User:Lulurun

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[http://openugai.sourceforge.net openugai]
 
[http://openugai.sourceforge.net openugai]
  
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== proposal to subdivide the assets table ==
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== My Proposals ==
  
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my proposal is to subdivide asset table into 2 tables:
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*Region portability
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user_asset  : for user owned assets (mainly in inventory, appearance, attachment, ...)
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**[[subdivide the assets table]] - maybe "subdivide the asset service is more proper"
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  user_asset is used by UGAI servers
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*User portability (Grid interoperability)
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region_asset: for region owned assets, sounds, textures(including sun, moon, ...)
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**[[avatar portability]]
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  region_asset is used by region servers
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**[[avatar portability version 2]]
  
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Advantages (major points first):
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*[[OpenID for data portability in virtual world]]
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0. increase the dispersity of asset data, clarify the responsibility of each server
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*[[Yadis for UGAI services discovery]]
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Currently, all of the asset data is stored in assets table, managed by assetserver.
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This would cause some problems:
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1. assets table keeps growing in a fast pace.
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2. hard to determine which asset is belongs to inactive regions (when you want to "clean"
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the assets table).
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3. assetserver not only serves users' data but also regions' data, if something happened to
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assetserver both of avatar and prims will become gray.
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To seperate asset tables can not only solve these problems, but also brings minor benefits
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such like: reduce the responsibility of assetserver, disperse the asset requests(especially
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for big grid service), lower the risk of losing data, ...
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1. for Data Portability in virtual world
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For grid admin,
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* you can concentrate on managing only user(not region owner) relavent information
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  like "users, avatarappearance, inventory"
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* it can reduce the vulnerability caused by foreign assets.
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* no complains about "no texture on prims" any more.
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* when a region leaves your grid, you don't have to worry about its assets becoming garbage.
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- on the other hand, this also good for region owners.
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For when a user registers their region server with a grid,
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* When you want to switch your sim to a new grid, "prims, primshapes, terrain, region_asset"
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  are always tied-up together. the only thing you need to do is to edit UGAI servers URI in
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  your OpenSim.ini
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For standalone-mode user - probably creators,
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* Avatars and buildings are saved separatly, export/import objects will become more simple.
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  Or you can provide the DB file directly.
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2. make grid-mode more flexible
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Here are some pictures, they are showing some pattern after the subdividing:
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http://openugai.sourceforge.net/?page=assets_subdividing
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3. reduce the posibility of assetid conflict by reducing the scope of assetid.
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To achieve this, regionserver should not fetch assets from only one assetserver, So,
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One of the main changes we have to do is in "GridAssetCient.cs":
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L50: protected override AssetBase GetAsset(AssetRequest req)
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to
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protected override AssetBase GetAsset(AssetRequest req, string asset_url)
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L79: protected override AssetBase StoreAsset(AssetRequest req)
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to
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protected override AssetBase StoreAsset(AssetRequest req, string asset_url)
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what do you think ?
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Latest revision as of 01:43, 22 July 2008

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