ps. I do still think we really need to sort something out for the grid communications. In that we really need to think of a way past the commsmanager approach. Really, I think maybe we need something more like these modules directly doing the communications. As comms manager is really just a mess, with too many method calls in it. <br><br><b><i>Michael Wright <michaelwri22@yahoo.co.uk></i></b> wrote:<blockquote class="replbq" style="border-left: 2px solid rgb(16, 16, 255); margin-left: 5px; padding-left: 5px;"> I have no problem with the GetUserAppearance. But with the current module, we didn't actually couple Appearance to the datamapper. That was just one implementation of a Appearance Module meant for standalone mode. And I still think we will need something like that for standalone mode. <br><br>The idea is to have different avatar appearance factory modules depending on how the data would be fetched/created. It really isn't that much different to the current Grid
Services. Where we have versions to use local databases or ones to communicate with remote servers. <br><br>I do however not really agree that NPC's should always have to have a profile on the grid servers or anywhere. If that was a local region NPC that never moved out of that region, then by forcing profiles we are just making things more complicated. <br><br><b><i>Sean Dague <sean@dague.net></i></b> wrote:<blockquote class="replbq" style="border-left: 2px solid rgb(16, 16, 255); margin-left: 5px; padding-left: 5px;"><br><br>By decoupling from the user server, we've coupled AppearanceModule to<br>DataMapper, and are managing database connections in a RegionModule,<br>which I think is a worse approach. <br><br>m_scene.CommsManager.UserService.GetUserProfile(id) seems<br>like a much better approach. We could just add .GetUserAppearance and<br>friends to it.<br><br><br><br><br></blockquote><br><div> </div><hr size="1"> Yahoo! for Good helps you <a
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