Re: [Opensim-dev] Currency

2009-07-11 Thread Fly Man
Well, what a long discussion about something that was already decided
long ago 

There is the OpenCurrency module for those that want to play around
with it and there are some other ppl working on Money related things.

The removal of the SampleMoney module was 1 of the things that I left
the OpenSim development scene, as the name of the module said: It's
SAMPLE money

I know there 3 people working on a real currency module as we speak
and 1 of them has succesfully integrated it into the OpenSim now.

The story continues ...

2009/7/8 Snowdrop Short snowdrop.sh...@gmail.com:
 The core developers have for valid reasons (whatever others may think
 and argue, they are - at least - subjectively valid) for not including a
 money module.

 I think it would be best to let this debate rest. I believe continuing
 to argue for a money module to be part of the core, is showing
 ingratitude to the core developers who has put in such a great effort on
 the project and completely needless.

 OpenSim is licensed via BSD, one of the most liberate licenses currently
 in common use, nothing prevents a money module from being implemented,
 either in close or open source. Furthermore I am convinced that the core
 will accept patches for hooks, if the current hooks prove in-adequate.
 (This has been done for other out-of-core modules).

 Even if the core team should decide a money module was within the scope
 of the project, it would still require volunteers to implement the
 module, so I fail to see the real difference between an out-of-core
 module for handling money and an in-core one.

 If all the passion thrown into this debate was directed towards creating
 an out-of-core module, it would spring into existence quite rapidly.

 /Snowcrash


 On Wed, 2009-07-08 at 17:17 +0200, Colin B. Withers wrote:
 Hi Neb,



 No, I do get the point, but I am simply not convinced of the
 arguments.



 Opensim is unsafe, understandably so. Right now, it is in the alpha
 stage, but that is no reason not to pursue code from alpha, through
 beta, and onto release.



 Let me put it this way, quite clearly..



 If I, or anyone else, wanted to to use Opensim as a platform for a
 virtual world, (not during alpha, or beta, but after it is released)
 and that virtual would was to have commerce, ala SL, and due to the
 Opensim policy of no currency module in core I went to a third party
 and procured a currency module, I would have a situation where the two
 most critical elements of a commerce system, ie:



 a) The asset server (produced by the core developers of opensim), and



 b) A currency module (produced by VW$$$.inc)



 are sourced from different suppliers.



 Now, please explain to me the difference between:



 i) People losing money due to a malfunction in the currency module,



 ii) People losing assets (that have a monetary value, having been
 bought with real $$$ through the currency module) due to an asset
 server malfunction?



 It seems to me that there is just as much, or even more risk, of
 people losing valuable assets from the asset server, than from the
 currency module.



 Is it then the devs' position that the asset server is (or eventually
 will be) immune from the risk of loss of assets?



 I do not believe that position could ever be held. Even after so much
 development work, both on the code and the backbone, SL still loses
 its residents' assets (the huge losses sustained by residents just 2
 or 3 weeks ago is testament to that).



 Is there any real difference between:



 1. Using US$10 to buy inworld currency, that does not show up then on
 my balance,

 2. Getting the inworld currency, but later due to a glitch, losing US
 $10's worth of inworld currency

 3. Buying an object inworld that costs the inworld currency equivalent
 to US$10, and the object disappearing from my inventory?



 To my mind, in all three cases, I am US$10 down.



 I just don't see how BOTH these statements can be true at the same
 time:



 Currency module = big risk

 Asset server = no risk



 And I have never argued that the devs should be responsible for risk
 (it is the devs themselves that are arguing that they have that risk,
 and hence the need to divest themselves of it). My position is that
 all risk is on the grid owner, and that risk can be mitigated (as SL
 does) by a carefully worded TOS.



 Rock



 From: opensim-dev-boun...@lists.berlios.de
 [mailto:opensim-dev-boun...@lists.berlios.de] On Behalf Of Nebadon
 Izumi
 Sent: Wednesday, July 08, 2009 4:39 PM
 To: opensim-dev@lists.berlios.de
 Subject: Re: [Opensim-dev] Currency




 Rock,

 I do beleive your missing the point entirely, the reason we do not
 wish to implement any money systems at this time, is exactly for that
 reason, OpenSImulator is not a safe place to be slinging money around,
 the asset server is not secure, nothing about opensimulator is secure,
 yet you people are all arguing that other people take on the risk so
 that you can have an 

Re: [Opensim-dev] Proposal: Change module interface to indicate replacable modules

2009-07-11 Thread Cristina Videira Lopes
This is also the case for all the new connector modules.

I'm definitely +1 on solving the problem underlying Melanie's proposal 
in some way. Modules are now much more important than they used to be 
[and this is a good thing]. Melanie's concrete proposal seems fine.

My feeling is that there's still a lot of things to do in order to get 
the most of the module system. And the module system is perhaps the 
single most important thing in the entire framework, from a software 
engineering perspective.


Teravus Ovares wrote:
 This does not solve the issue with registering interfaces.In the
 map example, the map module was accessed via an interface that it
 registered.Adding the configuration option to turn it off in
 opensim.ini by making the module not register for the interface was
 how diva handled it, however, think in terms of a service provider who
 does some black magic in the module to interface with their systems
 and provides a dll to download.  These programmers are not going to
 really want to patch modules to do that.  Most want their custom code
 here to work touching as little SVN code as possible to limit
 conflicts.  Another thing, there isn't really a way to currently order
 the way things load and it would be bad practice to have modules all
 try to re-register themselves over other modules on post init.
 
 Additionally, it would be complicated and error prone for an installer
 or the user to make changes to the order that things load.  An
 installer wouldn't even need to change configuration files.   As I
 said, this was the purpose of the ReplaceableModules architecture.
 Drop in, and the new functionality is available.  This is to make life
 simple for users and service providers.
 
 As people who were in IRC today heard, configuring OpenSimulator these
 days is significantly more difficult then it used to be with cryptic
 error messages that, unfortunately, when I brought them up in IRC,
 nobody knew what to tell me.  So, I bumbled around for a few hours
 getting nothing done until I eventually figured out what the problems
 were and committed more clear error messages in the hope that nobody
 else would have to go through that.   This forced user configuration
 is unmaintainable..  especially when configuration things change and
 there's no mailing list messages about an update path or even a
 mention that you'll have to re-configure your sim upon updating on the
 mailing list.   Ultimately, for people to want to produce and
 distribute modules for OpenSimulator, we need to make it easy for them
 to do so.   This is one way that we can make it easy for them.
 
 Regards
 
 Teravus
 
 
 On Fri, Jul 10, 2009 at 10:22 PM, Frisby, Adama...@deepthink.com.au wrote:
 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
 

Re: [Opensim-dev] Currency

2009-07-11 Thread Melanie
Well, I am maintaining the sample currency module on forge now and 
keeping it available.

I believe you are aware that I have a commercial RMT module, and had 
it for more than a year.

We have simply decided it can't be in core, but we are still making 
it as easy to access and integrate it as we can.
We're not against people having money. If we were, we would have 
remove the interfaces.
We just can't risk it in core.

Melanie

Fly Man wrote:
 Well, what a long discussion about something that was already decided
 long ago 
 
 There is the OpenCurrency module for those that want to play around
 with it and there are some other ppl working on Money related things.
 
 The removal of the SampleMoney module was 1 of the things that I left
 the OpenSim development scene, as the name of the module said: It's
 SAMPLE money
 
 I know there 3 people working on a real currency module as we speak
 and 1 of them has succesfully integrated it into the OpenSim now.
 
 The story continues ...
 
 2009/7/8 Snowdrop Short snowdrop.sh...@gmail.com:
 The core developers have for valid reasons (whatever others may think
 and argue, they are - at least - subjectively valid) for not including a
 money module.

 I think it would be best to let this debate rest. I believe continuing
 to argue for a money module to be part of the core, is showing
 ingratitude to the core developers who has put in such a great effort on
 the project and completely needless.

 OpenSim is licensed via BSD, one of the most liberate licenses currently
 in common use, nothing prevents a money module from being implemented,
 either in close or open source. Furthermore I am convinced that the core
 will accept patches for hooks, if the current hooks prove in-adequate.
 (This has been done for other out-of-core modules).

 Even if the core team should decide a money module was within the scope
 of the project, it would still require volunteers to implement the
 module, so I fail to see the real difference between an out-of-core
 module for handling money and an in-core one.

 If all the passion thrown into this debate was directed towards creating
 an out-of-core module, it would spring into existence quite rapidly.

 /Snowcrash


 On Wed, 2009-07-08 at 17:17 +0200, Colin B. Withers wrote:
 Hi Neb,



 No, I do get the point, but I am simply not convinced of the
 arguments.



 Opensim is unsafe, understandably so. Right now, it is in the alpha
 stage, but that is no reason not to pursue code from alpha, through
 beta, and onto release.



 Let me put it this way, quite clearly..



 If I, or anyone else, wanted to to use Opensim as a platform for a
 virtual world, (not during alpha, or beta, but after it is released)
 and that virtual would was to have commerce, ala SL, and due to the
 Opensim policy of no currency module in core I went to a third party
 and procured a currency module, I would have a situation where the two
 most critical elements of a commerce system, ie:



 a) The asset server (produced by the core developers of opensim), and



 b) A currency module (produced by VW$$$.inc)



 are sourced from different suppliers.



 Now, please explain to me the difference between:



 i) People losing money due to a malfunction in the currency module,



 ii) People losing assets (that have a monetary value, having been
 bought with real $$$ through the currency module) due to an asset
 server malfunction?



 It seems to me that there is just as much, or even more risk, of
 people losing valuable assets from the asset server, than from the
 currency module.



 Is it then the devs' position that the asset server is (or eventually
 will be) immune from the risk of loss of assets?



 I do not believe that position could ever be held. Even after so much
 development work, both on the code and the backbone, SL still loses
 its residents' assets (the huge losses sustained by residents just 2
 or 3 weeks ago is testament to that).



 Is there any real difference between:



 1. Using US$10 to buy inworld currency, that does not show up then on
 my balance,

 2. Getting the inworld currency, but later due to a glitch, losing US
 $10's worth of inworld currency

 3. Buying an object inworld that costs the inworld currency equivalent
 to US$10, and the object disappearing from my inventory?



 To my mind, in all three cases, I am US$10 down.



 I just don't see how BOTH these statements can be true at the same
 time:



 Currency module = big risk

 Asset server = no risk



 And I have never argued that the devs should be responsible for risk
 (it is the devs themselves that are arguing that they have that risk,
 and hence the need to divest themselves of it). My position is that
 all risk is on the grid owner, and that risk can be mitigated (as SL
 does) by a carefully worded TOS.



 Rock



 From: opensim-dev-boun...@lists.berlios.de
 [mailto:opensim-dev-boun...@lists.berlios.de] On Behalf Of Nebadon
 Izumi
 Sent: Wednesday, July 08, 2009 

Re: [Opensim-dev] mono *.exe crashes if screen is smaller than created...

2009-07-11 Thread Melanie
No, it has nothing to with log4net.

Frisby, Adam wrote:
 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] Deprecate OpenSim.Grid.InventoryServer and OpenSim.Grid.AssetServer?

2009-07-11 Thread James Stallings II
Personally, I think all the anatomic references are completely out of place.


Naming things 'BUST' or 'BALLS' is  a big joke, is very unprofessional, and
is an invitation to the less than tolerant to cause trouble.

See, it's happening already.

Cheers,
James


On Sat, Jul 11, 2009 at 6:13 AM, Melanie mela...@t-data.com wrote:

 Nice one. It's descriptive. +1 from me (covers my B.U.S.T.)

 Melanie

 Fly Man wrote:
  R.O.B.U.S.T sounds more like it
 
  2009/7/9 Stefan Andersson lbs...@hotmail.com:
  How about “Redesigned OpenSim Basic Universal Server Technology” –
  R.O.B.U.S.T? ;)
 
 
 
  Btw, You will hear no end of references to LoA from me:
  http://www.youtube.com/watch?v=u1jzVJjk32E
 
 
 
  /Stefan
 
 
 
  From: opensim-dev-boun...@lists.berlios.de
  [mailto:opensim-dev-boun...@lists.berlios.de] On Behalf Of Laurent B.
  Sent: den 9 juli 2009 14:01
 
  To: opensim-dev@lists.berlios.de
  Subject: Re: [Opensim-dev] Deprecate OpenSim.Grid.InventoryServer and
  OpenSim.Grid.AssetServer?
 
 
 
  +1 for B.U.S.T : in B.U.S.T we trust !
 
 
 
  Laurent
 
  Date: Thu, 9 Jul 2009 09:03:58 +0200
  From: drscofi...@xyzzyxyzzy.net
  To: opensim-dev@lists.berlios.de
  Subject: Re: [Opensim-dev] Deprecate OpenSim.Grid.InventoryServer and
  OpenSim.Grid.AssetServer?
 
 
  Sean Hennessee wrote:
   MW wrote:
   I also would rather a different name than BUST, and also before any
   protocol changes are done, see full documentation about the plans.
  
   How about BOSS? Basic Open Simulator Servers?
 
  +1
 
  --
  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/ http://www.zurich.ibm.com/%7Ehud/
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===
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http://del.icio.us/SPQR
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Re: [Opensim-dev] Deprecate OpenSim.Grid.InventoryServer and OpenSim.Grid.AssetServer?

2009-07-11 Thread Melanie
Pre 1.0, devs have a tendency to put jokes into software. Most don't 
last, they're not meant to. Soem do last, even make it into 
production. They are so hidden, most of the time, that they're 
actually easter eggs then.
B.U.S.T. was the result of a shared joke between myself and AimeeT, 
with the plugins being implants
It wasn't meant to stay and won't stay. I'm sure of that.

Melanie

James Stallings II wrote:
 Personally, I think all the anatomic references are completely out of place.
 
 
 Naming things 'BUST' or 'BALLS' is  a big joke, is very unprofessional, and
 is an invitation to the less than tolerant to cause trouble.
 
 See, it's happening already.
 
 Cheers,
 James
 
 
 On Sat, Jul 11, 2009 at 6:13 AM, Melanie mela...@t-data.com wrote:
 
 Nice one. It's descriptive. +1 from me (covers my B.U.S.T.)

 Melanie

 Fly Man wrote:
  R.O.B.U.S.T sounds more like it
 
  2009/7/9 Stefan Andersson lbs...@hotmail.com:
  How about “Redesigned OpenSim Basic Universal Server Technology” –
  R.O.B.U.S.T? ;)
 
 
 
  Btw, You will hear no end of references to LoA from me:
  http://www.youtube.com/watch?v=u1jzVJjk32E
 
 
 
  /Stefan
 
 
 
  From: opensim-dev-boun...@lists.berlios.de
  [mailto:opensim-dev-boun...@lists.berlios.de] On Behalf Of Laurent B.
  Sent: den 9 juli 2009 14:01
 
  To: opensim-dev@lists.berlios.de
  Subject: Re: [Opensim-dev] Deprecate OpenSim.Grid.InventoryServer and
  OpenSim.Grid.AssetServer?
 
 
 
  +1 for B.U.S.T : in B.U.S.T we trust !
 
 
 
  Laurent
 
  Date: Thu, 9 Jul 2009 09:03:58 +0200
  From: drscofi...@xyzzyxyzzy.net
  To: opensim-dev@lists.berlios.de
  Subject: Re: [Opensim-dev] Deprecate OpenSim.Grid.InventoryServer and
  OpenSim.Grid.AssetServer?
 
 
  Sean Hennessee wrote:
   MW wrote:
   I also would rather a different name than BUST, and also before any
   protocol changes are done, see full documentation about the plans.
  
   How about BOSS? Basic Open Simulator Servers?
 
  +1
 
  --
  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/ http://www.zurich.ibm.com/%7Ehud/
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  Discutez sur Messenger où que vous soyez ! Mettez Messenger sur votre
 mobile
  !
 
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Re: [Opensim-dev] Currency

2009-07-11 Thread Melanie
The project is opencurrency on OpenSim forge. It uses a LAMP 
server. The ASP.NET is a different implementation.

Melanie

Aldon Hynes wrote:
 Melanie, Fly Man, et al.,
 
It is good to hear that a sample currency module is available on forge
 and that there are people interested in working on developing it.  On
 Wednesday, I sent an email, offering to help with a currency project and
 asked if anyone knew where the sample currency module was.  No one stepped
 forward to help, or to tell me where I could find any exisiting
 implementation.
 
I searched around and couldn't find anything.  On the OpenSim Wiki there
 is the
 http://opensimulator.org/wiki/Money which is intended as an open discussion
 board for ideas regarding an in-world financial system.  Unfortunately, it
 does not provide any links to sample implementations.
 
It does seem like this may primarily be a documentation problem.  After
 reading your emails today and doing a bit of searching, I did find
 http://forge.opensimulator.org/gf/project/currency/ In searching through the
 repository, I did find Currency_DesignDocument.doc which provides
 information about doing an installation of the module.  (Installation
 information can currently be found in section 2.2.1.1.2 )
 
It does appear as if it depends on having a ASP.NET enabled webserver,
 which rules me out from being able to do testing at this time.  It would be
 interesting to see if a LAMP based server could be developed, or perhaps a
 lighter weight service that simply uses the existing databases in a standard
 OpenSim installation.
 
With that, I am willing to set up an OpenSimCurrency Wiki and help
 document this project.  I can help with a LAMP money server that could
 potentially be integrated with other interfaces. (For example, Jeroen was
 asking about a WiXTD interface).
 
All of that said, I am heading off on vacation for the next two weeks.  I
 will have spotty access here and there and can't really focus on this
 substantially until August.  However, I would love to get some responses now
 and see what we can do to get currency much more usable for anyone that
 wants it.
 
 Aldon
 
 -Original Message-
 From: opensim-dev-boun...@lists.berlios.de
 [mailto:opensim-dev-boun...@lists.berlios.de]on Behalf Of Melanie
 Sent: Saturday, July 11, 2009 7:12 AM
 To: opensim-dev@lists.berlios.de
 Subject: Re: [Opensim-dev] Currency
 
 
 Well, I am maintaining the sample currency module on forge now and
 keeping it available.
 
 I believe you are aware that I have a commercial RMT module, and had
 it for more than a year.
 
 We have simply decided it can't be in core, but we are still making
 it as easy to access and integrate it as we can.
 We're not against people having money. If we were, we would have
 remove the interfaces.
 We just can't risk it in core.
 
 Melanie
 
 Fly Man wrote:
 Well, what a long discussion about something that was already decided
 long ago 

 There is the OpenCurrency module for those that want to play around
 with it and there are some other ppl working on Money related things.

 The removal of the SampleMoney module was 1 of the things that I left
 the OpenSim development scene, as the name of the module said: It's
 SAMPLE money

 I know there 3 people working on a real currency module as we speak
 and 1 of them has succesfully integrated it into the OpenSim now.

 The story continues ...

 2009/7/8 Snowdrop Short snowdrop.sh...@gmail.com:
 The core developers have for valid reasons (whatever others may think
 and argue, they are - at least - subjectively valid) for not including a
 money module.

 I think it would be best to let this debate rest. I believe continuing
 to argue for a money module to be part of the core, is showing
 ingratitude to the core developers who has put in such a great effort on
 the project and completely needless.

 OpenSim is licensed via BSD, one of the most liberate licenses currently
 in common use, nothing prevents a money module from being implemented,
 either in close or open source. Furthermore I am convinced that the core
 will accept patches for hooks, if the current hooks prove in-adequate.
 (This has been done for other out-of-core modules).

 Even if the core team should decide a money module was within the scope
 of the project, it would still require volunteers to implement the
 module, so I fail to see the real difference between an out-of-core
 module for handling money and an in-core one.

 If all the passion thrown into this debate was directed towards creating
 an out-of-core module, it would spring into existence quite rapidly.

 /Snowcrash


 On Wed, 2009-07-08 at 17:17 +0200, Colin B. Withers wrote:
 Hi Neb,



 No, I do get the point, but I am simply not convinced of the
 arguments.



 Opensim is unsafe, understandably so. Right now, it is in the alpha
 stage, but that is no reason not to pursue code from alpha, through
 beta, and onto release.



 Let me put it this 

Re: [Opensim-dev] Currency

2009-07-11 Thread Aldon Hynes
Melanie, Fly Man, et al.,

   It is good to hear that a sample currency module is available on forge
and that there are people interested in working on developing it.  On
Wednesday, I sent an email, offering to help with a currency project and
asked if anyone knew where the sample currency module was.  No one stepped
forward to help, or to tell me where I could find any exisiting
implementation.

   I searched around and couldn't find anything.  On the OpenSim Wiki there
is the
http://opensimulator.org/wiki/Money which is intended as an open discussion
board for ideas regarding an in-world financial system.  Unfortunately, it
does not provide any links to sample implementations.

   It does seem like this may primarily be a documentation problem.  After
reading your emails today and doing a bit of searching, I did find
http://forge.opensimulator.org/gf/project/currency/ In searching through the
repository, I did find Currency_DesignDocument.doc which provides
information about doing an installation of the module.  (Installation
information can currently be found in section 2.2.1.1.2 )

   It does appear as if it depends on having a ASP.NET enabled webserver,
which rules me out from being able to do testing at this time.  It would be
interesting to see if a LAMP based server could be developed, or perhaps a
lighter weight service that simply uses the existing databases in a standard
OpenSim installation.

   With that, I am willing to set up an OpenSimCurrency Wiki and help
document this project.  I can help with a LAMP money server that could
potentially be integrated with other interfaces. (For example, Jeroen was
asking about a WiXTD interface).

   All of that said, I am heading off on vacation for the next two weeks.  I
will have spotty access here and there and can't really focus on this
substantially until August.  However, I would love to get some responses now
and see what we can do to get currency much more usable for anyone that
wants it.

Aldon

-Original Message-
From: opensim-dev-boun...@lists.berlios.de
[mailto:opensim-dev-boun...@lists.berlios.de]on Behalf Of Melanie
Sent: Saturday, July 11, 2009 7:12 AM
To: opensim-dev@lists.berlios.de
Subject: Re: [Opensim-dev] Currency


Well, I am maintaining the sample currency module on forge now and
keeping it available.

I believe you are aware that I have a commercial RMT module, and had
it for more than a year.

We have simply decided it can't be in core, but we are still making
it as easy to access and integrate it as we can.
We're not against people having money. If we were, we would have
remove the interfaces.
We just can't risk it in core.

Melanie

Fly Man wrote:
 Well, what a long discussion about something that was already decided
 long ago 

 There is the OpenCurrency module for those that want to play around
 with it and there are some other ppl working on Money related things.

 The removal of the SampleMoney module was 1 of the things that I left
 the OpenSim development scene, as the name of the module said: It's
 SAMPLE money

 I know there 3 people working on a real currency module as we speak
 and 1 of them has succesfully integrated it into the OpenSim now.

 The story continues ...

 2009/7/8 Snowdrop Short snowdrop.sh...@gmail.com:
 The core developers have for valid reasons (whatever others may think
 and argue, they are - at least - subjectively valid) for not including a
 money module.

 I think it would be best to let this debate rest. I believe continuing
 to argue for a money module to be part of the core, is showing
 ingratitude to the core developers who has put in such a great effort on
 the project and completely needless.

 OpenSim is licensed via BSD, one of the most liberate licenses currently
 in common use, nothing prevents a money module from being implemented,
 either in close or open source. Furthermore I am convinced that the core
 will accept patches for hooks, if the current hooks prove in-adequate.
 (This has been done for other out-of-core modules).

 Even if the core team should decide a money module was within the scope
 of the project, it would still require volunteers to implement the
 module, so I fail to see the real difference between an out-of-core
 module for handling money and an in-core one.

 If all the passion thrown into this debate was directed towards creating
 an out-of-core module, it would spring into existence quite rapidly.

 /Snowcrash


 On Wed, 2009-07-08 at 17:17 +0200, Colin B. Withers wrote:
 Hi Neb,



 No, I do get the point, but I am simply not convinced of the
 arguments.



 Opensim is unsafe, understandably so. Right now, it is in the alpha
 stage, but that is no reason not to pursue code from alpha, through
 beta, and onto release.



 Let me put it this way, quite clearly..



 If I, or anyone else, wanted to to use Opensim as a platform for a
 virtual world, (not during alpha, or beta, but after it is released)
 and that virtual would was to have commerce, 

Re: [Opensim-dev] Currency

2009-07-11 Thread Aldon Hynes
Melanie, et al.,

   Thanks for the update.  I've joined the opencurrency project and have put
in a request to join the currency project as well.  Is there any
documentation on how to install this?

   I've added links to both projects to the bottom of the Money page in the
OpenSim wiki.  Is the OpenSim Wiki sufficient for handling this project, or
is there need and interest in a parallel Wiki specific to currency
implementations for OpenSim?

Aldon

-Original Message-
From: opensim-dev-boun...@lists.berlios.de
[mailto:opensim-dev-boun...@lists.berlios.de]on Behalf Of Melanie
Sent: Saturday, July 11, 2009 9:17 AM
To: opensim-dev@lists.berlios.de
Subject: Re: [Opensim-dev] Currency


The project is opencurrency on OpenSim forge. It uses a LAMP
server. The ASP.NET is a different implementation.

Melanie

Aldon Hynes wrote:
 Melanie, Fly Man, et al.,

It is good to hear that a sample currency module is available on forge
 and that there are people interested in working on developing it.  On
 Wednesday, I sent an email, offering to help with a currency project and
 asked if anyone knew where the sample currency module was.  No one stepped
 forward to help, or to tell me where I could find any exisiting
 implementation.

I searched around and couldn't find anything.  On the OpenSim Wiki
there
 is the
 http://opensimulator.org/wiki/Money which is intended as an open
discussion
 board for ideas regarding an in-world financial system.  Unfortunately,
it
 does not provide any links to sample implementations.

It does seem like this may primarily be a documentation problem.  After
 reading your emails today and doing a bit of searching, I did find
 http://forge.opensimulator.org/gf/project/currency/ In searching through
the
 repository, I did find Currency_DesignDocument.doc which provides
 information about doing an installation of the module.  (Installation
 information can currently be found in section 2.2.1.1.2 )

It does appear as if it depends on having a ASP.NET enabled webserver,
 which rules me out from being able to do testing at this time.  It would
be
 interesting to see if a LAMP based server could be developed, or perhaps a
 lighter weight service that simply uses the existing databases in a
standard
 OpenSim installation.

With that, I am willing to set up an OpenSimCurrency Wiki and help
 document this project.  I can help with a LAMP money server that could
 potentially be integrated with other interfaces. (For example, Jeroen was
 asking about a WiXTD interface).

All of that said, I am heading off on vacation for the next two weeks.
I
 will have spotty access here and there and can't really focus on this
 substantially until August.  However, I would love to get some responses
now
 and see what we can do to get currency much more usable for anyone that
 wants it.

 Aldon

 -Original Message-
 From: opensim-dev-boun...@lists.berlios.de
 [mailto:opensim-dev-boun...@lists.berlios.de]on Behalf Of Melanie
 Sent: Saturday, July 11, 2009 7:12 AM
 To: opensim-dev@lists.berlios.de
 Subject: Re: [Opensim-dev] Currency


 Well, I am maintaining the sample currency module on forge now and
 keeping it available.

 I believe you are aware that I have a commercial RMT module, and had
 it for more than a year.

 We have simply decided it can't be in core, but we are still making
 it as easy to access and integrate it as we can.
 We're not against people having money. If we were, we would have
 remove the interfaces.
 We just can't risk it in core.

 Melanie

 Fly Man wrote:
 Well, what a long discussion about something that was already decided
 long ago 

 There is the OpenCurrency module for those that want to play around
 with it and there are some other ppl working on Money related things.

 The removal of the SampleMoney module was 1 of the things that I left
 the OpenSim development scene, as the name of the module said: It's
 SAMPLE money

 I know there 3 people working on a real currency module as we speak
 and 1 of them has succesfully integrated it into the OpenSim now.

 The story continues ...

 2009/7/8 Snowdrop Short snowdrop.sh...@gmail.com:
 The core developers have for valid reasons (whatever others may think
 and argue, they are - at least - subjectively valid) for not including a
 money module.

 I think it would be best to let this debate rest. I believe continuing
 to argue for a money module to be part of the core, is showing
 ingratitude to the core developers who has put in such a great effort on
 the project and completely needless.

 OpenSim is licensed via BSD, one of the most liberate licenses currently
 in common use, nothing prevents a money module from being implemented,
 either in close or open source. Furthermore I am convinced that the core
 will accept patches for hooks, if the current hooks prove in-adequate.
 (This has been done for other out-of-core modules).

 Even if the core team should decide a money module was within the 

Re: [Opensim-dev] Currency

2009-07-11 Thread Fly Man
Yes, that was the one I was referring too.

Melanie maintains the OpenCurrency on the Gforge and she also has a
RMT module that she's been using.

2009/7/11 Melanie mela...@t-data.com:
 Well, I am maintaining the sample currency module on forge now and
 keeping it available.

 I believe you are aware that I have a commercial RMT module, and had
 it for more than a year.

 We have simply decided it can't be in core, but we are still making
 it as easy to access and integrate it as we can.
 We're not against people having money. If we were, we would have
 remove the interfaces.
 We just can't risk it in core.

 Melanie

 Fly Man wrote:
 Well, what a long discussion about something that was already decided
 long ago 

 There is the OpenCurrency module for those that want to play around
 with it and there are some other ppl working on Money related things.

 The removal of the SampleMoney module was 1 of the things that I left
 the OpenSim development scene, as the name of the module said: It's
 SAMPLE money

 I know there 3 people working on a real currency module as we speak
 and 1 of them has succesfully integrated it into the OpenSim now.

 The story continues ...

 2009/7/8 Snowdrop Short snowdrop.sh...@gmail.com:
 The core developers have for valid reasons (whatever others may think
 and argue, they are - at least - subjectively valid) for not including a
 money module.

 I think it would be best to let this debate rest. I believe continuing
 to argue for a money module to be part of the core, is showing
 ingratitude to the core developers who has put in such a great effort on
 the project and completely needless.

 OpenSim is licensed via BSD, one of the most liberate licenses currently
 in common use, nothing prevents a money module from being implemented,
 either in close or open source. Furthermore I am convinced that the core
 will accept patches for hooks, if the current hooks prove in-adequate.
 (This has been done for other out-of-core modules).

 Even if the core team should decide a money module was within the scope
 of the project, it would still require volunteers to implement the
 module, so I fail to see the real difference between an out-of-core
 module for handling money and an in-core one.

 If all the passion thrown into this debate was directed towards creating
 an out-of-core module, it would spring into existence quite rapidly.

 /Snowcrash


 On Wed, 2009-07-08 at 17:17 +0200, Colin B. Withers wrote:
 Hi Neb,



 No, I do get the point, but I am simply not convinced of the
 arguments.



 Opensim is unsafe, understandably so. Right now, it is in the alpha
 stage, but that is no reason not to pursue code from alpha, through
 beta, and onto release.



 Let me put it this way, quite clearly..



 If I, or anyone else, wanted to to use Opensim as a platform for a
 virtual world, (not during alpha, or beta, but after it is released)
 and that virtual would was to have commerce, ala SL, and due to the
 Opensim policy of no currency module in core I went to a third party
 and procured a currency module, I would have a situation where the two
 most critical elements of a commerce system, ie:



 a) The asset server (produced by the core developers of opensim), and



 b) A currency module (produced by VW$$$.inc)



 are sourced from different suppliers.



 Now, please explain to me the difference between:



 i) People losing money due to a malfunction in the currency module,



 ii) People losing assets (that have a monetary value, having been
 bought with real $$$ through the currency module) due to an asset
 server malfunction?



 It seems to me that there is just as much, or even more risk, of
 people losing valuable assets from the asset server, than from the
 currency module.



 Is it then the devs' position that the asset server is (or eventually
 will be) immune from the risk of loss of assets?



 I do not believe that position could ever be held. Even after so much
 development work, both on the code and the backbone, SL still loses
 its residents' assets (the huge losses sustained by residents just 2
 or 3 weeks ago is testament to that).



 Is there any real difference between:



 1. Using US$10 to buy inworld currency, that does not show up then on
 my balance,

 2. Getting the inworld currency, but later due to a glitch, losing US
 $10's worth of inworld currency

 3. Buying an object inworld that costs the inworld currency equivalent
 to US$10, and the object disappearing from my inventory?



 To my mind, in all three cases, I am US$10 down.



 I just don't see how BOTH these statements can be true at the same
 time:



 Currency module = big risk

 Asset server = no risk



 And I have never argued that the devs should be responsible for risk
 (it is the devs themselves that are arguing that they have that risk,
 and hence the need to divest themselves of it). My position is that
 all risk is on the grid owner, and that risk can be mitigated (as SL
 does) by