[Opensim-dev] Reducing the plugin mechanisms
Diva Canto
diva at metaverseink.com
Fri Sep 4 19:13:01 UTC 2015
FYI this has now been merged with master. There aren't any
configuration, behavioral or API changes; just one single mechanism of
associating features to scenes, rather than many ad-hoc ones. This is
what the architecture looks like at the moment:
http://imagebin.ca/v/2EWADWZSja5w
On 8/31/2015 6:08 PM, Diva Canto wrote:
> FYI there's now a branch called physmodules that has this work.We'll
> have it under testing for some more time, and if no major issues
> arise, we'll merge it.
>
> Essentially, all new server-side physics should now be provided as a
> region module (INonSharedRegionModule) that also extends PhysicsScene.
> See all OpenSim.Region.PhysicsModule.* sub-projects for how to do it.
> As region modules, the corresponding dlls need the mono addin
> declarations usually placed in AssemblyInfo.cs.
>
> On 8/16/2015 6:44 PM, Diva Canto 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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>>
>
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