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author | David Walter Seikel | 2014-05-26 23:01:52 +1000 |
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committer | David Walter Seikel | 2014-05-26 23:01:52 +1000 |
commit | fd25fe9902482a8538236189b7f5b3b26b824821 (patch) | |
tree | bc8b6f733bba2a6fe27bf338de4dcdcba992d8bf /docs | |
parent | Updated 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.txt | 25 |
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. | |||
77 | A major goal is to have the disk structure of a sim (and inventory) be | 77 | A major goal is to have the disk structure of a sim (and inventory) be |
78 | decently human readable. The assets should be stored as normal files of | 78 | decently human readable. The assets should be stored as normal files of |
79 | the appropriate type, so that they can be edited with normal editing | 79 | the appropriate type, so that they can be edited with normal editing |
80 | software like blender, gimp, a text editor, etc. Oter goals include not | 80 | software like blender, gimp, a text editor, etc. Other goals include |
81 | duplicating assets, and making it easy to move assets around. | 81 | not duplicating assets, and making it easy to move assets around. |
82 | 82 | ||
83 | Names. | 83 | Names. |
84 | ------ | 84 | ------ |
@@ -149,7 +149,9 @@ with a matching .sha1 file that holds the SHA-1 hash of that file. .lnk | |||
149 | files get hashed to, so that each copy of a linked stuffs gets it's own | 149 | files get hashed to, so that each copy of a linked stuffs gets it's own |
150 | SHA-1 hash, but in this case the "content" is the relative path name. | 150 | SHA-1 hash, but in this case the "content" is the relative path name. |
151 | The .sha1 files of the real asset .lnk files point to can be found in | 151 | The .sha1 files of the real asset .lnk files point to can be found in |
152 | the same place the real asset file is. | 152 | the same place the real asset file is. Hmm, this means that reference |
153 | counting will be needed, otherwise the one real copy of an asset can get | ||
154 | deleted while links still point to it. | ||
153 | 155 | ||
154 | There will be a .sha1 directory full of files with the SHA-1 hashes as | 156 | There will be a .sha1 directory full of files with the SHA-1 hashes as |
155 | part of the name, and the rest being similar to a .lnk file, a path to | 157 | part 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 | |||
168 | asset is replaced by that sha1.lnk file, thus automatically | 170 | asset is replaced by that sha1.lnk file, thus automatically |
169 | deduplicating assets. | 171 | deduplicating assets. |
170 | 172 | ||
173 | Reference counting. | ||
174 | ------------------- | ||
175 | |||
176 | Dunno yet, just realised the need for this, will come up with something | ||
177 | soon. | ||
178 | |||
171 | On disk structure. | 179 | On 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 | |||
234 | have to write code to read the suckers. .omg files are managed by the | 242 | have to write code to read the suckers. .omg files are managed by the |
235 | love server, so fiddling with them is an expert thing anyway. | 243 | love server, so fiddling with them is an expert thing anyway. |
236 | 244 | ||
237 | Should have a tool to validate a sims files and recreate te caches. | 245 | Should have a tool to validate a sims files and recreate the caches. |
238 | 246 | ||
239 | Remaining issues. | 247 | Remaining issues. |
240 | ----------------- | 248 | ----------------- |
@@ -242,10 +250,9 @@ Remaining issues. | |||
242 | Owner / group UUID might be better dealt with elsewhere? Coz links. | 250 | Owner / group UUID might be better dealt with elsewhere? Coz links. |
243 | Also, we wont replicate the LL user / group stuff exactly, but morph | 251 | Also, we wont replicate the LL user / group stuff exactly, but morph |
244 | into more standardised variations. Jabber users, jabber group rosters, | 252 | into more standardised variations. Jabber users, jabber group rosters, |
245 | OS users, web site users, etc. So just provide an abstraction, and an | 253 | OS users, LDAP users and groups, web site users, etc. So just provide |
246 | example or two. | 254 | an abstraction, and an example or two. |
247 | 255 | ||
248 | The 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 |