[Opensim-dev] Questions about hypergrid (eventually)

Kurt Pudniks skinduptruk at gmail.com
Sat Feb 18 00:57:10 UTC 2017


Hi Mike, all,

Love the idea of writing an article about opensim.  I support your
enthusiasm!

The source code will show you line by line how things are done.  Question
is:  how does each grid modify their base code to adapt to their users?
This tends to be somewhat commercial in confidence ;)  and therein lies the
big political problem re evolving opensim 2.0 right now...

I'm aiming to learn some opensim (C#) for my own understanding of what is
possible.  Feel free to email me directly and we can chat more ie I might
read (perhaps even explain at times! :) some source code for you as a
research assistant of sorts...

Thanks,
Kurt.

On Sat, Feb 18, 2017 at 8:27 AM, Mike Higgins <mike at kayaker.net> wrote:

> I am writing an article on hypergrid transfers, an attempt to improve my
> own understanding, help others understand and perhaps improve the hypergrid
> documentation. The things I want to explain in the article is the timing:
> When are permission tests done? And when is content data actually copied
> from grid to grid? I think understanding this will make people more
> comfortable about moving content around the metaverse.
>
> I have a bunch of questions. The documentation at
> http://opensimulator.org/wiki/Hypergrid does not answer them all. I am
> trying to track down Diva to see if she will let me pick her brains. I have
> tried posting questions on IRC. (This comic does a good job of summarizing
> my opinion of IRC: https://xkcd.com/1782/ ).
>
> So next I'll try asking my questions here. I'll start by asking: Is my
> understanding (below) of the roles of the server and the viewer correct?
> (Even before hypergrid is involved.)
>
> When you log into your home grid, the server sends a copy of your
> inventory list to your viewer. This consists of (mainly) a list of names
> and UUIDs. The UUIDs are links to objects in the asset server, which in
> turn are structures made up of many items linked by UUIDs. At the ends of
> all these links are texture maps, mesh objects, sounds, animations, etc.
>
> When you rez an object in-world, the inventory entry (just the name and
> UUID) is copied from your avatar inventory to the scene inventory of the
> region you are in. If you don't have COPY permission to the object, the
> inventory entry is removed from your avatar inventory. The actual data
> describing the object isn't involved in this transfer. It stayed where it
> was in the asset server, was not moved, was not deleted. The data there
> wasn't even read until someone looked at the newly rezzed object and
> viewers started making requests so they could render images of it.
>
> Is this understanding basically correct? If my understanding of this is
> correct, I can move on to hypergrid questions.
>
>
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