Difference between revisions of "Viewer Architecture"
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The Second Life client (also known as the "viewer") is a complex piece of software. It can be visualized as a streaming media client like RealPlayer, a game engine like Quake 3, or a web browser. | The Second Life client (also known as the "viewer") is a complex piece of software. It can be visualized as a streaming media client like RealPlayer, a game engine like Quake 3, or a web browser. | ||
First you'll need to learn some | First you'll need to learn some terminology like "agent", "sim", and "region" in the [[glossary]]. | ||
== Learn by Example == | == Learn by Example == |
Revision as of 11:26, 31 October 2006
The Second Life client (also known as the "viewer") is a complex piece of software. It can be visualized as a streaming media client like RealPlayer, a game engine like Quake 3, or a web browser.
First you'll need to learn some terminology like "agent", "sim", and "region" in the glossary.
Learn by Example
- Adding a menu item
- Adding a dialog
- How movement works
- How the camera works
- How login works
- How keyboard processing works
- How scripts work
Major Systems
- Message System - reliable and unreliable transport over UDP
- Image System - prioritizes and decodes JPEG2000 images into OpenGL textures
- Viewer Object System - objects in scene for rendering and editing
- Rendering System - from viewer object to drawable to face to vertices to graphics card
- Culling - octree and occlusion based culling to speed rendering
- UI Widgets - cross platform buttons, scroll bars, etc.
- UI Floaters - dialogs and windows built from XML files
- Asset System - transport for animations, sounds, notecards, scripts, etc.
- Inventory - server-side storage of assets for each user
- Sound System - cross platform audio based on FMOD
- Movie System - QuickTime-based video on object surfaces
- VFS - cached data is held in two "virtual file systems" in large files on the client
- Selection Manager - holds extended information for selected objects and allows editing
- Avatar Appearance - appearance is constructed from a mesh, parameters to deform the mesh, and textures to describe clothing
- Web Browser - the integration of the viewer with the web.
- Avatar Profiles
- Groups
- Money
Threads
The viewer is a single process with a few threads:
- Main thread -- The input/output main program function.
- VFS thread -- Thread responsible for reading/writing to the virtual file system.
- LFS thread -- Thread responsible for some reading/writing to the local file system. Not sure if this is actually used anywhere.
- Image thread -- Currently unused.
Program Flow
- Initialize - newview/viewer.cpp :: main()
- Loop - newview/viewer.cpp :: main_loop()
- Gathers keyboard and mouse input
- Pumps the TCP i/o
- Render the frame
- idle()
- everything else
- Shutdown
Sources of Input
- The Message System.
- Assets through the Asset System, transmitted using the Transfer Manager, and extracted from the VFS.
- Files through Xfer Manager.
- Files copied out of a VFS into local file store and read through c/c++/ll file API.
- XMLRPC calls such as login and Bying Land and Currency.
- HTTP GET/POST to the Backbone. This is not yet in use.
- Streaming music and videos.
- Quicktime.
- FMOD.
- The web browser.