Re: [Opensim-users] looking for full viewer-server API and communication details.

2019-01-22 Thread Ethan Gardener
On Mon, Jan 21, 2019, at 11:25 PM, Serendipity Seraph wrote: > Yeah. My idea concerning UDP was to substitute a websocket to the front > end with a the backend converting to/from whatever the server expects. I hope it works out. :) I suspect it'll add a bit of lag to movement, but I hope I'm

Re: [Opensim-users] looking for full viewer-server API and communication details.

2019-01-21 Thread Serendipity Seraph
w free and open source, for example, and is behind a *lot* of > > games and MMOs. > > > > Netcode is hard. Flee in terror. > > > > Adam > > > > -Original Message- > > From: opensim-users-boun...@opensimulator.org < > > opensim-users-boun...@o

Re: [Opensim-users] looking for full viewer-server API and communication details.

2019-01-18 Thread Ethan Gardener
On Fri, Jan 18, 2019, at 1:45 AM, Leal Duarte wrote: > (what arcane timing ?? go see a tcp stack...) The difference being TCP has far fewer failures. ___ Opensim-users mailing list Opensim-users@opensimulator.org

Re: [Opensim-users] looking for full viewer-server API and communication details.

2019-01-17 Thread Leal Duarte
Hi (what arcane timing ?? go see a tcp stack...) viewers<->regions protocol have a LLUPD part (that is not just UDP) and a http part. LLUDP is described on a file present in all viewers: message_template.msg opensim c# code maybe easierĀ  to read (?) than viewers c++ llupd packets

Re: [Opensim-users] looking for full viewer-server API and communication details.

2019-01-17 Thread Toni Alatalo
Yes, there is the template which describes the UDP packages pretty nicely. As suggested, one way to start looking at the messages is from the Opensim server side code that handles them. A place to start that is: OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs In viewgit:

Re: [Opensim-users] looking for full viewer-server API and communication details.

2019-01-17 Thread Ethan Gardener
On Thu, Jan 17, 2019, at 7:40 PM, Adam Frisby wrote: > The first was the packet acknowledgement system, it relies on a lot of > arcane timing for it to work correctly, I think this explains well over half the bugs I've ever seen in Second Life, OpenSim, and InWorldz altogether! I always knew

Re: [Opensim-users] looking for full viewer-server API and communication details.

2019-01-17 Thread Dahlia Trimble
ode is hard. Flee in terror. > > Adam > > -Original Message- > From: opensim-users-boun...@opensimulator.org < > opensim-users-boun...@opensimulator.org> On Behalf Of Marcus Llewellyn > Sent: Thursday, 17 January 2019 12:00 PM > To: opensim-users@opensimula

Re: [Opensim-users] looking for full viewer-server API and communication details.

2019-01-17 Thread Serendipity Seraph
Perhaps it will be more obvious starting from server side. On Thu, Jan 17, 2019 at 12:31 PM Serendipity Seraph wrote: > Thanks for the links, Marcus. It is very surprising to me that there is > not one file or directory that says in code explicitly what viewer <-> > server commands and

Re: [Opensim-users] looking for full viewer-server API and communication details.

2019-01-17 Thread Serendipity Seraph
Thanks for the links, Marcus. It is very surprising to me that there is not one file or directory that says in code explicitly what viewer <-> server commands and responses are supported or required. Surely this cannot be the case. I have seen such docs for server -> grid services

Re: [Opensim-users] looking for full viewer-server API and communication details.

2019-01-16 Thread Marcus Llewellyn
To my knowledge, the protocol has never really been documented. Those that knew it well have either moved onto other pursuits or (sadly) passed away. In this case, a good place to look is at libopenmetaverse. It is a C# implementation of the protocol (and other things), and in this case the