Having just gone through all that (and keeping in mind I am much more a content creator than a programmer, though I have done some simple C, Java and SmallTalk in my time). I must say: WOW - good things looking ahead!
Again, thanx for the links. Lae. On Wednesday December 23 2009 10:41:03 Toni Alatalo wrote: > LaeMing kirjoitti: > > I am curious about the format of prim attribute data, particularly > > whether it is fixed length, or if there is potential to expand the types > > of prims and/or attributes for existing prims. Obviously this would > > require expanding the > > The data as it is in the sludp protocol is declared in the message > template, > http://secondlife.com/app/message_template/master_message_template.msg > (that is not viewer source, i think used in the server as well, reading > that is not in violation of the opensim contributors agreement). > > Search for "ObjectUpdate - Sent by objects from the simulator to the > viewer" there to see the data. > > It is pretty hardcoded for the SL features and not really extensible, at > the protocol level - in the server code you can do things. > > > mesher server-side and the renderer (and edit tools) client-side, but I > > am more interested here in whether the database entries themselves can be > > expanded this way without breaking the defined storage/transmission > > formats. > > At least you can have additional storage where store your own > information about objects, I think many modules that people have written > for their applications do that. I guess that's done both by just having > separate data that is somehow connected to the prims, and also by > subclassing/extending it to have more (like Diva mentioned recently here > that their stuff subclasses SceneObjectPart, right?) > > In the realXtend project we've extended the data model in opensim to > have data like meshes and materials, that is implemented in a module > where the data is in a object properties class - see > http://forge.opensimulator.org/gf/project/modrex/scmsvn/?action=browse&path > =%2Ftrunk%2FModularRex%2FRexFramework%2FRexObjectProperties.cs&view=markup > > I actually haven't touched the server much 'cause have been so busy with > the new viewer, so was just reading a bit there now. Adam Frisby and > Mikko Pallari know all about that example, and the code seemed to > explain itself pretty nicely as well. > > In the networking we've so far used the GenericMessage packet that SLUDP > provides for arbitrary data. > > You should also note that Adam is just about to start a major > refactoring in opensim to change exactly this area: how scene objects > are in the code, and how data to them is attached. The goal of the new > model is exactly to allow apps to add any kind of custom data to scene. > https://lists.berlios.de/pipermail/opensim-dev/2009-December/008095.html > is his post about it, and the plan was attached there, "Components and > SceneObject.pdf" > https://lists.berlios.de/pipermail/opensim-dev/attachments/20091211/6e190ca > 7/attachment-0001.pdf > > Cheers, > > > Lae > > ~Toni > > _______________________________________________ > Opensim-users mailing list > [email protected] > https://lists.berlios.de/mailman/listinfo/opensim-users > _______________________________________________ Opensim-users mailing list [email protected] https://lists.berlios.de/mailman/listinfo/opensim-users
