Yes, that dragon needs to be slayed. See note #1 on my "Future of OpenSimulator" message.It would be nice to actually see the concrete struggles of those other clients, though.

On 8/16/2015 9:14 PM, Dahlia Trimble wrote:
Awww you had me excited for a moment there....

Regardless, it would be helpful to be able to create presences via region modules and have them be full-fledged presences from the perspective of grid services. This is currently a big stumbling block for implementing client protocols in region modules. There are also LL client dependencies which also make it difficult, or even impossible to create a fully capable grid managed presence in another IClientAPI implementation beside llClientView, so something eventually needs to happen here if anyone wants to get really serious about OpenSimulator supporting other protocol implementations besides the LL protocols. Without such, web-based and other clients are doomed to be second class citizens unless they use a proxy which translates to LL protocols.

On Sun, Aug 16, 2015 at 8:43 PM, Diva Canto <[email protected] <mailto:[email protected]>> wrote:

    I'm not suggesting getting rid of IClientAPI...
    I mean I *wish* we would get rid of it, but that's not what I'm
    proposing here. I'm just proposing replacing the ad-hoc reflective
    instantiation of IClientNetworkServer that ClientStackManager is
    currently doing with a more in-style Region Module.


    On 8/16/2015 6:55 PM, Dahlia Trimble wrote:
    I like this idea. I have done some physics via the region module
    interface and had pretty good luck. I've also done client
    protocol implementations in region modules and I can say that the
    available interfaces are incomplete for the purposes of the
    entire LL protocol suite. I use EventManager for tracking scene
    changes and this seems to work ok for the most part but I don't
    believe events exist for all events a normal viewer would care
    about. There is also the issue of managing presences, teleports
    and region border crossings. I've done some workarounds here but
    it's not pretty. I suspect a lot of changes to related framework
    code would need to be done to be successful. I'm also not sure if
    EventManager events are as efficient and CPU friendly as the
    direct calls which go thru IClientAPI but I can't say I've seen
    anything to suggest (yet) that this could be a problem. There are
    also some efficiency hacks in llClientView and related code (lazy
    packet initialization for one) which might not easily translate
    to a region module.

    Regardless, it sounds like a good experiment to try :)

    On Sun, Aug 16, 2015 at 6:44 PM, Diva Canto
    <[email protected] <mailto:[email protected]>> wrote:

        We had this conversation today in the IRC about the several
        plugin mechanisms currently being used by assorted parts of
        OpenSim. A couple of years ago, we made a big push towards
        the [new] Region Modules mechanism, and that placed about 95%
        of simulator plugins in that bandwagon. However, a couple of
        them are still using their own raw "pluginning," and that
        makes them hard to (1) explain and (2) distribute as 3rd
        party packages. They were left behind.

        One of them is Physics, the other is the client
        implementations. I would like to propose that we move these
        last 2 renegades to the Region Module plugin mechanism, so to
        reduce entropy and to make them easier to package. From our
        conversation, moving the Physics plugins to region modules is
        peaceful. I haven't looked at the client dll yet, but I've
        been told that people experimenting with other client
        protocols are using region modules anyway.

        This affects the MOSES group developing the PhysX plugin, but
        it should be straightforward to adjust and it has advantages.
        Once we move the existing physics plugins to this new
        mechanism, you should be able to do exactly the same to yours
        -- the changes aren't that big, and it doesn't affect the
        Physics interface at all; it's just the way of connecting the
        physics implementation to the interface. Plus it will make it
        somewhat easier for you to make your physics plugin available
        for external testers at intermediate (early) times, if you want.

        Any objections?

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