Difference between revisions of "Extended Snowglobe FAQ"

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= Why is this the "extended FAQ" =
{{OSWikiLearnBox}}


This is the "extended FAQ" because there is also a {{OSWebsite|faq|alt=main FAQ}}.  The main FAQ is meant for non-participants and newcomers who may not understand what this initiative is about, who might get confused about being thrown to a wiki just to find an FAQ.  The extended FAQ is for people who are already excited about participating, and are mainly asking questions about how to do stuff.
== Why is this the "extended FAQ" ==


Of course, that's only part of the answer.  The other part of the answer is that we wanted to make sure that some of the FAQ was on the website to answer basic questions when we launched this initiative, while also having a place on the wiki for flexible collaboration with the community on other questions.
This is the "extended FAQ" because there is also a [[Snowglobe FAQ|main FAQ]].  The main FAQ is meant for non-participants and newcomers who may not understand what this initiative is about.  The extended FAQ is for people who are already excited about participating, and are mainly asking questions about how to do stuff.


= Where is the main FAQ? =
== Is there a roadmap or a timeline of Second Life being Open Source we can see? ==


=== What source code will you be releasing? ===
Yes, there's a [[Roadmap|roadmap on this wiki]], which covers some of our immediate milestones.  This document will evolve to provide further information.


All of the code necessary to build a viewer for accessing Second Life. Some components, such as our JPEG renderer, have been replaced by open source components that currently don't work as well as the proprietary (third-party) components in the mainstream viewer. We hope to work with the community to ensure that the open source counterparts improve to become viable replacements for the current components.
== What are some examples of projects (features) we've been waiting for a long time that will reasonably come faster with Open Source? ==


=== What source code won't you be releasing ===
We're not sure.  We have vague ideas of what people may do with this (e,g, fixing problems with video cards they happen to own, or radical reworking of user interface elements), but we're not going to pretend we're in control of what others do with the source.


We don't (yet) plan to release the code that runs our simulators or other server code ("the grid"). There are limited portions of viewer code we've licensed from third parties that also will not be released. We hope to get to a point where we can eliminate proprietary dependencies in the viewer code. Over time, we hope to release more and more of Second Life's technology as open source, assuming things go well with our viewer release.
== How will Residents be able to collaborate on Open Source submissions? Will we be able to use Second Life itself to do it? ==


=== Wait, doesn't that mean anyone will be able to change anything in the code? ===
Possibly.  The first step is to join the [[Developer communication tools|email list]].  We're certainly considering in-world developer meetings, but note that it's difficult to stay in-world while modifying the viewer, so we'll probably have to rely on multiple channels of communication.


Anyone will be able to create a new viewer for their own personal use, or share that modified viewer with others. Anyone will be able to submit code to Linden Lab, which we will consider including in the Second Life viewer that most people download from secondlife.com. However, we will carefully review any submission, and ensure that it is safe and stable code that will be of broad benefit to all before we accept it into the mainstream version of the Second Life viewer.


=== Why is Linden Lab releasing the source code for the Second Life viewer? ===
== Are you going to be running a showcase for customized Second Life viewers with prizes for the best? ==


In the short term, we look at this as a way of improving the processes we use to build Second Life, creating greater transparency, and giving the community the means to participate in and improve the way we create software. In the long haul, we hope this move will accelerate innovation in Second Life, enabling anyone to enhance the viewer in all sorts of ways.
Not at this time.  We are considering ways to accelerate certain areas of development (for example, a bounty program), but we want to first work with the community to understand how our resources are best applied.


=== Won't someone be able to create a hacked up viewer that steals all of my Linden (L$)? ===
== I think it'd be cool to have a system to allow Residents with certain needs have them met by offering L$ or US$ for custom clients, what do you think of that? ==


No. The important logic for transfering L$ between accounts happens on our servers, not in the viewer. The simulator code on our servers doesn't assume that the viewer is "trusted" code. We can't foresee every possible way that some people might be able to create an abusive viewer, but we've done a thorough audit and taken other precautions to ensure that the new availabilty of source code will be an unambiguously positive experience.
That would be cool. We don't have a plan to facilitate that, but that's something we would consider if there's strong community demand for it.  In the short term, feel free to coordinate such activity.


=== How I get a copy of the code to play with? ===
== Is someone who builds their own Second Life viewer allowed to sell it? ==


See [http://robla.webdev.lindenlab.com/developers/opensource/getit Get it!]
As long as that person complies with {{OSWebsite|licenses|alt=our licensing}}, they may do whatever they want, including sell the software.


=== How do I build my own Second Life viewer? What are the technical requirements? ===


See [http://robla.webdev.lindenlab.com/developers/opensource/getit Get it!]
== How do I get a copy of the code to play with? ==


=== Is there a website where I can find the homebrewed versions of Second Life that other people have created? ===
See [[Get source and compile]].


Not yet
== How do I build my own Second Life viewer? What are the technical requirements? ==


=== Can I do anything I want with the Second Life client code? ===
See [[Get source and compile]].


Anything within the applicable licenses. The code itself is licensed under the [http://robla.webdev.lindenlab.com/developers/opensource/XXXFIXME GNU General Public License (GPL)], which governs modification and redistribuition of the source code. Use of Linden Lab's servers will still be governed by
== Is there a website where I can find the homebrewed versions of Second Life that other people have created? ==


=== Who can answer my questions about changing the Second Life code? I have some ideas for improvements but I don't understand how it works! ===
Yes, see [[Alternate viewers]].


Ask your question on one of our forums or mailing lists. XXXFIXME - need to work out real-time chat strategy - could be an in-world developer center, or could be something as simple as IRC.
== Can I do anything I want with the Second Life client code? ==


=== If I find a bug in Second Life, and know how to fix it, how do I submit the required code change? ===
Anything within the applicable licenses.  Use of Linden Lab's servers will still be governed by [http://secondlife.com/corporate/tos.php the Second Life Terms of Service]].


See contributing page XXXFIXME
== Who can answer my questions about changing the Second Life code? I have some ideas for improvements but I don't understand how it works! ==


=== Will you continue to offer a bounty for exploits that are found once the code is open source? ===
Ask your question on one of [[Developer communication tools|our forums or mailing lists]].


=== Other questions/answers ===
== If I find a bug in Second Life, and know how to fix it, how do I submit the required code change? ==


More questions and answers can be found on the [http://robla.webdev.lindenlab.com/developers/opensource/FIXME Second Life developer wiki].
First, file a bug in the [[issue tracker]] to describe the problem.   See [[How To Submit A Viewer Change]]


{{OSWebsite|faq}}
== Will source code availability make it possible for me to run my own grid on my own servers at home and not be connected to your (Linden) network? ==


Temporary link to draft main FAQ: {{InternalWikiLink|Open Source Draft FAQ}}
Not really.  While it's theoretically possible for anyone to create a server that is compatible with the open source viewer, it's not something that will be easy to do.  While we hesitate to underestimate the ingenuity of the resident community, we don't expect that anything like this to evolve quickly.  Linden Lab is not open sourcing the server infrastructure at this time; and even if we were, the system isn't designed for home deployment.


== Will someone use a hacked client to copy all my content without my permission? ==
== What's more important with Open Source SL, fixing new bugs or adding new features? There are a lot of bugs to be fixed and I think it'd be great if all the bugs could be worked on first. ==


== Won't someone be able to create a hacked up viewer that ignores my parcel/estate permissions? ==
We're not going to impose our priorities on the community.  We are much more likely to accept fixes for bugs than new features, but that shouldn't stop anyone from experimenting on new features.


== Will someone be able to use a hacked client to steal my SL identity? ==
 
== How does Mono relate to the open sourcing of the Second Life viewer? Are they going to come together? ==
 
This is not related to our work on [[Mono]], since the Mono work happens on the server.  However, our pending move to Mono and our open source initiative are two ways in which we're moving Second Life toward a more open, standardized architecture.

Latest revision as of 05:04, 5 September 2011

Why is this the "extended FAQ"

This is the "extended FAQ" because there is also a main FAQ. The main FAQ is meant for non-participants and newcomers who may not understand what this initiative is about. The extended FAQ is for people who are already excited about participating, and are mainly asking questions about how to do stuff.

Is there a roadmap or a timeline of Second Life being Open Source we can see?

Yes, there's a roadmap on this wiki, which covers some of our immediate milestones. This document will evolve to provide further information.

What are some examples of projects (features) we've been waiting for a long time that will reasonably come faster with Open Source?

We're not sure. We have vague ideas of what people may do with this (e,g, fixing problems with video cards they happen to own, or radical reworking of user interface elements), but we're not going to pretend we're in control of what others do with the source.

How will Residents be able to collaborate on Open Source submissions? Will we be able to use Second Life itself to do it?

Possibly. The first step is to join the email list. We're certainly considering in-world developer meetings, but note that it's difficult to stay in-world while modifying the viewer, so we'll probably have to rely on multiple channels of communication.


Are you going to be running a showcase for customized Second Life viewers with prizes for the best?

Not at this time. We are considering ways to accelerate certain areas of development (for example, a bounty program), but we want to first work with the community to understand how our resources are best applied.

I think it'd be cool to have a system to allow Residents with certain needs have them met by offering L$ or US$ for custom clients, what do you think of that?

That would be cool. We don't have a plan to facilitate that, but that's something we would consider if there's strong community demand for it. In the short term, feel free to coordinate such activity.

Is someone who builds their own Second Life viewer allowed to sell it?

As long as that person complies with our licensing, they may do whatever they want, including sell the software.


How do I get a copy of the code to play with?

See Get source and compile.

How do I build my own Second Life viewer? What are the technical requirements?

See Get source and compile.

Is there a website where I can find the homebrewed versions of Second Life that other people have created?

Yes, see Alternate viewers.

Can I do anything I want with the Second Life client code?

Anything within the applicable licenses. Use of Linden Lab's servers will still be governed by the Second Life Terms of Service].

Who can answer my questions about changing the Second Life code? I have some ideas for improvements but I don't understand how it works!

Ask your question on one of our forums or mailing lists.

If I find a bug in Second Life, and know how to fix it, how do I submit the required code change?

First, file a bug in the issue tracker to describe the problem. See How To Submit A Viewer Change

Will source code availability make it possible for me to run my own grid on my own servers at home and not be connected to your (Linden) network?

Not really. While it's theoretically possible for anyone to create a server that is compatible with the open source viewer, it's not something that will be easy to do. While we hesitate to underestimate the ingenuity of the resident community, we don't expect that anything like this to evolve quickly. Linden Lab is not open sourcing the server infrastructure at this time; and even if we were, the system isn't designed for home deployment.

What's more important with Open Source SL, fixing new bugs or adding new features? There are a lot of bugs to be fixed and I think it'd be great if all the bugs could be worked on first.

We're not going to impose our priorities on the community. We are much more likely to accept fixes for bugs than new features, but that shouldn't stop anyone from experimenting on new features.


How does Mono relate to the open sourcing of the Second Life viewer? Are they going to come together?

This is not related to our work on Mono, since the Mono work happens on the server. However, our pending move to Mono and our open source initiative are two ways in which we're moving Second Life toward a more open, standardized architecture.