Media AB Date: Mon, 2 Feb 2009 08:24:52 
-0500 From: tera...@gmail.com To: opensim-dev@lists.berlios.de Subject: Re: 
[Opensim-dev] AssetBase and metadata  To the 'all assets have inventory items 
associated with them', no, they don't, however, there's no harm in requesting 
the inventory item where possible. It would limit the UUIDs that systems would 
have access to as a reference, as well. I'm sure that there will be some 
methods that must use Asset ID. Mostly, images. I suppose object inventory 
might use Asset ID also, but probably does not have to until they're requested 
by the client for editing.  To the 'So I guess I don't understand what 
specific case you're referring to?', See last Tuesday's Zero meeting for 
several references to the pitfalls of Hypergrid (and it's not just Zero saying 
things to criticize it. It's our users as well. That was a widely positive 
meeting towards Hypergrid to the detriment of LLOGP. Mingled within that, the 
way we handle property was the main criticism.  Reference: 
http://wiki.secondlife.com/wiki/User:Zero_Linden/Office_Hours/2009_Jan_27  I 
was saying that currently, we're doing nothing at all to limit trust. If we 
maintain this approach, it will be a big factor in other, 
non-currently-codified, standards being adopted and It'll likely be impossible 
to fully implement other 'permissioned' standards without some way to check 
the permissions first (such as OGP). Currently, directly requesting Assets 
precludes this option. Not all virtual worlds will have 'Property', but the 
ones that do will suffer. Comparing to a web server, think .htaccess.  Best 
Regards  Teravus  On 2/2/09, Stefan Andersson ste...@tribalmedia.se 
wrote:  Are we sure all assets have inventory items associated with them?  
 I can think of scripted objects that set textureIds programatically.  
(Melanie pointed that out to me)   You can also have the case where you 
upload a texture (yes, it's in  inventory) apply it to a shirt, then delete 
the original inventory item (the  asset is still referenced from within the 
shirt asset, but is in no  inventory)   So I guess I don't understand 
what specific case you're referring to?   Best regards,  Stefan 
Andersson  Tribal Media AB Date: Sun, 1 Feb 2009 23:58:55 -0500  
 From: tera...@gmail.com   To: opensim-dev@lists.berlios.de   Subject: 
Re: [Opensim-dev] AssetBase and metadata Is there any reason that we 
don't request items from the asset server   internally by the inventory UUID 
instead of the asset UUID?   Requesting assets by inventory UUID would make 
it a LOT simpler to   apply permissions at the trusted service level instead 
of at the   simulator level. Best Regards Teravus   
  On 2/1/09, Mike Mazur mma...@gmail.com wrote:Hi,   On 
Fri, 30 Jan 2009 07:37:27 -0500Sean Dague sda...@gmail.com wrote:  
  It's fine for the object to be called AssetMetaData, just don't 
make the property that.   On Fri, 30 Jan 2009 14:51:12 
+ (GMT)MW michaelwr...@yahoo.co.uk wrote:I 
agree, I'd say call the class AssetMetaData, but just call the 
property (in AssetBase) MetaData.   Makes perfect sense. Thanks for 
the feedback.   Mike
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Re: [Opensim-dev] Loadable modules and Scripting extensions

2009-02-02 Thread Rob Smart
Ah I was afraid you would say that Melanie :)

Having spent this morning scratching my head and thinking of ways round the
restriction the only alternate method i have come up with is to take a copy
of the XEngine code, rejig the naming and seperate it out into my module and
add the new methods. Obviously this is a pretty horrendous technique and
means changes have to merged across continually.

Another idea is to generate the BaseScript class dynamically at runtime. I
haven't fully investigated the possibility of this so feel free to shoot
down immediately. A dll containing the Baseclass would have to be created
and then loaded, the creation would have to be done after all other modules
had finished initialising. Again jut to be clear im not even sure ths is
possible without further investigation.

Rob


On Mon, Feb 2, 2009 at 9:30 AM, Melanie mela...@t-data.com wrote:

 Hi,

 unfortunately, there is currently no solution. For script functions
 to be callable without class.member notation, they have to be all in
 one class and the script must inherit from it.
 C# scripting overcomes that, but extending OSSL/LSL with external
 DLLs is not possible. In order to keep the API set consistent, I
 didn't attempt to create a module loader system for c# only,
 although it would be trivial.

 Melanie

 Rob Smart wrote:
  Hi All,
 
  A fairly lengthy description follows of why we cant currently create
  loadable Modules that provide extra script functions...
 
  I currently have an Opensim publish subscribe module that exposes its
  functionality through new scripting commands osPublish and osSubscribe,
  unfortunately i cannot release it into the main OpenSim project yet for
  licensing reasons. I'd managed to
  develop the module without having to alter any existing code from the
 main
  OpenSim codebase, but i still had to merge changes in the prebuild file
  every time i synched with SVN.
 
  Tonight I finally got round to attempting to separate it out from the
 main
  OpenSim codebase into a dll module of its own, all was going well until I
  got to the point of testing and found that my scripting methods
  (osPublish,osSubscribe) were no longer being recognised when the scripts
  were compiled in world.
 
  I poked around a bit and found that the ApiManager class only search
 within
  the active dll assembly for API classes, I altered this so that it
 searched
  all assemblies. At this point it was finding my API interface and
  successfully initing it. However once
  again the osPublish,osSubscribe methods were not found when compiling a
 test
  script in world.
 
  More tracing and I found that the Compiler.cs class has hard coded
  references to two ScriptEngine dlls
 
  parameters.ReferencedAssemblies.Add(Path.Combine(rootPath,
  OpenSim.Region.ScriptEngine.Shared.dll));
  parameters.ReferencedAssemblies.Add(Path.Combine(rootPath,
 
 OpenSim.Region.ScriptEngine.Shared.Api.Runtime.dll));
 
 
  I temporarily added a reference to my module DLL so that it was on the
  compile path for scripts (not sure how to get round this yet)
 
  at this time i now get...
 
  The imported type
  `OpenSim.Region.ScriptEngine.Shared.ScriptBase.ScriptBaseClass' is
 defined
  multiple times
 
  Because ScriptBaseClass is made up of several partial classes...
  i.e.  OSSL_Stub.cs, LSL_Stub.cs
 
  I discovered that partial classes cannot be spread across DLLs, so
 currently
  we have a limitation that prevents us producing loadable modules that
  provide extra script functions.
 
  My opinion is that this is a fairly major restriction in the module
 system,
  well... actually its a limitation of the script engine...
 
  Any ideas on a solution to this ? hoping for an easy solution, but my
  suspicion is it may involve some re-architecting.
 
  cheers,
  Rob Smart
  (Yossarian Seattle)
 
 
 
  
 
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[Opensim-dev] Hypergrid and Interoperability workshop

2009-02-02 Thread Cristina Videira Lopes
Hi,

We're planning a first meeting to talk about defining a roadmap for 
Hypergrid interoperability in OpenSim worlds. The meeting will be this 
Friday at 10am PST. We'll meet in the UCI Grid, Gateway 7000, until it 
crashes :-); then we'll move to an IRC channel.

Note that this is not intended to be a support group meeting about the 
hypergrid, so don't come with support questions. The meeting has three 
main objectives:

1) Taking a picture of the maximum number of foreign avatars ever 
assembled in one place

2) Figure out how to define a roadmap for interoperability without 
falling into the trap of formal working groups

3) Start talking about trust in the decentralized HG-enabled Metaverse

Crista


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Re: [Opensim-dev] Hypergrid and Interoperability workshop

2009-02-02 Thread BlueWall Slade
Thanks! Diva, Sounds like a good move!

BlueWall

On Mon, Feb 2, 2009 at 2:58 PM, Cristina Videira Lopes lo...@ics.uci.eduwrote:

 Hi,

 We're planning a first meeting to talk about defining a roadmap for
 Hypergrid interoperability in OpenSim worlds. The meeting will be this
 Friday at 10am PST. We'll meet in the UCI Grid, Gateway 7000, until it
 crashes :-); then we'll move to an IRC channel.

 Note that this is not intended to be a support group meeting about the
 hypergrid, so don't come with support questions. The meeting has three
 main objectives:

 1) Taking a picture of the maximum number of foreign avatars ever
 assembled in one place

 2) Figure out how to define a roadmap for interoperability without
 falling into the trap of formal working groups

 3) Start talking about trust in the decentralized HG-enabled Metaverse

 Crista


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Re: [Opensim-dev] AssetBase and metadata

2009-02-02 Thread Teravus Ovares
I see the inventory server and the asset server as important to be
separate, especially for caching purposes, however, I could see the
use for the asset server to have a 'request by inventory id' method
with the region server's uuid, region server's credentials(Region
Secret?),  and the agents uuid by proxy.

-T


On 2/2/09, Sean Dague sda...@gmail.com wrote:
 Teravus Ovares wrote:
  Is there any reason that we don't request items from the asset server
  internally by the inventory UUID instead of the asset UUID?
  Requesting assets by inventory UUID would make it a LOT simpler to
  apply permissions at the trusted service level instead of at the
  simulator level.

 To do that sanely, we'd have to merge the inventory and asset servers,
 which honestly, wouldn't be such a bad idea.  They have a hard time
 living on their own anyway.

-Sean

 --
 Sean Dague / Neas Bade
 sda...@gmail.com
 http://dague.net



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Re: [Opensim-dev] AssetBase and metadata

2009-02-02 Thread Lc
Hi Diva,

ReX actually used that to allow sim local inventory :
When you enter to a sim that got a local inventory available, it's added to
your inventory folder, then removed as soon as you leave the sim.
The structure is just another inventory branch called World Inventory
with all the usual sub-branch.

the main issue is you need to close/open your inventory to refresh it.

Sacha


On Mon, Feb 2, 2009 at 3:09 PM, Cristina Videira Lopes lo...@ics.uci.eduwrote:

 Teravus Ovares wrote:
  To the 'So I guess I don't understand what specific case you're
  referring to?', See last Tuesday's Zero meeting for several references
  to the pitfalls of Hypergrid (and it's not just Zero saying things to
  criticize it.  It's our users as well.  That was a widely positive
  meeting towards Hypergrid to the detriment of LLOGP.  Mingled within
  that, the way we handle property was the main criticism.
 
  Reference:
 http://wiki.secondlife.com/wiki/User:Zero_Linden/Office_Hours/2009_Jan_27
 

 Darn, I missed that meeting! :-)

 okokok, trust and security is next.

 As a first step, I'm going to implement the suitcase idea. Any comments?
 http://opensimulator.org/wiki/Hypergrid_Inventory_Access

 Crista



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Re: [Opensim-dev] Hypergrid and Interoperability workshop

2009-02-02 Thread Cristina Videira Lopes
Dahlia Trimble wrote:
 is there a hypergrid link for the meeting location?

ucigrid04.nacs.uci.edu 9007
It's in coords 7000, 7000 so directly reachable from OSGrid. People 
coming from lower grids can use Gateway 3000 first 
(ucigrid04.nacs.uci.edu 9003), then hop to Gateway 7000.

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Re: [Opensim-dev] RegionOnline status

2009-02-02 Thread Dahlia Trimble
Then again one could assume if a record existed for that region even if it
were offline, that it's spot is reserved.

On Mon, Feb 2, 2009 at 8:50 PM, Frank Nichols fr...@thenichols.net wrote:

 To me the region does not need to know if or when the reserved status
 would expire. Some process/module must have set it to reserved, and to
 me would then assume the responsibility of knowing when/if to expire the
 reservation.

 Dahlia Trimble wrote:
  I would think if a RESERVED state were added there would probably
  need to be an expiration date associated with it.
 
  On Sat, Jan 31, 2009 at 8:23 PM, Frank Nichols fr...@thenichols.net
  mailto:fr...@thenichols.net wrote:
 
  There is a member in RegionProfileData (regionOnline) which is
  currently
  not used and does not exist in the region db table. I would like
  to add
  it to the region table as an enum and not a boolean. Currently the
  code
  assumes a region that has an entry in the region table is online
  (as far
  as I have figured out...) With this field in place we can
  impliment the
  requested feature of reserving regions as well as having regions
  online
  but not available for logins. I suggest the following enums:
 
  RESERVED
  OFFLINE
  ONLINE
 
  at least for starters.
 
  Before submitting a patch to support this, i wanted to get some
  direction and comments from the core developers and architects.
 
  Frank
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