[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
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Re: [Opensim-dev] AssetBase and metadata

2009-01-29 Thread Justin Clark-Casey
Mike Mazur wrote:
> 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";
> 

Just to clarify, you're anticipating changing the OpenSim.Framework.AssetBase 
class (instead of having a parallel class 
in the AssetServer code)?  If so, sounds good to me.

> 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?

 From a readability perspective I would rather see it remain as just Metadata, 
since something like

AssetBase myAsset = new AssetBase();
myAsset.AssetMetadata.Name = "Hel";

looks kind of redundant to me (though this may just be a taste issue).

-- 
justincc
Justin Clark-Casey
http://justincc.wordpress.com
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Re: [Opensim-dev] AssetBase and metadata

2009-01-29 Thread Sean Dague
Justin Clark-Casey wrote:
> Mike Mazur wrote:
>> 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";
>>
> 
> Just to clarify, you're anticipating changing the OpenSim.Framework.AssetBase 
> class (instead of having a parallel class 
> in the AssetServer code)?  If so, sounds good to me.
> 
>> 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?
> 
>  From a readability perspective I would rather see it remain as just 
> Metadata, since something like
> 
> AssetBase myAsset = new AssetBase();
> myAsset.AssetMetadata.Name = "Hel";
> 
> looks kind of redundant to me (though this may just be a taste issue).

Agreed on the redundancy parts.  The foo.fooName that is everywhere in
the source just makes for a lot more typing.  Let's not do more of that. :)

-Sean

-- 
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Re: [Opensim-dev] AssetBase and metadata

2009-01-29 Thread Mike Mazur
Hi,

Thanks for the feedback...

On Thu, 29 Jan 2009 15:15:38 +
Justin Clark-Casey  wrote:

> Mike Mazur wrote:
> > 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";
> > 
> 
> Just to clarify, you're anticipating changing the
> OpenSim.Framework.AssetBase class (instead of having a parallel class
> in the AssetServer code)?  If so, sounds good to me.

Yes, I'd like to modify OpenSim.Framework.AssetBase.

> > Should the Metadata class be renamed to AssetMetadata? Any other
> > thoughts?
> 
>  From a readability perspective I would rather see it remain as just
> Metadata, since something like
> 
> AssetBase myAsset = new AssetBase();
> myAsset.AssetMetadata.Name = "Hel";
> 
> looks kind of redundant to me (though this may just be a taste issue).

Yeah, that seems redundant, although since the class lives in
OpenSim.Framework, and not something more specific (like
OpenSim.Framework.Assets, for example), the OpenSim.Framework.Metadata
class would be pretty ambiguous; what is the Metadata for?

For the time being I'll go ahead with OpenSim.Framework.Metadata.

Thanks!
Mike
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Re: [Opensim-dev] AssetBase and metadata

2009-01-30 Thread Sean Dague
Mike Mazur wrote:
> Hi,
> 
> Thanks for the feedback...
> 
> On Thu, 29 Jan 2009 15:15:38 +
> Justin Clark-Casey  wrote:
> 
>> Mike Mazur wrote:
>>> 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";
>>>
>> Just to clarify, you're anticipating changing the
>> OpenSim.Framework.AssetBase class (instead of having a parallel class
>> in the AssetServer code)?  If so, sounds good to me.
> 
> Yes, I'd like to modify OpenSim.Framework.AssetBase.
> 
>>> Should the Metadata class be renamed to AssetMetadata? Any other
>>> thoughts?
>>  From a readability perspective I would rather see it remain as just
>> Metadata, since something like
>>
>> AssetBase myAsset = new AssetBase();
>> myAsset.AssetMetadata.Name = "Hel";
>>
>> looks kind of redundant to me (though this may just be a taste issue).
> 
> Yeah, that seems redundant, although since the class lives in
> OpenSim.Framework, and not something more specific (like
> OpenSim.Framework.Assets, for example), the OpenSim.Framework.Metadata
> class would be pretty ambiguous; what is the Metadata for?
> 
> For the time being I'll go ahead with OpenSim.Framework.Metadata.

It's fine for the object to be called AssetMetaData, just don't make the
property that.

We don't have UserProfile.StringFirstname.  The type is encoded already
in the object, don't encode it also in the name.

-Sean

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sda...@gmail.com
http://dague.net




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Re: [Opensim-dev] AssetBase and metadata

2009-01-30 Thread MW
I agree, I'd say call the class AssetMetaData, but just call the property (in 
AssetBase) MetaData.


Sean Dague  wrote: Mike Mazur wrote:
> Hi,
> 
> Thanks for the feedback...
> 
> On Thu, 29 Jan 2009 15:15:38 +
> Justin Clark-Casey  wrote:
> 
>> Mike Mazur wrote:
>>> 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";
>>>
>> Just to clarify, you're anticipating changing the
>> OpenSim.Framework.AssetBase class (instead of having a parallel class
>> in the AssetServer code)?  If so, sounds good to me.
> 
> Yes, I'd like to modify OpenSim.Framework.AssetBase.
> 
>>> Should the Metadata class be renamed to AssetMetadata? Any other
>>> thoughts?
>>  From a readability perspective I would rather see it remain as just
>> Metadata, since something like
>>
>> AssetBase myAsset = new AssetBase();
>> myAsset.AssetMetadata.Name = "Hel";
>>
>> looks kind of redundant to me (though this may just be a taste issue).
> 
> Yeah, that seems redundant, although since the class lives in
> OpenSim.Framework, and not something more specific (like
> OpenSim.Framework.Assets, for example), the OpenSim.Framework.Metadata
> class would be pretty ambiguous; what is the Metadata for?
> 
> For the time being I'll go ahead with OpenSim.Framework.Metadata.

It's fine for the object to be called AssetMetaData, just don't make the
property that.

We don't have UserProfile.StringFirstname.  The type is encoded already
in the object, don't encode it also in the name.

 -Sean

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


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Re: [Opensim-dev] AssetBase and metadata

2009-02-01 Thread Mike Mazur
Hi,

On Fri, 30 Jan 2009 07:37:27 -0500
Sean Dague  wrote:

> It's fine for the object to be called AssetMetaData, just don't make
> the property that.

On Fri, 30 Jan 2009 14:51:12 + (GMT)
MW  wrote:

> I agree, I'd say call the class AssetMetaData, but just call the
> property (in AssetBase) MetaData.

Makes perfect sense. Thanks for the feedback.

Mike
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Re: [Opensim-dev] AssetBase and metadata

2009-02-01 Thread Teravus Ovares
Is there any reason that we don't request items from the asset server
internally by the inventory UUID instead of the asset UUID?
Requesting assets by inventory UUID would make it a LOT simpler to
apply permissions at the trusted service level instead of at the
simulator level.

Best Regards

Teravus

On 2/1/09, Mike Mazur  wrote:
> Hi,
>
> On Fri, 30 Jan 2009 07:37:27 -0500
> Sean Dague  wrote:
>
> > It's fine for the object to be called AssetMetaData, just don't make
> > the property that.
>
> On Fri, 30 Jan 2009 14:51:12 + (GMT)
> MW  wrote:
>
> > I agree, I'd say call the class AssetMetaData, but just call the
> > property (in AssetBase) MetaData.
>
> Makes perfect sense. Thanks for the feedback.
>
> Mike
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Re: [Opensim-dev] AssetBase and metadata

2009-02-01 Thread Frisby, Adam
Hrrm, do remember however that it still isn't 'secure' since the messages can 
be forged easily enough.

It might be worth considering a proposal I fielded about 2 years back on this 
list for a semi-encrypted asset shell.

It's pretty simple - we encrypt all assets on upload, and we can then store the 
decoding key inside the inventory item. That way assets can be proxied for 
scaling, without increasing the risk profile. (as long as no-one starts copying 
the dec. keys)

Adam

> -Original Message-
> From: opensim-dev-boun...@lists.berlios.de [mailto:opensim-dev-
> boun...@lists.berlios.de] On Behalf Of Teravus Ovares
> Sent: Sunday, 1 February 2009 8:59 PM
> To: opensim-dev@lists.berlios.de
> Subject: Re: [Opensim-dev] AssetBase and metadata
>
> Is there any reason that we don't request items from the asset server
> internally by the inventory UUID instead of the asset UUID?
> Requesting assets by inventory UUID would make it a LOT simpler to
> apply permissions at the trusted service level instead of at the
> simulator level.
>
> Best Regards
>
> Teravus
>
> On 2/1/09, Mike Mazur  wrote:
> > Hi,
> >
> > On Fri, 30 Jan 2009 07:37:27 -0500
> > Sean Dague  wrote:
> >
> > > It's fine for the object to be called AssetMetaData, just don't
> make
> > > the property that.
> >
> > On Fri, 30 Jan 2009 14:51:12 + (GMT)
> > MW  wrote:
> >
> > > I agree, I'd say call the class AssetMetaData, but just call the
> > > property (in AssetBase) MetaData.
> >
> > Makes perfect sense. Thanks for the feedback.
> >
> > Mike
> > ___
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Re: [Opensim-dev] AssetBase and metadata

2009-02-01 Thread Teravus Ovares
True, I'm not really going for security here, mostly going for
'possible'.   As we edge closer and closer to a metaverse 'standard',
the biggest thing keeping us from wide acceptance is our reliance on
this idea of 100% trust with the region using it.   We could use the
RegionSecret for more 'security' as well.  Still not 100% secure, but
definately 'more'.

We're moving much faster then other potential standards, granted..
however if it's something that nobody will use in the future, it's
worthless.   Some critics have said that in reference to OGP, but, I
think that applies here as well for hypergridding.

Another thing that would be useful, is 'remote grid region'
permissions on the user account which would prevent remote regions
from changing specific user settings (but remote account permissions
would be a thread hijack..so I'll save that for another e-mail )

Best Regards

Teravus


On 2/2/09, Frisby, Adam  wrote:
> Hrrm, do remember however that it still isn't 'secure' since the messages can 
> be forged easily enough.
>
> It might be worth considering a proposal I fielded about 2 years back on this 
> list for a semi-encrypted asset shell.
>
> It's pretty simple - we encrypt all assets on upload, and we can then store 
> the decoding key inside the inventory item. That way assets can be proxied 
> for scaling, without increasing the risk profile. (as long as no-one starts 
> copying the dec. keys)
>
> Adam
>
> > -Original Message-
> > From: opensim-dev-boun...@lists.berlios.de [mailto:opensim-dev-
> > boun...@lists.berlios.de] On Behalf Of Teravus Ovares
> > Sent: Sunday, 1 February 2009 8:59 PM
> > To: opensim-dev@lists.berlios.de
> > Subject: Re: [Opensim-dev] AssetBase and metadata
> >
> > Is there any reason that we don't request items from the asset server
> > internally by the inventory UUID instead of the asset UUID?
> > Requesting assets by inventory UUID would make it a LOT simpler to
> > apply permissions at the trusted service level instead of at the
> > simulator level.
> >
> > Best Regards
> >
> > Teravus
> >
> > On 2/1/09, Mike Mazur  wrote:
> > > Hi,
> > >
> > > On Fri, 30 Jan 2009 07:37:27 -0500
> > > Sean Dague  wrote:
> > >
> > > > It's fine for the object to be called AssetMetaData, just don't
> > make
> > > > the property that.
> > >
> > > On Fri, 30 Jan 2009 14:51:12 + (GMT)
> > > MW  wrote:
> > >
> > > > I agree, I'd say call the class AssetMetaData, but just call the
> > > > property (in AssetBase) MetaData.
> > >
> > > Makes perfect sense. Thanks for the feedback.
> > >
> > > Mike
> > > ___
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> > >
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Re: [Opensim-dev] AssetBase and metadata

2009-02-01 Thread Stefan Andersson

Are we sure all assets have inventory items associated with them?
 
I can think of scripted objects that set textureIds programatically. (Melanie 
pointed that out to me)
 
You can also have the case where you upload a texture (yes, it's in inventory) 
apply it to a shirt, then delete the original inventory item (the asset is 
still referenced from within the shirt asset, but is in no inventory)
 
So I guess I don't understand what specific case you're referring to?Best 
regards,Stefan AnderssonTribal Media AB> Date: Sun, 1 Feb 2009 23:58:55 -0500> 
From: tera...@gmail.com> To: opensim-dev@lists.berlios.de> Subject: Re: 
[Opensim-dev] AssetBase and metadata> > Is there any reason that we don't 
request items from the asset server> internally by the inventory UUID instead 
of the asset UUID?> Requesting assets by inventory UUID would make it a LOT 
simpler to> apply permissions at the trusted service level instead of at the> 
simulator level.> > Best Regards> > Teravus> > On 2/1/09, Mike Mazur 
 wrote:> > Hi,> >> > On Fri, 30 Jan 2009 07:37:27 -0500> > 
Sean Dague  wrote:> >> > > It's fine for the object to be 
called AssetMetaData, just don't make> > > the property that.> >> > On Fri, 30 
Jan 2009 14:51:12 + (GMT)> > MW  wrote:> >> > > I 
agree, I'd say call the class AssetMetaData, but just call the> > > property 
(in AssetBase) MetaData.> >> > Makes perfect sense. Thanks for the feedback.> 
>> > Mike> > ___> > Opensim-dev 
mailing list> > Opensim-dev@lists.berlios.de> > 
https://lists.berlios.de/mailman/listinfo/opensim-dev> >> 
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Re: [Opensim-dev] AssetBase and metadata

2009-02-02 Thread Hurliman, John
>-Original Message-
>From: opensim-dev-boun...@lists.berlios.de [mailto:opensim-dev-
>boun...@lists.berlios.de] On Behalf Of Sean Dague
>Sent: Monday, February 02, 2009 5:47 AM
>To: opensim-dev@lists.berlios.de
>Subject: Re: [Opensim-dev] AssetBase and metadata
>
>Teravus Ovares wrote:
>> Is there any reason that we don't request items from the asset server
>> internally by the inventory UUID instead of the asset UUID?
>> Requesting assets by inventory UUID would make it a LOT simpler to
>> apply permissions at the trusted service level instead of at the
>> simulator level.
>
>To do that sanely, we'd have to merge the inventory and asset servers,
>which honestly, wouldn't be such a bad idea.  They have a hard time
>living on their own anyway.
>
>-Sean
>
>--
>Sean Dague / Neas Bade
>sda...@gmail.com
>http://dague.net
>

That's exactly the approach in the Cable Beach asset/inventory server. As 
Teravus pointed out, assets and inventory have very different characteristics 
when it comes to storage and caching (inventory is almost identical to 
metadata). The server* has different backends/frontends for inventory, but 
shares authentication and authorization modules between inventory and assets.

* In the current prototype implementation of Cable Beach asset/inventory, a 
single process is used. There are a nearly infinite number of techniques to 
break services apart, put them together, run different pieces on different 
machines, etc. The implementation details of what code is executing on what 
machine is not as important at this stage as defining the interfaces, and 
asserting that there is or is not a tight coupling between assets and 
inventory. If inventory defines the many to one mapping that allows multiple 
people to own the same asset with different permissions, I think a distributed 
grid must tightly couple these two concepts.

John
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Re: [Opensim-dev] AssetBase and metadata

2009-02-02 Thread Stefan Andersson

Hm, thinking a bit more about it, I guess you have a very good point there;
 
of course, you could let there be an 'virtual' inventory item (with the assetId 
as the inventoryId) that translates to the asset itself - and that would have 
some special way of determining permissions.
 
That said, I'd much rather do something like separating out the 'permissions' 
bit in inventory and have that mean 'asset permissions for the trust domain' - 
you can still operate on the permissions in the same manner, and the net result 
will be the same, I guess.
 
In other words; instead of having restricted inventory and full access assets, 
I'd rather say you had full access inventory and restricted assets, if that is 
any the least clearer?
 
If you strip out permissions and type from inventory, the only thing left is 
name, owner and some data - and the inventory has most oftenly a pretty 
straightforward perms set (only let owner see and change on trusted regions) 
while assets parms can vary wildly with application.
Best regards,Stefan AnderssonTribal Media AB> Date: Mon, 2 Feb 2009 08:24:52 
-0500> From: tera...@gmail.com> To: opensim-dev@lists.berlios.de> Subject: Re: 
[Opensim-dev] AssetBase and metadata> > To the 'all assets have inventory items 
associated with them', no,> they don't, however, there's no harm in requesting 
the inventory item> where possible. It would limit the UUIDs that systems would 
have> access to as a reference, as well. I'm sure that there will be some> 
methods that must use Asset ID. Mostly, images. I suppose object> inventory 
might use Asset ID also, but probably does not have to until> they're requested 
by the client for editing.> > To the 'So I guess I don't understand what 
specific case you're> referring to?', See last Tuesday's Zero meeting for 
several references> to the pitfalls of Hypergrid (and it's not just Zero saying 
things to> criticize it. It's our users as well. That was a widely positive> 
meeting towards Hypergrid to the detriment of LLOGP. Mingled within> that, the 
way we handle property was the main criticism.> > Reference: 
http://wiki.secondlife.com/wiki/User:Zero_Linden/Office_Hours/2009_Jan_27> > I 
was saying that currently, we're doing nothing at all to limit> trust. If we 
maintain this approach, it will be a big factor in> other, 
non-currently-codified, standards being adopted and It'll> likely be impossible 
to fully implement other 'permissioned' standards> without some way to check 
the permissions first (such as OGP).> Currently, directly requesting Assets 
precludes this option. Not all> virtual worlds will have 'Property', but the 
ones that do will suffer.> Comparing to a web server, think .htaccess.> > Best 
Regards> > Teravus> > On 2/2/09, Stefan Andersson  
wrote:> > Are we sure all assets have inventory items associated with them?> >> 
> I can think of scripted objects that set textureIds programatically.> > 
(Melanie pointed that out to me)> >> > You can also have the case where you 
upload a texture (yes, it's in> > inventory) apply it to a shirt, then delete 
the original inventory item (the> > asset is still referenced from within the 
shirt asset, but is in no> > inventory)> >> > So I guess I don't understand 
what specific case you're referring to?> >> > Best regards,> > Stefan 
Andersson> > Tribal Media AB> >> >> > > Date: Sun, 1 Feb 2009 23:58:55 -0500> > 
> From: tera...@gmail.com> > > To: opensim-dev@lists.berlios.de> > > Subject: 
Re: [Opensim-dev] AssetBase and metadata> > >> > > Is there any reason that we 
don't request items from the asset server> > > internally by the inventory UUID 
instead of the asset UUID?> > > Requesting assets by inventory UUID would make 
it a LOT simpler to> > > apply permissions at the trusted service level instead 
of at the> > > simulator level.> > >> > > Best Regards> > >> > > Teravus> > >> 
> > On 2/1/09, Mike Mazur  wrote:> > > > Hi,> > > >> > > > On 
Fri, 30 Jan 2009 07:37:27 -0500> > > > Sean Dague  wrote:> > 
> >> > > > > It's fine for the object to be called AssetMetaData, just don't 
make> > > > > the property that.> > > >> > > > On Fri, 30 Jan 2009 14:51:12 
+ (GMT)> > > > MW  wrote:> > > >> > > > > I 
agree, I'd say call the class AssetMetaData, but just call 

Re: [Opensim-dev] AssetBase and metadata

2009-02-02 Thread Teravus Ovares
I see the inventory server and the asset server as important to be
separate, especially for caching purposes, however, I could see the
use for the asset server to have a 'request by inventory id' method
with the region server's uuid, region server's credentials(Region
Secret?),  and the agents uuid by proxy.

-T


On 2/2/09, Sean Dague  wrote:
> Teravus Ovares wrote:
> > Is there any reason that we don't request items from the asset server
> > internally by the inventory UUID instead of the asset UUID?
> > Requesting assets by inventory UUID would make it a LOT simpler to
> > apply permissions at the trusted service level instead of at the
> > simulator level.
>
> To do that sanely, we'd have to merge the inventory and asset servers,
> which honestly, wouldn't be such a bad idea.  They have a hard time
> living on their own anyway.
>
>-Sean
>
> --
> Sean Dague / Neas Bade
> sda...@gmail.com
> http://dague.net
>
>
>
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Re: [Opensim-dev] AssetBase and metadata

2009-02-02 Thread Cristina Videira Lopes
Teravus Ovares wrote:
> To the 'So I guess I don't understand what specific case you're
> referring to?', See last Tuesday's Zero meeting for several references
> to the pitfalls of Hypergrid (and it's not just Zero saying things to
> criticize it.  It's our users as well.  That was a widely positive
> meeting towards Hypergrid to the detriment of LLOGP.  Mingled within
> that, the way we handle property was the main criticism.
>
> Reference: 
> http://wiki.secondlife.com/wiki/User:Zero_Linden/Office_Hours/2009_Jan_27
>   

Darn, I missed that meeting! :-)

okokok, trust and security is next.

As a first step, I'm going to implement the suitcase idea. Any comments?
http://opensimulator.org/wiki/Hypergrid_Inventory_Access

Crista



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Re: [Opensim-dev] AssetBase and metadata

2009-02-02 Thread Melanie
Since assets are implicitly shared, I see no way to couple 
permissions to assets without making copies of assets. In that case, 
assets would be linked 1-to-1 and mutable, rather than implicitly 
shared and immutable.

Melanie

Stefan Andersson wrote:
> Hm, thinking a bit more about it, I guess you have a very good point there;
>  
> of course, you could let there be an 'virtual' inventory item (with the 
> assetId as the inventoryId) that translates to the asset itself - and that 
> would have some special way of determining permissions.
>  
> That said, I'd much rather do something like separating out the 'permissions' 
> bit in inventory and have that mean 'asset permissions for the trust domain' 
> - you can still operate on the permissions in the same manner, and the net 
> result will be the same, I guess.
>  
> In other words; instead of having restricted inventory and full access 
> assets, I'd rather say you had full access inventory and restricted assets, 
> if that is any the least clearer?
>  
> If you strip out permissions and type from inventory, the only thing left is 
> name, owner and some data - and the inventory has most oftenly a pretty 
> straightforward perms set (only let owner see and change on trusted regions) 
> while assets parms can vary wildly with application.
> Best regards,Stefan AnderssonTribal Media AB> Date: Mon, 2 Feb 2009 08:24:52 
> -0500> From: tera...@gmail.com> To: opensim-dev@lists.berlios.de> Subject: 
> Re: [Opensim-dev] AssetBase and metadata> > To the 'all assets have inventory 
> items associated with them', no,> they don't, however, there's no harm in 
> requesting the inventory item> where possible. It would limit the UUIDs that 
> systems would have> access to as a reference, as well. I'm sure that there 
> will be some> methods that must use Asset ID. Mostly, images. I suppose 
> object> inventory might use Asset ID also, but probably does not have to 
> until> they're requested by the client for editing.> > To the 'So I guess I 
> don't understand what specific case you're> referring to?', See last 
> Tuesday's Zero meeting for several references> to the pitfalls of Hypergrid 
> (and it's not just Zero saying things to> criticize it. It's our users as 
> well. That was a widely positive> meeting towards Hypergrid to the detriment 
> of LLOGP. Mingl
ed within> that, the way we handle property was the main criticism.> > 
Reference: 
http://wiki.secondlife.com/wiki/User:Zero_Linden/Office_Hours/2009_Jan_27> > I 
was saying that currently, we're doing nothing at all to limit> trust. If we 
maintain this approach, it will be a big factor in> other, 
non-currently-codified, standards being adopted and It'll> likely be impossible 
to fully implement other 'permissioned' standards> without some way to check 
the permissions first (such as OGP).> Currently, directly requesting Assets 
precludes this option. Not all> virtual worlds will have 'Property', but the 
ones that do will suffer.> Comparing to a web server, think .htaccess.> > Best 
Regards> > Teravus> > On 2/2/09, Stefan Andersson  
wrote:> > Are we sure all assets have inventory items associated with them?> >> 
> I can think of scripted objects that set textureIds programatically.> > 
(Melanie pointed that out to me)> >> > You can also have the case where you 
upload a texture (yes, it's in> > inventory) apply it to a shirt, then delete 
the original inventory item (the> > asset is still referenced from within the 
shirt asset, but is in no> > inventory)> >> > So I guess I don't understand 
what specific case you're referring to?> >> > Best regards,> > Stefan 
Andersson> > Tribal Media AB> >> >> > > Date: Sun, 1 Feb 2009 23:58:55 -0500> > 
> From: tera...@gmail.com> > > To: opensim-dev@lists.berlios.de> > > Subject: 
Re: [Opensim-dev] AssetBase and metadata> > >> > > Is there any reason that we 
don't request items from the asset server> > > internally by the inventory UUID 
instead of the asset UUID?> > > Requesting assets by inventory UUID would make 
it a LOT simpler to> > > apply permissions at the trusted service level instead 
of at the> > > simulator level.> > >> > > Best Regards> > >> > > Teravus> > >> 
> > On 2/1/09, Mike Mazur  wrote:> > > > Hi,> > > >> > > > On 
Fri, 30 Jan 2009 07:37:27 -0500> > > > Sean Dague  wrote:> > > >> > &

Re: [Opensim-dev] AssetBase and metadata

2009-02-02 Thread Lc
Hi Diva,

ReX actually used that to allow "sim local" inventory :
When you enter to a sim that got a local inventory available, it's added to
your inventory folder, then removed as soon as you leave the sim.
The structure is just another inventory branch called "World Inventory"
with all the usual sub-branch.

the main issue is you need to close/open your inventory to refresh it.

Sacha


On Mon, Feb 2, 2009 at 3:09 PM, Cristina Videira Lopes wrote:

> Teravus Ovares wrote:
> > To the 'So I guess I don't understand what specific case you're
> > referring to?', See last Tuesday's Zero meeting for several references
> > to the pitfalls of Hypergrid (and it's not just Zero saying things to
> > criticize it.  It's our users as well.  That was a widely positive
> > meeting towards Hypergrid to the detriment of LLOGP.  Mingled within
> > that, the way we handle property was the main criticism.
> >
> > Reference:
> http://wiki.secondlife.com/wiki/User:Zero_Linden/Office_Hours/2009_Jan_27
> >
>
> Darn, I missed that meeting! :-)
>
> okokok, trust and security is next.
>
> As a first step, I'm going to implement the suitcase idea. Any comments?
> http://opensimulator.org/wiki/Hypergrid_Inventory_Access
>
> Crista
>
>
>
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Re: [Opensim-dev] AssetBase and metadata

2009-02-02 Thread Teravus Ovares
To the 'all assets have inventory items associated with them', no,
they don't, however, there's no harm in requesting the inventory item
where possible.It would limit the UUIDs that systems would have
access to as a reference, as well.   I'm sure that there will be some
methods that must use Asset ID.   Mostly, images.  I suppose object
inventory might use Asset ID also, but probably does not have to until
they're requested by the client for editing.

To the 'So I guess I don't understand what specific case you're
referring to?', See last Tuesday's Zero meeting for several references
to the pitfalls of Hypergrid (and it's not just Zero saying things to
criticize it.  It's our users as well.  That was a widely positive
meeting towards Hypergrid to the detriment of LLOGP.  Mingled within
that, the way we handle property was the main criticism.

Reference: 
http://wiki.secondlife.com/wiki/User:Zero_Linden/Office_Hours/2009_Jan_27

I was saying that currently, we're doing nothing at all to limit
trust.   If we maintain this approach, it will be a big factor in
other, non-currently-codified, standards being adopted and It'll
likely be impossible to fully implement other 'permissioned' standards
without some way to check the permissions first (such as OGP).
Currently, directly requesting Assets precludes this option.   Not all
virtual worlds will have 'Property', but the ones that do will suffer.
   Comparing to a web server, think .htaccess.

Best Regards

Teravus

On 2/2/09, Stefan Andersson  wrote:
> Are we sure all assets have inventory items associated with them?
>
> I can think of scripted objects that set textureIds programatically.
> (Melanie pointed that out to me)
>
> You can also have the case where you upload a texture (yes, it's in
> inventory) apply it to a shirt, then delete the original inventory item (the
> asset is still referenced from within the shirt asset, but is in no
> inventory)
>
> So I guess I don't understand what specific case you're referring to?
>
> Best regards,
> Stefan Andersson
> Tribal Media AB
>
>
> > Date: Sun, 1 Feb 2009 23:58:55 -0500
> > From: tera...@gmail.com
> > To: opensim-dev@lists.berlios.de
> > Subject: Re: [Opensim-dev] AssetBase and metadata
> >
> > Is there any reason that we don't request items from the asset server
> > internally by the inventory UUID instead of the asset UUID?
> > Requesting assets by inventory UUID would make it a LOT simpler to
> > apply permissions at the trusted service level instead of at the
> > simulator level.
> >
> > Best Regards
> >
> > Teravus
> >
> > On 2/1/09, Mike Mazur  wrote:
> > > Hi,
> > >
> > > On Fri, 30 Jan 2009 07:37:27 -0500
> > > Sean Dague  wrote:
> > >
> > > > It's fine for the object to be called AssetMetaData, just don't make
> > > > the property that.
> > >
> > > On Fri, 30 Jan 2009 14:51:12 + (GMT)
> > > MW  wrote:
> > >
> > > > I agree, I'd say call the class AssetMetaData, but just call the
> > > > property (in AssetBase) MetaData.
> > >
> > > Makes perfect sense. Thanks for the feedback.
> > >
> > > Mike
> > > ___
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>
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Re: [Opensim-dev] AssetBase and metadata

2009-02-02 Thread Sean Dague
Teravus Ovares wrote:
> Is there any reason that we don't request items from the asset server
> internally by the inventory UUID instead of the asset UUID?
> Requesting assets by inventory UUID would make it a LOT simpler to
> apply permissions at the trusted service level instead of at the
> simulator level.

To do that sanely, we'd have to merge the inventory and asset servers,
which honestly, wouldn't be such a bad idea.  They have a hard time
living on their own anyway.

-Sean

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




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