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	<title>Comments on: Modular Rex Continued</title>
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	<link>http://www.adamfrisby.com/blog/2009/01/modular-rex-continued/</link>
	<description>ZOMGWTFHAI</description>
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		<title>By: Adam Frisby</title>
		<link>http://www.adamfrisby.com/blog/2009/01/modular-rex-continued/comment-page-1/#comment-2770</link>
		<dc:creator>Adam Frisby</dc:creator>
		<pubDate>Wed, 07 Jan 2009 20:53:05 +0000</pubDate>
		<guid isPermaLink="false">http://www.adamfrisby.com/blog/?p=92#comment-2770</guid>
		<description>Aha, alright. Hrrm.

This does come down to a bandwidth issue as that &#039;freedata&#039; is used for sending what I&#039;ve been told, metadata and that sort of information about objects. However, from my own knowledge of further down, 3000 is too big. It will fail at about 1300 or so due to the normal packet MTU of 1500B.

That data wont be split up and multipacketed either, so if there&#039;s a need to have large metadata fields about objects, perhaps the way to go is to either implement a multipacket version, or move the request over to HTTP.</description>
		<content:encoded><![CDATA[<p>Aha, alright. Hrrm.</p>
<p>This does come down to a bandwidth issue as that &#8216;freedata&#8217; is used for sending what I&#8217;ve been told, metadata and that sort of information about objects. However, from my own knowledge of further down, 3000 is too big. It will fail at about 1300 or so due to the normal packet MTU of 1500B.</p>
<p>That data wont be split up and multipacketed either, so if there&#8217;s a need to have large metadata fields about objects, perhaps the way to go is to either implement a multipacket version, or move the request over to HTTP.</p>
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		<title>By: Peter Quirk</title>
		<link>http://www.adamfrisby.com/blog/2009/01/modular-rex-continued/comment-page-1/#comment-2769</link>
		<dc:creator>Peter Quirk</dc:creator>
		<pubDate>Wed, 07 Jan 2009 03:01:52 +0000</pubDate>
		<guid isPermaLink="false">http://www.adamfrisby.com/blog/?p=92#comment-2769</guid>
		<description>In the original code, in SceneObjectPart.cs we have:
        private string m_rexData = String.Empty;
        public string RexData
        {
            get { return m_rexData; }
            set
            {
                if (value.Length &gt; 3000)
                    m_rexData = value.Substring(0, 3000);
                else
                    m_rexData = value;

                ScheduleRexPrimFreeDataUpdate(true);
            }
        }

This is implemented similarly in modrex.</description>
		<content:encoded><![CDATA[<p>In the original code, in SceneObjectPart.cs we have:<br />
        private string m_rexData = String.Empty;<br />
        public string RexData<br />
        {<br />
            get { return m_rexData; }<br />
            set<br />
            {<br />
                if (value.Length &gt; 3000)<br />
                    m_rexData = value.Substring(0, 3000);<br />
                else<br />
                    m_rexData = value;</p>
<p>                ScheduleRexPrimFreeDataUpdate(true);<br />
            }<br />
        }</p>
<p>This is implemented similarly in modrex.</p>
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		<title>By: Adam Frisby</title>
		<link>http://www.adamfrisby.com/blog/2009/01/modular-rex-continued/comment-page-1/#comment-2764</link>
		<dc:creator>Adam Frisby</dc:creator>
		<pubDate>Tue, 06 Jan 2009 20:59:28 +0000</pubDate>
		<guid isPermaLink="false">http://www.adamfrisby.com/blog/?p=92#comment-2764</guid>
		<description>Where is this value hard coded? It may be in a piece of code which was ported directly. I actually don&#039;t think I have done the RexFreeData blob yet, only the RexPrimData blob (which should never get close to that size).

That being said, if this is something that is transmitted to the viewer - factor bandwidth into your calculations (obviously if you reaaaally want to you should be able to, but it&#039;s worth keeping in mind)</description>
		<content:encoded><![CDATA[<p>Where is this value hard coded? It may be in a piece of code which was ported directly. I actually don&#8217;t think I have done the RexFreeData blob yet, only the RexPrimData blob (which should never get close to that size).</p>
<p>That being said, if this is something that is transmitted to the viewer &#8211; factor bandwidth into your calculations (obviously if you reaaaally want to you should be able to, but it&#8217;s worth keeping in mind)</p>
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	<item>
		<title>By: Peter Quirk</title>
		<link>http://www.adamfrisby.com/blog/2009/01/modular-rex-continued/comment-page-1/#comment-2763</link>
		<dc:creator>Peter Quirk</dc:creator>
		<pubDate>Tue, 06 Jan 2009 20:37:13 +0000</pubDate>
		<guid isPermaLink="false">http://www.adamfrisby.com/blog/?p=92#comment-2763</guid>
		<description>Adam, 

thanks for all the work on modrex!
Coincidentally, I published a piece a few days earlier on using the rexdata panel with the Python CompObj library to supply configuration parameters in inifile format.

While browsing the code I noticed that there&#039;s a hard-coded limit of 3000 characters on the rexdata blob in the original code and in modrex. It seems a bit arbitrary and low. The maximum blob sizes in the supported databases are:
SQLite: 2**31-1
MySQL: practical limit is 100&#039;s of MBs due to triple copies being maintained
MSSQL: 2GB

I&#039;d like to see the size lifted to a larger value, perhaps configurable in OpenSim.ini. What are your thoughts on this?

-- Peter</description>
		<content:encoded><![CDATA[<p>Adam, </p>
<p>thanks for all the work on modrex!<br />
Coincidentally, I published a piece a few days earlier on using the rexdata panel with the Python CompObj library to supply configuration parameters in inifile format.</p>
<p>While browsing the code I noticed that there&#8217;s a hard-coded limit of 3000 characters on the rexdata blob in the original code and in modrex. It seems a bit arbitrary and low. The maximum blob sizes in the supported databases are:<br />
SQLite: 2**31-1<br />
MySQL: practical limit is 100&#8217;s of MBs due to triple copies being maintained<br />
MSSQL: 2GB</p>
<p>I&#8217;d like to see the size lifted to a larger value, perhaps configurable in OpenSim.ini. What are your thoughts on this?</p>
<p>&#8211; Peter</p>
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