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authorDavid Walter Seikel2014-05-26 23:01:52 +1000
committerDavid Walter Seikel2014-05-26 23:01:52 +1000
commitfd25fe9902482a8538236189b7f5b3b26b824821 (patch)
treebc8b6f733bba2a6fe27bf338de4dcdcba992d8bf /docs
parentUpdated build instructions now that EFL 1.10.0 has been reelased. (diff)
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Fix some typos, and mention the need for reference counting linked assets.
Diffstat (limited to 'docs')
-rw-r--r--docs/love.txt25
1 files changed, 16 insertions, 9 deletions
diff --git a/docs/love.txt b/docs/love.txt
index 46bcc17..f460a71 100644
--- a/docs/love.txt
+++ b/docs/love.txt
@@ -77,8 +77,8 @@ Thoughts about directory structure.
77A major goal is to have the disk structure of a sim (and inventory) be 77A major goal is to have the disk structure of a sim (and inventory) be
78decently human readable. The assets should be stored as normal files of 78decently human readable. The assets should be stored as normal files of
79the appropriate type, so that they can be edited with normal editing 79the appropriate type, so that they can be edited with normal editing
80software like blender, gimp, a text editor, etc. Oter goals include not 80software like blender, gimp, a text editor, etc. Other goals include
81duplicating assets, and making it easy to move assets around. 81not duplicating assets, and making it easy to move assets around.
82 82
83Names. 83Names.
84------ 84------
@@ -149,7 +149,9 @@ with a matching .sha1 file that holds the SHA-1 hash of that file. .lnk
149files get hashed to, so that each copy of a linked stuffs gets it's own 149files get hashed to, so that each copy of a linked stuffs gets it's own
150SHA-1 hash, but in this case the "content" is the relative path name. 150SHA-1 hash, but in this case the "content" is the relative path name.
151The .sha1 files of the real asset .lnk files point to can be found in 151The .sha1 files of the real asset .lnk files point to can be found in
152the same place the real asset file is. 152the same place the real asset file is. Hmm, this means that reference
153counting will be needed, otherwise the one real copy of an asset can get
154deleted while links still point to it.
153 155
154There will be a .sha1 directory full of files with the SHA-1 hashes as 156There will be a .sha1 directory full of files with the SHA-1 hashes as
155part of the name, and the rest being similar to a .lnk file, a path to 157part of the name, and the rest being similar to a .lnk file, a path to
@@ -168,6 +170,12 @@ gets stored in the .sha1, but if it already exists in .sha1, then the
168asset is replaced by that sha1.lnk file, thus automatically 170asset is replaced by that sha1.lnk file, thus automatically
169deduplicating assets. 171deduplicating assets.
170 172
173Reference counting.
174-------------------
175
176Dunno yet, just realised the need for this, will come up with something
177soon.
178
171On disk structure. 179On disk structure.
172------------------ 180------------------
173 181
@@ -180,7 +188,7 @@ On disk structure.
180 "a stuffs" -> a%20stuffs.omg 188 "a stuffs" -> a%20stuffs.omg
181 in world name, description 189 in world name, description
182 list of stuffs similar to the sim index.omg, only this is for the various meshes that make up this stuffs. 190 list of stuffs similar to the sim index.omg, only this is for the various meshes that make up this stuffs.
183 stuffs position, orientation, and size 191 stuffs position, orientation, and size, relative to this stuffs
184 relative file / URL name pointing to the mesh and textures 192 relative file / URL name pointing to the mesh and textures
185 extra info for each material 193 extra info for each material
186 194
@@ -193,7 +201,7 @@ On disk structure.
193 used to be a list of content file names, type, and UUID 201 used to be a list of content file names, type, and UUID
194 file names are right there in the directory 202 file names are right there in the directory
195 UUID ala SHA-1 can now be calculated based on those files 203 UUID ala SHA-1 can now be calculated based on those files
196 and stored in a asset.sha1 file 204 and stored in an asset.sha1 file
197 type can use the magic/file/MIME system to identify file types 205 type can use the magic/file/MIME system to identify file types
198 can get rid of this file, though maybe have it in a .types directory, 206 can get rid of this file, though maybe have it in a .types directory,
199 coz we would want to cache the file type 207 coz we would want to cache the file type
@@ -234,7 +242,7 @@ readable while I consider the design, but likely use eet instead when I
234have to write code to read the suckers. .omg files are managed by the 242have to write code to read the suckers. .omg files are managed by the
235love server, so fiddling with them is an expert thing anyway. 243love server, so fiddling with them is an expert thing anyway.
236 244
237Should have a tool to validate a sims files and recreate te caches. 245Should have a tool to validate a sims files and recreate the caches.
238 246
239Remaining issues. 247Remaining issues.
240----------------- 248-----------------
@@ -242,10 +250,9 @@ Remaining issues.
242Owner / group UUID might be better dealt with elsewhere? Coz links. 250Owner / group UUID might be better dealt with elsewhere? Coz links.
243Also, we wont replicate the LL user / group stuff exactly, but morph 251Also, we wont replicate the LL user / group stuff exactly, but morph
244into more standardised variations. Jabber users, jabber group rosters, 252into more standardised variations. Jabber users, jabber group rosters,
245OS users, web site users, etc. So just provide an abstraction, and an 253OS users, LDAP users and groups, web site users, etc. So just provide
246example or two. 254an abstraction, and an example or two.
247 255
248The asset files, plus things like compiled script binaries and temporaries
249 might be better to move compiled scripts and generated Lua source to the LuaSL server's own private store? 256 might be better to move compiled scripts and generated Lua source to the LuaSL server's own private store?
250 LuaSL needs to assign UUIDs to compiled script binaries, so it knows which running script is which 257 LuaSL needs to assign UUIDs to compiled script binaries, so it knows which running script is which
251 coz there might be lots of copies of scripts 258 coz there might be lots of copies of scripts