User:Lulurun

From OpenSimulator

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

Latest revision as of 00:43, 22 July 2008

[edit] another project

openugai

[edit] My Proposals

Personal tools
General
About This Wiki