Mike Mazur wrote: > Hi, > > In Cable Beach all asset information is split over two datatypes: > > - the Metadata class[1] > - a byte array containing the actual asset data > > In OpenSim we have the AssetBase class[2] which contains asset metadata > and data together. I'd like to modify the AssetBase class in OpenSim > so it's composed of one Metadata class. > > So instead of having: > > AssetBase ab = new AssetBase(); > ab.Name = "some name"; > ab.Description = "some description"; > > I would write: > > AssetBase ab = new AssetBase(); > ab.Metadata.Name = "some name"; > ab.Metadata.Description = "some description"; >
Just to clarify, you're anticipating changing the OpenSim.Framework.AssetBase class (instead of having a parallel class in the AssetServer code)? If so, sounds good to me. > I would define the Metadata class in AssetBase.cs. The serialization > and deserialization methods currently in the Metadata class may or may > not be included; I see those methods belonging in the Utils class[3], > perhaps. > > The Metadata class itself will immediately be used within the new asset > server, and I can see it being useful elsewhere in the future. > > Should the Metadata class be renamed to AssetMetadata? Any other > thoughts? From a readability perspective I would rather see it remain as just Metadata, since something like AssetBase myAsset = new AssetBase(); myAsset.AssetMetadata.Name = "Heloooo"; looks kind of redundant to me (though this may just be a taste issue). -- justincc Justin Clark-Casey http://justincc.wordpress.com _______________________________________________ Opensim-dev mailing list Opensim-dev@lists.berlios.de https://lists.berlios.de/mailman/listinfo/opensim-dev