Communication Protocols
From OpenSimulator
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{{Warning|This page is still under construction. Need to slowly fill out the details on the protocols of each type -- [[User:Justincc|Justincc]] 20:28, 25 July 2011 (UTC)}} | {{Warning|This page is still under construction. Need to slowly fill out the details on the protocols of each type -- [[User:Justincc|Justincc]] 20:28, 25 July 2011 (UTC)}} | ||
− | =Introduction= | + | = Introduction = |
− | There are a large number of communication protocols used by OpenSimulator. | + | There are a large number of communication protocols used by OpenSimulator. These can be divided into the four types. |
== Client protocols == | == Client protocols == | ||
− | These are communication protocols between the server and a client/viewer. | + | These are communication protocols between the server and a client/viewer. The primary protocol here is the Linden Lab viewer protocol. This protocol is divided into UDP messages (such as object updates, avatar position updates, etc.) and HTTP based messages via [http://wiki.secondlife.com/wiki/Capabilities capabilities]. |
The Second Life wiki has an [http://wiki.secondlife.com/wiki/Current_Sim_Capabilities incomplete summary of current capabilities]. | The Second Life wiki has an [http://wiki.secondlife.com/wiki/Current_Sim_Capabilities incomplete summary of current capabilities]. | ||
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== Grid service protocols == | == Grid service protocols == | ||
− | On a standalone OpenSimulator installation, all communications occurs within process. | + | On a standalone OpenSimulator installation, all communications occurs within process. However, with a grid installation the simulators need to communicate with backend services (asset, inventory, etc.). This is done over HTTP. |
== Simulator to simulator protocols == | == Simulator to simulator protocols == | ||
− | There are some situations in which simulators need to communicate directly with one another. | + | There are some situations in which simulators need to communicate directly with one another. One of these is on teleport or region crossing. This communication is carried out through HTTP. |
== Simulator to external protocols == | == Simulator to external protocols == | ||
− | There are some ways in which the simulator can be examined or controlled externally. | + | There are some ways in which the simulator can be examined or controlled externally. One example of control is the [[RemoteAdmin]] interface. There are also facilities for [[Monitoring]] the current state of the simulator. |
Revision as of 18:52, 3 March 2012
This page is still under construction. Need to slowly fill out the details on the protocols of each type -- Justincc 20:28, 25 July 2011 (UTC) |
Contents |
Introduction
There are a large number of communication protocols used by OpenSimulator. These can be divided into the four types.
Client protocols
These are communication protocols between the server and a client/viewer. The primary protocol here is the Linden Lab viewer protocol. This protocol is divided into UDP messages (such as object updates, avatar position updates, etc.) and HTTP based messages via capabilities.
The Second Life wiki has an incomplete summary of current capabilities.
There are also separate pages for
- Inventory capabilities (FetchInventoryDescendents2, FetchInventory2, FetchLibDescendents2, FetchLib2).
- Texture capabilities (GetTexture).
Grid service protocols
On a standalone OpenSimulator installation, all communications occurs within process. However, with a grid installation the simulators need to communicate with backend services (asset, inventory, etc.). This is done over HTTP.
Simulator to simulator protocols
There are some situations in which simulators need to communicate directly with one another. One of these is on teleport or region crossing. This communication is carried out through HTTP.
Simulator to external protocols
There are some ways in which the simulator can be examined or controlled externally. One example of control is the RemoteAdmin interface. There are also facilities for Monitoring the current state of the simulator.