User:Lulurun
From OpenSimulator
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== what do you think ? == | == what do you think ? == | ||
+ | please feel free to leave comments in this section :) |
Revision as of 00:00, 26 June 2008
Contents |
another project
proposal to subdivide the assets table
Main idea
My proposal is to subdivide asset table into 2 tables:
- user_asset
- used by UGAI servers
- for user owned assets
- objects in inventory
- appearance
- attachment, ...
- region_asset
- used by region servers
- for region owned assets
- background sounds
- textures on prims
- sun, moon, ...
- terrain maptile
Advantages
Major points first.
1. increase the dispersity of asset data, clarify the responsibility of each server.
- Currently, all of the asset data is stored in assets table, managed by assetserver.
This would cause some problems:
- assets table keeps growing in a fast pace.
- hard to determine which asset is belongs to inactive regions (when you want to "clean" the assets table).
- assetserver not only serves users' data but also regions' data, if something happened to assetserver both of avatar and prims will become gray.
- Currently, all of the asset data is stored in assets table, managed by assetserver.
- To separate assets table 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, ...
- To separate assets table can not only solve these problems, but also brings minor benefits
2. for Data Portability in virtual world
- For grid admin,
- you can concentrate on managing only user(not region owner) relevant 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.
3. make grid-mode more flexible
- Here are some pictures, they are showing some configuration patterns after the subdividing:
http://openugai.sourceforge.net/?page=assets_subdividing
4. reduce the possibility of assetid conflict by reducing the scope of assetid.
Implementation
- Things need not to be changed:
- The fields of "assets" table need not to be changed (at least for the subdividing).
- Current implementation of AssetServer need not to be changed.
- Things need to add:
- Add new table "RegionAssets".
- Add DB access support for the new table under OpenSim.Data.*
- Add RegionAssetService
- including a RegionAssetLoader which reads assets/AssetSet.xml stores asset data to RegionAsset table
- LocalRegionAssetService (directly select from RegionAssets table)
- This is the pattern 1 at http://openugai.sourceforge.net/?page=assets_subdividing
- RemoteRegionAssetService
- This is the pattern 2-4 at http://openugai.sourceforge.net/?page=assets_subdividing
- Of course to use which kind of service should be able to config in "OpenSim.ini".
- Things need to be changed
- regionserver should not fetch assets from only one assetserver, So, One of the major 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)
Migration From Existing System
what do you think ?
please feel free to leave comments in this section :)