[Opensim-dev] Reducing the plugin mechanisms
Diva Canto
diva at metaverseink.com
Mon Aug 17 04:22:06 UTC 2015
Yes, that dragon needs to be slayed. See note #1 on my "Future of
OpenSimulator" message.It would be nice to actually see the concrete
struggles of those other clients, though.
On 8/16/2015 9:14 PM, Dahlia Trimble wrote:
> Awww you had me excited for a moment there....
>
> Regardless, it would be helpful to be able to create presences via
> region modules and have them be full-fledged presences from the
> perspective of grid services. This is currently a big stumbling block
> for implementing client protocols in region modules. There are also LL
> client dependencies which also make it difficult, or even impossible
> to create a fully capable grid managed presence in another IClientAPI
> implementation beside llClientView, so something eventually needs to
> happen here if anyone wants to get really serious about OpenSimulator
> supporting other protocol implementations besides the LL protocols.
> Without such, web-based and other clients are doomed to be second
> class citizens unless they use a proxy which translates to LL protocols.
>
> On Sun, Aug 16, 2015 at 8:43 PM, Diva Canto <diva at metaverseink.com
> <mailto:diva at metaverseink.com>> wrote:
>
> I'm not suggesting getting rid of IClientAPI...
> I mean I *wish* we would get rid of it, but that's not what I'm
> proposing here. I'm just proposing replacing the ad-hoc reflective
> instantiation of IClientNetworkServer that ClientStackManager is
> currently doing with a more in-style Region Module.
>
>
> On 8/16/2015 6:55 PM, Dahlia Trimble wrote:
>> I like this idea. I have done some physics via the region module
>> interface and had pretty good luck. I've also done client
>> protocol implementations in region modules and I can say that the
>> available interfaces are incomplete for the purposes of the
>> entire LL protocol suite. I use EventManager for tracking scene
>> changes and this seems to work ok for the most part but I don't
>> believe events exist for all events a normal viewer would care
>> about. There is also the issue of managing presences, teleports
>> and region border crossings. I've done some workarounds here but
>> it's not pretty. I suspect a lot of changes to related framework
>> code would need to be done to be successful. I'm also not sure if
>> EventManager events are as efficient and CPU friendly as the
>> direct calls which go thru IClientAPI but I can't say I've seen
>> anything to suggest (yet) that this could be a problem. There are
>> also some efficiency hacks in llClientView and related code (lazy
>> packet initialization for one) which might not easily translate
>> to a region module.
>>
>> Regardless, it sounds like a good experiment to try :)
>>
>> On Sun, Aug 16, 2015 at 6:44 PM, Diva Canto
>> <diva at metaverseink.com <mailto:diva at metaverseink.com>> wrote:
>>
>> We had this conversation today in the IRC about the several
>> plugin mechanisms currently being used by assorted parts of
>> OpenSim. A couple of years ago, we made a big push towards
>> the [new] Region Modules mechanism, and that placed about 95%
>> of simulator plugins in that bandwagon. However, a couple of
>> them are still using their own raw "pluginning," and that
>> makes them hard to (1) explain and (2) distribute as 3rd
>> party packages. They were left behind.
>>
>> One of them is Physics, the other is the client
>> implementations. I would like to propose that we move these
>> last 2 renegades to the Region Module plugin mechanism, so to
>> reduce entropy and to make them easier to package. From our
>> conversation, moving the Physics plugins to region modules is
>> peaceful. I haven't looked at the client dll yet, but I've
>> been told that people experimenting with other client
>> protocols are using region modules anyway.
>>
>> This affects the MOSES group developing the PhysX plugin, but
>> it should be straightforward to adjust and it has advantages.
>> Once we move the existing physics plugins to this new
>> mechanism, you should be able to do exactly the same to yours
>> -- the changes aren't that big, and it doesn't affect the
>> Physics interface at all; it's just the way of connecting the
>> physics implementation to the interface. Plus it will make it
>> somewhat easier for you to make your physics plugin available
>> for external testers at intermediate (early) times, if you want.
>>
>> Any objections?
>>
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