[Opensim-dev] AssetBase and metadata

Mike Mazur mmazur at gmail.com
Thu Jan 29 02:57:38 UTC 2009


Hi,

In Cable Beach all asset information is split over two datatypes:

- the Metadata class[1]
- a byte array containing the actual asset data

In OpenSim we have the AssetBase class[2] which contains asset metadata
and data together. I'd like to modify the AssetBase class in OpenSim
so it's composed of one Metadata class.

So instead of having:

  AssetBase ab = new AssetBase();
  ab.Name = "some name";
  ab.Description = "some description";

I would write:

  AssetBase ab = new AssetBase();
  ab.Metadata.Name = "some name";
  ab.Metadata.Description = "some description";

I would define the Metadata class in AssetBase.cs. The serialization
and deserialization methods currently in the Metadata class may or may
not be included; I see those methods belonging in the Utils class[3],
perhaps.

The Metadata class itself will immediately be used within the new asset
server, and I can see it being useful elsewhere in the future.

Should the Metadata class be renamed to AssetMetadata? Any other
thoughts?

Thanks,
Mike


[1]
http://forge.opensimulator.org/gf/project/assetserver/scmsvn/?action=browse&path=%2Ftrunk%2FAssetServer%2FMetadata.cs&view=markup
[2]
http://opensimulator.org/cgi-bin/viewcvs.cgi/trunk/OpenSim/Framework/AssetBase.cs?view=markup
[3]
http://forge.opensimulator.org/gf/project/assetserver/scmsvn/?action=browse&path=%2Ftrunk%2FAssetServer%2FUtils.cs&view=markup



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