Re: [Opensim-dev] Leaving Project

2010-01-04 Thread Dr Scofield
On 11/23/2009 03:13 PM, Len Brown wrote:
 If the goal of OpenSim is to be incompatible with everyone elses vision
 then I too have little further interest in the project.

errm: the statement OpenSim is not SecondLife IS NOT EQUIVALENT to the goal
of OpenSim is to be incompatible with everyone elses vision.

OpenSim aims to be a general purpose 3D platform. one profile/application of
it allows us to run it in a (mostly) SecondLife compatible mode.

 
 I'd hoped after IBM dropped OpenSim like a hot potato that the devs

Would love to see a quote from IBM on that! as far as i know and am aware of IBM
is still using OpenSim big time and even including it as part of their IBM
Sametime 3D service offering.


DrS

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Re: [Opensim-dev] Leaving Project

2010-01-04 Thread Dr Scofield
On 11/23/2009 05:43 PM, Fly Man wrote:
 Adam,
 
 You hit the nail right on his head with this passage:
 
 *The big problem here is there’s a very real lack of viewer developers
 in this community – there is some overlap between server  network engineers
 (like the OS community) and 3D Viewer Developers here, but not much. If
 we do have 3D devs in the community who haven’t done anything and feel like
 contributing – you really should be talking to some of the ‘next gen
 viewer’  projects and seeing if we can get something awesome done faster.
 *
 And maybe someone should explain WHY people won't burn their hands on
 the viewer
 
 Main reason: There's a clausule on the Website and internally about
 *Look at viewer code, and there's 6 months no working on OpenSim*
 
 So any person that would like to keep working on OpenSim doesn't look at
 viewer code, and vice versa.
 
 That's about the main reason that some viewer developers won't
 co-operate with OpenSim and the other way, developers from OpenSim can't
 help viewer developers

that clause applies to the LL viewer and any viewer derived from it. there are
independent viewer projects, however.



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Re: [Opensim-dev] Opensim Wave?

2010-01-04 Thread Dr Scofield
On 12/05/2009 02:21 AM, Rich White wrote:
 XMPP/Jabber are also supported by OpenCobalt so further support of
 XMPP by Opensim could prove to be a starting point to virtual world
 convergence with regard to platforms.  A bit more here -
 http://roots.greenbush.us/?p=867

it would help to have a C# XMPP library that's license compatible with OpenSim's
BSD-style license...

cheers, 
dirk

 
 Cheers,
 Rich
 ==
 
 On Fri, Dec 4, 2009 at 5:33 PM, Aldon Hynes
 aldon.hy...@orient-lodge.com wrote:
 Okay, I must admit I've mostly been sitting on the sidelines recently.  I
 still have OpenSim 0.5 installed on a computer or two...

 Anyway, there have been some interesting discussions recently about Second
 Life - Google Wave integration.  Much of it is focused on the fact that
 Google Wave runs as a XMPP component (XEP-114).  I seem to recall there had
 been some work with OpenSim/XMPP.  Looking at it, it looks like OpenSim/XMPP
 is focused on OpenSim as an XMPP client instead of an XMPP component.

 Are there people around interested in OpenSim/Wave connectivity?  Thoughts
 about what that might look like?  Drop me a note if your interested.

 I do have a FedOne Wave server running and have been testing different
 clients and would love to share ideas.

 Aldon
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Re: [Opensim-dev] Mumble Voice

2010-01-04 Thread Dr Scofield
On 12/07/2009 04:09 PM, Robert A. Knop Jr. wrote:
 On Mon, Dec 07, 2009 at 07:05:06AM -0800, Snoopy Pfeffer wrote:
 
 My friend told me, that he will simply replace SLVoice.exe. That
 module provides an interface for the viewer and as long as that
 interface stays the same, no viewer changes are need.
 
 Excellent.
 
 As I mentioned, I think that that interface *did* change somewhere in
 the viewer 1.22 or 1.23 cycle; I'm not sure how much it changed, and I
 may be wrong and it may be that it didn't change at all.
 

i think snoopy's friend (who both happen to be friends of mine as well ;-) has
captured the recent cycle IIRC...

cheers,
DrS



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Re: [Opensim-dev] Snowcrash's contributions - whether his eclectic license on SCEngine affects contributions to opensim master and specifically whether to accept patches relating to it. (Licensing.)

2009-10-27 Thread Dr Scofield

Snowcrash Short wrote:
 I can see that I - or at least my license - has been the topic of
 discussion on the -core mailing list.
 
 I would like to point out, that I have submitted all my patches, advise
 and comments, both in mantis, the mailing list, the wiki and on the IRC
 channel, in the spirit of the contribution guidelines.
 
 Consequently my patches in mantis is released to the public under BSD
 Any comments on the wiki are under creative-commons Attribution-Share
 Alike 2.5, and any advise given on IRC is considered by me to be in the
 public domain.
 
 Whether or not, core will accept patches from me, would be of interest
 to me, since preparing the patches takes time, which I could spend more
 productively otherwise.

there WAS some concern/confusion about licensing issues  on -core and we've
settled that. your patches (submitted under the OpenSim BSD license as are all
other patches) will continue to be accepted on their technical merit --- again,
like we treat all other submitted patches. your case is not the first one and
certainly will not be the last one. we try to steer a straight course
IP/licensing wise and sometimes we need to discuss issues and implications
before reaching consensus (and, in true -core fashing, we sometimes do this in a
rather engaged manner, jumping at the chance of having a really good debate).

cheers,
DrS




 
 Best regards
 ps. I don't want to start any drama, just provide cool facts
 pps. there is no sarcasm intended in this email.
 
 On Tue, 2009-10-20 at 12:27 -0400, Frisby, Adam wrote:
 OK, since I have a nagging feeling no-one read Teravus's original post in 
 this long thread (and with a hope of putting this to rest).

 There are guidelines for the -core list, which are the following: 
 If the topic can be discussed on dev, it should be. Core's scope is limited 
 to issues related to commit access, licensing, money, server administrator 
 and other 'meta' issues relating to running the project. No-one on dev is 
 missing out on any development or code related discussion. Membership is 
 limited to active committers (min. one commit in last 6 mo to maintain 
 commit access  ML access). 'Votes' are done on consensus with any committer 
 having full veto power.

 That said, DSVC is not a panacea to programming. Git is better than SVN at 
 merging files; but it's still not excellent - Melanie puts in a ton of work 
 each week in managing our various branches and bringing them together, 
 conflicts and all. 

 Until someone realises that DSVC needs to include language specific patterns 
 (such as refactorings), there is still going to need to be a core project at 
 the middle making sure the base works, and still a bunch more people who can 
 update branches  forks accordingly. Otherwise maintaining distributions 
 becomes an effort in trying to hit moving targets.

 Since it'll probably satisfy some of the people who are curious about what 
 is discussed on core, here's the last 10 threads. (this represents probably 
 3-5 months of traffic, as I said before, it's low volume.) - as you can see, 
 they all do fall into the guidelines listed above.

 Last 10 threads on opensim-core:
 1. Snowcrash's contributions - whether his eclectic license on SCEngine 
 affects contributions to opensim master and specifically whether to accept 
 patches relating to it. (Licensing.)
 2. Mantis stopped sending emails, can someone look?
 3. Where is the CS2JK license?
 4. Forwarded a request for a spokesperson to speak to someone studying OSS 
 communities.
 5. Stefan announcing his resignation (cc:'d to dev)
 6. JHurliman commit access [redux]?
 7. Sean changing projects at IBM, resignation.
 8. JHurliman commit access?
 9. Request for moderator access on the wiki.
 10. Vote on go/no-go on git after trial.

 Regards,

 Adam

 -Original Message-
 From: opensim-dev-boun...@lists.berlios.de [mailto:opensim-dev-
 boun...@lists.berlios.de] On Behalf Of Dr Scofield
 Sent: Tuesday, 20 October 2009 6:50 AM
 To: opensim-dev@lists.berlios.de
 Subject: Re: [Opensim-dev] The notion of core


 Edward Middleton wrote:
 Teravus Ovares wrote:
 ... Your argument was that the advent of the distributed source
 control
 system made the 'commit right vote' obsolite, ...
 My point was that,  with a DVCS, commit rights are really just the
 right to release manage the official repository.
 right. opensim-core is just a bunch of dudes and dudettes that manage
 the
 official repository.

 DrS

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Re: [Opensim-dev] No change author recorded in git! (was Re: [Opensim-commits] [OpenSim Git Master Repository] master branch updated. r/11319)

2009-10-24 Thread dr scofield




dr scofield wrote:
Justin
Clark-Casey wrote:
  
Dr Scofield wrote:
  

  Justin Clark-Casey wrote:

  
This looks like a great change but could we make sure that the Author field is 
filled in on git am patches?  Otherwise it's going to be a bit hard to tell who 
to talk to about which changes...
  
  
  perhaps it would be good to have the core committer sign-off on the patch? that
way we'd know who dragged it in...



Yes, I saw this on some of your commits (looks like the same format as Linux 
kernel signoffs).  I take it there's some standard git mechanism for doing this?
  
  
yes: "git --signoff --amend" once you've merge the patch on your local
system and BEFORE you do the push to master.


well, actually i meant:

 git commit --signoff --amend

once you've merge the patch on your local
system and BEFORE you do the push to master.

was a bit too quick on sending that reply...


 cheers,
 DrS


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Re: [Opensim-dev] No change author recorded in git! (was Re: [Opensim-commits] [OpenSim Git Master Repository] master branch updated. r/11319)

2009-10-23 Thread Dr Scofield

Justin Clark-Casey wrote:
 This looks like a great change but could we make sure that the Author field 
 is 
 filled in on git am patches?  Otherwise it's going to be a bit hard to tell 
 who 
 to talk to about which changes...

perhaps it would be good to have the core committer sign-off on the patch? that
way we'd know who dragged it in...

DrS
 
 Best,
 
 Justin
 
 opensim-commits-boun...@lists.berlios.de wrote:
 The branch, master has been updated
via 71c9291 Inconsistent locking of SenseRepeaters in Script Engine.
   from b0923e0 Fix a glitch in a ROBUST message

 Those revisions listed above that are new to this repository have
 not appeared on any other notification email; so we list those
 revisions in full, below.

 - Log -

 commit 71c929137f48a0a7d97dbc866cbe2b12319aa40b
 Author: unknown administra...@.(none)
 Date:   Fri Oct 23 03:52:49 2009 -0700

 Inconsistent locking of SenseRepeaters in Script Engine.
 
 When I attempt to 'save oar' on a region with thousands of scripts with 
 timers, I get a NullReferenceException every time. The problem comes from 
 inconsistent locking in SensorRepeat.cs of the SenseRepeaters List. It is 
 iterated and modified in many places and these places are all wrapped in a 
 lock except in the GetSerializationData(). This is the function throwing the 
 exception because an item in the list becomes null during iteration.
 
 The attached patch locks SenseRepeatListLock in GetSerializationData()

 71c929137f48a0a7d97dbc866cbe2b12319aa40b
 diff --git 
 a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs
  
 b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs
 index ee01c3c..b75a2e4 100644
 --- 
 a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs
 +++ 
 b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs
 @@ -516,16 +516,19 @@ namespace 
 OpenSim.Region.ScriptEngine.Shared.Api.Plugins
  {
  ListObject data = new ListObject();
  
 -foreach (SenseRepeatClass ts in SenseRepeaters)
 +lock (SenseRepeatListLock)
  {
 -if (ts.itemID == itemID)
 +foreach (SenseRepeatClass ts in SenseRepeaters)
  {
 -data.Add(ts.interval);
 -data.Add(ts.name);
 -data.Add(ts.keyID);
 -data.Add(ts.type);
 -data.Add(ts.range);
 -data.Add(ts.arc);
 +if (ts.itemID == itemID)
 +{
 +data.Add(ts.interval);
 +data.Add(ts.name);
 +data.Add(ts.keyID);
 +data.Add(ts.type);
 +data.Add(ts.range);
 +data.Add(ts.arc);
 +}
  }
  }
  return data.ToArray();

 ---

 Summary of changes:
  .../Api/Implementation/Plugins/SensorRepeat.cs |   19 
 +++
  1 files changed, 11 insertions(+), 8 deletions(-)
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Re: [Opensim-dev] The notion of core

2009-10-20 Thread Dr Scofield

Ryan McDougall wrote:
 On Tue, Oct 20, 2009 at 8:27 AM, Frisby, Adam a...@deepthink.com.au wrote:
 I disagree.

 * Commit Rights - those discussions cannot occur in public (although the 
 discussion archives are open to committers after being invited), the reason 
 for this is no-one can be frank  honest without hurting people's feelings.
 
 Firstly, I did waive discussion for commit access. I also waive money
 and legal matters.
 
 Secondly, I disagree with the logic of the link, as it's premised
 entirely on being honest might hurt someone's feelings. Honesty is not
 a function of secrecy.

i think honesty can be a facilitated by a discussion remaining confidential.

 And the case of there was a long drawn out
 discussion about me in which I was not able to represent my myself
 causing hurt feelings is not considered.

i can see that point, but i can also see the points made by adam respectively
the points made in the F/OSS guidebook --- in balance (my personal one) i'd
rather have core committers discuss whether i should have voting rights in 
private.

 
 Thirdly, I don't think snowcrash thing is about giving him commit
 access. I don't think things are as neatly compartmentalized as is
 told (though I could be wrong, it's hard to guess from a secret
 mailing list).

no, you are right on that one. it's a discussion about our understanding of
licensing issues and whether there is indeed an issue here or not.


re compartmentalized: they are, at least we try very hard to.

DrS
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Re: [Opensim-dev] The notion of core

2009-10-20 Thread Dr Scofield

Impalah Shenzhou wrote:
 And who is the Linus Torvalds of Opensim?

it's the opensim core group --- because, let's face it, there's only one Linus
Torvalds, the rest of the projects have to spread the load. ;-)

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Re: [Opensim-dev] [opensim-core] snowcrash's contributions

2009-10-19 Thread dr scofield




Ryan McDougall wrote:

  On Mon, Oct 19, 2009 at 8:30 PM, Cristina Videira Lopes
lo...@ics.uci.edu wrote:
  
  
dr scofield wrote:

to me this is another piece from the legal FUD department (reminiscent
of the "money" discussions).


It's very easy to brush difficult issues under the rug of "I don't care,
this is ethics, not technical, hence it's FUD". You're entitled to that
stand. Give your -1 on whatever is being proposed and stay out of the rest
of the conversation, instead of trying to "FUD the FUD." Some of us care
about these difficult issues. Having a co-copyright holder who releases an
addon to opensim under a discriminatory license (in this case based on
country, but could be based on race, gender, sexual orientation,...) is not
something some of us can ignore. Unclear if/what we should do about it, but
clear that this is bugging a lot of people, not just core devs, and hence it
should be discussed not ignored.

Crista

  
  
Nationality, or more to the point of the clause, political
disposition, can be changed; unlike race or gender -- which is the
kind of the point, to make a political stand in the face of potential
human catastrophe. :D

Have I mentioned that I'm not a fan of the secret mailing list? ...
Here I am feeling like a member of a community, but largely without
voice on the crucial matter of eccentric licenses(?)! :P
  


i'd like to add that this has nothing to do with OpenSim per se. the
"eccentric license" referred to relates to a third party component.

 cheers,
 DrS/dirk

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Re: [Opensim-dev] osXXXX function parameter types

2009-10-05 Thread Dr Scofield
)
 osSetEstateSunSettings(integer sunFixed, float sunHour)
 float osGetCurrentSunHour()
 float osSunGetParam(string param)
 osSunSetParam(string param, float value)
 string osWindActiveModelPluginName()
 osWindParamSet(string plugin, string param, float value)
 osWindParamGet(string plugin, string param)
 float osList2Double(list src, int index)   -- should exist, comment in
 the code suggests it should be removed
 osSetParcelMediaURL(string url)
 osSetParcelSIPAddress(string SIPAddress)
 string osGetScriptEngineName()
 string osGetSimulatorVersion()
 osMessageObject(key objectUUID, string message)
 osMakeNotecard(string notecardName, list contents)
 string osGetNotecardLine(string name, integer line)
 string osGetNotecard(string name)
 integer osGetNumberOfNotecardLines(string name)
 key osAvatarName2Key(string firstname, string lastname)
 string osKey2Name(key id)
 string osGetGridNick()
 string osGetGridName()
 string osGetGridLoginURI()
 string osFormatString(string str, list strings)
 list osMatchString(string src, string pattern, integer start)
 string osLoadedCreationDate()
 string osLoadedCreationTime()
 key osLoadedCreationID()
 list osGetLinkPrimitiveParams(integer linknumber, list rules)
 key osNpcCreate(string firstname, string lastname, vector position,
 vector cloneFrom)
 osNpcMoveTo(key npc, vector position)
 osNpcSay(key npc, string message)
 osNpcRemove(key npc)
 
 
 So what do you think?
 Snowcrash
 
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Re: [Opensim-dev] git branches

2009-10-01 Thread Dr Scofield

git branches actually don't cost that much (it's just a pointer to a commit
basically). so why bother?

DrS/dirk

Frisby, Adam wrote:
 Nix anything from 07/08 - the code isn't used anymore.
 
 Adam
 
 -Original Message-
 From: opensim-dev-boun...@lists.berlios.de [mailto:opensim-dev-
 boun...@lists.berlios.de] On Behalf Of Jeff Ames
 Sent: Wednesday, 30 September 2009 5:32 PM
 To: opensim-dev@lists.berlios.de
 Subject: [Opensim-dev] git branches

 Hello,

 Looking at the git branches on the server, many of them are rather
 old.  Do we really want to keep all of them?

 The dates listed are the date of the last commit to the branch.

 Releases / post-fixes, presumably want to keep:
   origin/0.6.0-stable Dec 18 2008
   origin/0.6.1-post-fixes Jan 14 2009
   origin/0.6.2-post-fixes Mar 17 2009
   origin/0.6.3-post-fixes Feb 21 2009
   origin/0.6.4-post-fixes Apr 3 2009
   origin/0.6.4-rc1Mar 11 2009
   origin/0.6.5-post-fixes Jun 24 2009
   origin/0.6.5-rc1May 24 2009
   origin/0.6.6-post-fixes Aug 8 2009
   origin/0.6.7-post-fixes Sep 29 2009
   origin/0.6b-realxtend   Feb 26 2008

 Updated recently, presumably want to keep:
   origin/inventory-connector  Aug 16 2009
   origin/arthursv Aug 21 2009
   origin/diva-texturesSep 30 2009
   origin/diva-textures-osgrid Sep 30 2009
   origin/grid-service-redux   Sep 28 2009
   origin/vehicles Sep 30 2009

 Last updated in 2007:
   origin/standalone   Feb 19 2007
   origin/ogs...@86Feb 26 2007
   origin/gareth   Mar 1 2007
   origin/brokenpluginsMar 2 2007
   origin/ogs...@151   Mar 2 2007
   origin/physicsExample   Mar 5 2007
   origin/railsMar 7 2007
   origin/ConvertToPlugins Mar 7 2007
   origin/ogs...@155   Mar 7 2007
   origin/ogs...@160   Mar 7 2007
   origin/ogs-cs   Mar 14 2007
   origin/adam-ogscs   Mar 20 2007
   origin/adam Mar 20 2007
   origin/physics-inventorytesting Mar 20 2007
   origin/LLdemo   Mar 27 2007
   origin/tourmaline   Mar 28 2007
   origin/scripting-jvmApr 10 2007
   origin/0.1-prestableMay 7 2007
   origin/remotingTest May 27 2007
   origin/mergeJun 8 2007
   origin/zircon   Jun 12 2007
   origin/NameSpaceChanges Jun 29 2007
   origin/ruby Jul 8 2007
   origin/OGSMerge Jul 10 2007
   origin/Sugilite Jul 11 2007
   origin/physics  Aug 19 2007
   origin/update-to-latest-libsl   Oct 1 2007

 Last updated in 2008:
   origin/ThreadPoolClientBranch   Feb 24 2008
   origin/afrisby  Feb 22 2008
   origin/afrisby-3Feb 25 2008
   origin/afrisby-rexmerge Feb 22 2008
   origin/rexserver_r830   Feb 29 2008

 Last updated in early 2009:
   origin/GenericGridServerConcept May 15 2009

 Probably a relic of the svn-git changeover:
   origin/trunkAug 2 2009

 There are also a few tags that look like they might not be needed:
   archive Feb 27 2007
   archive2Mar 7 2007

 Any thoughts?

 Jeff
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Re: [Opensim-dev] [Opensim-commits] [OpenSim Git Master Repository] master branch updated. r/10793

2009-09-25 Thread dr scofield




Justin Clark-Casey wrote:

  Tests!

I love you Diva and I want to have your babies :)
  

we read that... ;-)

  
opensim-commits-boun...@lists.berlios.de wrote:
  
  
The branch, master has been updated
   via 1260c81 More tests. Seems to be working.
   via fd8fb77 First test passes -- regions being registered and retrieved correctly in Data.Null.
   via 3c19bd5 Unit tests for the grid service. Yey!
   via 6727658 Changed IGridService to use the new GridRegion data structure instead of old SimpleRegionInfo.
   via b8f0398 Merge branch 'master' of ssh://d...@opensimulator.org/var/git/opensim
   via 35deff7 Modules active. Tested HGGridConnector in standalone only for now. Modules commands work.
   via 486a9a5 Merge branch 'master' of ssh://d...@opensimulator.org/var/git/opensim
   via 882d2c9 Added hg console commands to the module.
   via ffd30b8 Moved RegionName from RegionInfo to SimpleRegionInfo.
   via 0fc2b73 Merge branch 'master' of ssh://d...@opensimulator.org/var/git/opensim
   via 34f4738 Added HGGridConnector and related code.
   via a9ced0f Added Remote grid connector module.
   via ae07b22 Changed position methods so that they assume the input params are in meters.
  from c592a60 Fix endlines on UrlModule.cs

Those revisions listed above that are new to this repository have
not appeared on any other notification email; so we list those
revisions in full, below.

- Log -

  
  
  



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Re: [Opensim-dev] Opensim Prims

2009-09-19 Thread dr scofield




Andr Filipe wrote:

  
  I have a problem in OpenSim where editing
objects parameters like path-cut, hole, etc only change the object
visual representation, the physical remains the same. For example, make
a large hollow cylinder, like a pipe. The avatar wont pass through the
hole, doesnt matter the size of the cylinder. It means the physical
representation of the hollow cylinder is still a solid cylinder without
any holes in it. I see that in Science Sim this doesnt happen. If I
create a large pipe the avatar can pass through it. What is the trick??
  
  

use ODE physics and the meshmerizer.

  
  
  
  
  
  

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Re: [Opensim-dev] [Opensim-users] OpenSim defaults now ODE and Meshmerizer

2009-09-17 Thread Dr Scofield

Justin Clark-Casey wrote:
 As of revision 077d01c2255009a1e47e8bed42375ce81b770ef9, the default physics 
 engine in OpenSim is ODE and the default meshmerizer is Meshmerizer.
 
 I have added a note to
 
 http://opensimulator.org/wiki/Configuration#Running_OpenSim_in_64_bit_Windows_on_the_future_0.6.7_release
 
 about the need to use OpenSim.32BitLaunch.exe on 64 bit Windows.  That 
 document 
 sure is a mess though.
 
 Thanks to all for their feedback on this topic.
 

and 077d01c2255009a1e47e8bed42375ce81b770ef9 translates into r/10722 :-)

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Re: [Opensim-dev] lslc project

2009-09-17 Thread Dr Scofield

d...@metaverseink.com wrote:
 Alan Webb's commit of today introduced a new project called lslc that 
 smells like it was by accident. Just checking.
 If it's intentional, I think that code needs cleaning up on names -- 
 should probably be called OpenSim.Tools.Lslc.
 What's the inside scoop on this?
 
it's intentional. re naming, fine with me.

cheers,
dirk

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Re: [Opensim-dev] Make ODE and Meshmerizer the default options?

2009-09-14 Thread Dr Scofield

Justin Clark-Casey wrote:
 In the OpenSim developer's meeting yesterday on OSGrid we had a discussion 
 about 
 making ODE the default physics engine and Meshmerizer the default mesher.
[...]

+1 on ODE default
+1 on Meshmerizer default

DrS/dirk

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Re: [Opensim-dev] The return of short version numbers (as tags)

2009-09-09 Thread Dr Scofield

Teravus Ovares wrote:
 http://teravus.wmcv.com/googletester/GitLog.jpg
 
 Regards
 
 Teravus
 
 On Tue, Sep 8, 2009 at 10:10 AM, Frisby, Adama...@deepthink.com.au wrote:
 Where do we see this number? And is there any way to easily translate 
 between the two?


also: git log --decorate ---

commit 62358014ed59136cfd1d452f08171a0bc32612cf (r/10656,
opensimulator.org/master, x-opensim, notecard-unicode)
Author: dr scofield (aka dirk husemann) drscofi...@xyzzyxyzzy.net
Date:   Wed Sep 9 08:28:13 2009 +0200

reformatting.

...

DrS/dirk

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Re: [Opensim-dev] The return of short version numbers (as tags)

2009-09-09 Thread Dr Scofield

Dr Scofield wrote:
 Teravus Ovares wrote:
 http://teravus.wmcv.com/googletester/GitLog.jpg

 Regards

 Teravus

 On Tue, Sep 8, 2009 at 10:10 AM, Frisby, Adama...@deepthink.com.au wrote:
 Where do we see this number? And is there any way to easily translate 
 between the two?

 
 also: git log --decorate ---
 
 commit 62358014ed59136cfd1d452f08171a0bc32612cf (r/10656,
 opensimulator.org/master, x-opensim, notecard-unicode)
 Author: dr scofield (aka dirk husemann) drscofi...@xyzzyxyzzy.net
 Date:   Wed Sep 9 08:28:13 2009 +0200
 
 reformatting.
 
 ...
 
   DrS/dirk
 

...and doing:

% git config alias.dlog log --decorate

gives a customized dlog git command:

% git dlog

commit 62358014ed59136cfd1d452f08171a0bc32612cf (r/10656,
opensimulator.org/master, x-opensim, notecard-unicode)
Author: dr scofield (aka dirk husemann) drscofi...@xyzzyxyzzy.net
Date:   Wed Sep 9 08:28:13 2009 +0200

reformatting.

...

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Re: [Opensim-dev] Load OAR and on_rez

2009-09-08 Thread Dr Scofield

Alan M Webb wrote:
 
 Currently when an OAR is loaded, on_rez is inappropriately driven for
 every script. From a script's perspective, a region restored from an OAR
 file is not fundamentally different to a region restored from the region
 database following a region restart. The only event we should be seeing
 (for scripts with saved state, and by definition all scripts in an OAR
 file have saved state) is a CHANGED event indicating
 CHANGED_REGION_RESTART. If everyone is cool with this, I'll make the
 change (it's a simple one-line change in ArchiveReadRequest) and submit it.

+1 from me.

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Re: [Opensim-dev] Serializing parcel data in OARS (was Re: [Opensim-commits] [OpenSim Git Master Repository] master branch updated. r/10596)

2009-09-04 Thread dr scofield
Justin Clark-Casey wrote:
 dr scofield, could we serialize/deserialize this manually, as done in 
 OpenSim.Framework.Serialization.External.RegionSettingsSerializer.cs?
   
hmm. i'll have a look. SceneObjectPart is doing it the XmlSerialiser
way, so we end up with kind of a mixture here.
 Otherwise I fear that there will be a lot of awkardness if the external 
 format 
 changes in certain ways (e.g. renaming of xml attributes).
   
cheers,
DrS/dirk

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Re: [Opensim-dev] versioning question

2009-09-03 Thread Dr Scofield

krtaylor wrote:
 I have been playing around with a solution for the sequential version 
 reporting, but it is not as simple as it may seem. The best description 
 of the problem and solution I have found is at:
 
 http://michaelandlaura.org.uk/~michael/blog/index.php?id=379
 
 
 The catch is that we appear to be using tag objects that are orphaned. 
 To see an example of that, just run git show-ref on a clone tree for 
 0.6.6-release. The hash is shown, but then git log does not contain that 
 hash, even when tracking the master.

hmm, i don't even get that tag:

% git show-ref | grep 0.6.6
cb7704e6498d2899fe4cd17c8f28d02522f80d77 \
refs/remotes/opensimulator.org/0.6.6-post-fixes

is all i get, but that hash is known to git:

% git show cb7704e6498d2899fe4cd17c8f28d02522f80d77
commit cb7704e6498d2899fe4cd17c8f28d02522f80d77
Author: Melanie mela...@t-data.com
Date:   Sat Aug 8 01:42:50 2009 +0100

Change the default for internal IP address back to 0.0.0.0

diff --git a/OpenSim/Framework/RegionInfo.cs b/OpenSim/Framework/RegionInfo.cs
index 7ac1e62..4640406 100644
--- a/OpenSim/Framework/RegionInfo.cs
+++ b/OpenSim/Framework/RegionInfo.cs
@@ -493,7 +493,7 @@ namespace OpenSim.Framework
 }
 else
 {
-address =
IPAddress.Parse(MainConsole.Instance.CmdPrompt(Internal IP address, 
127.0.0.1));
+address =
IPAddress.Parse(MainConsole.Instance.CmdPrompt(Internal IP address, 
0.0.0.0));
 config.Set(InternalAddress, address.ToString());
 }


i guess i'm missing something here...
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Re: [Opensim-dev] Performance optimization of complex ScienceSim regions

2009-08-31 Thread Dr Scofield

Lake, Dan wrote:
 A few months back, we analyzed and proposed optimizations to scripting and 
 timers on homogeneous regions which were dynamically created with up to 
 40,000 simple cubes and physics disabled. Considerable reductions in scene 
 creation time and cpu utilization were achieved. 
 
 The regions running on ScienceSim at this time have few scripts (less than 1% 
 of objects), have large linked sets,  are loaded at startup from a database, 
 and most have ODE physics enabled although very few objects are physical. 
 This represents a completely different workload for OpenSim from our previous 
 analysis. Some of these ScienceSim regions are extremely complex with between 
 60,000 and 140,000 prims. We have noticed that startup on these regions can 
 take 45 minutes or more and consume 50% of a CPU once they reach a steady 
 state with no users connected. We did not expect that high utilization since 
 script counts were below 200 and no users were connected.
 
 We have identified 3 areas of optimization.
 
 1. On startup, the region must be loaded from the database and all region 
 modules must be started to prepare the region to run. On the largest 
 ScienceSim regions, this step takes 20 minutes before the command prompt 
 appears. We refer to this phase as the startup time. 
 
 2. The appearance of the OpenSim command prompt indicates that the Heartbeat 
 thread has started up. Commands can be issued such as create user or show 
 stats, but the Heartbeat thread itself will remain in its first beat for 
 up to 40 more minutes. During this time, users cannot connect and the stats 
 are all listed as 0 and do not update. We refer to this phase as first 
 heartbeat time.
 
 3. Once the region has completely started up, but before any users have 
 connected, we notice that the CPU utilization seems unusually high for the 
 amount of action in the scene. Less than 200 scripted or physical objects 
 should not represent a high load, but the 140,000 static prims somehow 
 consumed 50% of a CPU.
 
 Analysis
 
[lots of very good stuff]

wow!

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Re: [Opensim-dev] Main Repository now in Git

2009-08-13 Thread Dr Scofield

krtaylor wrote:
 Well, since I wrote the original code way back when, I felt some 
 ownership for this. I have been considering several ways for us to make 
 this nice again.
 
 Since the version, specifically the build, now really only makes sense 
 in a local context, it really can no longer be linear. However, for the 
 version (build) to be useful again, it at least needs to be an 
 increasing number to enables product upgrades, etc.  As it turns out, 
 this is a common problem and there are lots of email and blogs on the 
 subject.
 
 So, the solution I like best so far is something similar to:
 
 http://michaelandlaura.org.uk/~michael/blog/index.php?id=379
 
 Comments?

like it. +1
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Re: [Opensim-dev] Main Repository now in Git

2009-08-06 Thread Dr Scofield

Ursula MATOVA wrote:
 Hi all,
 
 Just my comment on the use of git instead of svn ...
 ... Was so simple for us ( non - core-devs ) when it was on subversion 
 ...
 
 I've read the git documentation, and sure many many feature are 
 interresting for active core-devs, but ...
 
 - The details posted on OpenSim Commits list are so uggly, and 
 unreadable ... Was really better before, the diffs were included in the 
 mail ... was helpful, because we were able to see what has changed in a 
 commit, the post Subject isn't clear at all ( maybe it's because the 
 transition between svn  git is not finished yet ),
 - About, revisions ... now, it's impossible to know what release 
 number is current ...
 (( As somebody mentioned here, all my scripts performing an automatic 
 upgrade are now broken :( ))
 
 Anyway, that doesn't change the quality of the work done :D
 ... that will only make our task harder to maintain our opensim servers ...
 
 The only thing is that svn if more user-friendly than git,

as somehow who has suffered from the many many quirks of svn --- and was a firm
disbeliever in git when sean evangelized it in the IBM opensim community way
back when --- i've since come to LOVE git. sure it's different (but then cars
are different to horse-drawn coaches :-) and, yes, i can sympathize with the
release naming issue --- but i've to say, it's much more user friendly because
i as a user of it have considerable less problems with it and have in fact more
freedom to work MY workflow instead of having to bow to SVN.

just my CHF 0.02 ;-)

cheers,
drs/dirk

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Re: [Opensim-dev] Main Repository now in Git

2009-08-06 Thread Dr Scofield

Ursula MATOVA wrote:
 Sure you're right ... let's go to git then :)
 
 But, is it possible to change the OpenSim Commits posts ?
 Really, it's un-useful and unreadable ...

i agree 100% with you on that. and, yes, it's possible to change them (i've done
that for our local git repos), i guess sean hasn't had time to tackle that yet
(and i don't have enough cred [aka sudo rights] on opensimulator.org to have a
look at it :-(

drs/dirk

 
 Regards,
 Ursula.
 Ursula MATOVA wrote:
   
 Hi all,

 Just my comment on the use of git instead of svn ...
 ... Was so simple for us ( non - core-devs ) when it was on subversion 
 ...

 I've read the git documentation, and sure many many feature are 
 interresting for active core-devs, but ...

 - The details posted on OpenSim Commits list are so uggly, and 
 unreadable ... Was really better before, the diffs were included in the 
 mail ... was helpful, because we were able to see what has changed in a 
 commit, the post Subject isn't clear at all ( maybe it's because the 
 transition between svn  git is not finished yet ),
 - About, revisions ... now, it's impossible to know what release 
 number is current ...
 (( As somebody mentioned here, all my scripts performing an automatic 
 upgrade are now broken :( ))

 Anyway, that doesn't change the quality of the work done :D
 ... that will only make our task harder to maintain our opensim servers ...

 The only thing is that svn if more user-friendly than git,
 
 as somehow who has suffered from the many many quirks of svn --- and was a 
 firm
 disbeliever in git when sean evangelized it in the IBM opensim community 
 way
 back when --- i've since come to LOVE git. sure it's different (but then cars
 are different to horse-drawn coaches :-) and, yes, i can sympathize with the
 release naming issue --- but i've to say, it's much more user friendly 
 because
 i as a user of it have considerable less problems with it and have in fact 
 more
 freedom to work MY workflow instead of having to bow to SVN.

 just my CHF 0.02 ;-)

  cheers,
  drs/dirk

   
 
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Re: [Opensim-dev] author names in git vs. svn

2009-07-28 Thread Dr Scofield

Sean Dague wrote:
 When we make the transition from svn to git, there will be a one time
 mapping of svn usernames to something more friendly.  That means that
 for every username in our svn repo (34 of them) we need to figure out
 what the author would like their entry to be.
 
 Git user entries are of the form: Name email.  For instance, mine is
 going to be:
 
 Sean Dague s...@dague.net
 
 Below is the current author mappings that I have to make the transition.
  If you are one of the people on this list, please email back with what
 you want your entry to look like.  For entries I don't get a response
 from I'll try to divine something sane out of the old -dev lists.
 Thanks in advance.
 
 sdague = Sean Dague s...@dague.net
 cw = cw cw
 mw = mw mw
 jmalthus = jmalthus jmalthus
 gareth = gareth gareth
 jhurliman = jhurliman jhurliman
 lbsa71 = lbsa71 lbsa71
 afrisby = afrisby afrisby
 andy = andy andy
 morphw = morphw morphw
 mingchen = mingchen mingchen
 babblefrog = babblefrog babblefrog
 tedd = tedd tedd
 danx0r = danx0r danx0r
 dalien = dalien dalien
 tleiades = tleiades tleiades
 ckrinke = ckrinke ckrinke
 chi11ken = chi11ken chi11ken
 darok = darok darok
 teravus = teravus teravus
 adjohn = adjohn adjohn
 justincc = justincc justincc
 joha1 = joha1 joha1
 alondria = alondria alondria
 mikkopa = mikkopa mikkopa
 drscofield = drscofield drscofield

drscofield = Dr Scofield drscofi...@xyzzyxyzzy.net



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Re: [Opensim-dev] Suggestion for project organization.

2009-06-30 Thread Dr Scofield

Charles Krinke wrote:
 As I think about this a little bit, it seems that drawing a little
 analogy between the linux kernel and modules used with the kernel might
 be an interesting way to think of our OpenSim evolution.
 
 There is a core set of logic, somewhat analogous to a kernel. Then there
 are various modules of which some are in the kernel SVN and others are
 in forge.opensimulator.org and now other places.
 

i like the linux kernel approach:

* make config - configures build tree
* make - compiles the system


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Re: [Opensim-dev] trying to improve OpenSim performance under heavy load

2009-06-25 Thread Dr Scofield

Paul Fishwick wrote:
 Dirk
 Let's suppose for the moment that all prims, textures, and assets in
 general were preloaded as they are for most multi-player games.
 If you wanted to go to my island, you would need my island's OAR, or the
 equivalent. Would the same performance issues exist in terms of having,
 say 60 avatars in a region?
 -paul

can't really say at this point in time. what we have been seeing is that even
after avatars/bots have gotten hold of the textures the load on the machine
stays pretty high (4 core machine, 32bit). a faster machine will certainly help.

also, we've only touched on a small part of OpenSim so far --- and haven't even
done a test with 40 real avatars yet.

DrS/dirk

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Re: [Opensim-dev] Shaping the user services

2009-06-24 Thread dr scofield




Melanie wrote:

  Currently, profile information is handled in part by the user server 
and in part by the profiles module.
This data really has no business in the user server, because it is 
Linden client specific, furthermore, it should not be split between 
two services.
The profile information in the user server is a legacy of a quick 
fix to get a profile picture and text working before we had a real 
profile service.
It would be quite foolish to pollute a new, clean architectural 
approach with such legacy data and Lindenisms,
  

actually i'd take the opposite approach and make it part of the user
service and make it more general. just because lindens had the idea of
providing profile information is not bad per se. profile information is
a useful tool, certainly in the corporate environment. i agree that the
current way it's structured is not good.

 DrS/dirk

  
Melanie

Justin Clark-Casey wrote:
  
  
Melanie wrote:



  Profile information has no place in this architecture and will be 
handled exclusively by the profiles module.
  

Please could you elaborate on this.  Why will this be handled differently from the other things being handled by 
servers?  What are the implications of doing it this way?


  
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Re: [Opensim-dev] Help needed for stand alone grid for 800 users... HELP! [bayes]

2009-06-23 Thread Dr Scofield

Dirk Krause wrote:
 Hi,
 
  
 
 I don’t want to spoil the show for OpenSim here, but if you really want
 800 users in a virtual world there is no way around ActiveWorlds
 (http://activeworlds.com/ ) – at least that’s how IBM does it according
 to David van Gent. When it comes to user number of 50 or higher at one
 place, they switch to ActiveWorlds. It is an old but very proven
 technology that is very affordable.
 
  
 
 Again, I am not promoting AW being a big OpenSim fan myself (
 http://web3dblog.wordpress.com ) but if you want to get the job done,
 you might consider AW.  I didn’t try it myself but filed it under ‘you
 need that for large numbers’
 

those large user numbers do come at a cost though: very limited user interface,
very limited user experience... there's a reason we are using OpenSim as the
basis of our Sametime 3D project...

DrS/dirk


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Re: [Opensim-dev] Help needed for stand alone grid for 800 users...HELP! [bayes]

2009-06-23 Thread Dr Scofield

Dirk Krause wrote:
 That’s exactly what AW does. You can host it completely in-house.
 
  
 
 Again, I didn’t try it myself but I know several members of this list did.
 
  
 
 Since the AW issue is going off-topic for this list, and we will talk
 anyhow, I close here.
 

if you/your school is concerned about ownership of content, read the licenses
and ToS clauses carefully...

DrS/dirk

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Re: [Opensim-dev] Help needed for stand alone grid for 800 users... HELP!

2009-06-23 Thread Dr Scofield

Charles Krinke wrote:
 Well, let me jump in here a little bit.
 
 If I were going to set this up, I would start with four OpenSim regions,
 each running on a different Linux server.
 
 I would put them in a square and make the landing point at the
 four-corner junction.
 
 I would then make each of the four regions a seperate classroom and plan
 on reliably handling 20-30 simultaneous in each of the four regions.
 
 When I had sufficient experience, i.e. one quarter (or semester), then I
 would consider expanding (or coalescing two regions into one server)
 based on the quarter's (or semester's) reliability or stability.
 
 I think MCortez said something very similar to this a few posts ago and
 he would tend to know also.
 
 Charles
 
 p.s. At this point, one can expect to handle 20 avatars simultaneously
 in one region comfortably.
 
 p.p.s 40 Avatars simultaneous in one region is 'iffy'.

+1 on that given the current state of affairs.

DrS/dirk
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Re: [Opensim-dev] Web login

2009-06-12 Thread Dr Scofield

Olli Aro wrote:
 
 -Original Message-
 From: opensim-dev-boun...@lists.berlios.de
 [mailto:opensim-dev-boun...@lists.berlios.de] On Behalf Of Dr Scofield
 Sent: 11 June 2009 15:47
 To: opensim-dev@lists.berlios.de
 Subject: Re: [Opensim-dev] Web login
 
 
 Olli Aro wrote:
 Hi all,

  

 I am trying to implement web login for OpenSim.

  

 I have added appropriate web login key in the database for the user and
 then tried both of the following redirect both inside and outside the
 viewer:

  

 secondlife:///app/login?first_name=

 secondlife://app/login?first_name=*firstname*last_name=*lastname*locatio
 n=
 grid=web_login_key=*LLUUID *

 * *

 about:blank?redirect-http-hack=secondlife:///app/login?first_name=

 secondlife://app/login?first_name=*firstname*last_name=*lastname*locatio
 n=
 grid=web_login_key=*LLUUID *

  

 but viewer comes back all cases saying authentication failed.
 
 hmm...are you sure that the recent viewers do support weblogin? as far as i
 know
 (but that might be outdated already) weblogin was disabled a short while
 after
 it got introduced (apparently lindens had problems getting it to work
 reliably).
 
 
   DrS
 
 [[Olli Aro Wrote]] 
 
 Not sure at all. If it does not support web login, do I need to hack OpenSim
 authentication mechanism in order to get it working or is there some other
 options? I am trying to integrate OpenSim with a SSO framework, so need an
 authentication that let's person in without password, since the
 authentication has already happened previously.

the SL client would need to be fixed. BUT --- before looking at the SL client
code, consider that you then cannot contribute code back to OpenSim for the next
6 months (IIRC).



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Re: [Opensim-dev] Web login

2009-06-11 Thread Dr Scofield

Olli Aro wrote:
 Hi all,
 
  
 
 I am trying to implement web login for OpenSim.
 
  
 
 I have added appropriate web login key in the database for the user and
 then tried both of the following redirect both inside and outside the
 viewer:
 
  
 
 secondlife:///app/login?first_name=
 secondlife://app/login?first_name=*firstname*last_name=*lastname*location=
 grid=web_login_key=*LLUUID *
 
 * *
 
 about:blank?redirect-http-hack=secondlife:///app/login?first_name=
 secondlife://app/login?first_name=*firstname*last_name=*lastname*location=
 grid=web_login_key=*LLUUID *
 
  
 
 but viewer comes back all cases saying authentication failed.

hmm...are you sure that the recent viewers do support weblogin? as far as i know
(but that might be outdated already) weblogin was disabled a short while after
it got introduced (apparently lindens had problems getting it to work reliably).


DrS
 
  
 
 Could someone confirm if the web login should work and also give me
 indication on correct way to implement?
 
  
 
 Regards,
 
  
 
 Olli
 
  
 
  
 
  
 
 
 
 
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Re: [Opensim-dev] Region Startup Sculpt Meshing Asset Retreival

2009-05-29 Thread Dr Scofield
Dahlia Trimble wrote:
 I asked Nebadon to post this to the list to generate discussion. It's
 not clear to me when the appropriate time would be to allow logins to a
 region. Meshing and script loading are not confined to startup, they can
 happen at any time when a region is running and prims and scripts are
 rezzed or edited. It would seem that something in the scene would know
 the appropriate time, but many of the processes related to scene loading
 are asynchronous such as sculpt meshing, which is (currently) dependent
 on asset deliveries.
 
 Could we list some of the observations surrounding this issue? What
 happens when people log in before the region is fully loaded? Can these
 problems be mitigated, or should logins and region entry be denied until
 some pre-programmed decision can be made? Are there current safeguards
 in place now that may have been rendered ineffective by past code revisions?

we have been using the RegionReady region module to be notified of all scripts
being ready and running (it sends out a message on the configurable region ready
channel). not sure whether that could be extended to the sculpted prim stuff.
one idea i had (being faced by a similar issue as nebadon) was to use that
RegionReady signal (or the event it itself is using) to enable logins.


dirk
 
 -dahlia
 
 
 On Thu, May 28, 2009 at 10:41 PM, Nebadon Izumi nebadon2...@gmail.com
 mailto:nebadon2...@gmail.com wrote:
 
 At the request of dahlia, I am starting this thread to discuss
 Region startup, I would 1st like to bring attention to the feature
 request that i filed on this topic
 
 http://opensimulator.org/features/issue.php?id=45
 
 What is happening is for many minutes after the [Startup Complete]
 message is displayed, startup is still going and not actually
 finished, if an avatar logs in during this time it results in a hung
 viewer that never loads.  This can be pretty frustrating if your
 debuging and testing all day because the only way to really know
 when the sculpt retreival and decoding of sculpties prior to the
 meshing of these assets can take a really long time, and just as a
 note and for dahlias sake this is not a meshing issue, its unrelated
 to the mesher itself other than its the process that occurs prior to
 the meshing so meshing can be completed.  anyway this is not really
 the issue, the issue is that the region is not actually started and
 we are making a claim on the console that is has, I would be great
 if we could work something out that the startup complete message and
 logins are disabled until not only the full pre-meshing sculpty
 retreival / scripting and the meshing itself are complete, because
 in reality until these all finish, the sim is not actually started
 and ready, and if enough people log in during this window it can
 result in scripting errors and simulator crashing in addition to
 hung viewers.  Please lets discuss methods on how we can perhaps
 correct this and make the opensimulator experience better.  Thanks
 -- 
 Michael Emory Cerquoni - Nebadon Izumi @ http://osgrid.org
 
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Re: [Opensim-dev] breaking OpenSim.ini changes

2009-05-19 Thread Dr Scofield
Melanie wrote:
 MW pretty much reached the conclusion never to use a branch again. 
 It was stated that trunk is a developers' WORK area.

well, could it be because of a lack of communication going on, effectively steam
rolling MW?

 
 It is not meant to be usable all the time. The only requirement is 
 that it compiles.
 
 People who want stable should use stable. I think demands that trunk 
 remain usable sets a bad precedent.

i don't really believe you want to turn trunk into sandbox, do you?

dirk

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Re: [Opensim-dev] voice meetings

2009-05-17 Thread dr scofield




Mike Dickson wrote:

  The only obvious problem to voice for some of these conversations is
that if you're not there at the time it happens you lose out. No way to
archive them (easily) for historical purposes or simply for those who
can't contribute at the time the conversation happens.  Since in many
cases these are design discussions I think there's benefit to that
record.
  

freeswitch can record/stream MP3...

  
Of course there's a way around that.  If you do a voice meeting just
publish notes from the discussion.  That will help to foster
communication and increase the level of participation rather than be
exclusionary.  In that scenarios its a win-win for everyone.

Mike

On Sat, 2009-05-16 at 18:23 +, Charles Krinke wrote:
  
  
Indeed, discussing these subjects with those on the opensim-dev
mailing list in voice or text is to all of our mutual advantage.

Many folks have complained to me of the way the money issue was
handled and communication with the rest of the community is important
to moving forward and helping credibility.

Charles


  
  
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Re: [Opensim-dev] Ruth vs Gas Clouds: Bug or feature?

2009-05-15 Thread Dr Scofield
Arthur Valadares wrote:
 Hi everyone..
 
 I've been looking into a bug where if you get a brand new avatar and
 create pants, shirt, shape and skin and wear all of them, you turn into
 a gas cloud. After lot's of research, it seems this is kind of
 expected behavior. Let me try to explain what I think is happening.
 
 After SL Viewer 1.20, Ruth no longer existed. If you took off all
 wearables, you would now become a cloud of gas. Apparently, the viewer
 thinks that if you use all those 4 wearables without changing anything,
 you have become Ruth, and so you should now be a cloud of gas. If you
 make the 4 wearables, but change ANY parameter, you no longer become a
 cloud of gas . The thing is on OpenSim you start as Ruth, and not as a
 cloud of gas! Which is kind of confusing that the viewer thinks you
 become Ruth when you're actually trying not to.

excellent work finding this out, arthur!

DrS/dirk

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Re: [Opensim-dev] remote admin

2009-05-11 Thread Dr Scofield
Ralf Haifisch wrote:
 Heho,
 
  
 
  
 
 Is there any way to save an oar using the remote admin plugin ? 

yes. admin_save_oar (see RemoteAdminPlugin for usage).

cheers,
DrS/dirk
 
  
 
 I only know of loading a oar…
 
  
 
  
 
 If not, any plans for an extension like that ?
 
  
 
  
 
 What about the module that was around some time to do those operations
 from the browser ? (wich would be very nice..)
 
  
 
  
 
  
 
 Cheers,
 
 Ralf
 
  
 
 
 
 
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Re: [Opensim-dev] [Opensim-commits] r9036 - in trunk/OpenSim

2009-04-14 Thread Dr Scofield
Mikko Pallari wrote:
 Hi,
 
 Was there some particular reason why the OpenSim.32BitLaunch.csproj was 
 removed from trunk? It has been previously found very useful: 
 http://teddmaa.blogspot.com/2008/12/opensim-in-visual-studio-on-win64.html
 

as alan said, no, there wasn't aside from me doing a lousy job checking the
commit --- i assumed that *.csproj files were generated as part of prebuild (and
that the commit from alan was merely cleaning up stuff), should have checked
instead of just assumed, i apologize for causing inconvenience/pain.

DrS/dirk

 Cheers,
 Mikko
 
 -Original Message-
 From: opensim-commits-boun...@lists.berlios.de 
 [mailto:opensim-commits-boun...@lists.berlios.de] On Behalf Of 
 drscofi...@opensimulator.org
 Sent: 7. huhtikuuta 2009 19:54
 To: opensim-comm...@lists.berlios.de
 Subject: [Opensim-commits] r9036 - in trunk/OpenSim: 
 Region/OptionalModules/Avatar/Chat Tools/OpenSim.32BitLaunch 
 Tools/OpenSim.GridLaunch
 
 Author: drscofield
 Date: 2009-04-07 09:53:41 -0700 (Tue, 07 Apr 2009)
 New Revision: 9036
 
 Removed:
trunk/OpenSim/Tools/OpenSim.32BitLaunch/OpenSim.32BitLaunch.csproj
trunk/OpenSim/Tools/OpenSim.GridLaunch/OpenSim.GridLaunch.csproj
 Modified:
trunk/OpenSim/Region/OptionalModules/Avatar/Chat/IRCBridgeModule.cs
 Log:
 From: Alan Webb alan_w...@us.ibm.com
 
   Fix null reference exception during close down of IRC module if the
   region was not actually initialized.
 
 Modified: trunk/OpenSim/Region/OptionalModules/Avatar/Chat/IRCBridgeModule.cs
 ===
 --- trunk/OpenSim/Region/OptionalModules/Avatar/Chat/IRCBridgeModule.cs 
 2009-04-07 16:41:07 UTC (rev 9035)
 +++ trunk/OpenSim/Region/OptionalModules/Avatar/Chat/IRCBridgeModule.cs 
 2009-04-07 16:53:41 UTC (rev 9036)
 @@ -148,8 +148,16 @@
  if (!enabled)
  return;
 
 +if (region == null)
 +return;
 +
  region.Close();
 -lock (m_regions) m_regions.Remove(region);
 +
 +if(m_regions.Contains(region))
 +{
 +lock (m_regions) m_regions.Remove(region);
 +}
 +
  }
 
  #endregion
 
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Re: [Opensim-dev] Rev 8957 PIDFile

2009-04-02 Thread Dr Scofield
Sacha Magne wrote:
 Thanks for that one Melanie :)
 
 One good usecase could be monit managment system
 
 http://mmonit.com/monit/

... i'd augment that however with doing a REST call periodically to test whether
OpenSim is really still alive and not stuck...

cheers
DrS
 
 Anywa, Thanks :)
 
 Sacha
 
 On Thu, Apr 2, 2009 at 2:16 AM, Melanie mela...@t-data.com
 mailto:mela...@t-data.com wrote:
 
 Yes, that is what it is. A text file containing the unix PID
 
 Melanie
 
 Ralf Haifisch wrote:
  Hi Melanie,
 
 
 
  this is a pidfile in the unix sense ?
 
 
 
  so one can use unixtools on pidfiles ?
 
 
 
  cheers,
 
  Ralf
 
 
 
 
 
 
 
 
 
 
 
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Re: [Opensim-dev] Ini file(s) loading

2009-03-20 Thread Dr Scofield
Melanie wrote:
 And that brings us full circle to my proposal.
 
 There is much sense in a set of files that are used as defaults, and 
 then overriding settings in specific configuration files.

+1 on that proposal.

DrS/dirk

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Re: [Opensim-dev] OpenID

2009-03-19 Thread Dr Scofield
Mike Mazur wrote:
 Hi,
 
 On Tue, 3 Mar 2009 08:40:03 +0100
 Ralf Haifisch r...@ralf-haifisch.biz wrote:
 
 beiing pished - you are talking about getting the users token ?
 
 The expected scenario is this:
 
 1. Log into travel.com using OpenID
 2. travel.com redirects you to myopenid.com for you to enter your pwd
 3. You enter your valid OpenID password
 4. myopenid.com redirects you back to travel.com, you are now authed
 5. You book your ticket safely
 
 The phishing scenario is this:
 
 1. Log into travol.com using OpenID
 2. travol.com redirects you to BADopenid.com for you to enter your pwd.
BADopenid.com looks just like myopenid.com, you don't notice the
different URL and the lack of SSL session

na, na, na. that's the script kiddie scenario. EVILopenid.com uses a certificate
--- if they can't get a valid one (though why wouldn't they), they'd generate
one each day that is just one day past it's validity...

 3. You enter your valid OpenID password
 4. Now the bad guys have access to your OpenID account, and all the
services you use OpenID to authenticate with
 
 Mike
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Re: [Opensim-dev] Voice chat through Asterix

2009-03-17 Thread Dr Scofield
Geetika S wrote:
 Hi
 
 In a nutshell, we run a server on the client side which receives avatar
 positions from an in-world script running on an avatar attachment. The
 server gives position info to Mumble locally.  Am a bit caught up in
 something. Will post more details/exes on this soon.

interesting. so the server is basically your mumble client?

if that is the case, you should be able to extend that client into an SLVoice
replacement. with the latest SL client (= 1.22.9) we do get all parameters
passed through from the SL client to SLVoice --- and that includes the position
of the avatar.

if we get that running we could create an uber-SLVoice that looks at the account
 UR: if it's a vivox one it will start the real-SVLoice and pass all XML
requests to it (and vice versa), if it's a mumble one, it will work as a mumble
client...

DrS/dirk

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Re: [Opensim-dev] Authentication, take 2: Capabilities

2009-03-13 Thread Dr Scofield
Diva Canto wrote:
 [...]
 
 Seriously, the right way of writing the viewer would be for it to accept
 capabilities for all of its functions, and default to UDP to the region
 if no CAP URL is set. Those 400+ messages of the Client-Server protocol
 should simply be handles for capability-like functions that would be
 implemented by assorted components, to be defined at login-time by the
 trusted home system. But there I go again bashing the viewer, right
 after my new-found love for it...

grinwe should now pound on linden's door and demand MORE CAPs.../grin

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Re: [Opensim-dev] Preview split up of OpenSim.ini.example now in bin/config.preview.donotuseyet

2009-03-12 Thread Dr Scofield
Justin Clark-Casey wrote:
 Hello folks,
 
 I have done a preliminary split of the large OpenSim.ini.example file into 
 separate files under the directory 
 config.preview.donotuseyet/.  None of this is yet active.
 
 The separate .ini.example files are placed in a folder structure under 
 config/ rather than all in a single directory. 
 Where possible the structure follows that of modules and assemblies in the 
 codebase.

hmm... i'd much prefer to have them in just *folder*...possibly *two*: one with
the active config files, one with the inactive ones. also OpenSim.ini should
live in that folder then

DrS/dirk


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Re: [Opensim-dev] User Authentication

2009-03-09 Thread Dr Scofield
Stefan Andersson wrote:
 Melanie,
  
 I wasn't suggesting the use of our client software, I was describing a
 solution that has worked well for us. I believe that there are some
 issues that simply can't be solved with an unhacked sl viewer, and this
 would be a nice base to work around it.
 
 I actually forgot to add that it also offers to download the viewer and
 install it, if it can't find any viewer present.
  
 Even so, given how small piece of code this launcher is, it would be
 trivial to port to any environment.
  
 I guess I'm really suggesting that if any of this would make sense, we
 would set up a forge project for a cross-platform viewer launcher
 project, bsd licensed so it can be applied and repackaged as needed. We
 would gladly contribute to such a project.

there is one already: rezzme (on forge). i'm not claiming it's the best one, but
it does the job quite nicely (so far) --- the only drawback i see is that it's
written in python, which translates to rather large installers for windows and
mac. a rewrite in C++ or similar would probably result in smaller footprints.

cheers,
DrS/dirk


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Re: [Opensim-dev] oddities with asset storage

2009-02-18 Thread Dr Scofield
Dirk Krause wrote:
 ...
[...]
 
 But isn't that ... horrible? (in lack of a better/worse word.)
 
 As I said yesterday, IMHO there is no real need to think about
 optimizations when you have
 a serious blocker like this. I would even go so far that this is a major
 roadblock for grid based technologies per se. (grid as in Rosedale's
 'Happily now, Second Life has been proven to exist. If we disappeared
 tomorrow, the grid would be rebuilt by you.')
 
 I take it the bad news is that any proposed solution to this breaks SL
 compatibility?
 
 Maybe now would be a good time to take a step away from it.

so, what do you supposed should be done? ride OpenSim on web route 404? lots of
dangling references?

i supposed on a standalone system you could do ref counting or bidirectional
refs/links --- that however is not a very scalable solution for a grid with
sporadically connected grid components.

one avatar's garbage is another avatar's treasure...

DrS/dirk


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

2009-02-17 Thread Dr Scofield
Melanie wrote:
 I'm not happy with that. I see no evil in the nini references and I 
 like the option of using nin for private config files outside of 
 OpenSim.ini.
 
 Also, I have several modules that read the config from another 
 module, so they need to be able to address sections.
 
 Limiting it like that would take away significant functionality for 
 little, if any, gain.

+1

i like the idea of a global config anchor though.
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[Opensim-dev] what to do if you encounter could not load file or assembly 'OpenSim.Region.Environment...'

2009-02-11 Thread Dr Scofield




as of r8316 the OpenSim.Region.Enviroment tree has been completely
refactored into OpenSim.Region.Framework, OpenSim.Region.CoreModules,
and OpenSim.Region.OptionalModules --- as a consequence you might see
the following console/log message after a clean rebuild:

19:54:29 - Loading effects in
Terrain/OpenSim.Region.Modules.Terrain.Extensions.DefaultEffects.dll
  
** (OpenSim.exe:19226): WARNING **: The following assembly referenced
from
../opensim/bin/Terrain/OpenSim.Region.Modules.Terrain.Extensions.DefaultEffects.dll
could not be loaded:
 Assembly: OpenSim.Region.Environment (assemblyref_index=0)
 Version: 0.0.0.0
 Public Key: (none)
The assembly was not found in the Global Assembly Cache, a path listed
in the MONO_PATH environment variable, or in the location of the
executing assembly (../opensim/bin/Terrain/).
  
** (OpenSim.exe:19226): WARNING **: Could not load file or assembly
'OpenSim.Region.Environment, Version=0.0.0.0, Culture=neutral,
PublicKeyToken=null' or one of its dependencies.
  
if you encounter this you need to delete bin/Terrain/OpenSim.Region.Modules.Terrain.Extensions.DefaultEffects.dll
and everything should be fine then.

    cheers,
    DrS/dirk
-- 
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[Opensim-dev] REFACTOR: step 2 of 2 done: OpenSim.Regin.{Enviroment, Modules} - OpenSim.Region.{CoreModules, OptionalModules}

2009-02-10 Thread Dr Scofield
I've just checked-in step 2 of 2 of the OpenSim.Region.Environment
refactor.

NOTHING has been deleted or moved off to forge at this point. what has
happened is that OpenSim.Region.Environment.Modules has been split in
two (following the discussion we had yesterday). Region.Environment
has been eliminated. Whether we do move region modules off to forge or
not is a separate discussion and depends on a number of factors.

Again, i've tried very hard not to break stuff. it's quite a change
though, so there might still be breakage.

Here's the list of what is now living where:

- OpenSim.Region.CoreModules: all those modules that are either
  directly or indirectly referenced from  other  OpenSim packages, or
  that provide functionality that the OpenSim developer community
  considers core functionality:

  CoreModules/Agent/AssetTransaction
  CoreModules/Agent/Capabilities
  CoreModules/Agent/TextureDownload
  CoreModules/Agent/TextureSender
  CoreModules/Agent/TextureSender/Tests
  CoreModules/Agent/Xfer
  CoreModules/Avatar/AvatarFactory
  CoreModules/Avatar/Chat/ChatModule
  CoreModules/Avatar/Combat
  CoreModules/Avatar/Currency/SampleMoney
  CoreModules/Avatar/Dialog
  CoreModules/Avatar/Friends
  CoreModules/Avatar/Gestures
  CoreModules/Avatar/Groups
  CoreModules/Avatar/InstantMessage
  CoreModules/Avatar/Inventory
  CoreModules/Avatar/Inventory/Archiver
  CoreModules/Avatar/Inventory/Transfer
  CoreModules/Avatar/Lure
  CoreModules/Avatar/ObjectCaps
  CoreModules/Avatar/Profiles
  CoreModules/Communications/Local
  CoreModules/Communications/REST
  CoreModules/Framework/EventQueue
  CoreModules/Framework/InterfaceCommander
  CoreModules/Hypergrid
  CoreModules/InterGrid
  CoreModules/Scripting/DynamicTexture
  CoreModules/Scripting/EMailModules
  CoreModules/Scripting/HttpRequest
  CoreModules/Scripting/LoadImageURL
  CoreModules/Scripting/VectorRender
  CoreModules/Scripting/WorldComm
  CoreModules/Scripting/XMLRPC
  CoreModules/World/Archiver
  CoreModules/World/Archiver/Tests
  CoreModules/World/Estate
  CoreModules/World/Land
  CoreModules/World/Permissions
  CoreModules/World/Serialiser
  CoreModules/World/Sound
  CoreModules/World/Sun
  CoreModules/World/Terrain
  CoreModules/World/Terrain/DefaultEffects
  CoreModules/World/Terrain/DefaultEffects/bin
  CoreModules/World/Terrain/DefaultEffects/bin/Debug
  CoreModules/World/Terrain/Effects
  CoreModules/World/Terrain/FileLoaders
  CoreModules/World/Terrain/FloodBrushes
  CoreModules/World/Terrain/PaintBrushes
  CoreModules/World/Terrain/Tests
  CoreModules/World/Vegetation
  CoreModules/World/Wind
  CoreModules/World/WorldMap

- OpenSim.Region.OptionalModules: all those modules that are not core
  modules:

  OptionalModules/Avatar/Chat/IRC-stuff
  OptionalModules/Avatar/Concierge
  OptionalModules/Avatar/Voice/AsterixVoice
  OptionalModules/Avatar/Voice/SIPVoice
  OptionalModules/ContentManagementSystem
  OptionalModules/Grid/Interregion
  OptionalModules/Python
  OptionalModules/SvnSerialiser
  OptionalModules/World/NPC
  OptionalModules/World/TreePopulator


DrS/dirk

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Re: [Opensim-dev] what are the core region modules? which are not?

2009-02-09 Thread Dr Scofield
Justin Clark-Casey wrote:
 Dr Scofield wrote:
 i'm now working on step 2 of the OpenSim.Region.Environment refactor.
 here is a list of CoreModules and OptionalModules. clearly the later
 ones are candidates for moving to forge. any comments on the contents of
 these two lists? any modules that should not be in CoreModules (and any
 modules that should be in CoreModules)?
 
 Could you tell us what criteria you're using for this?

the following: Core should be anything that is

(a) referenced directly or indirectly from outside CoreModules/OptionalModules
(b) is necessary to provide the base 3D/VW user experience

and, admittedly, this is a rough view and i'm the first to admit that i
misclassified, hence my request for comments! :-)

 
 Core region modules:

 CoreModules/Communications/REST
 CoreModules/Communications/Local

referenced directly.

 CoreModules/Hypergrid

dito.

 CoreModules/World/TreePopulator
 CoreModules/World/Sound
 CoreModules/World/Land
 CoreModules/World/Terrain
 CoreModules/World/Terrain/FloodBrushes
 CoreModules/World/Terrain/FileLoaders
 CoreModules/World/Terrain/PaintBrushes
 CoreModules/World/Terrain/Effects
 CoreModules/World/Terrain/Tests
 CoreModules/World/Estate
 CoreModules/World/Wind
 CoreModules/World/Vegetation
 CoreModules/World/Sun
 CoreModules/World/Permissions
 CoreModules/World/WorldMap
 CoreModules/World/Archiver
 CoreModules/World/Archiver/Tests
 CoreModules/World/Serialiser

not sure whether ALL of these are core. so in dubio pro reo.

 CoreModules/Agent/TextureDownload
 CoreModules/Agent/Capabilities
 CoreModules/Agent/TextureSender
 CoreModules/Agent/TextureSender/Tests
 CoreModules/Agent/AssetTransaction
 CoreModules/Agent/Xfer

those seem to contribute essential services.

 CoreModules/Framework/EventQueue
 CoreModules/Framework/InterfaceCommander

dito.

 CoreModules/Scripting/XMLRPC
 CoreModules/Scripting/LoadImageURL
 CoreModules/Scripting/DynamicTexture
 CoreModules/Scripting/EMailModules
 CoreModules/Scripting/VectorRender
 CoreModules/Scripting/WorldComm
 CoreModules/Scripting/HttpRequest

required for script engines, i guess. in dubio pro reo.

 CoreModules/Grid/Interregion

required for Grid mode, i guess.

 CoreModules/Avatar/Groups

rudimentary group support.

 CoreModules/Avatar/Lure

teleport lures.

 CoreModules/Avatar/InstantMessage

i consider this core functionality.

 CoreModules/Avatar/AvatarFactory

referenced directly.

 CoreModules/Avatar/Inventory/Transfer
 CoreModules/Avatar/Inventory/Archiver

i consider this core functionality.

 CoreModules/Avatar/Profiles
 CoreModules/Avatar/Gestures
 CoreModules/Avatar/Friends
 CoreModules/Avatar/ObjectCaps
 CoreModules/Avatar/Chat/ChatModule

dito.

 CoreModules/Avatar/Currency/SampleMoney

i don't consider this core functionality, but it's referenced.

 CoreModules/Avatar/Dialog

core functionality.


 Optional region modules:

 OptionalModules/World/NPC
 OptionalModules/Avatar/Voice
 OptionalModules/Avatar/Voice/AsterixVoice
 OptionalModules/Avatar/Voice/SIPVoice

none of the voice modules has working client counter part so far. so, definitely
optional.

 OptionalModules/Avatar/Concierge

definitely optional.

 OptionalModules/Avatar/Combat

where does this come from and how is it being used?

 OptionalModules/Avatar/Chat/IRC-stuff

i'd consider this optional.

 OptionalModules/ContentManagementSystem

same here.

 OptionalModules/InterGrid

ok, this could be a CoreModule on the same level as HyperGrid...it's just that
HyperGrid seems to be much more advanced and we made the decision to move it
from forge to core.


as i said, i'd LOVE to hear on this and get this sorted.

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[Opensim-dev] UPDATE[2]: Re: what are the core region modules? which are not?

2009-02-09 Thread Dr Scofield
[update following input from melanie, justincc]

i'm now working on step 2 of the OpenSim.Region.Environment refactor.
here is a list of CoreModules and OptionalModules. clearly the later
ones are candidates for moving to forge. any comments on the contents of
these two lists? any modules that should not be in CoreModules (and any
modules that should be in CoreModules)?

anyone know about Modules/Python and/or Environment/Modules/Grid/Interregion???

== proposed list of CORE region modules: ==

CoreModules/Agent/AssetTransaction
CoreModules/Agent/Capabilities
CoreModules/Agent/TextureDownload
CoreModules/Agent/TextureSender
CoreModules/Agent/TextureSender/Tests
CoreModules/Agent/Xfer

CoreModules/Avatar/AvatarFactory
CoreModules/Avatar/Chat/ChatModule
CoreModules/Avatar/Combat
CoreModules/Avatar/Currency/SampleMoney
CoreModules/Avatar/Dialog
CoreModules/Avatar/Friends
CoreModules/Avatar/Gestures
CoreModules/Avatar/Groups
CoreModules/Avatar/InstantMessage
CoreModules/Avatar/Inventory/Archiver
CoreModules/Avatar/Inventory/Transfer
CoreModules/Avatar/Lure
CoreModules/Avatar/ObjectCaps
CoreModules/Avatar/Profiles

CoreModules/Communications/Local
CoreModules/Communications/REST

CoreModules/Framework/EventQueue
CoreModules/Framework/InterfaceCommander

CoreModules/Hypergrid

CoreModules/Scripting/DynamicTexture
CoreModules/Scripting/EMailModules
CoreModules/Scripting/HttpRequest
CoreModules/Scripting/LoadImageURL
CoreModules/Scripting/VectorRender
CoreModules/Scripting/WorldComm
CoreModules/Scripting/XMLRPC

CoreModules/World/Archiver
CoreModules/World/Archiver/Tests
CoreModules/World/Estate
CoreModules/World/Land
CoreModules/World/Permissions
CoreModules/World/Serialiser
CoreModules/World/Sound
CoreModules/World/Sun
CoreModules/World/Terrain
CoreModules/World/Terrain/Effects
CoreModules/World/Terrain/FileLoaders
CoreModules/World/Terrain/FloodBrushes
CoreModules/World/Terrain/PaintBrushes
CoreModules/World/Terrain/Tests
CoreModules/World/Vegetation
CoreModules/World/Wind
CoreModules/World/WorldMap


== proposed list of OPTIONAL region modules (forge candidates): ==

OptionalModules/Avatar/Chat/IRC-stuff
OptionalModules/Avatar/Concierge
OptionalModules/Avatar/Voice
OptionalModules/Avatar/Voice/AsterixVoice
OptionalModules/Avatar/Voice/SIPVoice

OptionalModules/ContentManagementSystem

OptionalModules/InterGrid

OptionalModules/World/NPC
OptionalModules/World/TreePopulator


== proposed list of DEAD region modules: ==

Modules/Python
Environment/Modules/Grid/Interregion



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Re: [Opensim-dev] TP protocol handle

2009-01-30 Thread Dr Scofield
Cristina Videira Lopes wrote:
 Dirk,
 
 How do I make the SL viewer underline these things?
 I still don't know what packet is involved, but I can see that urls like
 these
 http://slurl.com/secondlife/Foo/
 secondlife://Foo/
 result in something being sent to the server querying for region Foo.
 That's all I need to make it happen.

do you? what if Foo is on another grid? is that taken care by HG?

 But this:
 rezzme://Foo/
 doesn't.
 
 I mean, I can always do what I want via an OS scripting function, but if
 there's a way of doing it via a simple click, that would be ideal.

no. the SL client is not aware of the rezzme URI handler it then seems. i guess
it all depends on how it picks up URI handlers...

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Re: [Opensim-dev] TP protocol handle

2009-01-30 Thread Dr Scofield
Dr Scofield wrote:
 Cristina Videira Lopes wrote:
 Dirk,

 How do I make the SL viewer underline these things?
 I still don't know what packet is involved, but I can see that urls like
 these
 http://slurl.com/secondlife/Foo/
 secondlife://Foo/
 result in something being sent to the server querying for region Foo.
 That's all I need to make it happen.
 
 do you? what if Foo is on another grid? is that taken care by HG?
 
 But this:
 rezzme://Foo/
 doesn't.

 I mean, I can always do what I want via an OS scripting function, but if
 there's a way of doing it via a simple click, that would be ideal.
 
 no. the SL client is not aware of the rezzme URI handler it then seems. i 
 guess
 it all depends on how it picks up URI handlers...

actually, i think the SL client needs to be modified so that it picks up RezzMe
URIs. see my comment re hippo viewer.


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

2009-01-29 Thread Dr Scofield
Tleiades Lauridsen wrote:
 
 
 Date: Thu, 29 Jan 2009 08:31:48 +0100
 From: drscofi...@xyzzyxyzzy.net
 To: opensim-dev@lists.berlios.de
 Subject: Re: [Opensim-dev] proposal: cleanup and break up region modules

 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.
 
 I  guess what I'm saying is that dll files are not as cheap as it is
 being implied. Having an application dynamicallly load a large number of
 dll's at runtime, is less efficient that loading a few large dll's
 during load time. The JIT'ed code will be less efficient and loadtime of
 the application will increase. While load time may not be a big issue, I
 believe it is best to give the JIT engine the best working condition.

we are always loading at runtime --- or let me ask the other way round: what do
you define as loadtime?


 
 As I understand it the JIT engine and assembly loader have been designed
 based on a use pattern which states: Most assemblies will be loaded
 during application load time, and only few assemblies will be loaded at
 a latter stage,

well, we are loading at runtime then.

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

2009-01-29 Thread Dr Scofield
Sean Dague wrote:
[...]
 
 That being said, this isn't an all or nothing approach.  I'd say step
 one, lets get the modules into a seperate dll (like diva suggested).
 Then we can experiment with some level break up and see if it does cause
 the end of the world. :)  If so, we can quickly go back.

that sounds like a good approach: move everything into
OpenSim.Region.CoreModules (as MW suggested) and then take it (or not) from
there with regards to separate DLLs.



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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 :-)


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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.

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Re: [Opensim-dev] anon logins

2009-01-26 Thread Dr Scofield
Paul Fishwick wrote:
 People do a lot of web-browsing and perhaps anon accounts will help better
 integrate opensim with the web. Consider the following:
 
  1. Someone is browsing the web for a topic such as red wine
  2. They get to various wine distributor and vineyard web pages
  3. They find out that one of the vineyards has a hot link to a 3D space
  4. They click on it and find themselves in the opensim world for the 
 vineyard
 
 We need to find ways of making it easier, and more transparent, to go 
 between
 #2 and #4. It may be that a stepping-stone is required such as Xenki, 
 which is
 browser embedded (before launching a full-blown viewer).
 
 Anon accounts may help because it is similar to unrestricted web browsing.
 And, these accounts may ease the transition between #2 and #4, and thus
 grow the metaverse.
 

interesting thoughts. we could give anonymous guests black and white avatars :-)

i like the idea of a randomly chosen first (or last) name. we could even
integrate that with gridinfo and the rezzme URI scheme and protocol handlers: a
rezzme URI such as

rezzme://anonymous%20anonym...@vineyard.com:9000/merlot/

could obtain as part of the mandatory gridinfo retrieval from vineyard.com:9000
also obtain an anonymous user name generated by the grid and the client would
then use that as the avatar name; for example, vineyard.com's gridinfo might 
return

anonymousJoe Anonymous/anonymous

the restriction on the anonymous user class would be as specified (and they'd
get a black  white avatar :-)

cheers,
DrS/dirk

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Re: [Opensim-dev] anon logins

2009-01-26 Thread Dr Scofield
Charles Krinke wrote:
 Overweight tourist with a camera like There.com ??
 
 But, yes, that is another good question, how should we represent the
 avatar and what features should a sim allow to a guest avatar. All good
 things to consider as we evolve the Metaverse off into the future.
 
 Personally, I would think a guest should have the ability to read
 notecards, experience scripts, probably be able to touch. Things that
 would fit into the paradigm of a naive user entering the Metaverse for
 the first time.
 

i like the idea of this being configurable per grid.

 I like the browser Xenkii idea. I rather suspect most of these folks
 will enter our Metaverse through some sort of browser interface as a
 result of a hyperlink on a 'Flat Web Site'.

or a rezzme: URI


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

2009-01-26 Thread Dr Scofield
MW wrote:
 I have to say I'm not a big fan of what I've seen of mono.addins so far.
 Maybe ExtensionLoader is better, so I do think we should look at that.
 As I think it is better to only have one system of loading plugins/modules.
 
 As for initialise vs Initialize, hehe. Well personally I think it should
 stay as it is. I really see no reason to change it. I do know of other
 opensource projects that use initialise, Ogre being one. And it would be
 as hard for me to remember to look/search for Initialize as it would be
 for you to look for initialise.
 
 So my vote is a strong keep to UK english or even the mix we have
 (because some bits are in US english). But I really don't think people
 should have to switch code that is there to US english. Sorry thats a
 point I do feel quite strongly on.
 
 But saying that if everyone else voted in favour of that switch I
 wouldn't stand in the way. Just would think it was wrong. Any code I
 write is just likely to have uk spelling. The same way any code you
 write is likely to have US spelling. And opensim has had the UK spelling
 from the start.

so, +1 on keeping the UK spelling :-)


DrS/dirk



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

2009-01-26 Thread Dr Scofield
Charles Krinke wrote:
 ROFL. Oh, it was the 'z' versus the 's' you were discussing.
 
 I thought it was the i versus the I.

ROFL. yeah, i can imagine there are folks out there that object to the capital
I as being too capitalistic...


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

2009-01-26 Thread Dr Scofield
Ryan McDougall wrote:
 My apologies for thread-jacking...
 
 I just want to be clear I didn't propose it because I came later and
 decided I didn't like UK spelling. I am Canadian and historically
 Canadians have used UK spelling.
 
 I proposed it for the same reason (US) English is the standard
 language of all things international; business, science, open source,
 etc: we have to pick one anyway, there will be more people unhappy
 with the choice than happy, so might as well just pick the most common
 one and suck it up.

so, to balance things a bit, if we actually do want to standardize one spelling
system, i'd say, let's standardize on the UK variant then, given that that is
the one OpenSim was born with.


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Re: [Opensim-dev] Source tree cleanup

2009-01-26 Thread Dr Scofield
Sean Dague wrote:
 Jeff Ames wrote:
 Hello,

 There are a few dusty corners in trunk from before
 forge.opensimulator.org was up, but I was wondering about moving them
 over, or merging them with core.

[...]
 * share/python

i've cleaned out that one. was just example code.


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

2009-01-26 Thread Dr Scofield
MW wrote:
 But do we standardize on one variant or standardise on that?
 
 Sorry couldn't stop myself :)

that was a test :-) or was that a tezt? :-D

DrS/dirk


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Re: [Opensim-dev] Source tree cleanup

2009-01-26 Thread Dr Scofield

while we are on the topic of cleaning up: could we move OpenSim/Region/Modules/*
to (appropriate) subdirectories under OpenSim/Region/Environment/Modules? at
least to me it's not clear what the difference between those two directories is
(made worse by the fact that we have SvnSerializer in OpenSim/Region/Modules but
 the OAR archiver in OpenSim/Region/Environment/Modules.

if there are no objections, i'd even do the move ;-)

cheers,
DrS/dirk


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

2009-01-26 Thread Dr Scofield
Ideia Boa wrote:
 I think it was a te5t not a te2t
 :)

oop5, m3 b4d.

Dr5/d1rk
 
 
 Dr Scofield wrote:
 MW wrote:
   
 But do we standardize on one variant or standardise on that?

 Sorry couldn't stop myself :)
 

 that was a test :-) or was that a tezt? :-D

  DrS/dirk


   
 
 
 
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Re: [Opensim-dev] Status of voice

2009-01-22 Thread Dr Scofield
we are now looking at voice again more closely --- lots of other stuff kind of
took precedence (i.e., necessary to get funding arranged :-) --- current port of
call is research into a vivox voice module.

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