Re: [Opensim-dev] Which revision is OpenMetaverse.StructuredData.dll now?

2010-08-19 Thread Frisby, Adam
It would have been trunk at the time of commit.

I asked John to add a feature in, and he did then updated it.

Regards,

Adam

 -Original Message-
 From: opensim-dev-boun...@lists.berlios.de [mailto:opensim-dev-
 boun...@lists.berlios.de] On Behalf Of Justin Clark-Casey
 Sent: Wednesday, 18 August 2010 3:38 PM
 To: opensim-dev@lists.berlios.de
 Subject: Re: [Opensim-dev] Which revision is
 OpenMetaverse.StructuredData.dll now?
 
 On 18/08/10 23:28, Michael Cerquoni wrote:
  heh dont you think after all this time and like sooo many times we
 have
  never been able to figure out what version of libomv we are using
 that
  we should add a file into the project that has libomv history? or
  atleast the revision thats included?  maybe just a text file or
  something.. anyway something to think about.. it just seems like this
 is
  always a problem.
 
 Nah, people just wouldn't update the file :).  I think the easiest
 thing is just to record the revision in the commit.
 Easy to forget, though.
 
 
  On Wed, Aug 18, 2010 at 3:19 PM, Justin Clark-Casey
  jjusti...@googlemail.com mailto:jjusti...@googlemail.com wrote:
 
  Hi John.  For the record, which version or revision of libomv was
  used for this library update?  Thanks.
 
  On 17/08/10 20:26, opensim-commits-boun...@lists.berlios.de
  mailto:opensim-commits-boun...@lists.berlios.de wrote:
 
  The branch, master has been updated
  via e1f2c32 * Updated to
  OpenMetaverse.StructuredData.dll that includes implicit
  typecasts going in the other direction
 from 53190e3 Updated to new
  OpenMetaverse.StructuredData.dll that includes implicit
 typecasts
 
  Those revisions listed above that are new to this repository
 have
  not appeared on any other notification email; so we list
 those
  revisions in full, below.
 
  - Log
  -
 
 
  commit e1f2c32284b38bc1116239bc0c8d2d5010214449
  Author: John Hurlimanjohn.hurli...@intel.com
  mailto:john.hurli...@intel.com
  Date:   Tue Aug 17 12:26:20 2010 -0700
 
   * Updated to OpenMetaverse.StructuredData.dll that
 includes
  implicit typecasts going in the other direction
 
  e1f2c32284b38bc1116239bc0c8d2d5010214449
  diff --git a/bin/OpenMetaverse.StructuredData.dll
  b/bin/OpenMetaverse.StructuredData.dll
  index 1c55e2c..54681e4 100644
  Binary files a/bin/OpenMetaverse.StructuredData.dll and
  b/bin/OpenMetaverse.StructuredData.dll differ
 
  -
 --
 
  Summary of changes:
bin/OpenMetaverse.StructuredData.dll |  Bin 102400 -
 102400
  bytes
1 files changed, 0 insertions(+), 0 deletions(-)
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  --
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  http://justincc.org
  http://twitter.com/justincc
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Re: [Opensim-dev] LL Viewer code license change

2010-08-17 Thread Frisby, Adam
It'll have to be all LGPL if parts of it are - since the GPL wont accept 
redistribution of a mix of LGPL and GPL - only pure GPL.

Check the post on sldev about it - it looks to me from that one that the 
intention is for it all to be LGPL.

Adam

From: opensim-dev-boun...@lists.berlios.de 
[mailto:opensim-dev-boun...@lists.berlios.de] On Behalf Of Dahlia Trimble
Sent: Tuesday, 17 August 2010 3:53 AM
To: opensim-dev@lists.berlios.de
Subject: Re: [Opensim-dev] LL Viewer code license change


On Tue, Aug 17, 2010 at 2:36 AM, Ai Austin 
ai.ai.aus...@gmail.commailto:ai.ai.aus...@gmail.com wrote:
From: Justin Clark-Casey 
jjusti...@googlemail.commailto:jjusti...@googlemail.com

As regards to OpenSim contributions, I doubt that the viewer license change to 
LGPL will make any difference.  LGPL just
makes it possible to link non-GPL code to the viewer code.  The viewer co
de itself is still virally licensed.
Justin, where did you get this information?  Its not the way it was presented 
at SLCC (I watched the entire announcement and read the postings afterwards by 
LL).  So, its not the way I read it, but we need to check.  They even amended 
the licence from GPL to LGPL for a lot of the top level parts of the viewer 
source code as I examined some of the key commitdiffs.


for a lot of the top level parts? Not the entire code base? I'm curious which 
parts are now LGPL and which are not, and if not, what license they are under?

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Re: [Opensim-dev] JSON or XML for serialization in the OpenSim database?

2010-07-05 Thread Frisby, Adam
Having just worked on a JSON project myself internally - I personally developed 
a bit of a loathing for the format. I'm personally partial to XML, ideally with 
a corresponding DTD.

Adam

 -Original Message-
 From: opensim-dev-boun...@lists.berlios.de [mailto:opensim-dev-
 boun...@lists.berlios.de] On Behalf Of Teravus Ovares
 Sent: Monday, 5 July 2010 4:23 PM
 To: opensim-dev@lists.berlios.de
 Subject: Re: [Opensim-dev] JSON or XML for serialization in the OpenSim
 database?
 
 Not a whole lot of feedback here yet, maybe people are on a long
 weekend type camping vacation..
 
 I'm partial to OSD/json, myself.I'd also like to, at some point,
 get a version number in there along with a definition of the format
 for people who want to write integration tools..however, that last
 bit may be more of a 1.0 thing.
 
 I think a lot of tools are going to go the way of JavaScript in the
 future for various reasons...   one being that..   it's generally
 implemented in all web enabled devices.   Computers, 'tablets', 'smart
 phones'...   Another reason is it's more compact, while still being
 fairly human readable. One last reason that I can think of at this
 moment is there are no external dependencies that 'get lost and turn
 into a 404', like with XML Schemas.   I've done several XML based
 integrations using REST and noted that in 55% of the cases, the
 defining schema is a 404 which makes validation and automatic creation
 of XML Serialization classes impossible.  Worse, in 15% of the cases,
 extensions are defined in the schema and then used in the XML..  Only,
 you won't ever know what tags and parameters the extensions provide
 because the schema is 'missing'.
 
 Regards
 
 Teravus
 
 On Sun, Jul 4, 2010 at 8:28 PM, Justin Clark-Casey
 jjusti...@gmail.com wrote:
  Hi folks,
 
  As part of the media-on-a-prim implementation, I'm serializing the
  parameters for a media texture to the database.  This seems better
 than
  creating new database fields or even a whole new table for these
 parameters,
  both because there are lots of them (url, scaling, controls,
 whitelist,
  etc.) and because different future virtual environments may want to
 store
  different things.
 
  I'm going to serialize them as an OSDArray or MediaEntrys using the
  libopenmetaverse library.  However, the question then becomes whether
 to use
  the JSON representation or the XML representation.
 
  I tend to prefer XML for storage representations.  I believe that
 it's
  somewhat more human readable and that there is better tool support
 for
  manipulating it.  However, I know other people would prefer storage
 in JSON
  and I accept that serialization/deserialization there may be slightly
  faster.
 
  The only other example of serialization that I know of in OpenSim
 currently
  is that of SceneObjectGroups into inventory, which encompasses object
  properties, object inventory properties and script state.  This is
 done in
  XML and media entries would become part of that serialization.
 
  If there's a majority preference for JSON I don't mind using that
 instead,
  though I would want a justification for going this route rather than
 XML.
   If there's no real argument then I will go with XML.
 
  Also, I believe that we should try and be consistent, so picking one
 or the
  other now should make it more likely that the same approach would be
 used
  for the next serialization case.
 
  Regards,
 
  --
  Justin Clark-Casey (justincc)
  http://justincc.org
  http://twitter.com/justincc
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Re: [Opensim-dev] request change for contributor agreement

2010-07-01 Thread Frisby, Adam
Hi Rob,

I suspect the principles which allow the 6 month rule probably also allow an 
exemption to that rule (I would be surprised if they didn't.); but I would want 
to hear from legal advice before we could make any adjustments to the 
contributor agreement.

Regards,

Adam

 -Original Message-
 From: opensim-dev-boun...@lists.berlios.de [mailto:opensim-dev-
 boun...@lists.berlios.de] On Behalf Of Robert A. Knop Jr.
 Sent: Wednesday, 30 June 2010 8:46 PM
 To: opensim-dev@lists.berlios.de
 Subject: [Opensim-dev] request change for contributor agreement
 
 It is my hope in the next 6-9 months to be in a position where I'll be
 able to start making real contributions to OpenSim.  There are some
 things I have to work out -- I have to make sure that the IP policies
 of the Unviersity where I'm going won't create problems.  However,
 there's another issue:
 
   You have not witnessed, seen or been party to the development of the
   official Linden Lab Server Software. If you have been involved in the
   official server development your contributions may affect the
   licensing of the main codebase and we cannot accept the contributions
   without a waiver from Linden Lab disclaiming any interest in your
   contributions.
 
 Of course, I did see a bunch of that, way back when.  The part that I
 actively worked on myself was something that has no analog in OpenSim
 (the region conductor, which dealt with figuring out which servers
 ran which regions).  And, it's been more than a year -- will likely
 have been more than 18 months by the time I'm in a position where I'll
 be able to start making contributions.
 
 Six or eight months ago, I made some preliminary investigations into
 getting this sort of waiver, asking somebody who was most likely to be
 sympathetic to the need for it, and indications are that such a waiver
 is probably very difficult to get.  I honestly do not believe that
 Linden would want to sign such a thing.  However, I also don't think
 that they should have to.  It's been long enough since I had access to
 that code that there's no practical way I can steal any of it at this
 point.  Would it be possible to have some sort of timeout (say, 18
 months) added to this clause in the contributor agreement?
 
 If that can't be done, then if I want to work on OpenSim I'm
 effectively going to have to make my own fork of it.  I know I'll want
 to be working on things related to the Physics engine, and it would be
 sad to me if I were not able to contribute what I did back to core
 OpenSim.  It would greatly undermine the value of what I hope to be
 able to do in the future.
 
 --
 --Rob Knop
   E-mail:rk...@pobox.com
   Home Page: http://www.pobox.com/~rknop/
   Blog:  http://www.sonic.net/~rknop/blog/
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Re: [Opensim-dev] SOG refactoring?

2010-06-15 Thread Frisby, Adam
Thanks Diva for digging that out - the plan hasn't changed from that document 
and the subsequent mailing list discussion (which follows that thread)

Adam

From: opensim-dev-boun...@lists.berlios.de 
[mailto:opensim-dev-boun...@lists.berlios.de] On Behalf Of Cristina Videira 
Lopes
Sent: Monday, 14 June 2010 3:46 PM
To: opensim-dev@lists.berlios.de
Subject: Re: [Opensim-dev] SOG refactoring?

This concerns some internals of the simulator itself. When Adam is done with 
this, not much will be immediately visible to users. But it will allow OpenSim 
to play well with viewers that have completely different ways of representing 
of 3D objects (e.g. meshes).

http://lists.berlios.de/pipermail/opensim-dev/2009-December/008098.html


On Jun 14, 2010, at 1:27 PM, Karen Palen wrote:


How about a summary for  us confused peasants?

Karen
On Mon, Jun 14, 2010 at 9:03 AM, 
d...@metaverseink.commailto:d...@metaverseink.com wrote:
Hey Adam,

That's great news! We were talking about it yesterday in the IRC; SOG 
reconceptualization seems like a daunting task, but it's very much needed.

It looks like you already have something going. Would it be possible that you 
make that work in a public branch, so that we all get psychologically 
conditioned for what's coming?

Thanks,
Crista


Frisby, Adam wrote:
Hey Diva,

Yep, I saw .7 get tagged - I'll be working pretty much to the original plan. 
Although I've got a lot of the groundwork already done, so this shouldn't take 
as long as the ROBUST/.69/7 work.
I'll make up a small plan and post it here tomorrow.

Regards,

Adam
-Original Message-
From: 
opensim-dev-boun...@lists.berlios.demailto:opensim-dev-boun...@lists.berlios.de
 [mailto:opensim-dev-mailto:opensim-dev-
boun...@lists.berlios.demailto:boun...@lists.berlios.de] On Behalf Of 
d...@metaverseink.commailto:d...@metaverseink.com
Sent: Sunday, 13 June 2010 9:58 PM
To: opensim-dev@lists.berlios.demailto:opensim-dev@lists.berlios.de
Subject: [Opensim-dev] SOG refactoring?

Hey Adam,

What is the plan for the SOG refactoring that you nicely outlined here
a
few months ago?

0.7 is about to be tagged, we need some other massive change to keep
trunk unstable :-)

Diva / Crista

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Re: [Opensim-dev] SOG refactoring?

2010-06-14 Thread Frisby, Adam
Hey Diva,

Yep, I saw .7 get tagged - I'll be working pretty much to the original plan. 
Although I've got a lot of the groundwork already done, so this shouldn't take 
as long as the ROBUST/.69/7 work. 

I'll make up a small plan and post it here tomorrow.

Regards,

Adam

 -Original Message-
 From: opensim-dev-boun...@lists.berlios.de [mailto:opensim-dev-
 boun...@lists.berlios.de] On Behalf Of d...@metaverseink.com
 Sent: Sunday, 13 June 2010 9:58 PM
 To: opensim-dev@lists.berlios.de
 Subject: [Opensim-dev] SOG refactoring?
 
 Hey Adam,
 
 What is the plan for the SOG refactoring that you nicely outlined here
 a
 few months ago?
 
 0.7 is about to be tagged, we need some other massive change to keep
 trunk unstable :-)
 
 Diva / Crista
 
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Re: [Opensim-dev] SOG refactoring?

2010-06-14 Thread Frisby, Adam
Yep - look for the sogrefactor branch. I'll be committing in there over the 
next week; until components are ready -- at which point, some of the more 
dramatic changes will be on the cards.

Adam

 -Original Message-
 From: opensim-dev-boun...@lists.berlios.de [mailto:opensim-dev-
 boun...@lists.berlios.de] On Behalf Of d...@metaverseink.com
 Sent: Monday, 14 June 2010 9:04 AM
 To: opensim-dev@lists.berlios.de
 Subject: Re: [Opensim-dev] SOG refactoring?
 
 Hey Adam,
 
 That's great news! We were talking about it yesterday in the IRC; SOG
 reconceptualization seems like a daunting task, but it's very much
 needed.
 
 It looks like you already have something going. Would it be possible
 that you make that work in a public branch, so that we all get
 psychologically conditioned for what's coming?
 
 Thanks,
 Crista
 
 Frisby, Adam wrote:
  Hey Diva,
 
  Yep, I saw .7 get tagged - I'll be working pretty much to the
 original plan. Although I've got a lot of the groundwork already done,
 so this shouldn't take as long as the ROBUST/.69/7 work.
 
  I'll make up a small plan and post it here tomorrow.
 
  Regards,
 
  Adam
 
  -Original Message-
  From: opensim-dev-boun...@lists.berlios.de [mailto:opensim-dev-
  boun...@lists.berlios.de] On Behalf Of d...@metaverseink.com
  Sent: Sunday, 13 June 2010 9:58 PM
  To: opensim-dev@lists.berlios.de
  Subject: [Opensim-dev] SOG refactoring?
 
  Hey Adam,
 
  What is the plan for the SOG refactoring that you nicely outlined
 here
  a
  few months ago?
 
  0.7 is about to be tagged, we need some other massive change to keep
  trunk unstable :-)
 
  Diva / Crista
 
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Re: [Opensim-dev] merge has happened

2010-03-02 Thread Frisby, Adam
Is it now safe to tag off the object-refactor branch?

Regards,

Adam

 -Original Message-
 From: opensim-dev-boun...@lists.berlios.de [mailto:opensim-dev-
 boun...@lists.berlios.de] On Behalf Of d...@metaverseink.com
 Sent: Monday, 1 March 2010 10:37 PM
 To: opensim-dev@lists.berlios.de
 Subject: [Opensim-dev] merge has happened
 
 News!
 
 Melanie tagged 0.6.9 from master with corresponding 0.6.9-post-fixes
 now
 waiting for improvements. Testers wanted for 0.6.9-post-fixes.
 
 The presence-refactor branch has been merged onto master, which is now
 pre-0.7.
 
 Anyone trying the master branch, please be aware of the architectural
 changes that happened:
 http://opensimulator.org/wiki/ROBUST#An_Example_Conversion_From_URM_To_
 R
 
 The usual warning: don't use the master branch for anything that is
 vaguely similar to a production grid. We have been tagging releases for
 a reason...
 
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Re: [Opensim-dev] Status of presence refactor?

2010-02-21 Thread Frisby, Adam
Very cool!

Adam

 -Original Message-
 From: opensim-dev-boun...@lists.berlios.de [mailto:opensim-dev-
 boun...@lists.berlios.de] On Behalf Of d...@metaverseink.com
 Sent: Sunday, 21 February 2010 9:43 AM
 To: opensim-dev@lists.berlios.de
 Subject: Re: [Opensim-dev] Status of presence refactor?
 
 News: the SQLite connector is done and working in the presence-refactor
 branch.
 
 UserAccount data is automatically migrated into the new table. People
 using SQLite-powered OpenSims will have to reset the passwords manually
 before they are able to login (with console command reset user
 password). This does not affect MySql-powered opensims, only SQLite.
 
 Hopefully Melanie_t will finish Friends today.
 We'll be ready to merge any time now.
 
 Frisby, Adam wrote:
  I would like to start the SOP refactor fairly soon - what if once 0.7
 is tagged for the RC process; I go and and make a new branch; we can
 sic testers on the presence-branch, while dev happens on the branch I
 tag?
 
  Adam
 
  -Original Message-
  From: opensim-dev-boun...@lists.berlios.de [mailto:opensim-dev-
  boun...@lists.berlios.de] On Behalf Of Justin Clark-Casey
  Sent: Friday, 19 February 2010 3:25 PM
  To: opensim-dev@lists.berlios.de
  Subject: Re: [Opensim-dev] Status of presence refactor?
 
  Melanie wrote:
  I would not like to see the refactor start in the branch, because
  that would postpone a merge indefinitely.
  Yes, please whatever happens, do not start any sog refactoring in
  Master until presence-refactor has been merged and we've started a
  branch for 0.7.
 
  In fact, when presence-refactor is merged with Master I think that
 we
  should wait at least 2 weeks before branching for 0.7 in order for
 all
  active developers to iron out any significant bugs associated with
 the
  merge.
 
  At a minimum, the 0.7 branch itself would be subject to the same
  release candidate and bug triage procedure as was 0.6.8.  Only after
  this would 0.7 be tagged.  I think that this is the very minimum we
  need to do in order to be a credible project.
 
  This would also give us an opportunity to get the documentation into
 a
  shape where at least super-intelligent pandimensional mice can
  understand it :)
 
  At the same time as 0.7 is branched, I also think that it would be
  prudent to branch for a potential 0.7.0.1.  If all goes well with
 the
  sog refactor this will never see the light of day.  But I think we
  should give ourselves a means of working with the old sog code in
 case
  the refactor encounters trouble.  The sog refactor is far from
 trivial.
 
  However, the refactor caould be started in a NEW branch that is
  based off the current presence-refactor. The friends and SQLite
  functionality could be merged back to that new branch when they are
  completed. Git allows this easily.
  That sounds like a good idea.
 
  Melanie
 
 
  d...@metaverseink.com wrote:
  I could, but I'm hesitant to make diva distro releases from
 branches
  that aren't the master branch. Plus, so far the differences
 between
  the
  two branches are purely internal; there is no functional
 difference,
  or
  new bug fixes, or anything like that. The new architecture will
  allow
  for lots of exciting things to happen, but, again, I'm hesitant in
  making them happen in the branch. I'd rather merge this to master.
 
 
  Robert Martin wrote:
  On Thu, Feb 18, 2010 at 10:15 AM,  d...@metaverseink.com wrote:
  Sigh.
  It's ready. It's been fully operational for several weeks,
 modulo
  buglets. It hasn't been merged because the SQLite connector
 hasn't
  been
  redone and at least Melanie doesn't want to merge without it.
 
  could you release a copy of Diva with the updated code (since
 Diva
  of
  course does not use SQlite)?
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Re: [Opensim-dev] Status of presence refactor?

2010-02-19 Thread Frisby, Adam
I would like to start the SOP refactor fairly soon - what if once 0.7 is tagged 
for the RC process; I go and and make a new branch; we can sic testers on the 
presence-branch, while dev happens on the branch I tag?

Adam

 -Original Message-
 From: opensim-dev-boun...@lists.berlios.de [mailto:opensim-dev-
 boun...@lists.berlios.de] On Behalf Of Justin Clark-Casey
 Sent: Friday, 19 February 2010 3:25 PM
 To: opensim-dev@lists.berlios.de
 Subject: Re: [Opensim-dev] Status of presence refactor?
 
 Melanie wrote:
 
  I would not like to see the refactor start in the branch, because
  that would postpone a merge indefinitely.
 
 Yes, please whatever happens, do not start any sog refactoring in
 Master until presence-refactor has been merged and we've started a
 branch for 0.7.
 
 In fact, when presence-refactor is merged with Master I think that we
 should wait at least 2 weeks before branching for 0.7 in order for all
 active developers to iron out any significant bugs associated with the
 merge.
 
 At a minimum, the 0.7 branch itself would be subject to the same
 release candidate and bug triage procedure as was 0.6.8.  Only after
 this would 0.7 be tagged.  I think that this is the very minimum we
 need to do in order to be a credible project.
 
 This would also give us an opportunity to get the documentation into a
 shape where at least super-intelligent pandimensional mice can
 understand it :)
 
 At the same time as 0.7 is branched, I also think that it would be
 prudent to branch for a potential 0.7.0.1.  If all goes well with the
 sog refactor this will never see the light of day.  But I think we
 should give ourselves a means of working with the old sog code in case
 the refactor encounters trouble.  The sog refactor is far from trivial.
 
 
  However, the refactor caould be started in a NEW branch that is
  based off the current presence-refactor. The friends and SQLite
  functionality could be merged back to that new branch when they are
  completed. Git allows this easily.
 
 That sounds like a good idea.
 
 
  Melanie
 
 
  d...@metaverseink.com wrote:
  I could, but I'm hesitant to make diva distro releases from branches
  that aren't the master branch. Plus, so far the differences between
 the
  two branches are purely internal; there is no functional difference,
 or
  new bug fixes, or anything like that. The new architecture will
 allow
  for lots of exciting things to happen, but, again, I'm hesitant in
  making them happen in the branch. I'd rather merge this to master.
 
 
  Robert Martin wrote:
  On Thu, Feb 18, 2010 at 10:15 AM,  d...@metaverseink.com wrote:
  Sigh.
  It's ready. It's been fully operational for several weeks, modulo
  buglets. It hasn't been merged because the SQLite connector hasn't
 been
  redone and at least Melanie doesn't want to merge without it.
 
  could you release a copy of Diva with the updated code (since Diva
 of
  course does not use SQlite)?
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[Opensim-dev] Status of presence refactor?

2010-02-18 Thread Frisby, Adam
Does anyone know what is the current status of the presence refactor - is there 
any date on when that is going to hit trunk?

I'd really like to see 0.7 get tagged soon, so we can begin the big object 
model refactor.

Thanks!

Adam
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Re: [Opensim-dev] How to retreive pictures from the inventory ?

2010-02-17 Thread Frisby, Adam
It's a JPEG2000 image, Bitmap doesn't support J2C. There's a Utility method for 
converting to a Bitmap however. (not sure what it is)

Regards,

Adam

From: opensim-dev-boun...@lists.berlios.de 
[mailto:opensim-dev-boun...@lists.berlios.de] On Behalf Of Valentin Castan
Sent: Wednesday, 17 February 2010 8:26 AM
To: opensim-dev@lists.berlios.de
Subject: Re: [Opensim-dev] How to retreive pictures from the inventory ?

Thanks for your help, but I still have a problem, and I don't really know whats 
wrong. This is my code :

AssetBase asset = scene.AssetService.Get(item.AssetID.ToString());
byte[] byteArray = asset.Data;
using (MemoryStream ms = new MemoryStream(byteArray))
{
Bitmap img = (Bitmap)Image.FromStream(ms);   -   
error, parameter is not valid
}

It seems that my MemoryStream is not valid, and I think it's because the byte 
array is not correct to convert to Image. But the object I retreive is an 
image, so I don't understand what's wrong. OpenSim does modification of this 
array ?

Thank you a lot,
Valentin
On Wed, Feb 17, 2010 at 1:45 AM, Alan M Webb 
alan_w...@us.ibm.commailto:alan_w...@us.ibm.com wrote:

Hi Valentin

If you look at the Rest application plug-in, it supports the retrieval and 
uploading of inventory data, both catalog data and the assets themselves.

Best regards
Alan
---
T.J. Watson Research Center, Hawthorne, NY
1-914-784-7286
alan_w...@us.ibm.commailto:alan_w...@us.ibm.com

From:

Valentin Castan valentin.cas...@gmail.commailto:valentin.cas...@gmail.com

To:

opensim-dev@lists.berlios.demailto:opensim-dev@lists.berlios.de

Date:

02/15/2010 02:16 AM

Subject:

[Opensim-dev] How to retreive pictures from the inventory ?





Dear all,

I'm working on a project where I have to process images, using another 
application, and then display something in OpenSim. I would like to let users 
to upload their pictures on OpenSim, but I have to retreive these pictures, and 
copy them in a special directory.
My problem is in the code of OpenSim, I only can find how to retreive an 
InventoryItemBase from the inventory, but I didn't find any way to retreive a 
picture, to be able to copy it.
Does someone know how can I retreive pictures from the Inventory, but not as an 
InventoryItemBase, but as something I can use as a picture ?

Thank you a lot for your help,
Best regards,
Valentin Castan___

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Re: [Opensim-dev] How Was OpenSim Born?

2010-02-11 Thread Frisby, Adam
I think it's probably missing some of the really ancient history, eg:

Mid-2006: Me/JH work out chunks of the SL protocol from Ethereal dumps
... then we were told by another outside-of-SL [Rade someone?] developer that 
SL has its entire protocol stored in a file called 'message_template.dat' which 
is just a .txt file xor'd 0x43.
Slightly later: We (mostly JH) write a basic client in C++ using BOOST.
... which turned out to be a complete unmitigated mess of thread crashes ...
Then take 2 is written in C#/.NET and gets a lot further, a lot faster.
Jan 17th-ish 2007: Darren/MW writes a simple server using libsl as the base; a 
lot of it is based on 'repeating' captured packet dumps in response to 
situations.
Jan 2Xth 2007: LL releases the client code
Jan 25-9th: MW releases his server emulator onto one of the forums, me  a few 
others are intrigued.
Feb?: MW/lbsa/Gareth/me are the first committers
Feb-July: We rewrite the code from scratch at least 4 times.
... settling on '0.2' which forms the basis of a lot of the current 
architecture ...
July: SDague from IBM gets signoff to start committing code to OpenSim.
... *stuff happens* ...
Today.


Adam

 -Original Message-
 From: opensim-dev-boun...@lists.berlios.de [mailto:opensim-dev-
 boun...@lists.berlios.de] On Behalf Of Justin Clark-Casey
 Sent: Thursday, 11 February 2010 2:41 PM
 To: opensim-dev@lists.berlios.de
 Subject: Re: [Opensim-dev] How Was OpenSim Born?
 
 Len Brown wrote:
  Hello everyone!
 
   I know that the various versions of the viewer are derived from
  Linden Lab releasing the viewer source code as open source, but what
  about the server side of things?
 
   Is what we now call OpenSim the result of taking what we know
 about
  the viewer and working backwards to how we presume the server pushes
 the
  information to it?  This would be my guess.
 
   I don't ever recall there being any releases of the early server
  source code ever made available.  This thought hit me when I started
  wondering how Open Simulator originated if the Linden Lab server
 source
  was never made publicly available.
 
   The Open Simulator site dist directory goes back to OpenSim 0.4
 so
  I'm a bit mystified.  I started messing with OpenSim at version 0.6
 and on.
 
   Thanks for any info offered on this topic.  I've been active in
  Second Life since December 2003 and am just wanting to flesh out a
 bit
  of the historical side of things, when it comes to OpenSim
 beginnings.
 
 Len, have you seen this OpenSim history wiki page?
 
 http://opensimulator.org/wiki/History
 
 If you dig up any extra information it would be very welcome on there
 too.
 
 --
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Re: [Opensim-dev] personal plea on patents

2010-02-03 Thread Frisby, Adam
Guys, I've said this before.

DO NOT POST PATENTS ON THIS MAILING LIST.
AVOID LOOKING AT THEM IF POSSIBLE.

Everyone who looks at them is now liable for wilful infringement if they submit 
code around that area after looking at it.

Regards,

Adam


From: opensim-dev-boun...@lists.berlios.de 
[mailto:opensim-dev-boun...@lists.berlios.de] On Behalf Of Mark Malewski
Sent: Wednesday, 3 February 2010 1:09 PM
To: opensim-dev@lists.berlios.de
Subject: Re: [Opensim-dev] personal plea on patents

What exactly is going on?

Did someone apply for a patent?  Are ANY patents pending?  If so, please let us 
know what patents are currently pending, so we can at least look them over and 
contest them.

I've had virtual worlds running since 1991, with 3D shopping malls, online 
e-commerce, etc.

I'd really like to see if anyone is currently attempting to put a patent 
through, so we can at least work on contesting/disputing the validity of any 
pending patents.  Software patents are a bad idea, and it really hurts the 
creativity/innovation and development of 3D platforms.

If anyone is aware of ANY pending patents, please let me know and please post 
the pending patent numbers to this forum.  I'd be interested in working with 
legal counsel to dispute the validity of any pending patents, or at least begin 
work on shooting the patents down before they are approved.

It's much easier to shoot them down (before they get approved), so please post 
any information that you may have about any pending patents.

Are you referring to the patent that was filed by IBM?

http://www.freepatentsonline.com/20090300582.pdf

Is this the patent we are talking about?

There are only THREE types of patents (Design, Utility, and Plant).  I'm 
assuming that we're talking about Design patents, and in order for a patent 
to be valid it must be a NEW, or ORIGINAL idea.

Design patents may be granted to anyone who invents a new, ORIGINAL, and 
ornamental design for an article of manufacture; and

There is nothing new, and nothing original.  If IBM is looking to use the 
OpenSim Infrastructure as a basis for their patent, or even attempting to claim 
that the things we discuss (or implement/plan/roll out/develop) are part of 
IBM's design then it's certainly not new, or original.

I doubt that the patent application is valid, and I'll need to skim over their 
patent application, and see if we need to work on appealing the patent 
application.

Companies attempt to file patents (on other people's ideas) simply as a way to 
make money (by litigation) in hopes to stifle innovation, development, 
creativity and an attempt to kill off any competition.

As far as IBM's patent idea, it doesn't hold any water.  It's not new, and it's 
not original.  I'd developed platforms identical to that as early as 1991.  I'd 
been doing synchronization of offline 3D virtual content for 3D shoppings malls 
since 1991 and developed a platform for the U.S. Army's Battlefield 
Visualization program using synchronization of offline content (for 3D 
Battlefield Visualization) as early as 1994.

Even civilian projects like Active Worlds had been doing that (as part of their 
browser cache) as early as 1995/1996 (about 5+ years after work that I had 
done).

So I hardly believe that IBM's silly patent application really holds much 
water.  I'm willing to file an opposition to IBM's patent, if there are any 
other pending patent applications out there, then please let me know.  I'd be 
more than happy to help nip this in the butt before some silly greedy 
business manager (or company) attempts to try and file a patent and kill off 
the creativity, innovation, and development of 3D platforms.

James, I completely agree with your post, and we really do need to work on 
contesting this patent (if we're referring to the pending IBM patent).  Prior 
art and prior work is there.  There is nothing new or unique in IBM's pending 
patent application (if that is what this whole discussion is about).  If there 
are ANY pending patents out there, please post the patent application numbers 
here in this forum, and we'll begin to address the issues (legally).

I'd rather bring this silly patent nonsense to an end now, before this gets out 
of hand.  Looks like IBM is attempting to do a smash and grab by filling out 
a silly patent application to try and hinder widespread use, or development of 
advanced 3D platform.

It seems that managers ride on the coat tails of others and then attempt to go 
for the get rich quick by grabbing the IP quicker routine.  This is nothing 
but hogwash, and it's really sad to see companies (and individuals) that stoop 
to this kind of level.

Mark

On Wed, Feb 3, 2010 at 2:05 PM, James Stallings II 
james.stalli...@gmail.commailto:james.stalli...@gmail.com wrote:
Some history may be in order here; I wont drag you through each and every phase 
of virtual world development, but I can tell you that googling 'virtual worlds' 
turns up prior art 

Re: [Opensim-dev] Refactoring status (take 2)

2010-01-19 Thread Frisby, Adam
Are the database schemas now defined? (I wanted to know this before I begun the 
process of updating the OSgrid Elgg to use the new schema, ditto Gridmix).

Regards,

Adam

 -Original Message-
 From: opensim-dev-boun...@lists.berlios.de [mailto:opensim-dev-
 boun...@lists.berlios.de] On Behalf Of d...@metaverseink.com
 Sent: Tuesday, 19 January 2010 6:59 PM
 To: opensim-dev@lists.berlios.de
 Subject: [Opensim-dev] Refactoring status (take 2)
 
 An FYI on the progress of the presence-refactor branch.
 
 Everything has been rewritten in the new style, and things are working.
 The branch has been in testing for the past week, and it's nice to see
 some people not being afraid to check that branch out and have a go at
 it.
 
 The merge with master hasn't happened yet, because of two and a half
 outstanding issues: (1) the friends feature hasn't been redone,
 therefore friends don't work in the branch yet; (2) SQLite, same; (0.5)
 HG is still in the process of being redone, it doesn't completely work
 in the branch yet.
 
 HG is only 0.5-an-issue because I don't hold the merge back on account
 of HG not working, and I don't think anyone does either; it can be
 fixed
 after the merge and before 0.7 is tagged. However, the other two,
 especially SQLite, seem to worry people a lot, including Melanie who
 wants to take care of it before the merge happens.
 
 For now, it would be great if people who can do it on their own, check
 the branch out and test things  (on test DBs only please!).
 If anyone is in a hurry, help with SQLite and Friends would be most
 welcome, so that we get the merge done sooner. Melanie probably won't
 do
 it before next week.
 
 Crista / Diva
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Re: [Opensim-dev] Refactoring status (take 2)

2010-01-19 Thread Frisby, Adam
Any idea on when the final state will be done?

Adam

 -Original Message-
 From: opensim-dev-boun...@lists.berlios.de [mailto:opensim-dev-
 boun...@lists.berlios.de] On Behalf Of Melanie
 Sent: Tuesday, 19 January 2010 7:17 PM
 To: opensim-dev@lists.berlios.de
 Subject: Re: [Opensim-dev] Refactoring status (take 2)
 
 Almost there. There may be some HG related changed needed, but they
 will likely just be additional fields.
 
 Melanie
 
 Frisby, Adam wrote:
  Are the database schemas now defined? (I wanted to know this before I
 begun the process of updating the OSgrid Elgg to use the new schema,
 ditto Gridmix).
 
  Regards,
 
  Adam
 
  -Original Message-
  From: opensim-dev-boun...@lists.berlios.de [mailto:opensim-dev-
  boun...@lists.berlios.de] On Behalf Of d...@metaverseink.com
  Sent: Tuesday, 19 January 2010 6:59 PM
  To: opensim-dev@lists.berlios.de
  Subject: [Opensim-dev] Refactoring status (take 2)
 
  An FYI on the progress of the presence-refactor branch.
 
  Everything has been rewritten in the new style, and things are
 working.
  The branch has been in testing for the past week, and it's nice to
 see
  some people not being afraid to check that branch out and have a go
 at
  it.
 
  The merge with master hasn't happened yet, because of two and a half
  outstanding issues: (1) the friends feature hasn't been redone,
  therefore friends don't work in the branch yet; (2) SQLite, same;
 (0.5)
  HG is still in the process of being redone, it doesn't completely
 work
  in the branch yet.
 
  HG is only 0.5-an-issue because I don't hold the merge back on
 account
  of HG not working, and I don't think anyone does either; it can be
  fixed
  after the merge and before 0.7 is tagged. However, the other two,
  especially SQLite, seem to worry people a lot, including Melanie who
  wants to take care of it before the merge happens.
 
  For now, it would be great if people who can do it on their own,
 check
  the branch out and test things  (on test DBs only please!).
  If anyone is in a hurry, help with SQLite and Friends would be most
  welcome, so that we get the merge done sooner. Melanie probably
 won't
  do
  it before next week.
 
  Crista / Diva
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Re: [Opensim-dev] Refactoring SceneObjectGroup - Introducing Components

2009-12-19 Thread Frisby, Adam
It's in the PDF attached to the original post - basically we merge 
SceneObjectGroup+Part together; then make it possible to chain them directly.

IE:
SceneObject.Parent
SceneObject.Children[]

Then you can represent hierarchies by making a group a parent of another group.

Adam

From: opensim-dev-boun...@lists.berlios.de 
[mailto:opensim-dev-boun...@lists.berlios.de] On Behalf Of Morgaine
Sent: Saturday, 19 December 2009 12:36 AM
To: opensim-dev@lists.berlios.de
Subject: Re: [Opensim-dev] Refactoring SceneObjectGroup - Introducing Components

On Fri, Dec 11, 2009 at 11:47 AM, Frisby, Adam 
a...@deepthink.com.aumailto:a...@deepthink.com.au wrote:

* Enable full inheritance  linking (ie, hierarchical linking)

This is terrific news, Adam!

There's a bunch of us who have been hierarchical object activists in SL for 
some years, regularly trying to get the benefits of hierarchical objects across 
to Linden developers at their Office Hours.  We have a wiki page on Prim and 
Object Hierarchyhttps://wiki.secondlife.com/wiki/Prim_and_Object_Hierarchy , 
and a number of Jiras also address the issue, including 
MISC-428http://jira.secondlife.com/browse/MISC-428, 
MISC-1434http://jira.secondlife.com/browse/MISC-1434, and 
MISC-2237http://jira.secondlife.com/browse/MISC-2237.

We've been successful on the principle (several LL devs now support it 
wholeheartedly) but not in practice, because the development process within the 
Labs appears to be quite logjammed and stifled so that individual developer 
opinion has no effect.  As noted on the wiki page above though, Lindens know  
that they made a mistake in not supporting object hierarchy.  They just can't 
do anything about it now.

Hierarchical objects provide many different types of benefit, so you'll hear 
different people advocate different aspects about them, but they're all 
complementary.  My angle stems from the needs of pure engineering, in that 
hierarchical object composition is the basis of all engineered products in RL.  
Almost everything in modern life is manufactured by putting together complex 
components, not from raw materials, and that's how you ride on the shoulders of 
giants.  You can't do that in SL.

It's wonderful to see hierarchical objects finally gaining in profile in 
Opensim.  Is there a design for this?

We've been examining the pro's and con's of various approaches, including 
evolutionary ones that extend the current very poor linkset paradigm, as well 
as new designs that either encapsulate linksets transparently or else create a 
completely new and separate hierarchical object system in parallel with the 
current non-hierarchical one.  Each approach has its own advantages and 
disadvantages.

More info on your current thinking would be very welcome.  Designs tend to 
stick around for longer than planned, and getting it partially right from the 
start would be a good idea.

Morgaine.




==
On Fri, Dec 11, 2009 at 11:47 AM, Frisby, Adam 
a...@deepthink.com.aumailto:a...@deepthink.com.au wrote:
Hi Folks,

I've got a fairly complicated proposal to deliver here today - the short of it 
is; I'd like to go ahead and replace the current Scene Object representation 
model - at a fairly comprehensive  complete level. Some of you have had the 
misfortune of working with SceneObjectPart/SceneObjectGroup and should 
understand what I am talking about.

There are several stages to this proposal - but I would like to talk about 
today the first big one (and a small outline of the larger project - the reason 
for this being some of the later details require a little more nutting out 
before I have a complete proposal for them).

So - the larger proposal in a nutshell; I would like to:

* Merge SceneObjectGroup  SceneObjectPart

* Enable full inheritance  linking (ie, hierarchical linking)

* Make programming with SceneObjects possible  reasonable from the 
outside (ie have a clean API).

* Provide the ability to extend SceneObjects with components to 
introduce new properties and behaviours.

The item I'd like to talk about today would be implementing Components. 
Components are small C# classes that may be attached to any SceneObject 
arbitrarily.

A component is any class inheriting from IComponent - IComponent carries only 
two properties; a serialisation property (returns the current 'state' for 
serialisation purposes), and a type property (which recognises the 'type' of 
component that it is) - components allow you to attach arbitrary data to an 
object for the purposes of interacting with a region module. For instance, a 
Mesh module (which is my current best example) would have a MeshComponent 
that included all the extra data to tag an object with related to meshes - 
which would get serialised and passed around with the main object. When 
deserialized - a Factory handles making sure the MeshComponent is 
deserialized with the main object.

I've attached a document

Re: [Opensim-dev] Refactoring SceneObjectGroup - Introducing Components

2009-12-15 Thread Frisby, Adam
Bumpity Bump. If I don't hear any comments on this, I'm going to assume the 
proposal is sound and have carte blanche to break OpenSim at my whim. ;)

(find the original post for the attachment.)

Regards,

Adam

From: opensim-dev-boun...@lists.berlios.de 
[mailto:opensim-dev-boun...@lists.berlios.de] On Behalf Of Frisby, Adam
Sent: Friday, 11 December 2009 3:48 AM
To: opensim-dev@lists.berlios.de
Subject: [Opensim-dev] Refactoring SceneObjectGroup - Introducing Components

Hi Folks,

I've got a fairly complicated proposal to deliver here today - the short of it 
is; I'd like to go ahead and replace the current Scene Object representation 
model - at a fairly comprehensive  complete level. Some of you have had the 
misfortune of working with SceneObjectPart/SceneObjectGroup and should 
understand what I am talking about.

There are several stages to this proposal - but I would like to talk about 
today the first big one (and a small outline of the larger project - the reason 
for this being some of the later details require a little more nutting out 
before I have a complete proposal for them).

So - the larger proposal in a nutshell; I would like to:

* Merge SceneObjectGroup  SceneObjectPart

* Enable full inheritance  linking (ie, hierarchical linking)

* Make programming with SceneObjects possible  reasonable from the 
outside (ie have a clean API).

* Provide the ability to extend SceneObjects with components to 
introduce new properties and behaviours.

The item I'd like to talk about today would be implementing Components. 
Components are small C# classes that may be attached to any SceneObject 
arbitrarily.

A component is any class inheriting from IComponent - IComponent carries only 
two properties; a serialisation property (returns the current 'state' for 
serialisation purposes), and a type property (which recognises the 'type' of 
component that it is) - components allow you to attach arbitrary data to an 
object for the purposes of interacting with a region module. For instance, a 
Mesh module (which is my current best example) would have a MeshComponent 
that included all the extra data to tag an object with related to meshes - 
which would get serialised and passed around with the main object. When 
deserialized - a Factory handles making sure the MeshComponent is 
deserialized with the main object.

I've attached a document which is my current state of the whole proposal which 
includes some examples  more detail. Please note that Phase 2 is not finalised 
yet - and some decisions were discussed about changing two facets in particular.

* Enabling inheritance of components+sceneobject to make speedy-classes 
for common use cases (eg PrimObject inherits PrimComponent and SceneObject)

* Allowing more than one factory potentially; for manufacturing said 
speedy-classes.

* Note that these shorthand classes would still use the standard .Has / 
.Get methods; they would just return 'this' where the particular component type 
is concerned.

To begin with - I would like to implement components as an extra non-serialised 
property of the SceneObjectPart; this will occur very shortly after 0.7 is 
tagged; which I would like to do once ROBUST covers all the main services (I 
heard something about late-december/early-jan); this first stage should not 
break anything in particular - however once that Is complete, I would like to 
migrate properties into components in order to modularised the codebase better.

An example of this would be PrimData - primdata is unique to the Second Life 
use case, and irrelevant to others; in this case, we'll move PrimData into a 
commonly accessed component (eg SceneObject.GetPrimData.Hollow = 0.9f;) - 
once the move to components is complete for the common data; then creating the 
final SceneObject class which merges SceneObjectGroup+Part should be a fairly 
painless process.

Please take a read of the document attached for more information - and I am 
very keen to hear anyones thoughts as to use cases that this model will make 
more difficult; or could not support. The goal with this project is to make 
OpenSim support more with less - allowing third party modules to really take 
OpenSim as a framework to the next level; and make a more modular server for 
other clients  platforms.

Thanks!

Adam
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Re: [Opensim-dev] Do we have any record of the patches applied to the XMLRPC library?

2009-12-14 Thread Frisby, Adam
I have a feeling it came from another site than the SF one you posted. I'd 
check the namespace Nwc for clues. But yeah, that library is veritably 
ancient - it's worked well so no-one has touched it in quite some time.

Adam

 -Original Message-
 From: opensim-dev-boun...@lists.berlios.de [mailto:opensim-dev-
 boun...@lists.berlios.de] On Behalf Of Justin Clark-Casey
 Sent: Monday, 14 December 2009 2:54 PM
 To: opensim-dev@lists.berlios.de
 Subject: [Opensim-dev] Do we have any record of the patches applied to
 the XMLRPC library?
 
 Hi folks,
 
 As part of trying to fix remaining issues in 0.6.8.RC1, I've been
 digging into
 our XMLRPC.dll library that comes from
 
 http://xmlrpccs.sourceforge.net/
 
 Our version differs from the last released 1.10 (which is the version
 mentioned
 in CONTRIBUTORS.txt).  For example, the XmlRpcRequest.Send() method
 takes two
 parameters (url and a timeout) rather than 1.
 
 The git log for XMLRPC.dll shows that it was last touched back in July
 2007.
 Does anybody remember anything about this or where the patch changes
 might be
 found?  I looked for the xmlrpccs repository but it appears to be
 missing (!)
 from sourceforge where it is apparantly hosted.
 
 Thanks,
 
 --
 Justin Clark-Casey (justincc)
 http://justincc.org
 http://twitter.com/justincc
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Re: [Opensim-dev] Synchronous or Asynchronous.. Packet handler synchronicity

2009-12-13 Thread Frisby, Adam
Since we're defaulting to async - we should probably only make a list of what 
is known to run fast and what isn't.

Just as a quick example - all the terrain packets require some heavyish number 
crunching and should all be async.

Adam

 -Original Message-
 From: opensim-dev-boun...@lists.berlios.de [mailto:opensim-dev-
 boun...@lists.berlios.de] On Behalf Of Teravus Ovares
 Sent: Sunday, 13 December 2009 12:08 AM
 To: opensim-dev
 Subject: [Opensim-dev] Synchronous or Asynchronous.. Packet handler
 synchronicity
 
 Hello Again
 
 I just wanted to update the people subscribed to opensim-dev about the
 current situation with regards to packet handler synchronicity and
 thread context.
 
 The History:
 Shortly after OpenSimulator started, it was decided that each user
 should have it's own packet processing thread.  This worked well at
 the time, but limited concurrency because of lock and thread
 contention.   5 UDP connections = 5 dedicated threads that spent most
 of their time waiting(this got expensive when child agents were
 considered).
 
 Recently:
 A few months ago, Intel provided some test results and provided a few
 developers to re-write the UDP server and client handling stack.
 One of the things that they did was make each UDP server use two
 threads.  One for the incoming packet processing and one for the
 outgoing packet processing, regardless of how many clients were
 connected to OpenSimulator.Essentially, this made it 'one thread
 per network connection resource'.   This was great because it reduced
 the amount of threads that opensimulator uses quite significantly.
 There were some problems though.  Some code handling the upper level
 processing (Scene, SceneObjectGroup, SceneObjectPart..  etc.. )  of
 the data in the packet took long enough to process..   to cause the
 simulator to slowly come to a crawl over time and disconnect users.
 
 Because the infrastructure wasn't in place to selectively delegate
 which packets are handled asynchronously and synchronously, the choice
 was made to process each packet on the threadpool so that a long
 running packet processor wouldn't cause the UDP server to get
 backlogged and cause all users connected to get disconnected.   This
 solution wasn't really optimal..because a single client, moving
 around, causes ~15 AgentUpdate packets to be sent to the server per
 second.  15 packets means that up to 15 threadpool requests were
 happening a second per connected root agent.   There are various
 reasons why this isn't optimal, I won't go into them here :).
 
 Now:
 I'm happy to announce, that the infrastructure for selectively
 delegating whether a packet will be processed synchronously or
 asynchronously is in place as of
 4ef8dc7d96fa2d4efd992ff7d304b8894f004c4f.   You can find the way to
 set a packet handler as synchronous in
 OpenSim.Region.ClientStack.LindenUDP.LLClientView.RegisterLocalPacketHa
 ndler.
   Note that packet handlers with 3 parameters with the third one
 set to 'false' means that the packet handler is synchronous.Packet
 handlers in that method with 2 parameters or 3 parameters and the
 third one set to 'true' means that the packet is processed
 asynchronously on the threadpool using the method defined by
 async_call_method in OpenSim.ini
 
 I've also taken the liberty of setting the AgentUpdate Packet, the
 ViewerEffect Packet, and a few others as synchronous.   The
 AgentUpdate Packet and ViewerEffect Packet are the two packets that
 are sent from the client the most often, so, these alone should reduce
 the threads required per client significantly.
 
 Testers:
 What users and testers should look for, however, is the Simulator
 suddenly disconnecting all users.If this occurs, then, likely, the
 UDP server is not moving fast enough to effectively process packets
 for the current amount of users.
 
 Developers:
 It's time to look at the length of time it takes for packet processors
 to finish processing and decide if the packet handler should be
 executed synchronously or asynchronously.
 Any synchronously processed packet is processed in the thread context
 beginning with the UDPServer.
 
 Hopefully, this will allow us to increase the number of concurrently
 connected users further.
 
 Regards
 
 Teravus
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Re: [Opensim-dev] Designing with reusability in mind

2009-12-09 Thread Frisby, Adam
Re: Library

My thought was to have a directory where we can save .iar files - and the 
library is built from all the IARs in that directory at time the inventory 
server is started.

Adam

 -Original Message-
 From: opensim-dev-boun...@lists.berlios.de [mailto:opensim-dev-
 boun...@lists.berlios.de] On Behalf Of d...@metaverseink.com
 Sent: Wednesday, 9 December 2009 10:39 AM
 To: opensim-dev@lists.berlios.de
 Subject: [Opensim-dev] Designing with reusability in mind
 
 In the same vein as Teravus' message about designing with
 instrumentation in mind...
 
 I would like to ask for us to design with reusability in mind. Let's
 get
 out of the model that we are developing an application, and always
 think
 that we are developing components that can be used both for putting
 together an application that looks like SL, and for other applications
 as well.
 
 Case in point: in the sequence of the conversation about free IARs,
 OARs, etc., I have been putting together a package with freebies. I
 thought about releasing it as an IAR, like everyone else is doing, but
 this has a problem: it requires operator access to the server -- not
 all
 users can take advantage of this free content.
 
 Solution: let's use the underused OpenSim Library and add more stuff in
 there. No one has changed that part of OpenSim for ages! There's a good
 reason for it: adding content to it manually is a huge PITA and
 extremely error-prone. So, idea: let's take any IAR and write an
 external tool that converts it into the OpenSim Library format. That
 way
 different operators can provide different libraries very easily: just
 take your favorite IAR and dump it into your OpenSim Library, therefore
 making it available to all of your users.
 
 This sounds easy enough. Justin has the code for unarchiving IARs...
 except that it's all tangled up with Scenes. :-/
 
 The rule of thumb for reusability in the context of OpenSim is very
 easy: the region modules that come in OpenSim.Region.CoreModules.dll
 should be as thin as possible. They should only have enough meat to
 bridge between Scenes and whatever it is those modules actually do.
 Whatever it is they do, for the most part, is relatively generic and
 should be factored out into their own dll, so that it can be reused
 from
 elsewhere that has nothing to do with scenes. Example: all the service
 connectors now can be reused out of the box by other tools to access
 remote OpenSim servers. (OpenSim.Service.Connectors.dll)
 
 Counter-Example: inventory archiving/dearchiving. From looking at that
 code, the only reason why the actual worker code needs the Scene object
 is to be able to get to IInventoryService and IAssetService. So... it
 should get those instead of Scene, and it should be factored out from
 Region.CoreModules, because inventory archiving/dearchiving is a lot
 more generic than a Scene utility.
 
 That way I could write this tool that I want in 4 hours reusing
 Justin's
 code as a dll, instead of having to copy-and-paste Justin's code and
 purge it from all references to Scene. I would simply need to provide
 my
 own implementation of IInventoryService and IAssetService that would
 write things in bin/assets and bin/inventory instead of sending them to
 a server.
 
 The general request is this: let's not hide useful code under
 OpenSim.Region.*, which are components that only make sense for the
 live
 VW server. There's so many more tools/applications that can be done
 around it! -- let's not hide good code under there, where it can never
 be reused.
 
 Crista / Diva
 
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Re: [Opensim-dev] Designing with reusability in mind

2009-12-09 Thread Frisby, Adam
Why not push the first time a file is added; then add some sort of marker 
'assets from IAR with filesize X are already imported'.

Frankly though - even on a big grid the time to import probably isn't that 
significant.

Adam

 -Original Message-
 From: opensim-dev-boun...@lists.berlios.de [mailto:opensim-dev-
 boun...@lists.berlios.de] On Behalf Of Melanie
 Sent: Wednesday, 9 December 2009 4:34 PM
 To: opensim-dev@lists.berlios.de
 Subject: Re: [Opensim-dev] Designing with reusability in mind
 
 IARs also contain the assets, which would be stored to the asset
 server again and again. On large servers, this could take ages. So,
 I don't think IAR is a good idea, unless it's stipulated that the
 IAR must have been made on the same server/grid, and that any assets
 contained inside are ignored for the purpose of building the
 library, and are assumed to be present in the asset server.
 
 Melanie
 
 Frisby, Adam wrote:
  Re: Library
 
  My thought was to have a directory where we can save .iar files - and
 the library is built from all the IARs in that directory at time the
 inventory server is started.
 
  Adam
 
  -Original Message-
  From: opensim-dev-boun...@lists.berlios.de [mailto:opensim-dev-
  boun...@lists.berlios.de] On Behalf Of d...@metaverseink.com
  Sent: Wednesday, 9 December 2009 10:39 AM
  To: opensim-dev@lists.berlios.de
  Subject: [Opensim-dev] Designing with reusability in mind
 
  In the same vein as Teravus' message about designing with
  instrumentation in mind...
 
  I would like to ask for us to design with reusability in mind. Let's
  get
  out of the model that we are developing an application, and always
  think
  that we are developing components that can be used both for putting
  together an application that looks like SL, and for other
 applications
  as well.
 
  Case in point: in the sequence of the conversation about free IARs,
  OARs, etc., I have been putting together a package with freebies. I
  thought about releasing it as an IAR, like everyone else is doing,
 but
  this has a problem: it requires operator access to the server -- not
  all
  users can take advantage of this free content.
 
  Solution: let's use the underused OpenSim Library and add more stuff
 in
  there. No one has changed that part of OpenSim for ages! There's a
 good
  reason for it: adding content to it manually is a huge PITA and
  extremely error-prone. So, idea: let's take any IAR and write an
  external tool that converts it into the OpenSim Library format. That
  way
  different operators can provide different libraries very easily:
 just
  take your favorite IAR and dump it into your OpenSim Library,
 therefore
  making it available to all of your users.
 
  This sounds easy enough. Justin has the code for unarchiving IARs...
  except that it's all tangled up with Scenes. :-/
 
  The rule of thumb for reusability in the context of OpenSim is very
  easy: the region modules that come in OpenSim.Region.CoreModules.dll
  should be as thin as possible. They should only have enough meat to
  bridge between Scenes and whatever it is those modules actually do.
  Whatever it is they do, for the most part, is relatively generic
 and
  should be factored out into their own dll, so that it can be reused
  from
  elsewhere that has nothing to do with scenes. Example: all the
 service
  connectors now can be reused out of the box by other tools to access
  remote OpenSim servers. (OpenSim.Service.Connectors.dll)
 
  Counter-Example: inventory archiving/dearchiving. From looking at
 that
  code, the only reason why the actual worker code needs the Scene
 object
  is to be able to get to IInventoryService and IAssetService. So...
 it
  should get those instead of Scene, and it should be factored out
 from
  Region.CoreModules, because inventory archiving/dearchiving is a lot
  more generic than a Scene utility.
 
  That way I could write this tool that I want in 4 hours reusing
  Justin's
  code as a dll, instead of having to copy-and-paste Justin's code and
  purge it from all references to Scene. I would simply need to
 provide
  my
  own implementation of IInventoryService and IAssetService that would
  write things in bin/assets and bin/inventory instead of sending them
 to
  a server.
 
  The general request is this: let's not hide useful code under
  OpenSim.Region.*, which are components that only make sense for the
  live
  VW server. There's so many more tools/applications that can be done
  around it! -- let's not hide good code under there, where it can
 never
  be reused.
 
  Crista / Diva
 
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Re: [Opensim-dev] Mumble Voice

2009-12-07 Thread Frisby, Adam
*that* is very clever; since it'd allow you to have backwards/forwards 
compatible.

If you hooked that up with the current freeswitch solution - you could have 
standard clients getting crappy PCM8000, people with better clients would get 
whatever you could negotiate (Speex?)

Adam

 -Original Message-
 From: opensim-dev-boun...@lists.berlios.de [mailto:opensim-dev-
 boun...@lists.berlios.de] On Behalf Of Stefan Andersson
 Sent: Monday, 7 December 2009 8:26 AM
 To: opensim-dev@lists.berlios.de
 Subject: Re: [Opensim-dev] Mumble  Voice
 
 Since the SL viewer accepts command line options to tell it what port
 the
 SLVoice service is available on, and also whether to attempt to start
 SLVoice.exe, if you don't want to replace the exe, you could just as
 well
 have the custom voice exe start first, establish a service port, then
 let it
 (the voice exe) locate and launch the sl viewer with the correct args,
 instead of letting the sl viewer start the hardcoded SLVoice.exe.
 
 We did this in PIM; works like a charm.
 
 /Stefan
 
  -Original Message-
  From: opensim-dev-boun...@lists.berlios.de [mailto:opensim-dev-
  boun...@lists.berlios.de] On Behalf Of Robert A. Knop Jr.
  Sent: den 7 december 2009 16:09
  To: opensim-dev@lists.berlios.de
  Subject: Re: [Opensim-dev] Mumble  Voice
 
  On Mon, Dec 07, 2009 at 07:05:06AM -0800, Snoopy Pfeffer wrote:
 
   My friend told me, that he will simply replace SLVoice.exe. That
   module provides an interface for the viewer and as long as that
   interface stays the same, no viewer changes are need.
 
  Excellent.
 
  As I mentioned, I think that that interface *did* change somewhere in
  the viewer 1.22 or 1.23 cycle; I'm not sure how much it changed, and
 I
  may be wrong and it may be that it didn't change at all.
 
  --
  --Rob Knop
E-mail:rk...@pobox.com
Home Page: http://www.pobox.com/~rknop/
Blog:  http://www.sonic.net/~rknop/blog/
 
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Re: [Opensim-dev] [Opensim-users] OpenSim turns Three

2009-12-02 Thread Frisby, Adam
I'd say some celebrations are in order definitely. It's pretty rare for an OSS 
project to maintain such momentum over a period as long - and the last 6 months 
have really begun to stabilise the codebase in a serious way (I blame John.).

Adam

From: opensim-users-boun...@lists.berlios.de 
[mailto:opensim-users-boun...@lists.berlios.de] On Behalf Of Stefan Andersson
Sent: Wednesday, 2 December 2009 12:37 PM
To: opensim-dev@lists.berlios.de; opensim-us...@lists.berlios.de
Subject: [Opensim-users] OpenSim turns Three

Hey people,

Just figured I'd remind you out that in less than two months, on 29th of Jan 
2010, OpenSim turns three. Celebrations and announcements are in order.

As a starter, this is my blog post from the last birthday:
http://lbsa71.net/2009/01/21/opensim-turns-two/

Love,
/Stefan



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Re: [Opensim-dev] [Opensim-users] OpenSim turns Three

2009-12-02 Thread Frisby, Adam
You get some of the blame too! =p

Adam

 -Original Message-
 From: opensim-dev-boun...@lists.berlios.de [mailto:opensim-dev-
 boun...@lists.berlios.de] On Behalf Of Melanie
 Sent: Wednesday, 2 December 2009 1:23 PM
 To: opensim-dev@lists.berlios.de
 Subject: Re: [Opensim-dev] [Opensim-users] OpenSim turns Three
 
 Yeah, go on blame John. Everyone does, lately :)
 
 Melanie
 
 Frisby, Adam wrote:
  I'd say some celebrations are in order definitely. It's pretty rare
 for an OSS project to maintain such momentum over a period as long -
 and the last 6 months have really begun to stabilise the codebase in a
 serious way (I blame John.).
 
  Adam
 
  From: opensim-users-boun...@lists.berlios.de [mailto:opensim-users-
 boun...@lists.berlios.de] On Behalf Of Stefan Andersson
  Sent: Wednesday, 2 December 2009 12:37 PM
  To: opensim-dev@lists.berlios.de; opensim-us...@lists.berlios.de
  Subject: [Opensim-users] OpenSim turns Three
 
  Hey people,
 
  Just figured I'd remind you out that in less than two months, on 29th
 of Jan 2010, OpenSim turns three. Celebrations and announcements are in
 order.
 
  As a starter, this is my blog post from the last birthday:
  http://lbsa71.net/2009/01/21/opensim-turns-two/
 
  Love,
  /Stefan
 
 
 
 
 
 
  -
 ---
 
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Re: [Opensim-dev] Designing with Instrumentation in mind.

2009-11-28 Thread Frisby, Adam
I recently had the same idea - I started implementing the new MonitorModule in 
core, it should be pretty easy to extend with new instrumentation. The only 
gotcha is I have every instrument return a 'double' value so we can easily 
chart it externally (and make easy comparisons).

Adam

 -Original Message-
 From: opensim-dev-boun...@lists.berlios.de [mailto:opensim-dev-
 boun...@lists.berlios.de] On Behalf Of Teravus Ovares
 Sent: Friday, 27 November 2009 6:10 PM
 To: opensim-dev@lists.berlios.de
 Subject: [Opensim-dev] Designing with Instrumentation in mind.
 
 Hey there,
 
 A while back, we had somewhat reasonable statistics being generated
 and presented to the client.They were not always accurate, but
 based on what I saw, I could, pretty much pin certain parts of the
 simulator as the limiting factor during load tests.  I'd say, the
 number 1 reason that they were semi-accurate and not accurate..  in
 the past..   is because nobody ever thought about instrumentation
 during the functionality design. It was always 'tacked on later'.
   One example of this..is the current AssetCache implementation.
   There's no way, currently, to know, at a glance..   how many
 external requests it has open.   Additionally, it will be extremely
 difficult to put one in because of the way the objects are designed
 and accessed.  To put one in, an event needs to be added to the
 IAssetService interface and each AssetCache implementation will need
 an interlocked int to count how many gets and puts it currently has
 open to the external data source as well as it's own event calling
 schedule.   Then, the IAssetService property in Scene, (AssetService)
 will need an event handler..   which updates the values in
 SimStatsReporter in Scene (StatsReporter).   This idea of external
 access resource instrumentation should really have been built in to
 the design of the AssetService.
 
 This last recent load test, there were no real statistics that I could
 use to determine what the limiting factor was.
 Time Dilation was pegged at 1.0..even when the simulator was
 obviously struggling.Total Frame time (MS) was -50ms even when the
 simulation MS was 850ms and the Physics ms was 250ms, so the
 inconsistencies made it impossible to know what part of the simulator
 was struggling.  Agent Updates were erratic..   sometimes high..
 sometimes low when the simulator was fine and when it was struggling.
 Pending Uploads and Downloads were always 0, so there was no way to
 know how well the simulator was downloading and uploading assets to
 and from the grid.   Packet stats were non-existant, so there was no
 way to know how well the UDP handlers were faring under the load.
 When it crashed, it crashed with a mono based stack trace which
 pointed to out of memory errors, so the only way that you could,
 scientifically, find out what the issue is..   is to run a load test
 under a memory profiler. We know, that running a public load test
 under a memory profiler is quite impractical.
 
 To make something better, I need to know two things, where it is, and
 where I want it to be.How can we make OpenSimulator better if we
 don't have statistics that point to where we are currently?
 
 On that note, I propose that, when designing objects for functionality
 in OpenSimulator, that we also consider if the objects should be
 instrumented and, what would be the best way to go about instrumenting
 the objects.  We should incorporate instrumentation into the design of
 the objects.   Some of that instrumentation is appropriate for a
 client to see, some of it might not be.   Consider that, many of them
 should be client facing and be included in the SimStats that get sent
 to the client..so that we can have a reasonable idea of what's
 going on with a simulator at a glance.   Also, in the design of the
 instrumentation, we make sure that the instrumentation is accurate and
 lightweight.
 
 The load test went reasonably...  but, we didn't get half of the
 information on the simulator that we needed to be able to improve it.
 
 
 Please comment :) I look forward to hearing your responses.
 
 Regards
 
 Teravus
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Re: [Opensim-dev] Any objections to starting the OpenSim 0.6.8 release process?

2009-11-24 Thread Frisby, Adam
I would like to start the ball rolling about tagging 0.7 soon. It's been well 
over a year since 0.6 was tagged, and a huge number of improvements. If we're 
averse to hitting 1.0, let's go to 0.25 if we have to, but I think with all the 
services now running under ROBUST and the wealth of features in trunk right 
now, 0.7 is the way to go.

Adam

From: opensim-dev-boun...@lists.berlios.de 
[mailto:opensim-dev-boun...@lists.berlios.de] On Behalf Of orion hax
Sent: Tuesday, 24 November 2009 2:20 PM
To: opensim-dev@lists.berlios.de
Subject: Re: [Opensim-dev] Any objections to starting the OpenSim 0.6.8 release 
process?

been very well for all my sims +1.
On Tue, Nov 24, 2009 at 4:06 PM, Michael Cerquoni 
nebadon2...@gmail.commailto:nebadon2...@gmail.com wrote:
I think its a good idea, i have gotten wide spread reports of better stability 
and uptimes. +1

On Tue, Nov 24, 2009 at 1:37 PM, Justin Clark-Casey 
jjusti...@googlemail.commailto:jjusti...@googlemail.com wrote:
Hi folks,

It seems that we've reached a good level of stability after the most recent set
of changes and fixes.

Therefore, I'd like to start the ball rolling on releasing OpenSim 0.6.8.  As
happened with 0.6.7, I think that we should branch from git master sometime in
the next few days and spend a week or so testing the release candidate for
super-critical show-stopping failures before making it official.

I think that 0.6.8 will be considerably better than 0.6.7 due to the many recent
stability fixes.  Therefore, I'm keen to see the production of
installers/binaries this time so any help in this area would be great when the
time comes.

The major configuration change for 0.6.8 is the addition of the grid service to
the ROBUST framework (making the user service the only remaining hardcoded
standalone grid service executable).  I intend to update the existing
configuration documentation to reflect this and hopefully improve it a bit, even
if such documentation may be rewritten soon.

I documented this lightweight release process at

http://opensimulator.org/wiki/Release_Cycle

Any thoughts about making a release at this time?

--
Justin Clark-Casey (justincc)
http://justincc.org
http://twitter.com/justincc
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--
Michael Emory Cerquoni - Nebadon Izumi @ http://osgrid.org

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Re: [Opensim-dev] Any objections to starting the OpenSim 0.6.8 release process?

2009-11-24 Thread Frisby, Adam
What is missing right now?

Adam

 -Original Message-
 From: opensim-dev-boun...@lists.berlios.de [mailto:opensim-dev-
 boun...@lists.berlios.de] On Behalf Of Teravus Ovares
 Sent: Tuesday, 24 November 2009 2:42 PM
 To: opensim-dev@lists.berlios.de
 Subject: Re: [Opensim-dev] Any objections to starting the OpenSim 0.6.8
 release process?
 
 I'm definitely OK with 0.6.8 RC1 being tagged now.   The only thing
 that I'm hesitant about with 0.7 is..  Meldiva wanted to have all
 services on ROBUST before 0.7 was released.
 
 Regards
 
 Teravus
 
 On Tue, Nov 24, 2009 at 5:24 PM, Frisby, Adam a...@deepthink.com.au
 wrote:
  I would like to start the ball rolling about tagging 0.7 soon. It's
 been
  well over a year since 0.6 was tagged, and a huge number of
 improvements. If
  we're averse to hitting 1.0, let's go to 0.25 if we have to, but I
 think
  with all the services now running under ROBUST and the wealth of
 features in
  trunk right now, 0.7 is the way to go.
 
 
 
  Adam
 
 
 
  From: opensim-dev-boun...@lists.berlios.de
  [mailto:opensim-dev-boun...@lists.berlios.de] On Behalf Of orion hax
  Sent: Tuesday, 24 November 2009 2:20 PM
  To: opensim-dev@lists.berlios.de
  Subject: Re: [Opensim-dev] Any objections to starting the OpenSim
 0.6.8
  release process?
 
 
 
  been very well for all my sims +1.
 
  On Tue, Nov 24, 2009 at 4:06 PM, Michael Cerquoni
 nebadon2...@gmail.com
  wrote:
 
  I think its a good idea, i have gotten wide spread reports of better
  stability and uptimes. +1
 
 
 
  On Tue, Nov 24, 2009 at 1:37 PM, Justin Clark-Casey
  jjusti...@googlemail.com wrote:
 
  Hi folks,
 
  It seems that we've reached a good level of stability after the most
 recent
  set
  of changes and fixes.
 
  Therefore, I'd like to start the ball rolling on releasing OpenSim
 0.6.8.
   As
  happened with 0.6.7, I think that we should branch from git master
 sometime
  in
  the next few days and spend a week or so testing the release
 candidate for
  super-critical show-stopping failures before making it official.
 
  I think that 0.6.8 will be considerably better than 0.6.7 due to the
 many
  recent
  stability fixes.  Therefore, I'm keen to see the production of
  installers/binaries this time so any help in this area would be great
 when
  the
  time comes.
 
  The major configuration change for 0.6.8 is the addition of the grid
 service
  to
  the ROBUST framework (making the user service the only remaining
 hardcoded
  standalone grid service executable).  I intend to update the existing
  configuration documentation to reflect this and hopefully improve it
 a bit,
  even
  if such documentation may be rewritten soon.
 
  I documented this lightweight release process at
 
  http://opensimulator.org/wiki/Release_Cycle
 
  Any thoughts about making a release at this time?
 
  --
  Justin Clark-Casey (justincc)
  http://justincc.org
  http://twitter.com/justincc
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  --
  Michael Emory Cerquoni - Nebadon Izumi @ http://osgrid.org
 
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Re: [Opensim-dev] Leaving Project

2009-11-23 Thread Frisby, Adam
OpenSim is not Second Life, is not intended to be like Second Life, nor ever 
will.

I'll repeat that - most (all?) of the core devs will too. The Second Live 
viewer is convenient - since the protocol is documented and it gives us a good 
feature base to start with; but it's not the be-all-and-end-all. OpenSim is 
more like a series of tubes - events  inputs go in one direction, get mashed 
around in the modules, then spat back out other tubes to be sent to clients. 
Second Life compatibility modules are definitely well numbered - but 
internally, we're not really aiming for a SL wannabe-world simulator.

SL compatibility is the most prominent use of this - since there's been a lot 
of people interested in that; but Rock's original complaints are exactly spot 
on the mark - sticking to the SL feature set is a complete waste of time. SL's 
technology is dated - LL's inability to implement modern 3D graphics standards 
is going to bite them in the arse over the next few years.

This is where OpenSim's internal commitment to moving towards things like 
IClientCore over IClientAPI - means we'll be supporting more advanced viewers 
as time goes on, and those are developed. I've got my eye personally on the Rex 
Naali project, even if it is 12 months away from having something user-friendly.

But that ultimately said; right now there is pretty much nothing stopping you 
from building a kickass viewer with say the UDK, hooking up a decent 
clientstack and running with it (see the MXP implementation for a good example 
on how to implement a foreign clientstack using another viewer's protocol). I 
know some people have been doing just that with Unity lately.

The big problem here is there's a very real lack of viewer developers in this 
community - there is some overlap between server  network engineers (like the 
OS community) and 3D Viewer Developers here, but not much. If we do have 3D 
devs in the community who haven't done anything and feel like contributing - 
you really should be talking to some of the 'next gen viewer' projects and 
seeing if we can get something awesome done faster.

Regards,

Adam

From: opensim-dev-boun...@lists.berlios.de 
[mailto:opensim-dev-boun...@lists.berlios.de] On Behalf Of Len Brown
Sent: Monday, 23 November 2009 5:07 AM
To: opensim-dev@lists.berlios.de
Subject: Re: [Opensim-dev] Leaving Project

Rock,

 I sympathize with you on many levels.  I've also had my doubts regarding 
the future of OpenSim, but I have also maintained some degree of faith that 
things will pull through in the end.

 For me the shock came when I was abruptly informed that OpenSim is not 
Second Life, is not intended to be like Second Life, nor ever will.  I still 
haven't the foggiest idea what this developer had smoked for them to so 
strongly assert that incredibly false statement.

 For me, the enjoyment of OpenSim has come from my intense devotion to 
building and skinning.  In fact, for the last few months I've been working on a 
full region that has many hundreds of skins, clothes, hair, furniture, etc, 
etc, that I'd like to package up as an OAR and give out freely, since 
repeatedly I've been told that instead of giving money to help further OpenSim 
I'd do more proactively by giving content.  So I plan to do just that and give 
my money to other open source initiatives that matter to me.

 I have a passion for writing, and have thought many times that one of the 
greatest powers OpenSim would gain is having simple, straightforward, 
step-by-step instructions on how to download, compile, install, administer and 
overall just plain operate the core applications.  What kills me is that 
everyone who does a search for OpenSim inevitably hits the 
opensimulator.orghttp://opensimulator.org site and that is where the massive 
roadblock presents itself.  It's useless for most and irrelevant to the few who 
consider themselves OpenSim experts.

 Heck, even now on the configuration page it still displays info for 0.6.6 
including (months old) known bugs in setting up region xml files.  If there was 
appointed a volunteer whose sole job was to keep information on 
opensimulator.orghttp://opensimulator.org relevant that one task would 
resolve a mountain of negativity right there.  I sit here in front of my 
computers a good 10 to 12 hours a day.

 I would sincerely love to contribute to the OpenSim project, especially in 
documentation support.  But the thing holding me back is communication.  If I 
cannot get a straight answer on who to GIVE money to in order to help, then I 
stand little chance of getting clear, straight answers from developers when 
asking about issues I need to consider and incorporate in documentation.

 If communication is a hurdle we can all overcome, with a genuine and 
heart-felt effort to relay information, motives, and plans with one another, 
then I'd sincerely appreciate having the opportunity to personally contribute.  
I'm not a programmer today, 

Re: [Opensim-dev] Leaving Project

2009-11-23 Thread Frisby, Adam
The problem is recreation  reinterpretation may not be copyright-transfer 
free. 

Looking at the code, then reimplementing the mechanism may trans-include the 
copyright on the original into the new implementation. 

We've had umpteen different lawyers look into this problem for us and they all 
pretty much say the same thing. Ask Linden Lab for an indemnification against 
this or don't look at the viewer code for 3-6 months when moving projects. - 
we did the first, they said no, so we're doing the second. 

Unless you can get a qualified lawyer to say otherwise, that's the way the 
policy is going to stay.

Regards,

Adam

 -Original Message-
 From: opensim-dev-boun...@lists.berlios.de [mailto:opensim-dev-
 boun...@lists.berlios.de] On Behalf Of Kyle Hamilton
 Sent: Monday, 23 November 2009 3:46 PM
 To: opensim-dev@lists.berlios.de
 Subject: Re: [Opensim-dev] Leaving Project
 
 I've already explained the futility of the concept of trade secret
 protection when LL already released the viewer code, and the
 specifications for connecting to a server -- they told the secret,
 themselves, and to be a trade secret first something must be secret.
 The only thing they can claim is copyright protection, and since
 there's no means of automatedly transforming C++ code into C# code
 there's no transformation without reinterpretation and recreation,
 thus preventing any copyright claim from succeeding.  (I am not a
 lawyer, but I've read Eben Moglen's essays.  You know, the general
 counsel for the FSF?)
 
 -Kyle H
 
 On Mon, Nov 23, 2009 at 8:43 AM, Fly Man fly.man.open...@gmail.com
 wrote:
  Adam,
 
  You hit the nail right on his head with this passage:
 
  The big problem here is there’s a very real lack of viewer developers
 in
  this community – there is some overlap between server  network
 engineers
  (like the OS community) and 3D Viewer Developers here, but not much.
 If we
  do have 3D devs in the community who haven’t done anything and feel
 like
  contributing – you really should be talking to some of the ‘next gen
 viewer’
   projects and seeing if we can get something awesome done faster.
 
  And maybe someone should explain WHY people won't burn their hands on
 the
  viewer
 
  Main reason: There's a clausule on the Website and internally about
 Look at
  viewer code, and there's 6 months no working on OpenSim
 
  So any person that would like to keep working on OpenSim doesn't look
 at
  viewer code, and vice versa.
 
  That's about the main reason that some viewer developers won't co-
 operate
  with OpenSim and the other way, developers from OpenSim can't help
 viewer
  developers
 
  But that's just my 2 cents about that passage.
 
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Re: [Opensim-dev] New Website (was Leaving Project)

2009-11-23 Thread Frisby, Adam
OK, last thing - I know everyone is complaining about the website. 

Infact the core devs (specifically me  Melanie) spent some time last weekend 
setting up a new website - it is not done yet however; but we'll be seeking 
people to submit documentation  articles - if you have any of the following, 
please send me (a...@deepthink.com.au) the text + images for inclusion.

- Use cases (We at foo are using OpenSim for y, these are the features we 
use z, w, a... OpenSim works well for this because of b.)
- Screenshots  Multimedia
- Documentation - full format 'HOWTO' articles, and the versions those articles 
are compatible against.
- Technical References - Component Foo works like this.
- Developer Tutorials (building  programming)

If you have any of the above you want to contribute, please send them to me - 
with the usual disclaimer that the final content on the site is at the whims of 
the core developers.

Adam

 -Original Message-
 From: opensim-dev-boun...@lists.berlios.de [mailto:opensim-dev-
 boun...@lists.berlios.de] On Behalf Of Kyle Hamilton
 Sent: Monday, 23 November 2009 3:46 PM
 To: opensim-dev@lists.berlios.de
 Subject: Re: [Opensim-dev] Leaving Project
 
 I've already explained the futility of the concept of trade secret
 protection when LL already released the viewer code, and the
 specifications for connecting to a server -- they told the secret,
 themselves, and to be a trade secret first something must be secret.
 The only thing they can claim is copyright protection, and since
 there's no means of automatedly transforming C++ code into C# code
 there's no transformation without reinterpretation and recreation,
 thus preventing any copyright claim from succeeding.  (I am not a
 lawyer, but I've read Eben Moglen's essays.  You know, the general
 counsel for the FSF?)
 
 -Kyle H
 
 On Mon, Nov 23, 2009 at 8:43 AM, Fly Man fly.man.open...@gmail.com
 wrote:
  Adam,
 
  You hit the nail right on his head with this passage:
 
  The big problem here is there’s a very real lack of viewer developers
 in
  this community – there is some overlap between server  network
 engineers
  (like the OS community) and 3D Viewer Developers here, but not much.
 If we
  do have 3D devs in the community who haven’t done anything and feel
 like
  contributing – you really should be talking to some of the ‘next gen
 viewer’
   projects and seeing if we can get something awesome done faster.
 
  And maybe someone should explain WHY people won't burn their hands on
 the
  viewer
 
  Main reason: There's a clausule on the Website and internally about
 Look at
  viewer code, and there's 6 months no working on OpenSim
 
  So any person that would like to keep working on OpenSim doesn't look
 at
  viewer code, and vice versa.
 
  That's about the main reason that some viewer developers won't co-
 operate
  with OpenSim and the other way, developers from OpenSim can't help
 viewer
  developers
 
  But that's just my 2 cents about that passage.
 
  ___
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Re: [Opensim-dev] The notion of core

2009-10-20 Thread Frisby, Adam
OK, since I have a nagging feeling no-one read Teravus's original post in this 
long thread (and with a hope of putting this to rest).

There are guidelines for the -core list, which are the following: 
If the topic can be discussed on dev, it should be. Core's scope is limited to 
issues related to commit access, licensing, money, server administrator and 
other 'meta' issues relating to running the project. No-one on dev is missing 
out on any development or code related discussion. Membership is limited to 
active committers (min. one commit in last 6 mo to maintain commit access  ML 
access). 'Votes' are done on consensus with any committer having full veto 
power.

That said, DSVC is not a panacea to programming. Git is better than SVN at 
merging files; but it's still not excellent - Melanie puts in a ton of work 
each week in managing our various branches and bringing them together, 
conflicts and all. 

Until someone realises that DSVC needs to include language specific patterns 
(such as refactorings), there is still going to need to be a core project at 
the middle making sure the base works, and still a bunch more people who can 
update branches  forks accordingly. Otherwise maintaining distributions 
becomes an effort in trying to hit moving targets.

Since it'll probably satisfy some of the people who are curious about what is 
discussed on core, here's the last 10 threads. (this represents probably 3-5 
months of traffic, as I said before, it's low volume.) - as you can see, they 
all do fall into the guidelines listed above.

Last 10 threads on opensim-core:
1. Snowcrash's contributions - whether his eclectic license on SCEngine affects 
contributions to opensim master and specifically whether to accept patches 
relating to it. (Licensing.)
2. Mantis stopped sending emails, can someone look?
3. Where is the CS2JK license?
4. Forwarded a request for a spokesperson to speak to someone studying OSS 
communities.
5. Stefan announcing his resignation (cc:'d to dev)
6. JHurliman commit access [redux]?
7. Sean changing projects at IBM, resignation.
8. JHurliman commit access?
9. Request for moderator access on the wiki.
10. Vote on go/no-go on git after trial.

Regards,

Adam

 -Original Message-
 From: opensim-dev-boun...@lists.berlios.de [mailto:opensim-dev-
 boun...@lists.berlios.de] On Behalf Of Dr Scofield
 Sent: Tuesday, 20 October 2009 6:50 AM
 To: opensim-dev@lists.berlios.de
 Subject: Re: [Opensim-dev] The notion of core
 
 
 Edward Middleton wrote:
  Teravus Ovares wrote:
  ... Your argument was that the advent of the distributed source
 control
  system made the 'commit right vote' obsolite, ...
 
  My point was that,  with a DVCS, commit rights are really just the
  right to release manage the official repository.
 
 right. opensim-core is just a bunch of dudes and dudettes that manage
 the
 official repository.
 
   DrS
 
 --
 dr dirk husemann  virtual worlds research  ibm zurich research
 lab
 SL: dr scofield  drscofi...@xyzzyxyzzy.net 
 http://xyzzyxyzzy.net/
 RL: h...@zurich.ibm.com - +41 44 724 8573 -
 http://www.zurich.ibm.com/~hud/
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Re: [Opensim-dev] [opensim-core] snowcrash's contributions

2009-10-19 Thread Frisby, Adam
Ter pretty much summed it up - both it and the irc channel are fairly 
low-volume, and the 'topic' is restricted to only 'personal' or 'meta' matters; 
such as discussion of approval of commit rights. 

It's pretty standard practice across open source projects with more than 5 
committers for the committers to have a mailing list for these purposes, since 
realtime chats aren't practical across timezones.

Adam

 -Original Message-
 From: opensim-dev-boun...@lists.berlios.de [mailto:opensim-dev-
 boun...@lists.berlios.de] On Behalf Of Teravus Ovares
 Sent: Monday, 19 October 2009 12:22 PM
 To: opensim-dev@lists.berlios.de
 Subject: Re: [Opensim-dev] [opensim-core] snowcrash's contributions
 
 As far as there being opensim-core, yes.  It exists.   As far as it
 being Secret..   it's not ..Nor it it intended to be secret.
 It's been discussed before on IRC and in previous e-mail on
 opensim-dev.   It has OpenSimulator core as it's members.
 
 It has a purpose as well,
 Just to be clear:
 
 * The core list is a list where interpersonal and political issues
 between the core developers are discussed.   Despite how it may
 appear, we don't always agree on everything or even like each other
 from time to time.  We would prefer to keep this interpersonal drama
 from distracting development.
 
 * The core list is also where core actions are decided upon, like
 voting on a new user's entry into core
 
 * We also discuss opensimulator.org server configurations (like using
 git for our repository)
 
 * Discussing the Development of OpenSimulator, however, is not
 appropriate in opensim-core.  That's what opensim-dev is for.
 
 We also have a core IRC channel #opensim-core on freenode where the
 same rules apply.
 
 Regards
 
 Teravus
 
 On Mon, Oct 19, 2009 at 2:59 PM, Nebadon Izumi nebadon2...@gmail.com
 wrote:
  there is no secret mailing list, i don't know what he is talking
 about I
  suspect that email came from the opensim-users email list.  Lets not
 keep
  feeding this thread, Crista asked everyone to ignore it. so lets not
 have
  this blow up, its not related to OpenSimulator development.
 
  On Mon, Oct 19, 2009 at 11:54 AM, Kyle G cre...@reactiongrid.com
 wrote:
 
  There's a secret mailing list to discuss such issue? Wow. That's
  interesting.  I feel like Ryan now too.
 
  -Original Message-
  From: opensim-dev-boun...@lists.berlios.de
  [mailto:opensim-dev-boun...@lists.berlios.de] On Behalf Of Ryan
 McDougall
  Sent: Monday, October 19, 2009 2:26 PM
  To: opensim-dev@lists.berlios.de
  Subject: Re: [Opensim-dev] [opensim-core] snowcrash's contributions
 
  On Mon, Oct 19, 2009 at 8:30 PM, Cristina Videira Lopes
  lo...@ics.uci.edu wrote:
   dr scofield wrote:
  
   to me this is another piece from the legal FUD department
 (reminiscent
   of the money discussions).
  
  
   It's very easy to brush difficult issues under the rug of I don't
 care,
   this is ethics, not technical, hence it's FUD. You're entitled to
 that
   stand. Give your -1 on whatever is being proposed and stay out of
 the
   rest
   of the conversation, instead of trying to FUD the FUD. Some of
 us care
   about these difficult issues. Having a co-copyright holder who
 releases
   an
   addon to opensim under a discriminatory license (in this case
 based on
   country, but could be based on race, gender, sexual
 orientation,...) is
  not
   something some of us can ignore. Unclear if/what we should do
 about it,
  but
   clear that this is bugging a lot of people, not just core devs,
 and
   hence
  it
   should be discussed not ignored.
  
   Crista
 
  Nationality, or more to the point of the clause, political
  disposition, can be changed; unlike race or gender -- which is the
  kind of the point, to make a political stand in the face of
 potential
  human catastrophe. :D
 
  Have I mentioned that I'm not a fan of the secret mailing list? ...
  Here I am feeling like a member of a community, but largely without
  voice on the crucial matter of eccentric licenses(?)! :P
 
  Cheers,
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  --
  Michael Emory Cerquoni - Nebadon Izumi @ http://osgrid.org
 
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Re: [Opensim-dev] VNC on CLient

2009-10-18 Thread Frisby, Adam
Usual warning - please don’t link to anything involving viewer sourcecode on 
this list due to the problematic licensing conditions. (ie if you plan to 
submit patches to OpenSim, don’t go look at viewer code please)

Adam

 -Original Message-
 From: opensim-dev-boun...@lists.berlios.de [mailto:opensim-dev-
 boun...@lists.berlios.de] On Behalf Of Mike Dickson
 Sent: Sunday, 18 October 2009 7:25 AM
 To: opensim-dev@lists.berlios.de
 Subject: Re: [Opensim-dev] VNC on CLient
 
 On Sun, 2009-10-18 at 13:08 +, André Filipe wrote:
 
 
  I`d like to know HOW TO do it... the video shows the results of it.
 
 
 http://wiki.secondlife.com/wiki/Media_Rendering_Plugin_Framework
 
 
 Mike
 
 
 
 
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Re: [Opensim-dev] open sim UUID and Passwordhash

2009-10-16 Thread Frisby, Adam
Just because other software may do it wrong does not mean it is secure.

Drupal using a plain MD5 is alarming - since it allows for very quick plain 
lookups in existing databases (no need to calculate the dictionary + permuation 
with your fixed salt). Storing a custom salt for each user is essential if you 
wish to make dictionary attacks significantly more expensive. (Actually it also 
allows for plain collision attacks too.)

Consider this case:

· Calculate Every Permutation of the Dictionary plus a couple of common 
modifications, plus your fixed salt. (this will get ~80%+ of user passwords).
Versus

· Do the above, but for each user - since the salt is changing per user.

The second will take 'n' times longer to calculate (where N is equivalent to 
the size of your database), it also works in the inverse - if you have a 10 
million user database, it means you need 1/10millionth of the time to try 
calculate a valid hit. It adds up. Bigtime.

A unique hash for the whole application helps against global world-wide MD5 
databases, but it still does not help the above situation.

Frankly the storage and transmission size arguments are complete bunk. We are 
talking 128-bits extra data per user for a good salt which adds up to about 
'jack shit' when summed over the lifetime of the application. It takes very 
little extra time, and we already stuff that data into our default database 
schemas.

Likewise, having a long salt versus a short salt makes very little difference - 
because it's the uniqueness that counts (see the two cases above.)

Short summary of the above: Do it if you have any desire to follow good 
security practices with your users. It takes almost no extra time and gives you 
appreciable benefits.

Adam

From: opensim-dev-boun...@lists.berlios.de 
[mailto:opensim-dev-boun...@lists.berlios.de] On Behalf Of Impalah Shenzhou
Sent: Friday, 16 October 2009 4:37 AM
To: opensim-dev@lists.berlios.de
Subject: Re: [Opensim-dev] open sim UUID and Passwordhash

Thanks for the info Melanie.

Adam, I consider Drupal, for example, a CMS with a decent security and it only 
uses md5(plain_password) to store user passwords. Some php frameworks (for 
example Code Igniter, Cake php...) use, but not mandatory, an unique hash for 
all the application.

A random hash for every user improves security, you're right, but increases the 
data sent between DB and servers for every authentication. I prefer not to 
overload data transmission for something I think is overprotection. Maybe for 
10 or 100 users there won't be no problems, but think on 1 and each byte 
will count (they aren't cheap).

If you have a long, secret and unique hash for your servers, who can make an 
effective attack to you (at least in reasonable time)?

Maybe the difference could be that Drupal used to be deployed over Apache, and 
it can be protected against dictionary attacks activating some modules, while 
Opensim/UGAIM are servers per se, basic servers.

It's my opinion, if you don't like it, I have more :-P

Greetings

2009/10/16 Frisby, Adam a...@deepthink.com.aumailto:a...@deepthink.com.au
A long fixed salt doesn't help over the simple : in any practical way. The 
salt must be unique for each user for decent security.

Adam

From: 
opensim-dev-boun...@lists.berlios.demailto:opensim-dev-boun...@lists.berlios.de
 
[mailto:opensim-dev-boun...@lists.berlios.demailto:opensim-dev-boun...@lists.berlios.de]
 On Behalf Of Impalah Shenzhou
Sent: Friday, 16 October 2009 3:44 AM

To: opensim-dev@lists.berlios.demailto:opensim-dev@lists.berlios.de
Subject: Re: [Opensim-dev] open sim UUID and Passwordhash

This comes from UserManagerBase.AddUser (0.6.6):

string md5PasswdHash = Util.Md5Hash(Util.Md5Hash(password) + : + 
String.Empty);

The salt should be where String.Empty is.

I think it doesn't change in the most recent versions, so the create user 
method of the console (both standalone and ugaim) are unsecure by default.


Anyway, I agree with Melanie and Adam that the salt is needed for improving 
security, if not a random salt every time you create an user, at least a long 
and secret unique salt.

Greetings

2009/10/16 Frisby, Adam a...@deepthink.com.aumailto:a...@deepthink.com.au
+1 to Melanie, that code is *not* secure. It is salted with a : but that's a 
fixed known salt.

This is what I suggest:

$passwordSalt = md5(time() . utime() . mt_rand(0,mt_getrandmax())); // or any 
other good random source
$passwordHash = md5(md5($password) . ':' . $passwordSalt);

$passwordSalt should be unique among your database (very likely with the above 
code); if there are duplicates, then it allows dictionary attacks to be done, 
the more duplicates, the more effective it is.

Adam

 -Original Message-
 From: 
 opensim-dev-boun...@lists.berlios.demailto:opensim-dev-boun...@lists.berlios.de
  [mailto:opensim-dev-mailto:opensim-dev-
 boun...@lists.berlios.demailto:boun...@lists.berlios.de] On Behalf Of 
 Melanie
 Sent: Thursday

Re: [Opensim-dev] open sim UUID and Passwordhash

2009-10-16 Thread Frisby, Adam
Technically, the client only mandates the first MD5.

It is possible for us to consider SHA256(MD5() . ':' . salt) instead.

Adam

 -Original Message-
 From: opensim-dev-boun...@lists.berlios.de [mailto:opensim-dev-
 boun...@lists.berlios.de] On Behalf Of Dr Scofield
 Sent: Friday, 16 October 2009 8:20 AM
 To: opensim-dev@lists.berlios.de
 Subject: Re: [Opensim-dev] open sim UUID and Passwordhash
 
 
 Alan M Webb wrote:
 
  If everyone is really concerned about security, then perhaps we
 should
  stop using MD5?
 
 ;-) who's going to tell the LL clients that?
 
   cheers,
   DrS/dirk
 
 
 
  Best regards
  Alan
  ---
  T.J. Watson Research Center, Hawthorne, NY
  1-914-784-7286
  alan_w...@us.ibm.com
 
 
  From:   Frisby, Adam a...@deepthink.com.au
  To: opensim-dev@lists.berlios.de opensim-
 d...@lists.berlios.de
  Date:   10/16/2009 09:06 AM
  Subject:Re: [Opensim-dev] open sim UUID and Passwordhash
 
 
  -
 ---
 
 
 
  Just because other software may do it wrong does not mean it is
 secure.
 
  Drupal using a plain MD5 is alarming – since it allows for very quick
  plain lookups in existing databases (no need to calculate the
 dictionary
  + permuation with your fixed salt). Storing a custom salt for each
 user
  is essential if you wish to make dictionary attacks significantly
 more
  expensive. (Actually it also allows for plain collision attacks too.)
 
  Consider this case:
  · Calculate Every Permutation of the Dictionary plus a couple
 of
  common modifications, plus your fixed salt. (this will get ~80%+ of
 user
  passwords).
  Versus
  · Do the above, but for each user – since the salt is
 changing
  per user.
 
  The second will take ‘n’ times longer to calculate (where N is
  equivalent to the size of your database), it also works in the
 inverse –
  if you have a 10 million user database, it means you need
 1/10millionth
  of the time to try calculate a valid hit. It adds up. Bigtime.
 
  A unique hash for the whole application helps against global world-
 wide
  MD5 databases, but it still does not help the above situation.
 
  Frankly the storage and transmission size arguments are complete
 bunk.
  We are talking 128-bits extra data per user for a good salt which
 adds
  up to about ‘jack shit’ when summed over the lifetime of the
  application. It takes very little extra time, and we already stuff
 that
  data into our default database schemas.
 
  Likewise, having a long salt versus a short salt makes very little
  difference – because it’s the uniqueness that counts (see the two
 cases
  above.)
 
  Short summary of the above: Do it if you have any desire to follow
 good
  security practices with your users. It takes almost no extra time and
  gives you appreciable benefits.
 
  Adam
 
  *From:* opensim-dev-boun...@lists.berlios.de
  [mailto:opensim-dev-boun...@lists.berlios.de] *On Behalf Of *Impalah
  Shenzhou*
  Sent:* Friday, 16 October 2009 4:37 AM*
  To:* opensim-...@lists.berlios.de*
  Subject:* Re: [Opensim-dev] open sim UUID and Passwordhash
 
  Thanks for the info Melanie.
 
  Adam, I consider Drupal, for example, a CMS with a decent security
 and
  it only uses md5(plain_password) to store user passwords. Some php
  frameworks (for example Code Igniter, Cake php...) use, but not
  mandatory, an unique hash for all the application.
 
  A random hash for every user improves security, you're right, but
  increases the data sent between DB and servers for every
 authentication.
  I prefer not to overload data transmission for something I think is
  overprotection. Maybe for 10 or 100 users there won't be no problems,
  but think on 1 and each byte will count (they aren't cheap).
 
  If you have a long, secret and unique hash for your servers, who can
  make an effective attack to you (at least in reasonable time)?
 
  Maybe the difference could be that Drupal used to be deployed over
  Apache, and it can be protected against dictionary attacks activating
  some modules, while Opensim/UGAIM are servers per se, basic
 servers.
 
  It's my opinion, if you don't like it, I have more :-P
 
  Greetings
 
  2009/10/16 Frisby, Adam _a...@deepthink.com.au_
  mailto:a...@deepthink.com.au
  A long fixed salt doesn’t help over the simple “:” in any practical
 way.
  The salt *must* be unique for each user for decent security.
 
  Adam
 
  *From:* _opensim-dev-boun...@lists.berlios.de_
  mailto:opensim-dev-boun...@lists.berlios.de
  [mailto:_opensim-dev-boun...@lists.berlios.de_
  mailto:opensim-dev-boun...@lists.berlios.de] *On Behalf Of *Impalah
  Shenzhou*
  Sent:* Friday, 16 October 2009 3:44 AM
  *
  To:* _opensim-...@lists.berlios.de_ mailto:opensim-
 d...@lists.berlios.de*
  Subject:* Re: [Opensim-dev] open sim UUID and Passwordhash
 
  This comes from UserManagerBase.AddUser (0.6.6):
 
  string md5PasswdHash = Util.Md5Hash(Util.Md5Hash(password

Re: [Opensim-dev] open sim UUID and Passwordhash

2009-10-15 Thread Frisby, Adam
+1 to Melanie, that code is *not* secure. It is salted with a : but that's a 
fixed known salt.

This is what I suggest:

$passwordSalt = md5(time() . utime() . mt_rand(0,mt_getrandmax())); // or any 
other good random source
$passwordHash = md5(md5($password) . ':' . $passwordSalt);

$passwordSalt should be unique among your database (very likely with the above 
code); if there are duplicates, then it allows dictionary attacks to be done, 
the more duplicates, the more effective it is.

Adam

 -Original Message-
 From: opensim-dev-boun...@lists.berlios.de [mailto:opensim-dev-
 boun...@lists.berlios.de] On Behalf Of Melanie
 Sent: Thursday, 15 October 2009 4:14 PM
 To: opensim-dev@lists.berlios.de
 Subject: Re: [Opensim-dev] open sim UUID and Passwordhash
 
 Please don't use that code. It creates unsalted hashes, which are
 not secure.
 The  should be a ranndom salt, stored in the passwordSalt field in
 the DB. If that is blank, you're running a very insecure system
 
 
 Melanie
 
 
 Rich White wrote:
  here is the PHP code - $password_hash = md5(md5($password) . :
 .);
 
  an md5 hash of an md5 hash
 
  =
 
  2009/10/15 Márcio Cardoso marciomai...@gmail.com:
  Good night,
 
  will be possible that someone could help me with 2 problems I have?
 I'm
  trying to create a stored procedure in mysql to add users, but do
 not know
  how UUID  is generated. anyone have any idea how this happens?
 Another
  problem is how is the encoding of the password.
 
  The ideal was to have access to the code that  opensim uses to add
 avatars.
  but I got tired of looking and nothing. I thank you for your help.
 
  Greetings,
 
  Márcio Cardoso
 
  ___
  Opensim-dev mailing list
  Opensim-dev@lists.berlios.de
  https://lists.berlios.de/mailman/listinfo/opensim-dev
 
 
  ___
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Re: [Opensim-dev] [Opensim-users] 50+ avies

2009-10-08 Thread Frisby, Adam
Actually, WP is running on positively ancient hardware. We're 
(DeepThink+simhost) scheduled to donate a new box to replace it this month 
coming (along with plaza03 which will also be getting an update).

Adam

 -Original Message-
 From: opensim-users-boun...@lists.berlios.de [mailto:opensim-users-
 boun...@lists.berlios.de] On Behalf Of d...@metaverseink.com
 Sent: Thursday, 8 October 2009 2:22 PM
 To: opensim-dev@lists.berlios.de; opensim-us...@lists.berlios.de
 Subject: [Opensim-users] 50+ avies
 
 In case you are missing all the excitement, this morning we were able
 to
 pile 52 people-driven avies in OSGrid's Wright Plaza under 600M of RAM,
 and after that sim had been up for 10 hours, with a previous peak
 presence of 36. This sim is running on average hardware, nothing fancy.
 
 It eventually crashed, likely due to an overly conservative lock still
 present somewhere. But I think we just turned an important corner on
 the
 way to 1.0.
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Re: [Opensim-dev] 50+ avies

2009-10-08 Thread Frisby, Adam
Adding to the impressiveness, this was achieved on Mono. I suspect by 
consequence we'll see 1000 on .NET. :P

Adam

 -Original Message-
 From: opensim-dev-boun...@lists.berlios.de [mailto:opensim-dev-
 boun...@lists.berlios.de] On Behalf Of Kyle G
 Sent: Thursday, 8 October 2009 3:39 PM
 To: d...@metaverseink.com; opensim-dev@lists.berlios.de; opensim-
 us...@lists.berlios.de
 Subject: Re: [Opensim-dev] 50+ avies
 
 Fantastic!
 
 -Original Message-
 From: opensim-dev-boun...@lists.berlios.de
 [mailto:opensim-dev-boun...@lists.berlios.de] On Behalf Of
 d...@metaverseink.com
 Sent: Thursday, October 08, 2009 5:22 PM
 To: opensim-dev@lists.berlios.de; opensim-us...@lists.berlios.de
 Subject: [Opensim-dev] 50+ avies
 
 In case you are missing all the excitement, this morning we were able
 to
 pile 52 people-driven avies in OSGrid's Wright Plaza under 600M of RAM,
 and after that sim had been up for 10 hours, with a previous peak
 presence of 36. This sim is running on average hardware, nothing fancy.
 
 It eventually crashed, likely due to an overly conservative lock still
 present somewhere. But I think we just turned an important corner on
 the
 way to 1.0.
 ___
 Opensim-dev mailing list
 Opensim-dev@lists.berlios.de
 https://lists.berlios.de/mailman/listinfo/opensim-dev
 
 
 ___
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 Opensim-dev@lists.berlios.de
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Re: [Opensim-dev] Protocol Gateways

2009-10-07 Thread Frisby, Adam
If you want to feed the data into the sim, your best bet might be a region 
module (or look at MRM scripting for a more powerful script engine).

If you are feeding this data both in and out to clients speaking a special 
protocol, you want to write a ClientStack / ClientView. (see the IRCClientView 
for a good simple clientview example)

Adam

 -Original Message-
 From: opensim-dev-boun...@lists.berlios.de [mailto:opensim-dev-
 boun...@lists.berlios.de] On Behalf Of Don McGregor
 Sent: Wednesday, 7 October 2009 9:52 AM
 To: opensim-dev@lists.berlios.de
 Subject: [Opensim-dev] Protocol Gateways
 
 I'm kicking around the idea of gatewaying into OpenSimulator an
 existing DoD Modeling and Simulation
 protocol, Distributed Interactive Simulation (DIS). DIS is used for
 virtual worlds in military
 simulations. Primarily it describes the position, orientation,
 velocity, etc, of entities in a
 virtual world.
 
 There may be multiple entities on the DIS side of the gateway; I want
 to inject them into
 the OpenSimulator server side.
 
 I've been poking around the various wikis for a while and haven't seen
 a good description
 of the (or a) client-server protocol for movement. What's a reasonable
 approach to this?
 Should I translate the DIS packets into an OpenSimualtor client/server
 protocol? Try to
 write a server-side module that speaks DIS? And, most importantly,
 where can I find
 some documentation on how to do this?
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Re: [Opensim-dev] [Opensim-users] Exception: System.IO.FileNotFoundException:

2009-09-30 Thread Frisby, Adam
You need .NET 3.5 installed. Grab it from Windows Update.

Adam

From: opensim-users-boun...@lists.berlios.de 
[mailto:opensim-users-boun...@lists.berlios.de] On Behalf Of Huan Dau
Sent: Wednesday, 30 September 2009 7:08 AM
To: opensim-dev@lists.berlios.de; opensim-us...@lists.berlios.de
Subject: [Opensim-users] Exception: System.IO.FileNotFoundException:

Hi all

I config to run Opensim as Grid Mode but have an error below

2009-09-30 08:58:35,187 INFO  - 
OpenSim.Region.Physics.Manager.PhysicsPluginManager [PHYSICS]: creating meshing 
engine Meshmerizer
2009-09-30 08:58:35,187 INFO  - 
OpenSim.Region.Physics.Manager.PhysicsPluginManager [PHYSICS]: creating 
OpenDynamicsEngine
2009-09-30 08:58:35,484 ERROR - OpenSim.Application [APPLICATION]:
APPLICATION EXCEPTION DETECTED: System.UnhandledExceptionEventArgs

Exception: System.IO.FileNotFoundException: Could not load file or assembly 
'System.Core, Version=3.5.0.0, Culture=neutral, 
PublicKeyToken=b77a5c561934e089' or one of its dependencies. The system cannot 
find the file specified.
File name: 'System.Core, Version=3.5.0.0, Culture=neutral, 
PublicKeyToken=b77a5c561934e089'
   at OpenSim.Region.Physics.OdePlugin.OdeScene..ctor(CollisionLocker dode, 
String sceneIdentifier)
   at OpenSim.Region.Physics.OdePlugin.OdePlugin.GetScene(String 
sceneIdentifier) in d:\OSGRID\OSGRID 
RELEASES\git.release\OpenSim\Region\Physics\OdePlugin\OdePlugin.cs:line 79
   at 
OpenSim.Region.Physics.Manager.PhysicsPluginManager.GetPhysicsScene(String 
physEngineName, String meshEngineName, IConfigSource config, String regionName) 
in d:\OSGRID\OSGRID 
RELEASES\git.release\OpenSim\Region\Physics\Manager\PhysicsPluginManager.cs:line
 95
   at OpenSim.Region.ClientStack.RegionApplicationBase.GetPhysicsScene(String 
engine, String meshEngine, IConfigSource config, String osSceneIdentifier) in 
d:\OSGRID\OSGRID 
RELEASES\git.release\OpenSim\Region\ClientStack\RegionApplicationBase.cs:line 
134
   at OpenSim.OpenSimBase.GetPhysicsScene(String osSceneIdentifier) in 
d:\OSGRID\OSGRID 
RELEASES\git.release\OpenSim\Region\Application\OpenSimBase.cs:line 689
   at OpenSim.OpenSimBase.SetupScene(RegionInfo regionInfo, Int32 proxyOffset, 
IConfigSource configSource, IClientNetworkServer clientServer) in 
d:\OSGRID\OSGRID 
RELEASES\git.release\OpenSim\Region\Application\OpenSimBase.cs:line 589
   at OpenSim.OpenSimBase.CreateRegion(RegionInfo regionInfo, Boolean 
portadd_flag, Boolean do_post_init, IScene mscene) in d:\OSGRID\OSGRID 
RELEASES\git.release\OpenSim\Region\Application\OpenSimBase.cs:line 365
   at OpenSim.OpenSimBase.CreateRegion(RegionInfo regionInfo, Boolean 
portadd_flag, IScene scene) in d:\OSGRID\OSGRID 
RELEASES\git.release\OpenSim\Region\Application\OpenSimBase.cs:line 319
   at OpenSim.ApplicationPlugins.LoadRegions.LoadRegionsPlugin.PostInitialise() 
in d:\OSGRID\OSGRID 
RELEASES\git.release\OpenSim\ApplicationPlugins\LoadRegions\LoadRegionsPlugin.cs:line
 127
   at OpenSim.OpenSimBase.StartupSpecific() in d:\OSGRID\OSGRID 
RELEASES\git.release\OpenSim\Region\Application\OpenSimBase.cs:line 208
   at OpenSim.OpenSim.StartupSpecific() in d:\OSGRID\OSGRID 
RELEASES\git.release\OpenSim\Region\Application\OpenSim.cs:line 137
   at OpenSim.Framework.Servers.BaseOpenSimServer.Startup() in d:\OSGRID\OSGRID 
RELEASES\git.release\OpenSim\Framework\Servers\BaseOpenSimServer.cs:line 295
   at OpenSim.Application.Main(String[] args) in d:\OSGRID\OSGRID 
RELEASES\git.release\OpenSim\Region\Application\Application.cs:line 146

WRN: Assembly binding logging is turned OFF.
To enable assembly bind failure logging, set the registry value 
[HKLM\Software\Microsoft\Fusion!EnableLog] (DWORD) to 1.
Note: There is some performance penalty associated with assembly bind failure 
logging.
To turn this feature off, remove the registry value 
[HKLM\Software\Microsoft\Fusion!EnableLog].


Application is terminating: True

Please tell me how to fix this error?

thank and best regards.
 --
Dau Huan
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Re: [Opensim-dev] [realXtend] Re: 3Di Viewer Rei goes open source (BSD licensed in-browser viewer)

2009-09-30 Thread Frisby, Adam
It works with vanilla but from my understanding not ModRex; the meshes are 
handled as Irrlicht meshes if I understand correctly. Synchronising these mesh 
standards (in both rex  3diov) might be a good idea methinks.

... then if we can get someone to adjust the full viewer, we'd have somewhat of 
a standard on our hands.

Adam

From: opensim-dev-boun...@lists.berlios.de 
[mailto:opensim-dev-boun...@lists.berlios.de] On Behalf Of Mark Malewski
Sent: Wednesday, 30 September 2009 9:02 AM
To: realxt...@googlegroups.com; Opensim-dev@lists.berlios.de
Subject: Re: [Opensim-dev] [realXtend] Re: 3Di Viewer Rei goes open source 
(BSD licensed in-browser viewer)

Nlin,

Does the Rei Viewer work with the OpenSim + ModRex (RealXtend) as well?
Could you please explain the differences between a plain vanilla OpenSim 
Server, a OpenSim + ModRex (realXtend) server, and a 3di server?


  Thank-you for all that you do,

Mark


On Wed, Sep 30, 2009 at 8:36 AM, Anu Mishra 
anuranj...@gmail.commailto:anuranj...@gmail.com wrote:
Nlin

Do you know if this viewer works with Realxtend server as well?

Anu


On 9/30/09, Mark Malewski 
mark.malew...@gmail.commailto:mark.malew...@gmail.com wrote:
RealXtend,


Have any of the RealXtend core developer's had a chance to look at this 
OpenSource Rei viewer yet?


It seems to be an OpenSource web-based viewer.  It looks pretty cool.  Would 
this OpenSource contribution help RealXtend's Viewer project in any way?  Could 
this viewer be easily modified to work with BOTH the stock OpenSim AND also 
work with RealXtend  ModRex?


  Mark

On Wed, Sep 30, 2009 at 2:07 AM, Mark Malewski 
mark.malew...@gmail.commailto:mark.malew...@gmail.com wrote:
Nlin,


Thank-you very much for the post, that seems like an excellent contribution to 
the OpenSim Community!


I'm wondering what type of effect this might have on RealXtend's project 
development of a new viewer?


Will this Rei viewer work with the latest stock OpenSim server?


Mark

On Tue, Sep 29, 2009 at 8:24 PM, nlin 
nlin.mess...@gmail.commailto:nlin.mess...@gmail.com wrote:

Hello,

Today 3Di's in-browser viewer source code has been opened up, as the project 
3Di Viewer Rei. The license is BSD. Please have a look if you are interested!

Project home page: http://3di-rei.orghttp://3di-rei.org/
Press release: http://3di.jp/en/news/2009093001.html

We're very interested in further development of this open source viewer with 
the community. Thanks to the IdealistViewer developers, as portions of Rei use 
source code from an early version of IdealistViewer. Rei uses no code from 
GPL-licensed viewers.

The Rei source code is in git at github, with the main repository at: 
http://github.com/3di/3di-viewer-rei

Thanks,
-nlin





--~--~-~--~~~---~--~~

http://groups.google.com/group/realxtend
http://www.realxtend.org
-~--~~~~--~~--~--~---

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Re: [Opensim-dev] [realXtend] Re: 3Di Viewer Rei goes open source (BSD licensed in-browser viewer)

2009-09-30 Thread Frisby, Adam
 various modules (like ModRex or a 3Di module, or a
 Tribal_Media module) that can be installed on top of OpenSim core?

 This would seem to make MUCH more sense, instead of all the various
 forks out there.  I really do like the idea of standardization, and
 would really like to see Modules created instead of completely different
 OpenSim forks.

 Then it would be great to see the Viewers designed so that all the
 various viewers will work with all the different platform modules
 (ModRex, 3Di, Tribal Media Server, etc.)

 Mark


 On Wed, Sep 30, 2009 at 11:07 AM, Frisby, Adam 
 a...@deepthink.com.aumailto:a...@deepthink.com.au
 mailto:a...@deepthink.com.aumailto:a...@deepthink.com.au wrote:

 It works with vanilla but from my understanding not ModRex; the
 meshes are handled as Irrlicht meshes if I understand correctly.
 Synchronising these mesh standards (in both rex  3diov) might be a
 good idea methinks.



 ... then if we can get someone to adjust the full viewer, we'd have
 somewhat of a standard on our hands.



 Adam



 *From:* 
 opensim-dev-boun...@lists.berlios.demailto:opensim-dev-boun...@lists.berlios.de
 
 mailto:opensim-dev-boun...@lists.berlios.demailto:opensim-dev-boun...@lists.berlios.de
 
 [mailto:opensim-dev-boun...@lists.berlios.demailto:opensim-dev-boun...@lists.berlios.de
 
 mailto:opensim-dev-boun...@lists.berlios.demailto:opensim-dev-boun...@lists.berlios.de]
  *On Behalf Of *Mark
 Malewski
 *Sent:* Wednesday, 30 September 2009 9:02 AM
 *To:* realxt...@googlegroups.commailto:realxt...@googlegroups.com
 mailto:realxt...@googlegroups.commailto:realxt...@googlegroups.com; 
 Opensim-dev@lists.berlios.demailto:Opensim-dev@lists.berlios.de
 mailto:Opensim-dev@lists.berlios.demailto:Opensim-dev@lists.berlios.de
 *Subject:* Re: [Opensim-dev] [realXtend] Re: 3Di Viewer Rei goes
 open source (BSD licensed in-browser viewer)



 Nlin,



 Does the Rei Viewer work with the OpenSim + ModRex (RealXtend) as
 well?

 Could you please explain the differences between a plain vanilla
 OpenSim Server, a OpenSim + ModRex (realXtend) server, and a 3di server?





   Thank-you for all that you do,



 Mark





 On Wed, Sep 30, 2009 at 8:36 AM, Anu Mishra 
 anuranj...@gmail.commailto:anuranj...@gmail.com
 mailto:anuranj...@gmail.commailto:anuranj...@gmail.com wrote:

 Nlin



 Do you know if this viewer works with Realxtend server as well?



 Anu



 On 9/30/09, *Mark Malewski* 
 mark.malew...@gmail.commailto:mark.malew...@gmail.com
 mailto:mark.malew...@gmail.commailto:mark.malew...@gmail.com wrote:

 RealXtend,




 Have any of the RealXtend core developer's had a chance to look
 at this OpenSource Rei viewer yet?




 It seems to be an OpenSource web-based viewer.  It looks pretty
 cool.  Would this OpenSource contribution help RealXtend's
 Viewer project in any way?  Could this viewer be easily modified
 to work with BOTH the stock OpenSim AND also work with RealXtend
  ModRex?




   Mark



 On Wed, Sep 30, 2009 at 2:07 AM, Mark Malewski
 mark.malew...@gmail.commailto:mark.malew...@gmail.com 
 mailto:mark.malew...@gmail.commailto:mark.malew...@gmail.com wrote:

 Nlin,




 Thank-you very much for the post, that seems like an excellent
 contribution to the OpenSim Community!




 I'm wondering what type of effect this might have on RealXtend's
 project development of a new viewer?




 Will this Rei viewer work with the latest stock OpenSim server?




 Mark



 On Tue, Sep 29, 2009 at 8:24 PM, nlin 
 nlin.mess...@gmail.commailto:nlin.mess...@gmail.com
 mailto:nlin.mess...@gmail.commailto:nlin.mess...@gmail.com wrote:


 Hello,

 Today 3Di's in-browser viewer source code has been opened
 up, as the project 3Di Viewer Rei. The license is BSD.
 Please have a look if you are interested!

 Project home page: http://3di-rei.org http://3di-rei.org/
 Press release: http://3di.jp/en/news/2009093001.html

 We're very interested in further development of this open
 source viewer with the community. Thanks to the
 IdealistViewer developers, as portions of Rei use source
 code from an early version of IdealistViewer. Rei uses no
 code from GPL-licensed viewers.

 The Rei source code is in git at github, with the main
 repository at: http://github.com/3di/3di-viewer-rei

 Thanks,
 -nlin







 --~--~-~--~~~---~--~~


 http://groups.google.com/group/realxtend
 http://www.realxtend.org

Re: [Opensim-dev] [realXtend] Re: 3Di Viewer Rei goes open source (BSD licensed in-browser viewer)

2009-09-30 Thread Frisby, Adam
VRML suffers from filesize issues too however; and frankly I've never been 
impressed by what it can support as a format.

Don't look to it if you want to do things like shader based materials; which 
are essential for the gaming/entertainment side.

Adam

From: opensim-dev-boun...@lists.berlios.de 
[mailto:opensim-dev-boun...@lists.berlios.de] On Behalf Of Daniel Smith
Sent: Wednesday, 30 September 2009 11:09 AM
To: opensim-dev@lists.berlios.de
Subject: Re: [Opensim-dev] [realXtend] Re: 3Di Viewer Rei goes open source 
(BSD licensed in-browser viewer)


On Wed, Sep 30, 2009 at 10:51 AM, Ryan McDougall 
sempu...@gmail.commailto:sempu...@gmail.com wrote:


[1] I guess there is VRML/X3D, but they appear to have died for a reason?


X3D + JavaScript is what drives Vivaty (as in Vivaty.com).  I dont expect it's 
going to go very far (I did some work with it).  The co-author of X3D (formerly 
VRML) is Tony Parisi, and he's at Vivaty.

Daniel

--
Daniel Smith - Sonoma County, California
http://daniel.org/resume
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Re: [Opensim-dev] OpenSim 0.7 Release Candidate with ALL working OpenSim Modules

2009-09-30 Thread Frisby, Adam
tl; dr.

Adam

From: opensim-dev-boun...@lists.berlios.de 
[mailto:opensim-dev-boun...@lists.berlios.de] On Behalf Of Mark Malewski
Sent: Wednesday, 30 September 2009 3:45 PM
To: d...@metaverseink.com; opensim-dev@lists.berlios.de
Subject: [Opensim-dev] OpenSim 0.7 Release Candidate with ALL working OpenSim 
Modules

Diva,

 It would just be nice to get everything integrated back into core (or as
 OpenSim modules).

This would be terrible.

Diva, please explain WHY would having a working OpenSim distro be terrible?  
Having something that actually works is terrible?  In my opinion, just the 
opposite is true.

You can spend your whole life developing things (that no one actually uses, and 
that don't actually work or do much of anything, and that no one will ever use) 
or you can make a WORKING product that is usable, and that is EASY to use, and 
that people will use.

You seem to prefer the latter.


 I think you, and maybe others here, may need to understand better this
concept of extensible systems. That's at the very core of OpenSim from
the beginning, even before I started contributing -- OpenSim is not an
application, it's a platform with which to build applications.
I think you need to sit down and understand the concept of working product.  
You also need to stop confusing extensible system with not working product.

PHP, and Apache are what I would consider extensible systems.  PHP is easily 
downloaded, and it works (out of the box).  Yet it comes with many different 
modules (as part of the default distro) and those modules have all been 
thoroughly tested, and can easily be enabled by simply uncommenting out the 
module name in the default.ini file.

From an engineering standpoint, extensibility means the system is designed to 
include hooks and mechanisms for expanding/enhancing the system with new 
capabilities WITHOUT having to make major changes to the system infrastructure.

OpenSim doesn't seem to be extensible.  OpenSim seems to be broken.  There 
is a big difference.  Maybe your definition of extensible means that it 
requires a rocket scientist just to get the trunk to even compile (or even 
work), and takes hours and hours of debugging code, just to get a module to 
even work.  That isn't my idea of extensible.

I understand over the past few months, the server infrastructure (and 
architecture) has been changing quite a bit.  It's hard to even tell if ModRex 
(or any other modules) even work with the current OpenSim trunk (or latest 
build) at this point.

The average layperson doesn't want to spend hours and hours trying to compile 
from source, or debugging code, or searching for plugins/modules that may (or 
may not) exist, and even worse many of them may not be updated, or may not even 
work with the current OpenSim as core evolves.  Often times many of these 
modules are not updated, and most have no clue how to even build from source, 
and for this reason it might be good to just have VERY simple turn-key 
distributions available for download. (Stable releases)

Similar to how RealXtend has done in the past.

I supposed I could sit down and begin working on creating a fully configured 
VMWare image  of OpenSim with various modules installed and configured, that 
people could easily download, and be up and running in a few minutes (without 
having to hunt for various modules, or applications), or sifting through 
outdated wiki pages trying to figure out how to even get started or even get up 
and running, but to be honest most people just want something VERY easy to use, 
VERY easy to setup, and would love a nice GUI interface (like WixTD, etc.) that 
they can use to administer the server, add users, etc.

Most laypeople don't want to hire a software engineer, or a programmer, just to 
get OpenSim to compile, or even get a module working, or just to get OpenSim 
running on a machine.

If I want to use a plugin with Firefox, I've NEVER had to compile or debug 
code.  If I want to enable a PHP module, I've NEVER had to debug any code.  
Most modules are included in the default distro, and modules can easily be 
turned on and off, by simply enabling them in the default ini (configuration) 
file.

In my opinion, you may be confusing extensible system as an excuse as to why 
nothing should work properly.

In my opinion, EVERY single working module that exists for OpenSim should be 
included in the default distro (in the modules directory), and these modules 
should ALL be disabled by default, but can be easily enabled by simply 
uncommenting out ONE single line in the default.ini configuration file.

Include EVERY single working module with the default OpenSim distro, so users 
have a list of default working modules that are regularly updated so that they 
actually work (and are not broken), so that when a stable release comes out, a 
user can just enable or disable whatever modules they wish to use (by 
uncommenting out a line or two in the default .ini configuration file) and 

Re: [Opensim-dev] OpenSim 0.7 Release Candidate with ALL working OpenSim Modules

2009-09-30 Thread Frisby, Adam
There's only a handful of those at best (diva, osgrid, new world grid, 
realXtend,...). But it's probably really not a bad idea.

I think what Diva is doing (the 'Diva Distribution') is exactly where things 
should be heading.

Adam

 -Original Message-
 From: opensim-dev-boun...@lists.berlios.de [mailto:opensim-dev-
 boun...@lists.berlios.de] On Behalf Of Robert A. Knop Jr.
 Sent: Wednesday, 30 September 2009 4:12 PM
 To: opensim-dev@lists.berlios.de
 Subject: Re: [Opensim-dev] OpenSim 0.7 Release Candidate with ALL
 working OpenSim Modules
 
 On Thu, Oct 01, 2009 at 12:51:49AM +0200, Melanie wrote:
  OpenSim Core is not a maker of distros. We are not a product
  company. We are a loose association of people who share an interest.
  We don't _want_ to make a product, because we can't support a
  product. We make bits and pieces and let those with support staff
  handle productizing it.
 
 It would be *great*, though, if the front page of opensimulator.org
 pointed folks to places where they could download and get a product.
 People come there looking to experiment with running opensimulator.  If
 the page can point them to an easy as possible place to get and install
 a distribution, that'd be a benefit for all.
 
 --
 --Rob Knop
   E-mail:rk...@pobox.com
   Home Page: http://www.pobox.com/~rknop/
   Blog:  http://www.sonic.net/~rknop/blog/
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Re: [Opensim-dev] Mega Regions and PAL support in OpenSim?

2009-09-30 Thread Frisby, Adam
There are four people I know of who have done fairly substantial work with 
OpenSim's physics engines:
- MW (wrote the original interfaces)
- Teravus (made ODE 'not suck' ... as much)
- Jeff Ames (wrote the MICA one)
- Leon Zhu (works for me, did some substantial work on the BulletX 
plugin, but is currently a bit busy to field questions on this list)

Adam

 -Original Message-
 From: opensim-dev-boun...@lists.berlios.de [mailto:opensim-dev-
 boun...@lists.berlios.de] On Behalf Of Robert A. Knop Jr.
 Sent: Wednesday, 30 September 2009 6:36 PM
 To: opensim-dev@lists.berlios.de
 Subject: Re: [Opensim-dev] Mega Regions and PAL support in OpenSim?
 
 On Wed, Sep 30, 2009 at 06:23:56PM -0700, Dahlia Trimble wrote:
  We're watching PAL and may consider it when we find it to be
 sufficient for
  use with OpenSim. Another factor to consider is the majority of
 OpenSim
  developers are unpaid volunteers and it's difficult to find people
 who have
  the knowledge and expertise for implementing physics simulations and
 are
  willing to donate their time and services. If you have this expertise
 or
  know of someone else who would be willing to help implement PAL then
 please
  do consider creating a PAL module and donating it to the community.
 
 I fully understand (at this point) the MICASim Physics module and how
 it
 interacts; thanks to ter_afk (on IRC-- I wish I knew his real name!)
 for
 some pointers on getting the message back that the scene needs to get
 updated info from the physics sim.
 
 I have figured out a bunch of what needs to happen, but not all of it.
 Could somebody point me to where I'd look to understand what taints are
 all about WRT a physics engine?
 
 I have various interests in physics engines, what with being a
 physicist and the last one to hack the MICA code
 
 --
 --Rob Knop
   E-mail:rk...@pobox.com
   Home Page: http://www.pobox.com/~rknop/
   Blog:  http://www.sonic.net/~rknop/blog/
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Re: [Opensim-dev] Thoughts on adding a generic key-value storage system to OpenSim?

2009-09-22 Thread Frisby, Adam
I think something that has emerged a lot in the last year is the scalability 
properties of key-value stores. You can get them up to gigantic sized databases 
fairly efficiently; definitely more so than a conventional DB. It would however 
be nice if we could get some kind of struct format for 
serialising/deserialising data and knowing how to decode it implicitly. (XML, 
JSON?)

Adam

 -Original Message-
 From: opensim-dev-boun...@lists.berlios.de [mailto:opensim-dev-
 boun...@lists.berlios.de] On Behalf Of Stefan Andersson
 Sent: Monday, 21 September 2009 10:36 PM
 To: opensim-dev@lists.berlios.de
 Subject: Re: [Opensim-dev] Thoughts on adding a generic key-value
 storage system to OpenSim?
 
 John,
 
 I'm not a big fan of tall/skinny untyped string/string storage, as I
 believe
 that approach always come back to bite you in the ass in the end. Adam
 F did
 propose the same thing a year ago, and I was against it then as well.
 
 Since then, my stance has softened somewhat, as there hasn't really
 emerged
 any other option than nhibernate (but still, wouldn't that be an
 option?)
 
 If you can just turn string GetValue(string context, string key) into
 
 bool TryGetValue(string context, string key, out string value)
 
 embracing the Try pattern, I'm 0 on it.
 
 I'm presuming that you're going to implement a behind-the-scene
 module-unique identifier also, so modules don't clash on context? I
 would
 suggest having an IGenericDataStore factory that produces handlers that
 are
 private to the modules.
 
 /Stefan
 
  -Original Message-
  From: opensim-dev-boun...@lists.berlios.de [mailto:opensim-dev-
  boun...@lists.berlios.de] On Behalf Of Hurliman, John
  Sent: den 21 september 2009 22:05
  To: opensim-dev@lists.berlios.de
  Subject: Re: [Opensim-dev] Thoughts on adding a generic key-value
  storage system to OpenSim?
 
  Formatting got messed up, that should have looked like this:
 
  // returns true if the key was found and data was updated, otherwise
  false if a new key row was added
  bool AddOrUpdateKeyValue(string context, string key, string value);
 
  // returns true if the key was found and deleted
  bool DeleteKeyValue(string context, string key);
 
  // returns the string value if the key was found, otherwise null
  string GetValue(string context, string key);
 
  -Original Message-
  From: opensim-dev-boun...@lists.berlios.de [mailto:opensim-dev-
  boun...@lists.berlios.de] On Behalf Of Hurliman, John
  Sent: Monday, September 21, 2009 12:54 PM
  To: opensim-dev@lists.berlios.de
  Subject: [Opensim-dev] Thoughts on adding a generic key-value storage
  system to OpenSim?
 
  A lot of the work going into OpenSim recently has been modularizing
 the
  codebase and making it easy for third party developers to write
  plugins. One feature that I think would really complete the picture
  would be a (simple) generic data storage interface that leveraged the
  existing OpenSim storage framework. Most plugins I've seen (and
 wrote)
  currently tack on their own database tables, use a simple text file
  with a custom format, or use some other means of data storage that
 does
  not match up with the rest of OpenSim. Adding a new database table
 that
  had three columns: [context, key, value] would allow plugins to store
  key/value mappings (string to string) without worrying about data
  collisions between plugins or having to implement a custom data store
  every time.
 
  // returns true if the key was found and data was updated, otherwise
  false if a new key row was added
  bool AddOrUpdateKeyValue(string context, string key, string value);
  // returns true if the key was found and deleted
  bool DeleteKeyValue(string context, string key);
  // returns the string value if the key was found, otherwise null
  string GetValue(string context, string key);
 
  Although I've been writing extensions for the OpenSim codebase for
  quite a while, I'm still fairly new to the guts of the system. Does
  this seem like the correct solution? If so, where would this
 interface
  go? I'm happy to write the code to implement this, I just want
 feedback
  from the dev community first to see if I'm on track.
 
  John
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Re: [Opensim-dev] Prepackaged OpenSim installs

2009-09-19 Thread Frisby, Adam
The OSGrid Binary Installs are generally pretty good - Neb does a good job with 
them. I generally use them whenever I need a quick region setup.

Adam

 -Original Message-
 From: opensim-dev-boun...@lists.berlios.de [mailto:opensim-dev-
 boun...@lists.berlios.de] On Behalf Of Robert A. Knop Jr.
 Sent: Saturday, 19 September 2009 8:23 AM
 To: opensim-dev@lists.berlios.de
 Subject: [Opensim-dev] Prepackaged OpenSim installs
 
 On Sat, Sep 19, 2009 at 04:31:26AM -0500, Len Brown wrote:
   Surely, a single page step by step account of (at least) how to
  configure and run OpenSim is, in essence, MANDATORY.  Otherwise all
  the hard work and effort on the project is absolutely worthless.  If
  the average person cannot get a single stand-alone region running on
  their home computer within 5 or 10 minutes then it's all in vain.
 
 I'm entirely a Linux user myself, so I don't know the answer to this,
 but -- there are binary distros for windows available, are there not,
 for OpenSim?  How friendly are they to get started?
 
 Next question : is there somebody in the OpenSim team who's taken on
 the mantle of providing binary distros and making it easy to install?
 
 I'll look into it, but I might be willing to try to take up the job of
 providing at least some of that for Linux builds.
 
 (Aside: I'm a n00b to opensim-dev.  To those who haven't met me on IRC,
 I'm Rob Knop, itenerant astrophysicist  computer engineer.  I was a
 professor of Physics  Astronomy at Vanderbilt until 2007, and from
 2007 to 2009 was Prospero Linden, production operations engineer and
 later server release manager for Linden Lab.  I currently don't have
 long-term employement, but am working with MICA (www.mica-vw.org) on N-
 body simulations, and using virtual worlds as both a collaboration
 platform and a visualization platform.  This has naturally led me to
 OpenSim as an open source server that lets us do fun things you can't
 do without source code and your own servers running the code)
 
 --
 --Rob Knop
   E-mail:rk...@pobox.com
   Home Page: http://www.pobox.com/~rknop/
   Blog:  http://www.sonic.net/~rknop/blog/
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Re: [Opensim-dev] The return of short version numbers (as tags)

2009-09-08 Thread Frisby, Adam
Handy!

 -Original Message-
 From: opensim-dev-boun...@lists.berlios.de [mailto:opensim-dev-
 boun...@lists.berlios.de] On Behalf Of Teravus Ovares
 Sent: Tuesday, 8 September 2009 7:18 AM
 To: opensim-dev@lists.berlios.de
 Subject: Re: [Opensim-dev] The return of short version numbers (as
 tags)
 
 http://teravus.wmcv.com/googletester/GitLog.jpg
 
 Regards
 
 Teravus
 
 On Tue, Sep 8, 2009 at 10:10 AM, Frisby, Adama...@deepthink.com.au
 wrote:
  Where do we see this number? And is there any way to easily translate
 between the two?
 
  Adam
 
  -Original Message-
  From: opensim-dev-boun...@lists.berlios.de [mailto:opensim-dev-
  boun...@lists.berlios.de] On Behalf Of Sean Dague
  Sent: Tuesday, 8 September 2009 5:14 AM
  To: opensim-dev
  Subject: [Opensim-dev] The return of short version numbers (as tags)
 
  Late last week I found a script that tags each changeset that comes
  into the server with an increasing number.  When you pull on master,
  you'll see these tags now flow down.
 
  Because the nature of distributed version control, this is only
 going
  to give you a rough idea of forward or backward in time.  Commits
 are
  made locally, and only when merged into the master server do they
 get
  an id.
 
  http://github.com/opensim/opensim/network will give an idea of the
  complex dance of changesets and why this is never going to be fully
  linear.
 
  But, that being said, the lack of a short version number like that
 is
  the #1 issue (by vocalness) that people were having with git.
  Hopefully this helps that.
 
  This short version number only means anything if you are getting
 your
  tree from the main opensim archive.
 
        -Sean
 
  --
  __
 
  Sean Dague                                       Mid-Hudson Valley
  sda...@gmail.com                                 Linux Users Group
  http://dague.net                                 http://mhvlug.org
 
  There is no silver bullet.  Plus, werewolves make better neighbors
 than
  zombies, and they tend to keep the vampire population down.
  __
 
 
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Re: [Opensim-dev] The return of short version numbers (as tags)

2009-09-08 Thread Frisby, Adam
Where do we see this number? And is there any way to easily translate between 
the two?

Adam

 -Original Message-
 From: opensim-dev-boun...@lists.berlios.de [mailto:opensim-dev-
 boun...@lists.berlios.de] On Behalf Of Sean Dague
 Sent: Tuesday, 8 September 2009 5:14 AM
 To: opensim-dev
 Subject: [Opensim-dev] The return of short version numbers (as tags)
 
 Late last week I found a script that tags each changeset that comes
 into the server with an increasing number.  When you pull on master,
 you'll see these tags now flow down.
 
 Because the nature of distributed version control, this is only going
 to give you a rough idea of forward or backward in time.  Commits are
 made locally, and only when merged into the master server do they get
 an id.
 
 http://github.com/opensim/opensim/network will give an idea of the
 complex dance of changesets and why this is never going to be fully
 linear.
 
 But, that being said, the lack of a short version number like that is
 the #1 issue (by vocalness) that people were having with git.
 Hopefully this helps that.
 
 This short version number only means anything if you are getting your
 tree from the main opensim archive.
 
   -Sean
 
 --
 __
 
 Sean Dague   Mid-Hudson Valley
 sda...@gmail.com Linux Users Group
 http://dague.net http://mhvlug.org
 
 There is no silver bullet.  Plus, werewolves make better neighbors than
 zombies, and they tend to keep the vampire population down.
 __
 

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Re: [Opensim-dev] ConsoleClient -pass option

2009-09-06 Thread Frisby, Adam
I have to second this motion - XMLRPC in my opinion is a lot better for remote 
programming than REST which doesn't really define the wire formats nor 
datatypes.

The ICommander interface we are now using on the console really suits XMLRPC 
well - since we already have a list of defined arguments available, and can 
build nice remote-access documentation from them automatically.

In addition, we can use the exact same format  arguments as the console 
commands.

Regards,

Adam

 -Original Message-
 From: opensim-dev-boun...@lists.berlios.de [mailto:opensim-dev-
 boun...@lists.berlios.de] On Behalf Of Dickson, Mike (ISS Software)
 Sent: Friday, 4 September 2009 8:05 AM
 To: opensim-dev@lists.berlios.de
 Subject: Re: [Opensim-dev] ConsoleClient -pass option
 
 Thanks for the pointer Melanie. No I wasn't aware of it.  I'll have a
 look.
 
 I'm pretty sure I don't agree however that a simple GET/PUT interface
 is somehow just better than (dated!) XML/RPC (or some other protocol
 where the on the wire data types are actually defined). That's creeping
 towards a religious discussion however so I'll drop it. Having the
 console functionality packages separate like this is the important
 feature IMO.
 
 Mike
 
 -Original Message-
 From: opensim-dev-boun...@lists.berlios.de [mailto:opensim-dev-
 boun...@lists.berlios.de] On Behalf Of Melanie
 Sent: Friday, September 04, 2009 9:59 AM
 To: opensim-dev@lists.berlios.de
 Subject: Re: [Opensim-dev] ConsoleClient -pass option
 
 Have you ever looked at the REST console? That is precisely what it
 does, it removes the local console, enabling the process to run as a
 daemon, and allows remote connections from a console application.
 
 Only, it doesn't use the (dated) XMLRPC, it uses RESTful requests.
 
 XMLRPC admin is only available in region servers, and is too limited
 a tool even if beefed up to ever replace a console.
 
 Melanie
 
 Dickson, Mike (ISS Software) wrote:
  Right.  That gets around the issue.  BTW, if the server is running
 SNMP or something that gives access to the process list this problem
 can leak outside the local machine.  I don't for sure but I'm guessing
 you could have the same issue in Windows with WMI.
 
  IMO, the right answer is to dump the consoles, beef up the XML/RPC
 admin interface and if desired do a separate console app that parses
 and sends the XML/RPC to the server.  I've been noodling on that but
 still struggling with a stable config with the new BUST architecture.
 
  Mike
 
  -Original Message-
  From: opensim-dev-boun...@lists.berlios.de [mailto:opensim-dev-
 boun...@lists.berlios.de] On Behalf Of Dr Scofield
  Sent: Friday, September 04, 2009 3:19 AM
  To: opensim-dev@lists.berlios.de
  Subject: Re: [Opensim-dev] ConsoleClient -pass option
 
 
  Dickson, Mike (ISS Software) wrote:
  I'd agree with Dave on this one.  Just a simple long ps listing gets
 you the password if its on cleartext on the command line.  At least the
 file can be locked down via permissions.  A password on the command
 line is pretty much insecure. Might as well not have one.
 
  ...unless you rewrite argv (which is standard practise for stuff like
 that).
 
  DrS/dirk
 
 
  Mike
 
  -Original Message-
  From: opensim-dev-boun...@lists.berlios.de [mailto:opensim-dev-
 boun...@lists.berlios.de] On Behalf Of Melanie
  Sent: Thursday, September 03, 2009 10:02 PM
  To: opensim-dev@lists.berlios.de
  Subject: Re: [Opensim-dev] ConsoleClient -pass option
 
  It's choosing the lesser evil.
 
  Melanie
 
 
  Dave Coyle wrote:
  On Thursday 03 September 2009 03:00:46 pm  wrote:
  commit 6b70b5709913e9734f5864560e997b34dfd58b85
  Author: Justin Clark-Casey (justincc) jjusti...@googlemail.com
  Date:   Thu Sep 3 20:00:18 2009 +0100
 
  * Add extra warning about using -pass in
  OpenSim.ConsoleClient.ini.example
 
  ...
 
  +; Please be aware that this is not secure since the password
 is in the
  clear +; we recommend the use of -pass wherever possible
   ;pass = secret
 
  Is the password not also in the clear, visible to any local user
 who does a
  'ps', if you use the -pass switch?  Access to
 OpenSim.ConsoleClient.ini can at
  least be restricted to specific user(s).  I don't see how -pass is
 the lesser
  of the two evils.
 
  -coyled
 
 
  ---
 -
 
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Re: [Opensim-dev] OpenSim-Commits question

2009-08-31 Thread Frisby, Adam
I think it's berlios that might be rejecting - nonetheless, I requested the 
subdomain get added, so it should be there soon.

Adam

 -Original Message-
 From: Teravus Ovares [mailto:tera...@gmail.com]
 Sent: Monday, 31 August 2009 10:15 AM
 To: opensim-dev@lists.berlios.de
 Cc: Frisby, Adam
 Subject: Re: [Opensim-dev] OpenSim-Commits question
 
 Is this something that we can add an /etc/hosts entry in temporarily?
 
 Regards
 
 Teravus
 
 On Mon, Aug 31, 2009 at 12:00 PM, Sean Daguesda...@gmail.com wrote:
  Ursula MATOVA wrote:
  Hi All,
 
  Just a basic question ... :)
 
  Is it normal that I didn't receive any more messages on the opensim-
  commits mailing list ?
  Last I have received is from 2009/08/22 ( Git #1e4238af... )
 
  Regards,
  Ursula.
 
  The email is all being held because the sending domain
  'pinky.opensimulator.org' no longer exists.
 
  Adam, can you fix this when you get a chance?  The email should flow
  after that point.
 
         -Sean
 
  --
  __
 
  Sean Dague                                       Mid-Hudson Valley
  sda...@gmail.com                                 Linux Users Group
  http://dague.net                                 http://mhvlug.org
 
  There is no silver bullet.  Plus, werewolves make better neighbors
  than zombies, and they tend to keep the vampire population down.
  __
 
 
 
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Re: [Opensim-dev] OpenSim-Commits question

2009-08-27 Thread Frisby, Adam
I think it's done via CIA actually automatically (don't quote me)

Adam

 -Original Message-
 From: opensim-dev-boun...@lists.berlios.de [mailto:opensim-dev-
 boun...@lists.berlios.de] On Behalf Of Teravus Ovares
 Sent: Thursday, 27 August 2009 6:25 PM
 To: opensim-dev@lists.berlios.de
 Subject: Re: [Opensim-dev] OpenSim-Commits question
 
 That might be a cron job that sdague setup.  He's on vacation though,
 so, if it isn't working at the moment, then it may be down until he's
 back.I was able to get the svn mirror,  mantisbot and panda builds
 running again but I didn't see one for the opensim-commits list yet.
 If I spot it, I'll get it running again.   If not, it'll be running
 again shortly after sdague gets back.
 
 Regards
 
 Teravus
 
 On Thu, Aug 27, 2009 at 7:32 PM, Ursula
 MATOVAursula.mat...@klintcentral.net wrote:
  Hi All,
 
  Just a basic question ... :)
 
  Is it normal that I didn't receive any more messages on the opensim-
  commits mailing list ?
  Last I have received is from 2009/08/22 ( Git #1e4238af... )
 
  Regards,
  Ursula.
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Re: [Opensim-dev] LookingGlass in Wright Plaza

2009-08-26 Thread Frisby, Adam
Second suggestion - don't run debug builds. At stuff like geometry 
manipulation, the lack of inlining functions/etc causes a major major 
performance penalty.

Adam

 -Original Message-
 From: opensim-dev-boun...@lists.berlios.de [mailto:opensim-dev-
 boun...@lists.berlios.de] On Behalf Of Mister Blue
 Sent: Tuesday, 25 August 2009 10:17 PM
 To: opensim-dev
 Subject: [Opensim-dev] LookingGlass in Wright Plaza
 
 The LookingGlass viewer forge project[1] reached a milestone last
 night of allowing me to walk and fly around Wright Plaza. If you ever
 see an avatar by the name of Charm DeSnoozle stumbling around OSGrid,
 that's me testing LookingGlass.
 
 I made a video of the experience [2]. You can see that the frame rate
 is very low and my overly aggressive object culling makes turning a
 reloading experience. My work so far has been getting correct prim
 representation and the framework in place. There are some texturing
 errors (some textures are upside down and the textures on the tree
 leaves are on the wrong sides of the prims) but, in general, the
 current display is pretty close.
 
 I hope to get the frame rate up and package this so there is a viewer
 framework for people to build on. More information is available at the
 LookingGlass web site[3].
 
 -- ra
 
 [1] http://forge.opensimulator.org/gf/project/lookingglass/
 [2] http://www.youtube.com/watch?v=88TZdYZTOkw
 [3] http://lookingglassviewer.org/
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Re: [Opensim-dev] DNS Notice

2009-08-25 Thread Frisby, Adam
This has been transferred, however there is a glitch with the wildcard record - 
getting that fixed.

Adam

From: opensim-core-boun...@lists.berlios.de 
[mailto:opensim-core-boun...@lists.berlios.de] On Behalf Of Frisby, Adam
Sent: Saturday, 22 August 2009 2:24 PM
To: opensim-dev@lists.berlios.de; opensim-us...@lists.berlios.de; 
opensim-c...@lists.berlios.de
Subject: [opensim-core] DNS Notice

Hi everyone,

We're going to be switching the nameservers for opensimulator.org and 
forge.opensimulator.org domains on Monday the 24th. (ie, this Monday). In 
theory there should be no disruption to the services; however the chance exists 
that sometime during Monday, the site will be inaccessible. (It's just going 
between different nameservers on the same ISP, so should be relatively safe)

The IPs for the site should be:
opensimulator.org 71.6.131.152
forge.opensimulator.org 66.240.236.69

If you have any trouble accessing the sites on Monday - you can put the above 
into your hosts file.

Regards,

Adam
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[Opensim-dev] DNS Notice

2009-08-22 Thread Frisby, Adam
Hi everyone,

We're going to be switching the nameservers for opensimulator.org and 
forge.opensimulator.org domains on Monday the 24th. (ie, this Monday). In 
theory there should be no disruption to the services; however the chance exists 
that sometime during Monday, the site will be inaccessible. (It's just going 
between different nameservers on the same ISP, so should be relatively safe)

The IPs for the site should be:
opensimulator.org 71.6.131.152
forge.opensimulator.org 66.240.236.69

If you have any trouble accessing the sites on Monday - you can put the above 
into your hosts file.

Regards,

Adam
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Re: [Opensim-dev] .NET 3.5 support

2009-08-19 Thread Frisby, Adam
We're on the subset Mono 2.0.1 supports. As soon as 2.4 becomes standard, we 
may upgrade to 2.4 (which is fairly complete as far as 3.5 is concerned)

I believe HashSet is safe to use however. The buildbot on Panda is the ultimate 
arbiter - if it compiles there, it's safe to use.

Adam

 -Original Message-
 From: opensim-dev-boun...@lists.berlios.de [mailto:opensim-dev-
 boun...@lists.berlios.de] On Behalf Of Lake, Dan
 Sent: Tuesday, 18 August 2009 6:13 PM
 To: opensim-dev@lists.berlios.de
 Subject: [Opensim-dev] .NET 3.5 support
 
 It looks like the default build for OpenSim projects was recently
 changed to .NET 3.5. Can a submitted patch include features from .NET
 3.5 such as HashSet? Are all 3.5 features supported by Mono? Thanks,
 
 Dan lake
 Software Engineer
 Visual Applications Research
 Microprocessor  Programming Research
 Intel Labs
 503.712.8318
 dan.l...@intel.com
 
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Re: [Opensim-dev] pruning reference servers in core

2009-08-13 Thread Frisby, Adam
If OSGrid isn't already, we may begin doing testing on ROBUST. We have pretty 
decent stats on things such as memory leaks over time, so we can observe how it 
performs in a high usage environment.

Adam

 -Original Message-
 From: opensim-dev-boun...@lists.berlios.de [mailto:opensim-dev-
 boun...@lists.berlios.de] On Behalf Of Melanie
 Sent: Thursday, 13 August 2009 12:43 PM
 To: opensim-dev@lists.berlios.de
 Subject: Re: [Opensim-dev] pruning reference servers in core
 
 Thing is, that would make the new old servers actually be ROBUST.
 The concern that has been voiced is that ROBUST needs more testing
 and not all grids are willing to switch yet.
 What you propose would force them to switch, through the back door.
 While I'm all for that, it would achieve the same thing as simply
 removing A and I, namely, make people use ROBUST. Some don't want
 that yet.
 
 Melanie
 
 Fly Man wrote:
  Why wait until September when the solution is already on the Wiki:
 
  1) Delete the old Grid.Asset and Grid.Inventory servers
 
  2) Copy the new OpenSim.Server.exe to OpenSim.Grid.AssetServer.exe
 and
  OpenSim.Grid.InventoryServer.exe
 
  3) Copy the .config files: OpenSim.Grid.AssetServer.exe.config and
  OpenSim.Grid.InventoryServer.exe.config and edit them so they'll use
  the same log file like they did before
 
  4) Create the new OpenSim.Grid.AssetServer.ini and
  OpenSim.Grid.InventoryServer.ini like mentioned on the Wiki
 
  5) Edit those like mentioned and run them
 
  I think the solution to this problem is easily fixed by doing this
  and commiting the whole bunch again then waiting until September
 
  2009/8/13  d...@metaverseink.com:
  I'm fine with waiting until September before pruning reference
  implementations down to one of each. But someone needs to give love
 to
  Grid.Inventory, because I don't have time for loving so many servers
 :-)
 
  The current improvement I'm doing right now (eliminating the need to
  pass the entire inventory around) only works for the new-style
 inventory
  service. It can easily be made to work for the old one. Whoever
 wants
  Grid.Inventory to support the simulators' [much more reasonable]
 needs
  should make the necessary improvements to it. I'll be happy to
 explain
  what the server needs to do -- 2 additional service handlers. I
 still
  haven't pushed my local commits, and I can wait a little bit for a
  Grid.InventoryServer lover to step up and volunteer. But I don't
 think
  it's reasonable to hold this improvement until September; I already
 have
  it, and it's almost ready to be pushed out to grids out there.
 Passing
  thousands of inventory items upon region crossings and TPs is
 probably
  one of the worst things in OpenSim right now, and needs fixing.
 
 
  MW wrote:
  I'm fine with the AssetInventoryServer being removed as soon as
 possible
  because I don't think anyone uses it.
 
  But believe we should at least wait a couple of more weeks before
 the
  Grid.InventoryServer
  and Grid.AssetServer are removed, so that everyone gets a chance to
 have
  their say/vote. As a number of people are on vacation around this
 time.
 
  Personally as long as the ROBUST servers are fully tested on
 multiple
  grids that have a quite heavy load/userbase, then I'm okay with
 removing
  the old servers, as long as there is total agreement; I know a few
  people have said they don't want to swap to ROBUST.
 
 
  --- On *Tue, 11/8/09, Frisby, Adam /a...@deepthink.com.au/*
 wrote:
 
 
  From: Frisby, Adam a...@deepthink.com.au
  Subject: Re: [Opensim-dev] pruning reference servers in core
  To: opensim-dev@lists.berlios.de opensim-
 d...@lists.berlios.de
  Date: Tuesday, 11 August, 2009, 10:09 PM
 
  Please do. I'd like a 0.6.X release shortly after every
  networkinterface version change if possible - since it makes
 compat
  with the latest stable release always a headache.
 
  Adam
 
-Original Message-
From: opensim-dev-boun...@lists.berlios.de
  /mc/compose?to=opensim-dev-boun...@lists.berlios.de
  [mailto:opensim-dev-
boun...@lists.berlios.de
  /mc/compose?to=boun...@lists.berlios.de] On Behalf Of Justin
  Clark-Casey
Sent: Tuesday, 11 August 2009 12:04 PM
To: opensim-dev@lists.berlios.de
  /mc/compose?to=opensim-...@lists.berlios.de
Subject: Re: [Opensim-dev] pruning reference servers in core
   
d...@metaverseink.com /mc/compose?to=d...@metaverseink.com
 wrote:
 Dear devs,

 I'm finally changing the way the simulator caches
 inventory.
  This is
all
 good, and it's the beginning of the much awaited user
 services
 refactoring. This requires a few small changes in the
 inventory
services
 interface, as well as additions to the implementation(s).
 So...

 We now have 3 -- yes 3! -- different inventory servers in
 core.
  (and
3
 asset

Re: [Opensim-dev] pruning reference servers in core

2009-08-13 Thread Frisby, Adam
Update: apparently we're already running it - at least for Inventory.

Adam

 -Original Message-
 From: opensim-dev-boun...@lists.berlios.de [mailto:opensim-dev-
 boun...@lists.berlios.de] On Behalf Of Frisby, Adam
 Sent: Thursday, 13 August 2009 8:06 PM
 To: opensim-dev@lists.berlios.de
 Subject: Re: [Opensim-dev] pruning reference servers in core
 
 If OSGrid isn't already, we may begin doing testing on ROBUST. We have
 pretty decent stats on things such as memory leaks over time, so we can
 observe how it performs in a high usage environment.
 
 Adam
 
  -Original Message-
  From: opensim-dev-boun...@lists.berlios.de [mailto:opensim-dev-
  boun...@lists.berlios.de] On Behalf Of Melanie
  Sent: Thursday, 13 August 2009 12:43 PM
  To: opensim-dev@lists.berlios.de
  Subject: Re: [Opensim-dev] pruning reference servers in core
 
  Thing is, that would make the new old servers actually be ROBUST.
  The concern that has been voiced is that ROBUST needs more testing
  and not all grids are willing to switch yet.
  What you propose would force them to switch, through the back door.
  While I'm all for that, it would achieve the same thing as simply
  removing A and I, namely, make people use ROBUST. Some don't want
  that yet.
 
  Melanie
 
  Fly Man wrote:
   Why wait until September when the solution is already on the Wiki:
  
   1) Delete the old Grid.Asset and Grid.Inventory servers
  
   2) Copy the new OpenSim.Server.exe to OpenSim.Grid.AssetServer.exe
  and
   OpenSim.Grid.InventoryServer.exe
  
   3) Copy the .config files: OpenSim.Grid.AssetServer.exe.config and
   OpenSim.Grid.InventoryServer.exe.config and edit them so they'll
 use
   the same log file like they did before
  
   4) Create the new OpenSim.Grid.AssetServer.ini and
   OpenSim.Grid.InventoryServer.ini like mentioned on the Wiki
  
   5) Edit those like mentioned and run them
  
   I think the solution to this problem is easily fixed by doing
 this
   and commiting the whole bunch again then waiting until September
  
   2009/8/13  d...@metaverseink.com:
   I'm fine with waiting until September before pruning reference
   implementations down to one of each. But someone needs to give
 love
  to
   Grid.Inventory, because I don't have time for loving so many
 servers
  :-)
  
   The current improvement I'm doing right now (eliminating the need
 to
   pass the entire inventory around) only works for the new-style
  inventory
   service. It can easily be made to work for the old one. Whoever
  wants
   Grid.Inventory to support the simulators' [much more reasonable]
  needs
   should make the necessary improvements to it. I'll be happy to
  explain
   what the server needs to do -- 2 additional service handlers. I
  still
   haven't pushed my local commits, and I can wait a little bit for a
   Grid.InventoryServer lover to step up and volunteer. But I don't
  think
   it's reasonable to hold this improvement until September; I
 already
  have
   it, and it's almost ready to be pushed out to grids out there.
  Passing
   thousands of inventory items upon region crossings and TPs is
  probably
   one of the worst things in OpenSim right now, and needs fixing.
  
  
   MW wrote:
   I'm fine with the AssetInventoryServer being removed as soon as
  possible
   because I don't think anyone uses it.
  
   But believe we should at least wait a couple of more weeks before
  the
   Grid.InventoryServer
   and Grid.AssetServer are removed, so that everyone gets a chance
 to
  have
   their say/vote. As a number of people are on vacation around this
  time.
  
   Personally as long as the ROBUST servers are fully tested on
  multiple
   grids that have a quite heavy load/userbase, then I'm okay with
  removing
   the old servers, as long as there is total agreement; I know a
 few
   people have said they don't want to swap to ROBUST.
  
  
   --- On *Tue, 11/8/09, Frisby, Adam /a...@deepthink.com.au/*
  wrote:
  
  
   From: Frisby, Adam a...@deepthink.com.au
   Subject: Re: [Opensim-dev] pruning reference servers in core
   To: opensim-dev@lists.berlios.de opensim-
  d...@lists.berlios.de
   Date: Tuesday, 11 August, 2009, 10:09 PM
  
   Please do. I'd like a 0.6.X release shortly after every
   networkinterface version change if possible - since it makes
  compat
   with the latest stable release always a headache.
  
   Adam
  
 -Original Message-
 From: opensim-dev-boun...@lists.berlios.de
   /mc/compose?to=opensim-dev-boun...@lists.berlios.de
   [mailto:opensim-dev-
 boun...@lists.berlios.de
   /mc/compose?to=boun...@lists.berlios.de] On Behalf Of
 Justin
   Clark-Casey
 Sent: Tuesday, 11 August 2009 12:04 PM
 To: opensim-dev@lists.berlios.de
   /mc/compose?to=opensim-...@lists.berlios.de
 Subject: Re: [Opensim-dev] pruning reference servers in
 core

 d...@metaverseink.com
 /mc/compose?to=d

Re: [Opensim-dev] pruning reference servers in core

2009-08-12 Thread Frisby, Adam
Release fairy is any core dev, but usually ckrinke lately. I hear r10108 was a 
decent release, but might be a little bit behind.

Adam

 -Original Message-
 From: opensim-dev-boun...@lists.berlios.de [mailto:opensim-dev-
 boun...@lists.berlios.de] On Behalf Of d...@metaverseink.com
 Sent: Tuesday, 11 August 2009 2:48 PM
 To: opensim-dev@lists.berlios.de
 Subject: Re: [Opensim-dev] pruning reference servers in core
 
 I would really appreciate it if the release fairy would do her magic
 again! -- around now. Who is the release fairy?
 
 Frisby, Adam wrote:
  Please do. I'd like a 0.6.X release shortly after every
 networkinterface version change if possible - since it makes compat
 with the latest stable release always a headache.
 
  Adam
 
  -Original Message-
  From: opensim-dev-boun...@lists.berlios.de [mailto:opensim-dev-
  boun...@lists.berlios.de] On Behalf Of Justin Clark-Casey
  Sent: Tuesday, 11 August 2009 12:04 PM
  To: opensim-dev@lists.berlios.de
  Subject: Re: [Opensim-dev] pruning reference servers in core
 
  d...@metaverseink.com wrote:
  Dear devs,
 
  I'm finally changing the way the simulator caches inventory. This
 is
  all
  good, and it's the beginning of the much awaited user services
  refactoring. This requires a few small changes in the inventory
  services
  interface, as well as additions to the implementation(s). So...
 
  We now have 3 -- yes 3! -- different inventory servers in core.
 (and
  3
  asset servers too). I think it's time to make a decision on what to
  keep
  and what to drop, because evolving this ecosystem of
 implementations
  in
  core is unscalable.
 
  With this, I'm proposing that we drop the old Grid.InventoryServer,
  the
  old Grid.AssetServer and the AssetInventoryServer (CB1). Some
 people
  may
  still be using the old servers, so it's time to switch everybody to
  ROBUST. Asking in the IRC, it looks like no one is using
  AssetInventoryServer.
 
  Comments? Objections?
  Might be an idea to knock out a 0.6.7 first before making that
 switch.
 
  --
  justincc
  Justin Clark-Casey
  http://justincc.wordpress.com
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Re: [Opensim-dev] pruning reference servers in core

2009-08-11 Thread Frisby, Adam
Please do. I'd like a 0.6.X release shortly after every networkinterface 
version change if possible - since it makes compat with the latest stable 
release always a headache.

Adam

 -Original Message-
 From: opensim-dev-boun...@lists.berlios.de [mailto:opensim-dev-
 boun...@lists.berlios.de] On Behalf Of Justin Clark-Casey
 Sent: Tuesday, 11 August 2009 12:04 PM
 To: opensim-dev@lists.berlios.de
 Subject: Re: [Opensim-dev] pruning reference servers in core
 
 d...@metaverseink.com wrote:
  Dear devs,
 
  I'm finally changing the way the simulator caches inventory. This is
 all
  good, and it's the beginning of the much awaited user services
  refactoring. This requires a few small changes in the inventory
 services
  interface, as well as additions to the implementation(s). So...
 
  We now have 3 -- yes 3! -- different inventory servers in core. (and
 3
  asset servers too). I think it's time to make a decision on what to
 keep
  and what to drop, because evolving this ecosystem of implementations
 in
  core is unscalable.
 
  With this, I'm proposing that we drop the old Grid.InventoryServer,
 the
  old Grid.AssetServer and the AssetInventoryServer (CB1). Some people
 may
  still be using the old servers, so it's time to switch everybody to
  ROBUST. Asking in the IRC, it looks like no one is using
  AssetInventoryServer.
 
  Comments? Objections?
 
 Might be an idea to knock out a 0.6.7 first before making that switch.
 
 --
 justincc
 Justin Clark-Casey
 http://justincc.wordpress.com
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Re: [Opensim-dev] Main Repository now in Git

2009-08-06 Thread Frisby, Adam
Does that store the date of last 'commit' or current revision?

If we're replacing the version number from 0.X.Y.SVNNUM - I think we should 
probably use:

0.X.DDMM.GITHASH - since the DDMM is going to be a lot easier to type.

Adam

From: opensim-dev-boun...@lists.berlios.de 
[mailto:opensim-dev-boun...@lists.berlios.de] On Behalf Of James Stallings II
Sent: Thursday, 6 August 2009 4:39 PM
To: opensim-dev@lists.berlios.de
Subject: Re: [Opensim-dev] Main Repository now in Git

Greetings List  :)

Just wanted to drop a line to the list and let you all know that we've (OSGrid 
Core Team) done a bit of research and determined the location of the file in 
the which git stores the hash for the the checked out tree (for lack of better 
terminology).

I am personally finishing up a patch at the moment to replace the appearance of 
the svn revision number with the git hash where it has been present before (in 
the client, at region server startup and at in the region server's 'show 
version' command output).

Please bear with me, I am not a core dev either and fumble a bit here and there 
with the tools, but I am rapidly improving my skills ;)

I will notify the list as soon as I have the patch ready.

ETA: sometime this evening CST.

Hope this eases some concerns among you.

Cheers!
James

On Thu, Aug 6, 2009 at 6:20 PM, Ursula MATOVA 
ursula.mat...@klintcentral.netmailto:ursula.mat...@klintcentral.net wrote:
Hey Sean ... I know it's hard work ...
My post was just comments/feeling about the migration from svn to
git ...
`
On my side ( I'm not a core-dev, just trying to be an active
reporter ) I need to be able to migrate my OpenSim server to the
latest current release to test some new feature/improvments and to be
able to quick reverse to the previous release in case of problems
( it's normal when working with dev branch ) ... And all is based on
the release number ... ...
We were in SVN. #10115 ... Then what about now ?
It's not clear at all, don't know the current release number ... ...
do you know it ?
What changes ?
.../...
When checking the git repository, I'm not sure to checkout the latest
dev release ... is it ? or is it the stable branch ?
Sorry, maybe my english is not good enough to follow the git/wiki
instructions ...

Could you provide a kind of digest for git noobs ( like me ) to
keep track of the latest release ? or some specific release ?

Anyway, I really appreciate everybody's work ... ( even 1st April
jokes ) ... ... ...
So, my feeling is not really important, I'll adapt myself, it'll be
only a bit more difficult for us to report bugs ...

Regards,
Ursula.

Le 6 août 09 à 13:42, Sean Dague a écrit :

 Ursula MATOVA wrote:
 Sure you're right ... let's go to git then :)

 But, is it possible to change the OpenSim Commits posts ?
 Really, it's un-useful and unreadable ...

 Yes, I'm working at changing that to something more readable, we'll
 need
 a few more commits going through before I figure out if I've fixed
 that.

 Also, there is an rss feed off of http://opensimulator.org/viewgit.
 I've found that to be a very useful way to keep up on things as well.

   -Sean

 --
 __

 Sean Dague   Mid-Hudson Valley
 sda...@gmail.commailto:sda...@gmail.com 
 Linux Users Group
 http://dague.net http://mhvlug.org

 There is no silver bullet.  Plus, werewolves make better neighbors
 than zombies, and they tend to keep the vampire population down.
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[Opensim-dev] Temporary Assets now being pushed to grid

2009-08-04 Thread Frisby, Adam
Hey folks,

Myself and Nebadon have been curious about why OSGrid's asset server has been 
growing assets at a quadrupled rate in the last 2 weeks. It seems we're getting 
entries marked temporary being committed to the central server. (stats 
available at http://assets.osgrid.org/stats/ - look at Total Assets # on the 
year chart)

Temporary assets should be being committed only to local asset caches, and not 
pushed upstream further - can someone take a look at this?

Thanks

Adam
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Re: [Opensim-dev] Inventory loss

2009-07-28 Thread Frisby, Adam
It's worth also noting the clientside inventory skeleton can get corrupted - 
clearing cache will often restore supposedly missing inventory.

Adam

From: opensim-dev-boun...@lists.berlios.de 
[mailto:opensim-dev-boun...@lists.berlios.de] On Behalf Of Nebadon Izumi
Sent: Monday, 27 July 2009 10:39 PM
To: opensim-dev@lists.berlios.de
Subject: Re: [Opensim-dev] Inventory loss

I don't recall OSgrid really getting many complaints about it either, infact i 
do not recall any, I am not saying its never occured, but its so minimal its 
not something i ever remember occuring, even when our whole asset table 
corrupted, we were able to get 100% recovery, i think we lost 1 asset. We run 
on MySQL, but run fragstore for blob storage, any grids still storing blobs 
inside the database is going to be in major trouble if they don't switch, 
storing blobs inside of any of the currently available database systems 
OpenSim's core is really a terrible idea and should not be done for anything 
that is considered a production level type grid.

Neb
On Mon, Jul 27, 2009 at 6:39 AM, Chris Hart 
ch...@codetorque.co.ukmailto:ch...@codetorque.co.uk wrote:
From MSSQL side of the grid fence, I haven't had anyone complain of lost 
inventory to me - we did until recently have some lost assets after SI 
sessions due to asset server crashing - previously the code would attempt to 
store assets with descriptions bigger than database field length. This seemed 
to happen mostly with SI uploaded items but also was 100% reproducible if you 
had a sim with a long name and a parcel with a long name and attempted to 
create a landmark - there are checks now to stop this from happening that 
Justin kindly committed (and he was good enough to add similar checks for 
MySQL) and we've not had a crash since applying that patch over a week and a 
half ago. In terms of actual inventory, no-one has reported loss of specific 
items. Sometimes slow to load, but not loss.

Is this something that has happened since 0.6.6 tag?

Chris

-Original Message-
From: 
opensim-dev-boun...@lists.berlios.demailto:opensim-dev-boun...@lists.berlios.de
 
[mailto:opensim-dev-boun...@lists.berlios.demailto:opensim-dev-boun...@lists.berlios.de]
 On Behalf Of Melanie
Sent: 27 July 2009 14:32
To: opensim-dev@lists.berlios.demailto:opensim-dev@lists.berlios.de
Subject: Re: [Opensim-dev] Inventory loss

Those MySQL issues listed below and others like it are corner cases
that OpenSim would never trigger. OpenSim is a very simplistic
database user, it doesn't even really use any relational features of
the database.
So, I don't think that MySQL errors are something we need to concern
ourselves with at this point. Especially, your suggestion would not
help in those cases, as they are all about complete loss of rows.
That is unaffected by a deleted type flag.

That is neither here nor there anyway, since such a deleted flag
would have to live under OpenSim.Data..

It has no business being in core at all.

Melanie


Colin B. Withers wrote:
 Reason I wondered is simply the number of websites dedicated to recovering 
 from MYSQL database corruption, and offering tools for the same. Google 
 returns over 250,000 sites for 'mysql database corruption'.

 MYSQL has had numerous bug fixes to fix database corruption, introduced by 
 differing versions of MYSQL, eg

 Fixed in 4.0.18
 INSERT DELAYED ... SELECT ... could cause table corruption because tables 
 were not locked properly. This is now fixed by ignoring DELAYED in this 
 context. (Bug #1983)

 Fixed in 4.0.16
 Fixed bug in overrun check for BLOB values with compressed tables. This was a 
 bug introduced in 4.0.14. It caused MySQL to regard some correct tables 
 containing BLOB values as corrupted. (Bug #770, Bug #1304, and maybe Bug 
 #1295)

 Fixed in 4.0.15
 Fixed rare bug in MYISAM introduced in 4.0.3 where the index file header was 
 not updated directly after an UPDATE of split dynamic rows. The symptom was 
 that the table had a corrupted delete-link if mysqld was shut down or the 
 table was checked directly after the update.

 Fixed in 4.0.14
 Comparison/sorting for latin1_de character set was rewritten. The old 
 algorithm could not handle cases like sä  ßa. See section 5.6.1.1 German 
 character set. In rare cases, it resulted in table corruption.

 and so on..

 My own experience with Opensim is that in the last 12 months there has been 
 three occasions where residents complained of stuff 'missing' (not a single 
 resident, but several at once) and a roll-back to the last database backup 
 cured the problems.

 Rock

 -Original Message-
 From: 
 opensim-dev-boun...@lists.berlios.demailto:opensim-dev-boun...@lists.berlios.de
  
 [mailto:opensim-dev-boun...@lists.berlios.demailto:opensim-dev-boun...@lists.berlios.de]
  On Behalf Of Melanie
 Sent: Monday, July 27, 2009 2:07 PM
 To: opensim-dev@lists.berlios.demailto:opensim-dev@lists.berlios.de
 Subject: Re: [Opensim-dev] Inventory loss

 IMHO, 

Re: [Opensim-dev] Very Good Git Book

2009-07-28 Thread Frisby, Adam
I can tell you pretty safely; OpenSim’s SVN repository is probably several GB. 
Our standard distribution at several points in time was = 100mb. (a lot of 
binaries).

So we’re going to be hosting ourselves for the foreseeable future I think.

Adam

From: opensim-dev-boun...@lists.berlios.de 
[mailto:opensim-dev-boun...@lists.berlios.de] On Behalf Of Christophe, 
Jean-Charles Narbonne
Sent: Tuesday, 28 July 2009 6:02 AM
To: opensim-dev@lists.berlios.de
Subject: Re: [Opensim-dev] Very Good Git Book

GitHub allow 300MB, it as a bigger community, it has more feature and stats, a 
fork create a new branch but it cost no place because it's linked to the 
original project (only diff added is counted in the 300 Mo)...

I'm not sure it would be limitant...

but Git hub is probably today the best free GUI for git. (free as free bear)


Sean Dague:
   There aren't any plans that this point, we'll have our own git tree 
 hosted locally.

I suppose once we turn to git, a branch would go on github/gitorious and one of 
you should have to pull from this branch...

I agree with Mevlin gitorious have less limitation, and if you want to host it 
you can (but it will not increase the community power as much as go on 
gitorious or github)

--
Thanx to free software.
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Re: [Opensim-dev] Inventory loss

2009-07-26 Thread Frisby, Adam
Sounds fine to me - however I would give pause before encouraging anyone to use 
'no-copy' -- while this particular solution should work for routine issues; 
no-copy is fundamentally incompatible with the ideas of doing region backups 
(rollbacks, etc) and other similar issues.

To solve that issue more effectively; I think some kind of 'serial number' 
system is probably preferred - so every legitimate copy produces a new serial 
number; and duplication efforts result in a serial number collision.

Adam

 -Original Message-
 From: opensim-dev-boun...@lists.berlios.de [mailto:opensim-dev-
 boun...@lists.berlios.de] On Behalf Of Thomas Grimshaw
 Sent: Sunday, 26 July 2009 6:55 PM
 To: opensim-dev@lists.berlios.de
 Subject: [Opensim-dev] Inventory loss
 
 Hey folks.
 
 Been thinking a lot about inventory loss in OpenSim, something that I
 think we should really do as much as possible to avoid. We've been
 experiencing numerous cases of lost inventory in K-Grid recently.
 
 What i'd like to implement, is..
 
 When an item is removed from inventory (deleted, or rezzed if it's
 no-copy), it is not actually deleted by instead an available flag is
 set in the inventory database.
 All inventory queries will check for the flag and thus it will appear
 as
 deleted to the user, but it can be restored easily by an admin if
 needed.  A timestamp should also be set which indicates when the item
 was made unavailable, so that routine cleanup can be performed on items
 which were made unavailable a long time ago.
 
 I wanted to get people's opinons of this before I implemented it in
 code. Can anyone think of any drawbacks or possible issues? Any further
 room for improvement?
 
 Cheers
 
 Thomas Grimshaw
 (RemedyTomm)
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Re: [Opensim-dev] Bump GridComms Version Notice

2009-07-25 Thread Frisby, Adam
D'oh.

Wasn't moving to OMVTypes supposed to avoid breaks like this?

Adam

 -Original Message-
 From: opensim-dev-boun...@lists.berlios.de [mailto:opensim-dev-
 boun...@lists.berlios.de] On Behalf Of Teravus Ovares
 Sent: Saturday, 25 July 2009 2:05 PM
 To: opensim-dev
 Subject: [Opensim-dev] Bump GridComms Version Notice
 
 Hey everyone
 
 After fighting with things for a bit, I'm going to recommend bumping
 the version of the gridcomms.
 
 It turns out that the json serialization of the UUID type was changed
 in libOMV revision r2588 to a plain string.
 This leaves older regions expecting a 'uuid::' prefix (as was the
 previous format) unable to decode UUIDs and return a UUID.Zero.
 
 This will break Hypergrid and some types of region to region comms
 between OpenSim revisions 10081 and 10082. Regions in versions 10082
 cannot talk properly to regions 10081 and below.   If you try, some
 regions will show, some won't, you'll have border crossing issues
 sometimes and you'll get weird console messages.   For grids who want
 a consistent experience, you will need to upgrade regions together so
 organize the effort appropriately.
 
 Unfortunately, there isn't really anything that we can do besides this
 except roll back the LibOMV 0.7.0 commit and stay on an older version
 of libOMV.  There isn't any way to programmatically change, without
 forking OpenMetaverse.StructureData, what should go over the wire
 serialization.   Additionally, on the receiving side, there's no way
 to know what was a UUID and what was a string with UUID text in it's
 contents so converting it there is also out of the question.
 
 Additionally, any services that make use of the json serialization are
 affected (json stats come to mind).
 
 Be aware of these changes
 
 Regards
 
 Teravus
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Re: [Opensim-dev] World map - map doesnt load on large grids

2009-07-20 Thread Frisby, Adam
Lame SL is lame.

Is anyone able to patch Hippo to fix this issue? (tx?)

Adam

 -Original Message-
 From: opensim-dev-boun...@lists.berlios.de [mailto:opensim-dev-
 boun...@lists.berlios.de] On Behalf Of Teravus Ovares
 Sent: Monday, 20 July 2009 9:27 AM
 To: opensim-dev@lists.berlios.de
 Subject: Re: [Opensim-dev] World map - map doesnt load on large grids
 
 Normally, the client requests things as they are scrolled on to,
 however, in OSGrid's case, the regions are way outside the normal
 space that the client is used to. Remember that 4096m bug that
 causes regions to be a void space when you teleport?   That also
 applies to the map. In fact, on OSGrid, without a hack I created
 for exactly that situation, the map doesn't display at all until you
 click on a region space.
 
 A couple of potential solutions:
 
 1.  Move all regions within 4096 region block spaces.
 2.  Expand the hack that I created so that it forces sending a
 significantly larger amount of regions.
 
 
 Regards
 
 Teravus
 
 
 
 On Mon, Jul 20, 2009 at 11:31 AM, Frisby, Adama...@deepthink.com.au
 wrote:
  Does anyone know what packets/messages the client requests as the map
 is
  scrolled  zoomed - right now, only the initial area is shown when
 you load
  the map. On OSGrid this represents like 10% of the total world map
 being
  visible.
 
 
 
  Adam
 
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Re: [Opensim-dev] World map - map doesnt load on large grids

2009-07-20 Thread Frisby, Adam
No, I was suggesting that -- make it so we alter world map related packets/caps 
to reflect a lower coordinate range. The median of the grid, could be used to 
determine the 'center of mass' for the world map.

Adam

 -Original Message-
 From: opensim-dev-boun...@lists.berlios.de [mailto:opensim-dev-
 boun...@lists.berlios.de] On Behalf Of Teravus Ovares
 Sent: Monday, 20 July 2009 10:27 AM
 To: opensim-dev@lists.berlios.de
 Subject: Re: [Opensim-dev] World map - map doesnt load on large grids
 
 Normally the client sends a post to one of the map CAPs, and then
 sends a bunch of UDP requests.On OSGrid, in the 10,000 range, the
 client just posts to the map CAP unless you click in an empty maptile
 space.Since no requests are made, no maptiles show. The hack
 is that when the client posts to the map cap, immediately send the map
 data for 10 spaces above and below the region the avatar is currently
 in.
 
 Regards
 
 Teravus
 
 On Mon, Jul 20, 2009 at 12:54 PM, Frisby, Adama...@deepthink.com.au
 wrote:
  hackSubtract 8,000 from all coordinates for the world map?/hack
  (derive 8,000 from the median position on the grid)
 
  Adam
 
  -Original Message-
  From: opensim-dev-boun...@lists.berlios.de [mailto:opensim-dev-
  boun...@lists.berlios.de] On Behalf Of Frisby, Adam
  Sent: Monday, 20 July 2009 9:34 AM
  To: opensim-dev@lists.berlios.de
  Subject: Re: [Opensim-dev] World map - map doesnt load on large
 grids
 
  Lame SL is lame.
 
  Is anyone able to patch Hippo to fix this issue? (tx?)
 
  Adam
 
   -Original Message-
   From: opensim-dev-boun...@lists.berlios.de [mailto:opensim-dev-
   boun...@lists.berlios.de] On Behalf Of Teravus Ovares
   Sent: Monday, 20 July 2009 9:27 AM
   To: opensim-dev@lists.berlios.de
   Subject: Re: [Opensim-dev] World map - map doesnt load on large
 grids
  
   Normally, the client requests things as they are scrolled on to,
   however, in OSGrid's case, the regions are way outside the normal
   space that the client is used to.     Remember that 4096m bug that
   causes regions to be a void space when you teleport?   That also
   applies to the map.     In fact, on OSGrid, without a hack I
 created
   for exactly that situation, the map doesn't display at all until
 you
   click on a region space.
  
   A couple of potential solutions:
  
   1.  Move all regions within 4096 region block spaces.
   2.  Expand the hack that I created so that it forces sending a
   significantly larger amount of regions.
  
  
   Regards
  
   Teravus
  
  
  
   On Mon, Jul 20, 2009 at 11:31 AM, Frisby,
 Adama...@deepthink.com.au
   wrote:
Does anyone know what packets/messages the client requests as
 the
  map
   is
scrolled  zoomed - right now, only the initial area is shown
 when
   you load
the map. On OSGrid this represents like 10% of the total world
 map
   being
visible.
   
   
   
Adam
   
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Re: [Opensim-dev] ipv6? (was: STUN for OpenSim?)

2009-07-15 Thread Frisby, Adam
IPv6 will work on non-UDP protocols. Eg; the IRCd clientstack supports IPv6. 
LLUDP will be IPv6 incompatible as long as it relies on circuits which depend 
on 32bit addresses.

Adam

 -Original Message-
 From: opensim-dev-boun...@lists.berlios.de [mailto:opensim-dev-
 boun...@lists.berlios.de] On Behalf Of Kyle Hamilton
 Sent: Tuesday, 14 July 2009 3:44 PM
 To: opensim-dev@lists.berlios.de
 Subject: Re: [Opensim-dev] ipv6? (was: STUN for OpenSim?)
 
 Speaking of... is there any IPv6 work going on at this point?
 
 -Kyle H
 
 On Tue, Jul 14, 2009 at 3:15 PM, Mojito Sorbetmojitot...@gmail.com
 wrote:
  If you are running OpenSim behind a NAT router, you are going to have
 to
  configure the routing in some way, regardless of whether STUN, or
 even
  TCP, is used.  That is because the connection is originating outside
 of
  the firewall, and the whole purpose of firewalls is to not let that
  happen, except in carefully prescribed circumstances.  Same thing
  applies to VOIP.
 
  The problem of people not being able to find your IP address has
 already
  been solved by services such as DynDNS.
 
  On Tue, 2009-07-14 at 07:57 +0200, Stefan Andersson wrote:
  One of the main shortcomings of the linden-legacy model is that
  OpenSim does not work well (as in simple and consistent)  from
 behind
  NATs and several home routers.
 
 
 
  I was thinking, if something like STUN could help us overcome this?
 
 
 
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Re: [Opensim-dev] Request for documentation - InventoryItems.InvType

2009-07-15 Thread Frisby, Adam
Thanks

 -Original Message-
 From: opensim-dev-boun...@lists.berlios.de [mailto:opensim-dev-
 boun...@lists.berlios.de] On Behalf Of jradford
 Sent: Wednesday, 15 July 2009 8:31 PM
 To: opensim-dev@lists.berlios.de
 Subject: Re: [Opensim-dev] Request for documentation -
 InventoryItems.InvType
 
 From Libomv:
 
 /// summary
 /// Inventory Item Types, eg Script, Notecard, Folder, etc
 /// /summary
 public enum InventoryType : sbyte
 {
 /// summaryUnknown/summary
 Unknown = -1,
 /// summaryTexture/summary
 Texture = 0,
 /// summarySound/summary
 Sound = 1,
 /// summaryCalling Card/summary
 CallingCard = 2,
 /// summaryLandmark/summary
 Landmark = 3,
 /*
 /// summaryScript/summary
 //[Obsolete(See LSL)] Script = 4,
 /// summaryClothing/summary
 //[Obsolete(See Wearable)] Clothing = 5,
 /// summaryObject, both single and coalesced/summary
 */
 Object = 6,
 /// summaryNotecard/summary
 Notecard = 7,
 /// summary/summary
 Category = 8,
 /// summaryFolder/summary
 Folder = 8,
 /// summary/summary
 RootCategory = 9,
 /// summaryan LSL Script/summary
 LSL = 10,
 /*
 /// summary/summary
 //[Obsolete(See LSL)] LSLBytecode = 11,
 /// summary/summary
 //[Obsolete(See Texture)] TextureTGA = 12,
 /// summary/summary
 //[Obsolete] Bodypart = 13,
 /// summary/summary
 //[Obsolete] Trash = 14,
 */
 /// summary/summary
 Snapshot = 15,
 /*
 /// summary/summary
 //[Obsolete] LostAndFound = 16,
 */
 /// summary/summary
 Attachment = 17,
 /// summary/summary
 Wearable = 18,
 /// summary/summary
 Animation = 19,
 /// summary/summary
 Gesture = 20
 }
 
 
 On Wed, 15 Jul 2009 22:56:07 -0400, Frisby, Adam
 a...@deepthink.com.au
 wrote:
  Does anyone know what the values of InventoryItems.InvType represent?
 It's
  an integer and represents the type of inventory; but I cant seem to
 find
  any documentation (either in code, or externally) about what the
 integers
  correlate to.
 
  Adam
 
 
 -- Jim
 
 !DSPAM:370,4a5e9ed719051028312470!
 
 
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Re: [Opensim-dev] Proposal: Change module interface to indicate replacable modules

2009-07-10 Thread Frisby, Adam
Suggested change:

Some modules need to be configurable (eg, groups needs the groups URL) - 
therefore, provide a standard way of entering configuration variables into a 
module that can be set at runtime before the module is fully loaded.

As an upside, we could backport that to opensim core, so people can enter 
opensim.ini settings at first startup. Load the more complicated ones from 
opensim.ini as a default - but some like the defaultX/defaultY, HTTP port, etc.

My suggestion would be something that resembles this in the module code:

Public void prestart(IConfig defaults) {
IConfig myModuleConfig = new NiniConfig...
Configurator config = new Configurator(); // uses STDIO

int x;
if(!(x = myModuleConfig['MyModule'].GetInteger('foo'))) {
// Validation might require better handling...
while(x  0  x  100) {
  x = config.GetInteger(Value of foo?:);
}
myModuleConfig['MyModule']['x'] = x;
}
... wash, rinse, repeat ...

myModuleConfig.Save('config/mymodule.ini');
}

Maybe we can simplify that down with a bit of cleverness and re-usable functions
(eg using a lambda or delegate to handle the validation callback)

Adam

 -Original Message-
 From: opensim-dev-boun...@lists.berlios.de [mailto:opensim-dev-
 boun...@lists.berlios.de] On Behalf Of Teravus Ovares
 Sent: Friday, 10 July 2009 5:05 PM
 To: opensim-dev@lists.berlios.de
 Subject: Re: [Opensim-dev] Proposal: Change module interface to
 indicate replacable modules
 
 Example:
 
 Diva created a world map module, but the one in the OpenSimulator
 distribution wouldn't let Diva's module run so she had to create a
 configuration flag to turn the module in the OpenSimulator
 distribution off.   Now, there's a complicated configuration option
 for the world map module where you have to type out the object
 namespace.
 
 The groups module in OpenSimulator's distribution is a stub.   We do
 not intend people to use it out of the box.   Therefore it makes sense
 to have an implicit way to ensure that it doesn't run when there is a
 replacement loaded.
 
 Melanie doesn't think the 'replaceable modules' architecture is
 maintainable and so she proposed this idea to solve the 3 goals I had
 for it;
 
 1. Explicitly declare opensim core developer's intentions for the
 module to be replaceable and that we intend on users replacing the
 stub with a module that is more full featured
 
 2. Be implicit so no configuration files or options need to be managed
 by the end user.   This makes packaging binaries easier.  You tell the
 user to download a dll, and put it in the bin folder.   No need to
 modify the opensim.ini or the config-include folder.   This is a step
 in the direction of a console module downloader and loader.
 
 3. Be resource friendly.   Currently even modules that are not running
 are loaded in memory.   The objects are.   They may not be using much
 memory..  but they're still there.
 
 My method of reaching those goals was to create stub projects in
 separate dlls where the dll contains only the module.  The reason for
 it being a single module in the dll is that it can be overwritten with
 a dll provided by someone else.   I called them the
 ReplaceableModules.Melanie doesn't think this is maintainable
 though with the number of modules that are stuck in various 'catch
 all' dlls.I'm open to other solutions as long as they accomplish
 the 3 goals :).Melanie's solution does accomplish those three
 goals.
 
 
 Regards
 
 Teravus
 
 
 
 On Fri, Jul 10, 2009 at 6:28 PM, Kyle Hamiltonaerow...@gmail.com
 wrote:
  money.
 
  -Kyle H
 
  On Fri, Jul 10, 2009 at 2:09 PM, Justin
  Clark-Caseyjjusti...@googlemail.com wrote:
  Melanie wrote:
  The intent of this change is to let a module indicate that it
 wishes
  it's load to be deferred until all modules have been scanned and
  initialized, and to indicate that it wishes to ot be initialized if
  another module has already registered it's interface.
 
  This will allow automatically disabling modules the developer has
  marked as stub modules without full functionality, so that
  replacement 3rd party modules can simply be dropped into the binary
  distribution and get picked up and run instead of that stub.
 
  Could you give an example of what kind of module we'd be talking
 about here?  Wouldn't this apply to all modules anyway
  (since in principle it should be possible to replace anything)?
 
  --
  justincc
  Justin Clark-Casey
  http://justincc.wordpress.com
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Re: [Opensim-dev] mono *.exe crashes if screen is smaller than created...

2009-07-10 Thread Frisby, Adam
This sounds like a NLog bug actually -- all our console output is formatted by 
nlog (since it also does our logging, etc)

Adam

 -Original Message-
 From: opensim-dev-boun...@lists.berlios.de [mailto:opensim-dev-
 boun...@lists.berlios.de] On Behalf Of Torrid Luna
 Sent: Friday, 10 July 2009 6:50 PM
 To: opensim-dev@lists.berlios.de
 Subject: Re: [Opensim-dev] mono *.exe crashes if screen is smaller than
 created...
 
 Also sprach Mojito Sorbet (mojitot...@gmail.com):
 
  Why can't the consoles just use ReadLine and WriteLine?  That would
 make it
  easier to interface with in a variety of ways?
 
 +1
 Coming from Unix, I had these kind of problems only with Cisco
 Terminals, Windows Telnet emulations and Opensim so far. stdin/stdout
 is
 so much more convenient, and it would save a lot of screen sessions.
 
 
 Cheers,
 Torrid
 --
 Excerpts of 1 Shell Scripts -- today: monkeytypewriter
 $ cat /dev/random | strings | fmt | less
 
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Re: [Opensim-dev] Proposal: Changing Runprebuild.bat

2009-07-02 Thread Frisby, Adam
Related question: Do we support .NET 3 now? There's a number of features such 
as lambda expressions I'd like to begin using (mono supports them).

Adam

 -Original Message-
 From: opensim-dev-boun...@lists.berlios.de [mailto:opensim-dev-
 boun...@lists.berlios.de] On Behalf Of Sean Dague
 Sent: Thursday, 2 July 2009 3:40 AM
 To: opensim-dev@lists.berlios.de
 Subject: Re: [Opensim-dev] Proposal: Changing Runprebuild.bat
 
 Stefan Andersson wrote:
  Guys,
 
 
 
  As we officially no longer support Microsoft Visual Studio 2005
  (neither Pro nor Express) I propose we get rid of either of the
 runprebuild bats.
 
 
 
  My vote is for the runprebuil2008.bat to go, and upgrade runprebuild
  to build the vs2008 target.
 
 +1
 
   -Sean
 
 --
 __
 
 Sean Dague   Mid-Hudson Valley
 sda...@gmail.com Linux Users Group
 http://dague.net http://mhvlug.org
 
 There is no silver bullet.  Plus, werewolves make better neighbors than
 zombies, and they tend to keep the vampire population down.
 __
 

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Re: [Opensim-dev] Adding virtual to many methods on Region/Framework/* for experimentation

2009-07-02 Thread Frisby, Adam
If you're interested in more dramatic SOG/SOP changes - please look at the MRM 
IObject interface - it would be awesome if we could get SOG/SOP to inherit 
that interface as it makes dealing with properties on objects a lot easier.

Adam

From: opensim-dev-boun...@lists.berlios.de 
[mailto:opensim-dev-boun...@lists.berlios.de] On Behalf Of Cristina Videira 
Lopes
Sent: Thursday, 2 July 2009 4:04 AM
To: opensim-dev@lists.berlios.de
Subject: Re: [Opensim-dev] Adding virtual to many methods on Region/Framework/* 
for experimentation

Sean Dague wrote:

Stefan Andersson wrote:



I would argue that opening up for (reasonable) subclassing is a very core ideal 
of opensim-as-an-API.



And on the subject; somewhere in 0.7 land, I would argue that we have to 
rethink the whole scene/SOG/SOP bit - right now, state and behavior is 
intermingled to the degree that we cannot do anything that requires reasonable 
decoupling of state and behavior. Not to mention if one were to start working 
with using these objects in a non-core context.





While I firmly agree, I've looked at that problem a couple times before,

and it's big.  At the end of the day OpenSim is basically that scene,

then lots of things bolted on to it.



So nothing so grandious from me, but just some simple experimentation of

 if there is a good way to have some set of synthetic server side

objects coexist with the user generated objects in the same scene, and

not turn into total chaos. :)



I've done this before (the traffic simulation). I love synthetic objects that 
extend SOG, and all applications I'm involved with use them heavily. Their only 
weakness right now is not being able to cross borders like the other ones, 
because the deserialization routine hardcodes the class. We should fix that at 
some point.

Crista
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Re: [Opensim-dev] Proposal: Changing Runprebuild.bat

2009-07-02 Thread Frisby, Adam
That would be a 'yes' then.

Adam

 -Original Message-
 From: opensim-dev-boun...@lists.berlios.de [mailto:opensim-dev-
 boun...@lists.berlios.de] On Behalf Of Sean Dague
 Sent: Thursday, 2 July 2009 4:21 AM
 To: opensim-dev@lists.berlios.de
 Subject: Re: [Opensim-dev] Proposal: Changing Runprebuild.bat
 
 Frisby, Adam wrote:
  Related question: Do we support .NET 3 now? There's a number of
 features such as lambda expressions I'd like to begin using (mono
 supports them).
 
 If it works in mono 2.0.1, it's fair game.  That seems to be our
 current minimum mono revision now.
 
   -Sean
 
 --
 __
 
 Sean Dague   Mid-Hudson Valley
 sda...@gmail.com Linux Users Group
 http://dague.net http://mhvlug.org
 
 There is no silver bullet.  Plus, werewolves make better neighbors than
 zombies, and they tend to keep the vampire population down.
 __
 

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Re: [Opensim-dev] RFC/Proposal: Explicitly serializing SOP rather than relying on .NET automatic serialization.

2009-06-09 Thread Frisby, Adam
Speak with Mikko - he wrote a manual parser that reads our formats. We needed 
it at the time for ModRex.

Overall however +1 on a explicit serialisation. Please leave some room to allow 
us to tag metadata in too.

Adam

 -Original Message-
 From: opensim-dev-boun...@lists.berlios.de [mailto:opensim-dev-
 boun...@lists.berlios.de] On Behalf Of Justin Clark-Casey
 Sent: Tuesday, 9 June 2009 9:04 AM
 To: opensim-dev@lists.berlios.de
 Subject: [Opensim-dev] RFC/Proposal: Explicitly serializing SOP rather
 than relying on .NET automatic serialization.
 
 Hi there,
 
 (For reference, I've reproduced this rfc at
 http://opensimulator.org/wiki/Explicit_Object_Serialization but any
 comments
 can be made here).
 
 
 Up until now, when we've needed to serialize scene objects (for storage
 in inventory, movement over region borders,
 etc.), we've done so using .NET's automatic XML serialization
 capabilities (XmlSerializer).
 
 .NET XML serialization is convenient when completely adding or removing
 properties - extraneous XML elements can be
 simply ignored and missing ones just result in the use of a default
 value.
 
 But if one wants to change an existing element then things get much
 more difficult.  For instance, suppose that you want
 to change the existing UUID CreatorID of SceneObjectPart to be a string
 instead.  Because the CreatorID uses
 OpenMetaverse's UUID object, .NET serialization of this produces the
 following
 
 CreatorIDGuida6dacf01-4636-4bb9-8a97-
 30609438af9d/Guid/CreatorID
 
 Simply changing the CreatorID type to String in SceneObjectPart will
 cause .NET to look for
 
 CreatorIDa6dacf01-4636-4bb9-8a97-30609438af9d/CreatorID
 
 on deserialization, making older assets incompatible.  The alternative
 approach of adding a string CreatorID property
 alongside the existing UUID one (e.g. have both CreatorID and
 CreatorIDFull in SceneObjectPart) quickly runs into very
 nasty problems with keeping the fields in sync.
 
 Therefore, I propose that for SceneObjectPart (and later
 TaskInventoryDictionary) we switch to explicit XML reading and
 writing rather than using .NET serialization.  This will allow object
 serializations to evolve without adding
 increasingly odd code to keep automatic serialization working, if
 that's possible at all (we already have some nasty
 find and replace stuff in
 SceneObjectSerializer.FromOriginalXmlFormat()).  Serialization formats
 will also gain explicit
 version numbers.
 
 Other parts of scene object serialization, such as script state, will
 remain as they are now.
 
 Being explicit about serialization may also promote interop and
 modularization.  Explicit serialization can be moved
 away from core and into modules rather than requiring .NET XML
 serialization attributes on fields in SceneObjectPart.
 
 Naturally, I expect that OpenSim out of the box will always be
 compatible with older serialization formats - migrating
 existing scene object assets is not realistically possible.  Also, I
 propose that the behaviour when adding or removing
 scene object elements (as opposed to changing them) remain the same as
 it does with .NET serialization.  In other words,
 older region simulators will able to read newer object serializations
 simply by ignoring the extra elements.  Only
 changes to existing elements will require a region simulator upgrade
 and these should be rare.
 
 Comments?
 
 --
 justincc
 Justin Clark-Casey
 http://justincc.wordpress.com
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Re: [Opensim-dev] Rethinking inventory

2009-06-08 Thread Frisby, Adam
Infact, GetAllInventory could be detrimental to the server on a large inventory.

Personally, I would be in favour of some kind of 'automatic subdivision' of 
folders. Eg, when you take an object to inventory, it gets default saved into a 
folder for the week. (eg, 'Objects' - 'From 2009/15' - 'Object Name' [if the 
folder doesn't exist, create it.])

This would reduce the size of the 'selects' and allow larger keys (which reduce 
overall lookup times -- albeit clientside search does diminish a lot of the 
gains here.)

Adam

 -Original Message-
 From: opensim-dev-boun...@lists.berlios.de [mailto:opensim-dev-
 boun...@lists.berlios.de] On Behalf Of Melanie
 Sent: Sunday, 7 June 2009 11:23 PM
 To: d...@metaverseink.com; opensim-dev@lists.berlios.de
 Subject: Re: [Opensim-dev] Rethinking inventory
 
 Hello Diva,
 
 to answer your questions:
 
 The inventory skeleton is fetched on login and sent to the client.
 It contains (or SHOULD contain) the actual folder serial numbers. I
 believe they may not currently be correct, though. The client
 decides, on opening a folder, which are out of date (by the serial
 number) and requests them.
 
 I implemented the serial number thing not too long ago, before then,
 inventory was always completely reloaded, the client cache was in
 fact defeated. In part, that is still so (see above).
 
 Inventory was implemented in a rather simplistic manner, sending the
 entire inventory in a single transaction from the inventory server
 to the client. This was never really necessary, and often not even
 useful, since all inventory transactions depend on the root folder,
 and it can't be loaded without loading all folders.
 
 A better inventory service would load inventory to regions only when
 it needs to be loaded, and the cases where that is necessary are
 surprisingly few, and most could get away with just the folder
 skeleton and individual items.
 
 I believe that I could get away with a function that will fetch only
 the user's root and system folders' UUIDs, since they are what is
 needed for inventory gives.
 
 For take and rez, the client already knows the folder IDs. So
 dropping inventory on a user and scripted gives are the two things a
 region does with client inventory.
 
 About letting the client talk to the inventory server: It needs to
 remain possible to do it through a region, as some grids are not
 willing to expose their inventory (asset, grid, etc) server ports to
 the internet. The region could, however, just verify the session and
 pass the request on.
 
 Session_lookup doesn't work. It was an attempt to secure the
 inventory server that failed because of session caches. If the
 inventory server needed to be restarted, it all currently logged in
 users would lose inventory access until relog. It was found
 architecturally flawed and not salvageable, so was turned off by
 default and recommended to be kept off. New implementations don't
 need to support the mechanism.
 
 So, a possible interface could be:
 
 class UserInventory
 {
   UUID RootFolder;
   Dictionaryint, IventoryFolderBase SystemFolders; // System
 folders by content type
   List InventoryItemBase Items; // Cache for those items a region
 actually uses
 }
 
 interface IInventoryService
 {
   UserInventory GetInventoryBase();
   ListInventoryFolderBase GetInventorySkel(); // Used by
 userserver
 for logins
   InventoryItemBase GetItem(UUID item);
   ListInventoryItemBase GetFolderItems(UUID folderID);
   bool StoreItem(InventoryItemBase item); // Will overwrite by UUID
 }
 
 GetItem() is needed to push newly acquired items to the client as
 well as to verify that asset IDs given by the client on rez are
 correct. We currently don't trust the IDs the client produces, and
 we shouldn't.
 
 GetInventoryBase is what the give class of functions would call on
 users who are not logged into a region. We may want to call that
 when a user enters the region, but possibly we can actually get away
 with not obtaining any inventory information at all unless an object
 gives something to the user, or another user does.
 
 Note the distinct lack of a GetAllIventory type method... it's not
 needed.
 
 It may need a few more specialized methods, but this should be about
 the size of it.
 
 Melanie
 
 
 
 d...@metaverseink.com wrote:
  Also, are there any grid operators out there who run their inventory
  servers with the configuration session_lookup = true ? (this is a
 flag
  in InventoryServer_Config.xml)
  Just curious to know if this is being used.
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Re: [Opensim-dev] HUGE ASSET CACHE (THANKS!!!)

2009-06-06 Thread Frisby, Adam
If it works well, I think we should make this the default.

Adam

From: opensim-dev-boun...@lists.berlios.de 
[mailto:opensim-dev-boun...@lists.berlios.de] On Behalf Of Brianna
Sent: Friday, 5 June 2009 10:42 PM
To: opensim-dev@lists.berlios.de
Subject: Re: [Opensim-dev] HUGE ASSET CACHE (THANKS!!!)

+1 :) and thank you
- Original Message -
From: Danmailto:retro...@gmail.com
To: opensim-dev@lists.berlios.demailto:opensim-dev@lists.berlios.de
Sent: Friday, June 05, 2009 9:13 AM
Subject: [Opensim-dev] HUGE ASSET CACHE (THANKS!!!)

Mr. Cortez, let me thank you for your File Cache System; it is amazing!

After only a few hours +95% of all assets are coming from the cache and not 
being pulled down from the internet. This had made regions run much faster and 
save a ton of bandwidth.

If this were deployed grid-wide it would reduce the strain on any asset server 
by orders of magnitude.

Thanks again, and I hope this becomes part of the main branch ASAP rather than 
just a patch.

+++ AMAZING!!!

 Date: Sun, 31 May 2009 08:12:30 -0700
 From: Michael Cortez mcor...@gmail.commailto:mcor...@gmail.com
 Subject: Re: [Opensim-dev] HUGE ASSET CACHE
 To: opensim-dev@lists.berlios.demailto:opensim-dev@lists.berlios.de
 Message-ID: 4a229e5e.2020...@gmail.commailto:4a229e5e.2020...@gmail.com
 Content-Type: text/plain; charset=ISO-8859-1; format=flowed

 Dan wrote:
  Is it possible to configure a huge disk asset-cache for region servers?
 A disk cache is currently being tested.

 No guarantees, warranties, express or implied but the test patch is
 available at

 http://code.google.com/p/flotsam/downloads/listhttp://code.google.com/p/flotsam/downloads/list

 This is just something I threw together in a couple minutes of coding as
 a proof of concept for a file cache.  There is no limiting or expiration
 mechanism, and as such is not appropriate for production use.  If
 testing proves that it's useful, then I'll submit to mantis for
 inclusion in OpenSim SVN.

 --
 Michael Cortez

  Date: Sat, 30 May 2009 20:54:21 -0400
  From: Dan retro...@gmail.commailto:retro...@gmail.com
  Subject: [Opensim-dev] HUGE ASSET CACHE
  To: opensim-dev@lists.berlios.demailto:opensim-dev@lists.berlios.de
  Message-ID:

  4ded3e640905301754g1277b055m7db78d48e4ccc...@mail.gmail.commailto:4ded3e640905301754g1277b055m7db78d48e4ccc...@mail.gmail.com
 
  is it possible to configure a huge disk asset-cache for region servers?
 
  Disk space is cheap these days and I'm sure most could devote a few
  gigabytes to store most if not all of its assets.
 
  This should speed up most simulators correct?
  Especially if it were to cache all those J2K decoded textures?
  Wouldn't it be better to cache those to a local harddrive rather than
  downloading and decoding them each and every time?
 
  Wouldn't this also drastically reduce the strain on the asset server if each
  simulator had cached all its assets on a local cache file?
  And also drastically reduce the bandwidth needed to run regions once the
  cache was full?
--
Why is Common Sense so Uncommon?

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Re: [Opensim-dev] Using Grider to teleport SL - OpenSim

2009-06-02 Thread Frisby, Adam
Well, what Stefan is suggesting bypasses that limit by having a libsl client 
logged into SL.

Adam

From: opensim-dev-boun...@lists.berlios.de 
[mailto:opensim-dev-boun...@lists.berlios.de] On Behalf Of Gustavo Alberto 
Navarro Bilbao
Sent: Tuesday, 2 June 2009 1:53 AM
To: opensim-dev@lists.berlios.de
Subject: Re: [Opensim-dev] Using Grider to teleport SL - OpenSim

The main problem for the TP between SL and our grids is the SL side. Since the 
process requires authentication of the account in SL, some of us are using the 
realXtend viewer's ability to perform the pseudo TP between SL and our grids. 
Zonja made this funny video on the matter: 
http://www.flickr.com/photos/zonja/3573078853/



2009/6/2 Stefan Andersson ste...@tribalmedia.semailto:ste...@tribalmedia.se
Diva,

I was reading the New World Notes on the grider teleports, and one thing 
occured to me;

Given I have understood the grider concept, couldn't grider be one way to 
accomplish seamless sl-opensim teleports?

(seamless in a very wide sense, of course)

If I would set up an sl lightweight sim as a 'storefront' on SL, couldn't 
grider then intercept tp requests to that storefront and redirect it to my 
opensim region and vice versa?

Best regards,
Stefan Andersson



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Re: [Opensim-dev] HUGE ASSET CACHE

2009-06-01 Thread Frisby, Adam
I think the ideal disk cache needs to do things Async with a small memory cache.

Probably a 5 minute mem cache with a long-term store on disk. All disk 
operations need to be done ideally async for storage. (obviously retrieval is 
another matter entirely).

Adam

 -Original Message-
 From: opensim-dev-boun...@lists.berlios.de [mailto:opensim-dev-
 boun...@lists.berlios.de] On Behalf Of Brianna
 Sent: Sunday, 31 May 2009 11:50 PM
 To: opensim-dev@lists.berlios.de
 Subject: Re: [Opensim-dev] HUGE ASSET CACHE
 
 No Cigar for me.. thrashed my HD a while, was filling my test (7000
 prims)
 server disk fast and made lotsa noise.
 thanks though for the try
 so far .. the best cache is no cache :(
 
 - Original Message -
 From: Michael Cortez mcor...@gmail.com
 To: opensim-dev@lists.berlios.de
 Sent: Sunday, May 31, 2009 8:12 AM
 Subject: Re: [Opensim-dev] HUGE ASSET CACHE
 
 
  Dan wrote:
  Is it possible to configure a huge disk asset-cache for region
 servers?
  A disk cache is currently being tested.
 
  No guarantees, warranties, express or implied but the test patch is
  available at
 
  http://code.google.com/p/flotsam/downloads/list
 
  This is just something I threw together in a couple minutes of coding
 as
  a proof of concept for a file cache.  There is no limiting or
 expiration
  mechanism, and as such is not appropriate for production use.  If
  testing proves that it's useful, then I'll submit to mantis for
  inclusion in OpenSim SVN.
 
  --
  Michael Cortez
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Re: [Opensim-dev] HUGE ASSET CACHE

2009-06-01 Thread Frisby, Adam
It will do that for you, to a degree.

Remember that File.Close is synchronous; not Async. It will wait for flush 
before returning. Ergo, we need to do a little bit of additional caching I 
think.

Adam

From: opensim-dev-boun...@lists.berlios.de 
[mailto:opensim-dev-boun...@lists.berlios.de] On Behalf Of Dahlia Trimble
Sent: Monday, 1 June 2009 12:00 AM
To: opensim-dev@lists.berlios.de
Subject: Re: [Opensim-dev] HUGE ASSET CACHE

shouldn't the OS do that for you? or are you syncing the disk on writes?

if the disk is thrashing, something else may be wrong
On Sun, May 31, 2009 at 11:55 PM, Frisby, Adam 
a...@deepthink.com.aumailto:a...@deepthink.com.au wrote:
I think the ideal disk cache needs to do things Async with a small memory cache.

Probably a 5 minute mem cache with a long-term store on disk. All disk 
operations need to be done ideally async for storage. (obviously retrieval is 
another matter entirely).

Adam

 -Original Message-
 From: 
 opensim-dev-boun...@lists.berlios.demailto:opensim-dev-boun...@lists.berlios.de
  [mailto:opensim-dev-mailto:opensim-dev-
 boun...@lists.berlios.demailto:boun...@lists.berlios.de] On Behalf Of 
 Brianna
 Sent: Sunday, 31 May 2009 11:50 PM
 To: opensim-dev@lists.berlios.demailto:opensim-dev@lists.berlios.de
 Subject: Re: [Opensim-dev] HUGE ASSET CACHE

 No Cigar for me.. thrashed my HD a while, was filling my test (7000
 prims)
 server disk fast and made lotsa noise.
 thanks though for the try
 so far .. the best cache is no cache :(

 - Original Message -
 From: Michael Cortez mcor...@gmail.commailto:mcor...@gmail.com
 To: opensim-dev@lists.berlios.demailto:opensim-dev@lists.berlios.de
 Sent: Sunday, May 31, 2009 8:12 AM
 Subject: Re: [Opensim-dev] HUGE ASSET CACHE


  Dan wrote:
  Is it possible to configure a huge disk asset-cache for region
 servers?
  A disk cache is currently being tested.
 
  No guarantees, warranties, express or implied but the test patch is
  available at
 
  http://code.google.com/p/flotsam/downloads/list
 
  This is just something I threw together in a couple minutes of coding
 as
  a proof of concept for a file cache.  There is no limiting or
 expiration
  mechanism, and as such is not appropriate for production use.  If
  testing proves that it's useful, then I'll submit to mantis for
  inclusion in OpenSim SVN.
 
  --
  Michael Cortez
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Re: [Opensim-dev] Removal of project on GForge

2009-05-31 Thread Frisby, Adam
Fly-Man-,

When you bring out the big guns, and you aren't on solid ground - people tend 
to look down at you - when you start a conversation out in confrontation, then 
confrontation you will get.

Regarding, 'revoking' the license, you simply cannot do that legally (go check 
with a lawyer) - once you have placed code under one of the OSI licenses, there 
is simply no way to 'undo' that action down the road. If it were possible to 
undo an OSI license, then people would be setting up code, then charging people 
for it retroactively years later. It also means that a project cannot be killed 
by one angry developer.

Likewise, you cannot change the license on an existing piece of code - you can 
release new versions, or co-release the old code under a new license (if you 
are the complete copyright owner and have no outside contributions), however 
the old license is still considered working and valid.

Re: the forge itself - I am very, very loathe to remove any code or projects 
from the forge without an exceptionally good reason. A spat with other 
developers because they did something while you were gone, is not a good reason.

Adam

 -Original Message-
 From: opensim-dev-boun...@lists.berlios.de [mailto:opensim-dev-
 boun...@lists.berlios.de] On Behalf Of Fly Man
 Sent: Sunday, 31 May 2009 7:54 PM
 To: opensim-dev@lists.berlios.de
 Subject: Re: [Opensim-dev] Removal of project on GForge
 
 Well, I can keep repeating myself but I won't ...
 
 If the 2 people that started this meaningless discussion just take
 up the glove and stop throwing dirt, then I have no problem with
 ending this discussion and reclaiming the projects and work on them
 like I did before.
 
 But as I have read for the past 6 hours, people tend to agree on one
 thing: There can only be losers in this discussion
 
 And maybe I need to explain why I am still argueing about this :
 
 When I develop things ( for the business that i make money with for a
 living since 5 months) and someone  forgot to communicate with me
 and started this useless discussion, that those people know that they
 did something they shouldn't do a second time.
 
 We are all here to make OpenSim something to be proud of.
 
 And I enjoy working on the new technology just like every other
 developer.
 
 But when I need to call out the big guns just to get my point set,
 that disappoints me.
 
 2009/6/1 Charles Krinke c...@pacbell.net:
 
  Dear Fly-Man:
 
  I would like to suggest we step back from a point of honor and try
 to
  figure out how to work together.
 
  There are times in this project when passions rise high and this is
 one of
  those times. I would really like to find a way to move forward
 without
  pushing anyone into a corner.
 
  Your enthusiasm, work ethic and code has been good for the grid
 deployments
  and all I can say is that I am sorry that you and others have gotten
 to the
  place where the need exists to make the statements said today.
 
  So, please, please, lets figure out how to just work together.
 
  Charles
 
 
 
 
  
  From: Fly Man fly.man.open...@gmail.com
  To: opensim-dev@lists.berlios.de
  Sent: Sunday, May 31, 2009 5:53:35 PM
  Subject: Re: [Opensim-dev] Removal of project on GForge
 
  Kyle, please read back what I posted earlier before you start to
 throw
  with words that I won't respond to:
 
  * There's 2 people that just need to apoligize and then we can all
 get
  back to what we're good in.
 
  Unless those people step up and take responsibilty about their
  actions, then it means that on the 2nd of June
  I need to consult with a lawyer about the further steps that need to
 be
  taken
 
  2009/6/1 Kyle Hamilton aerow...@gmail.com:
  How about you check out the subversion tree at the last revision
  without the whole mess that it is now?  That's what revision
 control
  systems are for, so you can check out old revisions.  You can
 control
  your own experience -- while everyone else can cooperate as they
 want
  to.
 
  You should do this instead of bitching on the mailing list and
  essentially saying IT'S MY BALL AND I'M GOING HOME.
 
  You're thus making a huge deal out of, literally, nothing.  Which
  means you're a drama whore at best, and a troll at worst.
 
  Get a grip.  I will also point out that the main OpenSim project
 trunk
  isn't clean, and that branches are made to maintain specific
  milestones, and so your objection to as long as the main trunk is
  clean isn't even in line with what the community has (loosely)
  standardized on.  Yes, this might fly in the face of other projects'
  conventions, but this is what we have to deal with and have to live
  with as a part of working with OpenSim.
 
  -Kyle H
 
  On Sun, May 31, 2009 at 3:26 PM, Fly Man fly.man.open...@gmail.com
  wrote:
  Ideia, this problem can easily be resolved by 2 people that just
 say
  sorry and revert back the things that they added to the
 OpenSimWiredux
  so I can take a clean copy of 

Re: [Opensim-dev] Mac OS X OpenSim installer

2009-05-31 Thread Frisby, Adam
+1

Adam

 -Original Message-
 From: opensim-dev-boun...@lists.berlios.de [mailto:opensim-dev-
 boun...@lists.berlios.de] On Behalf Of Jeff Ames
 Sent: Sunday, 31 May 2009 8:30 PM
 To: opensim-dev@lists.berlios.de
 Subject: [Opensim-dev] Mac OS X OpenSim installer
 
 Hello,
 
 I've started an OS X installer in
 http://forge.opensimulator.org/gf/project/osinstaller/, alongside the
 existing Windows one.  It currently installs a binary version of
 0.6.5-post-fixes (r9713), built with Mono 2.4.
 
 But it could still use a lot of work (dependency installation,
 creating opensim user/group, setting file permissions), so if anyone
 is interested in helping out, that'd be great!
 
 Jeff
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Re: [Opensim-dev] Is the message Please wait 5 minutes still needed?

2009-05-29 Thread Frisby, Adam
Make it standard.

+1

Adam

 -Original Message-
 From: opensim-dev-boun...@lists.berlios.de [mailto:opensim-dev-
 boun...@lists.berlios.de] On Behalf Of Arthur Valadares
 Sent: Friday, 29 May 2009 2:59 PM
 To: OpenSim-Dev
 Subject: [Opensim-dev] Is the message Please wait 5 minutes still
 needed?
 
 Hi everyone,
 
 I wanted to consult you all about this matter, even though I have
 already committed some related code. I will gladly change it if we
 decide to do things differently.
 
 Once upon a time, there seemed to be a necessity that you had to wait 5
 minutes if you crashed and tried to log back in. Those were the days
 before my time, tales that the elder tells us by the fireside. After
 these days, when I started messing around with OpenSim, there was a bug
 that would kick you after a few minutes if you tried to log back on
 without waiting. This was also fixed (thanks Crista!), which leads me
 to
 my question. Why are we still getting this message?
 
 Well, the only purpose I can think of is it warns you that you either
 crashed last time or that someone is using your account. Either way,
 something went wrong and the user might want to know that.
 
 So the code I committed puts an option in standalone that allows you to
 skip this message and just let OpenSim kick the old user and connect
 the
 new one, kind of like what happens in messengers if you logon from a
 different location. This is very useful when you have softwares that
 encapsulate the login process and doesn't want to leave the user
 looking
 at the viewer's login page with a failed message.
 
 So, should this become standard and just skip and kick, or should we
 leave it up to configuration? Opinions please..
 
 
 --
 Arthur Valadares arthu...@linux.vnet.ibm.com
 
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Re: [Opensim-dev] Tag 0.6.6

2009-05-28 Thread Frisby, Adam
Someone bumped NetworkVersion to 4

Adam

 -Original Message-
 From: opensim-dev-boun...@lists.berlios.de [mailto:opensim-dev-
 boun...@lists.berlios.de] On Behalf Of d...@metaverseink.com
 Sent: Thursday, 28 May 2009 7:28 AM
 To: opensim-dev@lists.berlios.de
 Subject: Re: [Opensim-dev] Tag 0.6.6
 
 What is incompatible? I thought your changes were still compatible with
 everything, no?
 
 Frisby, Adam wrote:
  Is it appropriate to tag 0.6.6 given that there was a network break
 in
  trunk and now post-fixes users are incompatible? (I don't think there
 is
  too much between the versions, so it would be a fairly minor upgrade)
 
 
 
  Adam
 
 
  -
 ---
 
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Re: [Opensim-dev] Memory cache

2009-05-28 Thread Frisby, Adam
FS cache is pretty easy. In the simplest case, just dump it as a file in a 
directory. (try keep the avg files per dir down to 3K or less though)

Adam

 -Original Message-
 From: opensim-dev-boun...@lists.berlios.de [mailto:opensim-dev-
 boun...@lists.berlios.de] On Behalf Of d...@metaverseink.com
 Sent: Thursday, 28 May 2009 7:40 AM
 To: opensim-dev@lists.berlios.de
 Subject: Re: [Opensim-dev] Memory cache
 
 Imaze, I'll be looking forward to seeing your contribution coming on
 mantis. Along with Melanie's improved Cache.cs, and the simplistic
 GlynnTucker cache, we'll have a good set of mem cache options to
 compare.
 
 One thing I'd like to point out to everyone is that this particular
 piece of functionality (the asset cache) is fairly isolated and well
 modularized now. As such, this is a great entry point to programming
 OpenSim, for those of you interested in doing that. Specifically, if
 anyone wants to try implementing a file system cache, similar to that
 used by the viewer, that'd be really great. Start by looking at the two
 cache modules in OpenSim/Region/CoreModules/Asset, and take it from
 there.
 
 
 
 Imaze Rhiano wrote:
  Hi Again!
 
  Adding BSD compatible licence to the cache (CnmHashGenerationCache)
 is
  not problem (if I have understand right BSD licence still allows me
 to
  use it my closed source database project). I also have some ideas how
 to
  add time based expiration and how user could define to configuration
  caches maxinium size in bytes instead of assets count. Basically this
 is
  just doing some optimization work for my own project. Importing
 database
  is still in long haul - maybe 6 months - before it is ready for
  production. It would be just alternative for current Open SIM
 database
  implementations (SQLite/MySQL/...).
 
  Before jumping to coding with CnmHashGenerationCache - anyone have
 idea
  what is IAsssetCache interface and why there isn't any implementation
  for it? (Might also be result from bad trunk import) And why current
  CoreCaches implementation class Cache is used directly in
  FriendsModule and LandMaangementModule? I guess I could figure out
 these
  by staring code long enough, but this just might be faster way and
  collect some extra requirements/knowledge... :)
 
  Thanks!
 
  - Imaze Rhiano
 
  Melanie kirjoitti:
  In fact, it must be a BSD compatible license for all parts to be
  eligible for core. If any part is not licensed under a BSD
 compatible
  license, then it would have to live on Forge, which hosts other
 licenses.
 
  Melanie
 
  d...@metaverseink.com wrote:
 
  Imaze, this is awesome! Thank you so much for such extensive
 testing
  and for doing the extra cache module implementation. This is really
  valuable.
 
  If there are no objections from fellow committers, I will be more
  than happy to take an improved version of your code and add it to
  OpenSim as a 3rd alternative cache module that people can test out
  there in the wild.
 
  Technically, your code needs thread-safety, that's all.
 Procedurally,
  it also needs a license on top. If you want to give your code to
 the
  OpenSim project, it needs the OpenSim license text. Otherwise, the
  cache itself (CnmHashGenerationCache) needs to be added as a 3rd
  party dll, and only the module would be 100% OpenSim. In any case,
 if
  you want to do this, whichever way you want to do it, please do it
  via a patch submitted in mantis, so we can have a record.
  http://opensimulator.org/mantis
 
  As for the more substantial contribution of the Cenome DB, I'll
 leave
  that to the people here who know more about DBs than I do.
 
 
  Imaze Rhiano wrote:
 
  Hi!
 
  I have done some research about asset server. I used lates trunk
  from this morning.
 
  Here are my findings:
  1. CoreAssetCache's CacheBuckets configuration is not working
  properly. Cache's size is limited to 1024 buckets, because of bug
 or
  by design. So default configuration value 32768 - didn't never
  happen.
  See:  private void SetSize(int newSize) in Cache.cs
   lock (m_Index)
  {
  if (Count = Size)
  return;
  .
   }
  During initialization phase, Count is 0 - so initial size
 value
  1024 is used. (And Count never can't grow up bigger than Size)
 
  2. GlynnTucker cache is basically Hashtable that contains all
  assets  they are never removed from cache unless assets is
  exlusively removed by calling Expire method. It definately can
  provide huge performance impact for short time - but eventually
 your
  server is going to run out of  memory.
 
  3. To evaluate different cache's performance I first tried to do
  some testing in stand alone SIM. Unfortunately single client, just
  didn't provide enough caching to really to measure performance, so
 I
  adopted different strategy. I did write simple Window$ console
  application with 4 different test cases.
 
  Test Case 1 EnumerateAllTest: 

Re: [Opensim-dev] Conflicting revision numbers

2009-05-25 Thread Frisby, Adam
Neither, state '0.6.5-postfixes' (but 9668 if you have to)

Adam

 -Original Message-
 From: opensim-dev-boun...@lists.berlios.de [mailto:opensim-dev-
 boun...@lists.berlios.de] On Behalf Of Robert Dzikowski
 Sent: Monday, 25 May 2009 2:04 PM
 To: opensim-dev@lists.berlios.de
 Subject: [Opensim-dev] Conflicting revision numbers
 
 OpenSim 0.6.5-post-fixes according to subversion is revision 9668
 but when I run it, it displays this:
 [STARTUP]: Version: OpenSimulator Server  0.6.5.9673
 
 So what revision number should I write (9668 or 9673)
 when I find a bug in this version?
 
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[Opensim-dev] Login tests failing in r9642+

2009-05-23 Thread Frisby, Adam
Known issue - looks like something is at fault with the test construction, but 
I can't seem to work out exactly what. Tests run OK on my local system, but not 
opensim.org.

Please do not revert the r9641-r9649 revisions as they contain important 
infrastructure work relating to our network assignment code.

Adam
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Re: [Opensim-dev] Memory cache

2009-05-20 Thread Frisby, Adam
We are using an external caching library I believe, it could be sitting in 
there.

Adam

 -Original Message-
 From: opensim-dev-boun...@lists.berlios.de [mailto:opensim-dev-
 boun...@lists.berlios.de] On Behalf Of Melanie
 Sent: Wednesday, 20 May 2009 1:56 PM
 To: opensim-dev@lists.berlios.de
 Subject: Re: [Opensim-dev] Memory cache
 
 The surprise really is that the cache would be a performance loss
 instead of a performance gain. What is there that makes it so slow?
 
 Melanie
 
 Frisby, Adam wrote:
  As chief engineer aboard the USS OSgrid, I might want to recommend
 against this.
 
  Not having the sims cache assets will mean that every asset request
 will hit the core asset server which in turn will result in higher
 bandwidth requirements for it in the long run. It doesn't appear to
 have made a huge impact on our bandwidth charts for this week yet -
 however I wouldn't be surprised if it did if everyone did this.
 
  Adam
 
  From: opensim-dev-boun...@lists.berlios.de [mailto:opensim-dev-
 boun...@lists.berlios.de] On Behalf Of Nebadon Izumi
  Sent: Wednesday, 20 May 2009 10:19 AM
  To: d...@metaverseink.com; opensim-dev@lists.berlios.de
  Subject: Re: [Opensim-dev] Memory cache
 
  Yay for mistakes that end in gains!!! of course if anyone asks i
 planned this ;P  anyway i thought people would like to see my ini
 changes.. this is what lead to the discovery:
 
  [OpenSim.ini]
  ; The following is the configuration section for the new style
 grid servers
  ; If you don't know what this is, don't enable it. It will eat
 your data,
  ; format your hard drive and make all meat in your fridge spoil.
  ; You have been warned.
  ; Some of this is starting to work!
  [Modules]
  ; Choose one
  ;AssetServices = LocalAssetServicesConnector
  AssetServices = RemoteAssetServicesConnector
  ;AssetServices = HGAssetBroker
 
  ; If you don't want asset caching in the regions, comment this
  AssetCaching = CoreAssetCache  ;---*** SEE ERROR HERE ***---
 -
 
  ; Choose one
  ;UserServices = LocalUserServicesConnector
  UserServices = RemoteUserServicesConnector
 
 
  [AssetService]
  ; Parameters for local assets, formerly known as standalone
  LocalServiceModule =
 OpenSim.Services.AssetService.dll:AssetService
  StorageProvider = OpenSim.Data.SQLite.dll
  ;StorageProvider = OpenSim.Data.MySQL.dll
  ;ConnectionString = Data Source=localhost;Database=opensim;User
 ID=opensim;Password=opensim;
  DefaultAssetLoader =
 OpenSim.Framework.AssetLoader.Filesystem.dll
  AssetLoaderArgs = assets/AssetSets.xml
 
  ; Parameters for remote assets, formerly known as grid
  AssetServerURI = http://assets.osgrid.org:8003/;
 
  ; Paremeters for the Hypergrid connector
 
  ;; Parameters for the HG Broker
  ; Use this one if you have a standalone grid
  ;LocalGridAssetService =
 OpenSim.Services.AssetService.dll:AssetService
  ; Use this one if this sim is connected to a grid-wide asset
 server
  ;LocalGridAssetService =
 OpenSim.Services.Connectors.dll:AssetServiceConnector
  ;HypergridAssetService =
 OpenSim.Services.AssetService.dll:HGAssetService
 
  [AssetCache]
  ; Number of buckets for assets
  CacheBuckets = 32768
 
  [UserService]
  ;LocalServiceModule =
 OpenSim.Services.UserService.dll:UserService
 
  [/OpenSim.ini]
 
  Please test this out and see if you see gains too and let us know.
 
  Neb
 
 
 
  -
 ---
 
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Re: [Opensim-dev] Collada as Model Format

2009-05-17 Thread Frisby, Adam
And to attach a demo object, the size shoots up to 1GB.

Some things XML can't solve, 3D model storage is one of them.

;)

Adam

 -Original Message-
 From: opensim-dev-boun...@lists.berlios.de [mailto:opensim-dev-
 boun...@lists.berlios.de] On Behalf Of Teravus Ovares
 Sent: Sunday, 17 May 2009 1:25 PM
 To: opensim-dev@lists.berlios.de
 Subject: Re: [Opensim-dev] Collada as Model Format
 
 The only thing that is frustrating about COLLADA..   is it's hard to
 support fully.For example..Bullet is a Physics engine that
 totals ~250kb.BUT if you build in COLLADA support, it becomes 6MB.
 :P
 
 On 5/16/09, Gustavo Alberto Navarro Bilbao
 alberto.navarro.bil...@gmail.com wrote:
  A silly question: ¿Can be compatible OGRE and COLLADA at the same
 time?. I
  say that because I suppose that there is a great time and effort
 spent by
  the realxtend  and SIRIKATA' teams, working on, and many are
 expecting in
  July for the new RX-NG and SIRIKATA, and
  would be a pity not to make the already developed.
 
  Best regards
 
 
 
  2009/5/16 Jani Pirkola jpirk...@gmail.com
 
  Immersive Education initiative (IEd) has decided in its Technical
 Working
  Group to support COLLADA as the format to transfer assets between
  different
  platforms.
 
  http://maxping.org/business/news/immersive-education-adds-support-
 for-realxtend.aspx
 
  To further support COLLADA, IEd and Khronos launched a contest for
  developing content using the format.
 
  http://maxping.org/business/real-life/champion-the-3d-web-using-
 collada.aspx
 
  Best regards,
  Jani
 
  2009/5/16 Tommi Laukkanen tommi.s.e.laukka...@gmail.com
 
  Hello
 
  As custom viewers start to emerge I would like to point to Collada
  specification as one format which could
  be used to support freestyle models (meshes):
 
  This document describes the COLLADA schema. COLLADA is a
 COLLAborative
  Design Activity that
  defines an XML-based schema to enable 3-D authoring applications to
  freely exchange digital assets
  without loss of information, enabling multiple software packages to
 be
  combined into extremely powerful
  tool chains.
 
  The specification:
 
  http://www.khronos.org/files/collada_spec_1_4.pdf
 
  The schema:
 
  http://www.khronos.org/files/collada_schema_1_4
 
  -tommi
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[Opensim-dev] Feature Voting

2009-05-14 Thread Frisby, Adam
Hi everyone,

I would like to try a little experiment - as many developers have noticed, the 
Mantis has become somewhat crowded with both feature requests and bugs. To 
alleviate some of the load from feature requests, I have built a specialised 
feature voting site - it's still kind of primitive, but I have optimized it for 
quick reporting of feature suggestions.

This is an experiment - I'll be tweaking the site periodically as the 
experiment progresses.

The URL: http://www.opensimulator.org/features/

Please feel free to add feature suggestions, vote on them and otherwise use the 
site. If you find any bugs, let me know.

Adam
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Re: [Opensim-dev] Standard Test region

2009-05-13 Thread Frisby, Adam
OSGrid has a couple of test regions that are available. Neb's art OAR is a 
definite OpenSim stress test.

Adam

 -Original Message-
 From: opensim-dev-boun...@lists.berlios.de [mailto:opensim-dev-
 boun...@lists.berlios.de] On Behalf Of Robert Martin
 Sent: Wednesday, 13 May 2009 6:55 PM
 To: opensim-dev
 Subject: [Opensim-dev] Standard Test region
 
 Just throwing an idea out what if we developed a  Region that could be
 used to test the various bits and such.
 This way we can isolate stuff going funny because of new code or funny
 just because of the platform.
 
 
 Side note has anybody done a library of OAR files (more that like a
 half dozen)??
 
 --
 Robert L Martin
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Re: [Opensim-dev] MRM Loader

2009-05-12 Thread Frisby, Adam
Hey Mike,

I’d just like to give you my personal thanks for this – this is a very cool bit 
of technology.

Adam

From: opensim-dev-boun...@lists.berlios.de 
[mailto:opensim-dev-boun...@lists.berlios.de] On Behalf Of Mike Deem
Sent: Monday, 11 May 2009 11:55 PM
To: opensim-dev@lists.berlios.de
Subject: [Opensim-dev] MRM Loader

Hello, I would like to call your attention to a new forge project: MRM 
Loaderhttp://forge.opensimulator.org/gf/project/mrmloader/.

MRM Loader is an experimental package based application model for virtual world 
content. Packages will contain assemblies, textures, prims, and all the other 
assets necessary to fully describe and implement a house, vehicle, attachment, 
etc. They will be downloaded from web sites and run by Open‍Sim.

MRM Loader also allows MRM code to be edited, compiled, and debugged using 
Visual C# Express, all without restarting Open‍Sim.

MRM Loader provides a region model that looks for scripts that contain 
//MRM:Loader {package-path} and loads the indicated MRM package into an 
application domain created just for it. The region module unloads these 
application domains when the script is removed. Only package paths that 
identify a directory on the local machine are currently supported. All of an 
MRM's assemblies are loaded from this directory.

MRM Loader extends Adam's MRM 
infrastructurehttp://www.adamfrisby.com/blog/tag/mrm/. The MRM region module 
must enabled in order to use MRM Loader functionality. It is also currently 
necessary to apply a patch to MRM module before it can be used with MRM Loader 
(mantishttp://opensimulator.org/mantis/view.php?id=3630).

See this 
threadhttp://forge.opensimulator.org/gf/project/mrmloader/forum/?action=ForumBrowseforum_id=501_forum_action=ForumMessageBrowsethread_id=120
 for instructions.
Thanks,

  == Mike ==


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Re: [Opensim-dev] 23 LSL functions remaining

2009-05-12 Thread Frisby, Adam
+1

From: opensim-dev-boun...@lists.berlios.de 
[mailto:opensim-dev-boun...@lists.berlios.de] On Behalf Of Dahlia Trimble
Sent: Tuesday, 12 May 2009 3:57 AM
To: opensim-dev@lists.berlios.de
Subject: Re: [Opensim-dev] 23 LSL functions remaining

I don't think 100% compatibility is possible given some of the quirks of the 
LSL language, and differences between the LSL2 and mono implementations that 
exist on the Linden grid. There will always be some differences. I also don't 
believe that many of the OpenSim developers see 100% SL compatibility as a goal 
for OpenSim. Rather, the SL viewer has been the first viewer used for 
development. As OpenSim continues to be developed and support for new viewers 
and protocols are added, there will likely be substantial divergence from the 
SL path.
Of course if members of the user community submit acceptable patches which 
provide increased compatibility, they will likely be included into the code 
base.


On Tue, May 12, 2009 at 3:13 AM, Colin B. Withers 
colin.with...@eumetsat.intmailto:colin.with...@eumetsat.int wrote:
There is also the question of compatibility with LSL. Questions have been 
raised about whether Opensim can be used as a development tool for SL. Here is 
one thread that calls compatibility into question:

http://www.sluniverse.com/php/vb/opensim-discussion/26340-opensim-compatibility-place-develop-secondlife.html

Is the aim to have 100% compatibilty, so that scripts developed in Opensim will 
be guaranteed to work in SL, and vice versa? As the old saying goes, you cannot 
be a little bit pregnant, it is either 100% or nothing.

Rock



From: 
opensim-dev-boun...@lists.berlios.demailto:opensim-dev-boun...@lists.berlios.de
 
[opensim-dev-boun...@lists.berlios.demailto:opensim-dev-boun...@lists.berlios.de]
 On Behalf Of Charles Krinke [...@pacbell.netmailto:c...@pacbell.net]
Sent: 12 May 2009 04:25
To: opensim-dev
Subject: [Opensim-dev] 23 LSL functions remaining

I am asking for a few patches to complete the 23 LSL functions in our original 
project of more then 330. We are *almost* there, but need a little help with 
patches. Here is the remaining list that are still in the Not Implemented 
state.

llRotTarget()
llRotTargetRemove()
llLoopSoundMaster()
llLoopSoundSlave()
llStopLookAt()
llCollisionFilter()
llAttachToAvatar()
llDetachFromAvatar()
llRotLookAt()
llPointAt()
llStopPointAt()
llGodLikeRezObject()
llPassTouches()
llSetDamage()
llTextBox()
llCollisionSprite()
llPassCollisions()
llGetCenterOfMass()
llSetSoundQueing()
llTriggerSoundLimited()
llGroundRepel()
llSetVehicleFlags()
llRemoveVehicleFlags()
llRemoteDataSetRegion()
llSetInventoryPermMask()

Partial implementations are solicited. The goal here is to get all the LSL 
functions we have defined in LSL_Api.cs out of the not implemented state with 
at least *some* implementation.

Charles
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Re: [Opensim-dev] Standardizing OpenSim data formats

2009-04-28 Thread Frisby, Adam
The parser needs to not barf if it sees an unknown element in there. Eg, ModRex 
mesh parameters, etc.

Ideally the SaveToXYZ function should fire an event on the object called 
something like say 'OnSaveRequest(out List??? extraData)' which allows other 
modules to save additional data. On-load/On-construct should probably also fire 
an event which allows the data to be restored.

Adam

 -Original Message-
 From: opensim-dev-boun...@lists.berlios.de [mailto:opensim-dev-
 boun...@lists.berlios.de] On Behalf Of Hurliman, John
 Sent: Tuesday, 28 April 2009 4:32 PM
 To: opensim-dev@lists.berlios.de
 Subject: [Opensim-dev] Standardizing OpenSim data formats
 
 Currently, OpenSim server-server communication is primarily made up
 of .NET XML serialization. As a side effect of this, I've seen the wire
 format between simulator and grid services or grid service to grid
 service change many times since I started working on backend services.
 The OAR file format has also changed at least once while retaining the
 same version number because the underlying prim XML format changed. I
 am working on a libomv OAR reader/writer at the moment, and trying to
 deal with hacks for supporting pre and post change OAR files.
 
 To increase compatibility between versions of OpenSim and with third
 party services I'd like to propose a standardization of (eventually)
 all over-the-wire communication in OpenSim. I started with an attempt
 at an LLIDL definition for primitives:
 
 http://opensimulator.org/wiki/PrimitiveFormatProposal
 
 Is anything missing? Does this look like a reasonable start?
 
 John
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Re: [Opensim-dev] Request for feedback: 0.6.5 Release Candidate Prospects

2009-04-24 Thread Frisby, Adam
I think those j2k cache files are somewhat necessary - perhaps we can get those 
moved into a special subfolder so they don't clog up your bin directory, 
alternatively we could move them into our caching subsystem where assets go so 
they are part of a virtual file system.

That being said, if there are no other major outstanding issues, it is probably 
a good time to tag 0.6.5; since there are a number of .NET 3.0 features I would 
like to begin utilizing (like lambda functions, etc). (This is assuming that 
Mono 1.9 is now the defacto standard with Ubuntu/etc, or that 1.2.X supports 
these.)

Adam

 -Original Message-
 From: opensim-dev-boun...@lists.berlios.de [mailto:opensim-dev-
 boun...@lists.berlios.de] On Behalf Of Ai Austin
 Sent: Thursday, 23 April 2009 9:09 AM
 To: opensim-dev@lists.berlios.de
 Subject: Re: [Opensim-dev] Request for feedback: 0.6.5 Release
 Candidate Prospects
 
 
 Would this be a good time to look for the 0.6.5 release?
 
 
 Anyone know if the problem with massive numbers of small files benign
 created in the jkDecoderCache directory is fixed (Mantis 3288).  It
 does cause the bin folder for Opensim to grow VERY large when you
 have been running a while.
 
 
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Re: [Opensim-dev] Request for feedback: 0.6.5Release Candidate 1Prospects

2009-04-22 Thread Frisby, Adam
If we push MRM, please note - MRM is a security risk still. It's powerful as 
all heck, but that's a double edged sword.

Adam

From: opensim-dev-boun...@lists.berlios.de 
[mailto:opensim-dev-boun...@lists.berlios.de] On Behalf Of Stefan Andersson
Sent: Wednesday, 22 April 2009 11:22 AM
To: opensim-dev@lists.berlios.de
Subject: Re: [Opensim-dev] Request for feedback: 0.6.5Release Candidate 
1Prospects

Give me a rev, and I'll tag it, then let's take it for a drive, rev the rev, 
kick the wheels and see if we buy the car.

Best regards,
Stefan Andersson




 Date: Wed, 22 Apr 2009 11:16:32 -0700
 From: cmick...@gmail.com
 To: opensim-dev@lists.berlios.de
 Subject: Re: [Opensim-dev] Request for feedback: 0.6.5Release Candidate 
 1Prospects

 Would this be a good time to look for the 0.6.5 release? It will be a
 very good release with performance optimizations, MRM scripting, and
 VOICE (yeah!).

 I think the bugs that were discussed earlier have been fixed now.

 --mic


 On Sat, Apr 18, 2009 at 1:03 AM, Ralf Haifisch r...@ralf-haifisch.biz wrote:
  Does it ??
 
  Is there a mantis ?
 
  I did use the libsl testclients on 9160 for some measurement yesterday...
 
 
  Cheers,
  Ralf
  --
 
  Message: 3
  Date: Fri, 17 Apr 2009 19:36:59 -0400
  From: Frisby, Adam a...@deepthink.com.au
  Subject: Re: [Opensim-dev] Request  for feedback:   0.6.5Release
 Candidate   1Prospects
  To: opensim-dev@lists.berlios.de opensim-dev@lists.berlios.de
  Message-ID:
 63fad4f30a4ea79de9e8be66473519180...@winxbeus19.exchange.xchg
  Content-Type: text/plain; charset=us-ascii
 
  R9148 breaks support for libsl clients too - I'd rather not tag with that
  broken.
 
  Adam
 
  From: opensim-dev-boun...@lists.berlios.de
  [mailto:opensim-dev-boun...@lists.berlios.de] On Behalf Of Stefan Andersson
  Sent: Friday, 17 April 2009 11:58 AM
  To: opensim-dev@lists.berlios.de
  Subject: Re: [Opensim-dev] Request for feedback: 0.6.5Release Candidate
  1Prospects
 
  Is this fixed?
 
  Best regards,
  Stefan Andersson
  Tribal Media AB
 
 
 
 
  Date: Wed, 15 Apr 2009 12:42:45 +0100
  From: ch...@codetorque.co.uk
  To: opensim-dev@lists.berlios.de
  Subject: Re: [Opensim-dev] Request for feedback: 0.6.5Release Candidate
  1Prospects
 
  Ah yes, this slipped through my tests yesterday - it's definitely there
  in 9137 too. Recommend we get that fixed before a tag.
 
 
  -Original Message-
  From: opensim-dev-boun...@lists.berlios.de
  [mailto:opensim-dev-boun...@lists.berlios.de] On Behalf Of Melanie
  Sent: 15 April 2009 11:12
  To: opensim-dev@lists.berlios.de
  Subject: Re: [Opensim-dev] Request for feedback: 0.6.5Release Candidate
  1Prospects
 
  That circular regioncross bug, where a region server will crash if
  an agent returns to it, needs to be squashed before we can tag a
  relaease.
  I didn't see that having been resolved, so it is probably present in
  9140.
 
  Melanie
 
  Ralf Haifisch wrote:
   Agreed,
  
   maybe even 9140 after the cleanup...
  
  
   cheers,
   Ralf
   --
   Date: Wed, 15 Apr 2009 07:52:57 +0100
   From: Chris Hart ch...@codetorque.co.uk
   Subject: Re: [Opensim-dev] Request for feedback: 0.6.5 Release
   Candidate 1Prospects
   To: opensim-dev@lists.berlios.de
   Message-ID: 6abfbbbfa9738e47a00f30bc3c74171c1da...@kitt.ct.local
   Content-Type: text/plain; charset=us-ascii
  
   Very happy in tests yesterday with 9137 - 25 avatars on a sim for over
   an hour, no crashes. OSGrid office hours had Wright Plaza on 9136 and
   was also very stable, so I think around that point is a sweet spot...
  
  
  
  
  
   From: opensim-dev-boun...@lists.berlios.de
   [mailto:opensim-dev-boun...@lists.berlios.de] On Behalf Of Stefan
   Andersson
   Sent: 15 April 2009 02:29
   To: opensim-dev@lists.berlios.de
   Subject: [Opensim-dev] Request for feedback: 0.6.5 Release Candidate
   1Prospects
  
  
  
   Esteemed Testers and Developers,
  
   As you may know, the current lean release cycle handling defines
   testers and developers as anybody feeding off trunk so if that's
   you, I have a favour to ask;
  
   it's time to gather round and try to nail down a good candidate
  revision
   for 0.6.5. Ideally, it should
   * Be (subjectively) as stable as the last version (0.6.4-post-fixes)
   * Be reasonably close to head (not more than two weeks off, I'd say)
   and
   * Be reasonably well tested (in a pragmatic sense)
  
   If you do have a revision that you feel particularly fond of, please
   speak up.
  
   With that, I leave the floor open.
  
   Best regards,
   Stefan Andersson
   Tribal Media AB
  
  
  
  
   No virus found in this incoming message.
   Checked by AVG - www.avg.com
   Version: 8.5.287 / Virus Database: 270.11.53/2054 - Release Date:
   04/14/09 06:17:00
  
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Re: [Opensim-dev] note: broken lenny stable apt-get install mono-devel

2009-04-16 Thread Frisby, Adam
I wouldn't worry about us using Mono-only features, we've still got .NET to 
support.

And yes, Mono 2.4s notoriety has already hit us - the Bamboo CI server we had 
ended up completely broken by Mono 2.4. We're in the process of switching to 
something else.

Adam

 -Original Message-
 From: opensim-dev-boun...@lists.berlios.de [mailto:opensim-dev-
 boun...@lists.berlios.de] On Behalf Of Dzonatas
 Sent: Thursday, 16 April 2009 9:52 AM
 To: opensim-dev@lists.berlios.de
 Subject: [Opensim-dev] note: broken lenny stable apt-get install
 mono-devel
 
 Hello,
 
 We know that mono is currently at version 2.4 and there are many waited
 features of 2.0+ mono to hit stable branches, yet lenny got stuck at
 1.9dfsg. If opensim starts to depend on 2.0+ features (hint: AOT, SIMD,
 partial references, .NET 3.5, etc), then opensim would be held back in
 unstable along with mono.
 
 Here is one reason why for the hold-up:
 http://wiki.debian.org/Teams/DebianMonoGroup/CSCNameClash
 
 Some bugzilla's for this event:
 http://bugs.debian.org/cgi-bin/bugreport.cgi?bug=520862
 http://bugs.debian.org/cgi-bin/bugreport.cgi?bug=509367
 
 I know, given that last one you might think it is an April Fools joke,
 but however if you are on lenny stable and you don't allow unstable
 upgrades, you can test it yourself to see it is clearly broke:
 
 $ sudo apt-get install mono-devel
 
 Both apt-get and aptitude reports the package is broke, and it gives
 the
 only option to upgrade to unstable. That upgrade option for those that
 prefer lenny stable is not an option.
 
 Despite what happened on this list earlier, you can understand why
 people can't and won't upgrade to unstable to run opensim in a
 production environment:
 http://www.mail-archive.com/opensim-
 us...@lists.berlios.de/msg00818.html
 
 The best thing to do is get the word out about this, so people know why
 their .NET programs that run on fine under Microsoft Windows (with .NET
 3.5 etc) won't run under stable lenny.
 
 This may be a case of playing chicken on the lenny roadmap, (two
 binaries fighting for one spot), and I think once you research this
 you'll also wonder if this is something devious rather than just a
 coincidence. I preach I don't know about the cause, but the facts are
 above, and it's no joke.
 
 Dzonatas
 
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