[Opensim-dev] so many dll's, so little time

dan miller danbmil99 at yahoo.com
Thu Oct 18 06:24:34 UTC 2007


this looks like exactly the right approach.  Keep in mind that ODE is 40
megabyes, so we're talking about 80 megs right there (40 for the vendor
drop, 40 more for trunk).

Take Axiom.  It uncompresses to almost _400_ megabytes!  Granted most of
that is some demo game with assets, but that's what they have in their
source drop.  It doesn't seem feasible for everyone to have two copies of
that in their trunk directories!  At this rate, with over 20 3rd party libs,
svn checkouts will soon be several gigabytes.  

I think the answer is to use the vendor drop concept, but in a separate
project, opensim-libs.  We can simplify the procedure in the case where we
don't patch anything, by just using the vendor's drop directly.  If we need
to patch, we do as the article says and create a separate, patched version,
and merge whenever we need to absorb a new vendor release.

The final step after building everything would be to create a .zip file with
just the DLL's necessary to run opensim (a couple megabyes).  Casual users
would just download the proper zip file and be ready to get on with their
lives.

-danx0r


--- Stefan Andersson <stefan at tribalmedia.se> wrote:

> I think we should use 'vendor branches' 
> http://svnbook.red-bean.com/en/1.1/ch07s05.html
>  
> I've already done a prototype .build that first builds a target consisting
> of the native dlls, then the main opensim build.
>  
> Such a target can be very specific and hand-crafted; on vs we'd just make
> prebuild include a couple of non-generated vs projects (also hand-crafted
> and not necessarily c#) maybe in a run-on-the-side solution.
>  
> That would be win-win for all environments, I'd say.
>  
> /Stefan
>  
> 
> 
> 
> > Date: Wed, 17 Oct 2007 11:18:07 -0700> From: danbmil99 at yahoo.com> To:
> opensim-dev at lists.berlios.de> Subject: Re: [Opensim-dev] so many dll's, so
> little time> > The major issue for me is that we are in some cases
> apparently depending on> binary code without access to the correct source
> versions. This could> become quite an exercise in forensic compilation if
> we don't sort it out> now.> > What I plan to do is try to acquire the
> source code versions that we believe> most closely match the DLL's we have
> in subversion, and get them all into> trunk/libraries. Then we can compile
> them and test them against the> codebase, and work through any issues
> until we have the ability to compile> and run opensim 100% from source
> code. I'm not advocating we force all> developers to deal with this; just
> a few of us core ppl to get it straight,> then we provide manna from
> heaven to the rest in the form of precompiled> binaries. Eventually, all
> the C# code should be easily incorporated into> nant/prebuild (right?).
> The native libs will always be a bit trickier, but> the same approach
> should work -- collect the code, keep it in> trunk/libraries, and provide
> a mechanism for casual users to get binaries> appropriate to their
> platform.> > -danx0r> > > -danx0r> > --- Tleiades Hax <tleiades at gmail.com>
> wrote:> > > >> > > I'm not sure that I understand the option here. Are you
> proposing to> > > write your own XML-RPC implementation for login? XML-RPC
> is managed> > > code right, is there any reason that isn't intrinsically
> cross platform> > > already (or did I miss that part)?> > >> > > > > > I
> think it is quite obvious, by examining the sourceforge site for the> >
> project, that it is no longer being actively maintained. I guess the> >
> majority is for using an external component for handling the logon
> method.> > I'm ok with that.> > >
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