Re: [Opensim-dev] Rate Limit DOS Protection

2013-10-16 Thread Toni Alatalo
On Oct 16, 2013, at 8:39 PM, Justin Clark-Casey jjusti...@googlemail.com 
wrote:
 In fact, I would say that making OpenSimulator as functional as possible out 
 of the box (within certain bounds such as not bundling a web interface) is a 
 standard OpenSimulator operating procedure.  That's why we have SQLite as the 
 default database, for example.

I suppose that is certainly the case when you think of it as a distribution 
also in itself, and not just a part of some larger distros (like Diva's etc).

If it would be strictly considered as a lib to be used in some system that 
fills in the rest, then what makes sense can differ. Like say Bullet or Ogre 
are.

But given that there are a lot of people out there who just use Opensim as is, 
always new people just grabbing and launching it and starting to use, I figure 
your statement must have truth in it.

I do find Melanie's point valid too, I'm sure you agree with that as well: is 
good practice to keep it stable so that updates don't secretly break setups.  
But the discussion how it goes in this case you already had.

~Toni
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Re: [Opensim-dev] IRegisterInterface for extending scene entities

2012-12-29 Thread Toni Alatalo
On Fri, 2012-12-28 at 19:29 -0800, Dahlia Trimble wrote:
 +2 on a hierarchical entity-component design. I have several prototype

:)

Is certainly interesting how the plan has come to the table again.

 and flexible. I've also used it in a prototype c++/opengl viewer which
 is compatible with SL/OpenSimulator content (prims, sculpties,
 linksets, avatars, meshes, terrain) and it's quite capable of
 functioning in this type of scenario.and has performance which is
 competitive with the fastest LL based viewers I've seen.

We have also been happy with how the EC design has been serving in
practice. First with Naali against Opensim + new ModRex (Taiga) just to
sync  persist custom data in scene entities in Opensimulator. Then now
in the Tundra effort (i.e. using only the new Naali codebase, also as a
simple server instead of Opensimulator) for everything: also the core
features are made with ECs not only in the client side but in the
network protocol and on the servers as well. That seems to allow many
nice things in a uniform manner, for example GUI property editing and
generic network synchronization (*).

The early article where we reported about applying it in reX tells some
of our experiences -- it also discusses that old effort to refactor
Opensimulator SOG/SOP to something like this (just refers to Adam's plan
basically), 
An Entity-Component Model for Extensible Virtual Worlds
http://ieeexplore.ieee.org/xpl/login.jsp?tp=arnumber=5928309url=http%
3A%2F%2Fieeexplore.ieee.org%2Fxpls%2Fabs_all.jsp%3Farnumber%3D5928309

For those interested  without IEEE lib access, a html view of the
source has the ~same content, misses images and the last edits by the
magazine folks but essentially the same text:
https://github.com/realXtend/doc/blob/master/arch_article/simple.rst

(*) That is, both 1. core things such as EC_Placeable (the scene node),
EC_Mesh, EC_Audio or WebView for that matter, and 2. your own custom
EC_MyAppThing are same kind of components. The entity-component editing
gui handles them identically, and the same builtin network messages are
used to sync the data in them.

The list  docs of bundled ECs in Tundra are in
http://doc.meshmoon.com/doxygen/component_base.html , perhaps
interesting to see examples of scene extensions.

 I do have mixed feelings about trying to refactor the existing
 OpenSimulator codebase into such an architecture. So much of the
 codebase assumes SOG/SOP as the foundation that it may be nearly
 impossible task to convert. If this is the case, I would suggest first
 doing a more detailed analysis of how other shared online environments
 are implemented before attempting a new design; other systems which
 don't duplicate the SL model; This could result in a far more flexible
 design which could take OpenSimulator far beyond what SL users expect
 in a server.

Agreed, some thought certainly doesn't hurt here. Hopefully some
experiences and examples that we can report from the reX side are
helpful, for that analysis of existing envs etc.

Basic extensibility is kind of simple to achieve, for example how IIRC
it was suggested from Intel's dir earlier .. by just adding a dict for
custom data in SOG/SOP or so. Adam's plan was also simple and AFAIK
realistic (he just didn't finish for other reasons). Melanie's plan I
actually haven't seen personally (other folks within reX started that
effort then).

This new proposal by mr. Adams I didn't fully comprehend yet, also
because don't know the code around Opensim's Scene's RegisterModule
interface etc. Did become curious and may take a look when have better
time :)

Quick comments to a couple of points there:
get me the interface for extracting the physical mesh for this SOG

In Tundra that is done by accessing entity.rigidbody, i.e. the
EC_RigidBody attached to that entity -- it just wraps Bullet. Basically
what you suggest, we just call them components instead of interfaces.
Wonderland calls them Capabilities (kind of makes sense too, is like a
feature you add to a scene entity .. mesh geom, sit target information,
light emitting values or whatever).

About serialization:
Not sure of the nuances of serialization. I believe that the registered
interfaces would just be serialized with the SOG (thus saving and
restoring the values in the registered interface instances) but I can't
be totally sure of that.

That's what we do, just save all the data in the components of an entity
when the entity is saved. That is made with an attribute system which
supports opting out (you can mark things temporary so they don't get
saved). Same attribute system is used for the automated network sync.

~Toni
 
 On Fri, Dec 28, 2012 at 3:13 PM, James Hughes
 jam...@bluewallgroup.com wrote:
 The original proposal to the dev list is here:
 
 http://lists.berlios.de/pipermail/opensim-dev/2009-December/008098.html
 
 And the attached document here:
 
 

Re: [Opensim-dev] OpenSim's direction after Linden cutting support, and the possibility of an official OpenSim viewer

2012-12-12 Thread Toni Alatalo
On Wed, 2012-12-12 at 08:15 +, Tom wrote:

just a detail / confirmation about UI customization:

 the development of a bespoke OpenSim viewer is vital. I would argue
 that an OpenSim viewer is therefore needed. RealXtend is one
 possibility (having just seen Toni Alatalo's posting) although
 personally I am not too keen on the viewer frontend. I suspect that
 the frontend is something that could be readily changed and TPVs are
 very good at this.

Indeed -- even in the extreme extent that with Tundra SDK there is no
'the' frontend. By default if you launch the app you just get a black
screen, showing an empty scene (just like Ogre normally when you just
create a window with no content).

The UI's for chat and AVs etc. are written in javascript and are
typically loaded from the net when the client logs in to some service.

So for example if the Opensim community or some TPV team agrees on some
default Avatar  chat bubbles behaviour, with that tech it is easy to do
in a modular fashion.

Again I'm not saying that current realXtend stuff would work for
everyone's (or anyone's :) Opensimulator needs out of the box, but at
least such modularity and customization is implemented there.

~Toni

 On 12 Dec 2012, at 02:03, Adams, Robert wrote:
 
  The SL viewer model is an all in one application – viewer, editor,
  chat client, connection manager, …
   
  Maybe a way of attacking the problem is to separate the parts and
  not think about building one behemoth application that does
  everything.
   
  Some projects (like Radegast or Lumiya) have made interesting
  progress on a viewer. Maybe content creation can be handled with
  Blender plugins? Maybe the chat/voice client could be one of the
  gaming services? Maybe the social connection/interaction framework
  could be Facebook (OK. No one would ever choose Facebook but any
  service is possible).
   
  Then, of course, there is the problem of the client/server protocol.
  LLLP (my term for “Linden Lab Legacy Protocol”) grew organically and
  had different problems to solve (remember the days when SL worked
  over dialup modems?). An organized, partition-able protocol would go
  a long way toward making new clients (mobile or continuously
  connected or …) and servers (distributed or dynamically
  reconfigurable or …) possible. It’s just a new OpenSimulator region
  module to talk a new language.
   
  Anyway, just throwing that out there.
   
  -- ra
   
  From: opensim-dev-boun...@lists.berlios.de
  [mailto:opensim-dev-boun...@lists.berlios.de]On Behalf Of Mircea
  Kitsune
  Sent: Tuesday, December 11, 2012 5:00 PM
  To: opensim-dev mailing list
  Subject: Re: [Opensim-dev] OpenSim's direction after Linden cutting
  support, and the possibility of an official OpenSim viewer
   
  Ironically, Firestorm is one of the viewers I like least. It's
  actually starting to worry me how it's monopolizing all third-party
  viewers and being the only v3 fork getting any attention at this
  day. Earlier I read that the admin of the Teapot viewer isn't
  updating Teapot any more because he's now working for Firestorm
  too... ugh _ I do appreciate their team's effort of course, but I
  don't like that it's becoming the only alternative, and I'm not sure
  what else to find and use that I'm comfortable with.
  
  But like I explained in the first email, I believe the SL code base
  is the only path we've got rather than a dead end. SL's system
  (which OpenSim primarily went with during those years) is a very
  complex thing. Implementing all of its features from scratch in a
  good and consistent way would be an effort so big there will likely
  never be anyone doing it when SL is already there. There was an
  original viewer once which could render avatars, terrain and
  objects, but that was about it.
  
  The list of features and details is too big. The building tools with
  grid snapping, arrows to drag / rotate objects, texture position
  editing, etc. The avatar customization menu, where you customize
  worn shapes / skins / alpha masks / clothing. Avatar physics, such
  as clothing fluttering in the wind. The terrain editor with the
  raise / lower / flatten / smooth tools. The IM / chat / groups
  systems with all their sub-features. Voice chat support. Sculpt
  primitives and mesh rendering. Ability to play media on a prim and
  use HTML pages on object surfaces. The windlight sky and environment
  (which can also be set as a parcel property). Particles, sounds,
  spinning objects (llTargetOmega) and the many things you do with LSL
  scripts. Post-processing with bloom, depth of field, bump-mapping,
  etc.
  
  All this and more would take beyond a decade to re-create from
  scratch, and I couldn't imagine a new viewer ever doing them all as
  well as Second Life. If anyone would ever get that done from zero as
  part of a FOSS viewer, I will consider them a scientist that
  deserves a job at NASA :) I'm actually surprised even LL did so much
  in just 8 years, 

Re: [Opensim-dev] OpenSim's direction after Linden cutting support, and the possibility of an official OpenSim viewer

2012-12-11 Thread Toni Alatalo

Lainaus Adams, Robert robert.ad...@intel.com:
Maybe a way of attacking the problem is to separate the parts and  
not think about building one behemoth application that does  
everything.


Just for info that much of what you describe is what we have done and  
are doing withing realXtend. Yes, the rumors of the death of reX are  
very much exaggerated :)


We are more alive than ever before I think actually, quite many  
substantial projects coming next year etc (at least 1Me in public  
projects even), it just doesn't show to the Opensim community nor  
worlds.


Also an Android build of Tundra has been made now and is in testing,  
and there's good progress with websocket+webgl client side now again  
as well.


Some projects (like Radegast or Lumiya) have made interesting  
progress on a viewer. Maybe content creation can be handled with  
Blender plugins? Maybe the chat/voice client could be one of the  
gaming services? Maybe the social connection/interaction framework  
could be Facebook (OK. No one would ever choose Facebook but any  
service is possible).


realXtend is largely about plugging in and using together a set of  
existing open source products: On the creation side most of the focus  
is on Blender authoring and export -- even live sync has been  
experimented. For voice there is Mumble. Chat with XMPP (now a XMPP  
module is included in the new Tundra 2.4 series).


Adminotech's Meshmoon hosting integrates with Facebook and Google, and  
whatever needed, authentication.


Focus has largely been on making a modular framework where integrating  
different optional things is nice. Different services can then  
configure the world setups to their needs.


For example I tested ages ago using Simiangrid for authentication with  
Tundra servers and it was easy and straightforward.


Then, of course, there is the problem of the client/server protocol.  
LLLP (my term for Linden Lab Legacy Protocol) grew organically and  
had different problems to solve (remember the days when SL worked  
over dialup modems?). An organized, partition-able protocol would go  
a long way toward making new clients (mobile or continuously  
connected or ...) and servers (distributed or dynamically  
reconfigurable or ...) possible. It's just a new OpenSimulator  
region module to talk a new language.


This also touches what we've made in the Tundra effort, dropped LLLP  
(I usually call it LLUDP :) and use an extensible minimal protocol for  
the scene-entity sync reusing a generic network lib (kNet, similar to  
enet).


If I'd need to do Opensim server connectivity support for Tundra  
client's today, would seriously consider writing exactly what you  
suggest: a server side Opensim module for the new protocol, in this  
case Tundra over kNet.


To summarize, I'd say that in realXtend we've somewhat successfully  
created a new platform from scratch, addressing the problems  
encountered with SLViewer, LLUDP and Opensim (hardcoded scene  
structure/data). So is perhaps interesting to look for folks who think  
of such efforts around Opensimulator.


But for people who are happily using the SL content  functionality  
models as is, rely on efficient prim rendering and using Opensim for  
chat and groups and everything, certainly just using and maintaining /  
devving a SLViewer  LLUDP etc. based thing is what works.



Anyway, just throwing that out there.


.. and here just reacting with our basic view, willing to discuss more  
if there is interest.



-- ra


~Toni

From: opensim-dev-boun...@lists.berlios.de  
[mailto:opensim-dev-boun...@lists.berlios.de] On Behalf Of Mircea  
Kitsune

Sent: Tuesday, December 11, 2012 5:00 PM
To: opensim-dev mailing list
Subject: Re: [Opensim-dev] OpenSim's direction after Linden cutting  
support, and the possibility of an official OpenSim viewer


Ironically, Firestorm is one of the viewers I like least. It's  
actually starting to worry me how it's monopolizing all third-party  
viewers and being the only v3 fork getting any attention at this  
day. Earlier I read that the admin of the Teapot viewer isn't  
updating Teapot any more because he's now working for Firestorm  
too... ugh _ I do appreciate their team's effort of course, but I  
don't like that it's becoming the only alternative, and I'm not sure  
what else to find and use that I'm comfortable with.


But like I explained in the first email, I believe the SL code base  
is the only path we've got rather than a dead end. SL's system  
(which OpenSim primarily went with during those years) is a very  
complex thing. Implementing all of its features from scratch in a  
good and consistent way would be an effort so big there will likely  
never be anyone doing it when SL is already there. There was an  
original viewer once which could render avatars, terrain and  
objects, but that was about it.


The list of features and details is too big. The building tools with  
grid snapping, arrows to drag / rotate objects, 

Re: [Opensim-dev] OpenSim's direction after Linden cutting support, and the possibility of an official OpenSim viewer

2012-12-11 Thread Toni Alatalo

Lainaus Adams, Robert robert.ad...@intel.com:
Maybe a way of attacking the problem is to separate the parts and  
not think about building one behemoth application that does  
everything.


Just for info that much of what you describe is what we have done and  
are doing withing realXtend. Yes, the rumors of the death of reX are  
very much exaggerated :)


We are more alive than ever before I think actually, quite many  
substantial projects coming next year etc (at least 1Me in public  
projects even), it just doesn't show to the Opensim community nor  
worlds.


Also an Android build of Tundra has been made now and is in testing,  
and there's good progress with websocket+webgl client side now again  
as well.


Some projects (like Radegast or Lumiya) have made interesting  
progress on a viewer. Maybe content creation can be handled with  
Blender plugins? Maybe the chat/voice client could be one of the  
gaming services? Maybe the social connection/interaction framework  
could be Facebook (OK. No one would ever choose Facebook but any  
service is possible).


realXtend is largely about plugging in and using together a set of  
existing open source products: On the creation side most of the focus  
is on Blender authoring and export -- even live sync has been  
experimented. For voice there is Mumble. Chat with XMPP (now a XMPP  
module is included in the new Tundra 2.4 series).


Adminotech's Meshmoon hosting integrates with Facebook and Google, and  
whatever needed, authentication.


Focus has largely been on making a modular framework where integrating  
different optional things is nice. Different services can then  
configure the world setups to their needs.


For example I tested ages ago using Simiangrid for authentication with  
Tundra servers and it was easy and straightforward.


Then, of course, there is the problem of the client/server protocol.  
LLLP (my term for Linden Lab Legacy Protocol) grew organically and  
had different problems to solve (remember the days when SL worked  
over dialup modems?). An organized, partition-able protocol would go  
a long way toward making new clients (mobile or continuously  
connected or ...) and servers (distributed or dynamically  
reconfigurable or ...) possible. It's just a new OpenSimulator  
region module to talk a new language.


This also touches what we've made in the Tundra effort, dropped LLLP  
(I usually call it LLUDP :) and use an extensible minimal protocol for  
the scene-entity sync reusing a generic network lib (kNet, similar to  
enet).


If I'd need to do Opensim server connectivity support for Tundra  
client's today, would seriously consider writing exactly what you  
suggest: a server side Opensim module for the new protocol, in this  
case Tundra over kNet.


To summarize, I'd say that in realXtend we've somewhat successfully  
created a new platform from scratch, addressing the problems  
encountered with SLViewer, LLUDP and Opensim (hardcoded scene  
structure/data). So is perhaps interesting to look for folks who think  
of such efforts around Opensimulator.


But for people who are happily using the SL content  functionality  
models as is, rely on efficient prim rendering and using Opensim for  
chat and groups and everything, certainly just using and maintaining /  
devving a SLViewer  LLUDP etc. based thing is what works.



Anyway, just throwing that out there.


.. and here just reacting with our basic view, willing to discuss more  
if there is interest.



-- ra


~Toni

From: opensim-dev-boun...@lists.berlios.de  
[mailto:opensim-dev-boun...@lists.berlios.de] On Behalf Of Mircea  
Kitsune

Sent: Tuesday, December 11, 2012 5:00 PM
To: opensim-dev mailing list
Subject: Re: [Opensim-dev] OpenSim's direction after Linden cutting  
support, and the possibility of an official OpenSim viewer


Ironically, Firestorm is one of the viewers I like least. It's  
actually starting to worry me how it's monopolizing all third-party  
viewers and being the only v3 fork getting any attention at this  
day. Earlier I read that the admin of the Teapot viewer isn't  
updating Teapot any more because he's now working for Firestorm  
too... ugh _ I do appreciate their team's effort of course, but I  
don't like that it's becoming the only alternative, and I'm not sure  
what else to find and use that I'm comfortable with.


But like I explained in the first email, I believe the SL code base  
is the only path we've got rather than a dead end. SL's system  
(which OpenSim primarily went with during those years) is a very  
complex thing. Implementing all of its features from scratch in a  
good and consistent way would be an effort so big there will likely  
never be anyone doing it when SL is already there. There was an  
original viewer once which could render avatars, terrain and  
objects, but that was about it.


The list of features and details is too big. The building tools with  
grid snapping, arrows to drag / rotate objects, 

Re: [Opensim-dev] future plans for NPCs (BOTs) in OpenSim

2011-12-19 Thread Toni Alatalo


Lähetetty iPhonesta

Hendrik Kunert hendrik.kun...@t-systems-mms.com kirjoitti Dec 19, 2011 kello 
10:30 AM:
 plans for the future, does the community prefer server side or client side 
 bots? And are there plans for
 
Depends totally on the case, but certainly server side are essential often.  
OTOH bot clients can be very nice and useful too. But I wouldn't port our games 
to clients side NPCs.

-Toni
 “real” NPC without the need of an real avatar? It would also be nice, if 
 someone could give me some hints, where I can find the bot-relating parts in 
 the OpenSim code.
 
  
 
 thanks
 
  
 
 Hendrik
 
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Re: [Opensim-dev] Any way for the server to get the viewer to send some information to another process on the client PC?

2011-11-11 Thread Toni Alatalo
On Nov 11, 2011, at 10:43 AM, Edmund Edgar wrote:
 Not sure if this is the right place to ask, but wondering if anyone
 can help me with a problem I'm trying to solve while tinkering around
 with OpenSim/BitCoin integration. (I'm doing this mainly for my own
 entertainment - when we discussed it on opensim-users the other day
 the community didn't seem that into it).

Cool to hear - I've also thought of it a bit, when someone asked about it, as 
it would be simple to integrate in the Naali / Tundra client.

 Rather than hacking BitCoin integration into the viewer, I'm thinking
 it might be good to run a separate piece of client software - a custom
 BitCoin client responsible for managing the user's money - alongside
 the viewer. When the money module on the server thinks the client

Please do it like this so we can use it too :) (we don't use slviewer)

 So without altering existing viewers, can anyone suggest a way to get
 a message from the server, via the viewer, to another process? The
 other process could be listening on a local port, watching a file or
 doing whatever it needs to do. I'm open to nasty hacks, but not
 really, really nasty hacks.

I don't know if there is anything in the LSL api for this -- I know LSL can 
open http connections, to do xml-rpc style stuff, but probably that is for the 
server side only.

Dunno if a webview in a client could do it, perhaps if you can use the url 
opening command to open a html page in slviewer's webview that would send the 
command with http to the local money component .. might be though that the same 
origin policy in browsers prevents that.

 PS. I'm new to OpenSim module development and I've never tried to hack
 the viewer, so be gentle with me if there's some kind of fundamental
 misunderstanding behind my question...

I don't see any misunderstanding, just that AFAIK vanilla slviewer doesn't 
support this. Would certainly be hackable there somehow.

If you make the standalone component, I can do a proof of concept test UI for 
it to Naali/Tundra :) Perhaps someone can hack it then somehow to some slviewer 
based thing too. Unless there already is some way that I just don't know about.

 Edmund Edgar

cheers,
~Toni

 Founder, KK Social Minds
 Educational Technology for the Web and Virtual Worlds
 
 e...@socialminds.jp
 +81 090 3912 3380
 Skype: edmundedgar
 Second Life: Edmund Earp
 Linked In: edmundedgar
 Twitter: @edmundedgar
 http://www.socialminds.jp
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Re: [Opensim-dev] Considerations regarding long term development

2011-09-22 Thread Toni Alatalo
On Sep 22, 2011, at 4:37 PM, Per Mint wrote:
 yes, I only have concerns about the core OpenSim functionnality and entities 
 so far.

There is one plan that was once made, and even kind of agreed, for a major 
refactor of the core entities. The SOG/SOP (SceneObjectGroup / SceneObjectPart) 
refactor. Adam worked on it for a while, and had funding for it from reX, but 
then unfortunately got busy with other things had didn't finish it (and didn't 
want any of the money then either, as dropped it).

Christa / Diva has asked about it a couple of times and shown some kind of 
interest, and long ago some of the Intel lab folks wanted a part of the 
functionality (ability to add arbitrary state / info to the scene entities). 
Christa was thinking it could be the 0.8 target -- next big rework after the 
ROBUST / service connectors biz was made in 0.7.

The plan is in a PDF in an attachment in a post to this list: 
Adam Frisby on Opensim-dev, Refactoring SceneObjectGroup - Introducing 
Components. 
http://lists.berlios.de/pipermail/opensim-dev/2009-December/008098.html

I refer to it in a recent article:
An Entity-Component Model for Extensible Virtual Worlds
https://github.com/realXtend/doc/blob/master/arch_article/simple.rst (search 
for 'adam')

Just for information, that this is one area where substantial change has 
sometimes been considered.

In fact, little after I first got to know about Opensim .. back in late 2007, 
the devs (including the original author M. Wright / Darren IIRC) noted how the 
scene code should be refactored.  But it is the heart of core (the sim code), 
and a couple huge reportedly intertangled classes that are not easy to touch -- 
refactoring would be considerable work (all those being signs telling that the 
refactor really would do good).

Given how things seem to go currently, however, there is perhaps not so much 
interest in that as what is there sort of works, and implements the SL model 
that people use Opensim for. The original goals were also about making a 
generic 3d / vw app platform, not necessarily similar to SL always, and there 
the extensibility enabled by such a component model would be more critical. 

It might make sense to target stabilization of current Opensim as some sort of 
1.0, and leaving possible core refactors to later, but I have no idea how the 
devs see the maturity of others parts and the whole situation.

At reX we have that Entity-Component model implemented in Naali/Tundra, so have 
less pressure for Opensim changes (it was really critical for us to get it 
somewhere) -- and it was implemented in the modrex module for Opensim anyways 
(just the extensibility part, without the core refactor but just adding extra 
to it).

Just for some (historical) info of what was once thought and attempted in this 
area :)

 Per Mint.

~Toni

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Re: [Opensim-dev] Considerations regarding long term development

2011-09-22 Thread Toni Alatalo
On Sep 22, 2011, at 8:20 PM, Pi And Company wrote:
 Maybe a distro. of OS that has FloatSam Groups, Economy, Profiles, Search, 
 WiFi, and other mod. already built in/ready to go.

Well anyone, for example you, is free to make a distro. And, as the other reply 
already pointed out, there are already existing ones such as Diva.

Just to mention that it's up to you if you want it, not necessarily someone 
else's (e.g. Justin's) job (I think he's responsible for loads already, and 
also Mel and Diva have their things).
 
 Jason

~Toni

 On Thu, Sep 22, 2011 at 10:59 AM, b...@s-grid.net wrote:
 Please,
 do not discourage the devs from doing  good work during the release process.
 It has nothing to do with project status.
 
 Thank you, Bo
 
 On Thursday 22 of September 2011 16:12:59 Mike Chase wrote:
  On Thu, 2011-09-22 at 15:33 +0200, Melanie wrote:
   Hi,
  
   at this time we are refactoring and consolidating and fixing bugs.
   Enhancements will almost always be in modules and fully optional, so
   using OpenSim as a basis for something else is viable.
  
   Melanie
 
  So, I have to ask..  This sounds like maintenance.  If so why is the
  project still considered Alpha?
 
  Mike
 
 
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Re: [Opensim-dev] Capabilities

2011-04-29 Thread Toni Alatalo
On Apr 30, 2011, at 12:37 AM, Justin Clark-Casey wrote:
 It might be good to separate out generic capabilities code from Linden 
 specifics in case some other environment uses them in the future.  However, 
 this is speculative.

My understanding was like Melanie's, that CAPS are a somewhat generic thing and 
not specific to the Linden model. Just a way to get access to things with one 
time URLs. AFAIK a key to many things in the VWRAP drafts?

For example, when we added Mumble VOIP to reX, and we needed some way for the 
sim to tell what Mumble server is designated for that place, CAPS came to mind 
as an option (I had finally learned what they are, after 2-3 years of hearing 
rumours :), and that's how Matti K. ended up implementing it then:

http://wiki.realxtend.org/index.php/Current_Mumble_Server_Info_Delivery_Mechanism
Client do http get request to 'mumble_server_info' caps url and get response 
with following headers:
Mumble-Server, Mumble-Version, Mumble-Channel, Mumble-User, Mumble-Password, 
Mumble-AvatarId, Mumble-ContextId
(BTW Matti K. later talked with the other ppl who also worked with mumble 
later, and the plan is/was to switch to their more developed impl for making 
opensim give mumble info -- that simple impl documented there was basically 
whipped together in an afternoon iirc).

I don't see anything Linden specific about that.

That said, I've no idea about the server side code for that in Opensim, dunno 
what these refactorings would actually mean. Just echoing the view that the 
idea at least seems generic.

~Toni


 Also, perhaps a typo point is the the current module is 
 OpenSim.Region.ClientStack.LindenUDP, rather than 
 OpenSim.Region.ClientStackLindenUDP
 
 On 29/04/11 22:19, Diva Canto wrote:
 I would like to clean up the way OpenSim handles capabilities. Here are my 
 goals:
 (1) move everything-capabilities into LL space, because this is something 
 that's very specific to the Linden-family of
 clients; and
 (2) make Capability URLs be externally configurable so that some of those 
 services can be served from a Robust server,
 if operators see that need
 
 More specifically, I would like to:
 
 - rename OpenSim.Region.ClientStackLindenUDP to 
 OpenSim.Region.ClientStackLinden
 - create two folders in there: UDP and Capabilities
 - Move everything that's currently under OpenSim.Region.ClientStackLindenUDP 
 to the subfolder UDP
 - Move OpenSim.Framework.Capabilities to the subfolder Capabilities
 - Move the module that's currently in 
 OpenSim.Region.CoreModules.Agent.Capabilities (CapabilitiesModule) to
 OpenSim.Region.ClientStackLinden.Capabilities
 - Move what's currently in OpenSim.Region.CoreModules.Framework.EventQueue 
 to OpenSim.Region.ClientStackLinden.Capabilities
 - Move what's currently in 
 OpenSim.Region.CoreModules.Framework.Avatar.Assets to
 OpenSim.Region.ClientStackLinden.Capabilities
 - refactor some of these modules, so that the handlers themselves are in 
 OpenSim.Server.Handlers, so that they can be
 served from a Robust server
 
 Thoughts? Objections? Cautions?
 
 Crista / Diva
 
 
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Re: [Opensim-dev] Region scalability of OpenSim

2011-04-27 Thread Toni Alatalo
On Apr 27, 2011, at 4:34 AM, Sergiy Byelozyorov wrote:

This paper by the Intel's Opensim guys is one at least: Dan Lake, Mic Bowman, 
Huaiyu Liu. Distributed Scene Graph to Enable Thousands of Interacting Users 
in a Virtual Environment 
http://www.pap.vs.uni-due.de/MMVE10/papers/mmve2010_submission_7.pdf . They had 
a big scalability test last week -- I was unfortunately unable to participate 
in the end, and haven't heard yet of new results, but that paper at least 
describes some of the approach.

 of it before, however I always considered OpenSimulator a an open-source 
 implementation of Second Life server and nothing more. As I have found out, I 
 was wrong - OpenSim does support other protocols than SL. I became curious to 
 know if you also support other architectures than Second Life's, since to our 
 opinion regions are not scalable enough with Second Life. Please help me 
 answering the following questions about what can current

Yes, the initial idea of Opensimulator is to be a generic 3d app platform -- SL 
viewer and the LLUDP protocol, and the embedded assumptions about region sizes 
and much of VW functionality there, being just one type of an app and client. 
Every once in a while folks have refactored 'SLisms' out of the core, moving 
them to the Linden ClientView module that implements that protocol.

The reality, however, is still that it's pretty much made after the SL model 
and basically only used with LLUDP, and mostly only slviewer based clients. I 
think also some of the devs and many users like to prioritize that -- for some 
it suffices that it works as a slserver clone, and most important is that it'd 
do it well. The little experimental Sirikata and now MXP client modules are 
removed as are unused. The IRC ClientView is fun and useful, though! :)

In realXtend dev the SL model hasn't sufficed, 'cause we need also other 
features (like storing and synching arbitrary, application defined data) so 
it's been implemented in a module (modrex does the Naali style EC sync with a 
few custom messages). Opensim devs also agreed a while ago that refactoring 
Opensim scene core around such a generic extensible model would be good, and we 
even hired one os core dev to implement it, but the work was unfinished because 
he got busy with other things (and left opensim dev alltogether). It is AFAIK 
an open question still whether Opensim will develop as a more generic platform 
in the future, and if it'll be refactored for scene extensibility -- the plan 
from late 2009 is attached as a PDF in an email to this list: Refactoring 
SceneObjectGroup - Introducing Components. 
http://lists.berlios.de/pipermail/opensim-dev/2009-December/008098.html . An 
article that explains the idea and status somewhat from reX perspective is at 
https://github.com/realXtend/doc/blob/master/arch_article/simple.rst (or as 
pdf, 
https://github.com/realXtend/doc/blob/master/arch_article/simple.pdf?raw=true . 
That explicitly does *not* address scalability, this was just to comment that 
other architectures  other protocols part.

Your actual questions are better answered by someone who knows the scene code 
better, but I'll throw my guesses in in the meantime anyway (and I've read the 
code a couple of times :)

 Can OpenSim create non-square regions? Can OpenSim create overlapping 
 regions? Can I bound my regions also in 3rd dimension?

Not currently. Megaregions can be non-square, though (e.g. 1024x4096).

 Can OpenSim separate part of the volume of a region to a dedicated server 
 (think of a very popular bar with lots of users in the castle)?

Opensim itself not, but the Intel folks have been doing this with server side 
proxying at least .. that article describes their Client Managers, which are 
between the end user clients and the underlying scene servers, and allow 
partitioning (I think also dynamically).

 Most of these questions are inspired by Sirikata, which was the first world 
 that I have learned about. I do not expect that you are able to do all that, 
 since

Sirikata's approach to scalability is interesting indeed, we've been also 
considering using their system for large worlds on the server side in reX, or 
alternatively adopting the same techniques in new (currently still very simple, 
with no scalability at all) Tundra server that have written there. With Tundra 
we are now really happy with the ease of development, both of content  
scripting etc. to make e.g. games, and of the platform itself, but probably 
need to address scalability soon (later this year) so am trying to follow and 
understand how things with Sirikata, Opensim etc. go.

 Sergiy Byelozyorov

~Toni

 Computer Graphics Chair
 Universitat des Saarlandes
 Tel.: +49 (681) 302-3837
 Web: http://graphics.cs.uni-saarland.de/sbyelozyorov/
 
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Re: [Opensim-dev] Server problem while Helicopter scripting

2011-04-13 Thread Toni Alatalo
On Wed, 2011-04-13 at 14:11 -0400, Teravus Ovares wrote:
 It's like...   if you were quoting someone and left off the end quote.
Someone reading it would have a hard time knowing the difference
 between what the person said that you're quoting and what you're
 saying.   The compiler has that issue also with strings.

I think that is the correct interpretation of that Python exception.

Based on quick googling, Heaton Research only seems to have LSL scripts
-- not IronPython rexscript for Opensim+ModRex.

Perhaps the original poster's problem is that instead of putting LSL
code in a LSL script, he was putting it in a rexscript .py file (which
are more like opensim region modules).

I didn't find a nice tutorial with screenshots, but basically it works
so that you must select the object from inventory in the slviewer gui
and go to contents of the object and put the script there.
http://wiki.secondlife.com/wiki/LSL_Tutorial is Linden's tutorial about
it.

And if this indeed is a LSL usage issue, is only using opensim core
stuff (also in rexserver) and not rex specific (although the error
message was).

 -Teravus

~Toni

 
 
 On Wed, Apr 13, 2011 at 12:44 PM, Eldor Primov elikp...@gmail.com wrote:
 
  Thank you
 
  On Thu, Apr 14, 2011 at 1:46 AM, Melanie mela...@t-data.com wrote:
 
  We can not support ReX server issues here. The code you're invoking
  doesn't exist in OpenSim. Please ask this question on the ReX
  mailing list.
 
  Melanie
 
  Eldor Primov wrote:
   Hello
  
   I want to make helicopter, but can not fly. I looked through all script
   in
   viewer and i am sure that problem is in server side.
   When I am pressing Page UP helicopter should fly, but it does not. At
   that
   time server side(Realxtend-server 0.5) gives note(or error) like:
   *ExecutePythonCommand
   exception IronPython.Runtime.Exceptions.PythonSystaxErrorException:EOL
   while
   scanning single-quoted string *
   So I tried another server (RealXtend 04), but it can not compile the
   script.
   I have got helicopter script from Heaton Research web page.
  
   Thank you
  
  
  
   
  
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Re: [Opensim-dev] Opensim Inventory Parser to Obj or other formats?

2011-02-12 Thread Toni Alatalo

12.2.2011 3:10, Ina Centaur kirjoitti:

Are there existing protocols for conversion of OpenSim inventory items
to obj, collada, or other formats, to be relatively usable in a Flash
or Unity frontend.


There is Dahlia's PrimMesher, which Opensim itself uses to generate 
meshes out of prim data for the physics calculations. Some c# written 
viewers use it too to generate meshes from prims for displaying them. 
With that it's quite simple to generate obj or collada files from prim 
geometry.


We are using a c++ port of it in the Naali viewer to generate meshes in 
memory for ogre, don't have a feature to save those as files but would 
be quite simple to add actually.


Probably some .net (c# or ironpython or so) standalone converter made 
using PrimMesher works for you if it's files that you need.


~Toni



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Re: [Opensim-dev] [opensource-dev] Where is MXP implementation ?

2011-01-22 Thread Toni Alatalo
On Jan 22, 2011, at 8:39 AM, Rustam Rakhimov wrote:
 Thank you Toni, but can you be more narrow. Because when I search LLUDP in 
 source code of rexviewer i couldn't find anything. May be it calls by other 
 way.

Quite possible, perhaps Linden calls it 'the protocol' :)

 I just wanna see that part in source code and learn in detail. So could you 
 please tell me where exactly that source code is in rexviewer.

Unfortunately I can not, because I must remain able to contribute to opensim, 
so must respect the contributions policy which denies reading Linden code. Back 
when rexviewer was developed ( 3 years ago) I was working with scripting on the 
server side and some separate libomv using apps -- only with Naali etc. have 
worked on a viewer.

I can give a very good hint, though! There is a message template with the names 
and definitions of all the Linden messages, probably searching for those names 
solves it for you. in Naali repo that file is at 
https://github.com/realXtend/naali/blob/develop/bin/data/message_template.msg . 
So search for e.g. ObjectUpdate or ParcelBuyPass.

For further discussion, I think fora with people who actually work with the 
Linden code would work better for you. Like possibly sl-dev mailing list and 
imprudence viewer dev. Do feel free to post to rex-dev too. For opensim-dev I 
think is off topic so let's stop cross-posting there.

 - Rustam

~Toni

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Re: [Opensim-dev] [opensource-dev] Where is MXP implementation ?

2011-01-21 Thread Toni Alatalo
On Jan 21, 2011, at 2:04 PM, Rustam Rakhimov wrote:
 but, can u tell me same thing but for RealXtend, not Naali. Just i was 
 working with RealXtend Viewer and
 i still didn't switch to Naali. So i want to know which part in RealXtend was 
 doing functionality of MXP

ok, we call that app 'rexviewer' or 'the old realxtend viewer prototype' to 
avoid confusion :) .. realXtend being the project that has later made Naali 
after that quickdirty prototyping.

rexviewer does not talk MXP, in fact there we didn't touch the UDP level 
networking on the viewer at all -- just use it. so it only talks LLUDP with the 
original slviewer code. the old rexprotocol uses mostly the LLUDP generic 
messages for the new features, and some new LLUDP message was made to optimize 
movement of many objects.

i tested implementing MXP a little by integrating it a bit to openviewer (pyov) 
when we were starting on Naali two years ago, was fun enough. used pythondotnet 
to do that, calling the c# reference implementation. one guy here promised to 
the mxp guys to integrate it to Naali when they provide a c++ lib, but they 
didn't but asked us to write it instead, and it wasn't the right time for that 
for us back then.

now it can be that knet is better for the transport level than mxp. we chose 
knet because it behaved better than enet. knet is just the transport, though, 
does not have the bubbles etc.  Virtual World stuff on top which MXP has. we 
figured separating these two levels is good. mxp could probably be implemented 
on top of knet if someone wanted. of course integrating MXP as is to Naali is 
possible too.

i have never looked at the slviewer code due to the opensim contribution policy 
(lludp in naali is written from scratch), but have heard from others that 
adding a new protocol there is not easy (to put it mildly).

and yes the c# idealist viewer has the only actual mxp implementation of the 
opensim related viewers.

~Toni

 2011/1/21 Toni Alatalo t...@playsign.net
 On to, 2011-01-20 at 12:50 -0800, Dahlia Trimble wrote:
  I'm not sure about RealXtend, but there is a MXP implementation in
 
 realXtend Naali currently uses LLUDP for connecting to Opensim, and knet
 (either udp or tcp) to Tundra (which is a server module to Naali
 itself).
 
 knet docs are at http://clb.demon.fi/knet/ and code at
 https://bitbucket.org/clb/knet/
 
 the Naali docs of the modules for knet and lludp respectively are:
 http://www.realxtend.org/doxygen/class_kristalli_protocol_1_1_kristalli_protocol_module.html
 http://www.realxtend.org/doxygen/class_open_sim_protocol_1_1_protocol_module_open_sim.html
 
 ~Toni
 
   IdealistViewer. You should be able to see the code here:
  http://forge.opensimulator.org/gf/project/idealistviewer/scmsvn/?action=browsepath=%2Ftrunk%2FIdealistViewer%2FNetwork%2F
 
 
  On Thu, Jan 20, 2011 at 12:34 AM, Rustam Rakhimov
  rusyas...@gmail.com wrote:
  Where is MXP implementation ?
 
 
  hi everybody,
 
 
  RealXtend uses MXP but where exactly, i mean which part and
  where its used or implemented
 
 
  please let me know. if possible file name and function name
 
 
  thank you in advance !!
 
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Re: [Opensim-dev] [opensource-dev] Where is MXP implementation ?

2011-01-20 Thread Toni Alatalo
On to, 2011-01-20 at 12:50 -0800, Dahlia Trimble wrote:
 I'm not sure about RealXtend, but there is a MXP implementation in

realXtend Naali currently uses LLUDP for connecting to Opensim, and knet
(either udp or tcp) to Tundra (which is a server module to Naali
itself).

knet docs are at http://clb.demon.fi/knet/ and code at  
https://bitbucket.org/clb/knet/

the Naali docs of the modules for knet and lludp respectively are:
http://www.realxtend.org/doxygen/class_kristalli_protocol_1_1_kristalli_protocol_module.html
http://www.realxtend.org/doxygen/class_open_sim_protocol_1_1_protocol_module_open_sim.html

~Toni

  IdealistViewer. You should be able to see the code here:
 http://forge.opensimulator.org/gf/project/idealistviewer/scmsvn/?action=browsepath=%2Ftrunk%2FIdealistViewer%2FNetwork%2F
 
 
 On Thu, Jan 20, 2011 at 12:34 AM, Rustam Rakhimov
 rusyas...@gmail.com wrote:
 Where is MXP implementation ?
 
 
 hi everybody,
 
 
 RealXtend uses MXP but where exactly, i mean which part and
 where its used or implemented
 
 
 please let me know. if possible file name and function name
 
 
 thank you in advance !!
 
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Re: [Opensim-dev] makehuman anybody??

2010-12-16 Thread Toni Alatalo
On Dec 17, 2010, at 1:06 AM, Robert Martin wrote:
 has anybody played with the Make human program?? This would be a great
 program to create mesh based avatars when it gets a bit further along.

Boris R. at the ENNE labs in Paris 
(http://ener.ensad.fr/partenariat-realxtend/) did not only play, but has made 
serious work using MakeHuman during the past half a year or so to make new 
avatars. I don't know if there's more info about his work anywhere yet, but the 
blend files should be available soon (I need them myself too, but don't know 
yet where they are :) 

He made a low-poly version of the base mesh, and iirc MH team itself has been 
doing that recently too. Then used Blender to apply some motion captured 
animation sets they did with a company there in France.

These are coming out as free to use / creative commons stuff, new reX default 
AVs, but you can use them in SL or Sirikata or whereever else too (can export 
as Collada from Blender hopefully, that's why I need to test the blends, 'cause 
WebNaali uses the same GLGE engine as Sirikata's web client and we use Collada 
to bring models there).

There's also an idea and interest to integrate MakeHuman to the Naali client, 
so that you can open it with a click of a button there to edit your av etc. 
I'll talk with him in Dec or Jan more to see if we can come up with a feasible 
plan for this.

 Robert L Martin

~Toni

P.S. I was once proud and happy to be given the job to announce the Suzanne 
Award for the best Blender script of the year for the MakeHuman team, at the 
Blender conference -- we had to send the statue over to Italy for them as they 
were not present, but still :) Apparently the year was 2004, they've been 
working on this for a while.. (it's not a Blender script anymore but a 
standalone app).

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Re: [Opensim-dev] makehuman anybody??

2010-12-16 Thread Toni Alatalo
On Dec 17, 2010, at 8:24 AM, Toni Alatalo wrote:
 Boris R. at the ENNE labs in Paris 
 (http://ener.ensad.fr/partenariat-realxtend/) did not only play, but has made 

oops that ENER, not ENNE, sorry. 

(enne.es is in spain, they've made a new ui module to Naali which is coming to 
next release, it allows external ui widgets i.e. using multiple windows and 
nice docking etc. so my excuse is that in a 3d view from Northern-Finland, 
Spain and France overlap so that are hard to distinguish!)

~Toni
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Re: [Opensim-dev] a region module to visualize the state of a software project (Re: [opensim-dev] interfaces to opensim for sensor network data)

2010-12-11 Thread Toni Alatalo
On Dec 11, 2010, at 8:19 PM, Richard Hackathorn wrote:
 WOW!!! Way to go, Markus! And TY to Toni! Eating our own 'dog food' - YES... 

:) .. The little there is in English now about this opensim's dog food idea, 
using a VW for software projects and Opensim especially, is at 
http://www.playsign.fi/web3/Introduction#shared-functional-environments-for-software-projects
 .. there are still some ideas that are not implemented in current code, like 
releases being the fruits that the tree produces. Pointed to that originally in 
April 2009 when wrote the text, but apparently got no replies then -- clearly 
it helps to have a working implementation and a video :p 
(http://www.mail-archive.com/opensim-users@lists.berlios.de/msg00974.html). For 
his thesis, Markus did research into the literature and found some nice similar 
existing examples from elsewhere too. The diploma thesis is now reviewed at the 
faculty, not published yet, but I expect it's done soon.

I just emailed Markus forwarding your post, and I think we'll setup an updated 
version at least locally at our studio  during the beginning week hopefully, so 
can verify  update the install info to the wiki etc. Or perhaps package a zip 
with everything preconfigured for a standalone to run this. That's how I got 
the previous old version that have been running now, just got a copy of the 
entire opensim/taiga folder from Markus. He doesn't work with us normally, but 
took leave from his day job to finish his studies at the uni by doing this, and 
is now back at work etc. so might be fairly busy, but probably can help with 
setups.

And certainly we want instances of these on public servers too so can really 
start using! But having a local copy will certainly be a nice way for you to 
get started with your own work with perhaps similar techniques for the data 
retrieval etc. It's actually really simple, just normal python xml-rpc etc. I 
think region modules are the way to make apps using opensim, it's just normal 
programming (not like LSL where you send text messages to communicate between 
the different things in the scene, which might be the only way in an untrusted 
federated env though).

Ping us in a week if haven't heard back..

~Toni

 The video is a WOT! Downloads as M4V and runs well in Win Media Player. 
 Love the bugs! 
 
 Excited about the IronPython interface as Region module.
 
 I would like to replicate this build or something similar. Read thru 
 rexprojectspace wiki and browsed through the py source. 
 
 Anyone willing to tutor me a bit on technical aspects? Richard
 
 Richard Hackathorn
 Bolder Technology, Inc. 
 Email: richa...@bolder.com SL: Hack Richard 
 
 On Sat, 11 Dec 2010 06:28:16 +0200
 From: Toni Alatalo ant...@kyperjokki.fi
 To: opensim-dev@lists.berlios.de
 Cc: realXtend-dev realxtend-...@googlegroups.com
 Subject: [Opensim-dev] a region module to visualize the state of a software 
 project
  (Re: [opensim-dev] interfaces to opensim for sensor  network data)
 
 On Nov 27, 2010, at 4:13 AM, Justin Clark-Casey wrote:
  I am working on a project to create abstract 'data worlds' based on 
  structures in a relational database. Justin's
  proposed approach would be great! If there is anything I can contribute 
  (testing, documentation), please
  Lo-fi public visualization in OpenSim is an interest of mine.  There has 
  been some interesting stuff done via scripting on the Linden grid but I 
  think there's also a lot of potential for the server-side approach (because 
  of the advantages outlined previously).
 
 There is one quite new example out there btw, which originally came from the 
 idea of thinking how we could 'eat our own dogfood' in opensim development .. 
 visualizing the state of software projects as virtual worlds, to facilitate 
 interdeveloper communications etc.
 
 It was developed against the Naali viewer codebase data, as an Opensim region 
 module, but is general enough to work against any software project basically. 
 The code is in http://code.google.com/p/rexprojectspace/ . It creates a quite 
 rich scene on the server entirely from the code in the region module, using 
 data it fetches from various services with http. There's a downloadable video 
 on the project site, 
 http://code.google.com/p/rexprojectspace/downloads/detail?name=rex_beta5.m4v 
 .. demonstrates all these features:
 
 It pulls information about the code itself, mainly the module / directory 
 structure, from the version control (on github in this case). And shows 
 commit information, the latest commit msg to each dir. And has an object 
 representing each dev, placed where the previous commit from that dev came. 
 And shows bugs as a kind of flying bugs in the air, it gets that info from 
 the tracker we have at google code .. unassigned bugs have different colour.
 
 Additionally it polls a buildbot to show build/test status -- if tests fail, 
 the tree that shows the commits starts burning .. when tests again succeed

Re: [Opensim-dev] Serving textures in different formats

2010-12-08 Thread Toni Alatalo
On Dec 8, 2010, at 5:36 PM, Diva Canto wrote:

 So far, all textures in OpenSim are stored and served as jp2. However, some 
 viewers can't use jp2. Example: Unity3d, for the time being. I would like to 
 improve the GetTexture cap service by adding the ability for it to make 
 conversions on the fly depending on extra data provided by the caller.

What about uploading?

Ogre using viewers like realXtend apps are also happy with many texture 
formats, notable DDS which is most lightweight to load 'cause GPUs can decode 
them on their own. JP2 decoding with open source libs is very heavy, especially 
on small mobile devices. We've been using PNG as well.

One problem IIRC we've had with Opensim is that it converts all the textures to 
jp2 upon upload.

Is not much a problem for us anymore, as we are increasingly using normal web 
servers to host all assets.

But it is insane to convert a png to a jp2 upon upload, and then convert it to 
png again upon download, so figured to point this out. Given I recall right and 
this was indeed on the server side, and not in the viewers.

Of the actual question, I don't know my preference yet -- usually the easy  
safe way is to think that using standards like HTTP normally is good :) .. but 
haven't used those acceptcontent-type headers in own code so don't really know.

~Toni

 There are two ways of doing this. Which one do people prefer?
 
 A) Add an extra query parameter: 
 http://foo.com/GetTexture/?texture_id=uuidformat=format
 
 B) Use the Accept and Content-Type headers appropriately.
 The request might have
 Accept: image/png, image/jp2
 And the response might have
 Content-Type: image/png
 
 Diva / Crista
 
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Re: [Opensim-dev] OpenSim Physics

2010-11-30 Thread Toni Alatalo
On ti, 2010-11-30 at 11:41 +0100, Melanie wrote:
 I'm sorry, I can't give any advice on Taiga.

The physics when using Taiga, i.e. opensim+modrex, are the same ODE
physics that are used with vanilla opensim. Afaik the only difference is
that modrex also has code that can feed ode the geom from Ogre meshes.

To test you basically just put an object in-world and walk against it
with your avatar and see if you collide :) In current Naali works with
dragdrop from the web, as documented in
http://wiki.realxtend.org/index.php/Getting_Started_with_Naali#Version_0.3.3_.282.11.2010.29
 and demonstrated in this video: 
http://www.youtube.com/user/pallarim#p/a/u/1/uL4M__dCSnk

To improve it, search for the ODE physics module in Opensimulator
sources.

 Melanie

~Toni

 
 Dionisio Cortes Fernandez wrote:
  Hello everyone
  
  I hope not wrong putting the message here, but I think it is better to seek
  advice from the developers.
  
  I'm having problems with the physics, I tried taiga, but I don´t know how to
  put scripts or test the physics, so I would ask what would be the best way
  to improve the physics, files to look, some reference or guide to try to
  improve physics
  
  
  
  
  
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[Opensim-dev] terrain texture blend weight painting

2010-11-15 Thread Toni Alatalo

Hi,

we've had a first implementation of terrain texture blend weight  
painting in Naali for some weeks now. Am posting to ask for insight  
about how to go about integrating it to Opensim, or at least to give a  
little heads-up of what is going on with rex dev, also related to the  
generic scene entity-component work.


An ugly but hopefully informative screenshot:  
http://wiki.realxtend.org/images/2/27/Terraintexturepaint2_scaled.png  
(from the public sandbox on world.realxtend.org:9000 -- that has auth  
off).


What you see there is two terrains: 1) below a Linden style terrain  
received from Opensim with the lludp terrain messages, using the  
height-based texture mapping. The brick tile is used underwater, and  
the dirt above the water level. 2) above there is another terrain,  
using the same textures, but so that a weigtmap is used to specify  
where each texture is used, instead of determining it from the height.  
So with this you can e.g. paint where roads go for traffic sims or  
racing games. This works using the previous Naali (0.3.3) release and  
any version of opensim+modrex, for example the previous Taiga release.  
It currently just uses a local file to save the weights though, so  
doesn't work for real use now, but works for testing how it looks etc.  
currently.


Now the question is: are there people out there interested in using  
this? Perhaps to help with integrating it to Opensim? Or at least with  
insight to how it should be integrated?


Currently in that test Opensim doesn't know anything about that  
terrain. For Opensim it is just a prim, and the generic  
entity-component storage mechanism in ModRex is used to store and  
replicate it to clients. So Opensim doesn't do any collisions with it  
or anything.


There are two ways to go about integrating:

a) Add something to the Linden terrain protocol to communicate what  
technique is used to define the texture usage on a terrain. I.e. keep  
using the single hardcoded terrain otherwise as is, but just add the  
option to paint the texture blend weights. This I suppose would be  
quite simple to hack somehow?


b) Work towards having a generic entity-component mechanism, and  
implement terrain as a component that can support different features  
depending on the type of the terrain, but integrate with the physics  
etc. elsewhere in Opensim.


We are currently using the b) approach in the so-called Tundra  
experiment, where use Naali itself as a server (we've added a simple  
server module to Naali for that, but the scene code etc. is the same  
as when using as a client). This has been the simplest way to get to  
test how using the generic EC-model works for making features ..  
there's nothing hardcoded about the world, it starts as completely  
empty by default, but you can then add an Environment entity with a  
WaterPlane component, and any number of scene entities with the  
Terrain component etc. if you want. And the terrain component feeds  
the physics info for the physics module (we've also added physics with  
bullet to Naali). So far it still seems like this would be the good  
way for Opensim too. Tundra is very much w.i.p. yet and there is no  
release of it, is in a branch of Naali on github, but we'll make some  
sort of preview release soon (in 1-2 weeks I think) for those who want  
to test.


But to get this feature to work properly with Opensim quickly I  
suppose some simple hack to do a) would be it. We'll be using this now  
with Tundra at least 'cause need it in some projects already now, but  
if there's interest in devving / using this with Opensim as well I  
think that'd be cool (and also the folks using it with Tundra now may  
need it some day in a project where need Opensim feats).


~Toni




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Re: [Opensim-dev] .net serialization of SOGs

2010-10-11 Thread Toni Alatalo
On su, 2010-10-10 at 17:06 -0700, d...@metaverseink.com wrote:
 Adam ping!
 How's the SOG/SOP refactor coming along? This is coming very close to 
 the need for the refactoring...

Yes, as I think was even written in the refactor plan, a goal there was
to get Collada saveload support. So that the scene code is first
refactored to use components, and then a new serialization system made
that can do many formats. First .net serialization, but then Collada
too.

All I know is that Adam has put the very first steps to the soprefactor
branch, a little addition that allows to store arbitrary data in
components in a map attached to prims. The refactor is not done, the
hardcoded prim data is still there etc. like before. With the refactor
the idea is that all data would be in smaller components, for example
the prim shape data is in an (optional) prim component etc. It seems
that Adam is so be busy with other things, that if we want the refactor
implemented someone else should probably step up and do it.

About the formats, yes, something that is not an autogenerated dump of
the internal code structures that AFAIK every dev wishes that would be
changed (sog/sop) would be good. A year ago I almost started
implementing OAR readwrite support to Blender, but then when actually
looked at the format decided otherwise and looked at the Collada scene
spec which seemed quite sane. We've since ended up using Ogre .scene
files 'cause it was most straightforward for now (dead simple xml scene
tree, http://www.ogre3d.org/tikiwiki/DotScene).

One suggestion from the talk we had on irc on #opensim-dev now:
 k\o\w are you using collada to wrap entire scenes or for individual
meshes?
 antont entire scenes
 k\o\w I agree that OAR encapsulation should be replaced with collada
 k\o\w but that the contained prim data still needs a saner format
like HPA
09:49  antont k\o\w: agreed

We are currently using Collada only when testing WebGL rendering, by
exporting old scenes from Blender that we've previously exported to
opensim+modrex using Ogre .scene and .mesh etc, to Collada .dae that
GLGE can load. But that is giving some more experience with the format
at least, and so far seems good. Of course it is not suitable out of the
box for OAR like usage where we need all the opensim specific bits, like
permissions etc. So perhaps Collada is for importexport, not for backup
and internal things. Unless OAR would be an extension to it somehow, the
x is for extensible after all :) . So I guess your plan to do continue
with the .net xml format but with more control is good.

I'm now about to diverge from your original question and the exact task
at hand, but perhaps it is helpful to explain a bit what we've done now
with scene formats and storing data to opensim to know what kind of
requirements and solutions there are around:

The goal that we have had for which would need the sog/sop refactor,
allowing storage of arbitrary data in scenes, we've implemented in
ModRex as a temporary measure so that the client development has been
able to continue. 

The first solution made in March reused an old rex thing that had been
there forever, RexFreeData, which allowed storing max 1024 chars of text
attached to an object (to give params to scripts and for them to store
vals etc). That first impl, used in Naali 0.2  0.3 series, just stores
custom scene entity data as xml in that field and that works also
against the old pre-naalitaiga realxtend servers 'cause that freedata
mechanism was there already. But it is limited to that 1024 bytes
('cause uses a single generic message for synching all data for an
entity, and in lludp messages are max 1024 long).

Now, out since last week, there is a new implemention for custom scene
data storage in modrex. It has tables for entities, components and
attributes and new messages for doing per-attribute synchronization etc.
This is out in Taiga 0.2.0 rc1, but not implemented in Naali yet (I
guess the guys do the client side soon now?). Because it does per-attr
sync, I think is limited at 1024 for the size of an individual attr, but
doesn't have a limit for the aggregated size of all attributes of all
components that are attached to an entity. So should work for pretty
much everything.

We hope that this kind of functionality becomes supported by Opensim
core so that also the data of other applications, and not only the data
specified by the Second Life (tm) application, gets stored in OARs and
works when rezzing things from inventory etc. And here the application
does not mean some realXtend impl, but what *you* or any user defines as
the components  attributes of your application. For example, I have a
minimal test component 'Door' with two boolean attributes: opened/closed
 locked/unlocked. That works on the platform, but the platform doesn't
need to know anything about doors (in fact is not allowed to know, but
has to be generic and allow any kind of data).

In the spirit of what Melanie wrote about LLUDP 

Re: [Opensim-dev] .net serialization of SOGs

2010-10-11 Thread Toni Alatalo
On ma, 2010-10-11 at 10:40 +0300, Toni Alatalo wrote:
 Now, out since last week, there is a new implemention for custom scene
 data storage in modrex. It has tables for entities, components and
 attributes and new messages for doing per-attribute synchronization etc.
 This is out in Taiga 0.2.0 rc1, but not implemented in Naali yet (I

Oh BTW a reason for doing that is that there was a need to store custom
runtime information about avatars (scenepresences) in entity-components
too, so neither the Adam's map in SceneObjectPart in the branch nor the
old rexfreedata thing (also for prims only) worked.

I guess OARs don't need to save runtime scenepresence info though :)

~Toni


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Re: [Opensim-dev] Srikata ClientView, any users?

2010-10-03 Thread Toni Alatalo
On su, 2010-10-03 at 10:49 -0700, d...@metaverseink.com wrote:
 BTW, RealXtend folks: I would love to see WebSockets in OpenSim. If you 
 already have that, please share!

We don't, and all we have is out in the open. Like tried to say below,
the c# thing we tried to use is in SimianSim (written by J. Hurliman)
but he has only tested connecting to it with some c# test client, and
actual web browsers didn't connect to it when we tried 'cause it didn't
do the websocket handshake right.

The simple stupid excuse of a websocket sim server we have is in
http://github.com/realXtend/naali/blob/develop/bin/pymodules/websocketserver/websocketserver.py
.. the simplest possible hack we could do to get client development
going.

The current client that can talk with that is at
http://github.com/therauli/WebNaali .. but it also is not much. yet
We'll test and add more stuff in the coming weeks and see if that goes
anywhere. Is a small experimental side thing, but I do think it can work
for relatively simple scenes with basic functionality.

~Toni

  same code (the component implementations). The simple websocket one we
  tried also against the c# websocket server stack in SimianSim, but it
  wasn't complete enough to even respond to the handshake so that a
  webbrowser can actually connect, so we ended up using an existing
  working websocket server impl from the Python eventlet library and run
  that in a Naali py module which is quick to develop. The focus in the
  websockets work is to get to test basics on the client side with webgl
  and that's going ok, we sync av movements and see a collada scene using
  GLGE (but it's currently slow for more complex scenes, we're
  investigating that). Either of these protocols: the new rex protocol on
  Kristalli UDP, and a protocol on websockets (now we just send json
  messages there), are possible to add as new clientstacks in OpenSim
  later .. if the experiments show that the protocols and clients are
  useful, and having OpenSim as the server for those is useful.
 
  The Sirikata architecture is interesting, and we try to keep track of
  their webgl client etc. work that uses that ObjectHost architecture, but
  we still don't know that too well, haven't used it for anything. If
  having Sirikata support in OpenSim is made later, the old stub is of
  course still in the repository even if it is removed from current.
  Perhaps having a pointer to it in the wiki or somewhere would be good if
  there's something useful in the code to ease googling .. I guess people
  don't find removed code too easily otherwise.
 
  ~Toni
 
  On Fri, Oct 1, 2010 at 4:59 PM, Melaniemela...@t-data.com wrote:
  Hi,
 
  Is there anyone who uses, or works with, the Sirikata
  ClientView in
  OpenSim? That code is likely nonfunctional in the core version
  and
  responsible for a huge number of warnings.
 
  If there are no users, we should remove it.
 
  Melanie
 
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Re: [Opensim-dev] Srikata ClientView, any users?

2010-10-02 Thread Toni Alatalo
On pe, 2010-10-01 at 19:13 -0700, Dahlia Trimble wrote:
 Perhaps either the HTTP or IRC stacks would be sufficient as a
 skeleton example.

I've sometimes read the IRC stack to see an example, and it did indeed
seem useful for that purpose.

AFAIK the sirikata one is just stubs, but the MXP one was implemented to
do some basics .. against the MXP client side impls in the reference
implementation and in Idealist. Things have been quiet in the MXP land
though for a long time now, haven't heard anything in months.

Within RealXtend we are currently working on two experimental protocol
implementations -- one using the Kristalli UDP protocol (kNet, similar
to eNet but has some advantages) and then a websocket protocol. Both
experiments are now done as Naali server modules, for different reasons:
The Kristalli one because it is more straightforward to do the generic
Entity-Component attribute sync when both client and the server run the
same code (the component implementations). The simple websocket one we
tried also against the c# websocket server stack in SimianSim, but it
wasn't complete enough to even respond to the handshake so that a
webbrowser can actually connect, so we ended up using an existing
working websocket server impl from the Python eventlet library and run
that in a Naali py module which is quick to develop. The focus in the
websockets work is to get to test basics on the client side with webgl
and that's going ok, we sync av movements and see a collada scene using
GLGE (but it's currently slow for more complex scenes, we're
investigating that). Either of these protocols: the new rex protocol on
Kristalli UDP, and a protocol on websockets (now we just send json
messages there), are possible to add as new clientstacks in OpenSim
later .. if the experiments show that the protocols and clients are
useful, and having OpenSim as the server for those is useful.

The Sirikata architecture is interesting, and we try to keep track of
their webgl client etc. work that uses that ObjectHost architecture, but
we still don't know that too well, haven't used it for anything. If
having Sirikata support in OpenSim is made later, the old stub is of
course still in the repository even if it is removed from current.
Perhaps having a pointer to it in the wiki or somewhere would be good if
there's something useful in the code to ease googling .. I guess people
don't find removed code too easily otherwise.

~Toni

 On Fri, Oct 1, 2010 at 4:59 PM, Melanie mela...@t-data.com wrote:
 Hi,
 
 Is there anyone who uses, or works with, the Sirikata
 ClientView in
 OpenSim? That code is likely nonfunctional in the core version
 and
 responsible for a huge number of warnings.
 
 If there are no users, we should remove it.
 
 Melanie
 
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Re: [Opensim-dev] Any work being done on support for Colloda style meshes??

2010-09-18 Thread Toni Alatalo
On Sep 18, 2010, at 5:33 PM, Jor3l Boa jo...@foravatars.com wrote:
 Hi Robert, 
 Naali have mesh support now, not sure about OS

Naali viewer works using OS as server, with the ModRex module. Also the
old slviewer based realXtend viewer is there for those who need the
Linden features that Naali doesn't implement yet.

Naali (the new version of an Ogre based Opensim viewer) targets working
on all systems .. Runs even on the n900 Linux phone, on virtualpc with
mesa software gl (our buildslave runs tests after each commit in a
virtual machine) and on laptops with Intel drivers etc.

Perhaps Robert referred to the old rexviewer? It needs a good OpenGl
impl cause runs Slviewer gl for ui and ogre for the scene in the same gl
context. Doesn't work with Intel drivers, does with NVidia and ATI.
Naali draws everything with Ogre and works everywhere.

Sure it's great though that Linden is coming out with mesh support as
well. Reportedly OpenSim will support it pretty much as soon as the
viewer comes public. It's been prepared already and is quite a simple
addition on the server side. 

In RealXtend we've made other improvements in the meantime, like
importing full scenes from Blender/Max/Maya. The biggest thing that with
the new modular, customizable, extensible  scriptable viewer Naali
+OpenSim is really becoming an application platform .. 'cause you can
make your own UI to your app and use the Entity-Component system to add
arbitrary data to the scene that you need for your functionality. Is
easy to make e.g. custom mouse hovering code that you handle in your own
client side script (Python or Javascript currently) etc. Improving this
is a main focus in our dev now and we'll be demoing and documenting it
more soon. The modularity and extensibility idea is similar to OpenSim
on the server side, so we hope this proves to be a good match for people
devving apps using OpenSim. For example we have client side GUI now for
managing scene imports that live on the server -- using that with OARs
might be nice too. Also with Naali there is no behind-closed-doors dev
with private alphas etc., but it's all out in the open for you to fork
on github and you can get commit rights similarily like to OpenSim etc.

But if you just want an application that is exactly like Second Life
(tm), does everything that it does, and doesn't need to do anything
more, at least currently using slviewer based things are for you.
Perhaps with the mesh support we can finally get compatibility so that
OpenSim scenes with meshes show both with slviewer and Naali. Possibly
helps that slviewer is LGPL now and people are ripping parts of it out
to small reusable modules .. perhaps we (or anyone) can add their mesh
code in a module to Naali at some point, so can show LLMeshes with Ogre
there.

~Toni 

 On Sat, Sep 18, 2010 at 8:47 AM, Robert Martin robertl...@gmail.com 

 
 Since LL is in the process of launching a Public beta of mesh
 support
 i was wondering what is being done on the OpenSim side to also
 support
 mesh objects?? (i know about that ORGE project but it seems to
 be a no
 -go on my system)
 
 --
 Robert L Martin
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Re: [Opensim-dev] Proposal: Introduce key:value pair dictionaries into SOP and PrimitiveBaseShape

2010-08-20 Thread Toni Alatalo

Justin Clark-Casey kirjoitti:
Do you guys see any problems with storing and manipulating dynamic 
data via the OSD classes in libopenmetaverse?


Seems fine so far, but we haven't done anything with it yet. May start 
with it soon as are starting to use custom scene entity data on the 
viewer side more, and have now the APIs in place there for addons / 
scripts to add and use custom data which needs to be synched via and 
stored on the server.



Would Adam's SOG/SOP refactor plan be essientally what you're thinking
here, or do you see this somehow differently? I don't recall him needing


I'm not sure.  If you could provide a reference I'd be obliged.


http://lists.berlios.de/pipermail/opensim-dev/2009-December/008098.html 
.. has a link to the pdf with diagrams etc. about the plan.


The first part is now in opensim git in the soprefactor branch, 
http://opensimulator.org/viewgit/?a=shortlogp=opensimh=refs/heads/soprefactor


I noticed Adam had also used a OSDMap to store the component info - 
perhaps this is very similar to your dynamicattributes branch?


~Toni


We need this quite critically for RealXtend, not only because extend the
scene for core functionality, but have worked for long now to allow
arbitrary data in custom apps that anyone can write for the platform.
I'm sure there are good ways to collaborate to get this done somehow --
Adam has told that his work is taking a long time still, so perhaps
others like our team  you and other devs can speed things up.


I still want to implement this, though it's prone now to slipping down 
my priority list as other things bubble up.  My original code also 
only concerned in memory storage.  Persistent storage could be 
implemented simply by [de]serializing the OSDMap.


What I will probably do is chuck the code up on a branch, implement 
storage and see what you guys think.  I'd very much like input from 
people who would make use of it, since my driving use case (moap) has 
disappeared.





Justin


~Toni


John


-Original Message-
From: opensim-dev-boun...@lists.berlios.de [mailto:opensim-dev-
boun...@lists.berlios.de] On Behalf Of Justin Clark-Casey
Sent: Thursday, July 29, 2010 8:55 AM
To: opensim-dev@lists.berlios.de
Subject: Re: [Opensim-dev] Proposal: Introduce key:value pair 
dictionaries

into SOP and PrimitiveBaseShape

On 29/07/10 01:40, Dahlia Trimble wrote:

Similar to the OSDMap in libomv?


Not dissimilar, though the in-memory maps in OpenSim would need to 
hold

arbitrary data types.  We couldn't use OSDMap directly unless we were
happy to serialize objects to and from OSD for every get and set 
(or change
the values directly in the OSD representation, which might be an 
idea).





On Wed, Jul 28, 2010 at 2:39 PM, Justin Clark-Casey
jjusti...@googlemail.commailto:jjusti...@googlemail.com   wrote:

  Hi there.  Whilst implementing media-on-a-prim, I've been 
keeping as

  much code in the MOAP region module as possible.

  I'm quite impressed with how feasible this is.  However, there
  remain three major structures where the core of OpenSim has to
  understand something about media on a prim.

  1)  Database plugins - to get/put values to named database 
columns

  (e.g. prims.MediaURL).
  2)  Script functions (e.g. llGetPrimMediaParams()).
  3)  Scene objects (PrimitiveBaseShape.Media and
  SceneObjectPart.MediaURL).

  It's difficult to do anything right now about (1) and (2), 
but I

  believe there is an opportunity to address (3).

  What I would like to do is introduce dictionaries into
  PrimitiveBaseShape and SceneObjectPart that would supplement
  existing fields by storing arbitrary key/value pairs.  So 
instead of
  having to hardcode a new MediaURL property on 
SceneObjectPart I

  could instead get/put the data as something like
  SceneObjectPart.Values[MediaURL].

  Thus, the dictionaries can act as blackboards for 
communication
  between plugins and modules without the core of OpenSim 
having to
  get involved.  I think that this would move us a tiny way 
towards
  our vision of being a generic virtual environment platform 
and away
  from hardcoded Second Life specifics, and make it easier to 
write

  more ambitious region modules without additions to core.

  Thoughts?

  --
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  http://justincc.org
  http://twitter.com/justincc
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Re: [Opensim-dev] Proposal: Introduce key:value pair dictionaries into SOP and PrimitiveBaseShape

2010-08-12 Thread Toni Alatalo
On ke, 2010-08-04 at 21:38 +0100, Justin Clark-Casey wrote:

Thanks a lot for reporting this adventure!

 to be working fine.  However, using the OSD representation of MediaEntry got 
 complicated and so I would rather implement 
 dynamic attributes separately to reduce complexity.

So how would you go about it? 

 Sorry for the tl;dr but I think that this is a very interesting area.  If we 
 could also save the dynamic attributes to 
 persistent storage (rather than breaking them up into separate columns) and 
 have a script infrastructure where functions 
 can be dynamically defined then we could be some of the way to properly 
 separating SL modules and core.  Core could be 
 separated out as a content neutral component rather than as part of an 
 ever-expanding monolith.

Do you mean this is essentially the only sane way? I don't quite see why
the script infrastructure would need to change to allow storage for
other uses, but this is probably due to not reading all of the post
properly yet (sorry) :p

Would Adam's SOG/SOP refactor plan be essientally what you're thinking
here, or do you see this somehow differently? I don't recall him needing
to touch script infra etc. to begin with.

We need this quite critically for RealXtend, not only because extend the
scene for core functionality, but have worked for long now to allow
arbitrary data in custom apps that anyone can write for the platform.
I'm sure there are good ways to collaborate to get this done somehow --
Adam has told that his work is taking a long time still, so perhaps
others like our team  you and other devs can speed things up.

 Justin

~Toni

  John
 
  -Original Message-
  From: opensim-dev-boun...@lists.berlios.de [mailto:opensim-dev-
  boun...@lists.berlios.de] On Behalf Of Justin Clark-Casey
  Sent: Thursday, July 29, 2010 8:55 AM
  To: opensim-dev@lists.berlios.de
  Subject: Re: [Opensim-dev] Proposal: Introduce key:value pair dictionaries
  into SOP and PrimitiveBaseShape
 
  On 29/07/10 01:40, Dahlia Trimble wrote:
  Similar to the OSDMap in libomv?
 
  Not dissimilar, though the in-memory maps in OpenSim would need to hold
  arbitrary data types.  We couldn't use OSDMap directly unless we were
  happy to serialize objects to and from OSD for every get and set (or change
  the values directly in the OSD representation, which might be an idea).
 
 
 
  On Wed, Jul 28, 2010 at 2:39 PM, Justin Clark-Casey
  jjusti...@googlemail.commailto:jjusti...@googlemail.com  wrote:
 
   Hi there.  Whilst implementing media-on-a-prim, I've been keeping as
   much code in the MOAP region module as possible.
 
   I'm quite impressed with how feasible this is.  However, there
   remain three major structures where the core of OpenSim has to
   understand something about media on a prim.
 
   1)  Database plugins - to get/put values to named database columns
   (e.g. prims.MediaURL).
   2)  Script functions (e.g. llGetPrimMediaParams()).
   3)  Scene objects (PrimitiveBaseShape.Media and
   SceneObjectPart.MediaURL).
 
   It's difficult to do anything right now about (1) and (2), but I
   believe there is an opportunity to address (3).
 
   What I would like to do is introduce dictionaries into
   PrimitiveBaseShape and SceneObjectPart that would supplement
   existing fields by storing arbitrary key/value pairs.  So instead of
   having to hardcode a new MediaURL property on SceneObjectPart I
   could instead get/put the data as something like
   SceneObjectPart.Values[MediaURL].
 
   Thus, the dictionaries can act as blackboards for communication
   between plugins and modules without the core of OpenSim having to
   get involved.  I think that this would move us a tiny way towards
   our vision of being a generic virtual environment platform and away
   from hardcoded Second Life specifics, and make it easier to write
   more ambitious region modules without additions to core.
 
   Thoughts?
 
   --
   Justin Clark-Casey (justincc)
   http://justincc.org
   http://twitter.com/justincc
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Re: [Opensim-dev] Robust RemoteAdmin?

2010-07-08 Thread Toni Alatalo

Jeroen van Veen kirjoitti:
I don't think that the rest remote console is really suitable for that(correct 
me if im wrong), because you can't be sure what the response will be(it may be 
something unrelated to the request). It would be handy if robust had an xmlrpc 
  


Huh?

Usually with http, no matter if it's rest or xmlrpc or what, the 
response you get is of course to the request you made. Nothing else 
makes any sense. I can't imagine how or why opensim rest interfaces 
would be any different, but haven't used them.



Jeroen
  


~Toni


On Thursday 08 July 2010 07:53:20 Jor3l Boa wrote:
  

Hi,

I'm trying to set up opensim without using php server side to add stuff in
the DB (users, edit land, prims..). My first guess was RemoteAdmin but such
module is only available in OpenSim.ini and I'm running GRID mode, is there
a way to do something like that (xml-rpc admin) in Robust? There is a
config ConsoleUser/Pass/Port wich looks similar but the User parameter is
new, also, there is nothing related to this in the wiki, anyone have a doc
to explain it usage?.

Thanks and sorry for my english :)
Jorel


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Re: [Opensim-dev] Status of presence refactor?

2010-02-22 Thread Toni Alatalo
d...@metaverseink.com kirjoitti:
 We can, by this order:
 1) merge presence-refactor into master
 2) create a sop-refactor branch from master immediately after
 3) create a 0.7 branch some time later
 I would like to propose that the sop refactoring work be done in a 
 branch rather than in the master branch, similar to what we did for the
   

I also think a branch for it is a good idea, but don't know why wait - 
the sop-refactor branch can also be branched from presence-refactor 
right now if Adam wants to start already. Like Melanie suggested some 
days ago in this thread.

AFAIK this won't be a problem with git, 'cause commits are commits and 
it doesn't matter from which repo they are from, a version being a set 
of commits. So sop-refactor could first pull from presence-refactor if 
work still goes on there, and then keep pulling from master when it 
lives there, etc.

Perhaps this is not relevant anymore if 1) can be done now, might have 
been a good idea a couple of weeks ago when presence-refactor was pretty 
much done for parts that touch the scene(?). Also, I'm by no means a git 
expert, so am curious to know if have misunderstood it somehow and this 
idea wouldn't work .. Melanie did say in her post that it would.

~Toni



 services refactoring. It works pretty well -- gives the refactoring devs 
 peace of mind to leave things unstable and isolates the master branch 
 from prolonged instability.

 Also, are there any suggestions for Adam before he starts doing this? He 
 sent out a document some time ago, but there wasn't a lot of feedback or 
 discussion. Are there any alternatives or wishes for his proposed work?

 Justin Clark-Casey wrote:
   
 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?
   
 My concern with branching for 0.7 release candidates immediately after the 
 presence-refactor merge is that we won't get everybody helping to iron out 
 the inevitable hiccups since most people follow master.  Waiting a couple of 
 weeks for at least some of this to happen is the minimum, I feel.  Ideally, 
 I'd like that to be longer but I know that you and other folk want to press 
 ahead.

 I guess some of this depends on how disruptive the refactor is.  What do you 
 think?  I'm assuming there will be breakage but perhaps I'm wrong?

 Of course, I guess you could create a separate sop-refactor branch at any 
 point and start work there, possibly merging back to master and continuing 
 in master once 0.7 RC has been branched.

 
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Re: [Opensim-dev] [realXtend-dev] Re: [opensource-dev] Announce: realXtend Naali 0.1 (alpha) client viewer

2010-02-09 Thread Toni Alatalo
On ti, 2010-02-09 at 19:46 +0200, Ryan McDougall wrote: 
 B) I don't see any reason why it shouldn't work on 64bit linux --
 although I have to admit my fedora is probably 32bit and so probably
 no one has even tried.

I'm using it on 64bit Linux, works.

The problems mentioned in the other post are probably due to not all
parts having been built against the same version of Qt. I had to first
install qt 4.6, then build all deps and Naali itself, to get it all
right. Used the script that is in svn trunk tools/ dir for that on
Ubuntu.

~Toni

p.s. sorry for the excessive cross posting, but i don't know on which
list the question was posed


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[Opensim-dev] autoexpose every scene (object) attribute over http?

2010-01-12 Thread Toni Alatalo
Hi,

would it be feasible for Opensim to automatically expose every scene  
scene object etc. attribute over http? I think everything is possible to 
add at least by hand to e.g. REST handlers, but having them all without 
(much) extra manual work would be nice. Perhaps the upcoming scene 
refactor can facilitate this too?

The reason why have been thinking this is to be able to write a client 
test suite (for Naali) which would do things like:

#change an object on the client side
e = scene.entities[MYTESTOBJECT_UUID] #the scene entity in the client, 
for example a prim
e.pos.x = 20 #self documenting i hope :)
e.sync() #sync the change made in the viewer to the server, using sludp 
or equivalent

#test whether the information on the server matches what the client was 
supposed to set it to
assert e.pos.x == 
urlopen(http://testregion:9009/scene/entities/%s/pos/x; % 
MYTESTOBJECT_UUID).read()
#(here ignoring types and float conversions and possible inaccuracies 
etc for simplicity, authentication likewise)

I think having a test suite like this would be invaluable when working 
on protocol stuff, e.g. optimizing packets or testing alternative 
protocols etc .. but also to test the default impls when refactoring 
code, kind of an integration test 'cause needs all parts to work. Would 
be very straightforward to write that kind of tests using libomv too, 
obviously, when that is more suitable than Naali.

Of course having such at least in one way complete REST or equivalent 
easy access API would probably be useful for many other things too. 
Perhaps is easy enough to do with .NET reflection stuff, which is also 
needed for OAR saving of the data in the upcoming components to work? 
(or how does the plan go there exactly?)

Regarding the earlier post, about web services by ssm2017 asking about 
the general state of the web services and where they are in the code 
etc., I personally have no clue 'cause haven't used them yet -- others 
here know, and finding them in the code with normal searches is probably 
easy.

~Toni

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Re: [Opensim-dev] User services refactoring status

2010-01-07 Thread Toni Alatalo
Impalah Shenzhou kirjoitti:
 http://www.dotnetnuke.com/
 Is a CMS (like Alfresco, Drupal, Joomla...) but runs over .NET. It 
 shouldn't be too difficult to connect the native Opensim components to 
 get/set data instead of accessing directly to database.

It is also possible to use some of the Python written CMSes and web 
frameworks (Django and such) and the Opensim .net code together.
I'd do it with pythondotnet, which is a .net to Python bridge for the 
normal cpython that allows use of .net libs in py apps. I've used that 
to use LibOMV in Blender before - it runs the normal .net vm under the 
hood and just translates the types passed/returned in the method calls, 
performance has seemed ok and would certainly be fine for the management 
stuff I can imagine.

Another option would be IronPython, some folks have tried running Django 
on it: http://jdhardy.blogspot.com/2008/12/django-ironpython.html but 
afaik that is still incomplete - probably some simpler web frameworks 
work fully on it already.

To me using the opensim code instead of direct access to DB seems 
attractive, given that the schemas may change, and that it's easy to 
make a mess if have bugs in own code that work with the db differently 
than Opensim itself?

~Toni

 2010/1/7 Fly Man fly.man.open...@gmail.com 
 mailto:fly.man.open...@gmail.com

 In other words:

 Wiredux won't use those connectors but will grab to the database
 itself. Wiredux is not a .NET application so it will go directly
 to the database.

 I will wait until the refactoring is done, have a look what's
 wrecked and maybe fix it.

 2010/1/5 d...@metaverseink.com mailto:d...@metaverseink.com

 Putting PHP in front of the DBs is one of the most natural
 things to do
 from here on -- not just the things that Wiredux does, but for
 a lot
 more! In fact, the entire collection of OpenSim.Services that are
 provided as reference implementations can be replaced with
 implementations in Apache+PHP.

 Calls from the simulators to the services are now all neatly
 packaged in
 OpenSim.Services.Connectors (these are the out connectors). Just
 browse through those connectors and check out the wire
 protocols, then
 do the receiving end in PHP. Many of them are using standard
 web forms,
 others use XMLRPC, others use custom-made HTTP-based dialects.

 Calls from outside to the simulators are packaged in
 OpenSim.Server.Handlers. Again, check them out and, if not
 using .NET,
 write your own client for them. If using .NET/mono you can
 import the
 DLL OpenSim.Connectors.dll, and reuse the existing connectors
 as-is.

 But that's not all. Since now the interactions between the
 simulators
 and the resource services are all formalized in interfaces
 (OpenSim.Services.Interfaces), and the handlers and connectors
 in the
 simulator are loaded dynamically, you can replace the
 connectors and
 handlers themselves. In other words, if you want OpenSim to
 talk web
 services, roll your own Web Services handlers and connectors
 under those
 interfaces, and you're done -- you'll have to use .NET for
 this part,
 though.

 Tom Willans wrote:
  Hi,
 
  First thanks for all your work.
 
  I assume from this that the webredux will no longer work without
  modification and will need updating. ( Thanks again here).
  Is there any information about the new authentication
 approach anywhere,
  if not in detail then an overview. Is LDAP on the horizon?
 
  I am mostly interested in linking php based frontends to
 opensim and
  hence accessing the database directly. Particularly relevant
 is moving
  away from using UUIDs.
  Please forgive me if I am missing something but I assume
 there are no
  web-services that can be called and calling C# from php is
 not a very
  good solution.
 
  Thanks.
  Tom
  On 5 Jan 2010, at 10:37, Ai Austin wrote:
 
  At 18:32 04/01/2010, opensim-dev-requ...@lists.berlios.de
 mailto:opensim-dev-requ...@lists.berlios.de
  mailto:opensim-dev-requ...@lists.berlios.de
 mailto:opensim-dev-requ...@lists.berlios.de wrote:
  To be honest, I don't think Sqlite should be a database
 type that we
  (OpenSim) should keep alive in the project,
 
 
  It is useful to have a double click and go out of the box
 solution
  which people can try out and test with.
 
  One other use of SQLite that I am aware of and fine very
 useful is
  for the really 

Re: [Opensim-dev] Client-side API/scripting Re: LookingGlass Viewer progress

2009-12-29 Thread Toni Alatalo
Dzonatas Sol kirjoitti:
 Mister Blue wrote:
   
 Several people are playing with protocols and I am intrigued by the 
 possibilities of a better protocol.
 

That is the case with realXtend development now too. The new Naali 
viewer has the basics of the old things implemented now, against the 
pre-existed server implementations using the sl protocol. But one of the 
reasons for writing a new viewer was to be able to switch to another 
protocol, or perhaps even support multiple protocols for different 
services like has been discussed recently.

We've having a short (1-2) weeks research period in early January, 
besides finalizing things for the Naali 0.1 release in late January, and 
one of the things will be looking at more closely now is protocols. MXP 
has been in the talks and something like that might be what we need, 
let's see.

Basically the idea is to have something good for transferring the 
default movement updates etc. efficiently, and then a way to describe 
application specific custom messages that would be efficiently 
transmitted as well - not kind of second class citizens like the generic 
messages in the sl protocol. Something like Google protocol buffers, 
perhaps.

 Let's say there are two main routes for protocols in regards to this 
 area. Between the grid/server and the viewer/client is more of the 
 easiest one to point out. We can call this route as being in the Agent

Fair enough, so the above was about the former.

 could say it is within the User Domain. The User Domain is where all the 
 client-scripts and interfaces communicate.
 If we can somehow standardize the REST/HTTP based APIs, then that would 
 be a key element to many developers that make human-computer interfaces 
 and want to make them more immersive. This also applies for those that 
 just want their developer tools to 'just-work' easier with the Agent 
 Domain without the the need to write an entire new viewer. (i.e. a 
 blender plug-in that can easily import/export a live version of an 
 object before it is uploaded to the grid -- or, a movement control to 
 help machinima be easier and be supported separately from the viewer).
   

That has been one of the goals in the Naali development, actually the 
one I've been personally responsible for. One of the motivations 
actually being Blender integration, but mostly to enable making things 
to the viewer itself. Also on the c++ level Naali is a module framework, 
with the idea is that anyone can write the modules they want - indeed to 
not have to write a viewer, but the own modules, inspired by the idea of 
Opensim itself. But what I've been working on is the same for 
interpreted langs, so far Python and Javascript.

Currently the editing UI in Naali, also in the 0.0.2 developer preview 
release we made in October and enhanced in trunk, is a plugin that could 
well be written by a 3rd party and the core doesn't know anything about 
it - just provides a powerful enough API that you can do object 
placement in 3d using the mouse, draw local graphics to hilite the 
selected scene object, and make gui widgets using qt etc. It shows in 
the first screenshot in 
http://wiki.realxtend.org/index.php/Getting_Started_with_Naali#What_is_Naali.3F 
- the panel called World Edit, and it's also responsible for showing the 
movement arrows that are drawn with the Ogre head. The source for this 
py plugin is at 
http://code.google.com/p/realxtend-naali/source/browse/trunk/bin/pymodules/editgui/editgui.py
 
- the idea is to support similar stuff for Javascript too, for more info 
see http://wiki.realxtend.org/index.php/Interpreted_Languages_Working_Group

The API for manipulating objects, tracking the mouse etc. was actually 
developed for other reasons starting in spring (we wan't to make custom 
UIs for our arcade games at Playsign), but coincidentally it fitted that 
basic UI tool too so has been used to write that. The idea now has been 
to use the editing UI as a proof and driver for the API, trusting that 
it can then used by others for many kinds of other things too (and 
indeed to customize / enhance the editing itself more easily).

We started the work by manually exposing c++ things to Py while 
evaluating the automated tools for it, and later when the project 
adopted Qt for UI, we've started using the object metadata system of Qt 
for scripting support as well. The slots (methods) and properties of 
QObjects show automagically to Python via PythonQt, and to Javascript 
via QtScript. Also the normal Py  Qt things are available, so you can 
things like http requests and show qt webviews etc. (the source of the 
w.i.p mediaurl handler featuring a WebView to render HTML to show as 
textures in Naali  is 
http://code.google.com/p/realxtend-naali/source/browse/trunk/bin/pymodules/mediaurlhandler/mediaurlhandler.py)

Another experiment I did in July was to have a Py written http server 
running inside Naali: 
http://wiki.realxtend.org/index.php/Naali_webserver_plugin .. 

Re: [Opensim-dev] Server based navigation/pathfinding

2009-12-23 Thread Toni Alatalo
Teravus Ovares kirjoitti:
 stored on the simulator and there's a chance that if you start now, in
 a month or two, the module will be obsolite because the API changed
 significantly. I would wait until about 2 weeks after 0.7 is
 tagged.. which should be sometime in January.
   

That is a valid point, and perhaps good advice, but I still think that 
you don't necessarily need to wait to proceed with new things like this 
that use the scene data. I believe that if this was done now, it would 
be quite simple to port to the new system later. After all, very many 
things in opensim itself and other modules need to be ported, so the 
refactoring can't make all those obsolete, 'cause we'd end up with 
having no functionality at all. The same data remains there, just 
accessed in a different way which doesn't make much of a difference to 
an algorithm like A* .. It doesn't change basically anything about the 
actual work a module like this need to do (generate a waypoint graph, 
have a a* backed autopilot impl).

So if the original poster wants it quick, can just do it, and the work 
won't be wasted - just needs some porting later. If is not in a hurry 
and wants to save the trouble of learning the scene API twice, first the 
old and then the new, is a good idea to wait indeed.

 2009/12/23 V.Rovensky v.roven...@lit.cz:
   
 to find the route for my bot. I was thinking I could create an invisible
 prim for every waypoint and reimplement the autopilot function so it suits
 my needs a little more. To do this I suppose I need to do the following:
 

With these manual markers this seems quite simple. Before noticed this 
part, was thinking that the navigability of different kind of geoms 
might be very difficult to deduce from just the visible geometry or even 
collision data, especially if you'd need to support arbitrary kind of 
builds by users etc, query the physics code or something etc.

 1) Be able to access all the region's prims, their locations and shapes
 to create and manage the graph of waypoints
 

How do you get the connections for the graph if you have the points 
only? And how do you know which of the scene entities are waypoint 
markers - use simply some naming convention perhaps?

 2) Be able to reimplement the autopilot function, so whenever the
 client starts autopilot, my method gets called and sends the client along
 the computed route.
 Could this be done via RegionModules? I'm fairly new to OpenSim development,
 so any tips that could point me the right way would be greatly appreciated.
 

Seems like a good fit for region modules to me, 'cause what they get 
from the sim is a reference to a scene object where you can get all the 
scene objects (i hate the term 'prim' for them which is just one way to 
define geometry :p) .. am not sure how you'd go about hooking this to 
the existing autopilot mechanism, but I'm sure it's possible somehow. 
And that part (if it relates to scriptengine etc) I guess won't be 
affected by the sceneobjectgroup/sceneobjectpart refactor (much) at all.

If/as you just need the positions of your custom scene objects to form 
the graph from those nodes, my guess actually is that the refactor may 
result in very little code changes to this tool (5-10 lines change 
perhaps, just the call how to get all entities (of a type?), and then 
how to read position data from them? is just an ignorant guess, not 
knowing much of the details of the current impl or the new plans .. i 
know how a* works in our games though and what the opensim primdata is).

A big idea behind the upcoming refactoring is that the core would 
support applications having arbitrary data about scenes - for example 
navigation graphs. In the new model I think a navigation graph like 
yours could be a component type, which you could register to the system 
from your module and the core could then store it etc. And perhaps 
support communicating it to the outside too - we have the same 
entity-component model in the Naali viewer, and the idea is that we'd 
then support having custom components both on the viewer and the server 
and networking to sync the data in between. So that you could just make 
the graph in the viewer with a custom editor for that, and it'd be 
synched to the server as well, and you could e.g. do a* on eiher or both 
depending on needs.

 V.Rovensky
 

~Toni

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Re: [Opensim-dev] Mumble Voice

2009-12-05 Thread Toni Alatalo
Jeroen van Veen kirjoitti:
 does that mean that the prototype's version can be used as a dropin 
 replacement for SLVoice with the vanilla sl-viewer?
   

Yes, I think so. It was made about two years ago, dunno if has needed 
touching since, nor whether anything has changed in the ipc protocol 
recently that would break it with newer viewers.

 Jeroen
   

~Toni

 Op zaterdag 05 december 2009 07:48:42 schreef Toni Alatalo:
   
 Rob Smart kirjoitti:
 
 Mumble/Murmur looks great (Murmur is the server component) but they
 use the speex codec which is not supported by SLVoice (the SL clients
 inbuilt VOIP client) so use of it without modifying the client is
 unfortunately not possible.
   
 IIRC the original rexviewer prototype (aka. the current prod. version)
 comes with a slvoice replacement which uses Speex. AFAIK slvoice is a
 separate app with which slviewer talks over some kind of ipc, so it can
 be changed to another implementation without touching the viewer itself.

 
 Rob.
   
 ~Toni

 
 On Fri, Dec 4, 2009 at 2:10 PM, Robert A. Knop Jr. rk...@pobox.com
 mailto:rk...@pobox.com wrote:

 I don't know if anybody is aware of this, but there's a fully open
 source (BSDish) VOIP server/client named Mumble --
 http://mumble.sourceforge.net/ .  I don't know if they have a
 library/API that could be used for integrating the server into other
 things.  However, this might be something that could be integrated
 into
 OpenSim as built-in Voice.  (It would require changes to the client
 as well, of course.)

 I know that some folks use Skype or phone voice bridges to use Voice
 while in OpenSim, but I've found that not having the visual
 feedback on
 who's talking (voice gestures or the green lines over your head)
 really
 breaks the immersion.  It'd be great to have some sort of built-in
 Voice
 solution (even better if it was spatial, but even just global with
 visual feedback would get us most of the way there).

 Is anybody working on integrating Voice into OpenSim right now?  I
 know
 that there's something going on with FreeSwitch.  Who's the expert on
 Voice in OpenSim?

 --
 --Rob Knop
  E-mail:rk...@pobox.com mailto:rk...@pobox.com
  Home Page: http://www.pobox.com/~rknop/
 http://www.pobox.com/%7Erknop/
  Blog:  http://www.sonic.net/~rknop/blog/
 http://www.sonic.net/%7Erknop/blog/

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Re: [Opensim-dev] scene import/export to another app: oar? dotscene? collada?

2009-09-16 Thread Toni Alatalo
Paul Fishwick kirjoitti:
 Could OAR be generalized to include scene graphs with meshes? That would
 be really nice as it would create two things not currently supported: 
 hierarchical scene graphs and triangular mesh. If an importer is written to 
 opensim,
   

It is possible. A simple hack would putting a reference to a mesh asset 
to the place where shape entry with the geom data is used for prims. 
As OAR is a serialization of the internal SOG/SOP data structure, and 
ModRex extends those to have the mesh references in the scene, it in a 
way already does that. Like Mikko Pallari commented to this discussion 
on rex-dev yesterday, we could easily add another serializer in ModRex 
that would do that: save OARs where 'prims' are not prims but scene 
nodes with mesh references, and have ogre mesh assets in the assets dir 
of the oar.

That would already be useful for what OARs are for: saving scenes from 
OpenSim and loading them back, in that case just with also the Rex 
(Ogre) data. But it might not be helpful at all for exchanging scenes 
between Opensim and other applications, which is what I'm looking into now.

 then it is a matter of coaxing the viewer to render these.. In your list of 
 options, you might also consider the indexedfaceset of X3D for the mesh (X3D 
 also supports 
 a true scene graph).
   

Yes, it is a possible format also.

I've now been leaning against writing OAR support elsewhere exactly 
'cause it is the internal structure and perhaps awkward for what need 
now. For example there is no single file with the scene as positions of 
all objects, but a separate file for every object which has both the 
scene pos and in case of prims the shape. And if SOG/SOP refactoring 
happens within OpenSim, it easily changes the OAR 'format' as well, and 
would break reading archives written using some custom thing that would 
write the files as they are now .. right?

DotScene is somewhat attractive 'cause it's simple and there are working 
exporters for Blender, Max, Maya and for some editors written using Ogre 
itself. There's a C# loader we've used in our company before when using 
MOgre, http://www.ogre3d.org/wiki/index.php/MOGRE_dotSceneLoader . 
Downsides of DotScene are that it's Ogre specific, and contains *only* 
the scene, leaving textures and meshes etc. out .. which may be ok 
though, 'cause textures are just images and there is separate code for 
mesh export so getting those over too is just a matter of packaging 
files for transport (perhaps in a .oar like container).

Collada and X3D would be engine independent standards that would 
probably easily cover all I need now, so probably must give them another 
look before starting to port that encouraginly simple dotSceneLoader (a 
single simple 600 lines c# file) to OpenSim.. so will be googling for 
.net libs for Collada and X3D next I guess (there's exports to both from 
Blender, am not sure if the X3D one does scenes though .. and am a bit 
afraid of how complex and big collada stuff may be, but hopefully that 
fear is in vain).

Thanks for input!

 -p
   

~Toni

 Toni Alatalo wrote:
   
 Hi,

 I started looking into implementing scene exchange between Opensim and 
 Blender yesterday, and am planning to continue later today. Was reading 
 OARs and the code in OpenSim.Region.Framework.Scenes.Serialization .. 
 where SceneObjectPart #region XML Schema seems to be the fields that are 
 autoserialized by some .net writer, right?

 It seems well possible to read and write OAR elsewhere, but I'm not sure 
 if it makes sense, or whether it's more the internal representation in 
 Opensim. Are there any alternatives? With Ogre we've sometimes used the 
 simple DotScene (.scene) made for it, and basically that would cover the 
 info I'm interested in now (positions of meshes in a scene, not prim 
 geom 'cause am not having prims in Blender at least right now anyway). 
 There is an existing DotScene exporter for Blender, would it make sense 
 to write an importer to OpenSim? Or a Collada scene importer perhaps? I 
 haven't looked (yet) what the scene format there looks like. For the 
 Ogre format there is a 15 line complete scene example at 
 http://www.ogre3d.org/wiki/index.php/DotScene

 In one way the question is: does OAR loading work with 'partial' data, 
 or would I have to make the exporter write all the fields? Am now 
 looking into exchanging this data first:
 GroupPositionX123/XY129.55/YZ29.340004/Z/GroupPosition
 OffsetPositionX0/XY0/YZ0/Z/OffsetPosition
 RotationOffsetX0/XY0/YZ0/ZW1/W/RotationOffset
 ScaleX17.7774/XY22.8028/YZ69.2987/Z/Scale

 and things like velocity would not apply .. also, are valid region 
 handles, creator-id etc. required, and should I generate GUIDs at export?

 I'll experiment what happens at loads of partial data etc., and of 
 course can just make the exporter write all those fields, but hints are 
 welcome so would not be banging my head against the most irrelevant walls.

 ~Toni

Re: [Opensim-dev] scene import/export to another app: oar? dotscene? collada?

2009-09-16 Thread Toni Alatalo
Justin Clark-Casey kirjoitti:
 I've now been leaning against writing OAR support elsewhere exactly 
 'cause it is the internal structure and perhaps awkward for what need 
 
 That's theoretically true, but I should think that the old format will still 
 be 
 loadable in some way since changes here would break everybody's existing 
 content
   

Yah was thinking about the same - I guess there are ways to deal with 
that .. perhaps kind of loosing the initial comfort of automatic 
serialization though, needing manual processing for backwards compat.

 Separate files for objects and assetes were used in order to potentially 
 allow 
 regions to be more easily composed out of world from separate components. 
 Whether this is a good thing or whether there are more advantages to a single 
 monolithic file is, I'm sure, something that could be debated.
   

Agreed - I think assets in separate files easily make sense, and for 
SL/Opensim like prims too 'cause there is no distinction of the specific 
geom and it's instance(s) in the scene. That said the single file 
Collada .dae files that am working with now seem sensible too.

 Collada and X3D would be engine independent standards that would
 

I built something called 'ColladaDotNet', using the Collada Document 
class from the Collada for XNA project, and have succesfully tested 
using that to read reference Collada scene files, and my own exports 
from Blender.

Am planning to test importing scene info to Opensim / ModRex using that 
.. first just object positions. May test in the Naali viewer (first) too 
.. reading collada files there for local preview (may use with the 
pycollada lib there, have the same test as for ColladaDotNet working now 
with that too).

~Toni

 Toni Alatalo wrote:
   
   
 Hi,

 I started looking into implementing scene exchange between Opensim and 
 Blender yesterday, and am planning to continue later today. Was reading 
 OARs and the code in OpenSim.Region.Framework.Scenes.Serialization .. 
 where SceneObjectPart #region XML Schema seems to be the fields that are 
 autoserialized by some .net writer, right?

 It seems well possible to read and write OAR elsewhere, but I'm not sure 
 if it makes sense, or whether it's more the internal representation in 
 Opensim. Are there any alternatives? With Ogre we've sometimes used the 
 simple DotScene (.scene) made for it, and basically that would cover the 
 info I'm interested in now (positions of meshes in a scene, not prim 
 geom 'cause am not having prims in Blender at least right now anyway). 
 There is an existing DotScene exporter for Blender, would it make sense 
 to write an importer to OpenSim? Or a Collada scene importer perhaps? I 
 haven't looked (yet) what the scene format there looks like. For the 
 Ogre format there is a 15 line complete scene example at 
 http://www.ogre3d.org/wiki/index.php/DotScene

 In one way the question is: does OAR loading work with 'partial' data, 
 or would I have to make the exporter write all the fields? Am now 
 looking into exchanging this data first:
 GroupPositionX123/XY129.55/YZ29.340004/Z/GroupPosition
 OffsetPositionX0/XY0/YZ0/Z/OffsetPosition
 RotationOffsetX0/XY0/YZ0/ZW1/W/RotationOffset
 ScaleX17.7774/XY22.8028/YZ69.2987/Z/Scale

 and things like velocity would not apply .. also, are valid region 
 handles, creator-id etc. required, and should I generate GUIDs at export?

 I'll experiment what happens at loads of partial data etc., and of 
 course can just make the exporter write all those fields, but hints are 
 welcome so would not be banging my head against the most irrelevant walls.

 ~Toni
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[Opensim-dev] scene import/export to another app: oar? dotscene? collada?

2009-09-15 Thread Toni Alatalo
Hi,

I started looking into implementing scene exchange between Opensim and 
Blender yesterday, and am planning to continue later today. Was reading 
OARs and the code in OpenSim.Region.Framework.Scenes.Serialization .. 
where SceneObjectPart #region XML Schema seems to be the fields that are 
autoserialized by some .net writer, right?

It seems well possible to read and write OAR elsewhere, but I'm not sure 
if it makes sense, or whether it's more the internal representation in 
Opensim. Are there any alternatives? With Ogre we've sometimes used the 
simple DotScene (.scene) made for it, and basically that would cover the 
info I'm interested in now (positions of meshes in a scene, not prim 
geom 'cause am not having prims in Blender at least right now anyway). 
There is an existing DotScene exporter for Blender, would it make sense 
to write an importer to OpenSim? Or a Collada scene importer perhaps? I 
haven't looked (yet) what the scene format there looks like. For the 
Ogre format there is a 15 line complete scene example at 
http://www.ogre3d.org/wiki/index.php/DotScene

In one way the question is: does OAR loading work with 'partial' data, 
or would I have to make the exporter write all the fields? Am now 
looking into exchanging this data first:
GroupPositionX123/XY129.55/YZ29.340004/Z/GroupPosition
OffsetPositionX0/XY0/YZ0/Z/OffsetPosition
RotationOffsetX0/XY0/YZ0/ZW1/W/RotationOffset
ScaleX17.7774/XY22.8028/YZ69.2987/Z/Scale

and things like velocity would not apply .. also, are valid region 
handles, creator-id etc. required, and should I generate GUIDs at export?

I'll experiment what happens at loads of partial data etc., and of 
course can just make the exporter write all those fields, but hints are 
welcome so would not be banging my head against the most irrelevant walls.

~Toni
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Re: [Opensim-dev] ConsoleClient -pass option

2009-09-09 Thread Toni Alatalo
Dr Scofield kirjoitti:
 operations involved (i.e. the load oar function specifies how the oar file
 is transported over the wire) so the interface is truly remotable.   If you
 
 i've to agree on that. i'd started something like that, but haven't really 
 made
 any headway due to lack of time. being a pythonista i tend to look at things
 through python glasses: invoking an XmlRpc method is easy, doing the same 
 thing
 with REST is a pain.
   

Where is the pain with REST? Am just curious to learn more, have written 
some REST servers and simple clients to them in Python, but used XML-RPC 
and SOAP too. Haven't written complex REST clients (yet). Invoking a 
method is of course trivial, just a http get, but does it get difficult 
with parameters then?

http://code.google.com/p/python-rest-client/wiki/Using_Connection says:
conn.request_post(/upload, body=body)

is it difficult to put a oar file in the body?

or are you talking about defining types, having the signatures of the 
methods etc explicit in some interface description? Like with SOAP it 
was kinda handy with soappy that what you get to py is normal objects 
with functions with __doc__ about the parameter vals and return vals etc.

   DrS/dirk
   

~Toni

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Re: [Opensim-dev] versioning question

2009-09-04 Thread Toni Alatalo
Stefan Andersson kirjoitti:
 to me, that what the community wants is some sense of progression to compare
 two official git revisions to each others.
   

That seems to be the case indeed.

 We are already doing this by tagging releases with a version number, so
 either we
 a) start doing (tagging) more frequent official releases so most users very
 seldom feel the need to bother with individual git revisions.
 or
 b) Tag some kind of sequential number to each opensim commit, possibly by
 adding some git commit hooks to update a text file somewhere.
   

I doubt a) would suffice and that we'd easily want b) - the granularity 
of individual commits.

On the surface post-commit hooks sound better to me than the technique 
parsing and processing log output, which was done in the solution in 
that one blog post ..  the idea there seems nice though, but I still 
don't even understand it fully so this view is to be taken with a grain 
of salt. http://michaelandlaura.org.uk/~michael/blog/index.php?id=379

 That would mean, basically that we would have a show version output saying
 something like OpenSim 0.6.6.10201 (Git:6cf610) (Dev) (interface version 5)
   

Seems like something that could make everyone happy :)

 /Stefan
   

~Toni

 -Original Message-
 From: opensim-dev-boun...@lists.berlios.de [mailto:opensim-dev-
 boun...@lists.berlios.de] On Behalf Of Toni Alatalo
 Sent: den 3 september 2009 20:07
 To: opensim-dev@lists.berlios.de
 Subject: Re: [Opensim-dev] versioning question

 On Sep 3, 2009, at 7:30 PM, Justin Clark-Casey wrote:

 
 The next revision to 6cf610 will be 6cf610 + 1 = 6cf611, then at
 least there is some logic to it.
 
 This is exactly what isn't the case - the identifiers are generated
 randomly without any connection between them.  This
 seems to be one of the (few) downsides of git.
   
 In a way it is what GIT, and distributed versioning control, is. I
 think at least, am still just learning the practice of it..

 On the base system level, there is no sequence 'cause you can arrive to
 the same situation in many ways.

 Commits are commits, and each commit/revision/patch has an identity. I
 think this 'theory of patches' applies to GIT as well, the part about
 'Patch relationships' seems relevant
 http://darcs.net/manual/node9.html#SECTION0094 ..
 besides sequential patches there are parallel patches: There is one
 other very useful relationship that two patches can have, which is to
 be parallel patches, which means that the two patches have an identical
 context (i.e. their representation applies to identical trees). Of
 course, two patches may also have no simple relationship to one
 another. In that case, if you want to do something with them, you'll
 have to manipulate them with respect to other patches until they are
 either in sequence or in parallel.

 So to have what grows as a sequence in the current opensim main thing,
 something else besides the individual patch IDs are needed. The thing
 in the blog post that has been referred to seemed promising, but don't
 know much about that.

 ~Toni

 
 There was some talk on this list about somehow producing sequential
 numbers some time ago but I don't know the details.

   
 If my hex intuitions serve me, 6cf610  a82950 so does anyone know
 how these version #s are to be interpreted or are they random
 identifiers?
 And if they are random, how do we track where we are? maybe, I
 
 should
 
 go back to the 10185 revision(s) and use that #.

 -p

 
 not sure how to interpret this hexadecimal indexing. Should I
 consider
 10185 to be the number? The actual commit # is a long
 
 hexadecimal
 
 string. The beginning of it matches what you said:

 6cf610 is the revision #? Do we need to bring out the old HP
 calculators? :)
 -paul



 Justin Clark-Casey wrote:

 
 Paul Fishwick wrote:


   
 Justin:

 Justin Clark-Casey wrote:


 
 The 'interface v5' part refers to the interface protocol
   
 between
 
 the region simulator and the grid (and defacto, between
 region simulators).  It doesn't have anything at all to do with
 the OpenSim version (0.6.6).




   
 OK


 
 In principle, if you are running from a source repository
   
 update
 
 then the git version should be tacked on the end of
 OpenSim 0.6.6 (e.g. 0.6.6 239a1).  This should also be true if
 you are updating from the SVN mirror (e.g. 0.6.6.10108).
   If this isn't the case then this is arguably a bug.



   
 Where does one find this build # (i.e., 239a1 or 10108) ? It
 is not
 produced through show version. If that is a bug, I can file
 
 it.
 
 -paul


 
 If you execute 'git log' on the command line, the long string
 after the word commit is the build identifier, e.g. in

 paste
 commit 4841858600cf35903966d48451015b2be5e97d5c

Re: [Opensim-dev] client API bindings?

2009-09-04 Thread Toni Alatalo
Maróy Ákos kirjoitti:

Now I finally understand what you are after, after reading about x-plane 
on the net and your original message again..

X-plane is a standalone non-networked app, a single player simulation. 
You want to make it networked, and consider using the OpenSim server for 
that?

The wording 'x-plane client' in your original post lead me to think that 
it already is a client-server architecture, and you have an existing 
protocol and some server implementation already etc.

 basically the point is that one has to have a client library in 
 languages that compile to native code, most preferably C and C++.
   

Ok.

Well for the existing protocols to OpenSim there are several 
implementations. Most common one to write clients is LibOMV, which is a 
cleanroom SL(tm) compatible SLUDP implementation in c#. So it doesn't 
compile to native code.

In Realxtend Naali we have another from scratch implementation of that 
same protocol, written in C++. That might work for you. It's Apache 
(bsd-like) licensed. The web svn view to it is 
http://dev.realxtend.org/gf/project/viewer/scmsvn/?action=browsepath=/trunk/OpenSimProtocol/
 
http://dev.realxtend.org/gf/project/viewer/scmsvn/?action=browsepath=/trunk/OpenSimProtocol/

A relevant part in the documentation is Interfacing with the OpenSim 
world using OSUDP message at 
http://www.realxtend.org/doxygen/viewer/osudp.html

You can test how our new implementation works with the Naali 0.0.1 
developer preview we packaged in June, a main reason exactly to get 
feedback on how well the data transfer performs etc. Seems to work well.

Another native code implementation is funmv from 3di ('fun' for 
functional) which is iirc in c, i don't know if/where that's available 
nor much about it's usage (other than that it passes the packed data 
around unparsed, and the whoever needs some data can read that section 
from there, that being the func style).

Of course there is also the implementation in the Linden viewer if you 
are fine with the GPL license they use, I don't know anything about that 
except a guess based on rumours that it may not be very modular and 
easily usable for other apps, I don't know any app besides the slviewer 
and it's forks that uses that implementation.

The MXP reference implementation is also C#, there is no C++ 
implementation of it (yet).

 send about is like: 'there's an object at this-and-that coordinate, 
 heading this-and-that way', with some metadata like type, etc. isn't 
 this what a virtual world environment would provide?
   

Yes. Like said I just thought you already had a protocol and existing 
clients for it that you wanted to support.

SLUDP is not an optimal generic VW protocol, not made for extensibility 
like google protocol buffers, but it works and there is a packet called 
GenericMessage which can be used to pass arbitrary information. That is 
what has been used in Realxtend so far to pass data which doesn't exist 
in the plain original protocol, and which may work for your usage too 
(for whatever metadata you need, and the trajectories etc).

 Akos
   

~Toni
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Re: [Opensim-dev] client API bindings?

2009-09-03 Thread Toni Alatalo
On Sep 3, 2009, at 5:55 PM, Maróy Ákos wrote:

 region module loader for OpenSim once and probably you could use it to
 write a ClientView too if you prefer that to C#. But C# is also nice,
 kind of a mix of C++ and Python -- if those are what you know from
 actually it's not that simple. for example, X-Plane has a plugin
 architecture, that accepts plugins written in C++, or in Python. thust
 the best is if there's a client implementation in any of these
 languages, as one has to create a shared object a python files (without
 native libraries linked) to integrate to X-Plane. (oh, and the native
 ones in three platforms, Linux, MacOS and Windows)

Hm, trying to get what you are saying exactly .. are you saying this is 
something that applies to both the server and clients?

Where do you create the shared python objects? On either end, and then 
those are sent across and deserialized? I know how pickles work and how 
those can be used for sharing state, but am actually very surprised to 
hear that x-plane would use them in the protocol. I don't know 
basically anything about x-plane before.

As you say 'without native libraries linked', perhaps ironpython and 
cpython are compatible, or can be made so, on that level .. am not sure 
exactly but we can find that out, if that indeed is the need .. i'm not 
sure I understood this correctly. Sounds that it may be really cool 
(pickles can be arbitary data and code .. which is also why they are 
often not used for security reasons, you must know what you are doing 
if you use them .. that might be a reason why linking to native libs is 
not allowed, dunno :o)

 also, if one wants a proliferation of clients, one has to allow for a
 wide range of client implementations.

Well I thought that if you write an x-plane protocol implementation as 
an OpenSim plugin, a XplaneClientView or something, it would support 
any client that talks that protocol. Like the SL, MXP and IRC 
ClientViews do support any compatible clients.

 One problem is that due to the Second Life compatibility origins, the
 OpenSim worlds are partitioned in 256x256m regions, which run as
 yes, this is a problem indeed. moreover, in a flight simulator, the
 horizon spans quite far. also, you actually need different update 
 levels
 - for objects that are close, one needs fast and accurate update, while
 for objects far but still visible, one doesn't need that frequent 
 updates.

For that it may not actually be much of a problem. As you can see in 
the viewers now, the horizon can span far. In ones that talk sl 
protocol the viewers can know about several regions at a time, so they 
can draw the neighbouring ones too, and they draw sky and sea etc. 
however they want of course.

And there needs to be LOD (level of detail) systems for all usages, in 
many ways (for movement update detail amount, for 3d data resolution 
etc.).

 moreover, movement prediction is also important - the client needs to 
 be
 able to predict the trajectory of the objects for smooth drawing, and
 graceful handling of network connection issues.

Again, I thought that this was about a server implementation, as 
OpenSim is a server platform / SDK, and that you'd use existing Xplane 
clients. Or do you mean that the server also communicates expected 
trajectories, so the client can draw based on the 'future' info too? 
Should be doable, if it's done elsewhere too..

Client side movement interpolation is implemented in the current 
viewers, even in our Realxtend Naal which in very early stages still 
(0.0.1 dev preview was published in June after 4 months of dev work, 
0.0.2 is targeted in october or so and something like 0.1 perhaps by 
the end of the year). So I don't know how much of that you need on the 
server with xplane, but certainly sounds like something that flight 
servers could do .. and again very cool if they do.

 A trick I've been thinking for supporting fast large movements is to
 change the scale: make your planes 1/100 the size, so the default 
 region
 size is then 25,6km for the lilliput pilot in the plane :) A 10x10
 hm, but what is the position precision then? is it precise enough?

May be, could be tested .. I think they are floats, at least in our 
viewer, and floats are IIRC accurate near 1.0 .. hmhm well we can see, 
or someone wiser can tell, am too tired to do any math right now here.

 For example in MXP you don't have this kind of region stuff in the
 protocol at all - there you just have a thing called a bubble, which
 AFAIK is the sphere of perception for the viewer, and the server 
 always
 tells the client about the things close to it. The client nor the
 this sounds a better approach - but one still needs to treat 'near' and
 'far' objects differently (see above)

Yes, both server and client need to be smart about that. Server to know 
what to send I guess, and client for what to draw (or what to request 
from server, when server can be dummier? Dunno, but there probably are 
solutions to this 

Re: [Opensim-dev] client API bindings?

2009-09-02 Thread Toni Alatalo
Maróy Ákos kirjoitti:
 space, and write client plugins for the simulators to connect (for
 example, using X-Plane as the flight simulator). For this, I need to
 integrate the client as a plugin to these applications, which is done
 using C / C++ or Python in the case of X-Plane, for example.
   

Cool idea.

In OpenSim they are called ClientViews.They implement a protocol which 
clients can use to connect to the server. The prominent one is for the 
SL(tm) viewer, but there is an experimental one for another new VW 
protocol called MXP, and at least an IRC one as well. Also for the 
Realxtend project there is a modified ClientView where the SL protocol 
is extended to support Ogre meshes etc.

OpenSim is a .NET project, written in C#, so you can use any language 
that has a .net implementation for writing your thing. IronPython is a 
pretty cool and mature implementation, I wrote an experimental .py 
region module loader for OpenSim once and probably you could use it to 
write a ClientView too if you prefer that to C#. But C# is also nice, 
kind of a mix of C++ and Python -- if those are what you know from 
before, should be easy to learn. The API is the same for any .net language.

 As I'm new to OpenSim, it might be that the above scenario is not
 feasible at all :)
   

It should be feasible in principle, and I think a quite interesting 
challenge for the platform.

One problem is that due to the Second Life compatibility origins, the 
OpenSim worlds are partitioned in 256x256m regions, which run as 
separate instances. When you cross a region border, there is a handover 
procedure etc. So the default architecture is not at all suitable for 
flying 300m/s 'cause you'd need so many regions and it'd be doing the 
crossing procedure all the time.

I think there's an on-going experiment with different sized / large 
regions, just today Teravus touched this thing it seems, that might 
serve you and I guess he can tell more - 
/OpenSim/Region/CoreModules/World/Land/RegionCombinerModule.cs

A trick I've been thinking for supporting fast large movements is to 
change the scale: make your planes 1/100 the size, so the default region 
size is then 25,6km for the lilliput pilot in the plane :) A 10x10 
region grid or something would already give quite nice amount of space, 
and grids can be much larger too. Then you could fly past the giant 
avatars there and they'd have fun seeing small model planes fly :o

For example in MXP you don't have this kind of region stuff in the 
protocol at all - there you just have a thing called a bubble, which 
AFAIK is the sphere of perception for the viewer, and the server always 
tells the client about the things close to it. The client nor the 
protocol don't know anything about how the space is partitioned on the 
server(s). So in the MXP ClientView you can perhaps see an example how 
to adapt the OpenSim internal scene things to a different protocol.

 Akos
   

~Toni

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Re: [Opensim-dev] custom scene data (Re: [Proposal] Separate SceneObjectGroup/Part into separate classes/interfaces)

2009-08-31 Thread Toni Alatalo
Justin Clark-Casey kirjoitti:
 One issue we have is the Opensim scene object data model. For the viewer 
 side, we designed and implemented an Entity-Component model in spring - 
 
 Out of interest, have you thought about a Model-View-Controller approach to 
 this problem?
   

AFAIK not explicitly. It's possible though that the people who did the 
research in January (Tuomo Korva IIRC) considered it. Am not sure what 
exactly it would mean together with the model we have. One key thing in 
the E-C model is that it's all just data, no functionality.

MVC-like issues may become current here now that work on GUI tools is 
approaching. For example in the little test object editing/placement 
widget I did on friday one thing I didn't implement yet is having the 
gui widget state update when the object being edited is simultaneosly 
changed by someone/something else on the server. The network connection 
and the GUI tool being kind of two controllers to the same data. In the 
current viewer code that'll work by the gui component also registering 
to scene events so it can handle updates from elsewhere to the object 
it's modifying.

 Personally, I think that we should support arbitrary data directly but I know 
 other core developers have concerns about this (such as performance ones).  
 This is probably a topic for debate.
   

Obviously everyone wants and needs good performance too, hopefully both 
can be achieved acceptably with a good design.

 I think it would be fantastic if Realxtend could help lead the way on a 
 SOG/SOP refactor in partnership with the other interested devs.  The best 
 thing would be to develop a roadmap in co-operation rather than wait for one 
 to happen.  The topic of SOG/SOP refactoring has been kicked

Ok, thanks for the feedback.

We haven't discussed this much here yet, and it's not urgent just yet - 
easily enough work still on the client side for now. We have a planning 
session next week, and will probably discuss before that whether 
something related to this should be prepared now or postponed yet 
another month or more.

If anyone else is ready to have a go with some refactoring there, don't 
wait for us now - if we start something soonish I bet it will be with 
tests and planning, like you said a roadmap, and not immediately jumping 
to modify the current codebase.

~Toni

  around before in this mailing list - not just this time - but no-one has had 
 the resources to go forward with it.

   
 I don't now about the interface registry, I'd rather see this 
 minimal class be a base class from which more specific classes 
 inherit and that handles the connections to Scene and the linking 
 stuff. Seems more sensible to make this most used entity be fast, 
 specific subclasses rather than registered interfaces. But... a 
 subclass could offer that registration method if it needs to be that 
 extensible..
   
   
 So in our design the base Entity is so minimal that it doesn't have any 
 data, just an identity with pointers to mostly minimal data components 
 like Placeable for posrotscale, and larger data like Prim. No 
 interfaces are used, but the extensibility is achieved by aggregation.

 
 Melanie
   
   
 ~Toni

 
 MW wrote:
   
   
 Both SceneObjectGroup and Part are growing beyond manageable sizes (with 
 both of them over 3000 lines long), and are not very easy to change when 
 trying to make custom classes bassed on them (as I think Sean found out 
 recently during his attempts). 

 Ideally I think we would all like to see the separate Group and Part 
 architecture replaced with a architecture that was more like a Node based 
 scenegraph , and had a hierarchy of SceneObjects. But I think we all know 
 of the problems in doing that, and how much work is involved.

 So as a small step in (hopefully) that direction, I propose to start 
 splitting those two classes up, and having something similar to the 
 interface registry we use in various of parts of the architecture. 
 (RegisterInterfacetype , RequestInterfacetype() ). 

 So things like the methods for editing prims would move out into a 
 separate class; for example ISceneObjectGroupEditing. And then when the 
 scenegraph wants to call a editing method on a Group, it can call :

 Group.RequestInterfaceISceneObjectGroupEditing();


 I believe that this will at least make the code more manageable and make 
 those classes easier to customise. I also hope that it will make it easier 
 to head towards a new combined architecture for prim handling.

 The draw back could be performance, as we will have the overhead of 
 calling those methods to request the correct interfaces. Although we could 
 do the same as we do in scene and have properties that can access the 
 common interfaces. (eg. SceneObjectGroup.Editor)  




   


 

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[Opensim-dev] custom scene data (Re: [Proposal] Separate SceneObjectGroup/Part into separate classes/interfaces)

2009-08-14 Thread Toni Alatalo
Melanie wrote on 18th July 2009:

(am cc'ing rex-dev to inform the devs here who follow that but not 
opensim-dev, we talked about this in RL here yesterday, but propose that 
the discussion will be continued on opensim-dev)

 A clear and loud +1 on getting started on removing this SOG/SOP 
 hierarchy thing.
 The basic node could be stripped down to position, rotation, 
 scale, parent, children and a few more things, with the prim stuff 
 being in it's own class like Inventory was already moved out.
   

Has this been worked on already?

We have now had a short two week research period at Realxtend, now that 
everyone returned from holidays, and next week we'll plan the work for 
coming autumn and the rest of the year.

One issue we have is the Opensim scene object data model. For the viewer 
side, we designed and implemented an Entity-Component model in spring - 
this part of the design doc (written in February and implemented in 
Naali later) is 
http://wiki.realxtend.org/index.php/NG_Design_Document/Viewer_Architecture/Framework#Component_based_World_Object_design

Instead of a base scenenode class, that model uses aggregation: an 
Entity is just an identity, which can refer to any components it wishes 
to use. One example is what you say above: position, rotation and scale 
-- those are currently implemented in Naali as the Placeable component. 
So any entity which wants to have those props can have that component, 
currently that is avatars and prims. But also e.g. the terrain and the 
water skybox are entities.

Prim data we haven't splitted into many different components, but now 
there is a single component for that data: 
http://www.realxtend.org/doxygen/viewer/class_rex_logic_1_1_e_c___open_sim_prim.html

The idea is that with that Entity-Component model we can have all kinds 
of data, like the Ogre material properties or whatever physics settings. 
Even that an application can define own custom components, which the 
uniform system could then store and transfer, and the application code 
could handle how it wants. These components are just passive data, no code.

The question for Opensim developers is: would this kind of design be a 
good target in the SOG/SOP etc. refactoring?

In coming Realxtend work there is increasing pressure for being able to 
easily extend the data there is about the objects in worlds. This is not 
for any specific application only, but specifically to allow all kinds 
of applications. In that sense it would seem to fit the Opensim goal 
well, being a generic platform for many apps and not only a SL impl. But 
for us it would also support the immediate specifics in Rex, like Ogre 
animation data etc.

There is basically two places where we'd need the server to support 
arbitary data: 1. in networking and 2. for storing. Also of course it 
would have to be within the Opensim internals so that scenes with the 
data like that would still function, the actual running of the 
simulation like movements and physics etc.

One option is that we make a module that implements an additional 
network connection to the client with another protocol that communicates 
the scene object data, with basics like movements remaining in SLUPD as 
they are. In this case the module could also use some own storage system 
for storing the data too. But in this case similar(?) basic information 
about objects would be in two places .. dunno if/how bad that would be, 
we'll have to examine this more I think.

But if we could refactor the core Opensim scene to this design, and 
implement the core storage mechanism so that it'd support additional 
data (or even arbitary custom app specific data?), it would be just a 
matter of different ClientViews .. SL view communicating just the prim 
data as it currently does, and Rex view communicating Ogre and/or 
arbitary data in the E-C style, possibly using some other protocol like 
MXP and/or Google protocol buffers, or an own solution.

We still have enough tasks to keep us busy easily for the next month or 
so without this, but need to get this ball rolling at some point -- 
possibly later in the autumn. This is basically just a heads-up to 
inform opensim devs about what we have in the client now, and what would 
need from the server, to get initial reactions and ideas about how it 
might be good to start with this. If there is a feasible roadmap towards 
this within Opensim, I imagine we would do the bulk of the work, of 
course appreciating all the help that could get. I'm a bit afraid of the 
SOG/SOP monster having heard about the difficulties in changing it, but 
I guess we'll have to see that as an argument *for* a refactor and not 
against it. At least Realxtend can not be stuck with the SL scene model 
forever.

 I don't now about the interface registry, I'd rather see this 
 minimal class be a base class from which more specific classes 
 inherit and that handles the connections to Scene and the linking 
 stuff. Seems more sensible to make this 

Re: [Opensim-dev] Deprecate OpenSim.Grid.InventoryServer and OpenSim.Grid.AssetServer?

2009-07-08 Thread Toni Alatalo
On Jul 8, 2009, at 7:51 PM, Sean Hennessee wrote:

 MW wrote:
 I also would rather a different name than BUST, and also before any

 How about BOSS? Basic Open Simulator Servers?

nice acronym - perhaps too JBoss-y a name though, and it being also a 
server framework (the open source j2ee thing) is a little bit close.

i don't mind BUST, but it's not a huge matter i think anyways.

 ~Sean

~Toni

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Re: [Opensim-dev] OGPX and IETF-ing things

2009-06-03 Thread Toni Alatalo
On Jun 3, 2009, at 10:37 PM, Cristina Videira Lopes wrote:

 Personally, I think this is all premature. IETF-ing the Hypergrid is
 premature for different reasons than IETF-ing OGP is premature. The

I think that depends on what is meant by IETF-ing. For proposing as a 
standard, you are most probably correct. But starting to discuss 
something within the IETF doesn't mean there's a ready proposal for a 
standard - perhaps just an idea of the need, a set of requirements and 
some early implementation. For example a working group can then discuss 
based on those.

So if mr. Hamrick's proposal is about having the discussion on a 
different forum, one which is vendor neutral and independent of any 
specific implementations, I think it's worth considering. It kind of 
sounds sensible to focus on OpenSim specific development on this list.. 
And many of the points (quoted at the bottom) that you made in your 
post sounds like something that other people working with other 
implementations might be interested in.

I do appreciate your point also that it doesn't seem attractive to 
participate in extra talks when what is needed is more experience and 
visible issues with the implementations, but just wanted to hilight 
that other point of view.

 The right thing to do, I think, is to first have implementations of
 both OGP and the Hypergrid2 in OpenSim. Once that is in place, we can
 all see the similarities and differences, and try to standardize the

Sounds right to me in any case, no matter where the related discussions 
are to be held.

Here am quoting some of your points that seemed to be of general 
interest..

 that are substantially different. Things like posting/retrieving
 agents to/from regions, for example, we already converged to using
 REST; inventory access, we already converged to using capability  URLs
(...)
 authority: what component has authority to do what. In OGP regions
 are still the ones doing agent transfers, therefore implying a trust
 relation between interacting grids that must be established in some
 non-technical manner (i.e. the receiving region trusts that the
 sending region is not stealing the user's identity). In the
 Hypergrid, agent transfers between non-trusting regions are done on
 the client side, so that the identity of the user can always be
 verified, there is no region in the middle acting on behalf of anyone.
 Crista

~Toni

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Re: [Opensim-dev] Worlds.com CEO: We're 'Absolutely' Going To Sue Second Life

2009-03-12 Thread Toni Alatalo
Sean Hennessee kirjoitti:

without ever having heard of that what-.com-was-it-again and 
couldn't-caring-less about it (but having planned and written parts of a 
scalable mmorpg in '90 or so :) , and not clicking he links, one remark:

 licensing negotiations -- including giants such as Second Life and World 
 of Warcraft, a property of Activision Blizzard (ATVI).
 I wonder if/how this will affect OpenSim. I assume we couldn't afford to 
 defend a lawsuit. Would we just stop development if sued? Are we likely 
 to be sued?
   

AFAIK typically such guys are after easy money (which I guess he won't 
get in this case), and preferrably big money, and don't perceive open 
source projects as easy targets for that. We had a patent lawyer at the 
Blender conference once and that's what he told us iirc :) As he already 
names SL, WoW and such he'll get to fight in that league first and I at 
least will just continue in peace while they do that somewhere. Of 
course as Blender is GPL and no big corps are involved the case may be 
different with OpenSim, dunno.

 ~Sean

~Toni
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Re: [Opensim-dev] presenting at a web3D meeting

2009-02-26 Thread Toni Alatalo
daniel miller kirjoitti:
 sorry for the cross-post, but this is something I think all parties
   
yah wasn't sure where to reply, but doesn't matter too much i guess :o
 should be aware of.  I have been asked to give a short presentation
 plus QA on Opensim, Openviewer, and RealXtend (focus on Next Gen
   

sounds great!

 plans).  This is at a meeting of the Web3D consortium, the folks
 behind X3D (and now Collada).  Here's a link to the meeting
   
oh, so Collada moved from Chronos (where opengl still is, right?) to there?

interesting.

btw there is Collada export from Verse (was a sponsored request by 
certain 'collada guys' couple of years ago, Eskil made it and they 
talked about future stuff too), and Verse support in Cable Beach AFAIK 
(once it comes out with VerseSharp, right? and is using Axiom (a c# port 
of ogre) on the server side to read the .mesh data? JHurliman worked on 
that some weeks ago, 
http://opensimulator.org/wiki/AssetServerProposal/Verse)

~Toni
 announcement:

 http://www.web3d.org/events/details/web3d-consortium-members-meeting/

 My talk is on the Emerging Web3D Applications.

 I think it's import to have dialogue among the disparate people
 working towards a 3D-enabled web.  The goals and motivations may be
 different, but it's all going to intersect at some point.  I would
 hate to see a tower of babel situation such as transpired in the
 audio/video world.

 Any thoughts would be appreciated.

 -danx0r

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Re: [Opensim-dev] On solving Authentication and such

2009-02-25 Thread Toni Alatalo
Toni Alatalo kirjoitti:
 sense, the experiments with MXP now are interesting (i started testing 
 adding support to that to openviewer btw to learn more, dunno if will 
 have time to complete that soon but we'll see).
   

well now can login to mxp server with openviewer, just inject an avatar 
to the server but don't build the scene on the client side yet nor have 
any controls, but those are easy to add.

hopefully get to continue in the evening again, will out somewhere then 
and see what's the proper place to talk (some ovdev list i guess).

~Toni

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Re: [Opensim-dev] On solving Authentication and such

2009-02-24 Thread Toni Alatalo
First, a big + the separation of concerns. Then some brief remarks and 
comments:

Mike Mazur kirjoitti:
 This means that the server will provide one client stack implementing
 one protocol that deals only with 3D information. Avatar movement,
 scene description, agent updates, prim updates, etc. The viewer speaks
 this protocol in order to display to the user what is happening in the
 3D world. This makes it possible to write a client that is only capable
 of viewing the world and doesn't care about inventory. The protocol
 could be, for example, the LLUDP protocol.
   

That is BTW exactly the plan in the RexNG viewer effort now: implement a 
minimal set of LLUDP for the client to get the world, and leave out all 
the IM, social networking, commerce etc. related parts of the SL 
protocol, as the idea is to use other existing things for those (xmpp 
etc). And possibly switch away from LLUDP later if it seems to make 
sense, the experiments with MXP now are interesting (i started testing 
adding support to that to openviewer btw to learn more, dunno if will 
have time to complete that soon but we'll see).

So I guess a part of the plan is to facilitate that on the server side 
too, AFAIK that part hasn't been examined more closely in Rex work yet 
(apart from doing modrex and hence getting experience with dealing with 
client views etc). But if the core etc. would be refactored as needed in 
Opensim in general to support using such a minimal set nicely I think 
it'd also benefit the Rex effort directly.

 The inherently 2D features, such as chat or inventory, can use another
 protocol. The server will provide a different client stack that deals
 only with the 2D feature(s). The viewer also implements this protocol to
   

A remark on the concepts: There is nothing 'inherently 2d' about those. 
They are information that can be represented in many ways. Some GUI may 
use a 2d widget to show them, some other may feature 2,5d or 3d UIs to 
e.g. deal with inventory, and for e.g. blind people you can have chat 
and inventory as audio.

 provide these additional services to the user. This 2D information can
 then be overlaid over the 3D rendering of the world. This allows to
   

Or some other client implementation may come up with interesting ways to 
integrate them to inworld. In fact the idea that the other GUIs would 
disappear, and the VW itself would be the interface for all services: 
e.g. google searches, making notes, planning an API,  .. but not via 
putting rendered html pages as images to planes, but having the 
structures of the world itself be the information, services and tools -- 
that's what sometimes intriques me most as a long-term thing (and this 
is just my private thinking based on good experiences from earlier 
research systems, can point to them elsewhere if someone's interested).

Back to short term concrete plans, with Rex the plan is exactly that - 
overlay traditional GUI things on top of the Ogre scene (like openviewer 
and idealist do too).

But yes, I'd also think that such separation would make sense - 
especially because there are many possible and I'd bet yet unknown ways 
to mixmatch these different features. Like someone said, let's do 
components and let the world decide about the configurations. And indeed 
a specific client may be interested in a single feature, and doing that 
powerfully (e.g. inventory management).

 Mike

~Toni
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Re: [Opensim-dev] MXPClient?

2009-02-22 Thread Toni Alatalo
Charles Krinke kirjoitti:
 How is the ModRex module? Is that what we need for the Rex client to 
 connect to OpenSim? I dont recall if it is functional or not.

yep that's what you need, afaik is functional (you can log in, see 
meshes etc) but not complete in the sense that not all rexserver feats 
have been ported from the trunk yet nor all probs solved (last i heard 
Mikko and Adam were working on something related to multiple regions).

 Are any of the ActiveWorlds, There.com others interesting? Croquet? 
 Wonderland?

I think AW might be fun, haven't looked at that in ages though (back 
when it was 2d, heard they changed to 3d at some point).

Croquet is already being worked on IIRC, Adam said something about some 
guys on some Croquet side coding something to help it first before work 
progresses from his part or something?

Was also thinking of Darkstar, which is the tech used for Wonderland and 
some other things - found that there is/was no real protocol spec 
('cause there are the open source implementations anyone is free to use 
i guess..), but (to help making actionscript clients i think) a couple 
of months ago some specifications were written to the javadoc (by a dev 
has written real protocol specs before) - there's on overview at 
http://www.projectdarkstar.com/distributions/current/sgs-server/doc/overview-summary.html
 
and that recent wire protocol doc was added to 
http://www.projectdarkstar.com/distributions/current/sgs-server/doc/com/sun/sgs/protocol/simple/SimpleSgsProtocol.html

Just last week I talked with a local games company that had done an MMO 
using Darkstar, they were pretty happy with it (just used it out of the 
box to make their game). I have no experience from it myself, just took 
some look years ago and a little now.

I was also trying to find if the new Quake or Doom 3/4 protocol 
specifications would be somewhere, but didn't find anything resembling 
that really, so I guess implementing those would mean reading the 
source. Well I found one student work from '98 that had sniffed Quake2 
from the wire, and that has been made for many game protocols to be able 
to write 'pirate' servers (like libsl  opensim was made basically). 
However classic game protocols are perhaps not so interesting 'cause 
they only synch movement etc. and load the maps from the local HD at 
level start. Or I guess we could convert e.g. Wright Plaza (from .oar?) 
to a Quake map, put it somehow so that people / quake clients can 
download it, then use Quake clients to connect to OpenSim with modquake 
installed and run around WP shooting each other :o

 Charles

~Toni

 
 *From:* Frisby, Adam a...@deepthink.com.au
 *To:* opensim-dev@lists.berlios.de opensim-dev@lists.berlios.de
 *Sent:* Sunday, February 22, 2009 8:16:45 PM
 *Subject:* Re: [Opensim-dev] MXPClient?

 I'm open to ideas on other clients we could implement too btw.

 Anything that has a well described protocol is up for grabs.

 Adam

  -Original Message-
  From: opensim-dev-boun...@lists.berlios.de 
 mailto:opensim-dev-boun...@lists.berlios.de [mailto:opensim-dev-
  boun...@lists.berlios.de mailto:boun...@lists.berlios.de] On 
 Behalf Of Diva Canto
  Sent: Sunday, 22 February 2009 7:55 PM
  To: opensim-dev@lists.berlios.de mailto:opensim-dev@lists.berlios.de
  Subject: Re: [Opensim-dev] MXPClient?
 
  Frisby, Adam wrote:
   Melanie can probably elucidate a little as to why it's good for us to
  have a couple of IClientAPI's in core - namely that it helps prevent
  monoculture in naming schemas and flow.
  
  +100 just for this.
 
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Re: [Opensim-dev] what are the core region modules? which are not?

2009-02-09 Thread Toni Alatalo
Stefan Andersson wrote:

 That said, I would also suggest we set up a forge build server - something 
 that would synthesize, build and runt tests on an 'extended' build file - 
 containing all non-core, but 'approved extended modules'.
   
(...)
 Now, if an 'extension' module stops _functioning_ I believe that situation is 
 exactly as it would be if it was included in core - the only thing having a 
 module in core guarantees is that it's built, not that it is tested by the 
 committer

well if there are indeed tests for that functionality, they ought to be 
run by committers (and are run and reported by the server too), so that 
breaking things without knowing would not happen.

i figure running tests of the non-core but living modules might work 
well if it can be setup somehow. one neat feature in svn is external 
repos that let you combine many repos into one so that you get them all 
with one update command.

Melanie wrote:
 The extras directory won't fly because different modules need 
 different references and even external stuff. I have a Linux build 
 script I use that will combine selected modules with my tree. I can 
   

i wonder if you could help keeping such modules functioning by writing 
tests for the parts of the api that they depend on .. perhaps you can 
test what they assume from opensim without having the external stuff.

versioning sounded like a good idea too, but don't know whether it's the 
time for that and would it be practical really.

this is an issue for modrex too, where already the guys had to do some 
refactor now due to changes in the core. hopefully the situation can be 
helped with tests there for the future.

 Melanie
   

~Toni

 It would probably be a good thing if the module sub-projects would keep 
 track of some kind of 'last known good' revision.
  
 And, lastly, I believe that by grouping several modules into one or a small 
 number of 'packages' the impact of core deviation would lessen, as more devs 
 would have to configure less to have it installed.
  
 By the way, I was thinking that we could have a in-place bogus project in 
 Prebuild.xml called OpenSim.Modules.External residictng in 
 /OpenSim/Modules/External, which prebuild would include /*.cs recursively.
  
 That would mean that you could just check out a set of forge module sources 
 into that directory - which prebuild would then just bundle together into 
 one big fat glorious module dll, custom to your environment.
 Best regards,Stefan AnderssonTribal Media AB



 Date: Mon, 9 Feb 2009 11:42:31 -0800From: c...@pacbell.netto: 
 opensim-...@lists.berlios.desubject: Re: [Opensim-dev] what are the core 
 region modules? which are not?




 SDague has a good point. And it gets a bit more interesting when one 
 considers the OSSearch module, which did become non-functional a few days 
 ago and folks have been scrambling and struggling to get their regions back 
 in operation.It could be argued that bringing that active module, which is 
 one small C# file into SVN might be to our advantage for the same reasons we 
 are discussing here.Charles


 From: Sean Dague sda...@gmail.comTo: opensim-...@lists.berlios.desent: 
 Monday, February 9, 2009 11:30:59 AMSubject: Re: [Opensim-dev] what are the 
 core region modules? which are not?Dahlia Trimble wrote: When a module 
 moves out of core and to forge, what process would be in place to make sure 
 these modules remain compatible when possibly breaking changes are made to 
 core? I use the IRC module in some of my regions and I wouldn't want to see 
 it broken, and I like to stay close to head in all of my regions so I can 
 be more aware of how development progresses. As such I would potentially 
 vote -1 on taking IRC out of core until there is some way to maintain 
 functionality as core evolves.I'm personally all for moving thinks to an 
 Optional space, but we haveto be honest with ourselves, moving a module to 
 the forge means thatthere is a better than 50% chance it's unusable in 2 
 weeks time.  Ithink for things we've considered dead that's fine, but I'd 
 bereluctant to push
  
 
 bits out that people do regularly use (like the ircbridge).  At least until 
 we have:1. an easy way to build an out of core module build tree2. network 
 repository support for modules (ala what's in mono addins)3. some type of 
 versioning on module interfaces, so we can know if aplugin thinks it can work 
 with the current buildOtherwise we are more or less jetisoning a lot of 
 features and reducingthe number of users that we can serve out of the box.  
 The same logicthat would leave these modules in the tree is the same logic 
 that keepsall the extra stuff in bin/, to make it easy for the new user to 
 getstarted.This shouldn't stop this current level of reorganization, which I 
 thinkis very useful.  But is just a warning on next steps of removing 
 thingsfrom the tree.-Sean-- Sean Dague / Neas 
 badesda...@gmail.comhttp://dague.net
   
 

Re: [Opensim-dev] Technical assessment of Cable Beach asset server

2009-01-15 Thread Toni Alatalo
Eugen Leitl kirjoitti:
 On Thu, Jan 15, 2009 at 02:10:13PM +0900, Mike Mazur wrote:
 As an aside from the peanut gallery, it would be nice to have asset
 storage in a distributed cryptographic filestore like Tahoe 
 http://allmydata.org/~warner/pycon-tahoe.html
   

that has been my understanding as well. basically after worked a bit 
with the guys who pushed it in the Fenfire project (in 2002).

i've understood that basically by using URIs as references to assets we 
get that: URLs for current http stuff and location independent URNs with 
distributed things like p2p networks. seems that Tahoe also uses short 
URI-like strings - dunno why 'URI-like' and not just URIs but anyway :) 
.. also as SL and OpenSim already uses UUIDs i guess some things are 
basically kind of ready for this.

http://www.ht03.org/papers/pdfs/24.pdf is about the work in that area i 
was interested back long ago, dunno about the current implementations 
whether Tapestry, that Tahoe or something I haven't heard of is the 
thing, but i guess the basic idea is the same. in that Fenfire Storm the 
idea was to use content based hashes as IDs of files (like images), 
similar to Freenode -- the goal not being anonymous publishing in a 
secure p2p net, but instead having a nice storage system for both local 
own files and publishing them on the net. goals included the secure 
storage via redundancy, that seems to be emphasized in Tahoe and is 
indeed a great motivation for these things.

looking forward to learning more, perhaps by testing Tahoe
~Toni
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