[Opensim-dev] Let's post-tag 0.6.3 [Was: some instability ahead r8399+]

2009-02-16 Thread Stefan Andersson

Um, that's basically what the 'stable' and 'post-fixes' should be considered - 
so basically, we should have found a good rev and bumped up to 0.6.3 before 
doing any destabilizing work.

 

Good fixes still can go into the corresponding post-fixes branch, so basically, 
the post-fixes should be considered your best bet.


Let's do that ASAP. Is there a good 0.6.3 candidate rev?


Best regards,
Stefan Andersson
Tribal Media AB



 
 Date: Sun, 15 Feb 2009 14:31:39 -0800
 From: aerow...@gmail.com
 To: opensim-us...@lists.berlios.de
 Subject: Re: [Opensim-users] some instability ahead r8399+
 
 I wonder. What would it take to have tags associated with certain
 revisions, like latest-recommended-stable? At the least, this could
 be something that would allow people to get the latest SVN that is
 believed to not have as many issues?
 
 -Kyle H
 
 On Sun, Feb 15, 2009 at 2:00 PM, Diva Canto d...@metaverseink.com wrote:
  Before issue reports start flying, just wanted to let everyone know that
  starting in r8399, svn head is a bit unstable with respect to avatar
  crossings/TPs. Mileage may vary depending on many things. LL viewer
  seems more solid than the Hippo.
 
  Please bear with us while we clean up a lot of old assumptions out of
  the code.
  If you want something recent and relatively stable, stick to r8398 for
  the next few days. Please refrain from submitting crossing/TP-related
  mantis for the next week or so -- we know there are problems. Progress
  is two steps forward, one step back.
 
  As usual, we value the brave of heart who go with svn head no matter
  what, and provide valuable informal feedback on how things are looking.
 
  Thanks,
  Crista
 
  ___
  Opensim-users mailing list
  opensim-us...@lists.berlios.de
  https://lists.berlios.de/mailman/listinfo/opensim-users
 
 ___
 Opensim-users mailing list
 opensim-us...@lists.berlios.de
 https://lists.berlios.de/mailman/listinfo/opensim-users
___
Opensim-dev mailing list
Opensim-dev@lists.berlios.de
https://lists.berlios.de/mailman/listinfo/opensim-dev


Re: [Opensim-dev] Please do not revert fixes without careful comtemplation

2009-02-16 Thread Antti Kokko
Hi,

  One example is here http://realxtendserver.svn.sourceforge.net/. Choose
Authentication. There is NHibernateHandler and under that is Bulk.

Best,

 - Antti


2009/2/16 Tommi Laukkanen tommi.s.e.laukka...@gmail.com

 Hello

 It would be nice to have somekind of short term solution to fix the current
 nhibernate asset store implementation so that it works and when cable beach
 is finalized we can see if we need to do something extra to support that
 fully.

 Antti: Can you elaborate with examples or link me to some nhibernate
 documentation which explains bulk object concept in detail. I don't get the
 exact implementation details from your mail.  By implementation I mean what
 kind of mapping files you are proposing we would need and how they would be
 used from code.

 regards,
 Tommi

 ___
 Opensim-dev mailing list
 Opensim-dev@lists.berlios.de
 https://lists.berlios.de/mailman/listinfo/opensim-dev


___
Opensim-dev mailing list
Opensim-dev@lists.berlios.de
https://lists.berlios.de/mailman/listinfo/opensim-dev


Re: [Opensim-dev] Please do not revert fixes without careful comtemplation

2009-02-16 Thread Melanie
Again, I'd like to stress that I believe this is too dangerous to do 
for anything other than textures.
It is also not really needed for things other than textures, since 
the other assets are comparatively small, textural data.

I would not want to risk even the smallest chance of a hash 
collision on script source.

Melanie

Stefan Andersson wrote:
 Coming in a bit from the side here,
 
  
 
 we have, for some time, discussed to separate out the binary blog out of the 
 metadata for an entirely different reason, namely to be able to weed out 
 binary duplicates.
 
 
 If there was a way for us to separate out the binary parts, into something 
 like 'binaryassetId, hashData[256], binarydata' and then just have the asset 
 table referencing that row, I think it would help a lot.
  
 
 I realize it's a separate discussion, just chipping in my two cents.
 
 
 Best regards,
 Stefan Andersson
 Tribal Media AB
 
 
 
  
 
 
 Date: Sat, 14 Feb 2009 17:49:22 +0200
 From: tommi.s.e.laukka...@gmail.com
 To: mma...@gmail.com
 CC: opensim-dev@lists.berlios.de
 Subject: Re: [Opensim-dev] Please do not revert fixes without careful 
 comtemplation
 
 
 Hello,
  
 On second though we could keep the current structure and expose all fields 
 also through AssetBase properties. Then we could save / load the AssetBase 
 with nhibernate as a single object and leave out the Metadata  property from 
 NHibernate mapping. Does this sound good?
  
 regards,
 Tommi
 
 
 On Sat, Feb 14, 2009 at 5:06 PM, Mike Mazur mma...@gmail.com wrote:
 
 Hi,
 
 On Sat, Feb 14, 2009 at 4:05 PM, Tommi Laukkanen
 
 tommi.s.e.laukka...@gmail.com wrote:
 
 I was talking with mikkopa and he suggested we should create two tables to
 cover AssetBase to solve this issue properly. Namely AssetMetadata for
 metadata information and AssetData for blobs to avoid situation where we end
 up accessing also the blob data just to read metadata.
 
 I was hoping not to have to do that.
 
 It should be straightforward to support the current
 AssetBase/AssetMetadata composition in the existing OpenSim data
 layers, but as sdague warned me earlier, by mapping multiple classes
 to one table I was entering a world of pain. Seems that's exactly
 what's happening with NHibernate.
 
 The reason I introduced the AssetMetadata class is to supply metadata
 information only for some requests that Cable Beach, the new asset
 server, supports. Now I realize that this was probably a premature
 optimization.
 
 Instead of modifying the DB schema, we could have AssetBase inherit
 from AssetMetadata, as I outlined before[1]. Alternatively, we could
 get rid of AssetMetadata altogether and store everything in AssetBase
 as before, splitting out the metadata sometime in the future when a
 use case warrants it.
 
 What do you think?
 
 Thanks,
 Mike
 
 
 [1] https://lists.berlios.de/pipermail/opensim-dev/2009-February/004918.html
 
 
 
 
 
 
 ___
 Opensim-dev mailing list
 Opensim-dev@lists.berlios.de
 https://lists.berlios.de/mailman/listinfo/opensim-dev
___
Opensim-dev mailing list
Opensim-dev@lists.berlios.de
https://lists.berlios.de/mailman/listinfo/opensim-dev


Re: [Opensim-dev] Please do not revert fixes without careful comtemplation

2009-02-16 Thread Frisby, Adam
Hence me suggesting stronger hashes - there's no known attacks on anything 
above or equal to 160bit, plus to calculate an attack you'd have to have the 
hash of the original to begin with, which shouldn't be something revealed to an 
end user.

Adam

 -Original Message-
 From: opensim-dev-boun...@lists.berlios.de [mailto:opensim-dev-
 boun...@lists.berlios.de] On Behalf Of Melanie
 Sent: Monday, 16 February 2009 5:26 AM
 To: opensim-dev@lists.berlios.de
 Subject: Re: [Opensim-dev] Please do not revert fixes without careful
 comtemplation

 I see the potential of targeted MD5 collisions as a way to obtain
 script sources.
 A saves a script.
 B creates a targeted collision, which will result in creation of an
 inventory item refering to A. The data B saves is ignored because of
 hash equality
 B then reopens the object and receives A's script source.

 Melanie


 Frisby, Adam wrote:
  You do realise you could just not update the asset. If the hash is
 the same, then you can just completely ignore the save/update request.
 
  That being said, even a targeted collision on MD5 is a 2^58 chance,
 on SHA256 it's well over 2^128 which makes it pretty much impossible.
 Frankly it's not something worth concerning oneself over.
 
  Adam
 
  -Original Message-
  From: opensim-dev-boun...@lists.berlios.de [mailto:opensim-dev-
  boun...@lists.berlios.de] On Behalf Of Melanie
  Sent: Monday, 16 February 2009 4:45 AM
  To: opensim-dev@lists.berlios.de
  Subject: Re: [Opensim-dev] Please do not revert fixes without
 careful
  comtemplation
 
  Again, I'd like to stress that I believe this is too dangerous to do
  for anything other than textures.
  It is also not really needed for things other than textures, since
  the other assets are comparatively small, textural data.
 
  I would not want to risk even the smallest chance of a hash
  collision on script source.
 
  Melanie
 
  Stefan Andersson wrote:
   Coming in a bit from the side here,
  
  
  
   we have, for some time, discussed to separate out the binary blog
 out
  of the metadata for an entirely different reason, namely to be able
 to
  weed out binary duplicates.
  
  
   If there was a way for us to separate out the binary parts, into
  something like 'binaryassetId, hashData[256], binarydata' and then
 just
  have the asset table referencing that row, I think it would help a
 lot.
  
  
   I realize it's a separate discussion, just chipping in my two
 cents.
  
  
   Best regards,
   Stefan Andersson
   Tribal Media AB
  
  
  
  
  
  
   Date: Sat, 14 Feb 2009 17:49:22 +0200
   From: tommi.s.e.laukka...@gmail.com
   To: mma...@gmail.com
   CC: opensim-dev@lists.berlios.de
   Subject: Re: [Opensim-dev] Please do not revert fixes without
 careful
  comtemplation
  
  
   Hello,
  
   On second though we could keep the current structure and expose
 all
  fields also through AssetBase properties. Then we could save / load
 the
  AssetBase with nhibernate as a single object and leave out the
 Metadata
  property from NHibernate mapping. Does this sound good?
  
   regards,
   Tommi
  
  
   On Sat, Feb 14, 2009 at 5:06 PM, Mike Mazur mma...@gmail.com
 wrote:
  
   Hi,
  
   On Sat, Feb 14, 2009 at 4:05 PM, Tommi Laukkanen
  
   tommi.s.e.laukka...@gmail.com wrote:
  
   I was talking with mikkopa and he suggested we should create two
  tables to
   cover AssetBase to solve this issue properly. Namely
 AssetMetadata
  for
   metadata information and AssetData for blobs to avoid situation
  where we end
   up accessing also the blob data just to read metadata.
  
   I was hoping not to have to do that.
  
   It should be straightforward to support the current
   AssetBase/AssetMetadata composition in the existing OpenSim data
   layers, but as sdague warned me earlier, by mapping multiple
 classes
   to one table I was entering a world of pain. Seems that's exactly
   what's happening with NHibernate.
  
   The reason I introduced the AssetMetadata class is to supply
 metadata
   information only for some requests that Cable Beach, the new asset
   server, supports. Now I realize that this was probably a premature
   optimization.
  
   Instead of modifying the DB schema, we could have AssetBase
 inherit
   from AssetMetadata, as I outlined before[1]. Alternatively, we
 could
   get rid of AssetMetadata altogether and store everything in
 AssetBase
   as before, splitting out the metadata sometime in the future when
 a
   use case warrants it.
  
   What do you think?
  
   Thanks,
   Mike
  
  
   [1] https://lists.berlios.de/pipermail/opensim-dev/2009-
  February/004918.html
  
  
  
  
   --
 ---
  ---
  
   ___
   Opensim-dev mailing list
   Opensim-dev@lists.berlios.de
   https://lists.berlios.de/mailman/listinfo/opensim-dev
  ___
  Opensim-dev mailing list
  Opensim-dev@lists.berlios.de
  

Re: [Opensim-dev] Groups in OpenSim

2009-02-16 Thread Michael Huntington
Hi Ruud,
Here are some of the features currently set in stone for development..
DeepThink seems to be setting the foundation for groups.. making sure it
functions correctly ... If any developers would like to add on to this, that
would be great.

Groups Group Chat Group Permissions Group Titles Group Ownership Group
Payments (optional I'm sure)



On Mon, Feb 16, 2009 at 8:25 AM, Ruud Lathrop ruud.lath...@gmail.comwrote:

 Its great to hear that something is done about a missing but very important
 feature. I love to work on it to. But if somebody wants to sponsor a company
 to do it, that is fine with me. I do like to see what they are doing and
 maybe add something to it (Make the implementation to MSSQL).

 Foremost I like to see the following things implemented in groups:
 - Of course create/edit/invite etc for groups
 - Set permissions to groups of land/objects, work together on projects.
 - Create group chats.

 Hope to see the project started soon. And maybe in release 0.7 we have
 groups :)

 Ruud


 On Mon, Feb 16, 2009 at 10:39 AM, Frisby, Adam a...@deepthink.com.auwrote:

  The only concern I have here is that a good deal of this work is being
 done by our Shanghai office and me and Mike are the only guys with commit
 rights, so doing the morning checkin to core is a bit of a chore. (Whereas I
 can give everyone svn access on the forge)



 Adam



 *From:* opensim-dev-boun...@lists.berlios.de [mailto:
 opensim-dev-boun...@lists.berlios.de] *On Behalf Of *Stefan Andersson
 *Sent:* Monday, 16 February 2009 1:03 AM
 *To:* opensim-dev@lists.berlios.de
 *Subject:* Re: [Opensim-dev] Groups in OpenSim



 Yeah,

 I think 'groups' in terms of minimal implementations of functions as
 defined by our reference client the official Second Life(tm) virtual worlds
 viewer, is definitively a core module.

 I believe that if this central work is done in core instead of on forge,
 it will give us lots of valuable opportunity to help, discuss and react to
 changes, instead of it being a 'mushroom' in a corner of the room.

 Best regards,
 Stefan Andersson
 Tribal Media AB


  --

 Date: Sun, 15 Feb 2009 11:49:14 -0800
 From: c...@pacbell.net
 To: opensim-dev@lists.berlios.de
 Subject: Re: [Opensim-dev] Groups in OpenSim

 Personally, I would suggest that groups is an enabling technology and I
 would concur that seperating economy notions from groups is a good thing.

 For groups functionality, the ability to form groups and have group
 communicaton similar to our IRC channels currently would go a long ways to
 fleshing out and testing additional functionality under load. We need to use
 our sims more to understand where the limits are.

 Additionally, adding the logic for group ownership of land and objects
 will help us get closer to a reasonable permissions model and thence closer
 to 0.7 for OpenSim.

 Charles


  --

 *From:* Justin Clark-Casey jjusti...@googlemail.com
 *To:* opensim-dev@lists.berlios.de
 *Sent:* Sunday, February 15, 2009 10:52:06 AM
 *Subject:* Re: [Opensim-dev] Groups in OpenSim

 Frisby, Adam wrote:
  My personal thoughts would be definitely host on the gforge until
  completion, then decide on whether it goes into core or not (same as
  hypergrid).

 Personally, considering the modules that are in OpenSim core at the
 moment, I think that a groups module could
 definitely be considered a core module from the outset (and so be
 developed in core).  It's by far the biggest piece of
 missing functionality for both an SL-like environment and many of the
 other virtual environments that one can imagine.

 However, having said that it's not as if people have been rushing to
 implement groups code in core - it has been a
 requested piece of unimplemented functionality for a long time.  So it
 might be more convenient to develop it outside
 core if non-core developers are going to be working on it.

 I guess the situation might be somewhat different again if the groups
 module also implements integration to other
 systems (perhaps commercial ones) which would be more controversial to
 place in core.  Though then again I would hope
 that such functionality could be split into further modules, with just the
 main groups code going into core.

 btw, Mike - very glad to see your sponsorship of this as public domain
 code.  And I very much understand your reluctance
 to talk about sponsored development that hasn't yet been agreed.  All I
 would say is that the more open everything is,
 the more smoothly everything seems to go in terms of getting code adopted
 and in terms of interacting with the wider
 OpenSim community.

 
 
 
  Regards,
 
 
 
  Adam
 
 
 
  *From:* opensim-dev-boun...@lists.berlios.de
  [mailto:opensim-dev-boun...@lists.berlios.de] *On Behalf Of *Michael
  Huntington
  *Sent:* Friday, 13 February 2009 12:55 PM
  *To:* opensim-dev@lists.berlios.de
  *Subject:* Re: [Opensim-dev] Groups in OpenSim
 
 
 
  Well, I don't mind 

Re: [Opensim-dev] Please do not revert fixes without careful comtemplation

2009-02-16 Thread Tommi Laukkanen
Hello

That works if we have property accessors directly exposed from AssetBase to
all metadata fields. Then we can write mapping with those accessors and
ignore the metadata aggregate.

regards,
Tommi

On Mon, Feb 16, 2009 at 1:54 PM, Mike Mazur mma...@gmail.com wrote:

 Hi,

 On Mon, Feb 16, 2009 at 8:38 PM, Tommi Laukkanen
 tommi.s.e.laukka...@gmail.com wrote:
  It would be nice to have somekind of short term solution to fix the
 current
  nhibernate asset store implementation so that it works and when cable
 beach
  is finalized we can see if we need to do something extra to support that
  fully.

 How would this work as a temporary measure:

 class AssetBase
 {
  private byte [] m_data;
  private AssetMetadata m_metadata;

  public UUID FullID
  {
get { return m_metadata.FullID; }
set { m_metadata.FullID = value; }
  }
  // etc for the rest of the properties

  // we have a method to retrieve the AssetMetadata object
  // so we don't also serialize it when sending assets over the wire
  public AssetMetadata getMetadata()
  {
return m_metadata;
  }
  public void setMetadata(AssetMetadata metadata)
  {
m_metadata = metadata;
  }
 }

 Is there a better way to stop the metadata (property) from being
 serialized instead of using the C++-style accessor and mutator?

 I can commit this in about 12 hours if it would work. Comments welcome.

 Thanks,
 Mike
  ___
 Opensim-dev mailing list
 Opensim-dev@lists.berlios.de
 https://lists.berlios.de/mailman/listinfo/opensim-dev

___
Opensim-dev mailing list
Opensim-dev@lists.berlios.de
https://lists.berlios.de/mailman/listinfo/opensim-dev


Re: [Opensim-dev] Please do not revert fixes without careful comtemplation

2009-02-16 Thread Tommi Laukkanen
Plus you could use those hashes to distribute the assets to several backed
databases in similar manner as hashmap works. If a database becomes too full
you can always split it to sub databases and move assets there in analogy
with hashmap internal datastructure. Basicly all hashmap performance math
and algorithms should apply. Do you think this could be workable way of
doing asset storage distribution?

regards,
Tommi

On Mon, Feb 16, 2009 at 3:21 PM, Frisby, Adam a...@deepthink.com.au wrote:

 Hence me suggesting stronger hashes - there's no known attacks on anything
 above or equal to 160bit, plus to calculate an attack you'd have to have the
 hash of the original to begin with, which shouldn't be something revealed to
 an end user.

 Adam

  -Original Message-
  From: opensim-dev-boun...@lists.berlios.de [mailto:opensim-dev-
  boun...@lists.berlios.de] On Behalf Of Melanie
  Sent: Monday, 16 February 2009 5:26 AM
  To: opensim-dev@lists.berlios.de
  Subject: Re: [Opensim-dev] Please do not revert fixes without careful
  comtemplation
 
  I see the potential of targeted MD5 collisions as a way to obtain
  script sources.
  A saves a script.
  B creates a targeted collision, which will result in creation of an
  inventory item refering to A. The data B saves is ignored because of
  hash equality
  B then reopens the object and receives A's script source.
 
  Melanie
 
 
  Frisby, Adam wrote:
   You do realise you could just not update the asset. If the hash is
  the same, then you can just completely ignore the save/update request.
  
   That being said, even a targeted collision on MD5 is a 2^58 chance,
  on SHA256 it's well over 2^128 which makes it pretty much impossible.
  Frankly it's not something worth concerning oneself over.
  
   Adam
  
   -Original Message-
   From: opensim-dev-boun...@lists.berlios.de [mailto:opensim-dev-
   boun...@lists.berlios.de] On Behalf Of Melanie
   Sent: Monday, 16 February 2009 4:45 AM
   To: opensim-dev@lists.berlios.de
   Subject: Re: [Opensim-dev] Please do not revert fixes without
  careful
   comtemplation
  
   Again, I'd like to stress that I believe this is too dangerous to do
   for anything other than textures.
   It is also not really needed for things other than textures, since
   the other assets are comparatively small, textural data.
  
   I would not want to risk even the smallest chance of a hash
   collision on script source.
  
   Melanie
  
   Stefan Andersson wrote:
Coming in a bit from the side here,
   
   
   
we have, for some time, discussed to separate out the binary blog
  out
   of the metadata for an entirely different reason, namely to be able
  to
   weed out binary duplicates.
   
   
If there was a way for us to separate out the binary parts, into
   something like 'binaryassetId, hashData[256], binarydata' and then
  just
   have the asset table referencing that row, I think it would help a
  lot.
   
   
I realize it's a separate discussion, just chipping in my two
  cents.
   
   
Best regards,
Stefan Andersson
Tribal Media AB
   
   
   
   
   
   
Date: Sat, 14 Feb 2009 17:49:22 +0200
From: tommi.s.e.laukka...@gmail.com
To: mma...@gmail.com
CC: opensim-dev@lists.berlios.de
Subject: Re: [Opensim-dev] Please do not revert fixes without
  careful
   comtemplation
   
   
Hello,
   
On second though we could keep the current structure and expose
  all
   fields also through AssetBase properties. Then we could save / load
  the
   AssetBase with nhibernate as a single object and leave out the
  Metadata
   property from NHibernate mapping. Does this sound good?
   
regards,
Tommi
   
   
On Sat, Feb 14, 2009 at 5:06 PM, Mike Mazur mma...@gmail.com
  wrote:
   
Hi,
   
On Sat, Feb 14, 2009 at 4:05 PM, Tommi Laukkanen
   
tommi.s.e.laukka...@gmail.com wrote:
   
I was talking with mikkopa and he suggested we should create two
   tables to
cover AssetBase to solve this issue properly. Namely
  AssetMetadata
   for
metadata information and AssetData for blobs to avoid situation
   where we end
up accessing also the blob data just to read metadata.
   
I was hoping not to have to do that.
   
It should be straightforward to support the current
AssetBase/AssetMetadata composition in the existing OpenSim data
layers, but as sdague warned me earlier, by mapping multiple
  classes
to one table I was entering a world of pain. Seems that's exactly
what's happening with NHibernate.
   
The reason I introduced the AssetMetadata class is to supply
  metadata
information only for some requests that Cable Beach, the new asset
server, supports. Now I realize that this was probably a premature
optimization.
   
Instead of modifying the DB schema, we could have AssetBase
  inherit
from AssetMetadata, as I outlined before[1]. Alternatively, we
  could
get rid of AssetMetadata altogether 

Re: [Opensim-dev] Please do not revert fixes without careful comtemplation

2009-02-16 Thread Melanie
Hello,

that was a typo. The correct word was textual. All asset types 
besides textures are text.

Melanie

Charles Krinke wrote:
 Sorry, the other assets are not just small texture data. We have 
 terrainImages, amongst other things.
 
 Our assets table in OpenSim contains lots of things including the infamouse 
 blank, so lets look at it in total and not just from the script viewpoint. 
 
 Course with scripts themselves, we have every edited version of every edited 
 script in addition to every change of every other asset complicating the 
 problem.
 
 Charles
 
 
 
 
 
 From: Melanie mela...@t-data.com
 To: opensim-dev@lists.berlios.de
 Sent: Monday, February 16, 2009 4:44:56 AM
 Subject: Re: [Opensim-dev] Please do not revert fixes without careful 
 comtemplation
 
 Again, I'd like to stress that I believe this is too dangerous to do 
 for anything other than textures.
 It is also not really needed for things other than textures, since 
 the other assets are comparatively small, textural data.
 
 I would not want to risk even the smallest chance of a hash 
 collision on script source.
 
 Melanie
 
 Stefan Andersson wrote:
 Coming in a bit from the side here,
 
  
 
 we have, for some time, discussed to separate out the binary blog out of the 
 metadata for an entirely different reason, namely to be able to weed out 
 binary duplicates.
 
 
 If there was a way for us to separate out the binary parts, into something 
 like 'binaryassetId, hashData[256], binarydata' and then just have the asset 
 table referencing that row, I think it would help a lot.
  
 
 I realize it's a separate discussion, just chipping in my two cents.
 
 
 Best regards,
 Stefan Andersson
 Tribal Media AB
 
 
 
  
 
 
 Date: Sat, 14 Feb 2009 17:49:22 +0200
 From: tommi.s.e.laukka...@gmail.com
 To: mma...@gmail.com
 CC: opensim-dev@lists.berlios.de
 Subject: Re: [Opensim-dev] Please do not revert fixes without careful 
 comtemplation
 
 
 Hello,
  
 On second though we could keep the current structure and expose all fields 
 also through AssetBase properties. Then we could save / load the AssetBase 
 with nhibernate as a single object and leave out the Metadata  property from 
 NHibernate mapping. Does this sound good?
  
 regards,
 Tommi
 
 
 On Sat, Feb 14, 2009 at 5:06 PM, Mike Mazur mma...@gmail.com wrote:
 
 Hi,
 
 On Sat, Feb 14, 2009 at 4:05 PM, Tommi Laukkanen
 
 tommi.s.e.laukka...@gmail.com wrote:
 
 I was talking with mikkopa and he suggested we should create two tables to
 cover AssetBase to solve this issue properly. Namely AssetMetadata for
 metadata information and AssetData for blobs to avoid situation where we end
 up accessing also the blob data just to read metadata.
 
 I was hoping not to have to do that.
 
 It should be straightforward to support the current
 AssetBase/AssetMetadata composition in the existing OpenSim data
 layers, but as sdague warned me earlier, by mapping multiple classes
 to one table I was entering a world of pain. Seems that's exactly
 what's happening with NHibernate.
 
 The reason I introduced the AssetMetadata class is to supply metadata
 information only for some requests that Cable Beach, the new asset
 server, supports. Now I realize that this was probably a premature
 optimization.
 
 Instead of modifying the DB schema, we could have AssetBase inherit
 from AssetMetadata, as I outlined before[1]. Alternatively, we could
 get rid of AssetMetadata altogether and store everything in AssetBase
 as before, splitting out the metadata sometime in the future when a
 use case warrants it.
 
 What do you think?
 
 Thanks,
 Mike
 
 
 [1] https://lists.berlios.de/pipermail/opensim-dev/2009-February/004918.html
 
 
 
 
 
 
 ___
 Opensim-dev mailing list
 Opensim-dev@lists.berlios.de
 https://lists.berlios.de/mailman/listinfo/opensim-dev
 ___
 Opensim-dev mailing list
 Opensim-dev@lists.berlios.de
 https://lists.berlios.de/mailman/listinfo/opensim-dev
 
 
 
 
 
 ___
 Opensim-dev mailing list
 Opensim-dev@lists.berlios.de
 https://lists.berlios.de/mailman/listinfo/opensim-dev
___
Opensim-dev mailing list
Opensim-dev@lists.berlios.de
https://lists.berlios.de/mailman/listinfo/opensim-dev


Re: [Opensim-dev] Groups in OpenSim

2009-02-16 Thread James Stallings II
This is a great thread y'all keep up the great work :)

Mike, all I have to say to you about this is *Thank you SO much* :)

Cheers


On Mon, Feb 16, 2009 at 8:39 AM, Michael Huntington mellom...@gmail.comwrote:

 Hi Ruud,
 Here are some of the features currently set in stone for development..
 DeepThink seems to be setting the foundation for groups.. making sure it
 functions correctly ... If any developers would like to add on to this, that
 would be great.

 Groups Group Chat Group Permissions Group Titles Group Ownership Group
 Payments (optional I'm sure)



 On Mon, Feb 16, 2009 at 8:25 AM, Ruud Lathrop ruud.lath...@gmail.comwrote:

 Its great to hear that something is done about a missing but very
 important feature. I love to work on it to. But if somebody wants to sponsor
 a company to do it, that is fine with me. I do like to see what they are
 doing and maybe add something to it (Make the implementation to MSSQL).

 Foremost I like to see the following things implemented in groups:
 - Of course create/edit/invite etc for groups
 - Set permissions to groups of land/objects, work together on projects.
 - Create group chats.

 Hope to see the project started soon. And maybe in release 0.7 we have
 groups :)

 Ruud


 On Mon, Feb 16, 2009 at 10:39 AM, Frisby, Adam a...@deepthink.com.auwrote:

  The only concern I have here is that a good deal of this work is being
 done by our Shanghai office and me and Mike are the only guys with commit
 rights, so doing the morning checkin to core is a bit of a chore. (Whereas I
 can give everyone svn access on the forge)



 Adam



 *From:* opensim-dev-boun...@lists.berlios.de [mailto:
 opensim-dev-boun...@lists.berlios.de] *On Behalf Of *Stefan Andersson
 *Sent:* Monday, 16 February 2009 1:03 AM
 *To:* opensim-dev@lists.berlios.de
 *Subject:* Re: [Opensim-dev] Groups in OpenSim



 Yeah,

 I think 'groups' in terms of minimal implementations of functions as
 defined by our reference client the official Second Life(tm) virtual worlds
 viewer, is definitively a core module.

 I believe that if this central work is done in core instead of on forge,
 it will give us lots of valuable opportunity to help, discuss and react to
 changes, instead of it being a 'mushroom' in a corner of the room.

 Best regards,
 Stefan Andersson
 Tribal Media AB


  --

 Date: Sun, 15 Feb 2009 11:49:14 -0800
 From: c...@pacbell.net
 To: opensim-dev@lists.berlios.de
 Subject: Re: [Opensim-dev] Groups in OpenSim

 Personally, I would suggest that groups is an enabling technology and I
 would concur that seperating economy notions from groups is a good thing.

 For groups functionality, the ability to form groups and have group
 communicaton similar to our IRC channels currently would go a long ways to
 fleshing out and testing additional functionality under load. We need to use
 our sims more to understand where the limits are.

 Additionally, adding the logic for group ownership of land and objects
 will help us get closer to a reasonable permissions model and thence closer
 to 0.7 for OpenSim.

 Charles


  --

 *From:* Justin Clark-Casey jjusti...@googlemail.com
 *To:* opensim-dev@lists.berlios.de
 *Sent:* Sunday, February 15, 2009 10:52:06 AM
 *Subject:* Re: [Opensim-dev] Groups in OpenSim

 Frisby, Adam wrote:
  My personal thoughts would be definitely host on the gforge until
  completion, then decide on whether it goes into core or not (same as
  hypergrid).

 Personally, considering the modules that are in OpenSim core at the
 moment, I think that a groups module could
 definitely be considered a core module from the outset (and so be
 developed in core).  It's by far the biggest piece of
 missing functionality for both an SL-like environment and many of the
 other virtual environments that one can imagine.

 However, having said that it's not as if people have been rushing to
 implement groups code in core - it has been a
 requested piece of unimplemented functionality for a long time.  So it
 might be more convenient to develop it outside
 core if non-core developers are going to be working on it.

 I guess the situation might be somewhat different again if the groups
 module also implements integration to other
 systems (perhaps commercial ones) which would be more controversial to
 place in core.  Though then again I would hope
 that such functionality could be split into further modules, with just
 the main groups code going into core.

 btw, Mike - very glad to see your sponsorship of this as public domain
 code.  And I very much understand your reluctance
 to talk about sponsored development that hasn't yet been agreed.  All I
 would say is that the more open everything is,
 the more smoothly everything seems to go in terms of getting code adopted
 and in terms of interacting with the wider
 OpenSim community.

 
 
 
  Regards,
 
 
 
  Adam
 
 
 
  *From:* opensim-dev-boun...@lists.berlios.de
  

Re: [Opensim-dev] Please do not revert fixes without careful comtemplation

2009-02-16 Thread Melanie
No. Terrain images are textures. They are assets referring to jp2 
streams. That makes them textures. And, AFAIK, all other assets are 
text.

Melanie

Charles Krinke wrote:
 I am so sorry that we are having communications difficulties.
 
 Terrain Images, are, I believe, neither textual nor text.
 
 That was just an example.
 
 The point is that we need to be careful and consider all the various assets 
 which include a lot more then textures and scripts.
 
 Charles
 
 
 
 
 
 From: Melanie mela...@t-data.com
 To: opensim-dev@lists.berlios.de
 Sent: Monday, February 16, 2009 8:23:16 AM
 Subject: Re: [Opensim-dev] Please do not revert fixes without careful 
 comtemplation
 
 Hello,
 
 that was a typo. The correct word was textual. All asset types 
 besides textures are text.
 
 Melanie
 
 Charles Krinke wrote:
 Sorry, the other assets are not just small texture data. We have 
 terrainImages, amongst other things.
 
 Our assets table in OpenSim contains lots of things including the infamouse 
 blank, so lets look at it in total and not just from the script viewpoint. 
 
 Course with scripts themselves, we have every edited version of every edited 
 script in addition to every change of every other asset complicating the 
 problem.
 
 Charles
 
 
 
 
 
 From: Melanie mela...@t-data.com
 To: opensim-dev@lists.berlios.de
 Sent: Monday, February 16, 2009 4:44:56 AM
 Subject: Re: [Opensim-dev] Please do not revert fixes without careful 
 comtemplation
 
 Again, I'd like to stress that I believe this is too dangerous to do 
 for anything other than textures.
 It is also not really needed for things other than textures, since 
 the other assets are comparatively small, textural data.
 
 I would not want to risk even the smallest chance of a hash 
 collision on script source.
 
 Melanie
 
 Stefan Andersson wrote:
 Coming in a bit from the side here,
 
  
 
 we have, for some time, discussed to separate out the binary blog out of 
 the metadata for an entirely different reason, namely to be able to weed 
 out binary duplicates.
 
 
 If there was a way for us to separate out the binary parts, into something 
 like 'binaryassetId, hashData[256], binarydata' and then just have the 
 asset table referencing that row, I think it would help a lot.
  
 
 I realize it's a separate discussion, just chipping in my two cents.
 
 
 Best regards,
 Stefan Andersson
 Tribal Media AB
 
 
 
  
 
 
 Date: Sat, 14 Feb 2009 17:49:22 +0200
 From: tommi.s.e.laukka...@gmail.com
 To: mma...@gmail.com
 CC: opensim-dev@lists.berlios.de
 Subject: Re: [Opensim-dev] Please do not revert fixes without careful 
 comtemplation
 
 
 Hello,
  
 On second though we could keep the current structure and expose all fields 
 also through AssetBase properties. Then we could save / load the AssetBase 
 with nhibernate as a single object and leave out the Metadata  property 
 from NHibernate mapping. Does this sound good?
  
 regards,
 Tommi
 
 
 On Sat, Feb 14, 2009 at 5:06 PM, Mike Mazur mma...@gmail.com wrote:
 
 Hi,
 
 On Sat, Feb 14, 2009 at 4:05 PM, Tommi Laukkanen
 
 tommi.s.e.laukka...@gmail.com wrote:
 
 I was talking with mikkopa and he suggested we should create two tables to
 cover AssetBase to solve this issue properly. Namely AssetMetadata for
 metadata information and AssetData for blobs to avoid situation where we 
 end
 up accessing also the blob data just to read metadata.
 
 I was hoping not to have to do that.
 
 It should be straightforward to support the current
 AssetBase/AssetMetadata composition in the existing OpenSim data
 layers, but as sdague warned me earlier, by mapping multiple classes
 to one table I was entering a world of pain. Seems that's exactly
 what's happening with NHibernate.
 
 The reason I introduced the AssetMetadata class is to supply metadata
 information only for some requests that Cable Beach, the new asset
 server, supports. Now I realize that this was probably a premature
 optimization.
 
 Instead of modifying the DB schema, we could have AssetBase inherit
 from AssetMetadata, as I outlined before[1]. Alternatively, we could
 get rid of AssetMetadata altogether and store everything in AssetBase
 as before, splitting out the metadata sometime in the future when a
 use case warrants it.
 
 What do you think?
 
 Thanks,
 Mike
 
 
 [1] https://lists.berlios.de/pipermail/opensim-dev/2009-February/004918.html
 
 
 
 
 
 
 ___
 Opensim-dev mailing list
 Opensim-dev@lists.berlios.de
 https://lists.berlios.de/mailman/listinfo/opensim-dev
 ___
 Opensim-dev mailing list
 Opensim-dev@lists.berlios.de
 https://lists.berlios.de/mailman/listinfo/opensim-dev
 
 
 
 
 
 ___
 Opensim-dev 

[Opensim-dev] Any OpenSim viewers being built from scratch?

2009-02-16 Thread Michael Huntington
I know this isn't a viewer related dev group... but...I was wondering if
anyone was building a viewer that wasn't so tied down to SecondLife?
Basically a viewer that has been built from the ground up with OpenSim in
mind.
The viewers so far have been the biggest OpenSim eyesore for me... if anyone
knows of a viewer project targeted for OpenSim or knows someone interested
in starting that kind of project please let me know or forward my email to
them.

Thanks!
___
Opensim-dev mailing list
Opensim-dev@lists.berlios.de
https://lists.berlios.de/mailman/listinfo/opensim-dev


Re: [Opensim-dev] Any OpenSim viewers being built from scratch?

2009-02-16 Thread Charles Krinke
Dear Mike: 

As Dahlia said, the IdealistViewer is a good candidate as it begins to add 
features. Many of us have high hopes for IdealistViewer during the course of 
this year.


As OpenSim, we have decided to stay in SecondLife viewer compatible so we are 
measuring the operation and performance of OpenSim against the current 
SecondLife official viewer, currently 1.21.6. This does change from time to 
time and when it changes, we strive to stay compatible.

This SecondLife viewer represents the largest set of users for OpenSim, so this 
seems like a reasonable decision.

It is entirely probable that other viewers such as Hippo, IdealistViewer, 
OpenViewer, Xenkii, Rex and others will become widely adopted and we hope that 
will happen. We also hope that they will stay compatible with the SecondLife 
viewer, but as 2009 unfolds, it will be very interesting to see what happens.

Charles




From: Michael Huntington mellom...@gmail.com
To: opensim-dev@lists.berlios.de
Sent: Monday, February 16, 2009 1:44:04 PM
Subject: [Opensim-dev] Any OpenSim viewers being built from scratch?

I know this isn't a viewer related dev group... but...I was wondering if anyone 
was building a viewer that wasn't so tied down to SecondLife? Basically a 
viewer that has been built from the ground up with OpenSim in mind.

The viewers so far have been the biggest OpenSim eyesore for me... if anyone 
knows of a viewer project targeted for OpenSim or knows someone interested in 
starting that kind of project please let me know or forward my email to them.

Thanks!___
Opensim-dev mailing list
Opensim-dev@lists.berlios.de
https://lists.berlios.de/mailman/listinfo/opensim-dev


Re: [Opensim-dev] Please do not revert fixes without careful comtemplation

2009-02-16 Thread Melanie
Yes, I did forget sounds. Probably because they never reached 
critical mass on any system I have anything to do with. Though, a 
lot seem to exist, judged by the number of gestures.
As for images, I call them all textures, because any image could 
be used as a texture. They are all jp2 steams, so even though they 
may have a different purpose from covering prims, they are 
technically identical in storage format and type of content, and 
would be handled the same.

Melanie

Justin Clark-Casey wrote:
 Melanie wrote:
 No. Terrain images are textures. They are assets referring to jp2 
 streams. That makes them textures. And, AFAIK, all other assets are 
 text.
 
 Other non-text assets are images that aren't textures and sounds.
 
 
 Melanie
 
 Charles Krinke wrote:
 I am so sorry that we are having communications difficulties.

 Terrain Images, are, I believe, neither textual nor text.

 That was just an example.

 The point is that we need to be careful and consider all the various assets 
 which include a lot more then textures and scripts.

 Charles




 
 From: Melanie mela...@t-data.com
 To: opensim-dev@lists.berlios.de
 Sent: Monday, February 16, 2009 8:23:16 AM
 Subject: Re: [Opensim-dev] Please do not revert fixes without careful 
 comtemplation

 Hello,

 that was a typo. The correct word was textual. All asset types 
 besides textures are text.

 Melanie

 Charles Krinke wrote:
 Sorry, the other assets are not just small texture data. We have 
 terrainImages, amongst other things.

 Our assets table in OpenSim contains lots of things including the 
 infamouse blank, so lets look at it in total and not just from the 
 script viewpoint. 

 Course with scripts themselves, we have every edited version of every 
 edited script in addition to every change of every other asset 
 complicating the problem.

 Charles




 
 From: Melanie mela...@t-data.com
 To: opensim-dev@lists.berlios.de
 Sent: Monday, February 16, 2009 4:44:56 AM
 Subject: Re: [Opensim-dev] Please do not revert fixes without careful 
 comtemplation

 Again, I'd like to stress that I believe this is too dangerous to do 
 for anything other than textures.
 It is also not really needed for things other than textures, since 
 the other assets are comparatively small, textural data.

 I would not want to risk even the smallest chance of a hash 
 collision on script source.

 Melanie

 Stefan Andersson wrote:
 Coming in a bit from the side here,

  

 we have, for some time, discussed to separate out the binary blog out of 
 the metadata for an entirely different reason, namely to be able to weed 
 out binary duplicates.


 If there was a way for us to separate out the binary parts, into 
 something like 'binaryassetId, hashData[256], binarydata' and then just 
 have the asset table referencing that row, I think it would help a lot.
  

 I realize it's a separate discussion, just chipping in my two cents.


 Best regards,
 Stefan Andersson
 Tribal Media AB



  


 Date: Sat, 14 Feb 2009 17:49:22 +0200
 From: tommi.s.e.laukka...@gmail.com
 To: mma...@gmail.com
 CC: opensim-dev@lists.berlios.de
 Subject: Re: [Opensim-dev] Please do not revert fixes without careful 
 comtemplation


 Hello,
  
 On second though we could keep the current structure and expose all 
 fields also through AssetBase properties. Then we could save / load the 
 AssetBase with nhibernate as a single object and leave out the Metadata  
 property from NHibernate mapping. Does this sound good?
  
 regards,
 Tommi


 On Sat, Feb 14, 2009 at 5:06 PM, Mike Mazur mma...@gmail.com wrote:

 Hi,

 On Sat, Feb 14, 2009 at 4:05 PM, Tommi Laukkanen

 tommi.s.e.laukka...@gmail.com wrote:

 I was talking with mikkopa and he suggested we should create two tables 
 to
 cover AssetBase to solve this issue properly. Namely AssetMetadata for
 metadata information and AssetData for blobs to avoid situation where we 
 end
 up accessing also the blob data just to read metadata.
 I was hoping not to have to do that.

 It should be straightforward to support the current
 AssetBase/AssetMetadata composition in the existing OpenSim data
 layers, but as sdague warned me earlier, by mapping multiple classes
 to one table I was entering a world of pain. Seems that's exactly
 what's happening with NHibernate.

 The reason I introduced the AssetMetadata class is to supply metadata
 information only for some requests that Cable Beach, the new asset
 server, supports. Now I realize that this was probably a premature
 optimization.

 Instead of modifying the DB schema, we could have AssetBase inherit
 from AssetMetadata, as I outlined before[1]. Alternatively, we could
 get rid of AssetMetadata altogether and store everything in AssetBase
 as before, splitting out the metadata sometime in the future when a
 use case warrants it.

 What do you think?

 Thanks,
 Mike


 [1] 
 

Re: [Opensim-dev] Please do not revert fixes without careful comtemplation

2009-02-16 Thread Melanie
And that I am in 100% agreement on.

Melanie

Charles Krinke wrote:
 Well, it really doesnt matter what one calls them. Binary data, text, 
 whatever.
 
 The point is that we have a number of issues with our assets table in OpenSim 
 that a bit of thought would help.
 
 1. We have a significant number of assets whose name is blank that are 
 created with a default constructor. And I suspect are never accessible.
 2. We have a significant number of assets of each and every edit of terrain, 
 where only the very last one is accessible.
 3. We have a significant number of assets of each and every text edit for 
 each and every textual assets. Where only the last one should be accessible.
 
 Its a bit like collecting every scrap of paper ever written with either text 
 or binary glyphs and putting them in a big filing cabinet.
 
 After a while, finding the ones that are interesting in a timely manner 
 starts to get a little challenging.
 
 Charles
 
 
 
 
 
 From: Melanie mela...@t-data.com
 To: opensim-dev@lists.berlios.de
 Sent: Monday, February 16, 2009 4:43:53 PM
 Subject: Re: [Opensim-dev] Please do not revert fixes without careful 
 comtemplation
 
 Yes, I did forget sounds. Probably because they never reached 
 critical mass on any system I have anything to do with. Though, a 
 lot seem to exist, judged by the number of gestures.
 As for images, I call them all textures, because any image could 
 be used as a texture. They are all jp2 steams, so even though they 
 may have a different purpose from covering prims, they are 
 technically identical in storage format and type of content, and 
 would be handled the same.
 
 Melanie
 
 Justin Clark-Casey wrote:
 Melanie wrote:
 No. Terrain images are textures. They are assets referring to jp2 
 streams. That makes them textures. And, AFAIK, all other assets are 
 text.
 
 Other non-text assets are images that aren't textures and sounds.
 
 
 Melanie
 
 Charles Krinke wrote:
 I am so sorry that we are having communications difficulties.

 Terrain Images, are, I believe, neither textual nor text.

 That was just an example.

 The point is that we need to be careful and consider all the various 
 assets which include a lot more then textures and scripts.

 Charles




 
 From: Melanie mela...@t-data.com
 To: opensim-dev@lists.berlios.de
 Sent: Monday, February 16, 2009 8:23:16 AM
 Subject: Re: [Opensim-dev] Please do not revert fixes without careful 
 comtemplation

 Hello,

 that was a typo. The correct word was textual. All asset types 
 besides textures are text.

 Melanie

 Charles Krinke wrote:
 Sorry, the other assets are not just small texture data. We have 
 terrainImages, amongst other things.

 Our assets table in OpenSim contains lots of things including the 
 infamouse blank, so lets look at it in total and not just from the 
 script viewpoint. 

 Course with scripts themselves, we have every edited version of every 
 edited script in addition to every change of every other asset 
 complicating the problem.

 Charles




 
 From: Melanie mela...@t-data.com
 To: opensim-dev@lists.berlios.de
 Sent: Monday, February 16, 2009 4:44:56 AM
 Subject: Re: [Opensim-dev] Please do not revert fixes without careful 
 comtemplation

 Again, I'd like to stress that I believe this is too dangerous to do 
 for anything other than textures.
 It is also not really needed for things other than textures, since 
 the other assets are comparatively small, textural data.

 I would not want to risk even the smallest chance of a hash 
 collision on script source.

 Melanie

 Stefan Andersson wrote:
 Coming in a bit from the side here,

  

 we have, for some time, discussed to separate out the binary blog out of 
 the metadata for an entirely different reason, namely to be able to weed 
 out binary duplicates.


 If there was a way for us to separate out the binary parts, into 
 something like 'binaryassetId, hashData[256], binarydata' and then just 
 have the asset table referencing that row, I think it would help a lot.
  

 I realize it's a separate discussion, just chipping in my two cents.


 Best regards,
 Stefan Andersson
 Tribal Media AB



  


 Date: Sat, 14 Feb 2009 17:49:22 +0200
 From: tommi.s.e.laukka...@gmail.com
 To: mma...@gmail.com
 CC: opensim-dev@lists.berlios.de
 Subject: Re: [Opensim-dev] Please do not revert fixes without careful 
 comtemplation


 Hello,
  
 On second though we could keep the current structure and expose all 
 fields also through AssetBase properties. Then we could save / load the 
 AssetBase with nhibernate as a single object and leave out the Metadata  
 property from NHibernate mapping. Does this sound good?
  
 regards,
 Tommi


 On Sat, Feb 14, 2009 at 5:06 PM, Mike Mazur mma...@gmail.com wrote:

 Hi,

 On Sat, Feb 14, 2009 at 4:05 PM, Tommi Laukkanen

 tommi.s.e.laukka...@gmail.com wrote:

 I was talking with mikkopa and he suggested