[Opensim-dev] AssetBase and metadata
Justin Clark-Casey
jjustincc at googlemail.com
Thu Jan 29 15:15:38 UTC 2009
Mike Mazur wrote:
> 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";
>
Just to clarify, you're anticipating changing the OpenSim.Framework.AssetBase class (instead of having a parallel class
in the AssetServer code)? If so, sounds good to me.
> 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?
From a readability perspective I would rather see it remain as just Metadata, since something like
AssetBase myAsset = new AssetBase();
myAsset.AssetMetadata.Name = "Heloooo";
looks kind of redundant to me (though this may just be a taste issue).
--
justincc
Justin Clark-Casey
http://justincc.wordpress.com
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