Re: [Opensim-dev] proposal: cleanup and break up region modules

2009-01-28 Thread Dr Scofield
Tleiades wrote:
>> I'd be much more of a fan of having each module a seperate dll.  Files
>> are cheap too. :)  And that makes it very clear to people what they are
>> loading, and what they aren't loading.
>>
> 
> (On the fear of talking about performance prematurely)
> Won't that cause problems for the JIT'er?
> 
> Normally access to member variables gets optimized away into a direct
> memory access rather than invocation of a JSR. If I recall correctly
> this optimization does not work for dynamically loaded assemblies.

well, if that's the case, then it's not working currently either :-) currently
we lump all region modules into one large super DLL and load that dynamically.

-- 
dr dirk husemann  virtual worlds research  ibm zurich research lab
SL: dr scofield  drscofi...@xyzzyxyzzy.net  http://xyzzyxyzzy.net/
RL: h...@zurich.ibm.com - +41 44 724 8573 - http://www.zurich.ibm.com/~hud/
___
Opensim-dev mailing list
Opensim-dev@lists.berlios.de
https://lists.berlios.de/mailman/listinfo/opensim-dev


Re: [Opensim-dev] proposal: cleanup and break up region modules

2009-01-28 Thread Tleiades

> I'd be much more of a fan of having each module a seperate dll.  Files
> are cheap too. :)  And that makes it very clear to people what they are
> loading, and what they aren't loading.
> 

(On the fear of talking about performance prematurely)
Won't that cause problems for the JIT'er?

Normally access to member variables gets optimized away into a direct
memory access rather than invocation of a JSR. If I recall correctly
this optimization does not work for dynamically loaded assemblies.



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


[Opensim-dev] AssetBase and metadata

2009-01-28 Thread Mike Mazur
Hi,

In Cable Beach all asset information is split over two datatypes:

- the Metadata class[1]
- a byte array containing the actual asset data

In OpenSim we have the AssetBase class[2] which contains asset metadata
and data together. I'd like to modify the AssetBase class in OpenSim
so it's composed of one Metadata class.

So instead of having:

  AssetBase ab = new AssetBase();
  ab.Name = "some name";
  ab.Description = "some description";

I would write:

  AssetBase ab = new AssetBase();
  ab.Metadata.Name = "some name";
  ab.Metadata.Description = "some description";

I would define the Metadata class in AssetBase.cs. The serialization
and deserialization methods currently in the Metadata class may or may
not be included; I see those methods belonging in the Utils class[3],
perhaps.

The Metadata class itself will immediately be used within the new asset
server, and I can see it being useful elsewhere in the future.

Should the Metadata class be renamed to AssetMetadata? Any other
thoughts?

Thanks,
Mike


[1]
http://forge.opensimulator.org/gf/project/assetserver/scmsvn/?action=browse&path=%2Ftrunk%2FAssetServer%2FMetadata.cs&view=markup
[2]
http://opensimulator.org/cgi-bin/viewcvs.cgi/trunk/OpenSim/Framework/AssetBase.cs?view=markup
[3]
http://forge.opensimulator.org/gf/project/assetserver/scmsvn/?action=browse&path=%2Ftrunk%2FAssetServer%2FUtils.cs&view=markup
___
Opensim-dev mailing list
Opensim-dev@lists.berlios.de
https://lists.berlios.de/mailman/listinfo/opensim-dev


Re: [Opensim-dev] proposal: cleanup and break up region modules

2009-01-28 Thread Sean Dague
Justin Clark-Casey wrote:
> Dr Scofield wrote:
>> Justin Clark-Casey wrote:
>>> Dr Scofield wrote:
 i've been looking at where region modules live in our source tree --- 
 OpenSim/Region/Modules and OpenSim/Region/Environment/Modules --- and 
 how they get bundled:

 * modules in OpenSim/Region/Modules get their own private DLL
 * OpenSim/Region/Environment/Modules get lumped into ONE gigantic DLL

 off the 3 modules living in OpenSim/Region/Modules 2 might be good 
 candidate for forge project: python and SvnSerializer. the third really 
 belongs to the Terrain region module and seems to contain the default 
 terrain effects.

 i think it would make sense to

 * have all region modules living in the same neighborhood (i'd
   prefer OpenSim/Region/Modules), the current layout is a bit confusing
>>> Don't we need to make a distinction between 'service' modules (such as the 
>>> REST module) and scene/environment modules 
>>> though?  The former are not attached to a scene (and may well never be 
>>> concerned with scene code) while the latter are 
>>> very much scene related.
>> that would be another step. first i'd like to get the modules settled in the
>> same neighborhood.
>>
 * break up the region module super-DLL so that each region module
   gets a DLL of its own
>>> At least on mono, I'm guessing that this would vastly expand build times.  
>>> Certainly at the moment, each invocation of 
>>> mono to build a new assembly appears to take far longer than building many 
>>> files in a single dll.
>> vastly?
> 
> Maybe this is a slight exaggeration but I'm anticipating that the build time 
> would be much longer.  I'm happy to be 
> proved wrong on this point.  Maybe this seems a minor thing but long build 
> times are such a pain in the ass.

It may add a bit of time, but I don't think it would be much.  If going
after build times is a goal, I think that's probably a seperate topic.
Nant (like ant) does a lot of dumb things that waste time.

>>> I also tend to think of the current modules in 
>>> OpenSim/Region/Environment/Modules as fairly core modules that one would 
>>> expect to be packaged together, and which it would be inconvenient to split 
>>> up.
>> hmm...that kind of goes against the idea of them being modules, i'd think :-)
>>
>>
> 
> Does it?  Isn't this just a convenient way of packaging the core modules that 
> almost everybody is going to need to run 
> their OpenSim (though I would admit that some of the modules in there 
> arguably aren't core...)
> 
> I feel that what would be really useful is a core mechanism for 
> enabling/disabling modules which doesn't rely on the 
> module itself having that option.  This would be simpler and might make the 
> question of whether there are lots of 
> modules bundled in a single dll moot (since you can just enable/disable them 
> with separate config entries - and storage 
> space for dlls is cheap :-)

I'd be much more of a fan of having each module a seperate dll.  Files
are cheap too. :)  And that makes it very clear to people what they are
loading, and what they aren't loading.

> Which in itself leads me on to the question of splitting up the massive 
> monolithic config file.  I don't know about 
> other people, but I find it a pain to deal with.  I feel that these kinds of 
> changes would be really valuable whilst 
> rearranging the module spaces is kind of nice to have but doesn't seem the 
> most pressing issue right now.  But that's 
> just my opinion :-)

I'd be a fan of that as well.  More importantly, I think we need to get
down to 1 config system and 1 plugin system for the project.  Right now
I think we're still at 2 or 3 per, which makes it painful all around.

-Sean

-- 
Sean Dague / Neas Bade
sda...@gmail.com
http://dague.net




signature.asc
Description: OpenPGP digital signature
___
Opensim-dev mailing list
Opensim-dev@lists.berlios.de
https://lists.berlios.de/mailman/listinfo/opensim-dev


[Opensim-dev] OpenSim 2nd Birthday Tommorrow - Blog About it

2009-01-28 Thread Sean Dague
OpenSim's 2nd birthday is tommorrow (Jan 29th), and it would be really
great if as many people as possible could put up a blog post about
OpenSim tomorrow.  Tell the world about your experiences with OpenSim,
whatever they may be.  Screen shots are always appreciated in blog posts.

Once you do, please feel free to add a link to that blog post here -
http://opensimulator.org/wiki/Second_Birthday in Section 4.  That way
everyone can see what everyone else is doing with this wonderful technology.

Thanks again all for being with us through the last 2 years of amazing
growth!

-Sean

-- 
Sean Dague / Neas Bade
sda...@gmail.com
http://dague.net




signature.asc
Description: OpenPGP digital signature
___
Opensim-dev mailing list
Opensim-dev@lists.berlios.de
https://lists.berlios.de/mailman/listinfo/opensim-dev


Re: [Opensim-dev] Proposal for a cleanup/correction of the region-module system

2009-01-28 Thread Justin Clark-Casey
Homer Horwitz wrote:
> Hi all,
> 
> the current system for handling region-modules is slightly broken if
> you add/remove regions dynamically (or even for region-restarts). I've
> put up some thoughts at
> http://opensimulator.org/wiki/New_Region_Modules for discussion.
> Please answer on the associated 'discussion' page or here on the list.
> 

Nice proposal Homer.

Here's another thought (to add to the pile).  Is there really any point having 
an Initialise method at all?

1)  Adam's idea of hanging the config off the scene and not passing it in via 
Initialise(IConfigSource) both disgusts 
and excites me.  Disgust because it feels a bit wrong to tie Config in to Scene 
that closely (though maybe that's really 
just because Scene should be called Region).  But exciting because I can 
imagine that we do want per region config at 
some point (it would be cool to be in space on one region and on Jupiter in 
another on the same server).  Non-shared 
modules could still grab their config from the first scene that comes in 
(though having to do an if condition on the 
first scene will look less elegant than doing things without conditions in 
Initialise().

Then one could perhaps get rid of Initialise() completely and just do all 
initialization when the first region is added.

One could almost get rid of Close() in the same way (perform close instead when 
the last region has been removed). 
Though in this case I can more easily imagine that one would want to remove all 
regions before adding more on the same 
instance (which might unnecessarily incur expensive cpu operations when 
initialize is called again).

I'm probably just trying to be unnecessarily clever here.  And I have a feeling 
these kinds of issues have probably 
already been addressed in some module system somewhere... :)

2)  Is there any point on giving the Scene again in RemoveRegion?  Would it be 
clearer just to give the region UUID 
instead or are there advantages to passing in Scene again?

3)  On the spelling issue, I'm with MW - I think you Americans should just suck 
it up.  I once had to work on an IBM 
product called WebSphere Product Center so I think that there should be some 
payback :)

(an Init() compromise is fine though, I guess.  Bring back the Empire, I say).

-- 
justincc
Justin Clark-Casey
http://justincc.wordpress.com
___
Opensim-dev mailing list
Opensim-dev@lists.berlios.de
https://lists.berlios.de/mailman/listinfo/opensim-dev


Re: [Opensim-dev] proposal: cleanup and break up region modules

2009-01-28 Thread Justin Clark-Casey
Dr Scofield wrote:
> Justin Clark-Casey wrote:
>> Dr Scofield wrote:
>>> i've been looking at where region modules live in our source tree --- 
>>> OpenSim/Region/Modules and OpenSim/Region/Environment/Modules --- and 
>>> how they get bundled:
>>>
>>> * modules in OpenSim/Region/Modules get their own private DLL
>>> * OpenSim/Region/Environment/Modules get lumped into ONE gigantic DLL
>>>
>>> off the 3 modules living in OpenSim/Region/Modules 2 might be good 
>>> candidate for forge project: python and SvnSerializer. the third really 
>>> belongs to the Terrain region module and seems to contain the default 
>>> terrain effects.
>>>
>>> i think it would make sense to
>>>
>>> * have all region modules living in the same neighborhood (i'd
>>>   prefer OpenSim/Region/Modules), the current layout is a bit confusing
>> Don't we need to make a distinction between 'service' modules (such as the 
>> REST module) and scene/environment modules 
>> though?  The former are not attached to a scene (and may well never be 
>> concerned with scene code) while the latter are 
>> very much scene related.
> 
> that would be another step. first i'd like to get the modules settled in the
> same neighborhood.
> 
>>> * break up the region module super-DLL so that each region module
>>>   gets a DLL of its own
>> At least on mono, I'm guessing that this would vastly expand build times.  
>> Certainly at the moment, each invocation of 
>> mono to build a new assembly appears to take far longer than building many 
>> files in a single dll.
> 
> vastly?

Maybe this is a slight exaggeration but I'm anticipating that the build time 
would be much longer.  I'm happy to be 
proved wrong on this point.  Maybe this seems a minor thing but long build 
times are such a pain in the ass.

> 
> 
>> I also tend to think of the current modules in 
>> OpenSim/Region/Environment/Modules as fairly core modules that one would 
>> expect to be packaged together, and which it would be inconvenient to split 
>> up.
> 
> hmm...that kind of goes against the idea of them being modules, i'd think :-)
> 
> 

Does it?  Isn't this just a convenient way of packaging the core modules that 
almost everybody is going to need to run 
their OpenSim (though I would admit that some of the modules in there arguably 
aren't core...)

I feel that what would be really useful is a core mechanism for 
enabling/disabling modules which doesn't rely on the 
module itself having that option.  This would be simpler and might make the 
question of whether there are lots of 
modules bundled in a single dll moot (since you can just enable/disable them 
with separate config entries - and storage 
space for dlls is cheap :-)

Which in itself leads me on to the question of splitting up the massive 
monolithic config file.  I don't know about 
other people, but I find it a pain to deal with.  I feel that these kinds of 
changes would be really valuable whilst 
rearranging the module spaces is kind of nice to have but doesn't seem the most 
pressing issue right now.  But that's 
just my opinion :-)

-- 
justincc
Justin Clark-Casey
http://justincc.wordpress.com
___
Opensim-dev mailing list
Opensim-dev@lists.berlios.de
https://lists.berlios.de/mailman/listinfo/opensim-dev


Re: [Opensim-dev] proposal: cleanup and break up region modules

2009-01-28 Thread Dr Scofield
Justin Clark-Casey wrote:
> Dr Scofield wrote:
>> i've been looking at where region modules live in our source tree --- 
>> OpenSim/Region/Modules and OpenSim/Region/Environment/Modules --- and 
>> how they get bundled:
>>
>> * modules in OpenSim/Region/Modules get their own private DLL
>> * OpenSim/Region/Environment/Modules get lumped into ONE gigantic DLL
>>
>> off the 3 modules living in OpenSim/Region/Modules 2 might be good 
>> candidate for forge project: python and SvnSerializer. the third really 
>> belongs to the Terrain region module and seems to contain the default 
>> terrain effects.
>>
>> i think it would make sense to
>>
>> * have all region modules living in the same neighborhood (i'd
>>   prefer OpenSim/Region/Modules), the current layout is a bit confusing
> 
> Don't we need to make a distinction between 'service' modules (such as the 
> REST module) and scene/environment modules 
> though?  The former are not attached to a scene (and may well never be 
> concerned with scene code) while the latter are 
> very much scene related.

that would be another step. first i'd like to get the modules settled in the
same neighborhood.

> 
>> * break up the region module super-DLL so that each region module
>>   gets a DLL of its own
> 
> At least on mono, I'm guessing that this would vastly expand build times.  
> Certainly at the moment, each invocation of 
> mono to build a new assembly appears to take far longer than building many 
> files in a single dll.

vastly?


> 
> I also tend to think of the current modules in 
> OpenSim/Region/Environment/Modules as fairly core modules that one would 
> expect to be packaged together, and which it would be inconvenient to split 
> up.

hmm...that kind of goes against the idea of them being modules, i'd think :-)


-- 
dr dirk husemann  virtual worlds research  ibm zurich research lab
SL: dr scofield  drscofi...@xyzzyxyzzy.net  http://xyzzyxyzzy.net/
RL: h...@zurich.ibm.com - +41 44 724 8573 - http://www.zurich.ibm.com/~hud/
___
Opensim-dev mailing list
Opensim-dev@lists.berlios.de
https://lists.berlios.de/mailman/listinfo/opensim-dev


Re: [Opensim-dev] proposal: cleanup and break up region modules

2009-01-28 Thread Justin Clark-Casey
Dr Scofield wrote:
> i've been looking at where region modules live in our source tree --- 
> OpenSim/Region/Modules and OpenSim/Region/Environment/Modules --- and 
> how they get bundled:
> 
> * modules in OpenSim/Region/Modules get their own private DLL
> * OpenSim/Region/Environment/Modules get lumped into ONE gigantic DLL
> 
> off the 3 modules living in OpenSim/Region/Modules 2 might be good 
> candidate for forge project: python and SvnSerializer. the third really 
> belongs to the Terrain region module and seems to contain the default 
> terrain effects.
> 
> i think it would make sense to
> 
> * have all region modules living in the same neighborhood (i'd
>   prefer OpenSim/Region/Modules), the current layout is a bit confusing

Don't we need to make a distinction between 'service' modules (such as the REST 
module) and scene/environment modules 
though?  The former are not attached to a scene (and may well never be 
concerned with scene code) while the latter are 
very much scene related.

> * break up the region module super-DLL so that each region module
>   gets a DLL of its own

At least on mono, I'm guessing that this would vastly expand build times.  
Certainly at the moment, each invocation of 
mono to build a new assembly appears to take far longer than building many 
files in a single dll.

I also tend to think of the current modules in 
OpenSim/Region/Environment/Modules as fairly core modules that one would 
expect to be packaged together, and which it would be inconvenient to split up.

> 
> this would make the whole region module business much more, err, modular 
> (and, who knows, perhaps we'd even have one day a build system like the 
> "make menuconfig" one found in the linux kernel tree)
> 
> what is the general opinion on this? i'd be willing to undertake the 
> refactoring (including tackling the prebuild.xml dragon).
> 
> DrS/dirk
> 
> -- 
> dr dirk husemann  virtual worlds research  ibm zurich research lab
> SL: dr scofield  drscofi...@xyzzyxyzzy.net  http://xyzzyxyzzy.net/
> RL: h...@zurich.ibm.com - +41 44 724 8573 - http://www.zurich.ibm.com/~hud/
> 
> 
> 
> 
> ___
> Opensim-dev mailing list
> Opensim-dev@lists.berlios.de
> https://lists.berlios.de/mailman/listinfo/opensim-dev


-- 
justincc
Justin Clark-Casey
http://justincc.wordpress.com
___
Opensim-dev mailing list
Opensim-dev@lists.berlios.de
https://lists.berlios.de/mailman/listinfo/opensim-dev


[Opensim-dev] proposal: cleanup and break up region modules

2009-01-28 Thread Dr Scofield




i've been looking at where region modules live in our source tree ---
OpenSim/Region/Modules and OpenSim/Region/Environment/Modules --- and
how they get bundled:

  modules in OpenSim/Region/Modules get their own private DLL
  OpenSim/Region/Environment/Modules get lumped into ONE gigantic
DLL

off the 3 modules living in OpenSim/Region/Modules 2 might be good
candidate for forge project: python and SvnSerializer. the third really
belongs to the Terrain region module and seems to contain the default
terrain effects.

i think it would make sense to

  have all region modules living in the same neighborhood (i'd
prefer OpenSim/Region/Modules), the current layout is a bit confusing
  break up the region module super-DLL so that each region module
gets a DLL of its own

this would make the whole region module business much more, err,
modular (and, who knows, perhaps we'd even have one day a build system
like the "make menuconfig" one found in the linux kernel tree)

what is the general opinion on this? i'd be willing to undertake the
refactoring (including tackling the prebuild.xml dragon).

    DrS/dirk
-- 
dr dirk husemann  virtual worlds research  ibm zurich research lab
SL: dr scofield  drscofi...@xyzzyxyzzy.net  http://xyzzyxyzzy.net/
RL: h...@zurich.ibm.com - +41 44 724 8573 - http://www.zurich.ibm.com/~hud/



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


[Opensim-dev] Fwd: mantis resolved vs. closed

2009-01-28 Thread James Stallings II
Sorry Mike, this was intended to go to the list, not to your personal email
account :)

Cheers,
James

-- Forwarded message --
From: James Stallings II 
Date: Wed, Jan 28, 2009 at 6:20 AM
Subject: Re: [Opensim-dev] mantis resolved vs. closed
To: Mike Mazur 


Good morning

I'll take these from the top :)

On Wed, Jan 28, 2009 at 12:02 AM, Mike Mazur  wrote:

> Hi,
>
> On Tue, 27 Jan 2009 10:47:14 -0600
> James Stallings II  wrote:
>
> > suppose instead of setting the ticket to 'resolved' and closing it,
> > we set it to 'resolution pending test' and leave it open
>
> I don't think there's enough difference between "resolved" and
> "resolution pending test". Also I don't think we need to complicate
> our workflow any more for a couple reasons:
>
> First, we don't have a dedicated QA team that will go through all
> "resolution pending test" tickets and verify them, and apparently the
> originals submitters don't care enough most of the time either.


On the contrary - we do have a fairly dedicated team of people sheparding
mantis. I'm one of them. I spend a fair time each month first testing and
then closing old or ancient mantii. Granted, it's been a month or two since
I've done this; new job has been a bit demanding in terms of time and
attention.

The problem is that 'Resolved' implies a certain degree of finality: 'I've
submitted a patch, your issue is fixed, goodbye' is the message I get when I
see a patch submitted and a ticket placed in 'Resolved' status. 'Resolved
Pending Test' or 'Resolved Pending Feedback' says to me, 'I have made a
patch for your issue which i think addresses the problem and the ball is now
in your court'.

>
>
> Second, what's so difficult with re-opening an issue that's been
> resolved if the problem is not fixed? Since most of the time the
> problem *is* fixed, why add this extra policy overhead for the few
> cases where it isn't fixed?


I beg to differ here; the issue addressed by any given patch tends to remain
problematic after the patch about as often as not; if not in the original
incarnation, then in some related fashion. If most patches represented a
fix, we wouldn't need mantis at all, I think.

>
> Third, if your issue was "resolved" by a developer who submitted a
> patch, or *gasp* even "closed" (if it was Justin, perhaps) without the
> issue being fixed, it's not the end of the world. Don't take it
> personally. Give the developer the benefit of the doubt, and ask
> yourself why the developer felt the issue was fixed. Maybe the
> description of the bug was inadequate? Maybe a better test case or
> clearer steps to reproduce, expected and actual results would help
> everyone understand the issue better? After reviewing the information
> in the bug and the proposed fix, you can provide constructive comments
> when you reopen the issue.


I understand it isnt the end of the world, and I dunno what Justin has to do
with this LOL but:

We have a feature-rich trouble ticketing system that is capable of tracking
an issue with a full set of supporting notes and workflow states through the
process of resolution. Unfortunately, we are throwing this functionality out
because of a perception that no one follows up on the bug reports. If we
aren't going to use the mantis software to track isues, work-in-progress,
and solutions, why have it at all?

I do in fact test features; I provide the most accurate data surrounding
tests as I possibly can; and I do follow up on my tickets as best I can,
given the other demands of life and work. As it occurs, I was engaged in
just such a process with idb when I returned to the mantis to engage in the
next stage of the process to find the ticket closed/resolved. It was a bit
like finding a door closed in my face.

All I'm really asking is that we use terms that more accurately describe the
state of the issue and reserve the closed disposition sufficiently to allow
testing of the patch.

Otherwise we might as well ditch mantis and keep a list of active issues on
the wiki.

Cheers
James

>
>
> Thanks,
> Mike
>



-- 
===
http://osgrid.org
http://del.icio.us/SPQR
http://twitter.com/jstallings2
http://www.linkedin.com/pub/5/770/a49



-- 
===
http://osgrid.org
http://del.icio.us/SPQR
http://twitter.com/jstallings2
http://www.linkedin.com/pub/5/770/a49
___
Opensim-dev mailing list
Opensim-dev@lists.berlios.de
https://lists.berlios.de/mailman/listinfo/opensim-dev


[Opensim-dev] New tutorial (Rex/ModRex)

2009-01-28 Thread Lc
hello

For pple interested in rex/modrex, i wrote a tutorial about re-create
partialy the Rex 0.4 demo.

Good reading...

Sacha

http://www.rexdeveloper.org/wiki/index.php?title=Tutorial_%22the_Atoll%22_based_on_%22under_the_sea%22
___
Opensim-dev mailing list
Opensim-dev@lists.berlios.de
https://lists.berlios.de/mailman/listinfo/opensim-dev