[Opensim-dev] Renaming innerscene

Justin Clark-Casey jjustincc at googlemail.com
Thu Nov 6 16:15:21 UTC 2008


Michael Wright wrote:
> Well parts of the Linking /attaching code would need to be in there. The 
> code to actually connect the prims. But the actually handling of the 
> client commands and anything above the actual connect commands should be 
> in the Region level. Like with attachments if we update the attachment 
> db list, that should be handled in the Region level.
> 
> Same with Rezzing a object. There would be a base command in the 
> InnerScene to add a new prim(s), but the handling of the Client command, 
> and the fetching of the Prim data from Inventory would be a higher level 
> function.
> 
> So I just mean we should keep the very base level of functionality 
> related to the 3D objects in the InnerScene. And anything above that 
> should be in a high level.

Personally, I'm happy to go with this - at the very least we need some way of making things more intelligible.

> 
> */Justin Clark-Casey <jjustincc at googlemail.com>/* wrote:
> 
>     Michael Wright wrote:
>      > Well I think the plan/design was always meant to be based on
>     functional
>      > units. Region/current Scene was never meant to be a metadata wrapper
>      > around InnerScene. It was meant to contain high level functions,
>     at the
>      > region level. Like rezzing a object/ derezzing a object. Linking
>      > objects, attaching objects to a Avatar. I wouldn't class those as
>     base
>      > scene level functions. And they can be seperated however we want.
> 
>     So what kind of things would be in InnerScene/SceneGraph, if not
>     things link linking/delink and attachment/detachment
>     (both of which are there at the moment)? I'm not that familiar with
>     exactly what one would normally expect to be in a
>     scene graph, coming as I do from an enterprise programming environment.
> 
>      >
>      > I just firmly believe we should have a base layer that has the
>      > functionality that is focused on the 3D and sending/receiving
>     clients
>      > related to the movement of objects in the scene.
>      >
>      > */Justin Clark-Casey /* wrote:
>      >
>      > Heh, InnerScene has always confused me too - interesting to find out
>      > that nobody remembers what it was for (as Alan
>      > alluded to, this shows the value of writing embedded class level
>      > code documentation ;)
>      >
>      > I agree with Melanie - I feel that ultimately a split into
>      > functional units would be better than having two classes, one
>      > containing all region related information and one providing scene
>      > services. Especially if the outer class just wraps
>      > the inner classes' methods (but I suspect that wouldn't be the plan).
>      >
>      > I assume that the conceptual difference between scene and a region
>      > is that the first provides the core simulation
>      > services while the latter consists of metadata (e.g. which region
>      > the scene represents). If there was a separate region
>      > class, I'm not convinced that there would be very much in it, beyond
>      > what is already in RegionInfo.
>      >
>      >
>      > Melanie wrote:
>      > > As one who has spent a lot of time in InnerScene with the local
>      > > dragons, I see that in lots of cases, even having it InnerScene at
>      > > all complicates things horrendously.
>      > > There are actions that change between Scene and InnerScene 4 times
>      > > to get the job done. That could be done much more efficiently if
>      > > those methods were combined and then split up into functional
>     units,
>      > > rather than "3d" scoped.
>      > >
>      > > One flow I found was like this:
>      > >
>      > > Caller calls Scene:A
>      > > Scene:A calls InnerScene:A
>      > > Scene:A calls Scene:B
>      > > Scene:A calls InnerScene:C
>      > > InnerScene:C calls Scene:C
>      > > Scene:A returns.
>      > >
>      > > This is overcomplex and baffling to new coders. I am not surprised
>      > > that many people choose not to touch it.
>      > >
>      > > Needless to say, I removed the above flow and made it into a single
>      > > call into InnerScene. It was part of attachment rezzing. When i did
>      > > that, I streamlined that flow.
>      > >
>      > > I believe InnerScene and Scene should not be separate, or not be
>      > > separated along the line they are separated now.
>      > >
>      > > On the name, I don't really care.
>      > >
>      > > +-0 there.
>      > >
>      > > Melanie
>      > >
>      > >
>      > > Frisby, Adam wrote:
>      > >> +1'ing,
>      > >>
>      > >> I had no idea what InnerScene was for myself.
>      > >>
>      > >> Adam
>      > >>
>      > >> From: opensim-dev-bounces at lists.berlios.de
>      > [mailto:opensim-dev-bounces at lists.berlios.de] On Behalf Of Michael
>      > Wright
>      > >> Sent: Thursday, 6 November 2008 5:22 AM
>      > >> To: opensim-dev at lists.berlios.de
>      > >> Subject: [Opensim-dev] Renaming innerscene
>      > >>
>      > >> A long time ago, we started the process of separating the 3d
>      > scene handling code into its own class, rather than having it mixed
>      > in with more region level code, like rezzing/inventory handling.
>      > >>
>      > >> It was always planned to renamed the InnerScene and Scene
>      > classes, once this separation of the 3d scene graph code was
>      > completed. The original plan being that Scene became Region (or
>      > something like that) and InnerScene changed to Scene.
>      > >>
>      > >> It might be a bit to much work to rename the Scene class at this
>      > stage. But what are everyone thoughts on renaming InnerScene to
>      > something like SceneGraph.
>      > >>
>      > >> I think the InnerScene class is one of the more confusing areas
>      > as a lot new coders aren't really aware what design role it is meant
>      > to play.
>      > >>
>      > >>
>      > >>
>      > >>
>      > >>
>      > >>
>      >
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>      >
>      >
>      > --
>      > justincc
>      > Justin Clark-Casey
>      > http://justincc.wordpress.com
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>     justincc
>     Justin Clark-Casey
>     http://justincc.wordpress.com
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justincc
Justin Clark-Casey
http://justincc.wordpress.com



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