Since assets are implicitly shared, I see no way to couple 
permissions to assets without making copies of assets. In that case, 
assets would be linked 1-to-1 and mutable, rather than implicitly 
shared and immutable.

Melanie

Stefan Andersson wrote:
> 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: [email protected]> To: [email protected]> 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. Mingl
ed 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 <[email protected]> 
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: [email protected]> > > To: [email protected]> > > 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 <[email protected]> wrote:> > > > Hi,> > > >> > > > On 
Fri, 30 Jan 2009 07:37:27 -0500> > > > Sean Dague <sd
[email protected]> 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 +0000 (GMT)> > > > MW <[email protected]> 
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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