<div dir="ltr">OSD has serializations for XML, JSON, Notation, and binary as per the LLSD documentation.<br></div><div class="gmail_extra"><br><div class="gmail_quote">On Tue, Dec 23, 2014 at 7:08 PM, Melanie <span dir="ltr"><<a href="mailto:melanie@t-data.com" target="_blank">melanie@t-data.com</a>></span> wrote:<blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">I would have to see this become OSD XML (LLXML( because LLXML is so<br>
much wordier (up to 100% size gain on small messages, like one<br>
acknowledgement byte. JSON is superior in pretty much every way<br>
except for enforced typing and I don't judge that valuable enough to<br>
let it double the message byte size.<br>
<span class="HOEnZb"><font color="#888888"><br>
Melanie<br>
</font></span><div class="HOEnZb"><div class="h5"><br>
On 24/12/2014 02:25, Mic Bowman wrote:<br>
> On Tue, Dec 23, 2014 at 5:03 PM, Dahlia Trimble <<a href="mailto:dahliatrimble@gmail.com">dahliatrimble@gmail.com</a>><br>
> wrote:<br>
><br>
>><br>
>>> Show me a mechanism in opensim that is well layered enough to handle<br>
>>> these messages with both binary & text encoding over both streaming &<br>
>>> packet protocols and i will gladly use it.<br>
>>><br>
>><br>
>> I used the libomv OSD and it's various serializations. They worked very<br>
>> well. I've found the JSON to be quite usable with python, javascript ,and a<br>
>> few c++ libs I've tried. I've not had as good of luck with the various<br>
>> binary LLSD ports out there though and I wrote my own for c++. I've used<br>
>> the various serializations both in TCP and UDP with good success.<br>
>><br>
><br>
> I don't think the JSON encoding is the problem. There is JSON all over.<br>
> JSON RPC. JSON for submitting simulator to simulator messages. Most are<br>
> using the OSD serializer for it. I personally use Newtonsoft because 1) its<br>
> significantly faster and 2) it can re-ify into object classes easily<br>
> (meaning that the json can be converted transparently into an C# object of<br>
> a specific per-message-type class without great big switch statements). The<br>
> reification is convenient for me because it means that the message handlers<br>
> dont care how the messages came in (abstraction for layering, means I can<br>
> replace the JSON encoding with anything that builds the classes in a<br>
> consistent way) & they don't have to dig through multiple levels of<br>
> dictionaries to find a particular value (enforcement of the structure). If<br>
> I want to add a new method of security, I only have one place i need to<br>
> change.<br>
><br>
> That being said... the problem is that there is no consistency in the use<br>
> of json. Some times we encode the method in the body of the json, sometimes<br>
> in the url. Sometimes the decoding happens in a module (see<br>
> NeighbourHandlers). Sometimes it happens in the HTTP server handlers (JSON<br>
> RPC). Lets just say that we wanted to actually add a method for authorizing<br>
> messages to ensure that they come from an adjacent simulator... where would<br>
> you make the change?<br>
><br>
> Oh... and that doesn't even begin to touch the fact that we have some<br>
> modules using xmlrpc (HG) and some using json.<br>
><br>
> Justin is right that adding one more is probably not a good idea.<br>
><br>
> --mic<br>
><br>
><br>
><br>
><br>
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