<html><head><style type="text/css"><!-- DIV {margin:0px;} --></style></head><body><div style="font-family:arial,helvetica,sans-serif;font-size:12pt"><div>I am so sorry that we are having communications difficulties.<br><br>Terrain Images, are, I believe, neither "textual" nor "text".<br><br>That was just an example.<br><br>The point is that we need to be careful and consider all the various assets which include a lot more then textures and scripts.<br><br>Charles<br></div><div style="font-family: arial,helvetica,sans-serif; font-size: 12pt;"><br><div style="font-family: arial,helvetica,sans-serif; font-size: 13px;"><font size="2" face="Tahoma"><hr size="1"><b><span style="font-weight: bold;">From:</span></b> Melanie <melanie@t-data.com><br><b><span style="font-weight: bold;">To:</span></b> opensim-dev@lists.berlios.de<br><b><span style="font-weight: bold;">Sent:</span></b> Monday, February 16, 2009 8:23:16 AM<br><b><span style="font-weight:
bold;">Subject:</span></b> Re: [Opensim-dev] Please do not revert fixes without careful comtemplation<br></font><br>
Hello,<br><br>that was a typo. The correct word was "textual". All asset types <br>besides textures are text.<br><br>Melanie<br><br>Charles Krinke wrote:<br>> Sorry, the other assets are not just "small texture data". We have terrainImages, amongst other things.<br>> <br>> Our assets table in OpenSim contains lots of things including the infamouse "blank", so lets look at it in total and not just from the script viewpoint. <br>> <br>> Course with scripts themselves, we have every edited version of every edited script in addition to every change of every other asset complicating the problem.<br>> <br>> Charles<br>> <br>> <br>> <br>> <br>> ________________________________<br>> From: Melanie <<a ymailto="mailto:melanie@t-data.com" href="mailto:melanie@t-data.com">melanie@t-data.com</a>><br>> To: <a ymailto="mailto:opensim-dev@lists.berlios.de"
href="mailto:opensim-dev@lists.berlios.de">opensim-dev@lists.berlios.de</a><br>> Sent: Monday, February 16, 2009 4:44:56 AM<br>> Subject: Re: [Opensim-dev] Please do not revert fixes without careful comtemplation<br>> <br>> Again, I'd like to stress that I believe this is too dangerous to do <br>> for anything other than textures.<br>> It is also not really needed for things other than textures, since <br>> the other assets are comparatively small, textural data.<br>> <br>> I would not want to risk even the smallest chance of a hash <br>> collision on script source.<br>> <br>> Melanie<br>> <br>> Stefan Andersson wrote:<br>>> Coming in a bit from the side here,<br>>> <br>>> <br>>> <br>>> we have, for some time, discussed to separate out the binary blog out of the metadata for an entirely different reason, namely to be able to weed out binary duplicates.<br>>> <br>>>
<br>>> If there was a way for us to separate out the binary parts, into something like 'binaryassetId, hashData[256], binarydata' and then just have the asset table referencing that row, I think it would help a lot.<br>>> <br>>> <br>>> I realize it's a separate discussion, just chipping in my two cents.<br>>> <br>>> <br>>> Best regards,<br>>> Stefan Andersson<br>>> Tribal Media AB<br>>> <br>>> <br>>> <br>>> <br>>> <br>>> <br>>> Date: Sat, 14 Feb 2009 17:49:22 +0200<br>>> From: <a ymailto="mailto:tommi.s.e.laukkanen@gmail.com" href="mailto:tommi.s.e.laukkanen@gmail.com">tommi.s.e.laukkanen@gmail.com</a><br>>> To: <a ymailto="mailto:mmazur@gmail.com" href="mailto:mmazur@gmail.com">mmazur@gmail.com</a><br>>> CC: <a ymailto="mailto:opensim-dev@lists.berlios.de"
href="mailto:opensim-dev@lists.berlios.de">opensim-dev@lists.berlios.de</a><br>>> Subject: Re: [Opensim-dev] Please do not revert fixes without careful comtemplation<br>>> <br>>> <br>>> Hello,<br>>> <br>>> On second though we could keep the current structure and expose all fields also through AssetBase properties. Then we could save / load the AssetBase with nhibernate as a single object and leave out the Metadata property from NHibernate mapping. Does this sound good?<br>>> <br>>> regards,<br>>> Tommi<br>>> <br>>> <br>>> On Sat, Feb 14, 2009 at 5:06 PM, Mike Mazur <<a ymailto="mailto:mmazur@gmail.com" href="mailto:mmazur@gmail.com">mmazur@gmail.com</a>> wrote:<br>>> <br>>> Hi,<br>>> <br>>> On Sat, Feb 14, 2009 at 4:05 PM, Tommi Laukkanen<br>>> <br>>> <<a ymailto="mailto:tommi.s.e.laukkanen@gmail.com"
href="mailto:tommi.s.e.laukkanen@gmail.com">tommi.s.e.laukkanen@gmail.com</a>> wrote:<br>>> <br>>>> I was talking with mikkopa and he suggested we should create two tables to<br>>>> cover AssetBase to solve this issue properly. Namely AssetMetadata for<br>>>> metadata information and AssetData for blobs to avoid situation where we end<br>>>> up accessing also the blob data just to read metadata.<br>>> <br>>> I was hoping not to have to do that.<br>>> <br>>> It should be straightforward to support the current<br>>> AssetBase/AssetMetadata composition in the existing OpenSim data<br>>> layers, but as sdague warned me earlier, by mapping multiple classes<br>>> to one table I was entering a world of pain. Seems that's exactly<br>>> what's happening with NHibernate.<br>>> <br>>> The reason I introduced the AssetMetadata class is to supply
metadata<br>>> information only for some requests that Cable Beach, the new asset<br>>> server, supports. Now I realize that this was probably a premature<br>>> optimization.<br>>> <br>>> Instead of modifying the DB schema, we could have AssetBase inherit<br>>> from AssetMetadata, as I outlined before[1]. Alternatively, we could<br>>> get rid of AssetMetadata altogether and store everything in AssetBase<br>>> as before, splitting out the metadata sometime in the future when a<br>>> use case warrants it.<br>>> <br>>> What do you think?<br>>> <br>>> Thanks,<br>>> Mike<br>>> <br>>> <br>>> [1] <a href="https://lists.berlios.de/pipermail/opensim-dev/2009-February/004918.html" target="_blank">https://lists.berlios.de/pipermail/opensim-dev/2009-February/004918.html</a><br>>> <br>>> <br>>> <br>>> <br>>>
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