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From: Carlo Wood <carlo@alinoe.com>
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Subject: Re: [vwrap] Statements of Consensus.  Flexibity First.
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On Wed, 30 Mar 2011 13:29:56 +0200
Boroondas Gupte <sllists@boroon.dasgupta.ch> wrote:

I meant it to be "sufficient".
If both statements are satisfied then it would be
completely weird and suspicious if anyone would go
against the proposal.

If not both statements are satisfied, or when
it's not clear, then that does not mean that X
shouldn't be part of the protocol, but then more
discussion is necessary.

-- 
Carlo Wood <carlo@alinoe.com>

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From: Carlo Wood <carlo@alinoe.com>
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Subject: Re: [vwrap] Statements of Consensus. Flexibity First.
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On Wed, 30 Mar 2011 10:01:33 +0100
Morgaine <morgaine.dinova@googlemail.com> wrote:

> Carlo, your suggested paragraph for consensus is a good one, but is
> too easy to evade .  It makes it trivial for a detractor to argue
> that "substantial extra demands are being made [by B] on an
> implementation that only implements the functionality of A", because
> every B will impose extra demands on A."  That exception contains the
> recipe for neutralizing all progress.

True... it might be too vague and senseless discussion might
take place about what is substantial... Therefore I hope that
by far most, if not all, people involved TRUELY think, like me,
that in principle the protocol should support everything that
is even remotely possibly necessary for some use case. Especially
when it adds no complexity for those implementers who aren't
interested in the extra functionality.

For example, someone could propose to add 'X' that would allow
something that 'Grid Y' doesn't want on THEIR grid. However,
all that is required for them is to add a single parameter to
some protocol message, ie - the parameter FALSE, to signal they
don't want it. Then based on that it should be impossible to
try and bar support for X from the protocol itself: Y would
be "forced" to add that 'FALSE' in order to support X passively.

> Instead of providing such an easy opportunity for veto by people who
> only want A, place the onus on the people requiring B, which is much
> more forward looking.  I suggest something like this: 
> 
>    - Whenever a change X in the protocol is proposed (which might be
> an addition, a change of existing protocol or even deletion: any
> change, making the protocol (VWRAP) go from A --> B), then that
> change is accepted as part of VWRAP provided that:
> 
>    1. Protocol B can do everything that A could do.
>    2. Good use-case justification for B is provided.
>    3. Implementation requirements of B are listed.

Although I do not protest against the reformulation,
I have to note that it's as easy to go against point 2:
people can always argue that it's not a "good use-case";
and it isn't in their eyes when they are really opposed
to the whole idea.  Therefore I think it's better to
say something like: if two or three people think it's
a good use case. After all, the whole idea is that those
who don't think that it is, will have to ability to
not support it on their grid, but should not have the
ability to bar it from the protocol.
 
> This would make it clear that features are incremental (A+B must
> always be a superset of A), offer an initial level of technical
> detail about how functionality B can be achieved, and most
> importantly, make everyone aware of the impact that B has on A.  It
> will also ensure that an implementation that provides A but not B is
> by choice a subset implementation.

I don't see it like that. A 'subset' seems to suggest
incompatiblity. For example, if one world allows it's visitors
to use assets from any source, including their own harddisk,
while another world doesn't want to allow that for various
(non-technical) reasons, then the protocol had to support it
nevertheless. The latter world would just reply differently
to certain protocol messages, but still be within the protocol
and AWARE of the possiblity that allowing it is possible.
They'd only refuse it.

I don't really see that as supporting a subset of the protocol,
if you understand what I mean.

Carlo Wood

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Subject: Re: [vwrap] Statements of Consensus.  Flexibity First.
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On Wed, 30 Mar 2011 14:27:27 +0000
"Dickson, Mike (ISS Software)" <mike.dickson@hp.com> wrote:

> We don't need to make a process that forces agreement under a set of
> terms.  That's not how the IETF works.  We need consensus and
> documents.

Nobody forces you to anything. I'm asking if there is consensus
about this point. Frankly, I'm disappointed that you disagree
already - at THIS level of abstraction. Perhaps it's caused by
a false sense of fear that you would be forced to accept things
into the protocol: you clearly want control. You want to decide
on a case by case basis if you like it or not.

But hell, that is NOT possible at this abstraction level.
Please rethink carefully what the proposal means: do you REALLY
want to reject the Ideal of an open protocol that doesn't deny
support for use-cases that YOU don't want?

>  As a contributor I'll choose to agree or disagree based
> on the topic.  And in some cases I'm not sure I'd choose flexibility
> over stability, etc.

I don't see the 'etc' here. And IF the minimal support that
an implementer would have to add who does NOT needed X would
lead to instability then surely you wouldn't be able to speak
of "No substantial extra demands are being made"!

If implementation is so difficult, even for implementers NOT
needing it, that it causes the danger of instability then you
have EVER possibility to go against it, even if now you agree
with the Principle of trying to be flexible.
 
> It seems to me we've sorted drifted to a point we're there are 2
> camps and a proposal was made for how to deal with it.  There are
> those that want to work on service level interop.  And others want to
> define the whole concept of virtual world interop. IMO we need to
> either agree that seperation exists and arrange the docs so it
> describes the 2 work streams or agree that we can't agree and
> disband.  The service level interop. is a subset of the other and
> given our track record I prefer to walk rather than run.

I am not really sure how this applies to making the choice if
you want to be flexible, or - put differently - want to cripple
the protocol to make certain applications of it impossible.

>  And I don't buy the "evil corporate interests" argument.

... unless this is the case. And you just want to win a battle
before it started.

>  Ideally if we do this right there *should* be some participation
> from business interests that are looking at the space.

A flexible protocol would be superset of what those businesses
need (see point 1: Protocol B can do everything that A could do).
So, if they would be interested when the protocol can only do A,
please explain why they won't be interested anymore when it
can do B?

> Mike (speaking as me and not for HP)

-- 
Carlo Wood <carlo@alinoe.com>

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Subject: Re: [vwrap] Statements of Consensus. Flexibity First.
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On Wed, 30 Mar 2011 11:40:45 -0400
Mike Dickson <mike.dickson@hp.com> wrote: 
> Yes, I get that. I have lots of standards experience, even serving on
> the board of one organization in the past.  I honestly find the whole
> us vs. them rhetoric tiring.  A healthy community will include both
> individual and corporate interests.  And its to be expected that
> they'll all argue from their respective POV.  That's healthy.
> 
> Mike

Then please explain to me again why you want
to make it impossible for some party to use
VWRAP for their specific use case, and apparently,
are only interested to create a protocol that
supports your use case (and those things that
you are not going to oppose to when they are
proposed, for the sake of creating a standard
at all).

What is the problem to make it possible to use
VWRAP by an as wide as possible group of people?

-- 
Carlo Wood <carlo@alinoe.com>

From carlo@alinoe.com  Fri Apr  1 07:25:39 2011
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From: Carlo Wood <carlo@alinoe.com>
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Subject: Re: [vwrap] Statements of Consensus. Flexibity First.
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On Wed, 30 Mar 2011 12:20:34 -0400
Mike Dickson <mike.dickson@hp.com> wrote:

> Yes, and I'm saying I'm not going to agree that flexibility is *the*
> most important guiding principle over other factors like
> compatibility. That was the original assertion (that we should agree
> that flexibility is most important).

You really misunderstood the intention (so maybe there is still hope).

The statement: protocol B can do everything that protocol A can do
completely eliminates this extra flexibility override ANYTHING.

You seem to fear that "flexibility" is going to be "more important"
than something else and "push something else aside". But that is not
the case: the whole point is to not do what makes no sense (read
that again).

And in my eyes, it makes no sense to not add support to the protocol
for X when that has not a single disadvantage.

Then when it has a tiny little disadvantage; like you need to spend
5 minutes to think about it and it will add a chapter to the documents
that you'll have to skip when reading it, or even you need to write
10 extra code lines to deal with procotol commands that you won't
implement... then why want to deny all that to those who DO need it?
That still makes no sense.

I'm not trying to force anything specifically upon you. Not at all.
I'm trying to reason something that is just pure logic imho.
  
I had not expected that anyone would have had ALREADY a problem
with the very first, almost trivial logical proposal for consensus :(

-- 
Carlo Wood <carlo@alinoe.com>

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Subject: Re: [vwrap] Statements of Consensus.  Flexibity First.
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On 04/01/2011 03:45 PM, Carlo Wood wrote:
> I meant it to be "sufficient".
> If both statements are satisfied then it would be
> completely weird and suspicious if anyone would go
> against the proposal.
>
> If not both statements are satisfied, or when
> it's not clear, then that does not mean that X
> shouldn't be part of the protocol, but then more
> discussion is necessary
I probably had some misconception of what this is about. You are talking
about what can go into the protocol at all? Or how different (released,
not just proposed) versions of the protocol might differ?

In my first answer, I assumed the latter. If it's the former, I think I
can agree even to the "sufficient" notion.

Cheers,
Boroondas

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Subject: Re: [vwrap] Statements of Consensus. Flexibity First.
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On Wed, 30 Mar 2011 18:13:28 +0100
Morgaine <morgaine.dinova@googlemail.com> wrote:
> To put it bluntly, VW *business* thinks it is best served by denying
> interop between worlds, because denying interop holds users captive
> and prevents them from easily leaving with their virtual possessions
> to better worlds. (A myopic business model, I agree, but we have many
> current examples of it.)
> 
> In contrast, interop between worlds serves *individuals* and *user
> communities* wonderfully in numerous ways:

While this is probably all true.

PLEASE EVERYONE - adding some SUPPORT to the protocol
does NOT mean it has to be USED.

If the VWRAP protocol supports *all* interop at any level,
then the large business can STILL deny their users to level
and take their assets with them.

The protocol will NEVER demand you do something that you
don't want.

What we speak about here is that the standard - VWRAP - will or
will not allow "others" to *use* VWRAP for THEIR purposes.

So, I'm sorry - but if anyone is against THAT.. and even has
the slightest hesitation to agree that VWRAP should support
all interests out there (ie, the business model above, as well as
the more user oriented one) then I have a good case to believe
in the "evil corporate" theory.

-- 
Carlo Wood <carlo@alinoe.com>

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From: Dzonatas Sol <dzonatas@gmail.com>
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Subject: Re: [vwrap] Conditioners and refineries
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Much of the discussion is actually implemented, already (somehow). What 
"you" want, however, seems to be to have some LL-employee/OpenSim-dev to 
rewrite, reauthorize, reinvent, and bloat the monolithic client or add 
redundant capabilities on the simulators as some means to state what is 
official in VWRAP. None of that needs to happen, and please don't give 
the appearance that "we" need to beg any of them for implementation 
(especially, to tally some vote). Remember that the 
user-end/front-end/graphics-client is the one doing the real work. The 
simulator still exists as a router due to legacy reasons, so there is 
really no need to rely on LL sims or Opensim to implement any of this. 
(I'm sure backwards compatible is ideal.) The only exception is "domains".

No need to leverage the weight of storage over implementation. The ideal 
word is "cohesion" of various implementations...  not rewrite. Any 
rewrite or customization of implementations in any company is that 
company's business, not ours. Your assumption of what is in our "grasp" 
is in error because you assumed it in only part of LL or such 
reverse-engineered simulator, and there is no need for this sympathy 
here unless you're tried to win points with them somehow.

Win points here... not there...

Morgaine wrote:
 > That is incorrect.  IETF drafts are not promoted to Internet 
standards unless they have implementations --- again, the Mission 
Statement is worth reading.  "*Rough consensus and running code*" is a 
cardinal principle highlighted in BCP 95.  Since we do not have the 
power to test our ideas within Second Life, but only within open source 
frameworks like Opensim, SL compatibility is beyond our reach until such 
a time as Linden Lab provides the required test implementation.  In the 
absence of that, only Opensim and/or realXtend compatibility is within 
our grasp because we can add the "running code" there ourselves.

-- 
--- https://twitter.com/Dzonatas_Sol ---
Web Development, Software Engineering, Virtual Reality, Consultant


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dyerbrookme@juno.com wrote:
>  
> Nobody but those who need to steal them has a felt need to share the 
> assets of Second Life. These are made by hard-working people who have 
> copyrighted these assets. *Get your furry paws off them*.
>  
> Prokofy Neva


The simulators (currently) share assets between those units and the 
use-end (monolithic client). How you consider that transfer any 
different between "steal" and "not-steal" mode is quite phantom to any 
actual code.

Please do your homework, and be sure to understand that the current code 
actually transfers to much private data and asset information. Your 
copybot concern could have an easy solution just by the non-transfer of 
the asset dates. If you have any knowledge of double-entry accounting, 
you would agree as any banker would. That's also room to optimize the 
protocol to transfer less data, which could mean faster transfer rates.

Anyways...


-- 
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Carlo Wood wrote:
> And in my eyes, it makes no sense to not add support to the protocol
> for X when that has not a single disadvantage.
>
>   

The use-case of optional parameters as given previously on this list is 
easy to add. I'm sure those that want the flexibility for proprietary 
reason will want the optional context allowance, not the actual content 
specified.


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From morgaine.dinova@googlemail.com  Fri Apr  1 07:59:37 2011
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I agree 100% with every point made by Carlo in this post.

Please note that I have extended Carlo's 2-clause proposal from his earlier
email, because in his original formulation, flexibility in the protocol is
easily vetoed by backward-looking detractors or vested interests.

My formulation is here --
http://www.ietf.org/mail-archive/web/vwrap/current/msg00637.html .  I am
sure it can be improved still further.

My goal is that (i) new areas of flexibility should be justified by use
cases and supported by engineering solutions, and (ii) not subject to veto
by those who are not interested in those use cases.  That's how you make
technical progress.


Morgaine.




=====================

On Fri, Apr 1, 2011 at 3:13 PM, Carlo Wood <carlo@alinoe.com> wrote:

> On Wed, 30 Mar 2011 14:27:27 +0000
> "Dickson, Mike (ISS Software)" <mike.dickson@hp.com> wrote:
>
> > We don't need to make a process that forces agreement under a set of
> > terms.  That's not how the IETF works.  We need consensus and
> > documents.
>
> Nobody forces you to anything. I'm asking if there is consensus
> about this point. Frankly, I'm disappointed that you disagree
> already - at THIS level of abstraction. Perhaps it's caused by
> a false sense of fear that you would be forced to accept things
> into the protocol: you clearly want control. You want to decide
> on a case by case basis if you like it or not.
>
> But hell, that is NOT possible at this abstraction level.
> Please rethink carefully what the proposal means: do you REALLY
> want to reject the Ideal of an open protocol that doesn't deny
> support for use-cases that YOU don't want?
>
> >  As a contributor I'll choose to agree or disagree based
> > on the topic.  And in some cases I'm not sure I'd choose flexibility
> > over stability, etc.
>
> I don't see the 'etc' here. And IF the minimal support that
> an implementer would have to add who does NOT needed X would
> lead to instability then surely you wouldn't be able to speak
> of "No substantial extra demands are being made"!
>
> If implementation is so difficult, even for implementers NOT
> needing it, that it causes the danger of instability then you
> have EVER possibility to go against it, even if now you agree
> with the Principle of trying to be flexible.
>
> > It seems to me we've sorted drifted to a point we're there are 2
> > camps and a proposal was made for how to deal with it.  There are
> > those that want to work on service level interop.  And others want to
> > define the whole concept of virtual world interop. IMO we need to
> > either agree that seperation exists and arrange the docs so it
> > describes the 2 work streams or agree that we can't agree and
> > disband.  The service level interop. is a subset of the other and
> > given our track record I prefer to walk rather than run.
>
> I am not really sure how this applies to making the choice if
> you want to be flexible, or - put differently - want to cripple
> the protocol to make certain applications of it impossible.
>
> >  And I don't buy the "evil corporate interests" argument.
>
> ... unless this is the case. And you just want to win a battle
> before it started.
>
> >  Ideally if we do this right there *should* be some participation
> > from business interests that are looking at the space.
>
> A flexible protocol would be superset of what those businesses
> need (see point 1: Protocol B can do everything that A could do).
> So, if they would be interested when the protocol can only do A,
> please explain why they won't be interested anymore when it
> can do B?
>
> > Mike (speaking as me and not for HP)
>
> --
> Carlo Wood <carlo@alinoe.com>
> _______________________________________________
> vwrap mailing list
> vwrap@ietf.org
> https://www.ietf.org/mailman/listinfo/vwrap
>

--20cf300faf754bb718049fdcae0d
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I agree 100% with every point made by Carlo in this post.<br><br>Please not=
e that I have extended Carlo&#39;s 2-clause proposal from his earlier email=
, because in his original formulation, flexibility in the protocol is easil=
y vetoed by backward-looking detractors or vested interests.<br>
<br>My formulation is here -- <a href=3D"http://www.ietf.org/mail-archive/w=
eb/vwrap/current/msg00637.html">http://www.ietf.org/mail-archive/web/vwrap/=
current/msg00637.html</a> .=A0 I am sure it can be improved still further.<=
br>
<br>My goal is that (i) new areas of flexibility should be justified by use=
 cases and supported by engineering solutions, and (ii) not subject to veto=
 by those who are not interested in those use cases.=A0 That&#39;s how you =
make technical progress.<br>
<br><br>Morgaine.<br><br><br><br><br>=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D<br><br><div class=3D"gmail_quote">On Fri, Apr 1=
, 2011 at 3:13 PM, Carlo Wood <span dir=3D"ltr">&lt;<a href=3D"mailto:carlo=
@alinoe.com">carlo@alinoe.com</a>&gt;</span> wrote:<br>
<blockquote class=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt 0.8ex; borde=
r-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;"><div class=3D"im"=
>On Wed, 30 Mar 2011 14:27:27 +0000<br>
&quot;Dickson, Mike (ISS Software)&quot; &lt;<a href=3D"mailto:mike.dickson=
@hp.com">mike.dickson@hp.com</a>&gt; wrote:<br>
<br>
&gt; We don&#39;t need to make a process that forces agreement under a set =
of<br>
&gt; terms. =A0That&#39;s not how the IETF works. =A0We need consensus and<=
br>
&gt; documents.<br>
<br>
</div>Nobody forces you to anything. I&#39;m asking if there is consensus<b=
r>
about this point. Frankly, I&#39;m disappointed that you disagree<br>
already - at THIS level of abstraction. Perhaps it&#39;s caused by<br>
a false sense of fear that you would be forced to accept things<br>
into the protocol: you clearly want control. You want to decide<br>
on a case by case basis if you like it or not.<br>
<br>
But hell, that is NOT possible at this abstraction level.<br>
Please rethink carefully what the proposal means: do you REALLY<br>
want to reject the Ideal of an open protocol that doesn&#39;t deny<br>
support for use-cases that YOU don&#39;t want?<br>
<div class=3D"im"><br>
&gt; =A0As a contributor I&#39;ll choose to agree or disagree based<br>
&gt; on the topic. =A0And in some cases I&#39;m not sure I&#39;d choose fle=
xibility<br>
&gt; over stability, etc.<br>
<br>
</div>I don&#39;t see the &#39;etc&#39; here. And IF the minimal support th=
at<br>
an implementer would have to add who does NOT needed X would<br>
lead to instability then surely you wouldn&#39;t be able to speak<br>
of &quot;No substantial extra demands are being made&quot;!<br>
<br>
If implementation is so difficult, even for implementers NOT<br>
needing it, that it causes the danger of instability then you<br>
have EVER possibility to go against it, even if now you agree<br>
with the Principle of trying to be flexible.<br>
<div class=3D"im"><br>
&gt; It seems to me we&#39;ve sorted drifted to a point we&#39;re there are=
 2<br>
&gt; camps and a proposal was made for how to deal with it. =A0There are<br=
>
&gt; those that want to work on service level interop. =A0And others want t=
o<br>
&gt; define the whole concept of virtual world interop. IMO we need to<br>
&gt; either agree that seperation exists and arrange the docs so it<br>
&gt; describes the 2 work streams or agree that we can&#39;t agree and<br>
&gt; disband. =A0The service level interop. is a subset of the other and<br=
>
&gt; given our track record I prefer to walk rather than run.<br>
<br>
</div>I am not really sure how this applies to making the choice if<br>
you want to be flexible, or - put differently - want to cripple<br>
the protocol to make certain applications of it impossible.<br>
<div class=3D"im"><br>
&gt; =A0And I don&#39;t buy the &quot;evil corporate interests&quot; argume=
nt.<br>
<br>
</div>... unless this is the case. And you just want to win a battle<br>
before it started.<br>
<div class=3D"im"><br>
&gt; =A0Ideally if we do this right there *should* be some participation<br=
>
&gt; from business interests that are looking at the space.<br>
<br>
</div>A flexible protocol would be superset of what those businesses<br>
need (see point 1: Protocol B can do everything that A could do).<br>
So, if they would be interested when the protocol can only do A,<br>
please explain why they won&#39;t be interested anymore when it<br>
can do B?<br>
<div class=3D"im"><br>
&gt; Mike (speaking as me and not for HP)<br>
<br>
</div><div class=3D"im">--<br>
Carlo Wood &lt;<a href=3D"mailto:carlo@alinoe.com">carlo@alinoe.com</a>&gt;=
<br>
_______________________________________________<br>
</div><div><div></div><div class=3D"h5">vwrap mailing list<br>
<a href=3D"mailto:vwrap@ietf.org">vwrap@ietf.org</a><br>
<a href=3D"https://www.ietf.org/mailman/listinfo/vwrap" target=3D"_blank">h=
ttps://www.ietf.org/mailman/listinfo/vwrap</a><br>
</div></div></blockquote></div><br>

--20cf300faf754bb718049fdcae0d--

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Subject: Re: [vwrap] "Trust Domains", conditioners and refineries
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Of replies received and to forward this further, the ideal "trust 
domains" are established in file by X.509 (and more recent claims) or by 
login credentials/authentication. This flexibility of these two alone to 
establish such domain already defeats the purpose to use client/server 
terminology except at the transfer-level. Consider that LLIDL & REST is 
above the transfer-level (from source-level perspective), there is not 
much need to use client/server terminology (except if you want pedantic 
buzzwords).

Please let me know if there is some other case.

Dzonatas Sol wrote:
> Added "trust domains" to the subject line to hopefully narrow this 
> thread before it goes into some random debate.
>
>


-- 
--- https://twitter.com/Dzonatas_Sol ---
Web Development, Software Engineering, Virtual Reality, Consultant


From morgaine.dinova@googlemail.com  Fri Apr  1 10:07:17 2011
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Subject: Re: [vwrap] "Trust Domains", conditioners and refineries
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I hope you realize that "trust domains" don't actually exist outside of some
people's passion for buzzwords.

Having worked in defense security and looked beyond buzzwords into what
really happens with information protection and leakage, the concept of
technically-secured trust in an open client-server system lies somewhere
between delusion and comedy.  No, just no.

Information is secure only when it is not released and not accessible.  In
our VW architecture, all visible content is sent to all participants in the
simulation by architectural design, and its non-distribution beyond that set
of participants is not assurable.  Indeed, it is objectively impossible to
assure, because there is no control over public outbound information
channels in our architecture, and even less control over covert channels.

That makes all talk about "trust domains" here an exercise in futility, some
kind of reliance on "faith" and wishful thinking.

The merits of comedy aside, I suggest that we stick to concepts that we can
underpin with concrete technology and implement in protocols.  Trust is not
one of them and just wastes time, despite the cuteness of the term "trust
domain".

If you want to keep information secure, don't send it to somewhere that is
insecure such as a remote client.  That's the technical solution, stripped
of wishful thinking.

Whatever one may think of the defense industry, at least they analyze issues
to avoid self-delusion.  We may not have a defense budget here, but that's
not a reason for promoting concepts that simply don't work.


Morgaine.




======================

On Fri, Apr 1, 2011 at 4:11 PM, Dzonatas Sol <dzonatas@gmail.com> wrote:

> Of replies received and to forward this further, the ideal "trust domains"
> are established in file by X.509 (and more recent claims) or by login
> credentials/authentication. This flexibility of these two alone to establish
> such domain already defeats the purpose to use client/server terminology
> except at the transfer-level. Consider that LLIDL & REST is above the
> transfer-level (from source-level perspective), there is not much need to
> use client/server terminology (except if you want pedantic buzzwords).
>
> Please let me know if there is some other case.
>
>
> Dzonatas Sol wrote:
>
>> Added "trust domains" to the subject line to hopefully narrow this thread
>> before it goes into some random debate.
>>
>>
>>
>
> --
> --- https://twitter.com/Dzonatas_Sol ---
> Web Development, Software Engineering, Virtual Reality, Consultant
>
> _______________________________________________
> vwrap mailing list
> vwrap@ietf.org
> https://www.ietf.org/mailman/listinfo/vwrap
>

--0016368340c00e500b049fde77e6
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I hope you realize that &quot;trust domains&quot; don&#39;t actually exist =
outside of some people&#39;s passion for buzzwords.<br><br>Having worked in=
 defense security and looked beyond buzzwords into what really happens with=
 information protection and leakage, the concept of technically-secured tru=
st in an open client-server system lies somewhere between delusion and come=
dy.=A0 No, just no.<br>

<br>Information is secure only when it is not released and not accessible.=
=A0 In our VW architecture, all visible content is sent to all participants=
 in the simulation by architectural design, and its non-distribution beyond=
 that set of participants is not assurable.=A0 Indeed, it is objectively im=
possible to assure, because there is no control over public outbound inform=
ation channels in our architecture, and even less control over covert chann=
els.<br>

<br>That makes all talk about &quot;trust domains&quot; here an exercise in=
 futility, some kind of reliance on &quot;faith&quot; and wishful thinking.=
<br><br>The merits of comedy aside, I suggest that we stick to concepts tha=
t we can underpin with concrete technology and implement in protocols.=A0 T=
rust is not one of them and just wastes time, despite the cuteness of the t=
erm &quot;trust domain&quot;.<br>
<br>If you want to keep information secure, don&#39;t send it to somewhere =
that is insecure such as a remote client.=A0 That&#39;s the technical solut=
ion, stripped of wishful thinking.<br><br>Whatever one may think of the def=
ense industry, at least they analyze issues to avoid self-delusion.=A0 We m=
ay not have a defense budget here, but that&#39;s not a reason for promotin=
g concepts that simply don&#39;t work.<br>

<br><br>Morgaine.<br><br><br><br><br>=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D<br><br><div class=3D"gmail_quote">On Fri, Ap=
r 1, 2011 at 4:11 PM, Dzonatas Sol <span dir=3D"ltr">&lt;<a href=3D"mailto:=
dzonatas@gmail.com" target=3D"_blank">dzonatas@gmail.com</a>&gt;</span> wro=
te:<br>

<blockquote class=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt 0.8ex; borde=
r-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;">Of replies receiv=
ed and to forward this further, the ideal &quot;trust domains&quot; are est=
ablished in file by X.509 (and more recent claims) or by login credentials/=
authentication. This flexibility of these two alone to establish such domai=
n already defeats the purpose to use client/server terminology except at th=
e transfer-level. Consider that LLIDL &amp; REST is above the transfer-leve=
l (from source-level perspective), there is not much need to use client/ser=
ver terminology (except if you want pedantic buzzwords).<br>


<br>
Please let me know if there is some other case.<div><br>
<br>
Dzonatas Sol wrote:<br>
<blockquote class=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt 0.8ex; borde=
r-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;">
Added &quot;trust domains&quot; to the subject line to hopefully narrow thi=
s thread before it goes into some random debate.<br>
<br>
<br>
</blockquote>
<br>
<br></div><div><div></div><div>
-- <br>
--- <a href=3D"https://twitter.com/Dzonatas_Sol" target=3D"_blank">https://=
twitter.com/Dzonatas_Sol</a> ---<br>
Web Development, Software Engineering, Virtual Reality, Consultant<br>
<br>
_______________________________________________<br>
vwrap mailing list<br>
<a href=3D"mailto:vwrap@ietf.org" target=3D"_blank">vwrap@ietf.org</a><br>
<a href=3D"https://www.ietf.org/mailman/listinfo/vwrap" target=3D"_blank">h=
ttps://www.ietf.org/mailman/listinfo/vwrap</a><br>
</div></div></blockquote></div><br>

--0016368340c00e500b049fde77e6--

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>The simulators (currently) share assets between those units and the =

use-end (monolithic client). How you consider that transfer any =

different between "steal" and "not-steal" mode is quite phantom to any =

actual code.

Please do your homework, and be sure to understand that the current code=
 =

actually transfers to much private data and asset information. Your =

copybot concern could have an easy solution just by the non-transfer of =
=

the asset dates. If you have any knowledge of double-entry accounting, =

you would agree as any banker would. That's also room to optimize the =

protocol to transfer less data, which could mean faster transfer rates.

Anyways...

I've done my homework. Just because of the exigencies of accessing a vir=
tual world (or anything on the Internet) with your browser meansthat "if=
 you can see it you can copy it" doesn't mean that you have to facilitat=
e, incite, abet, and serve as anaccessory and accomplice after the fact =
to content theft. You don't have to. We've been over this a million time=
s. Most creators in Second Life do not want a check off box that says "t=
ransfer to other grids". There's a good reason for that: the open sim gr=
ids are flush with stolen content. Hello! So there is no call for intero=
perability except among this small cult group fussing with interoperabil=
ity for ideological reasons. WHEN there is need for it by *CUSTOMER REQU=
IREMENTS* THEN it can be done in ways that preserve permissions. As has =
been said may times before, there is absolutely no reason on earth or in=
 cyberspace that the protocols can be set upto respect the exact same DR=
M that SL currently has: mod/copy/transfer permissions to be checked on =
or off. Only ideologicalreasons would prevent this on the specious groun=
ds that "you can crack that" or "you can copy it anyway" or "obfuscation=
doesn't work blah blah blah". You make it work through organic POLICY; y=
ou make it work by making sure that software code reflects ORGANIC POLIC=
Ythat is MANIFESTED as hard coded preventions of copying at least at the=
 casual level. That's all.You don't drive a complex interactivesystem am=
ong grids by what happens in 17 percent of the cases, you go with the ot=
her 83 percent you can achieve. Prokofy
____________________________________________________________
Groupon&#8482 Official Site
1 ridiculously huge coupon a day. Get 50-90% off your city&#39;s best!
http://thirdpartyoffers.juno.com/TGL3141/4d9608ead458b4ae704st05vuc
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<html><div>&gt;The simulators (currently) share assets between those uni=
ts and the <br>use-end (monolithic client). How you consider that transf=
er any <br>different between "steal" and "not-steal" mode is quite phant=
om to any <br>actual code.<br><br>Please do your homework, and be sure t=
o understand that the current code <br>actually transfers to much privat=
e data and asset information. Your <br>copybot concern could have an eas=
y solution just by the non-transfer of <br>the asset dates. If you have =
any knowledge of double-entry accounting, <br>you would agree as any ban=
ker would. That's also room to optimize the <br>protocol to transfer les=
s data, which could mean faster transfer rates.<br><br>Anyways...<br><br=
>I've done my homework.</div><div>&nbsp;</div><div>Just because of the e=
xigencies of accessing a virtual world (or anything on the Internet) wit=
h your browser means</div><div>that "if you can see it you can copy it" =
doesn't mean that you have to facilitate, incite, abet, and serve as an<=
/div><div>accessory and accomplice after the fact to content theft.</div=
><div>&nbsp;</div><div>You don't have to.</div><div>&nbsp;</div><div>We'=
ve been over this a million times.</div><div>&nbsp;</div><div>Most creat=
ors in Second Life do not want a check off box that says "transfer to ot=
her grids".</div><div>&nbsp;</div><div>There's a good reason for that: t=
he open sim grids are flush with stolen content. Hello!</div><div>&nbsp;=
</div><div>So there is no call for interoperability except among this sm=
all cult group fussing with interoperability for ideological reasons.</d=
iv><div>&nbsp;</div><div>WHEN there is need for it by *CUSTOMER REQUIREM=
ENTS* THEN it can be done in ways that preserve permissions.</div><div>&=
nbsp;</div><div>As has been said may times before, there is absolutely n=
o reason on earth or in cyberspace that the protocols can be set up</div=
><div>to respect the exact same DRM that SL currently has: mod/copy/tran=
sfer permissions to be checked on or off. Only ideological</div><div>rea=
sons would prevent this on the specious grounds that "you can crack that=
" or "you can copy it anyway" or "obfuscation</div><div>doesn't work bla=
h blah blah".</div><div>&nbsp;</div><div>You make it work through organi=
c POLICY; you make it work by making sure that software code reflects OR=
GANIC POLICY</div><div>that is MANIFESTED as hard coded preventions of c=
opying at least at the casual level. That's all.You don't drive a comple=
x interactive</div><div>system among grids by what happens in 17 percent=
 of the cases, you go with the other 83 percent you can achieve.</div><d=
iv>&nbsp;</div><div>Prokofy</div></html>

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_______________________________</font><br><a style=3D"TEXT-DECORATION: n=
one" href=3D"http://thirdpartyoffers.juno.com/TGL3142/4d9608ead458b4ae70=
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----__JWM__J61ed.7e34S.7a5dM--


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Subject: Re: [vwrap] "Trust Domains", conditioners and refineries
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I guess your reply is purely April 1st themed, as there are surely 
protocols in use now on the Internet, yet you make it sound like nobody 
trusts the Internet... again

Morgaine wrote:
> I hope you realize that "trust domains" don't actually exist outside 
> of some people's passion for buzzwords.
>
> Having worked in defense security and looked beyond buzzwords into 
> what really happens with information protection and leakage, the 
> concept of technically-secured trust in an open client-server system 
> lies somewhere between delusion and comedy.� No, just no.
>
> Information is secure only when it is not released and not 
> accessible.� In our VW architecture, all visible content is sent to 
> all participants in the simulation by architectural design, and its 
> non-distribution beyond that set of participants is not assurable.� 
> Indeed, it is objectively impossible to assure, because there is no 
> control over public outbound information channels in our architecture, 
> and even less control over covert channels.
>
> That makes all talk about "trust domains" here an exercise in 
> futility, some kind of reliance on "faith" and wishful thinking.
>
> The merits of comedy aside, I suggest that we stick to concepts that 
> we can underpin with concrete technology and implement in protocols.� 
> Trust is not one of them and just wastes time, despite the cuteness of 
> the term "trust domain".
>
> If you want to keep information secure, don't send it to somewhere 
> that is insecure such as a remote client.� That's the technical 
> solution, stripped of wishful thinking.
>
> Whatever one may think of the defense industry, at least they analyze 
> issues to avoid self-delusion.� We may not have a defense budget here, 
> but that's not a reason for promoting concepts that simply don't work.
>
>
> Morgaine.
>
>
>
>
> ======================
>
> On Fri, Apr 1, 2011 at 4:11 PM, Dzonatas Sol <dzonatas@gmail.com 
> <mailto:dzonatas@gmail.com>> wrote:
>
>     Of replies received and to forward this further, the ideal "trust
>     domains" are established in file by X.509 (and more recent claims)
>     or by login credentials/authentication. This flexibility of these
>     two alone to establish such domain already defeats the purpose to
>     use client/server terminology except at the transfer-level.
>     Consider that LLIDL & REST is above the transfer-level (from
>     source-level perspective), there is not much need to use
>     client/server terminology (except if you want pedantic buzzwords).
>
>     Please let me know if there is some other case.
>
>
>     Dzonatas Sol wrote:
>
>         Added "trust domains" to the subject line to hopefully narrow
>         this thread before it goes into some random debate.
>
>
>
>
>     -- 
>     --- https://twitter.com/Dzonatas_Sol ---
>     Web Development, Software Engineering, Virtual Reality, Consultant
>
>     _______________________________________________
>     vwrap mailing list
>     vwrap@ietf.org <mailto:vwrap@ietf.org>
>     https://www.ietf.org/mailman/listinfo/vwrap
>
>
> ------------------------------------------------------------------------
>
> _______________________________________________
> vwrap mailing list
> vwrap@ietf.org
> https://www.ietf.org/mailman/listinfo/vwrap
>   


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Re: "Most creators in Second Life do not want a check off box that says 
"transfer to other grids"."

Then why would anybody want to send any e-mail from one location on the 
net to another. I think the only ill-concept here is the impersonation 
of turtles on turtules (or the virtualization of virtualization). It all 
begins somewhere, just as you have used to send your e-mail. What do you 
want to do instead, send it only to yourself? That is basically what it 
seems you suggested and argued against.

As for the "crack" comments, you started to argue the very nature of 
digital vs analog and the abilities to copy (digital) or not-copy the 
other (analog). This is not the list to argue such nature and 
copyability. You'll find that same argument everywhere across the net. 
Even a walled garden (with guarded high-rises in SF) is no protection to 
stop either from being stolen.That point is moot. Can people copy your 
conscious? Probably not, and that is example of analog non-copy-ability. 
This is basic data network knowledge, so we aren't that dumb.


dyerbrookme@juno.com wrote:
> >The simulators (currently) share assets between those units and the
> use-end (monolithic client). How you consider that transfer any
> different between "steal" and "not-steal" mode is quite phantom to any
> actual code.
>
> Please do your homework, and be sure to understand that the current code
> actually transfers to much private data and asset information. Your
> copybot concern could have an easy solution just by the non-transfer of
> the asset dates. If you have any knowledge of double-entry accounting,
> you would agree as any banker would. That's also room to optimize the
> protocol to transfer less data, which could mean faster transfer rates.
>
> Anyways...
>
> I've done my homework.
>  
> Just because of the exigencies of accessing a virtual world (or 
> anything on the Internet) with your browser means
> that "if you can see it you can copy it" doesn't mean that you have to 
> facilitate, incite, abet, and serve as an
> accessory and accomplice after the fact to content theft.
>  
> You don't have to.
>  
> We've been over this a million times.
>  
> Most creators in Second Life do not want a check off box that says 
> "transfer to other grids".
>  
> There's a good reason for that: the open sim grids are flush with 
> stolen content. Hello!
>  
> So there is no call for interoperability except among this small cult 
> group fussing with interoperability for ideological reasons.
>  
> WHEN there is need for it by *CUSTOMER REQUIREMENTS* THEN it can be 
> done in ways that preserve permissions.
>  
> As has been said may times before, there is absolutely no reason on 
> earth or in cyberspace that the protocols can be set up
> to respect the exact same DRM that SL currently has: mod/copy/transfer 
> permissions to be checked on or off. Only ideological
> reasons would prevent this on the specious grounds that "you can crack 
> that" or "you can copy it anyway" or "obfuscation
> doesn't work blah blah blah".
>  
> You make it work through organic POLICY; you make it work by making 
> sure that software code reflects ORGANIC POLICY
> that is MANIFESTED as hard coded preventions of copying at least at 
> the casual level. That's all.You don't drive a complex interactive
> system among grids by what happens in 17 percent of the cases, you go 
> with the other 83 percent you can achieve.
>  
> Prokofy
>
>
> ____________________________________________________________
> *Groupon™ Official Site*
> 1 ridiculously huge coupon a day. Get 50-90% off your city's best!
> <http://thirdpartyoffers.juno.com/TGL3142/4d9608eacae1b1111ast06vuc>Groupon.com 
> <http://thirdpartyoffers.juno.com/TGL3142/4d9608eacae1b1111ast06vuc> 


-- 
--- https://twitter.com/Dzonatas_Sol ---
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On Fri, Apr 1, 2011 at 6:20 PM, Dzonatas Sol <dzonatas@gmail.com> wrote:

> I guess your reply is purely April 1st themed, as there are surely
> protocols in use now on the Internet, yet you make it sound like nobody
> trusts the Internet...
>

A lot of people trust the Internet at face value.  Our innocent,
well-intentioned but technically uninformed families are among them.  That
is why organized crime has such an easy ride online.

In this group we are better informed than that though, and (hopefully) we
understand that trust of an unknown remote 3rd party means absolutely
nothing because "trust" and "unknown remote" is a contradiction in terms,
even if they possess a cryptographically signed certificate.

An X.509 credential means nothing except that the endpoint is recognizable
for the session.  It says nothing about participant trust, it says nothing
about information security, it does not protect against contrary intentions=
,
and most importantly, it provides no technical mechanism for achieving the
goal of "domain protection" that some people here think it supports.
Thinking that X.509 offers anything beyond network endpoint identification
is a misunderstanding of the technology and of security.  It is not a wall.
It is just a lock on the wall, and everything beyond the lock is unsecured.

And it gets even worse than that.  I have had the misfortune of being
assigned the duty of interfacing with a leading certificate provider over
several years, and can attest that certificates are granted without any kin=
d
of strong care and assurance.  The process is effectively non-scalable,
because as the population of certificate holders increases, the controls
become ever less strong, and the meaning of holding a certificate reduces t=
o
virtually nothing.  It certainly affords no trust.

Having faith in empty delusions is rather common in humanity, but we don't
need to enshrine them in an IETF protocol.  We already have enough concrete
work with goals that are verifiable on our plate.  Adding unverifiable
delusions to the protocol does not gain us anything beyond a warm feeling
stemming from incompetence about security.


Morgaine.





=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D


On Fri, Apr 1, 2011 at 6:20 PM, Dzonatas Sol <dzonatas@gmail.com> wrote:

> I guess your reply is purely April 1st themed, as there are surely
> protocols in use now on the Internet, yet you make it sound like nobody
> trusts the Internet... again
>
> Morgaine wrote:
>
>> I hope you realize that "trust domains" don't actually exist outside of
>> some people's passion for buzzwords.
>>
>> Having worked in defense security and looked beyond buzzwords into what
>> really happens with information protection and leakage, the concept of
>> technically-secured trust in an open client-server system lies somewhere
>> between delusion and comedy.=EF=BF=BD No, just no.
>>
>> Information is secure only when it is not released and not accessible.=
=EF=BF=BD In
>> our VW architecture, all visible content is sent to all participants in =
the
>> simulation by architectural design, and its non-distribution beyond that=
 set
>> of participants is not assurable.=EF=BF=BD Indeed, it is objectively imp=
ossible to
>> assure, because there is no control over public outbound information
>> channels in our architecture, and even less control over covert channels=
.
>>
>> That makes all talk about "trust domains" here an exercise in futility,
>> some kind of reliance on "faith" and wishful thinking.
>>
>> The merits of comedy aside, I suggest that we stick to concepts that we
>> can underpin with concrete technology and implement in protocols.=EF=BF=
=BD Trust is
>> not one of them and just wastes time, despite the cuteness of the term
>> "trust domain".
>>
>> If you want to keep information secure, don't send it to somewhere that =
is
>> insecure such as a remote client.=EF=BF=BD That's the technical solution=
, stripped
>> of wishful thinking.
>>
>> Whatever one may think of the defense industry, at least they analyze
>> issues to avoid self-delusion.=EF=BF=BD We may not have a defense budget=
 here, but
>> that's not a reason for promoting concepts that simply don't work.
>>
>>
>> Morgaine.
>>
>>
>>
>>
>> =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D
>>
>> On Fri, Apr 1, 2011 at 4:11 PM, Dzonatas Sol <dzonatas@gmail.com <mailto=
:
>> dzonatas@gmail.com>> wrote:
>>
>>    Of replies received and to forward this further, the ideal "trust
>>    domains" are established in file by X.509 (and more recent claims)
>>    or by login credentials/authentication. This flexibility of these
>>    two alone to establish such domain already defeats the purpose to
>>    use client/server terminology except at the transfer-level.
>>    Consider that LLIDL & REST is above the transfer-level (from
>>    source-level perspective), there is not much need to use
>>    client/server terminology (except if you want pedantic buzzwords).
>>
>>    Please let me know if there is some other case.
>>
>>
>>    Dzonatas Sol wrote:
>>
>>        Added "trust domains" to the subject line to hopefully narrow
>>        this thread before it goes into some random debate.
>>
>>
>>
>>
>>    --     --- https://twitter.com/Dzonatas_Sol ---
>>    Web Development, Software Engineering, Virtual Reality, Consultant
>>
>>    _______________________________________________
>>    vwrap mailing list
>>    vwrap@ietf.org <mailto:vwrap@ietf.org>
>>
>>    https://www.ietf.org/mailman/listinfo/vwrap
>>
>>
>> ------------------------------------------------------------------------
>>
>>
>> _______________________________________________
>> vwrap mailing list
>> vwrap@ietf.org
>> https://www.ietf.org/mailman/listinfo/vwrap
>>
>>
>
>
> --
> --- https://twitter.com/Dzonatas_Sol ---
> Web Development, Software Engineering, Virtual Reality, Consultant
>
>

--00151748db04541f58049fdfb911
Content-Type: text/html; charset=UTF-8
Content-Transfer-Encoding: quoted-printable

On Fri, Apr 1, 2011 at 6:20 PM, Dzonatas Sol <span dir=3D"ltr">&lt;<a href=
=3D"mailto:dzonatas@gmail.com">dzonatas@gmail.com</a>&gt;</span> wrote:<br>=
<blockquote class=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt 0.8ex; borde=
r-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;">
I
 guess your reply is purely April 1st themed, as there are surely=20
protocols in use now on the Internet, yet you make it sound like nobody=20
trusts the Internet...<br></blockquote><div><br>A lot of people trust the I=
nternet at face value.=C2=A0 Our innocent, well-intentioned but technically=
 uninformed families are among them.=C2=A0 That is why organized crime has =
such an easy ride online.<br>
<br>In this group we are better informed than that though, and (hopefully) =
we understand that trust of an unknown remote 3rd party means absolutely no=
thing because &quot;trust&quot; and &quot;unknown remote&quot; is a contrad=
iction in terms, even if they possess a cryptographically signed certificat=
e.<br>
<br>An X.509 credential means nothing except that the endpoint is recogniza=
ble for the session.=C2=A0 It says nothing about participant trust, it says=
 nothing about information security, it does not protect against contrary i=
ntentions, and most importantly, it provides no technical mechanism for ach=
ieving the goal of &quot;domain protection&quot; that some people here thin=
k it supports.=C2=A0 Thinking that X.509 offers anything beyond network end=
point identification is a misunderstanding of the technology and of securit=
y.=C2=A0 It is not a wall.=C2=A0 It is just a lock on the wall, and everyth=
ing beyond the lock is unsecured.<br>
<br>And it gets even worse than that.=C2=A0 I have had the misfortune of be=
ing assigned the duty of interfacing with a leading certificate provider ov=
er several years, and can attest that certificates are granted without any =
kind of strong care and assurance.=C2=A0 The process is effectively non-sca=
lable, because as the population of certificate holders increases, the cont=
rols become ever less strong, and the meaning of holding a certificate redu=
ces to virtually nothing.=C2=A0 It certainly affords no trust.<br>
<br>Having faith in empty delusions is rather common in humanity, but we do=
n&#39;t need to enshrine them in an IETF protocol.=C2=A0 We already have en=
ough concrete work with goals that are verifiable on our plate.=C2=A0 Addin=
g unverifiable delusions to the protocol does not gain us anything beyond a=
 warm feeling stemming from incompetence about security.<br>
<br><br>Morgaine.<br><br><br><br><br><br>=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D<br><br></div><br><div class=3D"g=
mail_quote">On Fri, Apr 1, 2011 at 6:20 PM, Dzonatas Sol <span dir=3D"ltr">=
&lt;<a href=3D"mailto:dzonatas@gmail.com">dzonatas@gmail.com</a>&gt;</span>=
 wrote:<br>
<blockquote class=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt 0.8ex; borde=
r-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;">I guess your repl=
y is purely April 1st themed, as there are surely protocols in use now on t=
he Internet, yet you make it sound like nobody trusts the Internet... again=
<br>

<br>
Morgaine wrote:<br>
<blockquote class=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt 0.8ex; borde=
r-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;"><div class=3D"im"=
>
I hope you realize that &quot;trust domains&quot; don&#39;t actually exist =
outside of some people&#39;s passion for buzzwords.<br>
<br>
Having worked in defense security and looked beyond buzzwords into what rea=
lly happens with information protection and leakage, the concept of technic=
ally-secured trust in an open client-server system lies somewhere between d=
elusion and comedy.=EF=BF=BD No, just no.<br>

<br>
Information is secure only when it is not released and not accessible.=EF=
=BF=BD In our VW architecture, all visible content is sent to all participa=
nts in the simulation by architectural design, and its non-distribution bey=
ond that set of participants is not assurable.=EF=BF=BD Indeed, it is objec=
tively impossible to assure, because there is no control over public outbou=
nd information channels in our architecture, and even less control over cov=
ert channels.<br>

<br>
That makes all talk about &quot;trust domains&quot; here an exercise in fut=
ility, some kind of reliance on &quot;faith&quot; and wishful thinking.<br>
<br>
The merits of comedy aside, I suggest that we stick to concepts that we can=
 underpin with concrete technology and implement in protocols.=EF=BF=BD Tru=
st is not one of them and just wastes time, despite the cuteness of the ter=
m &quot;trust domain&quot;.<br>

<br>
If you want to keep information secure, don&#39;t send it to somewhere that=
 is insecure such as a remote client.=EF=BF=BD That&#39;s the technical sol=
ution, stripped of wishful thinking.<br>
<br>
Whatever one may think of the defense industry, at least they analyze issue=
s to avoid self-delusion.=EF=BF=BD We may not have a defense budget here, b=
ut that&#39;s not a reason for promoting concepts that simply don&#39;t wor=
k.<br>

<br>
<br>
Morgaine.<br>
<br>
<br>
<br>
<br>
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D<br>
<br></div><div class=3D"im">
On Fri, Apr 1, 2011 at 4:11 PM, Dzonatas Sol &lt;<a href=3D"mailto:dzonatas=
@gmail.com" target=3D"_blank">dzonatas@gmail.com</a> &lt;mailto:<a href=3D"=
mailto:dzonatas@gmail.com" target=3D"_blank">dzonatas@gmail.com</a>&gt;&gt;=
 wrote:<br>

<br>
 =C2=A0 =C2=A0Of replies received and to forward this further, the ideal &q=
uot;trust<br>
 =C2=A0 =C2=A0domains&quot; are established in file by X.509 (and more rece=
nt claims)<br>
 =C2=A0 =C2=A0or by login credentials/authentication. This flexibility of t=
hese<br>
 =C2=A0 =C2=A0two alone to establish such domain already defeats the purpos=
e to<br>
 =C2=A0 =C2=A0use client/server terminology except at the transfer-level.<b=
r>
 =C2=A0 =C2=A0Consider that LLIDL &amp; REST is above the transfer-level (f=
rom<br>
 =C2=A0 =C2=A0source-level perspective), there is not much need to use<br>
 =C2=A0 =C2=A0client/server terminology (except if you want pedantic buzzwo=
rds).<br>
<br>
 =C2=A0 =C2=A0Please let me know if there is some other case.<br>
<br>
<br>
 =C2=A0 =C2=A0Dzonatas Sol wrote:<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0Added &quot;trust domains&quot; to the subject =
line to hopefully narrow<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0this thread before it goes into some random deb=
ate.<br>
<br>
<br>
<br>
<br>
 =C2=A0 =C2=A0-- =C2=A0 =C2=A0 --- <a href=3D"https://twitter.com/Dzonatas_=
Sol" target=3D"_blank">https://twitter.com/Dzonatas_Sol</a> ---<br>
 =C2=A0 =C2=A0Web Development, Software Engineering, Virtual Reality, Consu=
ltant<br>
<br>
 =C2=A0 =C2=A0_______________________________________________<br>
 =C2=A0 =C2=A0vwrap mailing list<br></div>
 =C2=A0 =C2=A0<a href=3D"mailto:vwrap@ietf.org" target=3D"_blank">vwrap@iet=
f.org</a> &lt;mailto:<a href=3D"mailto:vwrap@ietf.org" target=3D"_blank">vw=
rap@ietf.org</a>&gt;<div class=3D"im"><br>
 =C2=A0 =C2=A0<a href=3D"https://www.ietf.org/mailman/listinfo/vwrap" targe=
t=3D"_blank">https://www.ietf.org/mailman/listinfo/vwrap</a><br>
<br>
<br></div>
------------------------------------------------------------------------<di=
v class=3D"im"><br>
<br>
_______________________________________________<br>
vwrap mailing list<br>
<a href=3D"mailto:vwrap@ietf.org" target=3D"_blank">vwrap@ietf.org</a><br>
<a href=3D"https://www.ietf.org/mailman/listinfo/vwrap" target=3D"_blank">h=
ttps://www.ietf.org/mailman/listinfo/vwrap</a><br>
 =C2=A0<br>
</div></blockquote><div><div></div><div class=3D"h5">
<br>
<br>
-- <br>
--- <a href=3D"https://twitter.com/Dzonatas_Sol" target=3D"_blank">https://=
twitter.com/Dzonatas_Sol</a> ---<br>
Web Development, Software Engineering, Virtual Reality, Consultant<br>
<br>
</div></div></blockquote></div><br>

--00151748db04541f58049fdfb911--

From mike.dickson@hp.com  Fri Apr  1 13:54:19 2011
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Subject: Re: [vwrap] Statements of Consensus. Flexibity First.
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On Fri, 2011-04-01 at 14:27 +0000, Carlo Wood wrote:
> On Wed, 30 Mar 2011 12:20:34 -0400
> Mike Dickson <mike.dickson@hp.com> wrote:
> 
> > Yes, and I'm saying I'm not going to agree that flexibility is *the*
> > most important guiding principle over other factors like
> > compatibility. That was the original assertion (that we should agree
> > that flexibility is most important).
> 
> You really misunderstood the intention (so maybe there is still hope).
> 

I think perhaps I did misunderstand. It's just that I don't feel that
discussion at a purely semantic level makes sense in cases like this.  

For instance if you said you wanted to build flexibility into protocols
used between service endpoint A and service endpoint B and proposed:

- That stateful communications would negotiate capabilities from a set
of required and optional capabilities.
- That an implementer was free to NAK those optional capabilities they
didn't wish to implement.
- For stateless communication, that if a service is unable to fulfill a
request they can fail it in a way that the caller understands the
service isn't implemented.

All of these statements being focused on flexibly evolving the set of
protocols in order to maximize benefit to the implementers.

That is a concrete example directly related to the work we're doing.
And something I could agree to.  But saying we value flexibility as a
principle doesn't help me when it comes to protocol design.

So in general I think we agree, yes.  Assuming this example made sense.

Mike




From vaughn.deluca@gmail.com  Fri Apr  1 15:15:52 2011
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From: Vaughn Deluca <vaughn.deluca@gmail.com>
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Subject: [vwrap] [wvrap] Simulation consistency
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This is a question i discussed with Morgaine off-list a while ago (I
intended to send it to the list but pushed the wrong button...) I
think we need to address this problem, and decide how to deal with it.

 In Davids deployment draft, section 7.3.1.1 an overview is given van
ways to deliver content to the region. One way is only passing a
capability that allows access to (part of) the resource:
   	
	   7.3.1.1.  Content delivery models
	   A range of possible represenations can be passed to a region for
	   simulation. [...] The other end of the delivery spectrum involves passing
           only a URI or capability used to access the rendering
information and a
           collision mesh,and related data for physical simulation.
	   In such a model, the client is responsible for fetching the additional
	   information needed to render the item's visual presence from a separate
	   service.  This fetch can be done *under the credentials of the end user*
           viewing the material [my emphasis--VD] , and divorces the
simulation from
           the trust chain needed to manage content.  Any automation
is done on a
           separate host which the content creator or owner trusts,
interacting with the
           object through remoted interfaces.

 I can see the need for such a setup, however, i feel we are
unpleasantly close to a situation were the coherence of the simulation
falls apart.
In this deployment pattern the region advertises the presence of the
asset, and *some* clients will be able to get it as expected, while
-based on the arbitrary whims of the asset service- others might not.

My hope would be that after the asset server provides the region with
the capability to get the asset, it gives up control. That would mean
that if the client finds the inventory server is unwilling to serve
the content - in spire of the region saying it is present-, the client
should be able to turn around ask the *region* for the asset, (and get
is after all).

 If that is not the case, -and there are probably good reasons for the
deployment pattern as described-  shouldn't we *warn* clients that the
region might be inconsistent, so the users behind the client can vote
with their feet, (or take the risk)?

--Vaughn

From dzonatas@gmail.com  Fri Apr  1 17:22:36 2011
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Date: Fri, 01 Apr 2011 17:24:57 -0700
From: Dzonatas Sol <dzonatas@gmail.com>
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To: Morgaine <morgaine.dinova@googlemail.com>
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Cc: vwrap@ietf.org
Subject: Re: [vwrap] "Trust Domains", conditioners and refineries
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That still is some debate over mechanisms that only serve as an example 
or use-case, not further topology of such network, capability, and 
content path.

We could argue such straw men, yet I'm not in the mood. Anyways... can 
we stay on track of terminology and asset services. Thanks.

Morgaine wrote:
> On Fri, Apr 1, 2011 at 6:20 PM, Dzonatas Sol <dzonatas@gmail.com 
> <mailto:dzonatas@gmail.com>> wrote:
>
>     I guess your reply is purely April 1st themed, as there are surely
>     protocols in use now on the Internet, yet you make it sound like
>     nobody trusts the Internet...
>
>
> A lot of people trust the Internet at face value.  Our innocent, 
> well-intentioned but technically uninformed families are among them.  
> That is why organized crime has such an easy ride online.
>
> In this group we are better informed than that though, and (hopefully) 
> we understand that trust of an unknown remote 3rd party means 
> absolutely nothing because "trust" and "unknown remote" is a 
> contradiction in terms, even if they possess a cryptographically 
> signed certificate.
>
> An X.509 credential means nothing except that the endpoint is 
> recognizable for the session.  It says nothing about participant 
> trust, it says nothing about information security, it does not protect 
> against contrary intentions, and most importantly, it provides no 
> technical mechanism for achieving the goal of "domain protection" that 
> some people here think it supports.  Thinking that X.509 offers 
> anything beyond network endpoint identification is a misunderstanding 
> of the technology and of security.  It is not a wall.  It is just a 
> lock on the wall, and everything beyond the lock is unsecured.
>
> And it gets even worse than that.  I have had the misfortune of being 
> assigned the duty of interfacing with a leading certificate provider 
> over several years, and can attest that certificates are granted 
> without any kind of strong care and assurance.  The process is 
> effectively non-scalable, because as the population of certificate 
> holders increases, the controls become ever less strong, and the 
> meaning of holding a certificate reduces to virtually nothing.  It 
> certainly affords no trust.
>
> Having faith in empty delusions is rather common in humanity, but we 
> don't need to enshrine them in an IETF protocol.  We already have 
> enough concrete work with goals that are verifiable on our plate.  
> Adding unverifiable delusions to the protocol does not gain us 
> anything beyond a warm feeling stemming from incompetence about security.
>
>
> Morgaine.
>
>
>
>
>
> =========================
>
>
> On Fri, Apr 1, 2011 at 6:20 PM, Dzonatas Sol <dzonatas@gmail.com 
> <mailto:dzonatas@gmail.com>> wrote:
>
>     I guess your reply is purely April 1st themed, as there are surely
>     protocols in use now on the Internet, yet you make it sound like
>     nobody trusts the Internet... again
>
>     Morgaine wrote:
>
>         I hope you realize that "trust domains" don't actually exist
>         outside of some people's passion for buzzwords.
>
>         Having worked in defense security and looked beyond buzzwords
>         into what really happens with information protection and
>         leakage, the concept of technically-secured trust in an open
>         client-server system lies somewhere between delusion and
>         comedy.� No, just no.
>
>         Information is secure only when it is not released and not
>         accessible.� In our VW architecture, all visible content is
>         sent to all participants in the simulation by architectural
>         design, and its non-distribution beyond that set of
>         participants is not assurable.� Indeed, it is objectively
>         impossible to assure, because there is no control over public
>         outbound information channels in our architecture, and even
>         less control over covert channels.
>
>         That makes all talk about "trust domains" here an exercise in
>         futility, some kind of reliance on "faith" and wishful thinking.
>
>         The merits of comedy aside, I suggest that we stick to
>         concepts that we can underpin with concrete technology and
>         implement in protocols.� Trust is not one of them and just
>         wastes time, despite the cuteness of the term "trust domain".
>
>         If you want to keep information secure, don't send it to
>         somewhere that is insecure such as a remote client.� That's
>         the technical solution, stripped of wishful thinking.
>
>         Whatever one may think of the defense industry, at least they
>         analyze issues to avoid self-delusion.� We may not have a
>         defense budget here, but that's not a reason for promoting
>         concepts that simply don't work.
>
>
>         Morgaine.
>
>
>
>
>         ======================
>
>         On Fri, Apr 1, 2011 at 4:11 PM, Dzonatas Sol
>         <dzonatas@gmail.com <mailto:dzonatas@gmail.com>
>         <mailto:dzonatas@gmail.com <mailto:dzonatas@gmail.com>>> wrote:
>
>            Of replies received and to forward this further, the ideal
>         "trust
>            domains" are established in file by X.509 (and more recent
>         claims)
>            or by login credentials/authentication. This flexibility of
>         these
>            two alone to establish such domain already defeats the
>         purpose to
>            use client/server terminology except at the transfer-level.
>            Consider that LLIDL & REST is above the transfer-level (from
>            source-level perspective), there is not much need to use
>            client/server terminology (except if you want pedantic
>         buzzwords).
>
>            Please let me know if there is some other case.
>
>
>            Dzonatas Sol wrote:
>
>                Added "trust domains" to the subject line to hopefully
>         narrow
>                this thread before it goes into some random debate.
>
>
>
>
>            --     --- https://twitter.com/Dzonatas_Sol ---
>            Web Development, Software Engineering, Virtual Reality,
>         Consultant
>
>            _______________________________________________
>            vwrap mailing list
>            vwrap@ietf.org <mailto:vwrap@ietf.org>
>         <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>>
>
>            https://www.ietf.org/mailman/listinfo/vwrap
>
>
>         ------------------------------------------------------------------------
>
>
>
>         _______________________________________________
>         vwrap mailing list
>         vwrap@ietf.org <mailto:vwrap@ietf.org>
>         https://www.ietf.org/mailman/listinfo/vwrap
>          
>
>
>
>     -- 
>     --- https://twitter.com/Dzonatas_Sol ---
>     Web Development, Software Engineering, Virtual Reality, Consultant
>
>
> ------------------------------------------------------------------------
>
> _______________________________________________
> vwrap mailing list
> vwrap@ietf.org
> https://www.ietf.org/mailman/listinfo/vwrap
>   


-- 
--- https://twitter.com/Dzonatas_Sol ---
Web Development, Software Engineering, Virtual Reality, Consultant


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Subject: Re: [vwrap] [wvrap] Simulation consistency
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Every design choice results in a trade-off, Vaughn, improving one thing at
the expense of something else.  If every time we offered a service we had to
inform its users about the downsides of all the trade-offs we have made,
they would have an awful lot to read. ;-)

The specific trade-off that you are discussing is no different.  A region
that proxies all content has the "benefit" of acquiring control from the
asset servers over the items in the region, so that it can ensure that
everyone in the region not only obtains the items but obtains the
*same*items as everyone else.  That does indeed provide a greater
guarantee of
consistency than a deployment in which the region only passes asset URIs to
clients who then fetch the items from asset services separately.  As always
though, it's a trade-off, since the proxied design has very poor scalability
compared to the distributed one.

If we're going to warn users of the potential for inconsistency in the
distributed deployment as you suggest, are we also going to warn them of
non-scalability in the proxied one?  I really don't see much merit in the
idea of warning about design choices.  Many such choices are technical, and
the issues are quite likely to be of little interest to non-technical users
anyway.  In any case, the better services are likely to provide such
information in their online documentation, I would guess.

You mentioned users "voting with their feet" or choosing to accept the risk
of inconsistency.  Well that will happen anyway, when services fail and
users get annoyed.  If some asset services refuse to send the requested
items to some users, those services will get a bad reputation and people
will choose different asset services instead.  Likewise, if a world service
proxies everything and so it can't handle a large number of assets or of
people, users will get annoyed at the lag and will go elsewhere.  This user
evaluation and "voting with their feet" happens already with online services
all over the Internet, and I am sure that this human process will continue
to work when the services are asset and region services.

Back in September 2010, I wrote this post which proposes that we use in
VWRAP a form of asset addressing that provides massive scalability at the
same time as a very high degree of resilience --
http://www.ietf.org/mail-archive/web/vwrap/current/msg00463.html .  It is
based on the concept of the URI containing a host part and a hash part,
where the hash is generated (once, at the time of storage to the asset
service) using a specified digest algorithm over the content of the asset
being referenced.  You may wish to note that if this design were used, the
failure of an asset service to deliver a requested item would result in a
failover request for the item to one or more backup services, using the same
hash part but with a different host address.

This can go some way towards overcoming the problem that you think might
occur when assets are fetched by clients from asset services directly.
Although it won't help when the missing item is available from only a single
asset service, it will help in many other cases, and it will compensate for
service failures and network outages automatically at the same time.

PS. This design for hash-based asset addressing is already being tested by
Mojito Sorbet in her experimental world and client.  It would give
VWRAP-based worlds an improved level of service availability, so I think it
should be a core feature of our protocol.


Morgaine.




===========================

On Fri, Apr 1, 2011 at 11:17 PM, Vaughn Deluca <vaughn.deluca@gmail.com>wrote:

> This is a question i discussed with Morgaine off-list a while ago (I
> intended to send it to the list but pushed the wrong button...) I
> think we need to address this problem, and decide how to deal with it.
>
>  In Davids deployment draft, section 7.3.1.1 an overview is given van
> ways to deliver content to the region. One way is only passing a
> capability that allows access to (part of) the resource:
>
>           7.3.1.1.  Content delivery models
>           A range of possible represenations can be passed to a region for
>           simulation. [...] The other end of the delivery spectrum involves
> passing
>           only a URI or capability used to access the rendering
> information and a
>           collision mesh,and related data for physical simulation.
>           In such a model, the client is responsible for fetching the
> additional
>           information needed to render the item's visual presence from a
> separate
>           service.  This fetch can be done *under the credentials of the
> end user*
>           viewing the material [my emphasis--VD] , and divorces the
> simulation from
>           the trust chain needed to manage content.  Any automation
> is done on a
>           separate host which the content creator or owner trusts,
> interacting with the
>           object through remoted interfaces.
>
>  I can see the need for such a setup, however, i feel we are
> unpleasantly close to a situation were the coherence of the simulation
> falls apart.
> In this deployment pattern the region advertises the presence of the
> asset, and *some* clients will be able to get it as expected, while
> -based on the arbitrary whims of the asset service- others might not.
>
> My hope would be that after the asset server provides the region with
> the capability to get the asset, it gives up control. That would mean
> that if the client finds the inventory server is unwilling to serve
> the content - in spire of the region saying it is present-, the client
> should be able to turn around ask the *region* for the asset, (and get
> is after all).
>
>  If that is not the case, -and there are probably good reasons for the
> deployment pattern as described-  shouldn't we *warn* clients that the
> region might be inconsistent, so the users behind the client can vote
> with their feet, (or take the risk)?
>
> --Vaughn
> _______________________________________________
> vwrap mailing list
> vwrap@ietf.org
> https://www.ietf.org/mailman/listinfo/vwrap
>

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Every design choice results in a trade-off, Vaughn, improving one thing at =
the expense of something else.=A0 If every time we offered a service we had=
 to inform its users about the downsides of all the trade-offs we have made=
, they would have an awful lot to read. ;-)<br>
<br>The specific trade-off that you are discussing is no different.=A0 A re=
gion that proxies all content has the &quot;benefit&quot; of acquiring cont=
rol from the asset servers over the items in the region, so that it can ens=
ure that everyone in the region not only obtains the items but obtains the =
<i>same</i> items as everyone else.=A0 That does indeed provide a greater g=
uarantee of consistency than a deployment in which the region only passes a=
sset URIs to clients who then fetch the items from asset services separatel=
y.=A0 As always though, it&#39;s a trade-off, since the proxied design has =
very poor scalability compared to the distributed one.<br>
<br>If we&#39;re going to warn users of the potential for inconsistency in =
the distributed deployment as you suggest, are we also going to warn them o=
f non-scalability in the proxied one?=A0 I really don&#39;t see much merit =
in the idea of warning about design choices.=A0 Many such choices are techn=
ical, and the issues are quite likely to be of little interest to non-techn=
ical users anyway.=A0 In any case, the better services are likely to provid=
e such information in their online documentation, I would guess.<br>
<br>You mentioned users &quot;voting with their feet&quot; or choosing to a=
ccept the risk of inconsistency.=A0 Well that will happen anyway, when serv=
ices fail and users get annoyed.=A0 If some asset services refuse to send t=
he requested items to some users, those services will get a bad reputation =
and people will choose different asset services instead.=A0 Likewise, if a =
world service proxies everything and so it can&#39;t handle a large number =
of assets or of people, users will get annoyed at the lag and will go elsew=
here.=A0 This user evaluation and &quot;voting with their feet&quot; happen=
s already with online services all over the Internet, and I am sure that th=
is human process will continue to work when the services are asset and regi=
on services.<br>
<br>Back in September 2010, I wrote this post which proposes that we use in=
 VWRAP a form of asset addressing that provides massive scalability at the =
same time as a very high degree of resilience -- <a href=3D"http://www.ietf=
.org/mail-archive/web/vwrap/current/msg00463.html">http://www.ietf.org/mail=
-archive/web/vwrap/current/msg00463.html</a> .=A0 It is based on the concep=
t of the URI containing a host part and a hash part, where the hash is gene=
rated (once, at the time of storage to the asset service) using a specified=
 digest algorithm over the content of the asset being referenced.=A0 You ma=
y wish to note that if this design were used, the failure of an asset servi=
ce to deliver a requested item would result in a failover request for the i=
tem to one or more backup services, using the same hash part but with a dif=
ferent host address.<br>
<br>This can go some way towards overcoming the problem that you think migh=
t occur when assets are fetched by clients from asset services directly.=A0=
 Although it won&#39;t help when the missing item is available from only a =
single asset service, it will help in many other cases, and it will compens=
ate for service failures and network outages automatically at the same time=
.<br>
<br>PS. This design for hash-based asset addressing is already being tested=
 by Mojito Sorbet in her experimental world and client.=A0 It would give VW=
RAP-based worlds an improved level of service availability, so I think it s=
hould be a core feature of our protocol.<br>
<br><br>Morgaine.<br><br><br><br><br>=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D<br><br><div class=3D"gmail_qu=
ote">On Fri, Apr 1, 2011 at 11:17 PM, Vaughn Deluca <span dir=3D"ltr">&lt;<=
a href=3D"mailto:vaughn.deluca@gmail.com">vaughn.deluca@gmail.com</a>&gt;</=
span> wrote:<br>
<blockquote class=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt 0.8ex; borde=
r-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;">This is a questio=
n i discussed with Morgaine off-list a while ago (I<br>
intended to send it to the list but pushed the wrong button...) I<br>
think we need to address this problem, and decide how to deal with it.<br>
<br>
=A0In Davids deployment draft, section 7.3.1.1 an overview is given van<br>
ways to deliver content to the region. One way is only passing a<br>
capability that allows access to (part of) the resource:<br>
<br>
 =A0 =A0 =A0 =A0 =A0 7.3.1.1. =A0Content delivery models<br>
 =A0 =A0 =A0 =A0 =A0 A range of possible represenations can be passed to a =
region for<br>
 =A0 =A0 =A0 =A0 =A0 simulation. [...] The other end of the delivery spectr=
um involves passing<br>
 =A0 =A0 =A0 =A0 =A0 only a URI or capability used to access the rendering<=
br>
information and a<br>
 =A0 =A0 =A0 =A0 =A0 collision mesh,and related data for physical simulatio=
n.<br>
 =A0 =A0 =A0 =A0 =A0 In such a model, the client is responsible for fetchin=
g the additional<br>
 =A0 =A0 =A0 =A0 =A0 information needed to render the item&#39;s visual pre=
sence from a separate<br>
 =A0 =A0 =A0 =A0 =A0 service. =A0This fetch can be done *under the credenti=
als of the end user*<br>
 =A0 =A0 =A0 =A0 =A0 viewing the material [my emphasis--VD] , and divorces =
the<br>
simulation from<br>
 =A0 =A0 =A0 =A0 =A0 the trust chain needed to manage content. =A0Any autom=
ation<br>
is done on a<br>
 =A0 =A0 =A0 =A0 =A0 separate host which the content creator or owner trust=
s,<br>
interacting with the<br>
 =A0 =A0 =A0 =A0 =A0 object through remoted interfaces.<br>
<br>
=A0I can see the need for such a setup, however, i feel we are<br>
unpleasantly close to a situation were the coherence of the simulation<br>
falls apart.<br>
In this deployment pattern the region advertises the presence of the<br>
asset, and *some* clients will be able to get it as expected, while<br>
-based on the arbitrary whims of the asset service- others might not.<br>
<br>
My hope would be that after the asset server provides the region with<br>
the capability to get the asset, it gives up control. That would mean<br>
that if the client finds the inventory server is unwilling to serve<br>
the content - in spire of the region saying it is present-, the client<br>
should be able to turn around ask the *region* for the asset, (and get<br>
is after all).<br>
<br>
=A0If that is not the case, -and there are probably good reasons for the<br=
>
deployment pattern as described- =A0shouldn&#39;t we *warn* clients that th=
e<br>
region might be inconsistent, so the users behind the client can vote<br>
with their feet, (or take the risk)?<br>
<br>
--Vaughn<br>
_______________________________________________<br>
vwrap mailing list<br>
<a href=3D"mailto:vwrap@ietf.org">vwrap@ietf.org</a><br>
<a href=3D"https://www.ietf.org/mailman/listinfo/vwrap" target=3D"_blank">h=
ttps://www.ietf.org/mailman/listinfo/vwrap</a><br>
</blockquote></div><br>

--000e0cd25cae03db68049fe78051--

From morgaine.dinova@googlemail.com  Fri Apr  1 22:30:07 2011
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Date: Sat, 2 Apr 2011 06:31:30 +0100
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From: Morgaine <morgaine.dinova@googlemail.com>
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Subject: Re: [vwrap] [wvrap] Simulation consistency
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--0016368340c0ba97ba049fe8d631
Content-Type: text/plain; charset=ISO-8859-1

Further to my last post, it's worth noting that if you find that you suffer
poor quality behavior from a particular asset service and it is breaking the
consistency of your simulation, with hash-based item addressing you can also
automatically use an alternative asset service *in preference* to the one
specified in a given URI.

Your client could be configured to attempt the item fetch at a known good
quality asset service *first* (perhaps one that you paid to use because of
its better service), automatically, and maybe even dynamically depending on
the type of item.

The scheme has a long list of benefits, and overcoming (to some extent) poor
quality asset services is just one of them.


Morgaine.





===================

On Sat, Apr 2, 2011 at 4:55 AM, Morgaine <morgaine.dinova@googlemail.com>wrote:

> Every design choice results in a trade-off, Vaughn, improving one thing at
> the expense of something else.  If every time we offered a service we had to
> inform its users about the downsides of all the trade-offs we have made,
> they would have an awful lot to read. ;-)
>
> The specific trade-off that you are discussing is no different.  A region
> that proxies all content has the "benefit" of acquiring control from the
> asset servers over the items in the region, so that it can ensure that
> everyone in the region not only obtains the items but obtains the *same*items as everyone else.  That does indeed provide a greater guarantee of
> consistency than a deployment in which the region only passes asset URIs to
> clients who then fetch the items from asset services separately.  As always
> though, it's a trade-off, since the proxied design has very poor scalability
> compared to the distributed one.
>
> If we're going to warn users of the potential for inconsistency in the
> distributed deployment as you suggest, are we also going to warn them of
> non-scalability in the proxied one?  I really don't see much merit in the
> idea of warning about design choices.  Many such choices are technical, and
> the issues are quite likely to be of little interest to non-technical users
> anyway.  In any case, the better services are likely to provide such
> information in their online documentation, I would guess.
>
> You mentioned users "voting with their feet" or choosing to accept the risk
> of inconsistency.  Well that will happen anyway, when services fail and
> users get annoyed.  If some asset services refuse to send the requested
> items to some users, those services will get a bad reputation and people
> will choose different asset services instead.  Likewise, if a world service
> proxies everything and so it can't handle a large number of assets or of
> people, users will get annoyed at the lag and will go elsewhere.  This user
> evaluation and "voting with their feet" happens already with online services
> all over the Internet, and I am sure that this human process will continue
> to work when the services are asset and region services.
>
> Back in September 2010, I wrote this post which proposes that we use in
> VWRAP a form of asset addressing that provides massive scalability at the
> same time as a very high degree of resilience --
> http://www.ietf.org/mail-archive/web/vwrap/current/msg00463.html .  It is
> based on the concept of the URI containing a host part and a hash part,
> where the hash is generated (once, at the time of storage to the asset
> service) using a specified digest algorithm over the content of the asset
> being referenced.  You may wish to note that if this design were used, the
> failure of an asset service to deliver a requested item would result in a
> failover request for the item to one or more backup services, using the same
> hash part but with a different host address.
>
> This can go some way towards overcoming the problem that you think might
> occur when assets are fetched by clients from asset services directly.
> Although it won't help when the missing item is available from only a single
> asset service, it will help in many other cases, and it will compensate for
> service failures and network outages automatically at the same time.
>
> PS. This design for hash-based asset addressing is already being tested by
> Mojito Sorbet in her experimental world and client.  It would give
> VWRAP-based worlds an improved level of service availability, so I think it
> should be a core feature of our protocol.
>
>
> Morgaine.
>
>
>
>
> ===========================
>
>
> On Fri, Apr 1, 2011 at 11:17 PM, Vaughn Deluca <vaughn.deluca@gmail.com>wrote:
>
>> This is a question i discussed with Morgaine off-list a while ago (I
>> intended to send it to the list but pushed the wrong button...) I
>> think we need to address this problem, and decide how to deal with it.
>>
>>  In Davids deployment draft, section 7.3.1.1 an overview is given van
>> ways to deliver content to the region. One way is only passing a
>> capability that allows access to (part of) the resource:
>>
>>           7.3.1.1.  Content delivery models
>>           A range of possible represenations can be passed to a region for
>>           simulation. [...] The other end of the delivery spectrum
>> involves passing
>>           only a URI or capability used to access the rendering
>> information and a
>>           collision mesh,and related data for physical simulation.
>>           In such a model, the client is responsible for fetching the
>> additional
>>           information needed to render the item's visual presence from a
>> separate
>>           service.  This fetch can be done *under the credentials of the
>> end user*
>>           viewing the material [my emphasis--VD] , and divorces the
>> simulation from
>>           the trust chain needed to manage content.  Any automation
>> is done on a
>>           separate host which the content creator or owner trusts,
>> interacting with the
>>           object through remoted interfaces.
>>
>>  I can see the need for such a setup, however, i feel we are
>> unpleasantly close to a situation were the coherence of the simulation
>> falls apart.
>> In this deployment pattern the region advertises the presence of the
>> asset, and *some* clients will be able to get it as expected, while
>> -based on the arbitrary whims of the asset service- others might not.
>>
>> My hope would be that after the asset server provides the region with
>> the capability to get the asset, it gives up control. That would mean
>> that if the client finds the inventory server is unwilling to serve
>> the content - in spire of the region saying it is present-, the client
>> should be able to turn around ask the *region* for the asset, (and get
>> is after all).
>>
>>  If that is not the case, -and there are probably good reasons for the
>> deployment pattern as described-  shouldn't we *warn* clients that the
>> region might be inconsistent, so the users behind the client can vote
>> with their feet, (or take the risk)?
>>
>> --Vaughn
>> _______________________________________________
>> vwrap mailing list
>> vwrap@ietf.org
>> https://www.ietf.org/mailman/listinfo/vwrap
>>
>
>

--0016368340c0ba97ba049fe8d631
Content-Type: text/html; charset=ISO-8859-1
Content-Transfer-Encoding: quoted-printable

Further to my last post, it&#39;s worth noting that if you find that you su=
ffer poor quality behavior from a particular asset service and it is breaki=
ng the consistency of your simulation, with hash-based item addressing you =
can also automatically use an alternative asset service <i><b>in preference=
</b></i> to the one specified in a given URI.<br>
<br>Your client could be configured to attempt the item fetch at a known go=
od quality asset service <b>first</b> (perhaps one that you paid to use bec=
ause of its better service), automatically, and maybe even dynamically depe=
nding on the type of item.<br>
<br>The scheme has a long list of benefits, and overcoming (to some extent)=
 poor quality asset services is just one of them.<br><br><br>Morgaine.<br><=
br><br><br><br><br>=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D<br><br><div class=3D"gmail_quote">
On Sat, Apr 2, 2011 at 4:55 AM, Morgaine <span dir=3D"ltr">&lt;<a href=3D"m=
ailto:morgaine.dinova@googlemail.com">morgaine.dinova@googlemail.com</a>&gt=
;</span> wrote:<br><blockquote class=3D"gmail_quote" style=3D"margin: 0pt 0=
pt 0pt 0.8ex; border-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;=
">
Every design choice results in a trade-off, Vaughn, improving one thing at =
the expense of something else.=A0 If every time we offered a service we had=
 to inform its users about the downsides of all the trade-offs we have made=
, they would have an awful lot to read. ;-)<br>

<br>The specific trade-off that you are discussing is no different.=A0 A re=
gion that proxies all content has the &quot;benefit&quot; of acquiring cont=
rol from the asset servers over the items in the region, so that it can ens=
ure that everyone in the region not only obtains the items but obtains the =
<i>same</i> items as everyone else.=A0 That does indeed provide a greater g=
uarantee of consistency than a deployment in which the region only passes a=
sset URIs to clients who then fetch the items from asset services separatel=
y.=A0 As always though, it&#39;s a trade-off, since the proxied design has =
very poor scalability compared to the distributed one.<br>

<br>If we&#39;re going to warn users of the potential for inconsistency in =
the distributed deployment as you suggest, are we also going to warn them o=
f non-scalability in the proxied one?=A0 I really don&#39;t see much merit =
in the idea of warning about design choices.=A0 Many such choices are techn=
ical, and the issues are quite likely to be of little interest to non-techn=
ical users anyway.=A0 In any case, the better services are likely to provid=
e such information in their online documentation, I would guess.<br>

<br>You mentioned users &quot;voting with their feet&quot; or choosing to a=
ccept the risk of inconsistency.=A0 Well that will happen anyway, when serv=
ices fail and users get annoyed.=A0 If some asset services refuse to send t=
he requested items to some users, those services will get a bad reputation =
and people will choose different asset services instead.=A0 Likewise, if a =
world service proxies everything and so it can&#39;t handle a large number =
of assets or of people, users will get annoyed at the lag and will go elsew=
here.=A0 This user evaluation and &quot;voting with their feet&quot; happen=
s already with online services all over the Internet, and I am sure that th=
is human process will continue to work when the services are asset and regi=
on services.<br>

<br>Back in September 2010, I wrote this post which proposes that we use in=
 VWRAP a form of asset addressing that provides massive scalability at the =
same time as a very high degree of resilience -- <a href=3D"http://www.ietf=
.org/mail-archive/web/vwrap/current/msg00463.html" target=3D"_blank">http:/=
/www.ietf.org/mail-archive/web/vwrap/current/msg00463.html</a> .=A0 It is b=
ased on the concept of the URI containing a host part and a hash part, wher=
e the hash is generated (once, at the time of storage to the asset service)=
 using a specified digest algorithm over the content of the asset being ref=
erenced.=A0 You may wish to note that if this design were used, the failure=
 of an asset service to deliver a requested item would result in a failover=
 request for the item to one or more backup services, using the same hash p=
art but with a different host address.<br>

<br>This can go some way towards overcoming the problem that you think migh=
t occur when assets are fetched by clients from asset services directly.=A0=
 Although it won&#39;t help when the missing item is available from only a =
single asset service, it will help in many other cases, and it will compens=
ate for service failures and network outages automatically at the same time=
.<br>

<br>PS. This design for hash-based asset addressing is already being tested=
 by Mojito Sorbet in her experimental world and client.=A0 It would give VW=
RAP-based worlds an improved level of service availability, so I think it s=
hould be a core feature of our protocol.<br>
<font color=3D"#888888">
<br><br>Morgaine.<br><br><br><br><br>=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D</font><div><div></div><div cl=
ass=3D"h5"><br><br><div class=3D"gmail_quote">On Fri, Apr 1, 2011 at 11:17 =
PM, Vaughn Deluca <span dir=3D"ltr">&lt;<a href=3D"mailto:vaughn.deluca@gma=
il.com" target=3D"_blank">vaughn.deluca@gmail.com</a>&gt;</span> wrote:<br>

<blockquote class=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt 0.8ex; borde=
r-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;">This is a questio=
n i discussed with Morgaine off-list a while ago (I<br>
intended to send it to the list but pushed the wrong button...) I<br>
think we need to address this problem, and decide how to deal with it.<br>
<br>
=A0In Davids deployment draft, section 7.3.1.1 an overview is given van<br>
ways to deliver content to the region. One way is only passing a<br>
capability that allows access to (part of) the resource:<br>
<br>
 =A0 =A0 =A0 =A0 =A0 7.3.1.1. =A0Content delivery models<br>
 =A0 =A0 =A0 =A0 =A0 A range of possible represenations can be passed to a =
region for<br>
 =A0 =A0 =A0 =A0 =A0 simulation. [...] The other end of the delivery spectr=
um involves passing<br>
 =A0 =A0 =A0 =A0 =A0 only a URI or capability used to access the rendering<=
br>
information and a<br>
 =A0 =A0 =A0 =A0 =A0 collision mesh,and related data for physical simulatio=
n.<br>
 =A0 =A0 =A0 =A0 =A0 In such a model, the client is responsible for fetchin=
g the additional<br>
 =A0 =A0 =A0 =A0 =A0 information needed to render the item&#39;s visual pre=
sence from a separate<br>
 =A0 =A0 =A0 =A0 =A0 service. =A0This fetch can be done *under the credenti=
als of the end user*<br>
 =A0 =A0 =A0 =A0 =A0 viewing the material [my emphasis--VD] , and divorces =
the<br>
simulation from<br>
 =A0 =A0 =A0 =A0 =A0 the trust chain needed to manage content. =A0Any autom=
ation<br>
is done on a<br>
 =A0 =A0 =A0 =A0 =A0 separate host which the content creator or owner trust=
s,<br>
interacting with the<br>
 =A0 =A0 =A0 =A0 =A0 object through remoted interfaces.<br>
<br>
=A0I can see the need for such a setup, however, i feel we are<br>
unpleasantly close to a situation were the coherence of the simulation<br>
falls apart.<br>
In this deployment pattern the region advertises the presence of the<br>
asset, and *some* clients will be able to get it as expected, while<br>
-based on the arbitrary whims of the asset service- others might not.<br>
<br>
My hope would be that after the asset server provides the region with<br>
the capability to get the asset, it gives up control. That would mean<br>
that if the client finds the inventory server is unwilling to serve<br>
the content - in spire of the region saying it is present-, the client<br>
should be able to turn around ask the *region* for the asset, (and get<br>
is after all).<br>
<br>
=A0If that is not the case, -and there are probably good reasons for the<br=
>
deployment pattern as described- =A0shouldn&#39;t we *warn* clients that th=
e<br>
region might be inconsistent, so the users behind the client can vote<br>
with their feet, (or take the risk)?<br>
<br>
--Vaughn<br>
_______________________________________________<br>
vwrap mailing list<br>
<a href=3D"mailto:vwrap@ietf.org" target=3D"_blank">vwrap@ietf.org</a><br>
<a href=3D"https://www.ietf.org/mailman/listinfo/vwrap" target=3D"_blank">h=
ttps://www.ietf.org/mailman/listinfo/vwrap</a><br>
</blockquote></div><br>
</div></div></blockquote></div><br>

--0016368340c0ba97ba049fe8d631--

From vaughn.deluca@gmail.com  Sat Apr  2 03:24:32 2011
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Date: Sat, 2 Apr 2011 12:26:08 +0200
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From: Vaughn Deluca <vaughn.deluca@gmail.com>
To: Morgaine <morgaine.dinova@googlemail.com>
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Cc: vwrap@ietf.org
Subject: Re: [vwrap] [wvrap] Simulation consistency
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Morgaine, Meadhbh,

Thanks for the answers, but i see that i have not been clear enough.
I think the protocol should demand certain things to prevent the
 deterioration of the simulation to an unacceptable level. We need to be
more precise to prevent problems and i think we can.

I was arguing from the perspecive of a region service without making that
explicit. Note i was *not* advocating the region proxies everything, just
that it lives up to its promises about object presence. Also note that i do
 *not* always have the option to pick another high quality asset service,
since I normally do not own the assets. I will use Prokofy as an example
just for the fun of it.  He is highly worried about content theft, so (in
the unlikely case he wants to start selling stuff outside of SL) he might
use this deployment pattern.  Assume he sells wonderful sexy dresses to two
customers, that can only be fetched from his own asset service for
rendering. Both customers go off to "Vaughns highly immersive world" were a
party is given.  My region receives some physics properties of the dresses
for simulation and an address of Proks asset service for high-res details
and textures. In this case the region does not even get the capability to
fetch the assets, just a link to the asset service and its up to viewer to
request the details and show credentials to get them. The two girls meet,
both their viewers request the details of the other dress, and Proks asset
service grants those requests. They girls admire their dresses and
compliment each other with their good taste. Now when i arrive and my viewer
request the dress details, Prok's asset service recognises me as the
copyleftists that i am. It refuses to serve the asset details -and depending
on my viewers behaviour i might get to view two girls in sexy underwear -or
wearing even less- instead of party dresses. From a consistency point of
view this is a highly undesirable situation, it breaks immersion, and
depending on the circumstances might also be embarrassing to the people
involved.

The key question is if we want to allow this situation to arise within VWRAP
compliant worlds.
I would like to argue that the region *should* get the capability to fetch
all details. In other words, Prokofy would have to give up some control over
the asset in case he allows it to be used by my region. Note that this does
not mean that the region *has* to proxy the asset, just that in case the
asset service refuses to serve a client it does not like, the region can
insist on delivery  based on the capability it originally got. If that fails
Proks asset service can not be called VWRAP compliant.

If Prokofy does not want to relinquish  that level of control, fine, it is
his right not to, but in that case the dresses should not be allowed to get
into my region in the first place.  If people visit my region and find
themselves naked in the eyes of some others *I* will get the blame.  As
Morgaine says, the technical details of my innocence will not convince the
general public. So I want methods to prevent breaking my highly emergent
world as much as possible.
My proposal would be that the whatever the region gets MUST be guaranteed by
protocol to be delivered to  anybody within the region requesting it. If the
asset service does not want to serve a cryptocomunist copyleftist, fine, but
IF it has given the region a capability, it MUST serve the full asset to be
VWRAP compliant. Its *my* choice as a region deployer to download the full
asset to be able to guarantee region consistency if I want to. I will try to
avoid that as much as possible, but if my customers complain, i will be
forces to start doing this for certain asset services that i know show
discriminatory behaviour against for instance copyleftist.

Finally Morgaine, you keep hammering on the fact that proxying by the region
does not scale. (I tend to disagree, but that is beside the point here). I
do agree the asset should not be needlessly transfered, but i strongly feel
we must insist in the protocol on transferring the *rights* to view the
asset. If that leads to to the region not getting the asset at all, so be
it, it can warn visitors that their assets will not be visible and even
offer to serve simple replacements (1). This in turn will encourage the end
users to avoid this type of asset service, and Prokofy will go out of
business, as should be the case given the behaviour of the service. And if
he pulls it off, thats fine with me also, as long as i do not have to suffer
from it due to lack of rigour in the protocol specs.

So, in summary, I very well see that there is no way to enforce consistent
serving behaviour but it should at least be clear that it is non-standard
and not conform the protocol. The way I am understanding you now, your
argument seems to be just one step to far in the direction of anarchy.
Or am i misreading you?

--Vaughn


(1) I just realise that the region might cheat and advertise its own asset
brands claiming the competitions assets  could not be rendered... Oh well,
one might hope that if there is enough choice in worlds such regions will be
forced  out of business as well.

On Sat, Apr 2, 2011 at 7:31 AM, Morgaine <morgaine.dinova@googlemail.com>wrote:

> Further to my last post, it's worth noting that if you find that you suffer
> poor quality behavior from a particular asset service and it is breaking the
> consistency of your simulation, with hash-based item addressing you can also
> automatically use an alternative asset service *in preference* to the one
> specified in a given URI.
>
> Your client could be configured to attempt the item fetch at a known good
> quality asset service *first* (perhaps one that you paid to use because of
> its better service), automatically, and maybe even dynamically depending on
> the type of item.
>
> The scheme has a long list of benefits, and overcoming (to some extent)
> poor quality asset services is just one of them.
>
>
> Morgaine.
>
>
>
>
>
> ===================
>
>
> On Sat, Apr 2, 2011 at 4:55 AM, Morgaine <morgaine.dinova@googlemail.com>wrote:
>
>> Every design choice results in a trade-off, Vaughn, improving one thing at
>> the expense of something else.  If every time we offered a service we had to
>> inform its users about the downsides of all the trade-offs we have made,
>> they would have an awful lot to read. ;-)
>>
>> The specific trade-off that you are discussing is no different.  A region
>> that proxies all content has the "benefit" of acquiring control from the
>> asset servers over the items in the region, so that it can ensure that
>> everyone in the region not only obtains the items but obtains the *same*items as everyone else.  That does indeed provide a greater guarantee of
>> consistency than a deployment in which the region only passes asset URIs to
>> clients who then fetch the items from asset services separately.  As always
>> though, it's a trade-off, since the proxied design has very poor scalability
>> compared to the distributed one.
>>
>> If we're going to warn users of the potential for inconsistency in the
>> distributed deployment as you suggest, are we also going to warn them of
>> non-scalability in the proxied one?  I really don't see much merit in the
>> idea of warning about design choices.  Many such choices are technical, and
>> the issues are quite likely to be of little interest to non-technical users
>> anyway.  In any case, the better services are likely to provide such
>> information in their online documentation, I would guess.
>>
>> You mentioned users "voting with their feet" or choosing to accept the
>> risk of inconsistency.  Well that will happen anyway, when services fail and
>> users get annoyed.  If some asset services refuse to send the requested
>> items to some users, those services will get a bad reputation and people
>> will choose different asset services instead.  Likewise, if a world service
>> proxies everything and so it can't handle a large number of assets or of
>> people, users will get annoyed at the lag and will go elsewhere.  This user
>> evaluation and "voting with their feet" happens already with online services
>> all over the Internet, and I am sure that this human process will continue
>> to work when the services are asset and region services.
>>
>> Back in September 2010, I wrote this post which proposes that we use in
>> VWRAP a form of asset addressing that provides massive scalability at the
>> same time as a very high degree of resilience --
>> http://www.ietf.org/mail-archive/web/vwrap/current/msg00463.html .  It is
>> based on the concept of the URI containing a host part and a hash part,
>> where the hash is generated (once, at the time of storage to the asset
>> service) using a specified digest algorithm over the content of the asset
>> being referenced.  You may wish to note that if this design were used, the
>> failure of an asset service to deliver a requested item would result in a
>> failover request for the item to one or more backup services, using the same
>> hash part but with a different host address.
>>
>> This can go some way towards overcoming the problem that you think might
>> occur when assets are fetched by clients from asset services directly.
>> Although it won't help when the missing item is available from only a single
>> asset service, it will help in many other cases, and it will compensate for
>> service failures and network outages automatically at the same time.
>>
>> PS. This design for hash-based asset addressing is already being tested by
>> Mojito Sorbet in her experimental world and client.  It would give
>> VWRAP-based worlds an improved level of service availability, so I think it
>> should be a core feature of our protocol.
>>
>>
>> Morgaine.
>>
>>
>>
>>
>> ===========================
>>
>>
>> On Fri, Apr 1, 2011 at 11:17 PM, Vaughn Deluca <vaughn.deluca@gmail.com>wrote:
>>
>>> This is a question i discussed with Morgaine off-list a while ago (I
>>> intended to send it to the list but pushed the wrong button...) I
>>> think we need to address this problem, and decide how to deal with it.
>>>
>>>  In Davids deployment draft, section 7.3.1.1 an overview is given van
>>> ways to deliver content to the region. One way is only passing a
>>> capability that allows access to (part of) the resource:
>>>
>>>           7.3.1.1.  Content delivery models
>>>           A range of possible represenations can be passed to a region
>>> for
>>>           simulation. [...] The other end of the delivery spectrum
>>> involves passing
>>>           only a URI or capability used to access the rendering
>>> information and a
>>>           collision mesh,and related data for physical simulation.
>>>           In such a model, the client is responsible for fetching the
>>> additional
>>>           information needed to render the item's visual presence from a
>>> separate
>>>           service.  This fetch can be done *under the credentials of the
>>> end user*
>>>           viewing the material [my emphasis--VD] , and divorces the
>>> simulation from
>>>           the trust chain needed to manage content.  Any automation
>>> is done on a
>>>           separate host which the content creator or owner trusts,
>>> interacting with the
>>>           object through remoted interfaces.
>>>
>>>  I can see the need for such a setup, however, i feel we are
>>> unpleasantly close to a situation were the coherence of the simulation
>>> falls apart.
>>> In this deployment pattern the region advertises the presence of the
>>> asset, and *some* clients will be able to get it as expected, while
>>> -based on the arbitrary whims of the asset service- others might not.
>>>
>>> My hope would be that after the asset server provides the region with
>>> the capability to get the asset, it gives up control. That would mean
>>> that if the client finds the inventory server is unwilling to serve
>>> the content - in spire of the region saying it is present-, the client
>>> should be able to turn around ask the *region* for the asset, (and get
>>> is after all).
>>>
>>>  If that is not the case, -and there are probably good reasons for the
>>> deployment pattern as described-  shouldn't we *warn* clients that the
>>> region might be inconsistent, so the users behind the client can vote
>>> with their feet, (or take the risk)?
>>>
>>> --Vaughn
>>> _______________________________________________
>>> vwrap mailing list
>>> vwrap@ietf.org
>>> https://www.ietf.org/mailman/listinfo/vwrap
>>>
>>
>>
>

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Content-Type: text/html; charset=ISO-8859-1
Content-Transfer-Encoding: quoted-printable

<div>Morgaine, Meadhbh,</div><div><br></div><div>Thanks for the answers, bu=
t i see that i have not been clear enough.</div><div>I think the protocol s=
hould demand certain things to prevent the =A0deterioration of the simulati=
on to an unacceptable level. We need to be more precise to prevent problems=
 and i think we can.</div>
<div><br></div><div>I was arguing from the perspecive of a region service w=
ithout making that explicit. Note i was *not* advocating the region proxies=
 everything, just that it lives up to its promises about object presence. A=
lso note that i do =A0*not* always have the option to pick another high qua=
lity asset service, since I normally do not own the assets. I will use Prok=
ofy as an example just for the fun of it. =A0He is highly worried about con=
tent theft, so (in the unlikely case he wants to start selling stuff outsid=
e of SL) he might use this deployment pattern. =A0Assume he sells wonderful=
 sexy dresses to two customers, that can only be fetched from his own asset=
 service for rendering. Both customers go off to &quot;Vaughns highly immer=
sive world&quot; were a party is given. =A0My region receives some physics =
properties of the dresses for simulation and an address of Proks asset serv=
ice for high-res details and textures. In this case the region does not eve=
n get the capability to fetch the assets, just a link to the asset service =
and its up to viewer to request the details and show credentials to get the=
m. The two girls meet, both their viewers request the details of the other =
dress, and Proks asset service grants those requests. They girls admire the=
ir dresses and compliment each other with their good taste. Now when i arri=
ve and my viewer request the dress details, Prok&#39;s asset service recogn=
ises me as the copyleftists that i am. It refuses to serve the asset detail=
s -and depending on my viewers behaviour i might get to view two girls in s=
exy underwear -or wearing even less- instead of party dresses. From a consi=
stency point of view this is a highly undesirable situation, it breaks imme=
rsion, and depending on the circumstances might also be embarrassing to the=
 people involved.=A0</div>
<div><br></div><div>The key question is if we want to allow this situation =
to arise within VWRAP compliant worlds.</div><div>I would like to argue tha=
t the region *should* get the capability to fetch all details. In other wor=
ds, Prokofy would have to give up some control over the asset in case he al=
lows it to be used by my region. Note that this does not mean that the regi=
on *has* to proxy the asset, just that in case the asset service refuses to=
 serve a client it does not like, the region can insist on delivery =A0base=
d on the capability it originally got. If that fails Proks asset service ca=
n not be called VWRAP compliant. =A0</div>
<div><br></div><div>If Prokofy does not want to relinquish =A0that level of=
 control, fine, it is his right not to, but in that case the dresses should=
 not be allowed to get into my region in the first place. =A0If people visi=
t my region and find themselves naked in the eyes of some others *I* will g=
et the blame. =A0As Morgaine says, the technical details of my innocence wi=
ll not convince the general public. So I want methods to prevent breaking m=
y highly emergent world as much as possible.=A0</div>
<div>My proposal would be that the whatever the region gets MUST be guarant=
eed by protocol to be delivered to =A0anybody within the region requesting =
it. If the asset service does not want to serve a cryptocomunist copyleftis=
t, fine, but IF it has given the region a capability, it MUST serve the ful=
l asset to be VWRAP compliant. Its *my* choice as a region deployer to down=
load the full asset to be able to guarantee region consistency if I want to=
. I will try to avoid that as much as possible, but if my customers complai=
n, i will be forces to start doing this for certain asset services that i k=
now show discriminatory behaviour against for instance copyleftist.=A0</div=
>
<div><br></div><div>Finally Morgaine, you keep hammering on the fact that p=
roxying by the region does not scale. (I tend to disagree, but that is besi=
de the point here). I do agree the asset should not be needlessly transfere=
d, but i strongly feel we must insist in the protocol on transferring the *=
rights* to view the asset. If that leads to to the region not getting the a=
sset at all, so be it, it can warn visitors that their assets will not be v=
isible and even offer to serve simple replacements (1). This in turn will e=
ncourage the end users to avoid this type of asset service, and Prokofy wil=
l go out of business, as should be the case given the behaviour of the serv=
ice. And if he pulls it off, thats fine with me also, as long as i do not h=
ave to suffer from it due to lack of rigour in the protocol specs. =A0</div=
>
<div><br></div><div>So, in summary, I very well see that there is no way to=
 enforce consistent serving behaviour but it should at least be clear that =
it is non-standard and not conform the protocol. The way I am understanding=
 you now, your argument seems to be just one step to far in the direction o=
f anarchy.</div>
<div>Or am i misreading you?</div><div><br></div><div>--Vaughn</div><div><b=
r></div><div><br></div><div>(1) I just realise that the region might cheat =
and advertise its own asset brands claiming the competitions assets =A0coul=
d not be rendered... Oh well, one might hope that if there is enough choice=
 in worlds such regions will be forced =A0out of business as well.=A0</div>
<br><div class=3D"gmail_quote">On Sat, Apr 2, 2011 at 7:31 AM, Morgaine <sp=
an dir=3D"ltr">&lt;<a href=3D"mailto:morgaine.dinova@googlemail.com">morgai=
ne.dinova@googlemail.com</a>&gt;</span> wrote:<br><blockquote class=3D"gmai=
l_quote" style=3D"margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left=
:1ex;">
Further to my last post, it&#39;s worth noting that if you find that you su=
ffer poor quality behavior from a particular asset service and it is breaki=
ng the consistency of your simulation, with hash-based item addressing you =
can also automatically use an alternative asset service <i><b>in preference=
</b></i> to the one specified in a given URI.<br>

<br>Your client could be configured to attempt the item fetch at a known go=
od quality asset service <b>first</b> (perhaps one that you paid to use bec=
ause of its better service), automatically, and maybe even dynamically depe=
nding on the type of item.<br>

<br>The scheme has a long list of benefits, and overcoming (to some extent)=
 poor quality asset services is just one of them.<br><font color=3D"#888888=
"><br><br>Morgaine.<br><br><br><br><br><br>=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D</font><div>
<div></div><div class=3D"h5"><br><br><div class=3D"gmail_quote">
On Sat, Apr 2, 2011 at 4:55 AM, Morgaine <span dir=3D"ltr">&lt;<a href=3D"m=
ailto:morgaine.dinova@googlemail.com" target=3D"_blank">morgaine.dinova@goo=
glemail.com</a>&gt;</span> wrote:<br><blockquote class=3D"gmail_quote" styl=
e=3D"margin:0pt 0pt 0pt 0.8ex;border-left:1px solid rgb(204, 204, 204);padd=
ing-left:1ex">

Every design choice results in a trade-off, Vaughn, improving one thing at =
the expense of something else.=A0 If every time we offered a service we had=
 to inform its users about the downsides of all the trade-offs we have made=
, they would have an awful lot to read. ;-)<br>


<br>The specific trade-off that you are discussing is no different.=A0 A re=
gion that proxies all content has the &quot;benefit&quot; of acquiring cont=
rol from the asset servers over the items in the region, so that it can ens=
ure that everyone in the region not only obtains the items but obtains the =
<i>same</i> items as everyone else.=A0 That does indeed provide a greater g=
uarantee of consistency than a deployment in which the region only passes a=
sset URIs to clients who then fetch the items from asset services separatel=
y.=A0 As always though, it&#39;s a trade-off, since the proxied design has =
very poor scalability compared to the distributed one.<br>


<br>If we&#39;re going to warn users of the potential for inconsistency in =
the distributed deployment as you suggest, are we also going to warn them o=
f non-scalability in the proxied one?=A0 I really don&#39;t see much merit =
in the idea of warning about design choices.=A0 Many such choices are techn=
ical, and the issues are quite likely to be of little interest to non-techn=
ical users anyway.=A0 In any case, the better services are likely to provid=
e such information in their online documentation, I would guess.<br>


<br>You mentioned users &quot;voting with their feet&quot; or choosing to a=
ccept the risk of inconsistency.=A0 Well that will happen anyway, when serv=
ices fail and users get annoyed.=A0 If some asset services refuse to send t=
he requested items to some users, those services will get a bad reputation =
and people will choose different asset services instead.=A0 Likewise, if a =
world service proxies everything and so it can&#39;t handle a large number =
of assets or of people, users will get annoyed at the lag and will go elsew=
here.=A0 This user evaluation and &quot;voting with their feet&quot; happen=
s already with online services all over the Internet, and I am sure that th=
is human process will continue to work when the services are asset and regi=
on services.<br>


<br>Back in September 2010, I wrote this post which proposes that we use in=
 VWRAP a form of asset addressing that provides massive scalability at the =
same time as a very high degree of resilience -- <a href=3D"http://www.ietf=
.org/mail-archive/web/vwrap/current/msg00463.html" target=3D"_blank">http:/=
/www.ietf.org/mail-archive/web/vwrap/current/msg00463.html</a> .=A0 It is b=
ased on the concept of the URI containing a host part and a hash part, wher=
e the hash is generated (once, at the time of storage to the asset service)=
 using a specified digest algorithm over the content of the asset being ref=
erenced.=A0 You may wish to note that if this design were used, the failure=
 of an asset service to deliver a requested item would result in a failover=
 request for the item to one or more backup services, using the same hash p=
art but with a different host address.<br>


<br>This can go some way towards overcoming the problem that you think migh=
t occur when assets are fetched by clients from asset services directly.=A0=
 Although it won&#39;t help when the missing item is available from only a =
single asset service, it will help in many other cases, and it will compens=
ate for service failures and network outages automatically at the same time=
.<br>


<br>PS. This design for hash-based asset addressing is already being tested=
 by Mojito Sorbet in her experimental world and client.=A0 It would give VW=
RAP-based worlds an improved level of service availability, so I think it s=
hould be a core feature of our protocol.<br>

<font color=3D"#888888">
<br><br>Morgaine.<br><br><br><br><br>=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D</font><div><div></div><div><b=
r><br><div class=3D"gmail_quote">On Fri, Apr 1, 2011 at 11:17 PM, Vaughn De=
luca <span dir=3D"ltr">&lt;<a href=3D"mailto:vaughn.deluca@gmail.com" targe=
t=3D"_blank">vaughn.deluca@gmail.com</a>&gt;</span> wrote:<br>


<blockquote class=3D"gmail_quote" style=3D"margin:0pt 0pt 0pt 0.8ex;border-=
left:1px solid rgb(204, 204, 204);padding-left:1ex">This is a question i di=
scussed with Morgaine off-list a while ago (I<br>
intended to send it to the list but pushed the wrong button...) I<br>
think we need to address this problem, and decide how to deal with it.<br>
<br>
=A0In Davids deployment draft, section 7.3.1.1 an overview is given van<br>
ways to deliver content to the region. One way is only passing a<br>
capability that allows access to (part of) the resource:<br>
<br>
 =A0 =A0 =A0 =A0 =A0 7.3.1.1. =A0Content delivery models<br>
 =A0 =A0 =A0 =A0 =A0 A range of possible represenations can be passed to a =
region for<br>
 =A0 =A0 =A0 =A0 =A0 simulation. [...] The other end of the delivery spectr=
um involves passing<br>
 =A0 =A0 =A0 =A0 =A0 only a URI or capability used to access the rendering<=
br>
information and a<br>
 =A0 =A0 =A0 =A0 =A0 collision mesh,and related data for physical simulatio=
n.<br>
 =A0 =A0 =A0 =A0 =A0 In such a model, the client is responsible for fetchin=
g the additional<br>
 =A0 =A0 =A0 =A0 =A0 information needed to render the item&#39;s visual pre=
sence from a separate<br>
 =A0 =A0 =A0 =A0 =A0 service. =A0This fetch can be done *under the credenti=
als of the end user*<br>
 =A0 =A0 =A0 =A0 =A0 viewing the material [my emphasis--VD] , and divorces =
the<br>
simulation from<br>
 =A0 =A0 =A0 =A0 =A0 the trust chain needed to manage content. =A0Any autom=
ation<br>
is done on a<br>
 =A0 =A0 =A0 =A0 =A0 separate host which the content creator or owner trust=
s,<br>
interacting with the<br>
 =A0 =A0 =A0 =A0 =A0 object through remoted interfaces.<br>
<br>
=A0I can see the need for such a setup, however, i feel we are<br>
unpleasantly close to a situation were the coherence of the simulation<br>
falls apart.<br>
In this deployment pattern the region advertises the presence of the<br>
asset, and *some* clients will be able to get it as expected, while<br>
-based on the arbitrary whims of the asset service- others might not.<br>
<br>
My hope would be that after the asset server provides the region with<br>
the capability to get the asset, it gives up control. That would mean<br>
that if the client finds the inventory server is unwilling to serve<br>
the content - in spire of the region saying it is present-, the client<br>
should be able to turn around ask the *region* for the asset, (and get<br>
is after all).<br>
<br>
=A0If that is not the case, -and there are probably good reasons for the<br=
>
deployment pattern as described- =A0shouldn&#39;t we *warn* clients that th=
e<br>
region might be inconsistent, so the users behind the client can vote<br>
with their feet, (or take the risk)?<br>
<br>
--Vaughn<br>
_______________________________________________<br>
vwrap mailing list<br>
<a href=3D"mailto:vwrap@ietf.org" target=3D"_blank">vwrap@ietf.org</a><br>
<a href=3D"https://www.ietf.org/mailman/listinfo/vwrap" target=3D"_blank">h=
ttps://www.ietf.org/mailman/listinfo/vwrap</a><br>
</blockquote></div><br>
</div></div></blockquote></div><br>
</div></div></blockquote></div><br>

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From morgaine.dinova@googlemail.com  Sat Apr  2 05:56:35 2011
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Subject: Re: [vwrap] [wvrap] Simulation consistency
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Vaughn, I think you've described the situation perfectly, and no, I doubt
that you have been misunderstood, at least not by me.  (Admittedly we did
discuss this issue in depth in emails previously, but I think you have
presented it so clearly that I am sure that everyone understands the point
you are making.)

The problem however is that you are asking the impossible, namely that one
party (the region provider) should have policy control over another (the
asset service provider).  As David has said on many different occasions and
in various different ways, this attempt at policy export just won't work in
practice, because each party is "sovereign" over its own service, so to
speak.  At best you can only recommend or hope for sensible behavior by all,
and if there is a legal relationship between the parties then presumably the
pressure of law can help as well.

The big commercial players may well take a legal route, but certainly not
the thousands (or millions) of participants in a flourishing metaverse of
community VWs that is spread across the whole planet in countless
jurisdictions.  What they will have to rely on is either something that
works by technical means, or else simply on *best effort* by all --- in
other words, exactly the same means by which the quality of services on the
Internet is "assured", using the word loosely. ;-)

Technical means of assuring what you want are in your grasp --- you can
proxy everything, as we said before, but only at a large cost to your
scalability because your region will now have to transport enormously more
data to clients.  Still, that may be a tradeoff that you are willing to make
if you are so keen on offering many 9's worth of simulation consistency and
don't expect your region to scale much.

That choice would be up to you, and it's a perfectly excellent choice to
make because you have a requirement that needs to be met, but you cannot
force that choice on everybody.  I predict that many commercial providers
will be more interested in scalability than in 100% consistency because
there is money to be made from large numbers of visitors to your world, and
so they might well be happy to tolerate the occasional hiccup in external
asset services which scale so well.  For non-commercial world operators
though, the normal best-effort "guarantees" are likely to be entirely
sufficient, particularly if we use hash-based addressing so that asset
access has multiple failover paths.

I do think that you have overstated the magnitude of the problem, however.
Yes, it will be possible for things to break if asset service operators
purposely reject some connections, but how widespread is this likely to be?
Just think of the consequences of doing so.  If I buy a dress and TP to a
holiday world and I arrive minus dress, do you think I will buy more
clothing that is served from that same asset service?  Not very likely.
Seller beware!

I expect ranking sites that rank both community and commercial asset
services to appear, showing service uptime and delivery speed and
reliability metrics, just like there are ranking sites for ISPs today
showing speed and availability.  The Internet communities are very good at
doing that sort of thing, and it applies pressure on service providers very
nicely.  "Vote with your feet" will have every chance of working well.

This issue really highlights how important the concept of "deployment
patterns" is in VWRAP.  It's easy to see that requirements are going to vary
widely between different providers, and we will have to ensure that
deployments are available that cater for all the common scenarios, of which
yours is clearly one.


Morgaine.






====================


On Sat, Apr 2, 2011 at 11:26 AM, Vaughn Deluca <vaughn.deluca@gmail.com>wrote:

> Morgaine, Meadhbh,
>
> Thanks for the answers, but i see that i have not been clear enough.
> I think the protocol should demand certain things to prevent the
>  deterioration of the simulation to an unacceptable level. We need to be
> more precise to prevent problems and i think we can.
>
> I was arguing from the perspecive of a region service without making that
> explicit. Note i was *not* advocating the region proxies everything, just
> that it lives up to its promises about object presence. Also note that i do
>  *not* always have the option to pick another high quality asset service,
> since I normally do not own the assets. I will use Prokofy as an example
> just for the fun of it.  He is highly worried about content theft, so (in
> the unlikely case he wants to start selling stuff outside of SL) he might
> use this deployment pattern.  Assume he sells wonderful sexy dresses to two
> customers, that can only be fetched from his own asset service for
> rendering. Both customers go off to "Vaughns highly immersive world" were a
> party is given.  My region receives some physics properties of the dresses
> for simulation and an address of Proks asset service for high-res details
> and textures. In this case the region does not even get the capability to
> fetch the assets, just a link to the asset service and its up to viewer to
> request the details and show credentials to get them. The two girls meet,
> both their viewers request the details of the other dress, and Proks asset
> service grants those requests. They girls admire their dresses and
> compliment each other with their good taste. Now when i arrive and my viewer
> request the dress details, Prok's asset service recognises me as the
> copyleftists that i am. It refuses to serve the asset details -and depending
> on my viewers behaviour i might get to view two girls in sexy underwear -or
> wearing even less- instead of party dresses. From a consistency point of
> view this is a highly undesirable situation, it breaks immersion, and
> depending on the circumstances might also be embarrassing to the people
> involved.
>
> The key question is if we want to allow this situation to arise within
> VWRAP compliant worlds.
> I would like to argue that the region *should* get the capability to fetch
> all details. In other words, Prokofy would have to give up some control over
> the asset in case he allows it to be used by my region. Note that this does
> not mean that the region *has* to proxy the asset, just that in case the
> asset service refuses to serve a client it does not like, the region can
> insist on delivery  based on the capability it originally got. If that fails
> Proks asset service can not be called VWRAP compliant.
>
> If Prokofy does not want to relinquish  that level of control, fine, it is
> his right not to, but in that case the dresses should not be allowed to get
> into my region in the first place.  If people visit my region and find
> themselves naked in the eyes of some others *I* will get the blame.  As
> Morgaine says, the technical details of my innocence will not convince the
> general public. So I want methods to prevent breaking my highly emergent
> world as much as possible.
> My proposal would be that the whatever the region gets MUST be guaranteed
> by protocol to be delivered to  anybody within the region requesting it. If
> the asset service does not want to serve a cryptocomunist copyleftist, fine,
> but IF it has given the region a capability, it MUST serve the full asset to
> be VWRAP compliant. Its *my* choice as a region deployer to download the
> full asset to be able to guarantee region consistency if I want to. I will
> try to avoid that as much as possible, but if my customers complain, i will
> be forces to start doing this for certain asset services that i know show
> discriminatory behaviour against for instance copyleftist.
>
> Finally Morgaine, you keep hammering on the fact that proxying by the
> region does not scale. (I tend to disagree, but that is beside the point
> here). I do agree the asset should not be needlessly transfered, but i
> strongly feel we must insist in the protocol on transferring the *rights* to
> view the asset. If that leads to to the region not getting the asset at all,
> so be it, it can warn visitors that their assets will not be visible and
> even offer to serve simple replacements (1). This in turn will encourage the
> end users to avoid this type of asset service, and Prokofy will go out of
> business, as should be the case given the behaviour of the service. And if
> he pulls it off, thats fine with me also, as long as i do not have to suffer
> from it due to lack of rigour in the protocol specs.
>
> So, in summary, I very well see that there is no way to enforce consistent
> serving behaviour but it should at least be clear that it is non-standard
> and not conform the protocol. The way I am understanding you now, your
> argument seems to be just one step to far in the direction of anarchy.
> Or am i misreading you?
>
> --Vaughn
>
>
> (1) I just realise that the region might cheat and advertise its own asset
> brands claiming the competitions assets  could not be rendered... Oh well,
> one might hope that if there is enough choice in worlds such regions will be
> forced  out of business as well.
>
> On Sat, Apr 2, 2011 at 7:31 AM, Morgaine <morgaine.dinova@googlemail.com>wrote:
>
>> Further to my last post, it's worth noting that if you find that you
>> suffer poor quality behavior from a particular asset service and it is
>> breaking the consistency of your simulation, with hash-based item addressing
>> you can also automatically use an alternative asset service *in
>> preference* to the one specified in a given URI.
>>
>> Your client could be configured to attempt the item fetch at a known good
>> quality asset service *first* (perhaps one that you paid to use because
>> of its better service), automatically, and maybe even dynamically depending
>> on the type of item.
>>
>> The scheme has a long list of benefits, and overcoming (to some extent)
>> poor quality asset services is just one of them.
>>
>>
>> Morgaine.
>>
>>
>>
>>
>>
>> ===================
>>
>>
>> On Sat, Apr 2, 2011 at 4:55 AM, Morgaine <morgaine.dinova@googlemail.com>wrote:
>>
>>> Every design choice results in a trade-off, Vaughn, improving one thing
>>> at the expense of something else.  If every time we offered a service we had
>>> to inform its users about the downsides of all the trade-offs we have made,
>>> they would have an awful lot to read. ;-)
>>>
>>> The specific trade-off that you are discussing is no different.  A region
>>> that proxies all content has the "benefit" of acquiring control from the
>>> asset servers over the items in the region, so that it can ensure that
>>> everyone in the region not only obtains the items but obtains the *same*items as everyone else.  That does indeed provide a greater guarantee of
>>> consistency than a deployment in which the region only passes asset URIs to
>>> clients who then fetch the items from asset services separately.  As always
>>> though, it's a trade-off, since the proxied design has very poor scalability
>>> compared to the distributed one.
>>>
>>> If we're going to warn users of the potential for inconsistency in the
>>> distributed deployment as you suggest, are we also going to warn them of
>>> non-scalability in the proxied one?  I really don't see much merit in the
>>> idea of warning about design choices.  Many such choices are technical, and
>>> the issues are quite likely to be of little interest to non-technical users
>>> anyway.  In any case, the better services are likely to provide such
>>> information in their online documentation, I would guess.
>>>
>>> You mentioned users "voting with their feet" or choosing to accept the
>>> risk of inconsistency.  Well that will happen anyway, when services fail and
>>> users get annoyed.  If some asset services refuse to send the requested
>>> items to some users, those services will get a bad reputation and people
>>> will choose different asset services instead.  Likewise, if a world service
>>> proxies everything and so it can't handle a large number of assets or of
>>> people, users will get annoyed at the lag and will go elsewhere.  This user
>>> evaluation and "voting with their feet" happens already with online services
>>> all over the Internet, and I am sure that this human process will continue
>>> to work when the services are asset and region services.
>>>
>>> Back in September 2010, I wrote this post which proposes that we use in
>>> VWRAP a form of asset addressing that provides massive scalability at the
>>> same time as a very high degree of resilience --
>>> http://www.ietf.org/mail-archive/web/vwrap/current/msg00463.html .  It
>>> is based on the concept of the URI containing a host part and a hash part,
>>> where the hash is generated (once, at the time of storage to the asset
>>> service) using a specified digest algorithm over the content of the asset
>>> being referenced.  You may wish to note that if this design were used, the
>>> failure of an asset service to deliver a requested item would result in a
>>> failover request for the item to one or more backup services, using the same
>>> hash part but with a different host address.
>>>
>>> This can go some way towards overcoming the problem that you think might
>>> occur when assets are fetched by clients from asset services directly.
>>> Although it won't help when the missing item is available from only a single
>>> asset service, it will help in many other cases, and it will compensate for
>>> service failures and network outages automatically at the same time.
>>>
>>> PS. This design for hash-based asset addressing is already being tested
>>> by Mojito Sorbet in her experimental world and client.  It would give
>>> VWRAP-based worlds an improved level of service availability, so I think it
>>> should be a core feature of our protocol.
>>>
>>>
>>> Morgaine.
>>>
>>>
>>>
>>>
>>> ===========================
>>>
>>>
>>> On Fri, Apr 1, 2011 at 11:17 PM, Vaughn Deluca <vaughn.deluca@gmail.com>wrote:
>>>
>>>> This is a question i discussed with Morgaine off-list a while ago (I
>>>> intended to send it to the list but pushed the wrong button...) I
>>>> think we need to address this problem, and decide how to deal with it.
>>>>
>>>>  In Davids deployment draft, section 7.3.1.1 an overview is given van
>>>> ways to deliver content to the region. One way is only passing a
>>>> capability that allows access to (part of) the resource:
>>>>
>>>>           7.3.1.1.  Content delivery models
>>>>           A range of possible represenations can be passed to a region
>>>> for
>>>>           simulation. [...] The other end of the delivery spectrum
>>>> involves passing
>>>>           only a URI or capability used to access the rendering
>>>> information and a
>>>>           collision mesh,and related data for physical simulation.
>>>>           In such a model, the client is responsible for fetching the
>>>> additional
>>>>           information needed to render the item's visual presence from a
>>>> separate
>>>>           service.  This fetch can be done *under the credentials of the
>>>> end user*
>>>>           viewing the material [my emphasis--VD] , and divorces the
>>>> simulation from
>>>>           the trust chain needed to manage content.  Any automation
>>>> is done on a
>>>>           separate host which the content creator or owner trusts,
>>>> interacting with the
>>>>           object through remoted interfaces.
>>>>
>>>>  I can see the need for such a setup, however, i feel we are
>>>> unpleasantly close to a situation were the coherence of the simulation
>>>> falls apart.
>>>> In this deployment pattern the region advertises the presence of the
>>>> asset, and *some* clients will be able to get it as expected, while
>>>> -based on the arbitrary whims of the asset service- others might not.
>>>>
>>>> My hope would be that after the asset server provides the region with
>>>> the capability to get the asset, it gives up control. That would mean
>>>> that if the client finds the inventory server is unwilling to serve
>>>> the content - in spire of the region saying it is present-, the client
>>>> should be able to turn around ask the *region* for the asset, (and get
>>>> is after all).
>>>>
>>>>  If that is not the case, -and there are probably good reasons for the
>>>> deployment pattern as described-  shouldn't we *warn* clients that the
>>>> region might be inconsistent, so the users behind the client can vote
>>>> with their feet, (or take the risk)?
>>>>
>>>> --Vaughn
>>>> _______________________________________________
>>>> vwrap mailing list
>>>> vwrap@ietf.org
>>>> https://www.ietf.org/mailman/listinfo/vwrap
>>>>
>>>
>>>
>>
>

--0016368340c02d9d40049fef1407
Content-Type: text/html; charset=ISO-8859-1
Content-Transfer-Encoding: quoted-printable

Vaughn, I think you&#39;ve described the situation perfectly, and no, I dou=
bt that you have been misunderstood, at least not by me.=A0 (Admittedly we =
did discuss this issue in depth in emails previously, but I think you have =
presented it so clearly that I am sure that everyone understands the point =
you are making.)<br>
<br>The problem however is that you are asking the impossible, namely that =
one party (the region provider) should have policy control over another (th=
e asset service provider).=A0 As David has said on many different occasions=
 and in various different ways, this attempt at policy export just won&#39;=
t work in practice, because each party is &quot;sovereign&quot; over its ow=
n service, so to speak.=A0 At best you can only recommend or hope for sensi=
ble behavior by all, and if there is a legal relationship between the parti=
es then presumably the pressure of law can help as well.<br>
<br>The big commercial players may well take a legal route, but certainly n=
ot the thousands (or millions) of participants in a flourishing metaverse o=
f community VWs that is spread across the whole planet in countless jurisdi=
ctions.=A0 What they will have to rely on is either something that works by=
 technical means, or else simply on <b>best effort</b> by all --- in other =
words, exactly the same means by which the quality of services on the Inter=
net is &quot;assured&quot;, using the word loosely. ;-)<br>
<br>Technical means of assuring what you want are in your grasp --- you can=
 proxy everything, as we said before, but only at a large cost to your scal=
ability because your region will now have to transport enormously more data=
 to clients.=A0 Still, that may be a tradeoff that you are willing to make =
if you are so keen on offering many 9&#39;s worth of simulation consistency=
 and don&#39;t expect your region to scale much.<br>
<br>That choice would be up to you, and it&#39;s a perfectly excellent choi=
ce to make because you have a requirement that needs to be met, but you can=
not force that choice on everybody.=A0 I predict that many commercial provi=
ders will be more interested in scalability than in 100% consistency becaus=
e there is money to be made from large numbers of visitors to your world, a=
nd so they might well be happy to tolerate the occasional hiccup in externa=
l asset services which scale so well.=A0 For non-commercial world operators=
 though, the normal best-effort &quot;guarantees&quot; are likely to be ent=
irely sufficient, particularly if we use hash-based addressing so that asse=
t access has multiple failover paths.<br>
<br>I do think that you have overstated the magnitude of the problem, howev=
er.=A0 Yes, it will be possible for things to break if asset service operat=
ors purposely reject some connections, but how widespread is this likely to=
 be?=A0 Just think of the consequences of doing so.=A0 If I buy a dress and=
 TP to a holiday world and I arrive minus dress, do you think I will buy mo=
re clothing that is served from that same asset service?=A0 Not very likely=
.=A0 Seller beware!<br>
<br>I expect ranking sites that rank both community and commercial asset se=
rvices to appear, showing service uptime and delivery speed and reliability=
 metrics, just like there are ranking sites for ISPs today showing speed an=
d availability.=A0 The Internet communities are very good at doing that sor=
t of thing, and it applies pressure on service providers very nicely.=A0 &q=
uot;Vote with your feet&quot; will have every chance of working well.<br>
<br>This issue really highlights how important the concept of &quot;deploym=
ent patterns&quot; is in VWRAP.=A0 It&#39;s easy to see that requirements a=
re going to vary widely between different providers, and we will have to en=
sure that deployments are available that cater for all the common scenarios=
, of which yours is clearly one.<br>
<br><br>Morgaine.<br><br><br><br><br><br><br>=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D<br><br><br><div class=3D"gmail_quote">On Sat=
, Apr 2, 2011 at 11:26 AM, Vaughn Deluca <span dir=3D"ltr">&lt;<a href=3D"m=
ailto:vaughn.deluca@gmail.com">vaughn.deluca@gmail.com</a>&gt;</span> wrote=
:<br>
<blockquote class=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt 0.8ex; borde=
r-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;"><div>Morgaine, Me=
adhbh,</div><div><br></div><div>Thanks for the answers, but i see that i ha=
ve not been clear enough.</div>
<div>I think the protocol should demand certain things to prevent the =A0de=
terioration of the simulation to an unacceptable level. We need to be more =
precise to prevent problems and i think we can.</div>
<div><br></div><div>I was arguing from the perspecive of a region service w=
ithout making that explicit. Note i was *not* advocating the region proxies=
 everything, just that it lives up to its promises about object presence. A=
lso note that i do =A0*not* always have the option to pick another high qua=
lity asset service, since I normally do not own the assets. I will use Prok=
ofy as an example just for the fun of it. =A0He is highly worried about con=
tent theft, so (in the unlikely case he wants to start selling stuff outsid=
e of SL) he might use this deployment pattern. =A0Assume he sells wonderful=
 sexy dresses to two customers, that can only be fetched from his own asset=
 service for rendering. Both customers go off to &quot;Vaughns highly immer=
sive world&quot; were a party is given. =A0My region receives some physics =
properties of the dresses for simulation and an address of Proks asset serv=
ice for high-res details and textures. In this case the region does not eve=
n get the capability to fetch the assets, just a link to the asset service =
and its up to viewer to request the details and show credentials to get the=
m. The two girls meet, both their viewers request the details of the other =
dress, and Proks asset service grants those requests. They girls admire the=
ir dresses and compliment each other with their good taste. Now when i arri=
ve and my viewer request the dress details, Prok&#39;s asset service recogn=
ises me as the copyleftists that i am. It refuses to serve the asset detail=
s -and depending on my viewers behaviour i might get to view two girls in s=
exy underwear -or wearing even less- instead of party dresses. From a consi=
stency point of view this is a highly undesirable situation, it breaks imme=
rsion, and depending on the circumstances might also be embarrassing to the=
 people involved.=A0</div>

<div><br></div><div>The key question is if we want to allow this situation =
to arise within VWRAP compliant worlds.</div><div>I would like to argue tha=
t the region *should* get the capability to fetch all details. In other wor=
ds, Prokofy would have to give up some control over the asset in case he al=
lows it to be used by my region. Note that this does not mean that the regi=
on *has* to proxy the asset, just that in case the asset service refuses to=
 serve a client it does not like, the region can insist on delivery =A0base=
d on the capability it originally got. If that fails Proks asset service ca=
n not be called VWRAP compliant. =A0</div>

<div><br></div><div>If Prokofy does not want to relinquish =A0that level of=
 control, fine, it is his right not to, but in that case the dresses should=
 not be allowed to get into my region in the first place. =A0If people visi=
t my region and find themselves naked in the eyes of some others *I* will g=
et the blame. =A0As Morgaine says, the technical details of my innocence wi=
ll not convince the general public. So I want methods to prevent breaking m=
y highly emergent world as much as possible.=A0</div>

<div>My proposal would be that the whatever the region gets MUST be guarant=
eed by protocol to be delivered to =A0anybody within the region requesting =
it. If the asset service does not want to serve a cryptocomunist copyleftis=
t, fine, but IF it has given the region a capability, it MUST serve the ful=
l asset to be VWRAP compliant. Its *my* choice as a region deployer to down=
load the full asset to be able to guarantee region consistency if I want to=
. I will try to avoid that as much as possible, but if my customers complai=
n, i will be forces to start doing this for certain asset services that i k=
now show discriminatory behaviour against for instance copyleftist.=A0</div=
>

<div><br></div><div>Finally Morgaine, you keep hammering on the fact that p=
roxying by the region does not scale. (I tend to disagree, but that is besi=
de the point here). I do agree the asset should not be needlessly transfere=
d, but i strongly feel we must insist in the protocol on transferring the *=
rights* to view the asset. If that leads to to the region not getting the a=
sset at all, so be it, it can warn visitors that their assets will not be v=
isible and even offer to serve simple replacements (1). This in turn will e=
ncourage the end users to avoid this type of asset service, and Prokofy wil=
l go out of business, as should be the case given the behaviour of the serv=
ice. And if he pulls it off, thats fine with me also, as long as i do not h=
ave to suffer from it due to lack of rigour in the protocol specs. =A0</div=
>

<div><br></div><div>So, in summary, I very well see that there is no way to=
 enforce consistent serving behaviour but it should at least be clear that =
it is non-standard and not conform the protocol. The way I am understanding=
 you now, your argument seems to be just one step to far in the direction o=
f anarchy.</div>

<div>Or am i misreading you?</div><div><br></div><div>--Vaughn</div><div><b=
r></div><div><br></div><div>(1) I just realise that the region might cheat =
and advertise its own asset brands claiming the competitions assets =A0coul=
d not be rendered... Oh well, one might hope that if there is enough choice=
 in worlds such regions will be forced =A0out of business as well.=A0</div>
<div><div></div><div class=3D"h5">
<br><div class=3D"gmail_quote">On Sat, Apr 2, 2011 at 7:31 AM, Morgaine <sp=
an dir=3D"ltr">&lt;<a href=3D"mailto:morgaine.dinova@googlemail.com" target=
=3D"_blank">morgaine.dinova@googlemail.com</a>&gt;</span> wrote:<br><blockq=
uote class=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt 0.8ex; border-left:=
 1px solid rgb(204, 204, 204); padding-left: 1ex;">

Further to my last post, it&#39;s worth noting that if you find that you su=
ffer poor quality behavior from a particular asset service and it is breaki=
ng the consistency of your simulation, with hash-based item addressing you =
can also automatically use an alternative asset service <i><b>in preference=
</b></i> to the one specified in a given URI.<br>


<br>Your client could be configured to attempt the item fetch at a known go=
od quality asset service <b>first</b> (perhaps one that you paid to use bec=
ause of its better service), automatically, and maybe even dynamically depe=
nding on the type of item.<br>


<br>The scheme has a long list of benefits, and overcoming (to some extent)=
 poor quality asset services is just one of them.<br><font color=3D"#888888=
"><br><br>Morgaine.<br><br><br><br><br><br>=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D</font><div>

<div></div><div><br><br><div class=3D"gmail_quote">
On Sat, Apr 2, 2011 at 4:55 AM, Morgaine <span dir=3D"ltr">&lt;<a href=3D"m=
ailto:morgaine.dinova@googlemail.com" target=3D"_blank">morgaine.dinova@goo=
glemail.com</a>&gt;</span> wrote:<br><blockquote class=3D"gmail_quote" styl=
e=3D"margin: 0pt 0pt 0pt 0.8ex; border-left: 1px solid rgb(204, 204, 204); =
padding-left: 1ex;">


Every design choice results in a trade-off, Vaughn, improving one thing at =
the expense of something else.=A0 If every time we offered a service we had=
 to inform its users about the downsides of all the trade-offs we have made=
, they would have an awful lot to read. ;-)<br>



<br>The specific trade-off that you are discussing is no different.=A0 A re=
gion that proxies all content has the &quot;benefit&quot; of acquiring cont=
rol from the asset servers over the items in the region, so that it can ens=
ure that everyone in the region not only obtains the items but obtains the =
<i>same</i> items as everyone else.=A0 That does indeed provide a greater g=
uarantee of consistency than a deployment in which the region only passes a=
sset URIs to clients who then fetch the items from asset services separatel=
y.=A0 As always though, it&#39;s a trade-off, since the proxied design has =
very poor scalability compared to the distributed one.<br>



<br>If we&#39;re going to warn users of the potential for inconsistency in =
the distributed deployment as you suggest, are we also going to warn them o=
f non-scalability in the proxied one?=A0 I really don&#39;t see much merit =
in the idea of warning about design choices.=A0 Many such choices are techn=
ical, and the issues are quite likely to be of little interest to non-techn=
ical users anyway.=A0 In any case, the better services are likely to provid=
e such information in their online documentation, I would guess.<br>



<br>You mentioned users &quot;voting with their feet&quot; or choosing to a=
ccept the risk of inconsistency.=A0 Well that will happen anyway, when serv=
ices fail and users get annoyed.=A0 If some asset services refuse to send t=
he requested items to some users, those services will get a bad reputation =
and people will choose different asset services instead.=A0 Likewise, if a =
world service proxies everything and so it can&#39;t handle a large number =
of assets or of people, users will get annoyed at the lag and will go elsew=
here.=A0 This user evaluation and &quot;voting with their feet&quot; happen=
s already with online services all over the Internet, and I am sure that th=
is human process will continue to work when the services are asset and regi=
on services.<br>



<br>Back in September 2010, I wrote this post which proposes that we use in=
 VWRAP a form of asset addressing that provides massive scalability at the =
same time as a very high degree of resilience -- <a href=3D"http://www.ietf=
.org/mail-archive/web/vwrap/current/msg00463.html" target=3D"_blank">http:/=
/www.ietf.org/mail-archive/web/vwrap/current/msg00463.html</a> .=A0 It is b=
ased on the concept of the URI containing a host part and a hash part, wher=
e the hash is generated (once, at the time of storage to the asset service)=
 using a specified digest algorithm over the content of the asset being ref=
erenced.=A0 You may wish to note that if this design were used, the failure=
 of an asset service to deliver a requested item would result in a failover=
 request for the item to one or more backup services, using the same hash p=
art but with a different host address.<br>



<br>This can go some way towards overcoming the problem that you think migh=
t occur when assets are fetched by clients from asset services directly.=A0=
 Although it won&#39;t help when the missing item is available from only a =
single asset service, it will help in many other cases, and it will compens=
ate for service failures and network outages automatically at the same time=
.<br>



<br>PS. This design for hash-based asset addressing is already being tested=
 by Mojito Sorbet in her experimental world and client.=A0 It would give VW=
RAP-based worlds an improved level of service availability, so I think it s=
hould be a core feature of our protocol.<br>


<font color=3D"#888888">
<br><br>Morgaine.<br><br><br><br><br>=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D</font><div><div></div><div><b=
r><br><div class=3D"gmail_quote">On Fri, Apr 1, 2011 at 11:17 PM, Vaughn De=
luca <span dir=3D"ltr">&lt;<a href=3D"mailto:vaughn.deluca@gmail.com" targe=
t=3D"_blank">vaughn.deluca@gmail.com</a>&gt;</span> wrote:<br>



<blockquote class=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt 0.8ex; borde=
r-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;">This is a questio=
n i discussed with Morgaine off-list a while ago (I<br>
intended to send it to the list but pushed the wrong button...) I<br>
think we need to address this problem, and decide how to deal with it.<br>
<br>
=A0In Davids deployment draft, section 7.3.1.1 an overview is given van<br>
ways to deliver content to the region. One way is only passing a<br>
capability that allows access to (part of) the resource:<br>
<br>
 =A0 =A0 =A0 =A0 =A0 7.3.1.1. =A0Content delivery models<br>
 =A0 =A0 =A0 =A0 =A0 A range of possible represenations can be passed to a =
region for<br>
 =A0 =A0 =A0 =A0 =A0 simulation. [...] The other end of the delivery spectr=
um involves passing<br>
 =A0 =A0 =A0 =A0 =A0 only a URI or capability used to access the rendering<=
br>
information and a<br>
 =A0 =A0 =A0 =A0 =A0 collision mesh,and related data for physical simulatio=
n.<br>
 =A0 =A0 =A0 =A0 =A0 In such a model, the client is responsible for fetchin=
g the additional<br>
 =A0 =A0 =A0 =A0 =A0 information needed to render the item&#39;s visual pre=
sence from a separate<br>
 =A0 =A0 =A0 =A0 =A0 service. =A0This fetch can be done *under the credenti=
als of the end user*<br>
 =A0 =A0 =A0 =A0 =A0 viewing the material [my emphasis--VD] , and divorces =
the<br>
simulation from<br>
 =A0 =A0 =A0 =A0 =A0 the trust chain needed to manage content. =A0Any autom=
ation<br>
is done on a<br>
 =A0 =A0 =A0 =A0 =A0 separate host which the content creator or owner trust=
s,<br>
interacting with the<br>
 =A0 =A0 =A0 =A0 =A0 object through remoted interfaces.<br>
<br>
=A0I can see the need for such a setup, however, i feel we are<br>
unpleasantly close to a situation were the coherence of the simulation<br>
falls apart.<br>
In this deployment pattern the region advertises the presence of the<br>
asset, and *some* clients will be able to get it as expected, while<br>
-based on the arbitrary whims of the asset service- others might not.<br>
<br>
My hope would be that after the asset server provides the region with<br>
the capability to get the asset, it gives up control. That would mean<br>
that if the client finds the inventory server is unwilling to serve<br>
the content - in spire of the region saying it is present-, the client<br>
should be able to turn around ask the *region* for the asset, (and get<br>
is after all).<br>
<br>
=A0If that is not the case, -and there are probably good reasons for the<br=
>
deployment pattern as described- =A0shouldn&#39;t we *warn* clients that th=
e<br>
region might be inconsistent, so the users behind the client can vote<br>
with their feet, (or take the risk)?<br>
<br>
--Vaughn<br>
_______________________________________________<br>
vwrap mailing list<br>
<a href=3D"mailto:vwrap@ietf.org" target=3D"_blank">vwrap@ietf.org</a><br>
<a href=3D"https://www.ietf.org/mailman/listinfo/vwrap" target=3D"_blank">h=
ttps://www.ietf.org/mailman/listinfo/vwrap</a><br>
</blockquote></div><br>
</div></div></blockquote></div><br>
</div></div></blockquote></div><br>
</div></div></blockquote></div><br>

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Subject: Re: [vwrap] [wvrap] Simulation consistency
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Vaughn, A key reason the Metaverse construction  cannot be left to coder=
s and other technologists like yourself alone is  this kind of coervice =
hypothesis, crowbarring a metaphor in service of a  pre-existing agenda.=
 First of all, I don't make  content of any significant amount as an ama=
teur, such as to be concerned  only about "my dresses" and "little dress=
maker genocide" as copyleftist  cynics call it. But I express this conce=
rn on behalf of my rentals  customers who do make content and who are wo=
rried -- and rightly so --  about theft, and most of all, I express this=
 as a *matter of principle*. Second,  the notion that girls travelling t=
o a party at "Vaugh's Immersive  Fabulousness" from "Prokofy's Palm Cafe=
 At the End of the Mind" need not  fear nakedness of Vaughn simply besti=
rs himself, *in good faith*  (always in short supply with metaversal eng=
ineers), to automatically  supply a generic dress or Ruth appearance and=
 outfit in the event that  the server can't fetch the assets for any rea=
son. So that's specious  entirely. Third, if you think customers and the=
ir wants  and inciting their hatred of platform providers who can't rend=
er their  dresses in all their pretty glory are the way to hijack the me=
taverse  for the copyleftist/open source cult agenda, think again. Dress=
 shoppers  can become fiercely loyal patrons of the copyright of their f=
avourite  designers. Fiercely.And they will mount the consumer boycott a=
nd press  campaign to match their ferocity. Fourth, If you have a  world=
 in which copying the dresses off avatars is a function of the  browser =
you let connect to your world, like the copybotting Thugs Lyfe,  merely =
with a mouseclick or two, then you deserve to be ostracized. And  in fac=
t, you and all providers can have a policy about not letting such  TPV v=
iewers connect, as LL does -- and without any pretense that it can  cont=
rol every manifestation. BTW, the Red Zone statistics of 9 million  scan=
s with only 78,000 rogue viewers captured lets us know that this  proble=
m is exaggerated -- and usually by engineers who claim there is no  tech=
nical solution. Fifth, and most relevant, the  metaverse does not have t=
o be built entirely on automatic machines that  only perform rote routin=
es, which are, indeed, only the mechanistic  concretization of human wil=
l and "nothing special". It  can be also constructed of polices and agre=
ements rooted in organic  minds and organic institutions. And that's ok.=
 And that would mean a  basic charter, that could be as historical and e=
pic as the Magna Charter  or as mundane as the Bottle Bill of Rights han=
ging on the wall of your  supermarket. And that charter would spell out =
that platforms that do not  respect copyright *by including the engineer=
ed DRM on creations* and  *by including a TPV policy* do not get the han=
dshake, do not get the  hookup. And that's it. It's not so hard, truly. =
These  treaties can be forged at real-life in-person conventions, just l=
ike  other technical agreements are, including IEEE standards, and they =
can  be forged ultimately in a "scaling" fashion by having templates tha=
t a  server seeking to make a connection with have or not have, not  wit=
hstanding Morgaine's wild and hysterical notions that "nothing" can  be =
trusted on the Internet and trust regimes are all a scam. It's  not abou=
t Prokofy relinquishing control for the sake of his customers'  eye cand=
y. It's about two platforms shaking hands on an established  pre-existin=
g agreement that becomes the metaversal standard -- and a  standard crea=
ted not by a cabal of a few engineers in an obscure IEEF  working group,=
 but open conventions. And please don't  pretend this can't scale. There=
's about 17 and a half virtual worlds out  there at most that really hav=
e any viability and people on them with  stuff that works for the user. =
So they can make a confederation of  standards that does respect the *te=
chnical implementation* of copyright  and intellectual property rights *=
simply because they can*. It's a  matter of political will, and its abse=
nce now is one of blatant  collectivist ideology at work. If you yoursel=
f opt to  break your fabulous immersive world by not putting default dre=
sses on  people in decency, and more to the point, not abiding by a simp=
le  protocol to include DRM as a default with the "export to other grids=
"  box and c/m/t boxes checked, and "TPV policy compliant" then you're t=
he  problem, not Prokofy's fear of crypto communists hiding under the  s=
ervers. You seem to be like all followers of the  California Business Mo=
del (let all uploads first, sell ads, then DMCA  takedowns later) -- and=
 you seem to be willing to wait for your  customers complain. That's not=
 necessary if you're an  ethical provider -- you can make the agreements=
 first. Forcing the issue  by deploying the age-old "analog hole" argume=
nt and whining that you  "must" serve up the view of an asset your custo=
mers "expect" to see or  already "can" see doesn't let you off the hook.=
 There is no reason to be  literalist about it. You can weld c/m/t into =
operability from the  get-go. You can refuse to allow viewers that copyb=
ot. Your resistance to  this is purely ideological. And BTW, if you pers=
ist in  calling people who rightfully and legitimately raise copyright c=
oncerns  and rightly and legitimately point out the copyleftist ideologi=
cal bias  as "paranoid" and "conspiracy theorists" and "fearful of  cryp=
tocommunists" and "McCarthyites" than you're going to go on being  calle=
d the Leninists that you in fact are. Prokofy  =

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<html><div>Vaughn,</div><div>&nbsp;</div><div>A key reason the Metaverse=
 construction  cannot be left to coders and other technologists like you=
rself alone is  this kind of coervice hypothesis, crowbarring a metaphor=
 in service of a  pre-existing agenda.</div><div>&nbsp;</div><div>First =
of all, I don't make  content of any significant amount as an amateur, s=
uch as to be concerned  only about "my dresses" and "little dressmaker g=
enocide" as copyleftist  cynics call it. But I express this concern on b=
ehalf of my rentals  customers who do make content and who are worried -=
- and rightly so --  about theft, and most of all, I express this as a *=
matter of principle*.</div><div>&nbsp;</div><div>Second,  the notion tha=
t girls travelling to a party at "Vaugh's Immersive  Fabulousness" from =
"Prokofy's Palm Cafe At the End of the Mind" need not  fear nakedness of=
 Vaughn simply bestirs himself, *in good faith*  (always in short supply=
 with metaversal engineers), to automatically  supply a generic dress or=
 Ruth appearance and outfit in the event that  the server can't fetch th=
e assets for any reason. So that's specious  entirely.</div><div>&nbsp;<=
/div><div>Third, if you think customers and their wants  and inciting th=
eir hatred of platform providers who can't render their  dresses in all =
their pretty glory are the way to hijack the metaverse  for the copyleft=
ist/open source cult agenda, think again. Dress shoppers  can become fie=
rcely loyal patrons of the copyright of their favourite  designers. Fier=
cely.And they will mount the consumer boycott and press  campaign to mat=
ch their ferocity.</div><div>&nbsp;</div><div>Fourth, If you have a  wor=
ld in which copying the dresses off avatars is a function of the  browse=
r you let connect to your world, like the copybotting Thugs Lyfe,  merel=
y with a mouseclick or two, then you deserve to be ostracized. And  in f=
act, you and all providers can have a policy about not letting such  TPV=
 viewers connect, as LL does -- and without any pretense that it can  co=
ntrol every manifestation. BTW, the Red Zone statistics of 9 million  sc=
ans with only 78,000 rogue viewers captured lets us know that this  prob=
lem is exaggerated -- and usually by engineers who claim there is no  te=
chnical solution.</div><div>&nbsp;</div><div>Fifth, and most relevant, t=
he  metaverse does not have to be built entirely on automatic machines t=
hat  only perform rote routines, which are, indeed, only the mechanistic=
  concretization of human will and "nothing special".</div><div>&nbsp;</=
div><div>It  can be also constructed of polices and agreements rooted in=
 organic  minds and organic institutions. And that's ok. And that would =
mean a  basic charter, that could be as historical and epic as the Magna=
 Charter  or as mundane as the Bottle Bill of Rights hanging on the wall=
 of your  supermarket. And that charter would spell out that platforms t=
hat do not  respect copyright *by including the engineered DRM on creati=
ons* and  *by including a TPV policy* do not get the handshake, do not g=
et the  hookup. And that's it. It's not so hard, truly.</div><div>&nbsp;=
</div><div>These  treaties can be forged at real-life in-person conventi=
ons, just like  other technical agreements are, including IEEE standards=
, and they can  be forged ultimately in a "scaling" fashion by having te=
mplates that a  server seeking to make a connection with have or not hav=
e, not  withstanding Morgaine's wild and hysterical notions that "nothin=
g" can  be trusted on the Internet and trust regimes are all a scam.</di=
v><div>&nbsp;</div><div>It's  not about Prokofy relinquishing control fo=
r the sake of his customers'  eye candy. It's about two platforms shakin=
g hands on an established  pre-existing agreement that becomes the metav=
ersal standard -- and a  standard created not by a cabal of a few engine=
ers in an obscure IEEF  working group, but open conventions.</div><div>&=
nbsp;</div><div>And please don't  pretend this can't scale. There's abou=
t 17 and a half virtual worlds out  there at most that really have any v=
iability and people on them with  stuff that works for the user. So they=
 can make a confederation of  standards that does respect the *technical=
 implementation* of copyright  and intellectual property rights *simply =
because they can*. It's a  matter of political will, and its absence now=
 is one of blatant  collectivist ideology at work.</div><div>&nbsp;</div=
><div>If you yourself opt to  break your fabulous immersive world by not=
 putting default dresses on  people in decency, and more to the point, n=
ot abiding by a simple  protocol to include DRM as a default with the "e=
xport to other grids"  box and c/m/t boxes checked, and "TPV policy comp=
liant" then you're the  problem, not Prokofy's fear of crypto communists=
 hiding under the  servers.</div><div>&nbsp;</div><div>You seem to be li=
ke all followers of the  California Business Model (let all uploads firs=
t, sell ads, then DMCA  takedowns later) -- and you seem to be willing t=
o wait for your  customers complain.</div><div>&nbsp;</div><div>That's n=
ot necessary if you're an  ethical provider -- you can make the agreemen=
ts first. Forcing the issue  by deploying the age-old "analog hole" argu=
ment and whining that you  "must" serve up the view of an asset your cus=
tomers "expect" to see or  already "can" see doesn't let you off the hoo=
k. There is no reason to be  literalist about it. You can weld c/m/t int=
o operability from the  get-go. You can refuse to allow viewers that cop=
ybot. Your resistance to  this is purely ideological.</div><div>&nbsp;</=
div><div>And BTW, if you persist in  calling people who rightfully and l=
egitimately raise copyright concerns  and rightly and legitimately point=
 out the copyleftist ideological bias  as "paranoid" and "conspiracy the=
orists" and "fearful of  cryptocommunists" and "McCarthyites" than you'r=
e going to go on being  called the Leninists that you in fact are.</div>=
<div>&nbsp;</div><div>Prokofy</div><div>&nbsp;</div><div>&nbsp;</div></h=
tml>

<br><br><font SIZE=3D"2" color=3D"#000000">_____________________________=
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ize=3D"3"><b>Groupon&#8482 Official Site</b></font><br><font color=3D"#0=
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city&#39;s best!<br></a><a style=3D"COLOR: #000000" href=3D"http://third=
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Subject: Re: [vwrap] [wvrap] Simulation consistency
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>The problem however is that you are asking the impossible, namely that =
 one party (the region provider) should have policy control over another=
  (the asset service provider).  As David has said on many different  oc=
casions and in various different ways, this attempt at policy export  ju=
st won't work in practice, because each party is "sovereign" over its  o=
wn service, so to speak.  At best you can only recommend or hope for  se=
nsible behavior by all, and if there is a legal relationship between  th=
e parties then presumably the pressure of law can help as well. Just bec=
ause David Levine (if that's who is referenced) has said something is tr=
ue a million times doesn't make it true. He may have a very well-informe=
d opinion, but he knows as well as anyone that when early pioneers have =
achieved things in the Metaverse, like Linden Lab creating a version of =
Second Life to go behind the firewall, it was done by concluding an orga=
nic bilateral agreement with a company, IBM, not by fiddling with techni=
cal set-ups. When talks on interoperability began in San Jose in 2008 at=
 the Virtual Worlds expo, it was in a closed meeting by invitation only =
to have an organic meeting about organic politics, not because some gagg=
le of geeks created some mechanical protocol for a cyberspace bridge. Of=
 course one party can have policy control over another *when both are bo=
und by a higher law*. These sorts of basic notion of the rule of law and=
 the rule of international law are always missing from this discussion d=
ominated by the coarse and tribal rule of code, which is merely the brut=
al manifestation of human will (and is therefore a weapon). In fact, the=
 larger commercial providers and those earliest in the space like Linden=
 Lab will get together and make the necessary "treaties" and eventually =
all these "millions" of little moms and pops (there are actually only 17=
 and a half) will be forced out of business if they refuse to respect co=
pyright. And that will be a good thing, because copyleftism is coercive,=
 and not about freedom for the economy or the creator or the consumer. V=
irtual worlds are not "the Internet" even if they are reached by "the In=
ternet". They have features of real-time interactivity and user-generate=
d content and human relationships that do no pertain on the static, read=
, non-interactive text and image page of the previous Internet iteration=
s. Therefore the "rules" that the pioneers of web 1.0 and even 2.0 keep =
yammering about do not *have* to obtain; indeed, their coerceive collect=
ivization has been a hobble to commerce and destructive of livlihoods. F=
acebook, Twitter, Quora, these all illustrate how the concept of "open" =
-- in the closed notion it has existed in the open source cult -- is not=
 useful and not necessary -- even if technically some open source code i=
s used in these enterprises. A person whose dress is not served will hav=
e every reason to stay on their home world. And stay home they will, unt=
il the other grid shapes up and abides by the right protocols to ensure =
that their favourite dressmaker's dress can be served and seen but not c=
opybotted. Prokofy  =

____________________________________________________________
Groupon.com Official Site
1 huge daily deal on the best stuff to do in your city. Try it today!
http://thirdpartyoffers.juno.com/TGL3141/4d97322fc28c04eac5cst03vuc
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<html><div>&gt;The problem however is that you are asking the impossible=
, namely that  one party (the region provider) should have policy contro=
l over another  (the asset service provider).&nbsp; As David has said on=
 many different  occasions and in various different ways, this attempt a=
t policy export  just won't work in practice, because each party is "sov=
ereign" over its  own service, so to speak.&nbsp; At best you can only r=
ecommend or hope for  sensible behavior by all, and if there is a legal =
relationship between  the parties then presumably the pressure of law ca=
n help as well.</div><div>&nbsp;</div><div>Just because David Levine (if=
 that's who is referenced) has said something is true a million times do=
esn't make it true. He may have a very well-informed opinion, but he kno=
ws as well as anyone that when early pioneers have achieved things in th=
e Metaverse, like Linden Lab creating a version of Second Life to go beh=
ind the firewall, it was done by concluding an organic bilateral agreeme=
nt with a company, IBM, not by fiddling with technical set-ups. When tal=
ks on interoperability began in San Jose in 2008 at the Virtual Worlds e=
xpo, it was in a closed meeting by invitation only to have an organic me=
eting about organic politics, not because some gaggle of geeks created s=
ome mechanical protocol for a cyberspace bridge.</div><div>&nbsp;</div><=
div>Of course one party can have policy control over another *when both =
are bound by a higher law*. These sorts of basic notion of the rule of l=
aw and the rule of international law are always missing from this discus=
sion dominated by the coarse and tribal rule of code, which is merely th=
e brutal manifestation of human will (and is therefore a weapon).</div><=
div>&nbsp;</div><div>In fact, the larger commercial providers and those =
earliest in the space like Linden Lab will get together and make the nec=
essary "treaties" and eventually all these "millions" of little moms and=
 pops (there are actually only 17 and a half) will be forced out of busi=
ness if they refuse to respect copyright. And that will be a good thing,=
 because copyleftism is coercive, and not about freedom for the economy =
or the creator or the consumer.</div><div>&nbsp;</div><div>Virtual world=
s are not "the Internet" even if they are reached by "the Internet". The=
y have features of real-time interactivity and user-generated content an=
d human relationships that do no pertain on the static, read, non-intera=
ctive text and image page of the previous Internet iterations. Therefore=
 the "rules" that the pioneers of web 1.0 and even 2.0 keep yammering ab=
out do not *have* to obtain; indeed, their coerceive collectivization ha=
s been a hobble to commerce and destructive of livlihoods.</div><div>&nb=
sp;</div><div>Facebook, Twitter, Quora, these all illustrate how the con=
cept of "open" -- in the closed notion it has existed in the open source=
 cult -- is not useful and not necessary -- even if technically some ope=
n source code is used in these enterprises.</div><div>&nbsp;</div><div>A=
 person whose dress is not served will have every reason to stay on thei=
r home world. And stay home they will, until the other grid shapes up an=
d abides by the right protocols to ensure that their favourite dressmake=
r's dress can be served and seen but not copybotted.</div><div>&nbsp;</d=
iv><div>Prokofy</div><div>&nbsp;</div><div>&nbsp;</div></html>

<br><br><font SIZE=3D"2" color=3D"#000000">_____________________________=
_______________________________</font><br><a style=3D"TEXT-DECORATION: n=
one" href=3D"http://thirdpartyoffers.juno.com/TGL3142/4d97322fc28c04eac5=
cst03vuc" target=3D_blank><font face=3D"Arial"><font color=3D"#004080" s=
ize=3D"3"><b>Groupon.com Official Site</b></font><br><font color=3D"#000=
000" size=3D"2">1 huge daily deal on the best stuff to do in your city. =
Try it today!<br></a><a style=3D"COLOR: #000000" href=3D"http://thirdpar=
tyoffers.juno.com/TGL3142/4d97322fc28c04eac5cst03vuc" target=3D_blank>Gr=
oupon.com</a></font></font>
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From djshag@hotmail.com  Sat Apr  2 08:01:39 2011
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Subject: Re: [vwrap] [wvrap] Simulation consistency
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Let me put it simple, Linden Lab is not forced to use this protocol at =
ALL and I'm pretty sure as they are a pretty big company with brains, =
they are not going to allow something that=E2=80=99s going to reduce =
security or allow more thief to their grid anytime soon.

This protocol is intended mostly for other Open virtual worlds.  If at a =
point Linden Labs find it an interest in the protocol they might =
implement it. Linden Labs is not working anymore on grid interop for =
some time now, so please stop being afraid by the big bad wolf, cause it =
is not here you are going to find it.=20


From: dyerbrookme@juno.com=20
Sent: Saturday, April 02, 2011 10:12 AM
To: vaughn.deluca@gmail.com=20
Cc: vwrap@ietf.org=20
Subject: Re: [vwrap] [wvrap] Simulation consistency

Vaughn,

A key reason the Metaverse construction cannot be left to coders and =
other technologists like yourself alone is this kind of coervice =
hypothesis, crowbarring a metaphor in service of a pre-existing agenda.

First of all, I don't make content of any significant amount as an =
amateur, such as to be concerned only about "my dresses" and "little =
dressmaker genocide" as copyleftist cynics call it. But I express this =
concern on behalf of my rentals customers who do make content and who =
are worried -- and rightly so -- about theft, and most of all, I express =
this as a *matter of principle*.

Second, the notion that girls travelling to a party at "Vaugh's =
Immersive Fabulousness" from "Prokofy's Palm Cafe At the End of the =
Mind" need not fear nakedness of Vaughn simply bestirs himself, *in good =
faith* (always in short supply with metaversal engineers), to =
automatically supply a generic dress or Ruth appearance and outfit in =
the event that the server can't fetch the assets for any reason. So =
that's specious entirely.

Third, if you think customers and their wants and inciting their hatred =
of platform providers who can't render their dresses in all their pretty =
glory are the way to hijack the metaverse for the copyleftist/open =
source cult agenda, think again. Dress shoppers can become fiercely =
loyal patrons of the copyright of their favourite designers. =
Fiercely.And they will mount the consumer boycott and press campaign to =
match their ferocity.

Fourth, If you have a world in which copying the dresses off avatars is =
a function of the browser you let connect to your world, like the =
copybotting Thugs Lyfe, merely with a mouseclick or two, then you =
deserve to be ostracized. And in fact, you and all providers can have a =
policy about not letting such TPV viewers connect, as LL does -- and =
without any pretense that it can control every manifestation. BTW, the =
Red Zone statistics of 9 million scans with only 78,000 rogue viewers =
captured lets us know that this problem is exaggerated -- and usually by =
engineers who claim there is no technical solution.

Fifth, and most relevant, the metaverse does not have to be built =
entirely on automatic machines that only perform rote routines, which =
are, indeed, only the mechanistic concretization of human will and =
"nothing special".

It can be also constructed of polices and agreements rooted in organic =
minds and organic institutions. And that's ok. And that would mean a =
basic charter, that could be as historical and epic as the Magna Charter =
or as mundane as the Bottle Bill of Rights hanging on the wall of your =
supermarket. And that charter would spell out that platforms that do not =
respect copyright *by including the engineered DRM on creations* and *by =
including a TPV policy* do not get the handshake, do not get the hookup. =
And that's it. It's not so hard, truly.

These treaties can be forged at real-life in-person conventions, just =
like other technical agreements are, including IEEE standards, and they =
can be forged ultimately in a "scaling" fashion by having templates that =
a server seeking to make a connection with have or not have, not =
withstanding Morgaine's wild and hysterical notions that "nothing" can =
be trusted on the Internet and trust regimes are all a scam.

It's not about Prokofy relinquishing control for the sake of his =
customers' eye candy. It's about two platforms shaking hands on an =
established pre-existing agreement that becomes the metaversal standard =
-- and a standard created not by a cabal of a few engineers in an =
obscure IEEF working group, but open conventions.

And please don't pretend this can't scale. There's about 17 and a half =
virtual worlds out there at most that really have any viability and =
people on them with stuff that works for the user. So they can make a =
confederation of standards that does respect the *technical =
implementation* of copyright and intellectual property rights *simply =
because they can*. It's a matter of political will, and its absence now =
is one of blatant collectivist ideology at work.

If you yourself opt to break your fabulous immersive world by not =
putting default dresses on people in decency, and more to the point, not =
abiding by a simple protocol to include DRM as a default with the =
"export to other grids" box and c/m/t boxes checked, and "TPV policy =
compliant" then you're the problem, not Prokofy's fear of crypto =
communists hiding under the servers.

You seem to be like all followers of the California Business Model (let =
all uploads first, sell ads, then DMCA takedowns later) -- and you seem =
to be willing to wait for your customers complain.

That's not necessary if you're an ethical provider -- you can make the =
agreements first. Forcing the issue by deploying the age-old "analog =
hole" argument and whining that you "must" serve up the view of an asset =
your customers "expect" to see or already "can" see doesn't let you off =
the hook. There is no reason to be literalist about it. You can weld =
c/m/t into operability from the get-go. You can refuse to allow viewers =
that copybot. Your resistance to this is purely ideological.

And BTW, if you persist in calling people who rightfully and =
legitimately raise copyright concerns and rightly and legitimately point =
out the copyleftist ideological bias as "paranoid" and "conspiracy =
theorists" and "fearful of cryptocommunists" and "McCarthyites" than =
you're going to go on being called the Leninists that you in fact are.

Prokofy




____________________________________________________________
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1 ridiculously huge coupon a day. Get 50-90% off your city's best!
Groupon.com=20


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	charset="utf-8"
Content-Transfer-Encoding: quoted-printable

<HTML><HEAD></HEAD>
<BODY dir=3Dltr>
<DIV dir=3Dltr>
<DIV style=3D"FONT-FAMILY: 'Calibri'; COLOR: #000000; FONT-SIZE: 12pt">
<DIV>Let me put it simple, Linden Lab is not forced to use this protocol =
at ALL=20
and I'm pretty sure as they are a pretty big company with brains, they =
are not=20
going to allow something that=E2=80=99s going to reduce security or =
allow more thief to=20
their grid anytime soon.</DIV>
<DIV>&nbsp;</DIV>
<DIV>This protocol is intended mostly for other Open virtual =
worlds.&nbsp; If at=20
a point Linden Labs find it an interest in the protocol they might =
implement it.=20
Linden Labs is not working anymore on grid interop for some time now, so =
please=20
stop being afraid by the big bad wolf, cause it is not here you are =
going to=20
find it. </DIV>
<DIV>&nbsp;</DIV>
<DIV=20
style=3D"FONT-STYLE: normal; DISPLAY: inline; FONT-FAMILY: 'Calibri'; =
COLOR: #000000; FONT-SIZE: small; FONT-WEIGHT: normal; TEXT-DECORATION: =
none">
<DIV style=3D"FONT: 10pt tahoma">
<DIV>&nbsp;</DIV>
<DIV style=3D"BACKGROUND: #f5f5f5">
<DIV style=3D"font-color: black"><B>From:</B> <A =
title=3Ddyerbrookme@juno.com=20
href=3D"mailto:dyerbrookme@juno.com">dyerbrookme@juno.com</A> </DIV>
<DIV><B>Sent:</B> Saturday, April 02, 2011 10:12 AM</DIV>
<DIV><B>To:</B> <A title=3Dvaughn.deluca@gmail.com=20
href=3D"mailto:vaughn.deluca@gmail.com">vaughn.deluca@gmail.com</A> =
</DIV>
<DIV><B>Cc:</B> <A title=3Dvwrap@ietf.org=20
href=3D"mailto:vwrap@ietf.org">vwrap@ietf.org</A> </DIV>
<DIV><B>Subject:</B> Re: [vwrap] [wvrap] Simulation=20
consistency</DIV></DIV></DIV>
<DIV>&nbsp;</DIV></DIV>
<DIV=20
style=3D"FONT-STYLE: normal; DISPLAY: inline; FONT-FAMILY: 'Calibri'; =
COLOR: #000000; FONT-SIZE: small; FONT-WEIGHT: normal; TEXT-DECORATION: =
none">
<DIV>Vaughn,</DIV>
<DIV>&nbsp;</DIV>
<DIV>A key reason the Metaverse construction cannot be left to coders =
and other=20
technologists like yourself alone is this kind of coervice hypothesis,=20
crowbarring a metaphor in service of a pre-existing agenda.</DIV>
<DIV>&nbsp;</DIV>
<DIV>First of all, I don't make content of any significant amount as an =
amateur,=20
such as to be concerned only about "my dresses" and "little dressmaker =
genocide"=20
as copyleftist cynics call it. But I express this concern on behalf of =
my=20
rentals customers who do make content and who are worried -- and rightly =
so --=20
about theft, and most of all, I express this as a *matter of =
principle*.</DIV>
<DIV>&nbsp;</DIV>
<DIV>Second, the notion that girls travelling to a party at "Vaugh's =
Immersive=20
Fabulousness" from "Prokofy's Palm Cafe At the End of the Mind" need not =
fear=20
nakedness of Vaughn simply bestirs himself, *in good faith* (always in =
short=20
supply with metaversal engineers), to automatically supply a generic =
dress or=20
Ruth appearance and outfit in the event that the server can't fetch the =
assets=20
for any reason. So that's specious entirely.</DIV>
<DIV>&nbsp;</DIV>
<DIV>Third, if you think customers and their wants and inciting their =
hatred of=20
platform providers who can't render their dresses in all their pretty =
glory are=20
the way to hijack the metaverse for the copyleftist/open source cult =
agenda,=20
think again. Dress shoppers can become fiercely loyal patrons of the =
copyright=20
of their favourite designers. Fiercely.And they will mount the consumer =
boycott=20
and press campaign to match their ferocity.</DIV>
<DIV>&nbsp;</DIV>
<DIV>Fourth, If you have a world in which copying the dresses off =
avatars is a=20
function of the browser you let connect to your world, like the =
copybotting=20
Thugs Lyfe, merely with a mouseclick or two, then you deserve to be =
ostracized.=20
And in fact, you and all providers can have a policy about not letting =
such TPV=20
viewers connect, as LL does -- and without any pretense that it can =
control=20
every manifestation. BTW, the Red Zone statistics of 9 million scans =
with only=20
78,000 rogue viewers captured lets us know that this problem is =
exaggerated --=20
and usually by engineers who claim there is no technical solution.</DIV>
<DIV>&nbsp;</DIV>
<DIV>Fifth, and most relevant, the metaverse does not have to be built =
entirely=20
on automatic machines that only perform rote routines, which are, =
indeed, only=20
the mechanistic concretization of human will and "nothing =
special".</DIV>
<DIV>&nbsp;</DIV>
<DIV>It can be also constructed of polices and agreements rooted in =
organic=20
minds and organic institutions. And that's ok. And that would mean a =
basic=20
charter, that could be as historical and epic as the Magna Charter or as =
mundane=20
as the Bottle Bill of Rights hanging on the wall of your supermarket. =
And that=20
charter would spell out that platforms that do not respect copyright *by =

including the engineered DRM on creations* and *by including a TPV =
policy* do=20
not get the handshake, do not get the hookup. And that's it. It's not so =
hard,=20
truly.</DIV>
<DIV>&nbsp;</DIV>
<DIV>These treaties can be forged at real-life in-person conventions, =
just like=20
other technical agreements are, including IEEE standards, and they can =
be forged=20
ultimately in a "scaling" fashion by having templates that a server =
seeking to=20
make a connection with have or not have, not withstanding Morgaine's =
wild and=20
hysterical notions that "nothing" can be trusted on the Internet and =
trust=20
regimes are all a scam.</DIV>
<DIV>&nbsp;</DIV>
<DIV>It's not about Prokofy relinquishing control for the sake of his =
customers'=20
eye candy. It's about two platforms shaking hands on an established =
pre-existing=20
agreement that becomes the metaversal standard -- and a standard created =
not by=20
a cabal of a few engineers in an obscure IEEF working group, but open=20
conventions.</DIV>
<DIV>&nbsp;</DIV>
<DIV>And please don't pretend this can't scale. There's about 17 and a =
half=20
virtual worlds out there at most that really have any viability and =
people on=20
them with stuff that works for the user. So they can make a =
confederation of=20
standards that does respect the *technical implementation* of copyright =
and=20
intellectual property rights *simply because they can*. It's a matter of =

political will, and its absence now is one of blatant collectivist =
ideology at=20
work.</DIV>
<DIV>&nbsp;</DIV>
<DIV>If you yourself opt to break your fabulous immersive world by not =
putting=20
default dresses on people in decency, and more to the point, not abiding =
by a=20
simple protocol to include DRM as a default with the "export to other =
grids" box=20
and c/m/t boxes checked, and "TPV policy compliant" then you're the =
problem, not=20
Prokofy's fear of crypto communists hiding under the servers.</DIV>
<DIV>&nbsp;</DIV>
<DIV>You seem to be like all followers of the California Business Model =
(let all=20
uploads first, sell ads, then DMCA takedowns later) -- and you seem to =
be=20
willing to wait for your customers complain.</DIV>
<DIV>&nbsp;</DIV>
<DIV>That's not necessary if you're an ethical provider -- you can make =
the=20
agreements first. Forcing the issue by deploying the age-old "analog =
hole"=20
argument and whining that you "must" serve up the view of an asset your=20
customers "expect" to see or already "can" see doesn't let you off the =
hook.=20
There is no reason to be literalist about it. You can weld c/m/t into=20
operability from the get-go. You can refuse to allow viewers that =
copybot. Your=20
resistance to this is purely ideological.</DIV>
<DIV>&nbsp;</DIV>
<DIV>And BTW, if you persist in calling people who rightfully and =
legitimately=20
raise copyright concerns and rightly and legitimately point out the =
copyleftist=20
ideological bias as "paranoid" and "conspiracy theorists" and "fearful =
of=20
cryptocommunists" and "McCarthyites" than you're going to go on being =
called the=20
Leninists that you in fact are.</DIV>
<DIV>&nbsp;</DIV>
<DIV>Prokofy</DIV>
<DIV>&nbsp;</DIV>
<DIV>&nbsp;</DIV><BR><BR><FONT color=3D#000000=20
size=3D2>____________________________________________________________</FO=
NT><BR><A=20
style=3D"TEXT-DECORATION: none"=20
href=3D"http://thirdpartyoffers.juno.com/TGL3142/4d972f1545e6f4f6811st04v=
uc"=20
target=3D_blank><FONT face=3DArial><FONT color=3D#004080 =
size=3D3><B>Groupon=E2=84=A2 Official=20
Site</B></FONT><BR><FONT color=3D#000000 size=3D2>1 ridiculously huge =
coupon a day.=20
Get 50-90% off your city's best!<BR></A><A style=3D"COLOR: #000000"=20
href=3D"http://thirdpartyoffers.juno.com/TGL3142/4d972f1545e6f4f6811st04v=
uc"=20
target=3D_blank>Groupon.com</A></FONT></FONT>=20
<P>
<HR>
_______________________________________________<BR>vwrap mailing=20
list<BR>vwrap@ietf.org<BR>https://www.ietf.org/mailman/listinfo/vwrap<BR>=
</DIV></DIV></DIV></BODY></HTML>

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From morgaine.dinova@googlemail.com  Sat Apr  2 08:08:12 2011
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Vaughn, I left your final (and very important) point for the end of my
response, and then I fired off my email without addressing it ...  Sorry. :P

On Sat, Apr 2, 2011 at 11:26 AM, Vaughn Deluca <vaughn.deluca@gmail.com>wrote:

>  So I want methods to prevent breaking my highly emergent world as much as
> possible.
>


Yes indeed!!!

You have a perfectly reasonable requirement for the service that you want to
operate, and you need some means of meeting it.  I agree with that
wholeheartedly.  I only begin to disagree when you hint that your
requirement must be imposed on everyone, whether they want it or not.  That
I cannot support, and I expect that you did not mean it that way anyway.
After all, some of my requirements are probably not of interest to you
either, and you would not wish me to impose them on you.  It cuts both ways.

So, how can we enable you to offer a service with many 9's of simulation
consistency, without imposing that requirement on those who prefer a
different trade-off?  You hinted at the solution yourself, so I'll merely
elaborate on it.  You wrote:



I would like to argue that the region *should* get the capability to fetch
> all details. [...]  Note that this does not mean that the region *has* to
> proxy the asset, just that in case the asset service refuses to serve a
> client it does not like, the region can insist on delivery  based on the
> capability it originally got.
>



Perfect.  All you need then is an optional query in the protocol that allows
a region to ask each asset service referenced by assets carried by newly
arriving avatars the following question:

QUERY: "*Do I have your permission to fetch from your asset service the
assets normally reserved for client fetches, and to distribute these assets
to clients directly in the (unexpected) event that I want to?*"


That easily maps to an optional capability request of course.  If the asset
service answers "No" to you, then you can deny the incoming avatar entry to
your region, returning a status that indicates

RESPONSE: "*Asset service X referenced by asset Y does not meet the
re-distribution requirement requested for entry to region Z*".


Your requirement is then satisfied (I believe) without imposing that
requirement on a region operator who does not need it because they desire a
different trade-off.  Those who don't have your requirement simply won't
request the capability.

For example, it would be pointless to even ask an asset service founded
entirely around Creative Commons assets that question, since all CC content
is perpetually and non-revocably redistributable by anyone and to anyone.
By not issuing the query we can save ourselves the round-trip time and allow
faster entry to the region.

Would something like that get the nod from you?


PS. You need to note that when an asset service answers "Yes" to your query,
this does not mean that it will necessarily honor its promise when you
actually attempt to fetch items.  David's very important point about
independent parties not having control over each other applies here.  You
can at most hope that it will behave well, and perhaps test the promise by
fetching something.  However, if you truly want as many 9's of consistency
as is obtainable then you will have to fetch all the assets yourself prior
to allowing entry to the avatar, and that would be a dreadful overhead.
Most people will probably settle for "*best effort*" approaches, which are
quite likely to succeed.


Morgaine.





=====================

On Sat, Apr 2, 2011 at 11:26 AM, Vaughn Deluca <vaughn.deluca@gmail.com>wrote:

> Morgaine, Meadhbh,
>
> Thanks for the answers, but i see that i have not been clear enough.
> I think the protocol should demand certain things to prevent the
>  deterioration of the simulation to an unacceptable level. We need to be
> more precise to prevent problems and i think we can.
>
> I was arguing from the perspecive of a region service without making that
> explicit. Note i was *not* advocating the region proxies everything, just
> that it lives up to its promises about object presence. Also note that i do
>  *not* always have the option to pick another high quality asset service,
> since I normally do not own the assets. I will use Prokofy as an example
> just for the fun of it.  He is highly worried about content theft, so (in
> the unlikely case he wants to start selling stuff outside of SL) he might
> use this deployment pattern.  Assume he sells wonderful sexy dresses to two
> customers, that can only be fetched from his own asset service for
> rendering. Both customers go off to "Vaughns highly immersive world" were a
> party is given.  My region receives some physics properties of the dresses
> for simulation and an address of Proks asset service for high-res details
> and textures. In this case the region does not even get the capability to
> fetch the assets, just a link to the asset service and its up to viewer to
> request the details and show credentials to get them. The two girls meet,
> both their viewers request the details of the other dress, and Proks asset
> service grants those requests. They girls admire their dresses and
> compliment each other with their good taste. Now when i arrive and my viewer
> request the dress details, Prok's asset service recognises me as the
> copyleftists that i am. It refuses to serve the asset details -and depending
> on my viewers behaviour i might get to view two girls in sexy underwear -or
> wearing even less- instead of party dresses. From a consistency point of
> view this is a highly undesirable situation, it breaks immersion, and
> depending on the circumstances might also be embarrassing to the people
> involved.
>
> The key question is if we want to allow this situation to arise within
> VWRAP compliant worlds.
> I would like to argue that the region *should* get the capability to fetch
> all details. In other words, Prokofy would have to give up some control over
> the asset in case he allows it to be used by my region. Note that this does
> not mean that the region *has* to proxy the asset, just that in case the
> asset service refuses to serve a client it does not like, the region can
> insist on delivery  based on the capability it originally got. If that fails
> Proks asset service can not be called VWRAP compliant.
>
> If Prokofy does not want to relinquish  that level of control, fine, it is
> his right not to, but in that case the dresses should not be allowed to get
> into my region in the first place.  If people visit my region and find
> themselves naked in the eyes of some others *I* will get the blame.  As
> Morgaine says, the technical details of my innocence will not convince the
> general public. So I want methods to prevent breaking my highly emergent
> world as much as possible.
> My proposal would be that the whatever the region gets MUST be guaranteed
> by protocol to be delivered to  anybody within the region requesting it. If
> the asset service does not want to serve a cryptocomunist copyleftist, fine,
> but IF it has given the region a capability, it MUST serve the full asset to
> be VWRAP compliant. Its *my* choice as a region deployer to download the
> full asset to be able to guarantee region consistency if I want to. I will
> try to avoid that as much as possible, but if my customers complain, i will
> be forces to start doing this for certain asset services that i know show
> discriminatory behaviour against for instance copyleftist.
>
> Finally Morgaine, you keep hammering on the fact that proxying by the
> region does not scale. (I tend to disagree, but that is beside the point
> here). I do agree the asset should not be needlessly transfered, but i
> strongly feel we must insist in the protocol on transferring the *rights* to
> view the asset. If that leads to to the region not getting the asset at all,
> so be it, it can warn visitors that their assets will not be visible and
> even offer to serve simple replacements (1). This in turn will encourage the
> end users to avoid this type of asset service, and Prokofy will go out of
> business, as should be the case given the behaviour of the service. And if
> he pulls it off, thats fine with me also, as long as i do not have to suffer
> from it due to lack of rigour in the protocol specs.
>
> So, in summary, I very well see that there is no way to enforce consistent
> serving behaviour but it should at least be clear that it is non-standard
> and not conform the protocol. The way I am understanding you now, your
> argument seems to be just one step to far in the direction of anarchy.
> Or am i misreading you?
>
> --Vaughn
>
>
> (1) I just realise that the region might cheat and advertise its own asset
> brands claiming the competitions assets  could not be rendered... Oh well,
> one might hope that if there is enough choice in worlds such regions will be
> forced  out of business as well.
>
> On Sat, Apr 2, 2011 at 7:31 AM, Morgaine <morgaine.dinova@googlemail.com>wrote:
>
>> Further to my last post, it's worth noting that if you find that you
>> suffer poor quality behavior from a particular asset service and it is
>> breaking the consistency of your simulation, with hash-based item addressing
>> you can also automatically use an alternative asset service *in
>> preference* to the one specified in a given URI.
>>
>> Your client could be configured to attempt the item fetch at a known good
>> quality asset service *first* (perhaps one that you paid to use because
>> of its better service), automatically, and maybe even dynamically depending
>> on the type of item.
>>
>> The scheme has a long list of benefits, and overcoming (to some extent)
>> poor quality asset services is just one of them.
>>
>>
>> Morgaine.
>>
>>
>>
>>
>>
>> ===================
>>
>>
>> On Sat, Apr 2, 2011 at 4:55 AM, Morgaine <morgaine.dinova@googlemail.com>wrote:
>>
>>> Every design choice results in a trade-off, Vaughn, improving one thing
>>> at the expense of something else.  If every time we offered a service we had
>>> to inform its users about the downsides of all the trade-offs we have made,
>>> they would have an awful lot to read. ;-)
>>>
>>> The specific trade-off that you are discussing is no different.  A region
>>> that proxies all content has the "benefit" of acquiring control from the
>>> asset servers over the items in the region, so that it can ensure that
>>> everyone in the region not only obtains the items but obtains the *same*items as everyone else.  That does indeed provide a greater guarantee of
>>> consistency than a deployment in which the region only passes asset URIs to
>>> clients who then fetch the items from asset services separately.  As always
>>> though, it's a trade-off, since the proxied design has very poor scalability
>>> compared to the distributed one.
>>>
>>> If we're going to warn users of the potential for inconsistency in the
>>> distributed deployment as you suggest, are we also going to warn them of
>>> non-scalability in the proxied one?  I really don't see much merit in the
>>> idea of warning about design choices.  Many such choices are technical, and
>>> the issues are quite likely to be of little interest to non-technical users
>>> anyway.  In any case, the better services are likely to provide such
>>> information in their online documentation, I would guess.
>>>
>>> You mentioned users "voting with their feet" or choosing to accept the
>>> risk of inconsistency.  Well that will happen anyway, when services fail and
>>> users get annoyed.  If some asset services refuse to send the requested
>>> items to some users, those services will get a bad reputation and people
>>> will choose different asset services instead.  Likewise, if a world service
>>> proxies everything and so it can't handle a large number of assets or of
>>> people, users will get annoyed at the lag and will go elsewhere.  This user
>>> evaluation and "voting with their feet" happens already with online services
>>> all over the Internet, and I am sure that this human process will continue
>>> to work when the services are asset and region services.
>>>
>>> Back in September 2010, I wrote this post which proposes that we use in
>>> VWRAP a form of asset addressing that provides massive scalability at the
>>> same time as a very high degree of resilience --
>>> http://www.ietf.org/mail-archive/web/vwrap/current/msg00463.html .  It
>>> is based on the concept of the URI containing a host part and a hash part,
>>> where the hash is generated (once, at the time of storage to the asset
>>> service) using a specified digest algorithm over the content of the asset
>>> being referenced.  You may wish to note that if this design were used, the
>>> failure of an asset service to deliver a requested item would result in a
>>> failover request for the item to one or more backup services, using the same
>>> hash part but with a different host address.
>>>
>>> This can go some way towards overcoming the problem that you think might
>>> occur when assets are fetched by clients from asset services directly.
>>> Although it won't help when the missing item is available from only a single
>>> asset service, it will help in many other cases, and it will compensate for
>>> service failures and network outages automatically at the same time.
>>>
>>> PS. This design for hash-based asset addressing is already being tested
>>> by Mojito Sorbet in her experimental world and client.  It would give
>>> VWRAP-based worlds an improved level of service availability, so I think it
>>> should be a core feature of our protocol.
>>>
>>>
>>> Morgaine.
>>>
>>>
>>>
>>>
>>> ===========================
>>>
>>>
>>> On Fri, Apr 1, 2011 at 11:17 PM, Vaughn Deluca <vaughn.deluca@gmail.com>wrote:
>>>
>>>> This is a question i discussed with Morgaine off-list a while ago (I
>>>> intended to send it to the list but pushed the wrong button...) I
>>>> think we need to address this problem, and decide how to deal with it.
>>>>
>>>>  In Davids deployment draft, section 7.3.1.1 an overview is given van
>>>> ways to deliver content to the region. One way is only passing a
>>>> capability that allows access to (part of) the resource:
>>>>
>>>>           7.3.1.1.  Content delivery models
>>>>           A range of possible represenations can be passed to a region
>>>> for
>>>>           simulation. [...] The other end of the delivery spectrum
>>>> involves passing
>>>>           only a URI or capability used to access the rendering
>>>> information and a
>>>>           collision mesh,and related data for physical simulation.
>>>>           In such a model, the client is responsible for fetching the
>>>> additional
>>>>           information needed to render the item's visual presence from a
>>>> separate
>>>>           service.  This fetch can be done *under the credentials of the
>>>> end user*
>>>>           viewing the material [my emphasis--VD] , and divorces the
>>>> simulation from
>>>>           the trust chain needed to manage content.  Any automation
>>>> is done on a
>>>>           separate host which the content creator or owner trusts,
>>>> interacting with the
>>>>           object through remoted interfaces.
>>>>
>>>>  I can see the need for such a setup, however, i feel we are
>>>> unpleasantly close to a situation were the coherence of the simulation
>>>> falls apart.
>>>> In this deployment pattern the region advertises the presence of the
>>>> asset, and *some* clients will be able to get it as expected, while
>>>> -based on the arbitrary whims of the asset service- others might not.
>>>>
>>>> My hope would be that after the asset server provides the region with
>>>> the capability to get the asset, it gives up control. That would mean
>>>> that if the client finds the inventory server is unwilling to serve
>>>> the content - in spire of the region saying it is present-, the client
>>>> should be able to turn around ask the *region* for the asset, (and get
>>>> is after all).
>>>>
>>>>  If that is not the case, -and there are probably good reasons for the
>>>> deployment pattern as described-  shouldn't we *warn* clients that the
>>>> region might be inconsistent, so the users behind the client can vote
>>>> with their feet, (or take the risk)?
>>>>
>>>> --Vaughn
>>>> _______________________________________________
>>>> vwrap mailing list
>>>> vwrap@ietf.org
>>>> https://www.ietf.org/mailman/listinfo/vwrap
>>>>
>>>
>>>
>>
>

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Content-Transfer-Encoding: quoted-printable

Vaughn, I left your final (and very important) point for the end of my resp=
onse, and then I fired off my email without addressing it ...=A0 Sorry. :P<=
br><br>On Sat, Apr 2, 2011 at 11:26 AM, Vaughn Deluca <span dir=3D"ltr">&lt=
;<a href=3D"mailto:vaughn.deluca@gmail.com">vaughn.deluca@gmail.com</a>&gt;=
</span> wrote:<br>
<blockquote class=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt 0.8ex; borde=
r-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;"><div>=A0So I want=
 methods=20
to prevent breaking my highly emergent world as much as possible. <br></div=
></blockquote><br><br>Yes indeed!!!<br><br>You have a perfectly reasonable =
requirement for the service that you want to operate, and you need some mea=
ns of meeting it.=A0 I agree with that wholeheartedly.=A0 I only begin to d=
isagree when you hint that your requirement must be imposed on everyone, wh=
ether they want it or not.=A0 That I cannot support, and I expect that you =
did not mean it that way anyway.=A0 After all, some of my requirements are =
probably not of interest to you either, and you would not wish me to impose=
 them on you.=A0 It cuts both ways.<br>
<br>So, how can we enable you to offer a service with many 9&#39;s of simul=
ation consistency, without imposing that requirement on those who prefer a =
different trade-off?=A0 You hinted at the solution yourself, so I&#39;ll me=
rely elaborate on it.=A0 You wrote:<br>
<br><br><br><blockquote class=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt =
0.8ex; border-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;"><div>=
I
 would like to argue that the region *should* get the capability to=20
fetch all details. [...]=A0=20
Note that this does not mean that the region *has* to proxy the asset,=20
just that in case the asset service refuses to serve a client it does=20
not like, the region can insist on delivery =A0based on the capability it=
=20
originally got.</div></blockquote><br><br><br>Perfect.=A0 All you need then=
 is an optional query in the protocol that allows a region to ask each asse=
t service referenced by assets carried by newly arriving avatars the follow=
ing question:<br>
<br><div style=3D"margin-left: 40px;">QUERY: &quot;<i>Do I have your permis=
sion to fetch from your asset service the assets normally reserved for clie=
nt fetches, and to distribute these assets to clients directly in the (unex=
pected) event that I want to?</i>&quot;<br>
</div><br><br>That easily maps to an optional capability request of course.=
=A0 If the asset service answers &quot;No&quot; to you, then you can deny t=
he incoming avatar entry to your region, returning a status that indicates<=
br>
<br><div style=3D"margin-left: 40px;">RESPONSE: &quot;<b>Asset service X re=
ferenced by asset Y does not meet the re-distribution requirement requested=
 for entry to region Z</b>&quot;.<br></div><br><br>Your requirement is then=
 satisfied (I believe) without imposing that requirement on a region operat=
or who does not need it because they desire a different trade-off.=A0 Those=
 who don&#39;t have your requirement simply won&#39;t request the capabilit=
y.<br>
<br>For example, it would be pointless to even ask an asset service founded=
 entirely around Creative Commons assets that question, since all CC conten=
t is perpetually and non-revocably redistributable by anyone and to anyone.=
=A0 By not issuing the query we can save ourselves the round-trip time and =
allow faster entry to the region.<br>
<br>Would something like that get the nod from you?<br><br><br>PS. You need=
 to note that when an asset service answers &quot;Yes&quot; to your query, =
this does not mean that it will necessarily honor its promise when you actu=
ally attempt to fetch items.=A0 David&#39;s very important point about inde=
pendent parties not having control over each other applies here.=A0 You can=
 at most hope that it will behave well, and perhaps test the promise by fet=
ching something.=A0 However, if you truly want as many 9&#39;s of consisten=
cy as is obtainable then you will have to fetch all the assets yourself pri=
or to allowing entry to the avatar, and that would be a dreadful overhead.=
=A0 Most people will probably settle for &quot;<b>best effort</b>&quot; app=
roaches, which are quite likely to succeed.<br>
<br><br>Morgaine.<br><br><br><br><br><br>=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D<br><br><div class=3D"gmail_quote">On Sat, Ap=
r 2, 2011 at 11:26 AM, Vaughn Deluca <span dir=3D"ltr">&lt;<a href=3D"mailt=
o:vaughn.deluca@gmail.com">vaughn.deluca@gmail.com</a>&gt;</span> wrote:<br=
>
<blockquote class=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt 0.8ex; borde=
r-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;"><div>Morgaine, Me=
adhbh,</div><div><br></div><div>Thanks for the answers, but i see that i ha=
ve not been clear enough.</div>
<div>I think the protocol should demand certain things to prevent the =A0de=
terioration of the simulation to an unacceptable level. We need to be more =
precise to prevent problems and i think we can.</div>
<div><br></div><div>I was arguing from the perspecive of a region service w=
ithout making that explicit. Note i was *not* advocating the region proxies=
 everything, just that it lives up to its promises about object presence. A=
lso note that i do =A0*not* always have the option to pick another high qua=
lity asset service, since I normally do not own the assets. I will use Prok=
ofy as an example just for the fun of it. =A0He is highly worried about con=
tent theft, so (in the unlikely case he wants to start selling stuff outsid=
e of SL) he might use this deployment pattern. =A0Assume he sells wonderful=
 sexy dresses to two customers, that can only be fetched from his own asset=
 service for rendering. Both customers go off to &quot;Vaughns highly immer=
sive world&quot; were a party is given. =A0My region receives some physics =
properties of the dresses for simulation and an address of Proks asset serv=
ice for high-res details and textures. In this case the region does not eve=
n get the capability to fetch the assets, just a link to the asset service =
and its up to viewer to request the details and show credentials to get the=
m. The two girls meet, both their viewers request the details of the other =
dress, and Proks asset service grants those requests. They girls admire the=
ir dresses and compliment each other with their good taste. Now when i arri=
ve and my viewer request the dress details, Prok&#39;s asset service recogn=
ises me as the copyleftists that i am. It refuses to serve the asset detail=
s -and depending on my viewers behaviour i might get to view two girls in s=
exy underwear -or wearing even less- instead of party dresses. From a consi=
stency point of view this is a highly undesirable situation, it breaks imme=
rsion, and depending on the circumstances might also be embarrassing to the=
 people involved.=A0</div>

<div><br></div><div>The key question is if we want to allow this situation =
to arise within VWRAP compliant worlds.</div><div>I would like to argue tha=
t the region *should* get the capability to fetch all details. In other wor=
ds, Prokofy would have to give up some control over the asset in case he al=
lows it to be used by my region. Note that this does not mean that the regi=
on *has* to proxy the asset, just that in case the asset service refuses to=
 serve a client it does not like, the region can insist on delivery =A0base=
d on the capability it originally got. If that fails Proks asset service ca=
n not be called VWRAP compliant. =A0</div>

<div><br></div><div>If Prokofy does not want to relinquish =A0that level of=
 control, fine, it is his right not to, but in that case the dresses should=
 not be allowed to get into my region in the first place. =A0If people visi=
t my region and find themselves naked in the eyes of some others *I* will g=
et the blame. =A0As Morgaine says, the technical details of my innocence wi=
ll not convince the general public. So I want methods to prevent breaking m=
y highly emergent world as much as possible.=A0</div>

<div>My proposal would be that the whatever the region gets MUST be guarant=
eed by protocol to be delivered to =A0anybody within the region requesting =
it. If the asset service does not want to serve a cryptocomunist copyleftis=
t, fine, but IF it has given the region a capability, it MUST serve the ful=
l asset to be VWRAP compliant. Its *my* choice as a region deployer to down=
load the full asset to be able to guarantee region consistency if I want to=
. I will try to avoid that as much as possible, but if my customers complai=
n, i will be forces to start doing this for certain asset services that i k=
now show discriminatory behaviour against for instance copyleftist.=A0</div=
>

<div><br></div><div>Finally Morgaine, you keep hammering on the fact that p=
roxying by the region does not scale. (I tend to disagree, but that is besi=
de the point here). I do agree the asset should not be needlessly transfere=
d, but i strongly feel we must insist in the protocol on transferring the *=
rights* to view the asset. If that leads to to the region not getting the a=
sset at all, so be it, it can warn visitors that their assets will not be v=
isible and even offer to serve simple replacements (1). This in turn will e=
ncourage the end users to avoid this type of asset service, and Prokofy wil=
l go out of business, as should be the case given the behaviour of the serv=
ice. And if he pulls it off, thats fine with me also, as long as i do not h=
ave to suffer from it due to lack of rigour in the protocol specs. =A0</div=
>

<div><br></div><div>So, in summary, I very well see that there is no way to=
 enforce consistent serving behaviour but it should at least be clear that =
it is non-standard and not conform the protocol. The way I am understanding=
 you now, your argument seems to be just one step to far in the direction o=
f anarchy.</div>

<div>Or am i misreading you?</div><div><br></div><div>--Vaughn</div><div><b=
r></div><div><br></div><div>(1) I just realise that the region might cheat =
and advertise its own asset brands claiming the competitions assets =A0coul=
d not be rendered... Oh well, one might hope that if there is enough choice=
 in worlds such regions will be forced =A0out of business as well.=A0</div>
<div><div></div><div class=3D"h5">
<br><div class=3D"gmail_quote">On Sat, Apr 2, 2011 at 7:31 AM, Morgaine <sp=
an dir=3D"ltr">&lt;<a href=3D"mailto:morgaine.dinova@googlemail.com" target=
=3D"_blank">morgaine.dinova@googlemail.com</a>&gt;</span> wrote:<br><blockq=
uote class=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt 0.8ex; border-left:=
 1px solid rgb(204, 204, 204); padding-left: 1ex;">

Further to my last post, it&#39;s worth noting that if you find that you su=
ffer poor quality behavior from a particular asset service and it is breaki=
ng the consistency of your simulation, with hash-based item addressing you =
can also automatically use an alternative asset service <i><b>in preference=
</b></i> to the one specified in a given URI.<br>


<br>Your client could be configured to attempt the item fetch at a known go=
od quality asset service <b>first</b> (perhaps one that you paid to use bec=
ause of its better service), automatically, and maybe even dynamically depe=
nding on the type of item.<br>


<br>The scheme has a long list of benefits, and overcoming (to some extent)=
 poor quality asset services is just one of them.<br><font color=3D"#888888=
"><br><br>Morgaine.<br><br><br><br><br><br>=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D</font><div>

<div></div><div><br><br><div class=3D"gmail_quote">
On Sat, Apr 2, 2011 at 4:55 AM, Morgaine <span dir=3D"ltr">&lt;<a href=3D"m=
ailto:morgaine.dinova@googlemail.com" target=3D"_blank">morgaine.dinova@goo=
glemail.com</a>&gt;</span> wrote:<br><blockquote class=3D"gmail_quote" styl=
e=3D"margin: 0pt 0pt 0pt 0.8ex; border-left: 1px solid rgb(204, 204, 204); =
padding-left: 1ex;">


Every design choice results in a trade-off, Vaughn, improving one thing at =
the expense of something else.=A0 If every time we offered a service we had=
 to inform its users about the downsides of all the trade-offs we have made=
, they would have an awful lot to read. ;-)<br>



<br>The specific trade-off that you are discussing is no different.=A0 A re=
gion that proxies all content has the &quot;benefit&quot; of acquiring cont=
rol from the asset servers over the items in the region, so that it can ens=
ure that everyone in the region not only obtains the items but obtains the =
<i>same</i> items as everyone else.=A0 That does indeed provide a greater g=
uarantee of consistency than a deployment in which the region only passes a=
sset URIs to clients who then fetch the items from asset services separatel=
y.=A0 As always though, it&#39;s a trade-off, since the proxied design has =
very poor scalability compared to the distributed one.<br>



<br>If we&#39;re going to warn users of the potential for inconsistency in =
the distributed deployment as you suggest, are we also going to warn them o=
f non-scalability in the proxied one?=A0 I really don&#39;t see much merit =
in the idea of warning about design choices.=A0 Many such choices are techn=
ical, and the issues are quite likely to be of little interest to non-techn=
ical users anyway.=A0 In any case, the better services are likely to provid=
e such information in their online documentation, I would guess.<br>



<br>You mentioned users &quot;voting with their feet&quot; or choosing to a=
ccept the risk of inconsistency.=A0 Well that will happen anyway, when serv=
ices fail and users get annoyed.=A0 If some asset services refuse to send t=
he requested items to some users, those services will get a bad reputation =
and people will choose different asset services instead.=A0 Likewise, if a =
world service proxies everything and so it can&#39;t handle a large number =
of assets or of people, users will get annoyed at the lag and will go elsew=
here.=A0 This user evaluation and &quot;voting with their feet&quot; happen=
s already with online services all over the Internet, and I am sure that th=
is human process will continue to work when the services are asset and regi=
on services.<br>



<br>Back in September 2010, I wrote this post which proposes that we use in=
 VWRAP a form of asset addressing that provides massive scalability at the =
same time as a very high degree of resilience -- <a href=3D"http://www.ietf=
.org/mail-archive/web/vwrap/current/msg00463.html" target=3D"_blank">http:/=
/www.ietf.org/mail-archive/web/vwrap/current/msg00463.html</a> .=A0 It is b=
ased on the concept of the URI containing a host part and a hash part, wher=
e the hash is generated (once, at the time of storage to the asset service)=
 using a specified digest algorithm over the content of the asset being ref=
erenced.=A0 You may wish to note that if this design were used, the failure=
 of an asset service to deliver a requested item would result in a failover=
 request for the item to one or more backup services, using the same hash p=
art but with a different host address.<br>



<br>This can go some way towards overcoming the problem that you think migh=
t occur when assets are fetched by clients from asset services directly.=A0=
 Although it won&#39;t help when the missing item is available from only a =
single asset service, it will help in many other cases, and it will compens=
ate for service failures and network outages automatically at the same time=
.<br>



<br>PS. This design for hash-based asset addressing is already being tested=
 by Mojito Sorbet in her experimental world and client.=A0 It would give VW=
RAP-based worlds an improved level of service availability, so I think it s=
hould be a core feature of our protocol.<br>


<font color=3D"#888888">
<br><br>Morgaine.<br><br><br><br><br>=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D</font><div><div></div><div><b=
r><br><div class=3D"gmail_quote">On Fri, Apr 1, 2011 at 11:17 PM, Vaughn De=
luca <span dir=3D"ltr">&lt;<a href=3D"mailto:vaughn.deluca@gmail.com" targe=
t=3D"_blank">vaughn.deluca@gmail.com</a>&gt;</span> wrote:<br>



<blockquote class=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt 0.8ex; borde=
r-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;">This is a questio=
n i discussed with Morgaine off-list a while ago (I<br>
intended to send it to the list but pushed the wrong button...) I<br>
think we need to address this problem, and decide how to deal with it.<br>
<br>
=A0In Davids deployment draft, section 7.3.1.1 an overview is given van<br>
ways to deliver content to the region. One way is only passing a<br>
capability that allows access to (part of) the resource:<br>
<br>
 =A0 =A0 =A0 =A0 =A0 7.3.1.1. =A0Content delivery models<br>
 =A0 =A0 =A0 =A0 =A0 A range of possible represenations can be passed to a =
region for<br>
 =A0 =A0 =A0 =A0 =A0 simulation. [...] The other end of the delivery spectr=
um involves passing<br>
 =A0 =A0 =A0 =A0 =A0 only a URI or capability used to access the rendering<=
br>
information and a<br>
 =A0 =A0 =A0 =A0 =A0 collision mesh,and related data for physical simulatio=
n.<br>
 =A0 =A0 =A0 =A0 =A0 In such a model, the client is responsible for fetchin=
g the additional<br>
 =A0 =A0 =A0 =A0 =A0 information needed to render the item&#39;s visual pre=
sence from a separate<br>
 =A0 =A0 =A0 =A0 =A0 service. =A0This fetch can be done *under the credenti=
als of the end user*<br>
 =A0 =A0 =A0 =A0 =A0 viewing the material [my emphasis--VD] , and divorces =
the<br>
simulation from<br>
 =A0 =A0 =A0 =A0 =A0 the trust chain needed to manage content. =A0Any autom=
ation<br>
is done on a<br>
 =A0 =A0 =A0 =A0 =A0 separate host which the content creator or owner trust=
s,<br>
interacting with the<br>
 =A0 =A0 =A0 =A0 =A0 object through remoted interfaces.<br>
<br>
=A0I can see the need for such a setup, however, i feel we are<br>
unpleasantly close to a situation were the coherence of the simulation<br>
falls apart.<br>
In this deployment pattern the region advertises the presence of the<br>
asset, and *some* clients will be able to get it as expected, while<br>
-based on the arbitrary whims of the asset service- others might not.<br>
<br>
My hope would be that after the asset server provides the region with<br>
the capability to get the asset, it gives up control. That would mean<br>
that if the client finds the inventory server is unwilling to serve<br>
the content - in spire of the region saying it is present-, the client<br>
should be able to turn around ask the *region* for the asset, (and get<br>
is after all).<br>
<br>
=A0If that is not the case, -and there are probably good reasons for the<br=
>
deployment pattern as described- =A0shouldn&#39;t we *warn* clients that th=
e<br>
region might be inconsistent, so the users behind the client can vote<br>
with their feet, (or take the risk)?<br>
<br>
--Vaughn<br>
_______________________________________________<br>
vwrap mailing list<br>
<a href=3D"mailto:vwrap@ietf.org" target=3D"_blank">vwrap@ietf.org</a><br>
<a href=3D"https://www.ietf.org/mailman/listinfo/vwrap" target=3D"_blank">h=
ttps://www.ietf.org/mailman/listinfo/vwrap</a><br>
</blockquote></div><br>
</div></div></blockquote></div><br>
</div></div></blockquote></div><br>
</div></div></blockquote></div><br>

--002354470e60f888f0049ff0eac4--

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Date: Sat, 2 Apr 2011 17:19:23 +0200
From: Carlo Wood <carlo@alinoe.com>
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Subject: Re: [vwrap] [wvrap] Simulation consistency
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On Sat, 2 Apr 2011 14:12:59 GMT
"dyerbrookme@juno.com" <dyerbrookme@juno.com> wrote:

> BTW, the Red Zone statistics of 9 million  scans with only 78,000
> rogue viewers captured lets us know that this  problem is exaggerated
> -- and usually by engineers who claim there is no  technical solution.

Just for the record, from a hacker/engineer: there is no technical
solution. It is possible to copy everything (and without being detected
by a "Red Zone" which can only detect rogue viewers that were released
to the public and explicitly make a point of being detectable
in the first place (call that bragging: no fun in releasing a "k3wl"
viewer if others (or even the coder himself) can't see that it is being
used.) So, there is a psychological advantage for the detectors, but
not really a technical one.

Lets concentrate on textures for the moment to explain this.

In order to see an object, or clothing, with the appropriate textures,
those textures have to be downloadable for the viewer. There is nothing
you can do about that short of running the whole viewer server-side
and providing a video. But even in that case it would technically be
possible to rip the textures: they are still visible (ie, you could
make a screenshot of the surface of a wall). I don't consider the
video-broadcast to even be remotely interesting, certainly not from the
viewpoint of VWRAP so lets forget that for the moment and just accept
that it is possible for anyone to store whatever they SEE to their harddisk.

Secondly, if the first creator could upload this texture then so can
the ripper. And don't tell me software exists that can detect if
an uploaded texture "looks like" one of the already existing billion
textures that were uploaded before. If the texture is converted twice,
ie from jpeg2000 to jpg to tga and then uploaded, then you'd need a
human to look at the original and the newly uploaded texture at the
same time to judge that it is MAYBE a copy - which then can only be
proved in court if the original creator can prove that his original
textures are 100% his own and not, for example, downloaded from the
internet somewhere (because in that case the other uploader could
have used the same source).

A real problem, currently in SL, is imho the complete lack of
support for FREE things. The amount of restriction (for people with
honest viewers) is tremendous: if you're not an expert or do not pay
attention for a second, then your creation is not truely free anymore.
Everything defaults to very copyleft unfriendly settings. I'm trying to
get my friends, who are very willing in that regard, to only create
full permission stuff, but it's simply near impossible to keep
something full permission and often we're stuck with something nobody
else can change or edit because the creator forgot to set the bit of
the contents of an object after changing the group etc blah blah...

For example, last a good friend of me wanted my help with making a
large amount of changes on his sim: hunderds of objects had to be
adjusted... He was willing to:
1) Add me to any group necessary.
2) Give me his build rights
3) Transfer any object to me (temporary ownership transfer)
4) Make any adjustments to the objects and the objects contents
   needed to allow me to access what I needed to access.
etc etc

The end result: He had to do it all by himself. It was impossible to
give me enough access to help him (for those who don't believe that,
one of things involved changing the "anyone can move" bit of an
object in the contents of objects: it is not possible to take anything
out of the contents (ie copy it to your inventory) when it's no
transfer, and therefore you can't edit it, even though it's modify
and you get all the rights that the owner can give you).

Sorry, but that is unacceptable; and it CLEARLY shows that something is
missing from the protocol.

Now the above example doesn't show that a free object is not supported,
it only make clear that non-free objects can be very annoying even in
situations where the owner has all the rights to do what he wants to
do. There are many other such examples. Hence, it shows that it is very
annoying that an object is non-free by default at so many levels that
you need an IQ of over 140 to create one and those permissions erode
quickly to non-free. Even the so called "freebies" are non-free by the
way: they are almost always no transfer. Hell, even the default shape
that you can when you create a new account is no transfer, what kind of
insanity is that?!

I think you might find a lot of people, like myself, a lot more willing
to help out with thinking of ways on how to protect property in virtual
worlds when first it is assured that those who want to create things
that are FREE are equally supported as the commercial guys out there.

-- 
Carlo Wood <carlo@alinoe.com>

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From: Dzonatas Sol <dzonatas@gmail.com>
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Subject: Re: [vwrap] [wvrap] Simulation consistency
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Your hash/digest method is similar to basic REST and what I already 
implemented. Icesphere already has implementations and methods and even 
furthers them with burst modes so where there is no worry to have a URI 
for each asset. The URI can specify a list of assets or single asset 
(content varies as such), which can be returned immediately or when each 
is ready for transfer, individually. Uses LLIDL with proposed changes:

Everything is documented here: 
http://wiki.secondlife.com/wiki/User:Dzonatas_Sol/SNOW-375_Resources/Inventory
(Last edited that doc in August 2010 & Icesphere's implementation has 
been used for awhile since then)


Morgaine wrote:
> Back in September 2010, I wrote this post which proposes that we use 
> in VWRAP a form of asset addressing that provides massive scalability 
> at the same time as a very high degree of resilience -- 
> http://www.ietf.org/mail-archive/web/vwrap/current/msg00463.html .� It 
> is based on the concept of the URI containing a host part and a hash 
> part, where the hash is generated (once, at the time of storage to the 
> asset service) using a specified digest algorithm over the content of 
> the asset being referenced.� You may wish to note that if this design 
> were used, the failure of an asset service to deliver a requested item 
> would result in a failover request for the item to one or more backup 
> services, using the same hash part but with a different host address.
>


-- 
--- https://twitter.com/Dzonatas_Sol ---
Web Development, Software Engineering, Virtual Reality, Consultant


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Subject: Re: [vwrap] "Trust Domains", conditioners and refineries
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I almost forgot I did provide a way for "trust" to be actual trust and 
not some exploitable digital copy or exploitable encryption. The ability 
takes advantage of ray-casters/ray-tracers to view analog based virtual 
worlds, yet I purposely haven't gone in much detail other than to note 
flow and support here:

http://wiki.secondlife.com/wiki/User:Dzonatas_Sol/SNOW-375_Resources/Interface

At this time, LL has made no comment or proposed fix for few very 
exploitable client/server implementations other than "trust" in 
firewalls. I'll avoid details and assume a few others on the list are aware.

That's where I last left off... so not much has change (in icesphere and 
here) since then. (Oh yeah, I posted exemplified advanced 12D simulation 
with quantum computers at tiny and macro scale, which went over people's 
heads... "spoke too soon").

Dzonatas Sol wrote:
> That still is some debate over mechanisms that only serve as an 
> example or use-case, not further topology of such network, capability, 
> and content path.
>
> We could argue such straw men, yet I'm not in the mood. Anyways... can 
> we stay on track of terminology and asset services. Thanks.
>
> Morgaine wrote:
>> On Fri, Apr 1, 2011 at 6:20 PM, Dzonatas Sol <dzonatas@gmail.com 
>> <mailto:dzonatas@gmail.com>> wrote:
>>
>>     I guess your reply is purely April 1st themed, as there are surely
>>     protocols in use now on the Internet, yet you make it sound like
>>     nobody trusts the Internet...
>>
>>
>> A lot of people trust the Internet at face value.  Our innocent, 
>> well-intentioned but technically uninformed families are among them.  
>> That is why organized crime has such an easy ride online.
>>
>> In this group we are better informed than that though, and 
>> (hopefully) we understand that trust of an unknown remote 3rd party 
>> means absolutely nothing because "trust" and "unknown remote" is a 
>> contradiction in terms, even if they possess a cryptographically 
>> signed certificate.
>>
>> An X.509 credential means nothing except that the endpoint is 
>> recognizable for the session.  It says nothing about participant 
>> trust, it says nothing about information security, it does not 
>> protect against contrary intentions, and most importantly, it 
>> provides no technical mechanism for achieving the goal of "domain 
>> protection" that some people here think it supports.  Thinking that 
>> X.509 offers anything beyond network endpoint identification is a 
>> misunderstanding of the technology and of security.  It is not a 
>> wall.  It is just a lock on the wall, and everything beyond the lock 
>> is unsecured.
>>
>> And it gets even worse than that.  I have had the misfortune of being 
>> assigned the duty of interfacing with a leading certificate provider 
>> over several years, and can attest that certificates are granted 
>> without any kind of strong care and assurance.  The process is 
>> effectively non-scalable, because as the population of certificate 
>> holders increases, the controls become ever less strong, and the 
>> meaning of holding a certificate reduces to virtually nothing.  It 
>> certainly affords no trust.
>>
>> Having faith in empty delusions is rather common in humanity, but we 
>> don't need to enshrine them in an IETF protocol.  We already have 
>> enough concrete work with goals that are verifiable on our plate.  
>> Adding unverifiable delusions to the protocol does not gain us 
>> anything beyond a warm feeling stemming from incompetence about 
>> security.
>>
>>
>> Morgaine.
>>
>>
>>
>>
>>
>> =========================
>>
>>
>> On Fri, Apr 1, 2011 at 6:20 PM, Dzonatas Sol <dzonatas@gmail.com 
>> <mailto:dzonatas@gmail.com>> wrote:
>>
>>     I guess your reply is purely April 1st themed, as there are surely
>>     protocols in use now on the Internet, yet you make it sound like
>>     nobody trusts the Internet... again
>>
>>     Morgaine wrote:
>>
>>         I hope you realize that "trust domains" don't actually exist
>>         outside of some people's passion for buzzwords.
>>
>>         Having worked in defense security and looked beyond buzzwords
>>         into what really happens with information protection and
>>         leakage, the concept of technically-secured trust in an open
>>         client-server system lies somewhere between delusion and
>>         comedy.� No, just no.
>>
>>         Information is secure only when it is not released and not
>>         accessible.� In our VW architecture, all visible content is
>>         sent to all participants in the simulation by architectural
>>         design, and its non-distribution beyond that set of
>>         participants is not assurable.� Indeed, it is objectively
>>         impossible to assure, because there is no control over public
>>         outbound information channels in our architecture, and even
>>         less control over covert channels.
>>
>>         That makes all talk about "trust domains" here an exercise in
>>         futility, some kind of reliance on "faith" and wishful thinking.
>>
>>         The merits of comedy aside, I suggest that we stick to
>>         concepts that we can underpin with concrete technology and
>>         implement in protocols.� Trust is not one of them and just
>>         wastes time, despite the cuteness of the term "trust domain".
>>
>>         If you want to keep information secure, don't send it to
>>         somewhere that is insecure such as a remote client.� That's
>>         the technical solution, stripped of wishful thinking.
>>
>>         Whatever one may think of the defense industry, at least they
>>         analyze issues to avoid self-delusion.� We may not have a
>>         defense budget here, but that's not a reason for promoting
>>         concepts that simply don't work.
>>
>>
>>         Morgaine.
>>
>>
>>
>>
>>         ======================
>>
>>         On Fri, Apr 1, 2011 at 4:11 PM, Dzonatas Sol
>>         <dzonatas@gmail.com <mailto:dzonatas@gmail.com>
>>         <mailto:dzonatas@gmail.com <mailto:dzonatas@gmail.com>>> wrote:
>>
>>            Of replies received and to forward this further, the ideal
>>         "trust
>>            domains" are established in file by X.509 (and more recent
>>         claims)
>>            or by login credentials/authentication. This flexibility of
>>         these
>>            two alone to establish such domain already defeats the
>>         purpose to
>>            use client/server terminology except at the transfer-level.
>>            Consider that LLIDL & REST is above the transfer-level (from
>>            source-level perspective), there is not much need to use
>>            client/server terminology (except if you want pedantic
>>         buzzwords).
>>
>>            Please let me know if there is some other case.
>>
>>
>>            Dzonatas Sol wrote:
>>
>>                Added "trust domains" to the subject line to hopefully
>>         narrow
>>                this thread before it goes into some random debate.
>>
>>
>>
>>
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From ohmeadhbh@gmail.com  Sat Apr  2 09:51:15 2011
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From: Meadhbh Hamrick <ohmeadhbh@gmail.com>
Date: Sat, 2 Apr 2011 09:52:34 -0700
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the likelihood that linden will use any output from this group at this
point is about nil.

if they were, they would likely actually pay someone to participate.

but... i don't speak for linden anymore, so take that last statement
with a grain of salt.
--
meadhbh hamrick * it's pronounced "maeve"
@OhMeadhbh * http://meadhbh.org/ * OhMeadhbh@gmail.com



On Sat, Apr 2, 2011 at 8:03 AM, Patnad Babii <djshag@hotmail.com> wrote:
> Let me put it simple, Linden Lab is not forced to use this protocol at AL=
L
> and I'm pretty sure as they are a pretty big company with brains, they ar=
e
> not going to allow something that=92s going to reduce security or allow m=
ore
> thief to their grid anytime soon.
>
> This protocol is intended mostly for other Open virtual worlds.=A0 If at =
a
> point Linden Labs find it an interest in the protocol they might implemen=
t
> it. Linden Labs is not working anymore on grid interop for some time now,=
 so
> please stop being afraid by the big bad wolf, cause it is not here you ar=
e
> going to find it.
>
>
> From: dyerbrookme@juno.com
> Sent: Saturday, April 02, 2011 10:12 AM
> To: vaughn.deluca@gmail.com
> Cc: vwrap@ietf.org
> Subject: Re: [vwrap] [wvrap] Simulation consistency
>
> Vaughn,
>
> A key reason the Metaverse construction cannot be left to coders and othe=
r
> technologists like yourself alone is this kind of coervice hypothesis,
> crowbarring a metaphor in service of a pre-existing agenda.
>
> First of all, I don't make content of any significant amount as an amateu=
r,
> such as to be concerned only about "my dresses" and "little dressmaker
> genocide" as copyleftist cynics call it. But I express this concern on
> behalf of my rentals customers who do make content and who are worried --
> and rightly so -- about theft, and most of all, I express this as a *matt=
er
> of principle*.
>
> Second, the notion that girls travelling to a party at "Vaugh's Immersive
> Fabulousness" from "Prokofy's Palm Cafe At the End of the Mind" need not
> fear nakedness of Vaughn simply bestirs himself, *in good faith* (always =
in
> short supply with metaversal engineers), to automatically supply a generi=
c
> dress or Ruth appearance and outfit in the event that the server can't fe=
tch
> the assets for any reason. So that's specious entirely.
>
> Third, if you think customers and their wants and inciting their hatred o=
f
> platform providers who can't render their dresses in all their pretty glo=
ry
> are the way to hijack the metaverse for the copyleftist/open source cult
> agenda, think again. Dress shoppers can become fiercely loyal patrons of =
the
> copyright of their favourite designers. Fiercely.And they will mount the
> consumer boycott and press campaign to match their ferocity.
>
> Fourth, If you have a world in which copying the dresses off avatars is a
> function of the browser you let connect to your world, like the copybotti=
ng
> Thugs Lyfe, merely with a mouseclick or two, then you deserve to be
> ostracized. And in fact, you and all providers can have a policy about no=
t
> letting such TPV viewers connect, as LL does -- and without any pretense
> that it can control every manifestation. BTW, the Red Zone statistics of =
9
> million scans with only 78,000 rogue viewers captured lets us know that t=
his
> problem is exaggerated -- and usually by engineers who claim there is no
> technical solution.
>
> Fifth, and most relevant, the metaverse does not have to be built entirel=
y
> on automatic machines that only perform rote routines, which are, indeed,
> only the mechanistic concretization of human will and "nothing special".
>
> It can be also constructed of polices and agreements rooted in organic mi=
nds
> and organic institutions. And that's ok. And that would mean a basic
> charter, that could be as historical and epic as the Magna Charter or as
> mundane as the Bottle Bill of Rights hanging on the wall of your
> supermarket. And that charter would spell out that platforms that do not
> respect copyright *by including the engineered DRM on creations* and *by
> including a TPV policy* do not get the handshake, do not get the hookup. =
And
> that's it. It's not so hard, truly.
>
> These treaties can be forged at real-life in-person conventions, just lik=
e
> other technical agreements are, including IEEE standards, and they can be
> forged ultimately in a "scaling" fashion by having templates that a serve=
r
> seeking to make a connection with have or not have, not withstanding
> Morgaine's wild and hysterical notions that "nothing" can be trusted on t=
he
> Internet and trust regimes are all a scam.
>
> It's not about Prokofy relinquishing control for the sake of his customer=
s'
> eye candy. It's about two platforms shaking hands on an established
> pre-existing agreement that becomes the metaversal standard -- and a
> standard created not by a cabal of a few engineers in an obscure IEEF
> working group, but open conventions.
>
> And please don't pretend this can't scale. There's about 17 and a half
> virtual worlds out there at most that really have any viability and peopl=
e
> on them with stuff that works for the user. So they can make a confederat=
ion
> of standards that does respect the *technical implementation* of copyrigh=
t
> and intellectual property rights *simply because they can*. It's a matter=
 of
> political will, and its absence now is one of blatant collectivist ideolo=
gy
> at work.
>
> If you yourself opt to break your fabulous immersive world by not putting
> default dresses on people in decency, and more to the point, not abiding =
by
> a simple protocol to include DRM as a default with the "export to other
> grids" box and c/m/t boxes checked, and "TPV policy compliant" then you'r=
e
> the problem, not Prokofy's fear of crypto communists hiding under the
> servers.
>
> You seem to be like all followers of the California Business Model (let a=
ll
> uploads first, sell ads, then DMCA takedowns later) -- and you seem to be
> willing to wait for your customers complain.
>
> That's not necessary if you're an ethical provider -- you can make the
> agreements first. Forcing the issue by deploying the age-old "analog hole=
"
> argument and whining that you "must" serve up the view of an asset your
> customers "expect" to see or already "can" see doesn't let you off the ho=
ok.
> There is no reason to be literalist about it. You can weld c/m/t into
> operability from the get-go. You can refuse to allow viewers that copybot=
.
> Your resistance to this is purely ideological.
>
> And BTW, if you persist in calling people who rightfully and legitimately
> raise copyright concerns and rightly and legitimately point out the
> copyleftist ideological bias as "paranoid" and "conspiracy theorists" and
> "fearful of cryptocommunists" and "McCarthyites" than you're going to go =
on
> being called the Leninists that you in fact are.
>
> Prokofy
>
>
>
> ____________________________________________________________
> Groupon=99 Official Site
> 1 ridiculously huge coupon a day. Get 50-90% off your city's best!
> Groupon.com
>
> ________________________________
> _______________________________________________
> vwrap mailing list
> vwrap@ietf.org
> https://www.ietf.org/mailman/listinfo/vwrap
>
> _______________________________________________
> vwrap mailing list
> vwrap@ietf.org
> https://www.ietf.org/mailman/listinfo/vwrap
>
>

From ohmeadhbh@gmail.com  Sat Apr  2 10:00:26 2011
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From: Meadhbh Hamrick <ohmeadhbh@gmail.com>
Date: Sat, 2 Apr 2011 10:01:43 -0700
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yes. there is something missing in the protocol. it's trust. you don't
put "trust" in a protocol, you put "security" in a protocol. at the
end of the day, the people using this protocol will need to decide
whom they trust. this is why there was a security model and the
ability of the protocol to "securely carry trust."

the idea is that the protocol would carry cryptographically
unforgeable attestations of an endpoint's identity. this identity
would then be evaluated by protocol participants to see if it is
"trusted."

there's no place in the protocol that says "you must trust a specific
entity," but rather a mechanism deployers can use to carry the
identity of people wishing to be trusted.

at the end of the day, an asset service should only barf up assets to
trusted simulation services. simulators SHOULD only allow people on
the grid they trust (for some definition of the word "trust.")

if you're a company like Linden that needs to respond to DMCA takedown
requests, you're likely to require the client trust knob turned up a
bit. if you're an enterprise, you're going to want that trust knob
turned all the way up. if you're the pirate bay, you're going to
intentionally want that trust knob turned all the way down.

as protocol developers, it's our duty to create a protocol that meets
everyone's use cases. so... i mean... feel free to try to define a
protocol that mandates the use of DRM or blesses a particular trust
point, but the likelihood of it being widely supported is..
approximately nil.

my recommendation has always been... "define mechanism, not policy."

-cheers
-meadhbh
--
meadhbh hamrick * it's pronounced "maeve"
@OhMeadhbh * http://meadhbh.org/ * OhMeadhbh@gmail.com



On Sat, Apr 2, 2011 at 8:19 AM, Carlo Wood <carlo@alinoe.com> wrote:
> On Sat, 2 Apr 2011 14:12:59 GMT
> "dyerbrookme@juno.com" <dyerbrookme@juno.com> wrote:
>
>> BTW, the Red Zone statistics of 9 million =A0scans with only 78,000
>> rogue viewers captured lets us know that this =A0problem is exaggerated
>> -- and usually by engineers who claim there is no =A0technical solution.
>
> Just for the record, from a hacker/engineer: there is no technical
> solution. It is possible to copy everything (and without being detected
> by a "Red Zone" which can only detect rogue viewers that were released
> to the public and explicitly make a point of being detectable
> in the first place (call that bragging: no fun in releasing a "k3wl"
> viewer if others (or even the coder himself) can't see that it is being
> used.) So, there is a psychological advantage for the detectors, but
> not really a technical one.
>
> Lets concentrate on textures for the moment to explain this.
>
> In order to see an object, or clothing, with the appropriate textures,
> those textures have to be downloadable for the viewer. There is nothing
> you can do about that short of running the whole viewer server-side
> and providing a video. But even in that case it would technically be
> possible to rip the textures: they are still visible (ie, you could
> make a screenshot of the surface of a wall). I don't consider the
> video-broadcast to even be remotely interesting, certainly not from the
> viewpoint of VWRAP so lets forget that for the moment and just accept
> that it is possible for anyone to store whatever they SEE to their harddi=
sk.
>
> Secondly, if the first creator could upload this texture then so can
> the ripper. And don't tell me software exists that can detect if
> an uploaded texture "looks like" one of the already existing billion
> textures that were uploaded before. If the texture is converted twice,
> ie from jpeg2000 to jpg to tga and then uploaded, then you'd need a
> human to look at the original and the newly uploaded texture at the
> same time to judge that it is MAYBE a copy - which then can only be
> proved in court if the original creator can prove that his original
> textures are 100% his own and not, for example, downloaded from the
> internet somewhere (because in that case the other uploader could
> have used the same source).
>
> A real problem, currently in SL, is imho the complete lack of
> support for FREE things. The amount of restriction (for people with
> honest viewers) is tremendous: if you're not an expert or do not pay
> attention for a second, then your creation is not truely free anymore.
> Everything defaults to very copyleft unfriendly settings. I'm trying to
> get my friends, who are very willing in that regard, to only create
> full permission stuff, but it's simply near impossible to keep
> something full permission and often we're stuck with something nobody
> else can change or edit because the creator forgot to set the bit of
> the contents of an object after changing the group etc blah blah...
>
> For example, last a good friend of me wanted my help with making a
> large amount of changes on his sim: hunderds of objects had to be
> adjusted... He was willing to:
> 1) Add me to any group necessary.
> 2) Give me his build rights
> 3) Transfer any object to me (temporary ownership transfer)
> 4) Make any adjustments to the objects and the objects contents
> =A0 needed to allow me to access what I needed to access.
> etc etc
>
> The end result: He had to do it all by himself. It was impossible to
> give me enough access to help him (for those who don't believe that,
> one of things involved changing the "anyone can move" bit of an
> object in the contents of objects: it is not possible to take anything
> out of the contents (ie copy it to your inventory) when it's no
> transfer, and therefore you can't edit it, even though it's modify
> and you get all the rights that the owner can give you).
>
> Sorry, but that is unacceptable; and it CLEARLY shows that something is
> missing from the protocol.
>
> Now the above example doesn't show that a free object is not supported,
> it only make clear that non-free objects can be very annoying even in
> situations where the owner has all the rights to do what he wants to
> do. There are many other such examples. Hence, it shows that it is very
> annoying that an object is non-free by default at so many levels that
> you need an IQ of over 140 to create one and those permissions erode
> quickly to non-free. Even the so called "freebies" are non-free by the
> way: they are almost always no transfer. Hell, even the default shape
> that you can when you create a new account is no transfer, what kind of
> insanity is that?!
>
> I think you might find a lot of people, like myself, a lot more willing
> to help out with thinking of ways on how to protect property in virtual
> worlds when first it is assured that those who want to create things
> that are FREE are equally supported as the commercial guys out there.
>
> --
> Carlo Wood <carlo@alinoe.com>
> _______________________________________________
> vwrap mailing list
> vwrap@ietf.org
> https://www.ietf.org/mailman/listinfo/vwrap
>

From carlo@alinoe.com  Sat Apr  2 10:07:17 2011
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From: Carlo Wood <carlo@alinoe.com>
To: vwrap@ietf.org
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Subject: Re: [vwrap] [wvrap] Simulation consistency
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On Sat, 2 Apr 2011 16:09:49 +0100
Morgaine <morgaine.dinova@googlemail.com> wrote:
> That easily maps to an optional capability request of course.  If the
> asset service answers "No" to you, then you can deny the incoming
> avatar entry to your region, returning a status that indicates
> 
> RESPONSE: "*Asset service X referenced by asset Y does not meet the
> re-distribution requirement requested for entry to region Z*".

At which point, as a user, I'd like to have the option to
detach / take off (replace) whatever I'm using from asset
service X, rather than to completely be banned from entering
the region.  If the result is that I look aweful, then the
only requirement I have is that I see the same thing as
others, after I can I make the decision to either avoid using
asset server Y for future purchases, or to avoid entering
this region.

-- 
Carlo Wood <carlo@alinoe.com>

From dyerbrookme@juno.com  Sat Apr  2 10:14:43 2011
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Cc: vwrap@ietf.org
Subject: Re: [vwrap] [wvrap] Simulation consistency
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Carlo, Why, after 7 years (or more like 15 years) of discussions about t=
he Metaverse do you feel the need to come and state the obvious about th=
e analog hole once again?And the obvious about the inability to stop rog=
ue viewers once again because they can all spoof things? We get all that=
 -- and got a million times ago when you smugly explained it the first m=
illion times. The reality is, companies use a variety of techniques to b=
attle these problems, some engineered in code, some in organic policy. I=
ndeed they use DRM and paywalls despite everything that you think or tha=
t Apple has done. And that's ok. We all get that there is no 100 percent=
 solution. But if you cease to think in the rigid binary manner of 0/1, =
if you have 67 percent of a solution, that's still pretty good. If youco=
mbine that with 6 other methods, some engineered, some managed by people=
, you have a pretty good system. You don't admit or counsel defeat or as=
sume a knowier-than-thou defeatist position about the problem of copying=
 on the Internet just because there's copyablity.
As Jaron Lanier has explained a number of times, "It's this way because =
we made it this way." The ideology was baked in; it can be baked out *sh=
rugs*. Why you would have to rehearse, in numbing, boring detail for the=
 millionth time in this discussion, the way textures operate -- facts we=
 who are not technologistsbut who use SL already got the first million t=
imes you discussed it -- can only be explained by a belief that if you s=
ay something enough times it will "make it true" -- as a policy, and not=
 just as code. The reality is, most people don't copy. The reality is, m=
ost people find c/m/t works pretty good. In fact, so good that the entir=
e economy thrives on it. The reality is, the Lindens do catch rogue view=
ers. The reality is, most people have absolutely no need to liberate the=
ir own or other's content. It's a completely contrived claim that they d=
o, just because you as the copyleftist sect have this "need". And again =
THE PROBLEM IS EXAGGERATED and indeed those latest statistics in fact le=
t us know that. 9 million scans of X thousands of avatars, and only 78,0=
00 found with rogue viewers. And DER we get it that the real rogues are =
not going to show up as "known rogues". So what? *There aren't that many=
 of them either*. Psychological advantage *matters*. =

"And don't tell me software exists that can detect if
an uploaded texture "looks like" one of the already existing billion
textures that were uploaded before. If the texture is converted twice,
ie from jpeg2000 to jpg to tga and then uploaded, then you'd need a
human to look at the original and the newly uploaded texture at the
same time to judge that it is MAYBE a copy - which then can only be
proved in court if the original creator can prove that his original
textures are 100% his own and not, for example, downloaded from the
internet somewhere (because in that case the other uploader could
have used the same source). Well, maybe it does, and maybe it doesn't. I=
n fact, YOU would not be a source on this because you and your confreres=
 here already have one perspective, and that's the copyleftist one.You'r=
e already predisposed to see every nail of attempt to find mechanical me=
ans, even if not perfect, with the hammer of your default copyleftism. S=
o you're not the person to consult about this.You and the others here ar=
e not trustworthy; you are not good stewards of the public trust. You ha=
ve no credibility. The idea that there is "the complete lack of support =
for FREE things" in Second Life is outrageously laughable. It's the sort=
 of thing only the most extreme, lunatic Stillmanite could say. Every st=
ore has freebies. There are zillions of divas who have loss leaders. The=
re are thousands of people who like helping the masses with free crap. T=
here is a concerned, aggressive, obsessive sect of opensource freaks in =
SL who constantly release things for free, especially if they can ruin s=
omeone else's proprietary business that they don't think they should hav=
e -- for example, CrystalShar Foo's infamous Freeview TV, cumbersome and=
 unworkable but free, and designed to undermine the proprietary TV scrip=
ts (ultimately an unsuccessful gambit, but one which still continues to =
wreck havoc). So there's no shortage of "free" and "free on all perms" -=
- to claim the opposite is to defy what we can all see before our eyes o=
n every sim. There is no customer demand for rezzing prims defaulting to=
 the collectivist mode of all perms. That's a minority, sectarian opinio=
n of some copyleftists and they've aggressively mounted a JIRA demanding=
the first step toward this (with an aim to undermine the default), and i=
t's no accident, comrade, that I am banned from the JIRA for precisely o=
bjecting that exact stealth campaign, barely camouflaged becausethe orig=
inators' petition and comments on tech publications are all available to=
 see on the Internet to determine their real agenda. NO ONE is complaini=
ng that prims rez to default to no-transfer. THAT'S OK. It prevents peop=
le especially when new from giving away their creations accidently. It t=
akes one click to change them to the share-bear freebie mode if needed. =
No one has ever been deterred in their zeal to make everything "free for=
 the masses" -- communism abounds in SL. It's a completely false use cas=
e to claim that there are all these people who are fussing that they can=
't manage builds or objects because of permissions problems. There aren'=
t. Instead, there are way more people complaining that there is too much=
 unpunished copybotting and too much aggressiveness freebie flooding fro=
m a small concerted clique with an agenda. It's just you don't hear from=
 these far greater masses of people because they aren't technologists. B=
ut even without computer science degrees, people become very savvy about=
 running JIRA proposals and getting votes, and the votes show it: people=
 do not need the copyleftist regime in SL; they need the copyright regim=
e in SL. That's all there is to it. Pretending this isn't the case is do=
ne for ideological reasons and not science. The use case of "my friend n=
eeds to me to change all the objects on my sim" is an isolated one and o=
ne that is remedied with build perms most of the time. I've commissioned=
 numerous builds and worked with builders and other residents constantly=
. Nobody has ever been deterred from collaboration or assistance with ma=
nagement by the permissions system. Businesses make group avatars that m=
ultiple use or they make company avatars just for that build to use. If =
a creator "forgot" to set some root prim some way, you can contact them =
and work it out. Most prefab creators put houses on copy/mod but not tra=
nsfer precisely so you can easily change their buildings, in fact. Those=
 that put their item on no-copy/transfer will send you another copy or s=
ell you a box with 6 back ups -- but the overwhelming majority put their=
 items on copy/mod. These fake claims of "entire sims" with "builds I ca=
n't move or transfer" are artificial exoticisms used to make copyleftist=
 arguments -- I've gone and examined a few of them and found things like=
 Siggy Romulus' beach house, which was issued 7 years ago on all perms, =
and which ends up in somebody's inventory without all the perms, but *wh=
ich can be gotten again easily on all perms* -- that is, gosh, if you ca=
n't live without an ugly brown newbie building and can't make one yourse=
lf (and even I can do that). I discovered the two educators bellowing th=
e loudest about not being able to copy content to open sim when they mov=
ed due to price hikes last fall were people with a couple of free or ver=
y cheap prefabs on their sims -- to hear them talk, they had the 65,000 =
proprietary works of Scope Cleaver and had paid tens of thousands of dol=
lars and were now wailing. Had that actually been the case, of course, t=
hey could contact Scope and pay him for a transfer. To invoke fake use c=
ases of builders long gone from the grid doesn't cut it -- most things i=
n SL can be be built quickly anew, and the same textures purchased. Usin=
g common sense and logic you sustain the economy; making up fake use cas=
es and cranking up the tech or demanding changes to policy to match thos=
e fake use cases, you undermine the economy. With builders I work with, =
I'm able to copy their items because I have their build perms. So I coul=
d put something again if it disappears in a sim rolling restart, somethi=
ng that happens about once every few months. If I copy some large block =
of concrete and put it out inworld, I can't then keep pulling on and cop=
ying that block, I have to take it again from inventory. Same with commi=
ssioned works I resell. I have to carefully rez each copy out of my inve=
ntory and reset the perms to make sure I don't sell them all perm. I hav=
e to do this with several items a few times a month. And it's worth it t=
o preserve the intellectual property rights of those creators, and my in=
vestment in commissioning content. I'm not a RL store owner who has to u=
npack a crate and dust off the peanuts and manually put them on real she=
lves, I'm a virtual store owner who...clicks a few times. Big deal. I am=
 NOT INTERESTED in CHANGES TO SERVER-SIDE CODE that remove the Berne inh=
erency:http://secondthoughts.typepad.com/second_thoughts/2011/02/the-ber=
ne-inherency-and-the-interop-flop-reply-to-meadh.html None of the "hards=
hips" you describe are real. They all have workarounds. And they all hav=
e solutions in the long run that will keep value *when this technologica=
l exercise is in other hands*. There is nothing "missing" from the proto=
col because a friend who has created something who somehow now needs you=
 to fiddle with his prims can't turn over every aspect of them to you. I=
f he loves you that much, he can give you his log on and you can log on =
as him. There is no "annoyance" that an object is "non free". That's ass=
igning anthropomorphic features to a piece of code rendering as a block.=
 Catherine Pfeffer, flogging the all-perms JIRA, does exactly the same g=
ambit, accusing the server of "enslaving" objects. Nonsense. The server,=
 the system, the protocols preserve value by keeping the maximum of choi=
ces OPEN as a default. We value that. You don't. Go on open sim and play=
 in your Leninist sandboxes and stop trying to build a bridge between tw=
o systems merely designed to flush the content out for free. We're not i=
nterested; indeed we will vigorously oppose it. Freebies that are non-tr=
ansfer are designed that way because freebies are usually tethered to a =
purpose: serving as a loss-leader to drive people back to the store wher=
e they were issued so that people might buy things as well as take the l=
oss-leaders. And that's ok, that's normal, and that's what most people w=
ant. You're ALREADY free to create content and set all the perms to supp=
ort the collectivist ideals you wish to support. There is CHOICE. When o=
pen source copyleftism is imposed on defaults, then THERE IS NO CHOICE. =
As for this notion: "I think you might find a lot of people, like myself=
, a lot more willing to help out with thinking of ways on how to protect=
 property in virtual
worlds when first it is assured that those who want to create things tha=
t are FREE are equally supported as the commercial guys out there.

You're already FREE because there is already CHOICE and you are banging =
on an open door -- with only the aim to close it and impose the coercive=
 copyleftist agenda with is NOT FREE for those who want to keep the inte=
gration of copyright and commerce, a laudable aim. Once again, I want to=
 remind everyone what VWRAP and metaversestandards.org and other similar=
 exercises are about: ideological control by copyleftism, not technology=
. And ideological control that is only able to keep itself in power by s=
ilencing people on the JIRA, kicking people off lists like this, silenci=
ng them on the opensource Linden list, etc. etc. Just as the real-life c=
oercion of Soviet communism failed, so will this technocommunist version=
 of it fail precisely because of this coercion -- coercion in controllin=
g speech criticizing of its hijacking of the agenda, coercion in opposit=
ion to exposure of false use cases, and coercion in demanding technical =
exigencies to suit copyleftism. Leave Second Life alone. Prokofy Neva
____________________________________________________________
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<html><div>Carlo,</div><div>&nbsp;</div><div>Why, after 7 years (or more=
 like 15 years) of discussions about the Metaverse do you feel the need =
to come and state the obvious about the analog hole once again?</div><di=
v>And the obvious about the inability to stop rogue viewers once again b=
ecause they can all spoof things?</div><div>&nbsp;</div><div>We get all =
that -- and got a million times ago when you smugly explained it the fir=
st million times.</div><div>&nbsp;</div><div>The reality is, companies u=
se a variety of techniques to battle these problems, some engineered in =
code, some in organic policy. Indeed they use DRM and paywalls despite e=
verything that you think or that Apple has done. And that's ok. We all g=
et that there is no 100 percent solution. But if you cease to think in t=
he rigid binary manner of 0/1, if you have 67 percent of a solution, tha=
t's still pretty good. If you</div><div>combine that with 6 other method=
s, some engineered, some managed by people, you have a pretty good syste=
m.</div><div>&nbsp;</div><div>You don't admit or counsel defeat or assum=
e a knowier-than-thou defeatist position about the problem of copying on=
 the Internet just because there's copyablity.</div><div><br>As Jaron La=
nier has explained a number of times, "It's this way because we made it =
this way." The ideology was baked in; it can be baked out *shrugs*.</div=
><div>&nbsp;</div><div>Why you would have to rehearse, in numbing, borin=
g detail for the millionth time in this discussion, the way textures ope=
rate -- facts we who are not technologists</div><div>but who use SL alre=
ady got the first million times you discussed it -- can only be explaine=
d by a belief that if you say something enough times it will "make it tr=
ue" -- as a policy, and not just as code.</div><div>&nbsp;</div><div>The=
 reality is, most people don't copy. The reality is, most people find c/=
m/t works pretty good. In fact, so good that the entire economy thrives =
on it. The reality is, the Lindens do catch rogue viewers. The reality i=
s, most people have absolutely no need to liberate their own or other's =
content. It's a completely contrived claim that they do, just because yo=
u as the copyleftist sect have this "need".</div><div>&nbsp;</div><div>A=
nd again THE PROBLEM IS EXAGGERATED and indeed those latest statistics i=
n fact let us know that. 9 million scans of X thousands of avatars, and =
only 78,000 found with rogue viewers.</div><div>&nbsp;</div><div>And DER=
 we get it that the real rogues are not going to show up as "known rogue=
s". So what? *There aren't that many of them either*. Psychological adva=
ntage *matters*.</div><div>&nbsp;</div><div><br>"And don't tell me softw=
are exists that can detect if<br>an uploaded texture "looks like" one of=
 the already existing billion<br>textures that were uploaded before. If =
the texture is converted twice,<br>ie from jpeg2000 to jpg to tga and th=
en uploaded, then you'd need a<br>human to look at the original and the =
newly uploaded texture at the<br>same time to judge that it is MAYBE a c=
opy - which then can only be<br>proved in court if the original creator =
can prove that his original<br>textures are 100% his own and not, for ex=
ample, downloaded from the<br>internet somewhere (because in that case t=
he other uploader could<br>have used the same source).</div><div>&nbsp;<=
/div><div>Well, maybe it does, and maybe it doesn't. In fact, YOU would =
not be a source on this because you and your confreres here already have=
 one perspective, and that's the copyleftist one.</div><div>You're alrea=
dy predisposed to see every nail of attempt to find mechanical means, ev=
en if not perfect, with the hammer of your default copyleftism. So you'r=
e not the person to consult about this.</div><div>You and the others her=
e are not trustworthy; you are not good stewards of the public trust. Yo=
u have no credibility.</div><div>&nbsp;</div><div>The idea that there is=
 "the complete lack of support for FREE things" in Second Life is outrag=
eously laughable. It's the sort of thing only the most extreme, lunatic =
Stillmanite could say.</div><div>&nbsp;</div><div>Every store has freebi=
es. There are zillions of divas who have loss leaders. There are thousan=
ds of people who like helping the masses with free crap. There is a conc=
erned, aggressive, obsessive sect of opensource freaks in SL who constan=
tly release things for free, especially if they can ruin someone else's =
proprietary business that they don't think they should have -- for examp=
le, CrystalShar Foo's infamous Freeview TV, cumbersome and unworkable bu=
t free, and designed to undermine the proprietary TV scripts (ultimately=
 an unsuccessful gambit, but one which still continues to wreck havoc). =
So there's no shortage of "free" and "free on all perms" -- to claim the=
 opposite is to defy what we can all see before our eyes on every sim.</=
div><div>&nbsp;</div><div>There is no customer demand for rezzing prims =
defaulting to the collectivist mode of all perms. That's a minority, sec=
tarian opinion of some copyleftists and they've aggressively mounted a J=
IRA demanding</div><div>the first step toward this (with an aim to under=
mine the default), and it's no accident, comrade, that I am banned from =
the JIRA for precisely objecting that exact stealth campaign, barely cam=
ouflaged because</div><div>the originators' petition and comments on tec=
h publications are all available to see on the Internet to determine the=
ir real agenda.</div><div>&nbsp;</div><div>NO ONE is complaining that pr=
ims rez to default to no-transfer. THAT'S OK. It prevents people especia=
lly when new from giving away their creations accidently. It takes one c=
lick to change them to the share-bear freebie mode if needed. No one has=
 ever been deterred in their zeal to make everything "free for the masse=
s" -- communism abounds in SL.</div><div>&nbsp;</div><div>It's a complet=
ely false use case to claim that there are all these people who are fuss=
ing that they can't manage builds or objects because of permissions prob=
lems. There aren't. Instead, there are way more people complaining that =
there is too much unpunished copybotting and too much aggressiveness fre=
ebie flooding from a small concerted clique with an agenda. It's just yo=
u don't hear from these far greater masses of people because they aren't=
 technologists. But even without computer science degrees, people become=
 very savvy about running JIRA proposals and getting votes, and the vote=
s show it: people do not need the copyleftist regime in SL; they need th=
e copyright regime in SL. That's all there is to it. Pretending this isn=
't the case is done for ideological reasons and not science.</div><div>&=
nbsp;</div><div>The use case of "my friend needs to me to change all the=
 objects on my sim" is an isolated one and one that is remedied with bui=
ld perms most of the time. I've commissioned numerous builds and worked =
with builders and other residents constantly. Nobody has ever been deter=
red from collaboration or assistance with management by the permissions =
system. Businesses make group avatars that multiple use or they make com=
pany avatars just for that build to use.</div><div>&nbsp;</div><div>If a=
 creator "forgot" to set some root prim some way, you can contact them a=
nd work it out. Most prefab creators put houses on copy/mod but not tran=
sfer precisely so you can easily change their buildings, in fact. Those =
that put their item on no-copy/transfer will send you another copy or se=
ll you a box with 6 back ups -- but the overwhelming majority put their =
items on copy/mod. These fake claims of "entire sims" with "builds I can=
't move or transfer" are artificial exoticisms used to make copyleftist =
arguments -- I've gone and examined a few of them and found things like =
Siggy Romulus' beach house, which was issued 7 years ago on all perms, a=
nd which ends up in somebody's inventory without all the perms, but *whi=
ch can be gotten again easily on all perms* -- that is, gosh, if you can=
't live without an ugly brown newbie building and can't make one yoursel=
f (and even I can do that). I discovered the two educators bellowing the=
 loudest about not being able to copy content to open sim when they move=
d due to price hikes last fall were people with a couple of free or very=
 cheap prefabs on their sims -- to hear them talk, they had the 65,000 p=
roprietary works of Scope Cleaver and had paid tens of thousands of doll=
ars and were now wailing. Had that actually been the case, of course, th=
ey could contact Scope and pay him for a transfer. To invoke fake use ca=
ses of builders long gone from the grid doesn't cut it -- most things in=
 SL can be be built quickly anew, and the same textures purchased. Using=
 common sense and logic you sustain the economy; making up fake use case=
s and cranking up the tech or demanding changes to policy to match those=
 fake use cases, you undermine the economy.</div><div>&nbsp;</div><div>W=
ith builders I work with, I'm able to copy their items because I have th=
eir build perms. So I could put something again if it disappears in a si=
m rolling restart, something that happens about once every few months. I=
f I copy some large block of concrete and put it out inworld, I can't th=
en keep pulling on and copying that block, I have to take it again from =
inventory. Same with commissioned works I resell. I have to carefully re=
z each copy out of my inventory and reset the perms to make sure I don't=
 sell them all perm. I have to do this with several items a few times a =
month. And it's worth it to preserve the intellectual property rights of=
 those creators, and my investment in commissioning content. I'm not a R=
L store owner who has to unpack a crate and dust off the peanuts and man=
ually put them on real shelves, I'm a virtual store owner who...clicks a=
 few times. Big deal. I am NOT INTERESTED in CHANGES TO SERVER-SIDE CODE=
 that remove the Berne inherency:</div><div>http://secondthoughts.typepa=
d.com/second_thoughts/2011/02/the-berne-inherency-and-the-interop-flop-r=
eply-to-meadh.html</div><div>&nbsp;</div><div>None of the "hardships" yo=
u describe are real. They all have workarounds. And they all have soluti=
ons in the long run that will keep value *when this technological exerci=
se is in other hands*.</div><div>&nbsp;</div><div>There is nothing "miss=
ing" from the protocol because a friend who has created something who so=
mehow now needs you to fiddle with his prims can't turn over every aspec=
t of them to you. If he loves you that much, he can give you his log on =
and you can log on as him.</div><div>&nbsp;</div><div>There is no "annoy=
ance" that an object is "non free". That's assigning anthropomorphic fea=
tures to a piece of code rendering as a block. Catherine Pfeffer, floggi=
ng the all-perms JIRA, does exactly the same gambit, accusing the server=
 of "enslaving" objects.</div><div>&nbsp;</div><div>Nonsense. The server=
, the system, the protocols preserve value by keeping the maximum of cho=
ices OPEN as a default. We value that. You don't. Go on open sim and pla=
y in your Leninist sandboxes and stop trying to build a bridge between t=
wo systems merely designed to flush the content out for free. We're not =
interested; indeed we will vigorously oppose it.</div><div>&nbsp;</div><=
div>Freebies that are non-transfer are designed that way because freebie=
s are usually tethered to a purpose: serving as a loss-leader to drive p=
eople back to the store where they were issued so that people might buy =
things as well as take the loss-leaders. And that's ok, that's normal, a=
nd that's what most people want.</div><div>&nbsp;</div><div>You're ALREA=
DY free to create content and set all the perms to support the collectiv=
ist ideals you wish to support. There is CHOICE. When open source copyle=
ftism is imposed on defaults, then THERE IS NO CHOICE.</div><div>&nbsp;<=
/div><div>As for this notion: "I think you might find a lot of people, l=
ike myself, a lot more willing to help out with thinking of ways on how =
to protect property in virtual<br>worlds when first it is assured that t=
hose who want to create things that are FREE are equally supported as th=
e commercial guys out there.<br><br>You're already FREE because there is=
 already CHOICE and you are banging on an open door -- with only the aim=
 to close it and impose the coercive copyleftist agenda with is NOT FREE=
 for those who want to keep the integration of copyright and commerce, a=
 laudable aim. Once again, I want to remind everyone what VWRAP and meta=
versestandards.org and other similar exercises are about: ideological co=
ntrol by copyleftism, not technology. And ideological control that is on=
ly able to keep itself in power by silencing people on the JIRA, kicking=
 people off lists like this, silencing them on the opensource Linden lis=
t, etc. etc. Just as the real-life coercion of Soviet communism failed, =
so will this technocommunist version of it fail precisely because of thi=
s coercion -- coercion in controlling speech criticizing of its hijackin=
g of the agenda, coercion in opposition to exposure of false use cases, =
and coercion in demanding technical exigencies to suit copyleftism.</div=
><div>&nbsp;</div><div>Leave Second Life alone.</div><div>&nbsp;</div><d=
iv>Prokofy Neva</div></html>

<br><br><font SIZE=3D"2" color=3D"#000000">_____________________________=
_______________________________</font><br><a style=3D"TEXT-DECORATION: n=
one" href=3D"http://thirdpartyoffers.juno.com/TGL3142/4d9759acc6cfc3f539=
st06vuc" target=3D_blank><font face=3D"Arial"><font color=3D"#004080" si=
ze=3D"3"><b>Groupon.com Official Site</b></font><br><font color=3D"#0000=
00" size=3D"2">1 huge daily deal on the best stuff to do in your city. T=
ry it today!<br></a><a style=3D"COLOR: #000000" href=3D"http://thirdpart=
yoffers.juno.com/TGL3142/4d9759acc6cfc3f539st06vuc" target=3D_blank>Grou=
pon.com</a></font></font>
----__JWM__J3def.1614S.7255M--


From carlo@alinoe.com  Sat Apr  2 10:47:19 2011
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Date: Sat, 2 Apr 2011 19:48:53 +0200
From: Carlo Wood <carlo@alinoe.com>
To: vwrap@ietf.org
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Subject: Re: [vwrap] Simulation consistency
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On Sat, 2 Apr 2011 10:01:43 -0700
Meadhbh Hamrick <ohmeadhbh@gmail.com> wrote:

This is not exactly what I was refering too :p
What I meant is that it should be possible to tag
a creation as "GPL-ed" or "Common Creations" etc,
and that the result is that that thing stays that
way. That it is not possible to accidently break
such free licenses by making it 'no mod' because
someone forgot to check a box.

Although this seems to be a client-side issue,
and thus something internally to grid (and thus
not related to VWRAP), it DOES mean that such
information has to be supported at all levels:
the fact that something IS explicitely allowed
to be copied etc, has to be stored in asset
servers and be transported to others who obtain
a copy if it.

If everyone is willing to work as hard on guaranteeing
support for such free product as on the use case
for proprietary products, then I'm willing to think
hard of ways to support the latter.

> yes. there is something missing in the protocol. it's trust. you don't
> put "trust" in a protocol, you put "security" in a protocol. at the
> end of the day, the people using this protocol will need to decide
> whom they trust. this is why there was a security model and the
> ability of the protocol to "securely carry trust."
>=20
> the idea is that the protocol would carry cryptographically
> unforgeable attestations of an endpoint's identity. this identity
> would then be evaluated by protocol participants to see if it is
> "trusted."
>=20
> there's no place in the protocol that says "you must trust a specific
> entity," but rather a mechanism deployers can use to carry the
> identity of people wishing to be trusted.
>=20
> at the end of the day, an asset service should only barf up assets to
> trusted simulation services. simulators SHOULD only allow people on
> the grid they trust (for some definition of the word "trust.")
>=20
> if you're a company like Linden that needs to respond to DMCA takedown
> requests, you're likely to require the client trust knob turned up a
> bit. if you're an enterprise, you're going to want that trust knob
> turned all the way up. if you're the pirate bay, you're going to
> intentionally want that trust knob turned all the way down.
>=20
> as protocol developers, it's our duty to create a protocol that meets
> everyone's use cases. so... i mean... feel free to try to define a
> protocol that mandates the use of DRM or blesses a particular trust
> point, but the likelihood of it being widely supported is..
> approximately nil.
>=20
> my recommendation has always been... "define mechanism, not policy."
>=20
> -cheers
> -meadhbh
> --
> meadhbh hamrick * it's pronounced "maeve"
> @OhMeadhbh * http://meadhbh.org/ * OhMeadhbh@gmail.com
>=20
>=20
>=20
> On Sat, Apr 2, 2011 at 8:19 AM, Carlo Wood <carlo@alinoe.com> wrote:
> > On Sat, 2 Apr 2011 14:12:59 GMT
> > "dyerbrookme@juno.com" <dyerbrookme@juno.com> wrote:
> >
> >> BTW, the Red Zone statistics of 9 million =C2=A0scans with only 78,000
> >> rogue viewers captured lets us know that this =C2=A0problem is
> >> exaggerated -- and usually by engineers who claim there is no
> >> =C2=A0technical solution.
> >
> > Just for the record, from a hacker/engineer: there is no technical
> > solution. It is possible to copy everything (and without being
> > detected by a "Red Zone" which can only detect rogue viewers that
> > were released to the public and explicitly make a point of being
> > detectable in the first place (call that bragging: no fun in
> > releasing a "k3wl" viewer if others (or even the coder himself)
> > can't see that it is being used.) So, there is a psychological
> > advantage for the detectors, but not really a technical one.
> >
> > Lets concentrate on textures for the moment to explain this.
> >
> > In order to see an object, or clothing, with the appropriate
> > textures, those textures have to be downloadable for the viewer.
> > There is nothing you can do about that short of running the whole
> > viewer server-side and providing a video. But even in that case it
> > would technically be possible to rip the textures: they are still
> > visible (ie, you could make a screenshot of the surface of a wall).
> > I don't consider the video-broadcast to even be remotely
> > interesting, certainly not from the viewpoint of VWRAP so lets
> > forget that for the moment and just accept that it is possible for
> > anyone to store whatever they SEE to their harddisk.
> >
> > Secondly, if the first creator could upload this texture then so can
> > the ripper. And don't tell me software exists that can detect if
> > an uploaded texture "looks like" one of the already existing billion
> > textures that were uploaded before. If the texture is converted
> > twice, ie from jpeg2000 to jpg to tga and then uploaded, then you'd
> > need a human to look at the original and the newly uploaded texture
> > at the same time to judge that it is MAYBE a copy - which then can
> > only be proved in court if the original creator can prove that his
> > original textures are 100% his own and not, for example, downloaded
> > from the internet somewhere (because in that case the other
> > uploader could have used the same source).
> >
> > A real problem, currently in SL, is imho the complete lack of
> > support for FREE things. The amount of restriction (for people with
> > honest viewers) is tremendous: if you're not an expert or do not pay
> > attention for a second, then your creation is not truely free
> > anymore. Everything defaults to very copyleft unfriendly settings.
> > I'm trying to get my friends, who are very willing in that regard,
> > to only create full permission stuff, but it's simply near
> > impossible to keep something full permission and often we're stuck
> > with something nobody else can change or edit because the creator
> > forgot to set the bit of the contents of an object after changing
> > the group etc blah blah...
> >
> > For example, last a good friend of me wanted my help with making a
> > large amount of changes on his sim: hunderds of objects had to be
> > adjusted... He was willing to:
> > 1) Add me to any group necessary.
> > 2) Give me his build rights
> > 3) Transfer any object to me (temporary ownership transfer)
> > 4) Make any adjustments to the objects and the objects contents
> > =C2=A0 needed to allow me to access what I needed to access.
> > etc etc
> >
> > The end result: He had to do it all by himself. It was impossible to
> > give me enough access to help him (for those who don't believe that,
> > one of things involved changing the "anyone can move" bit of an
> > object in the contents of objects: it is not possible to take
> > anything out of the contents (ie copy it to your inventory) when
> > it's no transfer, and therefore you can't edit it, even though it's
> > modify and you get all the rights that the owner can give you).
> >
> > Sorry, but that is unacceptable; and it CLEARLY shows that
> > something is missing from the protocol.
> >
> > Now the above example doesn't show that a free object is not
> > supported, it only make clear that non-free objects can be very
> > annoying even in situations where the owner has all the rights to
> > do what he wants to do. There are many other such examples. Hence,
> > it shows that it is very annoying that an object is non-free by
> > default at so many levels that you need an IQ of over 140 to create
> > one and those permissions erode quickly to non-free. Even the so
> > called "freebies" are non-free by the way: they are almost always
> > no transfer. Hell, even the default shape that you can when you
> > create a new account is no transfer, what kind of insanity is that?!
> >
> > I think you might find a lot of people, like myself, a lot more
> > willing to help out with thinking of ways on how to protect
> > property in virtual worlds when first it is assured that those who
> > want to create things that are FREE are equally supported as the
> > commercial guys out there.
> >
> > --
> > Carlo Wood <carlo@alinoe.com>
> > _______________________________________________
> > vwrap mailing list
> > vwrap@ietf.org
> > https://www.ietf.org/mailman/listinfo/vwrap
> >



--=20
Carlo Wood <carlo@alinoe.com>

From djshag@hotmail.com  Sat Apr  2 10:47:53 2011
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Cc: vwrap@ietf.org
Subject: Re: [vwrap] [wvrap] Simulation consistency
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Look i have no idea why you make personal attack in this IETF working =
group list, but you should stop it, if you don=E2=80=99t have anything =
constructive to say in here, please go rant in some other places, i`m =
sure there's plenty of places where you can just go about it. Why =
don=E2=80=99t you just blog about it and don=E2=80=99t use the list. =
I=E2=80=99m not trying to tell you that you can=E2=80=99t express =
yourself here, but flaming others really doesn=E2=80=99t have a place in =
a list like this. Please stop it, every time your posting in here turn =
out in a flaming war and we really don=E2=80=99t need this.

Thank you

From: dyerbrookme@juno.com=20
Sent: Saturday, April 02, 2011 1:14 PM
To: carlo@alinoe.com=20
Cc: vwrap@ietf.org=20
Subject: Re: [vwrap] [wvrap] Simulation consistency

Carlo,

Why, after 7 years (or more like 15 years) of discussions about the =
Metaverse do you feel the need to come and state the obvious about the =
analog hole once again?
And the obvious about the inability to stop rogue viewers once again =
because they can all spoof things?

We get all that -- and got a million times ago when you smugly explained =
it the first million times.

The reality is, companies use a variety of techniques to battle these =
problems, some engineered in code, some in organic policy. Indeed they =
use DRM and paywalls despite everything that you think or that Apple has =
done. And that's ok. We all get that there is no 100 percent solution. =
But if you cease to think in the rigid binary manner of 0/1, if you have =
67 percent of a solution, that's still pretty good. If you
combine that with 6 other methods, some engineered, some managed by =
people, you have a pretty good system.

You don't admit or counsel defeat or assume a knowier-than-thou =
defeatist position about the problem of copying on the Internet just =
because there's copyablity.

As Jaron Lanier has explained a number of times, "It's this way because =
we made it this way." The ideology was baked in; it can be baked out =
*shrugs*.

Why you would have to rehearse, in numbing, boring detail for the =
millionth time in this discussion, the way textures operate -- facts we =
who are not technologists
but who use SL already got the first million times you discussed it -- =
can only be explained by a belief that if you say something enough times =
it will "make it true" -- as a policy, and not just as code.

The reality is, most people don't copy. The reality is, most people find =
c/m/t works pretty good. In fact, so good that the entire economy =
thrives on it. The reality is, the Lindens do catch rogue viewers. The =
reality is, most people have absolutely no need to liberate their own or =
other's content. It's a completely contrived claim that they do, just =
because you as the copyleftist sect have this "need".

And again THE PROBLEM IS EXAGGERATED and indeed those latest statistics =
in fact let us know that. 9 million scans of X thousands of avatars, and =
only 78,000 found with rogue viewers.

And DER we get it that the real rogues are not going to show up as =
"known rogues". So what? *There aren't that many of them either*. =
Psychological advantage *matters*.


"And don't tell me software exists that can detect if
an uploaded texture "looks like" one of the already existing billion
textures that were uploaded before. If the texture is converted twice,
ie from jpeg2000 to jpg to tga and then uploaded, then you'd need a
human to look at the original and the newly uploaded texture at the
same time to judge that it is MAYBE a copy - which then can only be
proved in court if the original creator can prove that his original
textures are 100% his own and not, for example, downloaded from the
internet somewhere (because in that case the other uploader could
have used the same source).

Well, maybe it does, and maybe it doesn't. In fact, YOU would not be a =
source on this because you and your confreres here already have one =
perspective, and that's the copyleftist one.
You're already predisposed to see every nail of attempt to find =
mechanical means, even if not perfect, with the hammer of your default =
copyleftism. So you're not the person to consult about this.
You and the others here are not trustworthy; you are not good stewards =
of the public trust. You have no credibility.

The idea that there is "the complete lack of support for FREE things" in =
Second Life is outrageously laughable. It's the sort of thing only the =
most extreme, lunatic Stillmanite could say.

Every store has freebies. There are zillions of divas who have loss =
leaders. There are thousands of people who like helping the masses with =
free crap. There is a concerned, aggressive, obsessive sect of =
opensource freaks in SL who constantly release things for free, =
especially if they can ruin someone else's proprietary business that =
they don't think they should have -- for example, CrystalShar Foo's =
infamous Freeview TV, cumbersome and unworkable but free, and designed =
to undermine the proprietary TV scripts (ultimately an unsuccessful =
gambit, but one which still continues to wreck havoc). So there's no =
shortage of "free" and "free on all perms" -- to claim the opposite is =
to defy what we can all see before our eyes on every sim.

There is no customer demand for rezzing prims defaulting to the =
collectivist mode of all perms. That's a minority, sectarian opinion of =
some copyleftists and they've aggressively mounted a JIRA demanding
the first step toward this (with an aim to undermine the default), and =
it's no accident, comrade, that I am banned from the JIRA for precisely =
objecting that exact stealth campaign, barely camouflaged because
the originators' petition and comments on tech publications are all =
available to see on the Internet to determine their real agenda.

NO ONE is complaining that prims rez to default to no-transfer. THAT'S =
OK. It prevents people especially when new from giving away their =
creations accidently. It takes one click to change them to the =
share-bear freebie mode if needed. No one has ever been deterred in =
their zeal to make everything "free for the masses" -- communism abounds =
in SL.

It's a completely false use case to claim that there are all these =
people who are fussing that they can't manage builds or objects because =
of permissions problems. There aren't. Instead, there are way more =
people complaining that there is too much unpunished copybotting and too =
much aggressiveness freebie flooding from a small concerted clique with =
an agenda. It's just you don't hear from these far greater masses of =
people because they aren't technologists. But even without computer =
science degrees, people become very savvy about running JIRA proposals =
and getting votes, and the votes show it: people do not need the =
copyleftist regime in SL; they need the copyright regime in SL. That's =
all there is to it. Pretending this isn't the case is done for =
ideological reasons and not science.

The use case of "my friend needs to me to change all the objects on my =
sim" is an isolated one and one that is remedied with build perms most =
of the time. I've commissioned numerous builds and worked with builders =
and other residents constantly. Nobody has ever been deterred from =
collaboration or assistance with management by the permissions system. =
Businesses make group avatars that multiple use or they make company =
avatars just for that build to use.

If a creator "forgot" to set some root prim some way, you can contact =
them and work it out. Most prefab creators put houses on copy/mod but =
not transfer precisely so you can easily change their buildings, in =
fact. Those that put their item on no-copy/transfer will send you =
another copy or sell you a box with 6 back ups -- but the overwhelming =
majority put their items on copy/mod. These fake claims of "entire sims" =
with "builds I can't move or transfer" are artificial exoticisms used to =
make copyleftist arguments -- I've gone and examined a few of them and =
found things like Siggy Romulus' beach house, which was issued 7 years =
ago on all perms, and which ends up in somebody's inventory without all =
the perms, but *which can be gotten again easily on all perms* -- that =
is, gosh, if you can't live without an ugly brown newbie building and =
can't make one yourself (and even I can do that). I discovered the two =
educators bellowing the loudest about not being able to copy content to =
open sim when they moved due to price hikes last fall were people with a =
couple of free or very cheap prefabs on their sims -- to hear them talk, =
they had the 65,000 proprietary works of Scope Cleaver and had paid tens =
of thousands of dollars and were now wailing. Had that actually been the =
case, of course, they could contact Scope and pay him for a transfer. To =
invoke fake use cases of builders long gone from the grid doesn't cut it =
-- most things in SL can be be built quickly anew, and the same textures =
purchased. Using common sense and logic you sustain the economy; making =
up fake use cases and cranking up the tech or demanding changes to =
policy to match those fake use cases, you undermine the economy.

With builders I work with, I'm able to copy their items because I have =
their build perms. So I could put something again if it disappears in a =
sim rolling restart, something that happens about once every few months. =
If I copy some large block of concrete and put it out inworld, I can't =
then keep pulling on and copying that block, I have to take it again =
from inventory. Same with commissioned works I resell. I have to =
carefully rez each copy out of my inventory and reset the perms to make =
sure I don't sell them all perm. I have to do this with several items a =
few times a month. And it's worth it to preserve the intellectual =
property rights of those creators, and my investment in commissioning =
content. I'm not a RL store owner who has to unpack a crate and dust off =
the peanuts and manually put them on real shelves, I'm a virtual store =
owner who...clicks a few times. Big deal. I am NOT INTERESTED in CHANGES =
TO SERVER-SIDE CODE that remove the Berne inherency:
http://secondthoughts.typepad.com/second_thoughts/2011/02/the-berne-inher=
ency-and-the-interop-flop-reply-to-meadh.html

None of the "hardships" you describe are real. They all have =
workarounds. And they all have solutions in the long run that will keep =
value *when this technological exercise is in other hands*.

There is nothing "missing" from the protocol because a friend who has =
created something who somehow now needs you to fiddle with his prims =
can't turn over every aspect of them to you. If he loves you that much, =
he can give you his log on and you can log on as him.

There is no "annoyance" that an object is "non free". That's assigning =
anthropomorphic features to a piece of code rendering as a block. =
Catherine Pfeffer, flogging the all-perms JIRA, does exactly the same =
gambit, accusing the server of "enslaving" objects.

Nonsense. The server, the system, the protocols preserve value by =
keeping the maximum of choices OPEN as a default. We value that. You =
don't. Go on open sim and play in your Leninist sandboxes and stop =
trying to build a bridge between two systems merely designed to flush =
the content out for free. We're not interested; indeed we will =
vigorously oppose it.

Freebies that are non-transfer are designed that way because freebies =
are usually tethered to a purpose: serving as a loss-leader to drive =
people back to the store where they were issued so that people might buy =
things as well as take the loss-leaders. And that's ok, that's normal, =
and that's what most people want.

You're ALREADY free to create content and set all the perms to support =
the collectivist ideals you wish to support. There is CHOICE. When open =
source copyleftism is imposed on defaults, then THERE IS NO CHOICE.

As for this notion: "I think you might find a lot of people, like =
myself, a lot more willing to help out with thinking of ways on how to =
protect property in virtual
worlds when first it is assured that those who want to create things =
that are FREE are equally supported as the commercial guys out there.

You're already FREE because there is already CHOICE and you are banging =
on an open door -- with only the aim to close it and impose the coercive =
copyleftist agenda with is NOT FREE for those who want to keep the =
integration of copyright and commerce, a laudable aim. Once again, I =
want to remind everyone what VWRAP and metaversestandards.org and other =
similar exercises are about: ideological control by copyleftism, not =
technology. And ideological control that is only able to keep itself in =
power by silencing people on the JIRA, kicking people off lists like =
this, silencing them on the opensource Linden list, etc. etc. Just as =
the real-life coercion of Soviet communism failed, so will this =
technocommunist version of it fail precisely because of this coercion -- =
coercion in controlling speech criticizing of its hijacking of the =
agenda, coercion in opposition to exposure of false use cases, and =
coercion in demanding technical exigencies to suit copyleftism.

Leave Second Life alone.

Prokofy Neva


____________________________________________________________
Groupon.com Official Site
1 huge daily deal on the best stuff to do in your city. Try it today!
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	charset="utf-8"
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<HTML><HEAD></HEAD>
<BODY dir=3Dltr>
<DIV dir=3Dltr>
<DIV style=3D"FONT-FAMILY: 'Calibri'; COLOR: #000000; FONT-SIZE: 12pt">
<DIV>Look i have no idea why you make personal attack in this IETF =
working group=20
list, but you should stop it, if you don=E2=80=99t have anything =
constructive to say in=20
here, please go rant in some other places, i`m sure there's plenty of =
places=20
where you can just go about it. Why don=E2=80=99t you just blog about it =
and don=E2=80=99t use=20
the list. I=E2=80=99m not trying to tell you that you can=E2=80=99t =
express yourself here, but=20
flaming others really doesn=E2=80=99t have a place in a list like this. =
Please stop it,=20
every time your posting in here turn out in a flaming war and we really =
don=E2=80=99t=20
need this.</DIV>
<DIV>&nbsp;</DIV>
<DIV>Thank you</DIV>
<DIV=20
style=3D"FONT-STYLE: normal; DISPLAY: inline; FONT-FAMILY: 'Calibri'; =
COLOR: #000000; FONT-SIZE: small; FONT-WEIGHT: normal; TEXT-DECORATION: =
none">
<DIV style=3D"FONT: 10pt tahoma">
<DIV>&nbsp;</DIV>
<DIV style=3D"BACKGROUND: #f5f5f5">
<DIV style=3D"font-color: black"><B>From:</B> <A =
title=3Ddyerbrookme@juno.com=20
href=3D"mailto:dyerbrookme@juno.com">dyerbrookme@juno.com</A> </DIV>
<DIV><B>Sent:</B> Saturday, April 02, 2011 1:14 PM</DIV>
<DIV><B>To:</B> <A title=3Dcarlo@alinoe.com=20
href=3D"mailto:carlo@alinoe.com">carlo@alinoe.com</A> </DIV>
<DIV><B>Cc:</B> <A title=3Dvwrap@ietf.org=20
href=3D"mailto:vwrap@ietf.org">vwrap@ietf.org</A> </DIV>
<DIV><B>Subject:</B> Re: [vwrap] [wvrap] Simulation=20
consistency</DIV></DIV></DIV>
<DIV>&nbsp;</DIV></DIV>
<DIV=20
style=3D"FONT-STYLE: normal; DISPLAY: inline; FONT-FAMILY: 'Calibri'; =
COLOR: #000000; FONT-SIZE: small; FONT-WEIGHT: normal; TEXT-DECORATION: =
none">
<DIV>Carlo,</DIV>
<DIV>&nbsp;</DIV>
<DIV>Why, after 7 years (or more like 15 years) of discussions about the =

Metaverse do you feel the need to come and state the obvious about the =
analog=20
hole once again?</DIV>
<DIV>And the obvious about the inability to stop rogue viewers once =
again=20
because they can all spoof things?</DIV>
<DIV>&nbsp;</DIV>
<DIV>We get all that -- and got a million times ago when you smugly =
explained it=20
the first million times.</DIV>
<DIV>&nbsp;</DIV>
<DIV>The reality is, companies use a variety of techniques to battle =
these=20
problems, some engineered in code, some in organic policy. Indeed they =
use DRM=20
and paywalls despite everything that you think or that Apple has done. =
And=20
that's ok. We all get that there is no 100 percent solution. But if you =
cease to=20
think in the rigid binary manner of 0/1, if you have 67 percent of a =
solution,=20
that's still pretty good. If you</DIV>
<DIV>combine that with 6 other methods, some engineered, some managed by =
people,=20
you have a pretty good system.</DIV>
<DIV>&nbsp;</DIV>
<DIV>You don't admit or counsel defeat or assume a knowier-than-thou =
defeatist=20
position about the problem of copying on the Internet just because =
there's=20
copyablity.</DIV>
<DIV><BR>As Jaron Lanier has explained a number of times, "It's this way =
because=20
we made it this way." The ideology was baked in; it can be baked out=20
*shrugs*.</DIV>
<DIV>&nbsp;</DIV>
<DIV>Why you would have to rehearse, in numbing, boring detail for the =
millionth=20
time in this discussion, the way textures operate -- facts we who are =
not=20
technologists</DIV>
<DIV>but who use SL already got the first million times you discussed it =
-- can=20
only be explained by a belief that if you say something enough times it =
will=20
"make it true" -- as a policy, and not just as code.</DIV>
<DIV>&nbsp;</DIV>
<DIV>The reality is, most people don't copy. The reality is, most people =
find=20
c/m/t works pretty good. In fact, so good that the entire economy =
thrives on it.=20
The reality is, the Lindens do catch rogue viewers. The reality is, most =
people=20
have absolutely no need to liberate their own or other's content. It's a =

completely contrived claim that they do, just because you as the =
copyleftist=20
sect have this "need".</DIV>
<DIV>&nbsp;</DIV>
<DIV>And again THE PROBLEM IS EXAGGERATED and indeed those latest =
statistics in=20
fact let us know that. 9 million scans of X thousands of avatars, and =
only=20
78,000 found with rogue viewers.</DIV>
<DIV>&nbsp;</DIV>
<DIV>And DER we get it that the real rogues are not going to show up as =
"known=20
rogues". So what? *There aren't that many of them either*. Psychological =

advantage *matters*.</DIV>
<DIV>&nbsp;</DIV>
<DIV><BR>"And don't tell me software exists that can detect if<BR>an =
uploaded=20
texture "looks like" one of the already existing billion<BR>textures =
that were=20
uploaded before. If the texture is converted twice,<BR>ie from jpeg2000 =
to jpg=20
to tga and then uploaded, then you'd need a<BR>human to look at the =
original and=20
the newly uploaded texture at the<BR>same time to judge that it is MAYBE =
a copy=20
- which then can only be<BR>proved in court if the original creator can =
prove=20
that his original<BR>textures are 100% his own and not, for example, =
downloaded=20
from the<BR>internet somewhere (because in that case the other uploader=20
could<BR>have used the same source).</DIV>
<DIV>&nbsp;</DIV>
<DIV>Well, maybe it does, and maybe it doesn't. In fact, YOU would not =
be a=20
source on this because you and your confreres here already have one =
perspective,=20
and that's the copyleftist one.</DIV>
<DIV>You're already predisposed to see every nail of attempt to find =
mechanical=20
means, even if not perfect, with the hammer of your default copyleftism. =
So=20
you're not the person to consult about this.</DIV>
<DIV>You and the others here are not trustworthy; you are not good =
stewards of=20
the public trust. You have no credibility.</DIV>
<DIV>&nbsp;</DIV>
<DIV>The idea that there is "the complete lack of support for FREE =
things" in=20
Second Life is outrageously laughable. It's the sort of thing only the =
most=20
extreme, lunatic Stillmanite could say.</DIV>
<DIV>&nbsp;</DIV>
<DIV>Every store has freebies. There are zillions of divas who have loss =

leaders. There are thousands of people who like helping the masses with =
free=20
crap. There is a concerned, aggressive, obsessive sect of opensource =
freaks in=20
SL who constantly release things for free, especially if they can ruin =
someone=20
else's proprietary business that they don't think they should have -- =
for=20
example, CrystalShar Foo's infamous Freeview TV, cumbersome and =
unworkable but=20
free, and designed to undermine the proprietary TV scripts (ultimately =
an=20
unsuccessful gambit, but one which still continues to wreck havoc). So =
there's=20
no shortage of "free" and "free on all perms" -- to claim the opposite =
is to=20
defy what we can all see before our eyes on every sim.</DIV>
<DIV>&nbsp;</DIV>
<DIV>There is no customer demand for rezzing prims defaulting to the=20
collectivist mode of all perms. That's a minority, sectarian opinion of =
some=20
copyleftists and they've aggressively mounted a JIRA demanding</DIV>
<DIV>the first step toward this (with an aim to undermine the default), =
and it's=20
no accident, comrade, that I am banned from the JIRA for precisely =
objecting=20
that exact stealth campaign, barely camouflaged because</DIV>
<DIV>the originators' petition and comments on tech publications are all =

available to see on the Internet to determine their real agenda.</DIV>
<DIV>&nbsp;</DIV>
<DIV>NO ONE is complaining that prims rez to default to no-transfer. =
THAT'S OK.=20
It prevents people especially when new from giving away their creations=20
accidently. It takes one click to change them to the share-bear freebie =
mode if=20
needed. No one has ever been deterred in their zeal to make everything =
"free for=20
the masses" -- communism abounds in SL.</DIV>
<DIV>&nbsp;</DIV>
<DIV>It's a completely false use case to claim that there are all these =
people=20
who are fussing that they can't manage builds or objects because of =
permissions=20
problems. There aren't. Instead, there are way more people complaining =
that=20
there is too much unpunished copybotting and too much aggressiveness =
freebie=20
flooding from a small concerted clique with an agenda. It's just you =
don't hear=20
from these far greater masses of people because they aren't =
technologists. But=20
even without computer science degrees, people become very savvy about =
running=20
JIRA proposals and getting votes, and the votes show it: people do not =
need the=20
copyleftist regime in SL; they need the copyright regime in SL. That's =
all there=20
is to it. Pretending this isn't the case is done for ideological reasons =
and not=20
science.</DIV>
<DIV>&nbsp;</DIV>
<DIV>The use case of "my friend needs to me to change all the objects on =
my sim"=20
is an isolated one and one that is remedied with build perms most of the =
time.=20
I've commissioned numerous builds and worked with builders and other =
residents=20
constantly. Nobody has ever been deterred from collaboration or =
assistance with=20
management by the permissions system. Businesses make group avatars that =

multiple use or they make company avatars just for that build to =
use.</DIV>
<DIV>&nbsp;</DIV>
<DIV>If a creator "forgot" to set some root prim some way, you can =
contact them=20
and work it out. Most prefab creators put houses on copy/mod but not =
transfer=20
precisely so you can easily change their buildings, in fact. Those that =
put=20
their item on no-copy/transfer will send you another copy or sell you a =
box with=20
6 back ups -- but the overwhelming majority put their items on copy/mod. =
These=20
fake claims of "entire sims" with "builds I can't move or transfer" are=20
artificial exoticisms used to make copyleftist arguments -- I've gone =
and=20
examined a few of them and found things like Siggy Romulus' beach house, =
which=20
was issued 7 years ago on all perms, and which ends up in somebody's =
inventory=20
without all the perms, but *which can be gotten again easily on all =
perms* --=20
that is, gosh, if you can't live without an ugly brown newbie building =
and can't=20
make one yourself (and even I can do that). I discovered the two =
educators=20
bellowing the loudest about not being able to copy content to open sim =
when they=20
moved due to price hikes last fall were people with a couple of free or =
very=20
cheap prefabs on their sims -- to hear them talk, they had the 65,000=20
proprietary works of Scope Cleaver and had paid tens of thousands of =
dollars and=20
were now wailing. Had that actually been the case, of course, they could =
contact=20
Scope and pay him for a transfer. To invoke fake use cases of builders =
long gone=20
from the grid doesn't cut it -- most things in SL can be be built =
quickly anew,=20
and the same textures purchased. Using common sense and logic you =
sustain the=20
economy; making up fake use cases and cranking up the tech or demanding =
changes=20
to policy to match those fake use cases, you undermine the =
economy.</DIV>
<DIV>&nbsp;</DIV>
<DIV>With builders I work with, I'm able to copy their items because I =
have=20
their build perms. So I could put something again if it disappears in a =
sim=20
rolling restart, something that happens about once every few months. If =
I copy=20
some large block of concrete and put it out inworld, I can't then keep =
pulling=20
on and copying that block, I have to take it again from inventory. Same =
with=20
commissioned works I resell. I have to carefully rez each copy out of my =

inventory and reset the perms to make sure I don't sell them all perm. I =
have to=20
do this with several items a few times a month. And it's worth it to =
preserve=20
the intellectual property rights of those creators, and my investment in =

commissioning content. I'm not a RL store owner who has to unpack a =
crate and=20
dust off the peanuts and manually put them on real shelves, I'm a =
virtual store=20
owner who...clicks a few times. Big deal. I am NOT INTERESTED in CHANGES =
TO=20
SERVER-SIDE CODE that remove the Berne inherency:</DIV>
<DIV>http://secondthoughts.typepad.com/second_thoughts/2011/02/the-berne-=
inherency-and-the-interop-flop-reply-to-meadh.html</DIV>
<DIV>&nbsp;</DIV>
<DIV>None of the "hardships" you describe are real. They all have =
workarounds.=20
And they all have solutions in the long run that will keep value *when =
this=20
technological exercise is in other hands*.</DIV>
<DIV>&nbsp;</DIV>
<DIV>There is nothing "missing" from the protocol because a friend who =
has=20
created something who somehow now needs you to fiddle with his prims =
can't turn=20
over every aspect of them to you. If he loves you that much, he can give =
you his=20
log on and you can log on as him.</DIV>
<DIV>&nbsp;</DIV>
<DIV>There is no "annoyance" that an object is "non free". That's =
assigning=20
anthropomorphic features to a piece of code rendering as a block. =
Catherine=20
Pfeffer, flogging the all-perms JIRA, does exactly the same gambit, =
accusing the=20
server of "enslaving" objects.</DIV>
<DIV>&nbsp;</DIV>
<DIV>Nonsense. The server, the system, the protocols preserve value by =
keeping=20
the maximum of choices OPEN as a default. We value that. You don't. Go =
on open=20
sim and play in your Leninist sandboxes and stop trying to build a =
bridge=20
between two systems merely designed to flush the content out for free. =
We're not=20
interested; indeed we will vigorously oppose it.</DIV>
<DIV>&nbsp;</DIV>
<DIV>Freebies that are non-transfer are designed that way because =
freebies are=20
usually tethered to a purpose: serving as a loss-leader to drive people =
back to=20
the store where they were issued so that people might buy things as well =
as take=20
the loss-leaders. And that's ok, that's normal, and that's what most =
people=20
want.</DIV>
<DIV>&nbsp;</DIV>
<DIV>You're ALREADY free to create content and set all the perms to =
support the=20
collectivist ideals you wish to support. There is CHOICE. When open =
source=20
copyleftism is imposed on defaults, then THERE IS NO CHOICE.</DIV>
<DIV>&nbsp;</DIV>
<DIV>As for this notion: "I think you might find a lot of people, like =
myself, a=20
lot more willing to help out with thinking of ways on how to protect =
property in=20
virtual<BR>worlds when first it is assured that those who want to create =
things=20
that are FREE are equally supported as the commercial guys out=20
there.<BR><BR>You're already FREE because there is already CHOICE and =
you are=20
banging on an open door -- with only the aim to close it and impose the =
coercive=20
copyleftist agenda with is NOT FREE for those who want to keep the =
integration=20
of copyright and commerce, a laudable aim. Once again, I want to remind =
everyone=20
what VWRAP and metaversestandards.org and other similar exercises are =
about:=20
ideological control by copyleftism, not technology. And ideological =
control that=20
is only able to keep itself in power by silencing people on the JIRA, =
kicking=20
people off lists like this, silencing them on the opensource Linden =
list, etc.=20
etc. Just as the real-life coercion of Soviet communism failed, so will =
this=20
technocommunist version of it fail precisely because of this coercion -- =

coercion in controlling speech criticizing of its hijacking of the =
agenda,=20
coercion in opposition to exposure of false use cases, and coercion in =
demanding=20
technical exigencies to suit copyleftism.</DIV>
<DIV>&nbsp;</DIV>
<DIV>Leave Second Life alone.</DIV>
<DIV>&nbsp;</DIV>
<DIV>Prokofy Neva</DIV><BR><BR><FONT color=3D#000000=20
size=3D2>____________________________________________________________</FO=
NT><BR><A=20
style=3D"TEXT-DECORATION: none"=20
href=3D"http://thirdpartyoffers.juno.com/TGL3142/4d9759acc6cfc3f539st06vu=
c"=20
target=3D_blank><FONT face=3DArial><FONT color=3D#004080 =
size=3D3><B>Groupon.com=20
Official Site</B></FONT><BR><FONT color=3D#000000 size=3D2>1 huge daily =
deal on the=20
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Subject: Re: [vwrap] [wvrap] Simulation consistency
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> As always though, it's a trade-off, since the proxied design has very poo=
r scalability compared to the distributed one.

I don't agree with that... If a user enters a highly populated region,
every other client is going to (could and should be trying to) hit the
asset server(s) for the assets that the user is wearing (assuming
they're not cached locally).  Every asset server has to be scaled up
to the point that it can handle that load from all over...

If I'm hosting a region that supports 10s of thousands of simultaneous
users (thinking of the future), I already have to scale to meet that
demand. If the region is proxying the assets, then, yes the region has
to be scaled to meet that asset demand too, but it already has to be
scaled to meet other demands of being a region server... and why is
scaling those asset proxy services hard?  It's going to cost $, but is
not technically challenging. So, if I want to host a region like
that... sure it will cost me, but the simulation will be consistent
and users will be able to participate equally, regardless of the
capabilities of their individual asset services.




On Fri, Apr 1, 2011 at 11:55 PM, Morgaine
<morgaine.dinova@googlemail.com> wrote:
> Every design choice results in a trade-off, Vaughn, improving one thing a=
t
> the expense of something else.=A0 If every time we offered a service we h=
ad to
> inform its users about the downsides of all the trade-offs we have made,
> they would have an awful lot to read. ;-)
>
> The specific trade-off that you are discussing is no different.=A0 A regi=
on
> that proxies all content has the "benefit" of acquiring control from the
> asset servers over the items in the region, so that it can ensure that
> everyone in the region not only obtains the items but obtains the same it=
ems
> as everyone else.=A0 That does indeed provide a greater guarantee of
> consistency than a deployment in which the region only passes asset URIs =
to
> clients who then fetch the items from asset services separately.=A0 As al=
ways
> though, it's a trade-off, since the proxied design has very poor scalabil=
ity
> compared to the distributed one.
>
> If we're going to warn users of the potential for inconsistency in the
> distributed deployment as you suggest, are we also going to warn them of
> non-scalability in the proxied one?=A0 I really don't see much merit in t=
he
> idea of warning about design choices.=A0 Many such choices are technical,=
 and
> the issues are quite likely to be of little interest to non-technical use=
rs
> anyway.=A0 In any case, the better services are likely to provide such
> information in their online documentation, I would guess.
>
> You mentioned users "voting with their feet" or choosing to accept the ri=
sk
> of inconsistency.=A0 Well that will happen anyway, when services fail and
> users get annoyed.=A0 If some asset services refuse to send the requested
> items to some users, those services will get a bad reputation and people
> will choose different asset services instead.=A0 Likewise, if a world ser=
vice
> proxies everything and so it can't handle a large number of assets or of
> people, users will get annoyed at the lag and will go elsewhere.=A0 This =
user
> evaluation and "voting with their feet" happens already with online servi=
ces
> all over the Internet, and I am sure that this human process will continu=
e
> to work when the services are asset and region services.
>
> Back in September 2010, I wrote this post which proposes that we use in
> VWRAP a form of asset addressing that provides massive scalability at the
> same time as a very high degree of resilience --
> http://www.ietf.org/mail-archive/web/vwrap/current/msg00463.html .=A0 It =
is
> based on the concept of the URI containing a host part and a hash part,
> where the hash is generated (once, at the time of storage to the asset
> service) using a specified digest algorithm over the content of the asset
> being referenced.=A0 You may wish to note that if this design were used, =
the
> failure of an asset service to deliver a requested item would result in a
> failover request for the item to one or more backup services, using the s=
ame
> hash part but with a different host address.
>
> This can go some way towards overcoming the problem that you think might
> occur when assets are fetched by clients from asset services directly.
> Although it won't help when the missing item is available from only a sin=
gle
> asset service, it will help in many other cases, and it will compensate f=
or
> service failures and network outages automatically at the same time.
>
> PS. This design for hash-based asset addressing is already being tested b=
y
> Mojito Sorbet in her experimental world and client.=A0 It would give
> VWRAP-based worlds an improved level of service availability, so I think =
it
> should be a core feature of our protocol.
>
>
> Morgaine.
>
>
>
>
> =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D
>
> On Fri, Apr 1, 2011 at 11:17 PM, Vaughn Deluca <vaughn.deluca@gmail.com>
> wrote:
>>
>> This is a question i discussed with Morgaine off-list a while ago (I
>> intended to send it to the list but pushed the wrong button...) I
>> think we need to address this problem, and decide how to deal with it.
>>
>> =A0In Davids deployment draft, section 7.3.1.1 an overview is given van
>> ways to deliver content to the region. One way is only passing a
>> capability that allows access to (part of) the resource:
>>
>> =A0 =A0 =A0 =A0 =A0 7.3.1.1. =A0Content delivery models
>> =A0 =A0 =A0 =A0 =A0 A range of possible represenations can be passed to =
a region for
>> =A0 =A0 =A0 =A0 =A0 simulation. [...] The other end of the delivery spec=
trum
>> involves passing
>> =A0 =A0 =A0 =A0 =A0 only a URI or capability used to access the renderin=
g
>> information and a
>> =A0 =A0 =A0 =A0 =A0 collision mesh,and related data for physical simulat=
ion.
>> =A0 =A0 =A0 =A0 =A0 In such a model, the client is responsible for fetch=
ing the
>> additional
>> =A0 =A0 =A0 =A0 =A0 information needed to render the item's visual prese=
nce from a
>> separate
>> =A0 =A0 =A0 =A0 =A0 service. =A0This fetch can be done *under the creden=
tials of the
>> end user*
>> =A0 =A0 =A0 =A0 =A0 viewing the material [my emphasis--VD] , and divorce=
s the
>> simulation from
>> =A0 =A0 =A0 =A0 =A0 the trust chain needed to manage content. =A0Any aut=
omation
>> is done on a
>> =A0 =A0 =A0 =A0 =A0 separate host which the content creator or owner tru=
sts,
>> interacting with the
>> =A0 =A0 =A0 =A0 =A0 object through remoted interfaces.
>>
>> =A0I can see the need for such a setup, however, i feel we are
>> unpleasantly close to a situation were the coherence of the simulation
>> falls apart.
>> In this deployment pattern the region advertises the presence of the
>> asset, and *some* clients will be able to get it as expected, while
>> -based on the arbitrary whims of the asset service- others might not.
>>
>> My hope would be that after the asset server provides the region with
>> the capability to get the asset, it gives up control. That would mean
>> that if the client finds the inventory server is unwilling to serve
>> the content - in spire of the region saying it is present-, the client
>> should be able to turn around ask the *region* for the asset, (and get
>> is after all).
>>
>> =A0If that is not the case, -and there are probably good reasons for the
>> deployment pattern as described- =A0shouldn't we *warn* clients that the
>> region might be inconsistent, so the users behind the client can vote
>> with their feet, (or take the risk)?
>>
>> --Vaughn
>> _______________________________________________
>> vwrap mailing list
>> vwrap@ietf.org
>> https://www.ietf.org/mailman/listinfo/vwrap
>
>
> _______________________________________________
> vwrap mailing list
> vwrap@ietf.org
> https://www.ietf.org/mailman/listinfo/vwrap
>
>

From dzonatas@gmail.com  Sat Apr  2 11:26:28 2011
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Date: Sat, 02 Apr 2011 11:28:50 -0700
From: Dzonatas Sol <dzonatas@gmail.com>
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Subject: Re: [vwrap] [wvrap] Simulation consistency
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Meadhbh Hamrick wrote:
> yes. there is something missing in the protocol. it's trust. you don't
> put "trust" in a protocol, you put "security" in a protocol. at the
> end of the day, the people using this protocol will need to decide
> whom they trust. this is why there was a security model and the
> ability of the protocol to "securely carry trust."
>   

Well said! +1

> the idea is that the protocol would carry cryptographically
> unforgeable attestations of an endpoint's identity. this identity
> would then be evaluated by protocol participants to see if it is
> "trusted."
>   

Exactly!

Perhaps some assume content is always digital-deliverables for 
evaluation rather than only digital-context and the need to evaluate 
analog-content (separately). I know the issue is that I can write that 
easy and yet the overall task is complex, especially when one tries to 
wrap their head around the concept of analog-content evaluation over 
digital networks.

Maybe kinetics (as now popularized by Microsoft) can help people 
comprehend these steps without the need to know the bounds of math, 
omegas, within the limits, and beyond, as we can more easily assume with 
ray-tracer knowledge. I mention this because know such knowledge would 
help ease the hearts of those in concern of asset security, yet I don't 
always have easier ways to explain things as Meadhbh did above.

Imagine the only way to establish some sign-on is a specific diet and 
motion in front of the MS-Kinetic cam. That is analog data. If you think 
of single captures of the images then that is the digital renders of 
analog samples. The point is analog can only be sampled. The question of 
"trust" becomes how many samples does it take before some other 
participant acknowledges. (Or...,) How many milliseconds go by before 
you even recognize someone and trust your own cognition?

Something to keep in mind while this list assumed digital-security (and 
exploitation) was the only argument possible.


-- 
--- https://twitter.com/Dzonatas_Sol ---
Web Development, Software Engineering, Virtual Reality, Consultant


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Subject: Re: [vwrap] [wvrap] Simulation consistency
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--00235429d8f48e5953049ff3bdd2
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Hash-based addressing is very different to UUID-based addressing as used in
SNOW-375, so I expect there is some misunderstanding of how hash digests ar=
e
applied in this scheme,

The universal address of the item is the hash digest over the data of the
item using a specified digest algorithm, and is not a UUID.  It is invarian=
t
regardless of who computes it, although it would normally be computed only
once by the asset service at the time that the item is being stored in the
service.  All asset services everywhere will use the same digest as an
address for this item, because the digest algorithm is specified.

Data that is addressed and indexed in this way can of course be used in a
REST architecture with appropriate design, but because hash digests are not
UUIDs, there is quite a different semantic to it.  A UUID cannot be used as
a shared cache index in a multi-world architecture, because identical
content in N different worlds will have different UUIDs associated with it
in each world.  In contrast, identical content in N different worlds will
have an identical hash in every world, and therefore only a single storage
entry is needed in a multi-world cache.

The effect of this is dramatic.  Every time that an Object ARchive is loade=
d
to populate a new region, this can generate another several hundred thousan=
d
(and soon, millions) of new assets which in a UUID-addressed scheme will
typically just grow the asset storage without bound.  In a hash-addressed
scheme, that OAR can be loaded a million times and the asset data storage
doesn't increase by 1 byte, neither in the asset server, the region, nor in
client caches.  Only metadata storage need grow for repeated assets in asse=
t
services, but it's not even needed in client-side caches, so the benefits
are huge.

A nice mental image that really brings this home is that of grass patches
and trees and other common environmental objects reused in countless worlds
across the metaverse, yet requiring no downloads at all as you tour around
the worlds because visiting just one world has populated your persistent
cache with those common items already.

This can represents storage savings of thousands or even millions to 1, and
corresponding time savings too because the remote fetches from asset
services are avoided entirely.  The impact of this scheme on user experienc=
e
can be expected to be outstanding even in today's humble beginnings, and
much more so as the metaverse blooms.  It's the scheme with the best
performance and scalability of any we have examined so far.

UUID-based asset storage does not have these excellent properties, nor the
other advantages that I have described previously.


Morgaine.





=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D

On Sat, Apr 2, 2011 at 4:36 PM, Dzonatas Sol <dzonatas@gmail.com> wrote:

> Your hash/digest method is similar to basic REST and what I already
> implemented. Icesphere already has implementations and methods and even
> furthers them with burst modes so where there is no worry to have a URI f=
or
> each asset. The URI can specify a list of assets or single asset (content
> varies as such), which can be returned immediately or when each is ready =
for
> transfer, individually. Uses LLIDL with proposed changes:
>
> Everything is documented here:
> http://wiki.secondlife.com/wiki/User:Dzonatas_Sol/SNOW-375_Resources/Inve=
ntory
> (Last edited that doc in August 2010 & Icesphere's implementation has bee=
n
> used for awhile since then)
>
>
>
> Morgaine wrote:
>
>> Back in September 2010, I wrote this post which proposes that we use in
>> VWRAP a form of asset addressing that provides massive scalability at th=
e
>> same time as a very high degree of resilience --
>> http://www.ietf.org/mail-archive/web/vwrap/current/msg00463.html .=EF=BF=
=BD It is
>> based on the concept of the URI containing a host part and a hash part,
>> where the hash is generated (once, at the time of storage to the asset
>> service) using a specified digest algorithm over the content of the asse=
t
>> being referenced.=EF=BF=BD You may wish to note that if this design were=
 used, the
>> failure of an asset service to deliver a requested item would result in =
a
>> failover request for the item to one or more backup services, using the =
same
>> hash part but with a different host address.
>>
>>
>
> --
> --- https://twitter.com/Dzonatas_Sol ---
> Web Development, Software Engineering, Virtual Reality, Consultant
>
>

--00235429d8f48e5953049ff3bdd2
Content-Type: text/html; charset=UTF-8
Content-Transfer-Encoding: quoted-printable

Hash-based addressing is very different to UUID-based addressing as used in=
 SNOW-375, so I expect there is some misunderstanding of how hash digests a=
re applied in this scheme,<br><br>The universal address of the item is the =
hash digest over the data of the item using a specified digest algorithm, a=
nd is not a UUID.=C2=A0 It is invariant regardless of who computes it, alth=
ough it would normally be computed only once by the asset service at the ti=
me that the item is being stored in the service.=C2=A0 All asset services e=
verywhere will use the same digest as an address for this item, because the=
 digest algorithm is specified.<br>
<br>Data that is addressed and indexed in this way can of course be used in=
 a REST architecture with appropriate design, but because hash digests are =
not UUIDs, there is quite a different semantic to it.=C2=A0 A UUID cannot b=
e used as a shared cache index in a multi-world architecture, because ident=
ical content in N different worlds will have different UUIDs associated wit=
h it in each world.=C2=A0 In contrast, identical content in N different wor=
lds will have an identical hash in every world, and therefore only a single=
 storage entry is needed in a multi-world cache.<br>
<br>The effect of this is dramatic.=C2=A0 Every time that an Object ARchive=
 is loaded to populate a new region, this can generate another several hund=
red thousand (and soon, millions) of new assets which in a UUID-addressed s=
cheme will typically just grow the asset storage without bound.=C2=A0 In a =
hash-addressed scheme, that OAR can be loaded a million times and the asset=
 data storage doesn&#39;t increase by 1 byte, neither in the asset server, =
the region, nor in client caches.=C2=A0 Only metadata storage need grow for=
 repeated assets in asset services, but it&#39;s not even needed in client-=
side caches, so the benefits are huge.<br>
<br>A nice mental image that really brings this home is that of grass patch=
es and trees and other common environmental objects reused in countless wor=
lds across the metaverse, yet requiring no downloads at all as you tour aro=
und the worlds because visiting just one world has populated your persisten=
t cache with those common items already.<br>
<br>This can represents storage savings of thousands or even millions to 1,=
 and corresponding time savings too because the remote fetches from asset s=
ervices are avoided entirely.=C2=A0 The impact of this scheme on user exper=
ience can be expected to be outstanding even in today&#39;s humble beginnin=
gs, and much more so as the metaverse blooms.=C2=A0 It&#39;s the scheme wit=
h the best performance and scalability of any we have examined so far.<br>
<br>UUID-based asset storage does not have these excellent properties, nor =
the other advantages that I have described previously.<br><br><br>Morgaine.=
<br><br><br><br><br><br>=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D<br><br><div class=3D"gmail_quote">
On Sat, Apr 2, 2011 at 4:36 PM, Dzonatas Sol <span dir=3D"ltr">&lt;<a href=
=3D"mailto:dzonatas@gmail.com">dzonatas@gmail.com</a>&gt;</span> wrote:<br>=
<blockquote class=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt 0.8ex; borde=
r-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;">
Your hash/digest method is similar to basic REST and what I already impleme=
nted. Icesphere already has implementations and methods and even furthers t=
hem with burst modes so where there is no worry to have a URI for each asse=
t. The URI can specify a list of assets or single asset (content varies as =
such), which can be returned immediately or when each is ready for transfer=
, individually. Uses LLIDL with proposed changes:<br>

<br>
Everything is documented here: <a href=3D"http://wiki.secondlife.com/wiki/U=
ser:Dzonatas_Sol/SNOW-375_Resources/Inventory" target=3D"_blank">http://wik=
i.secondlife.com/wiki/User:Dzonatas_Sol/SNOW-375_Resources/Inventory</a><br=
>

(Last edited that doc in August 2010 &amp; Icesphere&#39;s implementation h=
as been used for awhile since then)<div><div></div><div class=3D"h5"><br>
<br>
<br>
Morgaine wrote:<br>
<blockquote class=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt 0.8ex; borde=
r-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;">
Back in September 2010, I wrote this post which proposes that we use in VWR=
AP a form of asset addressing that provides massive scalability at the same=
 time as a very high degree of resilience -- <a href=3D"http://www.ietf.org=
/mail-archive/web/vwrap/current/msg00463.html" target=3D"_blank">http://www=
.ietf.org/mail-archive/web/vwrap/current/msg00463.html</a> .=EF=BF=BD It is=
 based on the concept of the URI containing a host part and a hash part, wh=
ere the hash is generated (once, at the time of storage to the asset servic=
e) using a specified digest algorithm over the content of the asset being r=
eferenced.=EF=BF=BD You may wish to note that if this design were used, the=
 failure of an asset service to deliver a requested item would result in a =
failover request for the item to one or more backup services, using the sam=
e hash part but with a different host address.<br>

<br>
</blockquote>
<br>
<br></div></div><font color=3D"#888888">
-- <br>
--- <a href=3D"https://twitter.com/Dzonatas_Sol" target=3D"_blank">https://=
twitter.com/Dzonatas_Sol</a> ---<br>
Web Development, Software Engineering, Virtual Reality, Consultant<br>
<br>
</font></blockquote></div><br>

--00235429d8f48e5953049ff3bdd2--

From dzonatas@gmail.com  Sat Apr  2 11:39:43 2011
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Date: Sat, 02 Apr 2011 11:42:06 -0700
From: Dzonatas Sol <dzonatas@gmail.com>
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Subject: Re: [vwrap] Simulation consistency
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Not everything has to be copied. Wrap your mind around the ability for 
one simulator A to act as the client to another simulator B. In such 
case, the assets are not copied if they are only ray-traced. The 
ray-traced rendition can then allow user C to connect to sim A and see 
some appearance of assets froms sim B, yet not the exact copies.

Now, consider many asset servers to be the original analog-version of 
assets that are being simulated individually, and simulators will need 
to connect to these asset simulators in order to get some sampled view 
of the original. The sample view is the only allowable copy, and the 
original is never transfered. Detail of the sample view may vary. 
Consider some jewelry has some very unique, highly detailed, intricate 
work, the sampled version will never come close to the original, 
especially given limits on number of samples and resolution. One would 
have to trade the original manually in order to transfer it.

Convex/concave samples outside of ray-tracers are not always easy. It's 
doesn't always begin with a prim for these concepts.

Again, the idea is individual (and original) asset simulators instead of 
region simulator that (own and) simulate everything about requested assets.

Related concepts:

http://wiki.secondlife.com/wiki/User:Dzonatas_Sol/HttpCastRayLLSD

http://icyspherical.blogspot.com/2010/07/optimizing-simulations-with-basic.html


Carlo Wood wrote:
> On Sat, 2 Apr 2011 10:01:43 -0700
> Meadhbh Hamrick <ohmeadhbh@gmail.com> wrote:
>
> This is not exactly what I was refering too :p
> What I meant is that it should be possible to tag
> a creation as "GPL-ed" or "Common Creations" etc,
> and that the result is that that thing stays that
> way. That it is not possible to accidently break
> such free licenses by making it 'no mod' because
> someone forgot to check a box.
>
> Although this seems to be a client-side issue,
> and thus something internally to grid (and thus
> not related to VWRAP), it DOES mean that such
> information has to be supported at all levels:
> the fact that something IS explicitely allowed
> to be copied etc, has to be stored in asset
> servers and be transported to others who obtain
> a copy if it.
>
> If everyone is willing to work as hard on guaranteeing
> support for such free product as on the use case
> for proprietary products, then I'm willing to think
> hard of ways to support the latter.
>
>   
>> yes. there is something missing in the protocol. it's trust. you don't
>> put "trust" in a protocol, you put "security" in a protocol. at the
>> end of the day, the people using this protocol will need to decide
>> whom they trust. this is why there was a security model and the
>> ability of the protocol to "securely carry trust."
>>
>> the idea is that the protocol would carry cryptographically
>> unforgeable attestations of an endpoint's identity. this identity
>> would then be evaluated by protocol participants to see if it is
>> "trusted."
>>
>> there's no place in the protocol that says "you must trust a specific
>> entity," but rather a mechanism deployers can use to carry the
>> identity of people wishing to be trusted.
>>
>> at the end of the day, an asset service should only barf up assets to
>> trusted simulation services. simulators SHOULD only allow people on
>> the grid they trust (for some definition of the word "trust.")
>>
>> if you're a company like Linden that needs to respond to DMCA takedown
>> requests, you're likely to require the client trust knob turned up a
>> bit. if you're an enterprise, you're going to want that trust knob
>> turned all the way up. if you're the pirate bay, you're going to
>> intentionally want that trust knob turned all the way down.
>>
>> as protocol developers, it's our duty to create a protocol that meets
>> everyone's use cases. so... i mean... feel free to try to define a
>> protocol that mandates the use of DRM or blesses a particular trust
>> point, but the likelihood of it being widely supported is..
>> approximately nil.
>>
>> my recommendation has always been... "define mechanism, not policy."
>>
>> -cheers
>> -meadhbh
>> --
>> meadhbh hamrick * it's pronounced "maeve"
>> @OhMeadhbh * http://meadhbh.org/ * OhMeadhbh@gmail.com
>>
>>
>>
>> On Sat, Apr 2, 2011 at 8:19 AM, Carlo Wood <carlo@alinoe.com> wrote:
>>     
>>> On Sat, 2 Apr 2011 14:12:59 GMT
>>> "dyerbrookme@juno.com" <dyerbrookme@juno.com> wrote:
>>>
>>>       
>>>> BTW, the Red Zone statistics of 9 million  scans with only 78,000
>>>> rogue viewers captured lets us know that this  problem is
>>>> exaggerated -- and usually by engineers who claim there is no
>>>>  technical solution.
>>>>         
>>> Just for the record, from a hacker/engineer: there is no technical
>>> solution. It is possible to copy everything (and without being
>>> detected by a "Red Zone" which can only detect rogue viewers that
>>> were released to the public and explicitly make a point of being
>>> detectable in the first place (call that bragging: no fun in
>>> releasing a "k3wl" viewer if others (or even the coder himself)
>>> can't see that it is being used.) So, there is a psychological
>>> advantage for the detectors, but not really a technical one.
>>>
>>> Lets concentrate on textures for the moment to explain this.
>>>
>>> In order to see an object, or clothing, with the appropriate
>>> textures, those textures have to be downloadable for the viewer.
>>> There is nothing you can do about that short of running the whole
>>> viewer server-side and providing a video. But even in that case it
>>> would technically be possible to rip the textures: they are still
>>> visible (ie, you could make a screenshot of the surface of a wall).
>>> I don't consider the video-broadcast to even be remotely
>>> interesting, certainly not from the viewpoint of VWRAP so lets
>>> forget that for the moment and just accept that it is possible for
>>> anyone to store whatever they SEE to their harddisk.
>>>
>>> Secondly, if the first creator could upload this texture then so can
>>> the ripper. And don't tell me software exists that can detect if
>>> an uploaded texture "looks like" one of the already existing billion
>>> textures that were uploaded before. If the texture is converted
>>> twice, ie from jpeg2000 to jpg to tga and then uploaded, then you'd
>>> need a human to look at the original and the newly uploaded texture
>>> at the same time to judge that it is MAYBE a copy - which then can
>>> only be proved in court if the original creator can prove that his
>>> original textures are 100% his own and not, for example, downloaded
>>> from the internet somewhere (because in that case the other
>>> uploader could have used the same source).
>>>
>>> A real problem, currently in SL, is imho the complete lack of
>>> support for FREE things. The amount of restriction (for people with
>>> honest viewers) is tremendous: if you're not an expert or do not pay
>>> attention for a second, then your creation is not truely free
>>> anymore. Everything defaults to very copyleft unfriendly settings.
>>> I'm trying to get my friends, who are very willing in that regard,
>>> to only create full permission stuff, but it's simply near
>>> impossible to keep something full permission and often we're stuck
>>> with something nobody else can change or edit because the creator
>>> forgot to set the bit of the contents of an object after changing
>>> the group etc blah blah...
>>>
>>> For example, last a good friend of me wanted my help with making a
>>> large amount of changes on his sim: hunderds of objects had to be
>>> adjusted... He was willing to:
>>> 1) Add me to any group necessary.
>>> 2) Give me his build rights
>>> 3) Transfer any object to me (temporary ownership transfer)
>>> 4) Make any adjustments to the objects and the objects contents
>>>   needed to allow me to access what I needed to access.
>>> etc etc
>>>
>>> The end result: He had to do it all by himself. It was impossible to
>>> give me enough access to help him (for those who don't believe that,
>>> one of things involved changing the "anyone can move" bit of an
>>> object in the contents of objects: it is not possible to take
>>> anything out of the contents (ie copy it to your inventory) when
>>> it's no transfer, and therefore you can't edit it, even though it's
>>> modify and you get all the rights that the owner can give you).
>>>
>>> Sorry, but that is unacceptable; and it CLEARLY shows that
>>> something is missing from the protocol.
>>>
>>> Now the above example doesn't show that a free object is not
>>> supported, it only make clear that non-free objects can be very
>>> annoying even in situations where the owner has all the rights to
>>> do what he wants to do. There are many other such examples. Hence,
>>> it shows that it is very annoying that an object is non-free by
>>> default at so many levels that you need an IQ of over 140 to create
>>> one and those permissions erode quickly to non-free. Even the so
>>> called "freebies" are non-free by the way: they are almost always
>>> no transfer. Hell, even the default shape that you can when you
>>> create a new account is no transfer, what kind of insanity is that?!
>>>
>>> I think you might find a lot of people, like myself, a lot more
>>> willing to help out with thinking of ways on how to protect
>>> property in virtual worlds when first it is assured that those who
>>> want to create things that are FREE are equally supported as the
>>> commercial guys out there.
>>>
>>> --
>>> Carlo Wood <carlo@alinoe.com>
>>> _______________________________________________
>>> vwrap mailing list
>>> vwrap@ietf.org
>>> https://www.ietf.org/mailman/listinfo/vwrap
>>>
>>>       
>
>
>
>   


-- 
--- https://twitter.com/Dzonatas_Sol ---
Web Development, Software Engineering, Virtual Reality, Consultant


From dzonatas@gmail.com  Sat Apr  2 11:58:18 2011
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Date: Sat, 02 Apr 2011 12:00:41 -0700
From: Dzonatas Sol <dzonatas@gmail.com>
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Subject: Re: [vwrap] [wvrap] Simulation consistency
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Again, you assumed too much and narrowed it down too some straw-man 
argument of UUID only. There are many ways to cache.

SNOW-375 has the functionality for hash-based, if you want to further 
the public/private implementation of URIs. The functionality for 
private-URI being based on public URIs (as documented) is just cache and 
redirect, not much different from hash-based as you describe. I just 
haven't implemented login option create a digest for private URIs (as 
noted in the documentation section about "feature freeze"). Purposely 
waited...   (and I'm in 
multi-point/multi-client/full-duplex/anti-exploit mindset )...

...and waited...

Despite my reasons to wait and do other things, open virtual worlds vs 
legacy...

I'll lean more towards organic and analog based types then identical 
assets, especially if virtual worlds include real world peripherals.


Morgaine wrote:
> Hash-based addressing is very different to UUID-based addressing as 
> used in SNOW-375, so I expect there is some misunderstanding of how 
> hash digests are applied in this scheme,
>
> The universal address of the item is the hash digest over the data of 
> the item using a specified digest algorithm, and is not a UUID.  It is 
> invariant regardless of who computes it, although it would normally be 
> computed only once by the asset service at the time that the item is 
> being stored in the service.  All asset services everywhere will use 
> the same digest as an address for this item, because the digest 
> algorithm is specified.
>
> Data that is addressed and indexed in this way can of course be used 
> in a REST architecture with appropriate design, but because hash 
> digests are not UUIDs, there is quite a different semantic to it.  A 
> UUID cannot be used as a shared cache index in a multi-world 
> architecture, because identical content in N different worlds will 
> have different UUIDs associated with it in each world.  In contrast, 
> identical content in N different worlds will have an identical hash in 
> every world, and therefore only a single storage entry is needed in a 
> multi-world cache.
>
> The effect of this is dramatic.  Every time that an Object ARchive is 
> loaded to populate a new region, this can generate another several 
> hundred thousand (and soon, millions) of new assets which in a 
> UUID-addressed scheme will typically just grow the asset storage 
> without bound.  In a hash-addressed scheme, that OAR can be loaded a 
> million times and the asset data storage doesn't increase by 1 byte, 
> neither in the asset server, the region, nor in client caches.  Only 
> metadata storage need grow for repeated assets in asset services, but 
> it's not even needed in client-side caches, so the benefits are huge.
>
> A nice mental image that really brings this home is that of grass 
> patches and trees and other common environmental objects reused in 
> countless worlds across the metaverse, yet requiring no downloads at 
> all as you tour around the worlds because visiting just one world has 
> populated your persistent cache with those common items already.
>
> This can represents storage savings of thousands or even millions to 
> 1, and corresponding time savings too because the remote fetches from 
> asset services are avoided entirely.  The impact of this scheme on 
> user experience can be expected to be outstanding even in today's 
> humble beginnings, and much more so as the metaverse blooms.  It's the 
> scheme with the best performance and scalability of any we have 
> examined so far.
>
> UUID-based asset storage does not have these excellent properties, nor 
> the other advantages that I have described previously.
>
>
> Morgaine.
>
>
>
>
>
> =====================
>
> On Sat, Apr 2, 2011 at 4:36 PM, Dzonatas Sol <dzonatas@gmail.com 
> <mailto:dzonatas@gmail.com>> wrote:
>
>     Your hash/digest method is similar to basic REST and what I
>     already implemented. Icesphere already has implementations and
>     methods and even furthers them with burst modes so where there is
>     no worry to have a URI for each asset. The URI can specify a list
>     of assets or single asset (content varies as such), which can be
>     returned immediately or when each is ready for transfer,
>     individually. Uses LLIDL with proposed changes:
>
>     Everything is documented here:
>     http://wiki.secondlife.com/wiki/User:Dzonatas_Sol/SNOW-375_Resources/Inventory
>     (Last edited that doc in August 2010 & Icesphere's implementation
>     has been used for awhile since then)
>
>
>
>     Morgaine wrote:
>
>         Back in September 2010, I wrote this post which proposes that
>         we use in VWRAP a form of asset addressing that provides
>         massive scalability at the same time as a very high degree of
>         resilience --
>         http://www.ietf.org/mail-archive/web/vwrap/current/msg00463.html
>         .� It is based on the concept of the URI containing a host
>         part and a hash part, where the hash is generated (once, at
>         the time of storage to the asset service) using a specified
>         digest algorithm over the content of the asset being
>         referenced.� You may wish to note that if this design were
>         used, the failure of an asset service to deliver a requested
>         item would result in a failover request for the item to one or
>         more backup services, using the same hash part but with a
>         different host address.
>
>
>
>     -- 
>     --- https://twitter.com/Dzonatas_Sol ---
>     Web Development, Software Engineering, Virtual Reality, Consultant
>
>
> ------------------------------------------------------------------------
>
> _______________________________________________
> vwrap mailing list
> vwrap@ietf.org
> https://www.ietf.org/mailman/listinfo/vwrap
>   


-- 
--- https://twitter.com/Dzonatas_Sol ---
Web Development, Software Engineering, Virtual Reality, Consultant


From morgaine.dinova@googlemail.com  Sat Apr  2 12:14:18 2011
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Date: Sat, 2 Apr 2011 20:15:57 +0100
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From: Morgaine <morgaine.dinova@googlemail.com>
To: vwrap@ietf.org
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Subject: Re: [vwrap] [wvrap] Simulation consistency
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I have no doubt that you *could* adapt SNOW-375 to hash-based addressing,
but that is not what SNOW-375 currently describes, so the point is moot.


Morgaine.




=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D

On Sat, Apr 2, 2011 at 8:00 PM, Dzonatas Sol <dzonatas@gmail.com> wrote:

> Again, you assumed too much and narrowed it down too some straw-man
> argument of UUID only. There are many ways to cache.
>
> SNOW-375 has the functionality for hash-based, if you want to further the
> public/private implementation of URIs. The functionality for private-URI
> being based on public URIs (as documented) is just cache and redirect, no=
t
> much different from hash-based as you describe. I just haven't implemente=
d
> login option create a digest for private URIs (as noted in the documentat=
ion
> section about "feature freeze"). Purposely waited...   (and I'm in
> multi-point/multi-client/full-duplex/anti-exploit mindset )...
>
> ...and waited...
>
> Despite my reasons to wait and do other things, open virtual worlds vs
> legacy...
>
> I'll lean more towards organic and analog based types then identical
> assets, especially if virtual worlds include real world peripherals.
>
>
> Morgaine wrote:
>
>> Hash-based addressing is very different to UUID-based addressing as used
>> in SNOW-375, so I expect there is some misunderstanding of how hash dige=
sts
>> are applied in this scheme,
>>
>> The universal address of the item is the hash digest over the data of th=
e
>> item using a specified digest algorithm, and is not a UUID.  It is invar=
iant
>> regardless of who computes it, although it would normally be computed on=
ly
>> once by the asset service at the time that the item is being stored in t=
he
>> service.  All asset services everywhere will use the same digest as an
>> address for this item, because the digest algorithm is specified.
>>
>> Data that is addressed and indexed in this way can of course be used in =
a
>> REST architecture with appropriate design, but because hash digests are =
not
>> UUIDs, there is quite a different semantic to it.  A UUID cannot be used=
 as
>> a shared cache index in a multi-world architecture, because identical
>> content in N different worlds will have different UUIDs associated with =
it
>> in each world.  In contrast, identical content in N different worlds wil=
l
>> have an identical hash in every world, and therefore only a single stora=
ge
>> entry is needed in a multi-world cache.
>>
>> The effect of this is dramatic.  Every time that an Object ARchive is
>> loaded to populate a new region, this can generate another several hundr=
ed
>> thousand (and soon, millions) of new assets which in a UUID-addressed sc=
heme
>> will typically just grow the asset storage without bound.  In a
>> hash-addressed scheme, that OAR can be loaded a million times and the as=
set
>> data storage doesn't increase by 1 byte, neither in the asset server, th=
e
>> region, nor in client caches.  Only metadata storage need grow for repea=
ted
>> assets in asset services, but it's not even needed in client-side caches=
, so
>> the benefits are huge.
>>
>> A nice mental image that really brings this home is that of grass patche=
s
>> and trees and other common environmental objects reused in countless wor=
lds
>> across the metaverse, yet requiring no downloads at all as you tour arou=
nd
>> the worlds because visiting just one world has populated your persistent
>> cache with those common items already.
>>
>> This can represents storage savings of thousands or even millions to 1,
>> and corresponding time savings too because the remote fetches from asset
>> services are avoided entirely.  The impact of this scheme on user experi=
ence
>> can be expected to be outstanding even in today's humble beginnings, and
>> much more so as the metaverse blooms.  It's the scheme with the best
>> performance and scalability of any we have examined so far.
>>
>> UUID-based asset storage does not have these excellent properties, nor t=
he
>> other advantages that I have described previously.
>>
>>
>> Morgaine.
>>
>>
>>
>>
>>
>> =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D
>>
>> On Sat, Apr 2, 2011 at 4:36 PM, Dzonatas Sol <dzonatas@gmail.com <mailto=
:
>> dzonatas@gmail.com>> wrote:
>>
>>    Your hash/digest method is similar to basic REST and what I
>>    already implemented. Icesphere already has implementations and
>>    methods and even furthers them with burst modes so where there is
>>    no worry to have a URI for each asset. The URI can specify a list
>>    of assets or single asset (content varies as such), which can be
>>    returned immediately or when each is ready for transfer,
>>    individually. Uses LLIDL with proposed changes:
>>
>>    Everything is documented here:
>>
>> http://wiki.secondlife.com/wiki/User:Dzonatas_Sol/SNOW-375_Resources/Inv=
entory
>>    (Last edited that doc in August 2010 & Icesphere's implementation
>>    has been used for awhile since then)
>>
>>
>>
>>    Morgaine wrote:
>>
>>        Back in September 2010, I wrote this post which proposes that
>>        we use in VWRAP a form of asset addressing that provides
>>        massive scalability at the same time as a very high degree of
>>        resilience --
>>        http://www.ietf.org/mail-archive/web/vwrap/current/msg00463.html
>>        .=EF=BF=BD It is based on the concept of the URI containing a hos=
t
>>        part and a hash part, where the hash is generated (once, at
>>        the time of storage to the asset service) using a specified
>>        digest algorithm over the content of the asset being
>>        referenced.=EF=BF=BD You may wish to note that if this design wer=
e
>>        used, the failure of an asset service to deliver a requested
>>        item would result in a failover request for the item to one or
>>        more backup services, using the same hash part but with a
>>        different host address.
>>
>>
>>
>>    --     --- https://twitter.com/Dzonatas_Sol ---
>>    Web Development, Software Engineering, Virtual Reality, Consultant
>>
>>
>> ------------------------------------------------------------------------
>>
>>
>> _______________________________________________
>> vwrap mailing list
>> vwrap@ietf.org
>> https://www.ietf.org/mailman/listinfo/vwrap
>>
>>
>
>
> --
> --- https://twitter.com/Dzonatas_Sol ---
> Web Development, Software Engineering, Virtual Reality, Consultant
>
>

--000e0cd25cae2f4500049ff45b2b
Content-Type: text/html; charset=UTF-8
Content-Transfer-Encoding: quoted-printable

I have no doubt that you <i><b>could</b></i> adapt SNOW-375 to hash-based a=
ddressing, but that is not what SNOW-375 currently describes, so the point =
is moot.<br><br><br>Morgaine.<br><br><br><br><br>=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D<br>
<br><div class=3D"gmail_quote">On Sat, Apr 2, 2011 at 8:00 PM, Dzonatas Sol=
 <span dir=3D"ltr">&lt;<a href=3D"mailto:dzonatas@gmail.com">dzonatas@gmail=
.com</a>&gt;</span> wrote:<br><blockquote class=3D"gmail_quote" style=3D"ma=
rgin: 0pt 0pt 0pt 0.8ex; border-left: 1px solid rgb(204, 204, 204); padding=
-left: 1ex;">
Again, you assumed too much and narrowed it down too some straw-man argumen=
t of UUID only. There are many ways to cache.<br>
<br>
SNOW-375 has the functionality for hash-based, if you want to further the p=
ublic/private implementation of URIs. The functionality for private-URI bei=
ng based on public URIs (as documented) is just cache and redirect, not muc=
h different from hash-based as you describe. I just haven&#39;t implemented=
 login option create a digest for private URIs (as noted in the documentati=
on section about &quot;feature freeze&quot;). Purposely waited... =C2=A0 (a=
nd I&#39;m in multi-point/multi-client/full-duplex/anti-exploit mindset )..=
.<br>

<br>
...and waited...<br>
<br>
Despite my reasons to wait and do other things, open virtual worlds vs lega=
cy...<br>
<br>
I&#39;ll lean more towards organic and analog based types then identical as=
sets, especially if virtual worlds include real world peripherals.<br>
<br>
<br>
Morgaine wrote:<br>
<blockquote class=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt 0.8ex; borde=
r-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;"><div class=3D"im"=
>
Hash-based addressing is very different to UUID-based addressing as used in=
 SNOW-375, so I expect there is some misunderstanding of how hash digests a=
re applied in this scheme,<br>
<br>
The universal address of the item is the hash digest over the data of the i=
tem using a specified digest algorithm, and is not a UUID. =C2=A0It is inva=
riant regardless of who computes it, although it would normally be computed=
 only once by the asset service at the time that the item is being stored i=
n the service. =C2=A0All asset services everywhere will use the same digest=
 as an address for this item, because the digest algorithm is specified.<br=
>

<br>
Data that is addressed and indexed in this way can of course be used in a R=
EST architecture with appropriate design, but because hash digests are not =
UUIDs, there is quite a different semantic to it. =C2=A0A UUID cannot be us=
ed as a shared cache index in a multi-world architecture, because identical=
 content in N different worlds will have different UUIDs associated with it=
 in each world. =C2=A0In contrast, identical content in N different worlds =
will have an identical hash in every world, and therefore only a single sto=
rage entry is needed in a multi-world cache.<br>

<br>
The effect of this is dramatic. =C2=A0Every time that an Object ARchive is =
loaded to populate a new region, this can generate another several hundred =
thousand (and soon, millions) of new assets which in a UUID-addressed schem=
e will typically just grow the asset storage without bound. =C2=A0In a hash=
-addressed scheme, that OAR can be loaded a million times and the asset dat=
a storage doesn&#39;t increase by 1 byte, neither in the asset server, the =
region, nor in client caches. =C2=A0Only metadata storage need grow for rep=
eated assets in asset services, but it&#39;s not even needed in client-side=
 caches, so the benefits are huge.<br>

<br>
A nice mental image that really brings this home is that of grass patches a=
nd trees and other common environmental objects reused in countless worlds =
across the metaverse, yet requiring no downloads at all as you tour around =
the worlds because visiting just one world has populated your persistent ca=
che with those common items already.<br>

<br>
This can represents storage savings of thousands or even millions to 1, and=
 corresponding time savings too because the remote fetches from asset servi=
ces are avoided entirely. =C2=A0The impact of this scheme on user experienc=
e can be expected to be outstanding even in today&#39;s humble beginnings, =
and much more so as the metaverse blooms. =C2=A0It&#39;s the scheme with th=
e best performance and scalability of any we have examined so far.<br>

<br>
UUID-based asset storage does not have these excellent properties, nor the =
other advantages that I have described previously.<br>
<br>
<br>
Morgaine.<br>
<br>
<br>
<br>
<br>
<br>
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D<br>
<br></div><div><div></div><div class=3D"h5">
On Sat, Apr 2, 2011 at 4:36 PM, Dzonatas Sol &lt;<a href=3D"mailto:dzonatas=
@gmail.com" target=3D"_blank">dzonatas@gmail.com</a> &lt;mailto:<a href=3D"=
mailto:dzonatas@gmail.com" target=3D"_blank">dzonatas@gmail.com</a>&gt;&gt;=
 wrote:<br>

<br>
 =C2=A0 =C2=A0Your hash/digest method is similar to basic REST and what I<b=
r>
 =C2=A0 =C2=A0already implemented. Icesphere already has implementations an=
d<br>
 =C2=A0 =C2=A0methods and even furthers them with burst modes so where ther=
e is<br>
 =C2=A0 =C2=A0no worry to have a URI for each asset. The URI can specify a =
list<br>
 =C2=A0 =C2=A0of assets or single asset (content varies as such), which can=
 be<br>
 =C2=A0 =C2=A0returned immediately or when each is ready for transfer,<br>
 =C2=A0 =C2=A0individually. Uses LLIDL with proposed changes:<br>
<br>
 =C2=A0 =C2=A0Everything is documented here:<br>
 =C2=A0 =C2=A0<a href=3D"http://wiki.secondlife.com/wiki/User:Dzonatas_Sol/=
SNOW-375_Resources/Inventory" target=3D"_blank">http://wiki.secondlife.com/=
wiki/User:Dzonatas_Sol/SNOW-375_Resources/Inventory</a><br>
 =C2=A0 =C2=A0(Last edited that doc in August 2010 &amp; Icesphere&#39;s im=
plementation<br>
 =C2=A0 =C2=A0has been used for awhile since then)<br>
<br>
<br>
<br>
 =C2=A0 =C2=A0Morgaine wrote:<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0Back in September 2010, I wrote this post which=
 proposes that<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0we use in VWRAP a form of asset addressing that=
 provides<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0massive scalability at the same time as a very =
high degree of<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0resilience --<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0<a href=3D"http://www.ietf.org/mail-archive/web=
/vwrap/current/msg00463.html" target=3D"_blank">http://www.ietf.org/mail-ar=
chive/web/vwrap/current/msg00463.html</a><br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0.=EF=BF=BD It is based on the concept of the UR=
I containing a host<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0part and a hash part, where the hash is generat=
ed (once, at<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0the time of storage to the asset service) using=
 a specified<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0digest algorithm over the content of the asset =
being<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0referenced.=EF=BF=BD You may wish to note that =
if this design were<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0used, the failure of an asset service to delive=
r a requested<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0item would result in a failover request for the=
 item to one or<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0more backup services, using the same hash part =
but with a<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0different host address.<br>
<br>
<br>
<br>
 =C2=A0 =C2=A0-- =C2=A0 =C2=A0 --- <a href=3D"https://twitter.com/Dzonatas_=
Sol" target=3D"_blank">https://twitter.com/Dzonatas_Sol</a> ---<br>
 =C2=A0 =C2=A0Web Development, Software Engineering, Virtual Reality, Consu=
ltant<br>
<br>
<br></div></div>
------------------------------------------------------------------------<di=
v class=3D"im"><br>
<br>
_______________________________________________<br>
vwrap mailing list<br>
<a href=3D"mailto:vwrap@ietf.org" target=3D"_blank">vwrap@ietf.org</a><br>
<a href=3D"https://www.ietf.org/mailman/listinfo/vwrap" target=3D"_blank">h=
ttps://www.ietf.org/mailman/listinfo/vwrap</a><br>
 =C2=A0<br>
</div></blockquote>
<br><div><div></div><div class=3D"h5">
<br>
-- <br>
--- <a href=3D"https://twitter.com/Dzonatas_Sol" target=3D"_blank">https://=
twitter.com/Dzonatas_Sol</a> ---<br>
Web Development, Software Engineering, Virtual Reality, Consultant<br>
<br>
</div></div></blockquote></div><br>

--000e0cd25cae2f4500049ff45b2b--

From dzonatas@gmail.com  Sat Apr  2 12:36:22 2011
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Date: Sat, 02 Apr 2011 12:38:45 -0700
From: Dzonatas Sol <dzonatas@gmail.com>
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Subject: Re: [vwrap] [wvrap] Simulation consistency
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I have no doubt that people could publish how, where, and why exploits 
exist, yet most of these are obvious (or become obvious) when 
keen-enough peeps actually implement  (and even re-implement) those 
ideas that sound great on paper with reasons given (limited from real 
world execution).

Moot? "Use-cases are under review..." -- 
http://wiki.secondlife.com/wiki/User:Dzonatas_Sol/SNOW-375#Resources_.26_Capabilities

Of course, I'm not gonna describe how, where, and why... nor further 
implement such obvious exploits.

I'm surprised for how much you argued about trust and security.

Yes, I could expand the URI lookup cache to handle security by 
obscurity. Ok, moot point now.

Morgaine wrote:
> I have no doubt that you /*could*/ adapt SNOW-375 to hash-based 
> addressing, but that is not what SNOW-375 currently describes, so the 
> point is moot.
>
>
> Morgaine.
>
>
>
>
> =====================
>
> On Sat, Apr 2, 2011 at 8:00 PM, Dzonatas Sol <dzonatas@gmail.com 
> <mailto:dzonatas@gmail.com>> wrote:
>
>     Again, you assumed too much and narrowed it down too some
>     straw-man argument of UUID only. There are many ways to cache.
>
>     SNOW-375 has the functionality for hash-based, if you want to
>     further the public/private implementation of URIs. The
>     functionality for private-URI being based on public URIs (as
>     documented) is just cache and redirect, not much different from
>     hash-based as you describe. I just haven't implemented login
>     option create a digest for private URIs (as noted in the
>     documentation section about "feature freeze"). Purposely waited...
>       (and I'm in multi-point/multi-client/full-duplex/anti-exploit
>     mindset )...
>
>     ...and waited...
>
>     Despite my reasons to wait and do other things, open virtual
>     worlds vs legacy...
>
>     I'll lean more towards organic and analog based types then
>     identical assets, especially if virtual worlds include real world
>     peripherals.
>
>
>     Morgaine wrote:
>
>         Hash-based addressing is very different to UUID-based
>         addressing as used in SNOW-375, so I expect there is some
>         misunderstanding of how hash digests are applied in this scheme,
>
>         The universal address of the item is the hash digest over the
>         data of the item using a specified digest algorithm, and is
>         not a UUID.  It is invariant regardless of who computes it,
>         although it would normally be computed only once by the asset
>         service at the time that the item is being stored in the
>         service.  All asset services everywhere will use the same
>         digest as an address for this item, because the digest
>         algorithm is specified.
>
>         Data that is addressed and indexed in this way can of course
>         be used in a REST architecture with appropriate design, but
>         because hash digests are not UUIDs, there is quite a different
>         semantic to it.  A UUID cannot be used as a shared cache index
>         in a multi-world architecture, because identical content in N
>         different worlds will have different UUIDs associated with it
>         in each world.  In contrast, identical content in N different
>         worlds will have an identical hash in every world, and
>         therefore only a single storage entry is needed in a
>         multi-world cache.
>
>         The effect of this is dramatic.  Every time that an Object
>         ARchive is loaded to populate a new region, this can generate
>         another several hundred thousand (and soon, millions) of new
>         assets which in a UUID-addressed scheme will typically just
>         grow the asset storage without bound.  In a hash-addressed
>         scheme, that OAR can be loaded a million times and the asset
>         data storage doesn't increase by 1 byte, neither in the asset
>         server, the region, nor in client caches.  Only metadata
>         storage need grow for repeated assets in asset services, but
>         it's not even needed in client-side caches, so the benefits
>         are huge.
>
>         A nice mental image that really brings this home is that of
>         grass patches and trees and other common environmental objects
>         reused in countless worlds across the metaverse, yet requiring
>         no downloads at all as you tour around the worlds because
>         visiting just one world has populated your persistent cache
>         with those common items already.
>
>         This can represents storage savings of thousands or even
>         millions to 1, and corresponding time savings too because the
>         remote fetches from asset services are avoided entirely.  The
>         impact of this scheme on user experience can be expected to be
>         outstanding even in today's humble beginnings, and much more
>         so as the metaverse blooms.  It's the scheme with the best
>         performance and scalability of any we have examined so far.
>
>         UUID-based asset storage does not have these excellent
>         properties, nor the other advantages that I have described
>         previously.
>
>
>         Morgaine.
>
>
>
>
>
>         =====================
>
>         On Sat, Apr 2, 2011 at 4:36 PM, Dzonatas Sol
>         <dzonatas@gmail.com <mailto:dzonatas@gmail.com>
>         <mailto:dzonatas@gmail.com <mailto:dzonatas@gmail.com>>> wrote:
>
>            Your hash/digest method is similar to basic REST and what I
>            already implemented. Icesphere already has implementations and
>            methods and even furthers them with burst modes so where
>         there is
>            no worry to have a URI for each asset. The URI can specify
>         a list
>            of assets or single asset (content varies as such), which
>         can be
>            returned immediately or when each is ready for transfer,
>            individually. Uses LLIDL with proposed changes:
>
>            Everything is documented here:
>          
>          http://wiki.secondlife.com/wiki/User:Dzonatas_Sol/SNOW-375_Resources/Inventory
>            (Last edited that doc in August 2010 & Icesphere's
>         implementation
>            has been used for awhile since then)
>
>
>
>            Morgaine wrote:
>
>                Back in September 2010, I wrote this post which
>         proposes that
>                we use in VWRAP a form of asset addressing that provides
>                massive scalability at the same time as a very high
>         degree of
>                resilience --
>              
>          http://www.ietf.org/mail-archive/web/vwrap/current/msg00463.html
>                .� It is based on the concept of the URI containing a host
>                part and a hash part, where the hash is generated (once, at
>                the time of storage to the asset service) using a specified
>                digest algorithm over the content of the asset being
>                referenced.� You may wish to note that if this design were
>                used, the failure of an asset service to deliver a
>         requested
>                item would result in a failover request for the item to
>         one or
>                more backup services, using the same hash part but with a
>                different host address.
>
>
>
>            --     --- https://twitter.com/Dzonatas_Sol ---
>            Web Development, Software Engineering, Virtual Reality,
>         Consultant
>
>
>         ------------------------------------------------------------------------
>
>
>
>         _______________________________________________
>         vwrap mailing list
>         vwrap@ietf.org <mailto:vwrap@ietf.org>
>         https://www.ietf.org/mailman/listinfo/vwrap
>          
>
>
>
>     -- 
>     --- https://twitter.com/Dzonatas_Sol ---
>     Web Development, Software Engineering, Virtual Reality, Consultant
>
>
> ------------------------------------------------------------------------
>
> _______________________________________________
> vwrap mailing list
> vwrap@ietf.org
> https://www.ietf.org/mailman/listinfo/vwrap
>   


-- 
--- https://twitter.com/Dzonatas_Sol ---
Web Development, Software Engineering, Virtual Reality, Consultant


From morgaine.dinova@googlemail.com  Sat Apr  2 12:56:53 2011
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Subject: Re: [vwrap] [wvrap] Simulation consistency
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Izzy, when designing for scalability, the model to bear in mind is that of
seasoned virtual world travelers whose inventories contain assets from many
different worlds, those assets being served by many different asset
services.  Both worlds and asset services may include commercial, community,
and personal services, and as the metaverse grows, that set is highly likely
to become progressively less clustered and more diverse.

When those seasoned travelers click on an advertised VW link and perform an
inter-world teleport to one particular world's region to share an
experience, their "worn" assets (the only ones of interest to the region)
will contain references to asset services spread widely across the
Internet.  The fetches by the travelers' clients occur over many parallel
paths from clients to asset services, so one can reasonably expect reduced
network contention and reduced asset server loading because they are both
spread out over however many asset services are being referenced by the
overall set of assets in the region.

This is very different to the case of a proxying region, which would get
slammed for every asset worn by every avatar present.  In our current
architecture, regions run many different CPU-intensive tasks, including
physics simulation and server-side scripting, and absolutely cannot afford
to serve assets too unless your scalability requirements are very low
indeed, ie. just a few dozen avatars of today's kind.  We've hit the ceiling
already on region scalability done that way.  There is nowhere to go in that
direction at all beyond improving the code like Intel demonstrated, and that
work is subject to a law of diminishing returns.

This is why we have to go parallel, and I think you're wrong that it has to
cost much money.  As we spread the load across more and more asset services,
we are simply better utilizing all the hardware that's already out there on
the Internet, at least in respect of community and private resources.  But
add to the community and private resources the commercial asset services
that are likely to appear to exploit this opportunity, and not only will the
number of asset services leap, but the power of each one will rocket too,
because, after all, these businesses will be heavily optimized for the job.

As to why a world would want clients to access external asset services
instead of providing its own implementation, that's an easy question.  It
costs money to host a high performance and scalable asset service and a high
bandwidth network to handle the traffic.  A *lot* of money.  In contrast, it
costs a world nothing to let others serve the assets to clients.  And that
matters to the bottom line.


Morgaine.




======================

On Sat, Apr 2, 2011 at 7:05 PM, Izzy Alanis <izzyalanis@gmail.com> wrote:

> > As always though, it's a trade-off, since the proxied design has very
> poor scalability compared to the distributed one.
>
> I don't agree with that... If a user enters a highly populated region,
> every other client is going to (could and should be trying to) hit the
> asset server(s) for the assets that the user is wearing (assuming
> they're not cached locally).  Every asset server has to be scaled up
> to the point that it can handle that load from all over...
>
> If I'm hosting a region that supports 10s of thousands of simultaneous
> users (thinking of the future), I already have to scale to meet that
> demand. If the region is proxying the assets, then, yes the region has
> to be scaled to meet that asset demand too, but it already has to be
> scaled to meet other demands of being a region server... and why is
> scaling those asset proxy services hard?  It's going to cost $, but is
> not technically challenging. So, if I want to host a region like
> that... sure it will cost me, but the simulation will be consistent
> and users will be able to participate equally, regardless of the
> capabilities of their individual asset services.
>
>
>
>
> On Fri, Apr 1, 2011 at 11:55 PM, Morgaine
> <morgaine.dinova@googlemail.com> wrote:
> > Every design choice results in a trade-off, Vaughn, improving one thing
> at
> > the expense of something else.  If every time we offered a service we had
> to
> > inform its users about the downsides of all the trade-offs we have made,
> > they would have an awful lot to read. ;-)
> >
> > The specific trade-off that you are discussing is no different.  A region
> > that proxies all content has the "benefit" of acquiring control from the
> > asset servers over the items in the region, so that it can ensure that
> > everyone in the region not only obtains the items but obtains the same
> items
> > as everyone else.  That does indeed provide a greater guarantee of
> > consistency than a deployment in which the region only passes asset URIs
> to
> > clients who then fetch the items from asset services separately.  As
> always
> > though, it's a trade-off, since the proxied design has very poor
> scalability
> > compared to the distributed one.
> >
> > If we're going to warn users of the potential for inconsistency in the
> > distributed deployment as you suggest, are we also going to warn them of
> > non-scalability in the proxied one?  I really don't see much merit in the
> > idea of warning about design choices.  Many such choices are technical,
> and
> > the issues are quite likely to be of little interest to non-technical
> users
> > anyway.  In any case, the better services are likely to provide such
> > information in their online documentation, I would guess.
> >
> > You mentioned users "voting with their feet" or choosing to accept the
> risk
> > of inconsistency.  Well that will happen anyway, when services fail and
> > users get annoyed.  If some asset services refuse to send the requested
> > items to some users, those services will get a bad reputation and people
> > will choose different asset services instead.  Likewise, if a world
> service
> > proxies everything and so it can't handle a large number of assets or of
> > people, users will get annoyed at the lag and will go elsewhere.  This
> user
> > evaluation and "voting with their feet" happens already with online
> services
> > all over the Internet, and I am sure that this human process will
> continue
> > to work when the services are asset and region services.
> >
> > Back in September 2010, I wrote this post which proposes that we use in
> > VWRAP a form of asset addressing that provides massive scalability at the
> > same time as a very high degree of resilience --
> > http://www.ietf.org/mail-archive/web/vwrap/current/msg00463.html .  It
> is
> > based on the concept of the URI containing a host part and a hash part,
> > where the hash is generated (once, at the time of storage to the asset
> > service) using a specified digest algorithm over the content of the asset
> > being referenced.  You may wish to note that if this design were used,
> the
> > failure of an asset service to deliver a requested item would result in a
> > failover request for the item to one or more backup services, using the
> same
> > hash part but with a different host address.
> >
> > This can go some way towards overcoming the problem that you think might
> > occur when assets are fetched by clients from asset services directly.
> > Although it won't help when the missing item is available from only a
> single
> > asset service, it will help in many other cases, and it will compensate
> for
> > service failures and network outages automatically at the same time.
> >
> > PS. This design for hash-based asset addressing is already being tested
> by
> > Mojito Sorbet in her experimental world and client.  It would give
> > VWRAP-based worlds an improved level of service availability, so I think
> it
> > should be a core feature of our protocol.
> >
> >
> > Morgaine.
> >
> >
> >
> >
> > ===========================
> >
> > On Fri, Apr 1, 2011 at 11:17 PM, Vaughn Deluca <vaughn.deluca@gmail.com>
> > wrote:
> >>
> >> This is a question i discussed with Morgaine off-list a while ago (I
> >> intended to send it to the list but pushed the wrong button...) I
> >> think we need to address this problem, and decide how to deal with it.
> >>
> >>  In Davids deployment draft, section 7.3.1.1 an overview is given van
> >> ways to deliver content to the region. One way is only passing a
> >> capability that allows access to (part of) the resource:
> >>
> >>           7.3.1.1.  Content delivery models
> >>           A range of possible represenations can be passed to a region
> for
> >>           simulation. [...] The other end of the delivery spectrum
> >> involves passing
> >>           only a URI or capability used to access the rendering
> >> information and a
> >>           collision mesh,and related data for physical simulation.
> >>           In such a model, the client is responsible for fetching the
> >> additional
> >>           information needed to render the item's visual presence from a
> >> separate
> >>           service.  This fetch can be done *under the credentials of the
> >> end user*
> >>           viewing the material [my emphasis--VD] , and divorces the
> >> simulation from
> >>           the trust chain needed to manage content.  Any automation
> >> is done on a
> >>           separate host which the content creator or owner trusts,
> >> interacting with the
> >>           object through remoted interfaces.
> >>
> >>  I can see the need for such a setup, however, i feel we are
> >> unpleasantly close to a situation were the coherence of the simulation
> >> falls apart.
> >> In this deployment pattern the region advertises the presence of the
> >> asset, and *some* clients will be able to get it as expected, while
> >> -based on the arbitrary whims of the asset service- others might not.
> >>
> >> My hope would be that after the asset server provides the region with
> >> the capability to get the asset, it gives up control. That would mean
> >> that if the client finds the inventory server is unwilling to serve
> >> the content - in spire of the region saying it is present-, the client
> >> should be able to turn around ask the *region* for the asset, (and get
> >> is after all).
> >>
> >>  If that is not the case, -and there are probably good reasons for the
> >> deployment pattern as described-  shouldn't we *warn* clients that the
> >> region might be inconsistent, so the users behind the client can vote
> >> with their feet, (or take the risk)?
> >>
> >> --Vaughn
> >> _______________________________________________
> >> vwrap mailing list
> >> vwrap@ietf.org
> >> https://www.ietf.org/mailman/listinfo/vwrap
> >
> >
> > _______________________________________________
> > vwrap mailing list
> > vwrap@ietf.org
> > https://www.ietf.org/mailman/listinfo/vwrap
> >
> >
>

--0016368340c049300b049ff4f33a
Content-Type: text/html; charset=ISO-8859-1
Content-Transfer-Encoding: quoted-printable

Izzy, when designing for scalability, the model to bear in mind is that of =
seasoned virtual world travelers whose inventories contain assets from many=
 different worlds, those assets being served by many different asset servic=
es.=A0 Both worlds and asset services may include commercial, community, an=
d personal services, and as the metaverse grows, that set is highly likely =
to become progressively less clustered and more diverse.<br>

<br>When those seasoned travelers click on an advertised VW link and perfor=
m an inter-world teleport to one particular world&#39;s region to share an =
experience, their &quot;worn&quot; assets (the only ones of interest to the=
 region) will contain references to asset services spread widely across the=
 Internet.=A0 The fetches by the travelers&#39; clients occur over many par=
allel paths from clients to asset services, so one can reasonably expect re=
duced network contention and reduced asset server loading because they are =
both spread out over however many asset services are being referenced by th=
e overall set of assets in the region.<br>

<br>This is very different to the case of a proxying region, which would ge=
t slammed for every asset worn by every avatar present.=A0 In our current a=
rchitecture, regions run many different CPU-intensive tasks, including phys=
ics simulation and server-side scripting, and absolutely cannot afford to s=
erve assets too unless your scalability requirements are very low indeed, i=
e. just a few dozen avatars of today&#39;s kind.=A0 We&#39;ve hit the ceili=
ng already on region scalability done that way.=A0 There is nowhere to go i=
n that direction at all beyond improving the code like Intel demonstrated, =
and that work is subject to a law of diminishing returns.<br>

<br>This is why we have to go parallel, and I think you&#39;re wrong that i=
t has to cost much money.=A0 As we spread the load across more and more ass=
et services, we are simply better utilizing all the hardware that&#39;s alr=
eady out there on the Internet, at least in respect of community and privat=
e resources.=A0 But add to the community and private resources the commerci=
al asset services that are likely to appear to exploit this opportunity, an=
d not only will the number of asset services leap, but the power of each on=
e will rocket too, because, after all, these businesses will be heavily opt=
imized for the job.<br>

<br>As to why a world would want clients to access external asset services =
instead of providing its own implementation, that&#39;s an easy question.=
=A0 It costs money to host a high performance and scalable asset service an=
d a high bandwidth network to handle the traffic.=A0 A <b>lot</b> of money.=
=A0 In contrast, it costs a world nothing to let others serve the assets to=
 clients.=A0 And that matters to the bottom line.<br>
<br><br>Morgaine.<br><br><br><br><br>=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D<br><br><div class=3D"gmail_quote">On Sat, Ap=
r 2, 2011 at 7:05 PM, Izzy Alanis <span dir=3D"ltr">&lt;<a href=3D"mailto:i=
zzyalanis@gmail.com" target=3D"_blank">izzyalanis@gmail.com</a>&gt;</span> =
wrote:<br>
<blockquote class=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt 0.8ex; borde=
r-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;">
<div>&gt; As always though, it&#39;s a trade-off, since the proxied design =
has very poor scalability compared to the distributed one.<br>
<br>
</div>I don&#39;t agree with that... If a user enters a highly populated re=
gion,<br>
every other client is going to (could and should be trying to) hit the<br>
asset server(s) for the assets that the user is wearing (assuming<br>
they&#39;re not cached locally). =A0Every asset server has to be scaled up<=
br>
to the point that it can handle that load from all over...<br>
<br>
If I&#39;m hosting a region that supports 10s of thousands of simultaneous<=
br>
users (thinking of the future), I already have to scale to meet that<br>
demand. If the region is proxying the assets, then, yes the region has<br>
to be scaled to meet that asset demand too, but it already has to be<br>
scaled to meet other demands of being a region server... and why is<br>
scaling those asset proxy services hard? =A0It&#39;s going to cost $, but i=
s<br>
not technically challenging. So, if I want to host a region like<br>
that... sure it will cost me, but the simulation will be consistent<br>
and users will be able to participate equally, regardless of the<br>
capabilities of their individual asset services.<br>
<br>
<br>
<br>
<br>
On Fri, Apr 1, 2011 at 11:55 PM, Morgaine<br>
<div>&lt;<a href=3D"mailto:morgaine.dinova@googlemail.com" target=3D"_blank=
">morgaine.dinova@googlemail.com</a>&gt; wrote:<br>
</div><div><div></div><div>&gt; Every design choice results in a trade-off,=
 Vaughn, improving one thing at<br>
&gt; the expense of something else.=A0 If every time we offered a service w=
e had to<br>
&gt; inform its users about the downsides of all the trade-offs we have mad=
e,<br>
&gt; they would have an awful lot to read. ;-)<br>
&gt;<br>
&gt; The specific trade-off that you are discussing is no different.=A0 A r=
egion<br>
&gt; that proxies all content has the &quot;benefit&quot; of acquiring cont=
rol from the<br>
&gt; asset servers over the items in the region, so that it can ensure that=
<br>
&gt; everyone in the region not only obtains the items but obtains the same=
 items<br>
&gt; as everyone else.=A0 That does indeed provide a greater guarantee of<b=
r>
&gt; consistency than a deployment in which the region only passes asset UR=
Is to<br>
&gt; clients who then fetch the items from asset services separately.=A0 As=
 always<br>
&gt; though, it&#39;s a trade-off, since the proxied design has very poor s=
calability<br>
&gt; compared to the distributed one.<br>
&gt;<br>
&gt; If we&#39;re going to warn users of the potential for inconsistency in=
 the<br>
&gt; distributed deployment as you suggest, are we also going to warn them =
of<br>
&gt; non-scalability in the proxied one?=A0 I really don&#39;t see much mer=
it in the<br>
&gt; idea of warning about design choices.=A0 Many such choices are technic=
al, and<br>
&gt; the issues are quite likely to be of little interest to non-technical =
users<br>
&gt; anyway.=A0 In any case, the better services are likely to provide such=
<br>
&gt; information in their online documentation, I would guess.<br>
&gt;<br>
&gt; You mentioned users &quot;voting with their feet&quot; or choosing to =
accept the risk<br>
&gt; of inconsistency.=A0 Well that will happen anyway, when services fail =
and<br>
&gt; users get annoyed.=A0 If some asset services refuse to send the reques=
ted<br>
&gt; items to some users, those services will get a bad reputation and peop=
le<br>
&gt; will choose different asset services instead.=A0 Likewise, if a world =
service<br>
&gt; proxies everything and so it can&#39;t handle a large number of assets=
 or of<br>
&gt; people, users will get annoyed at the lag and will go elsewhere.=A0 Th=
is user<br>
&gt; evaluation and &quot;voting with their feet&quot; happens already with=
 online services<br>
&gt; all over the Internet, and I am sure that this human process will cont=
inue<br>
&gt; to work when the services are asset and region services.<br>
&gt;<br>
&gt; Back in September 2010, I wrote this post which proposes that we use i=
n<br>
&gt; VWRAP a form of asset addressing that provides massive scalability at =
the<br>
&gt; same time as a very high degree of resilience --<br>
&gt; <a href=3D"http://www.ietf.org/mail-archive/web/vwrap/current/msg00463=
.html" target=3D"_blank">http://www.ietf.org/mail-archive/web/vwrap/current=
/msg00463.html</a> .=A0 It is<br>
&gt; based on the concept of the URI containing a host part and a hash part=
,<br>
&gt; where the hash is generated (once, at the time of storage to the asset=
<br>
&gt; service) using a specified digest algorithm over the content of the as=
set<br>
&gt; being referenced.=A0 You may wish to note that if this design were use=
d, the<br>
&gt; failure of an asset service to deliver a requested item would result i=
n a<br>
&gt; failover request for the item to one or more backup services, using th=
e same<br>
&gt; hash part but with a different host address.<br>
&gt;<br>
&gt; This can go some way towards overcoming the problem that you think mig=
ht<br>
&gt; occur when assets are fetched by clients from asset services directly.=
<br>
&gt; Although it won&#39;t help when the missing item is available from onl=
y a single<br>
&gt; asset service, it will help in many other cases, and it will compensat=
e for<br>
&gt; service failures and network outages automatically at the same time.<b=
r>
&gt;<br>
&gt; PS. This design for hash-based asset addressing is already being teste=
d by<br>
&gt; Mojito Sorbet in her experimental world and client.=A0 It would give<b=
r>
&gt; VWRAP-based worlds an improved level of service availability, so I thi=
nk it<br>
&gt; should be a core feature of our protocol.<br>
&gt;<br>
&gt;<br>
&gt; Morgaine.<br>
&gt;<br>
&gt;<br>
&gt;<br>
&gt;<br>
&gt; =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D<br>
&gt;<br>
&gt; On Fri, Apr 1, 2011 at 11:17 PM, Vaughn Deluca &lt;<a href=3D"mailto:v=
aughn.deluca@gmail.com" target=3D"_blank">vaughn.deluca@gmail.com</a>&gt;<b=
r>
&gt; wrote:<br>
&gt;&gt;<br>
&gt;&gt; This is a question i discussed with Morgaine off-list a while ago =
(I<br>
&gt;&gt; intended to send it to the list but pushed the wrong button...) I<=
br>
&gt;&gt; think we need to address this problem, and decide how to deal with=
 it.<br>
&gt;&gt;<br>
&gt;&gt; =A0In Davids deployment draft, section 7.3.1.1 an overview is give=
n van<br>
&gt;&gt; ways to deliver content to the region. One way is only passing a<b=
r>
&gt;&gt; capability that allows access to (part of) the resource:<br>
&gt;&gt;<br>
&gt;&gt; =A0 =A0 =A0 =A0 =A0 7.3.1.1. =A0Content delivery models<br>
&gt;&gt; =A0 =A0 =A0 =A0 =A0 A range of possible represenations can be pass=
ed to a region for<br>
&gt;&gt; =A0 =A0 =A0 =A0 =A0 simulation. [...] The other end of the deliver=
y spectrum<br>
&gt;&gt; involves passing<br>
&gt;&gt; =A0 =A0 =A0 =A0 =A0 only a URI or capability used to access the re=
ndering<br>
&gt;&gt; information and a<br>
&gt;&gt; =A0 =A0 =A0 =A0 =A0 collision mesh,and related data for physical s=
imulation.<br>
&gt;&gt; =A0 =A0 =A0 =A0 =A0 In such a model, the client is responsible for=
 fetching the<br>
&gt;&gt; additional<br>
&gt;&gt; =A0 =A0 =A0 =A0 =A0 information needed to render the item&#39;s vi=
sual presence from a<br>
&gt;&gt; separate<br>
&gt;&gt; =A0 =A0 =A0 =A0 =A0 service. =A0This fetch can be done *under the =
credentials of the<br>
&gt;&gt; end user*<br>
&gt;&gt; =A0 =A0 =A0 =A0 =A0 viewing the material [my emphasis--VD] , and d=
ivorces the<br>
&gt;&gt; simulation from<br>
&gt;&gt; =A0 =A0 =A0 =A0 =A0 the trust chain needed to manage content. =A0A=
ny automation<br>
&gt;&gt; is done on a<br>
&gt;&gt; =A0 =A0 =A0 =A0 =A0 separate host which the content creator or own=
er trusts,<br>
&gt;&gt; interacting with the<br>
&gt;&gt; =A0 =A0 =A0 =A0 =A0 object through remoted interfaces.<br>
&gt;&gt;<br>
&gt;&gt; =A0I can see the need for such a setup, however, i feel we are<br>
&gt;&gt; unpleasantly close to a situation were the coherence of the simula=
tion<br>
&gt;&gt; falls apart.<br>
&gt;&gt; In this deployment pattern the region advertises the presence of t=
he<br>
&gt;&gt; asset, and *some* clients will be able to get it as expected, whil=
e<br>
&gt;&gt; -based on the arbitrary whims of the asset service- others might n=
ot.<br>
&gt;&gt;<br>
&gt;&gt; My hope would be that after the asset server provides the region w=
ith<br>
&gt;&gt; the capability to get the asset, it gives up control. That would m=
ean<br>
&gt;&gt; that if the client finds the inventory server is unwilling to serv=
e<br>
&gt;&gt; the content - in spire of the region saying it is present-, the cl=
ient<br>
&gt;&gt; should be able to turn around ask the *region* for the asset, (and=
 get<br>
&gt;&gt; is after all).<br>
&gt;&gt;<br>
&gt;&gt; =A0If that is not the case, -and there are probably good reasons f=
or the<br>
&gt;&gt; deployment pattern as described- =A0shouldn&#39;t we *warn* client=
s that the<br>
&gt;&gt; region might be inconsistent, so the users behind the client can v=
ote<br>
&gt;&gt; with their feet, (or take the risk)?<br>
&gt;&gt;<br>
&gt;&gt; --Vaughn<br>
&gt;&gt; _______________________________________________<br>
&gt;&gt; vwrap mailing list<br>
&gt;&gt; <a href=3D"mailto:vwrap@ietf.org" target=3D"_blank">vwrap@ietf.org=
</a><br>
&gt;&gt; <a href=3D"https://www.ietf.org/mailman/listinfo/vwrap" target=3D"=
_blank">https://www.ietf.org/mailman/listinfo/vwrap</a><br>
&gt;<br>
&gt;<br>
&gt; _______________________________________________<br>
&gt; vwrap mailing list<br>
&gt; <a href=3D"mailto:vwrap@ietf.org" target=3D"_blank">vwrap@ietf.org</a>=
<br>
&gt; <a href=3D"https://www.ietf.org/mailman/listinfo/vwrap" target=3D"_bla=
nk">https://www.ietf.org/mailman/listinfo/vwrap</a><br>
&gt;<br>
&gt;<br>
</div></div></blockquote></div><br>

--0016368340c049300b049ff4f33a--

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You've provided a nice use case for client-side scripting there, Carlo. :-)

Indeed, your client could catch the error response code and switch worn
assets around in whichever way you wish to program or configure, and
resubmit the TP request transparently.  Lots of interesting possibilities
there.


Morgaine.




====================

On Sat, Apr 2, 2011 at 6:08 PM, Carlo Wood <carlo@alinoe.com> wrote:

> On Sat, 2 Apr 2011 16:09:49 +0100
> Morgaine <morgaine.dinova@googlemail.com> wrote:
> > That easily maps to an optional capability request of course.  If the
> > asset service answers "No" to you, then you can deny the incoming
> > avatar entry to your region, returning a status that indicates
> >
> > RESPONSE: "*Asset service X referenced by asset Y does not meet the
> > re-distribution requirement requested for entry to region Z*".
>
> At which point, as a user, I'd like to have the option to
> detach / take off (replace) whatever I'm using from asset
> service X, rather than to completely be banned from entering
> the region.  If the result is that I look aweful, then the
> only requirement I have is that I see the same thing as
> others, after I can I make the decision to either avoid using
> asset server Y for future purchases, or to avoid entering
> this region.
>
> --
> Carlo Wood <carlo@alinoe.com>
> _______________________________________________
> vwrap mailing list
> vwrap@ietf.org
> https://www.ietf.org/mailman/listinfo/vwrap
>

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You&#39;ve provided a nice use case for client-side scripting there, Carlo.=
 :-)<br><br>Indeed, your client could catch the error response code and swi=
tch worn assets around in whichever way you wish to program or configure, a=
nd resubmit the TP request transparently.=A0 Lots of interesting possibilit=
ies there.<br>
<br><br>Morgaine.<br><br><br><br><br>=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D<br><br><div class=3D"gmail_quote">On Sat, Apr 2, 2=
011 at 6:08 PM, Carlo Wood <span dir=3D"ltr">&lt;<a href=3D"mailto:carlo@al=
inoe.com">carlo@alinoe.com</a>&gt;</span> wrote:<br>
<blockquote class=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt 0.8ex; borde=
r-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;">On Sat, 2 Apr 201=
1 16:09:49 +0100<br>
<div class=3D"im">Morgaine &lt;<a href=3D"mailto:morgaine.dinova@googlemail=
.com">morgaine.dinova@googlemail.com</a>&gt; wrote:<br>
</div><div class=3D"im">&gt; That easily maps to an optional capability req=
uest of course. =A0If the<br>
&gt; asset service answers &quot;No&quot; to you, then you can deny the inc=
oming<br>
&gt; avatar entry to your region, returning a status that indicates<br>
&gt;<br>
&gt; RESPONSE: &quot;*Asset service X referenced by asset Y does not meet t=
he<br>
</div>&gt; re-distribution requirement requested for entry to region Z*&quo=
t;.<br>
<br>
At which point, as a user, I&#39;d like to have the option to<br>
detach / take off (replace) whatever I&#39;m using from asset<br>
service X, rather than to completely be banned from entering<br>
the region. =A0If the result is that I look aweful, then the<br>
only requirement I have is that I see the same thing as<br>
others, after I can I make the decision to either avoid using<br>
asset server Y for future purchases, or to avoid entering<br>
this region.<br>
<font color=3D"#888888"><br>
--<br>
</font><div class=3D"im">Carlo Wood &lt;<a href=3D"mailto:carlo@alinoe.com"=
>carlo@alinoe.com</a>&gt;<br>
</div><div><div></div><div class=3D"h5">___________________________________=
____________<br>
vwrap mailing list<br>
<a href=3D"mailto:vwrap@ietf.org">vwrap@ietf.org</a><br>
<a href=3D"https://www.ietf.org/mailman/listinfo/vwrap" target=3D"_blank">h=
ttps://www.ietf.org/mailman/listinfo/vwrap</a><br>
</div></div></blockquote></div><br>

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Subject: Re: [vwrap] [wvrap] Simulation consistency
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Dear Patnad, I post on this list about twice a year. My post is not a ra=
nt, it is not a flame, it is not a troll, it is not a personal attack. T=
hese are all specious characterizations that are politically-motivated. =
I'm not the one "flaming" here; those who feel the need to "set me strai=
ght" are the "flamers" -- although such petty notions as "trolling" and =
"flaming" really should have been left at the back door of the Well 20 y=
ears ago, if not at the gate of war game forums 15 years ago. They are n=
otions merely used to silence critics and discredit dissidents. Carlo us=
ed my purported position to create a kind of story and the argumentation=
s against it. I replied and dismissed a lot of his bad argumentations --=
 they were all arguments from contrived, exotic and strictly personal an=
d ideologized use cases. In his "story" he characterized me as "paranoid=
" and worried about "cryptocommunism," etc. This sort of flame and perso=
nal attack didn't elicit any comment from you, despite your vigilance fo=
r such things and your keen sensitivities. So it's all fake. And you are=
 proving once again my point about critics being deterred and even forci=
bly removed (from places like the SL JIRA) in a blatant political grab f=
or power for a group with only one perspective. As I am not a technologi=
st, I don't contribute to the technical discussions on this list. But as=
 it is open to interested parties I can and will comment when I see the =
discussion is heavily skewed and politicized. The notion you have that t=
here can only be the copyleftist route to making the Metaverse is really=
 the most appalling thing about the group. The options have to be kept o=
pen and free for a variety of systems. Prokofy   ---------- Original Mes=
sage ----------
From: "Patnad Babii" <djshag@hotmail.com>
To: <dyerbrookme@juno.com>, <carlo@alinoe.com>
Cc: <vwrap@ietf.org>
Subject: Re: [vwrap] [wvrap] Simulation consistency
Date: Sat, 2 Apr 2011 13:49:30 -0400


Look i have no idea why you make personal attack in this IETF working gr=
oup  list, but you should stop it, if you don&rsquo;t have anything cons=
tructive to say in  here, please go rant in some other places, i`m sure =
there's plenty of places  where you can just go about it. Why don&rsquo;=
t you just blog about it and don&rsquo;t use  the list. I&rsquo;m not tr=
ying to tell you that you can&rsquo;t express yourself here, but  flamin=
g others really doesn&rsquo;t have a place in a list like this. Please s=
top it,  every time your posting in here turn out in a flaming war and w=
e really don&rsquo;t  need this.   Thank you   From: dyerbrookme@juno.co=
m Sent: Saturday, April 02, 2011 1:14 PM To: carlo@alinoe.com Cc: vwrap@=
ietf.org Subject: Re: [vwrap] [wvrap] Simulation  consistency   Carlo,  =
 Why, after 7 years (or more like 15 years) of discussions about the  Me=
taverse do you feel the need to come and state the obvious about the ana=
log  hole once again? And the obvious about the inability to stop rogue =
viewers once again  because they can all spoof things?   We get all that=
 -- and got a million times ago when you smugly explained it  the first =
million times.   The reality is, companies use a variety of techniques t=
o battle these  problems, some engineered in code, some in organic polic=
y. Indeed they use DRM  and paywalls despite everything that you think o=
r that Apple has done. And  that's ok. We all get that there is no 100 p=
ercent solution. But if you cease to  think in the rigid binary manner o=
f 0/1, if you have 67 percent of a solution,  that's still pretty good. =
If you combine that with 6 other methods, some engineered, some managed =
by people,  you have a pretty good system.   You don't admit or counsel =
defeat or assume a knowier-than-thou defeatist  position about the probl=
em of copying on the Internet just because there's  copyablity. =

As Jaron Lanier has explained a number of times, "It's this way because =
 we made it this way." The ideology was baked in; it can be baked out  *=
shrugs*.   Why you would have to rehearse, in numbing, boring detail for=
 the millionth  time in this discussion, the way textures operate -- fac=
ts we who are not  technologists but who use SL already got the first mi=
llion times you discussed it -- can  only be explained by a belief that =
if you say something enough times it will  "make it true" -- as a policy=
, and not just as code.   The reality is, most people don't copy. The re=
ality is, most people find  c/m/t works pretty good. In fact, so good th=
at the entire economy thrives on it.  The reality is, the Lindens do cat=
ch rogue viewers. The reality is, most people  have absolutely no need t=
o liberate their own or other's content. It's a  completely contrived cl=
aim that they do, just because you as the copyleftist  sect have this "n=
eed".   And again THE PROBLEM IS EXAGGERATED and indeed those latest sta=
tistics in  fact let us know that. 9 million scans of X thousands of ava=
tars, and only  78,000 found with rogue viewers.   And DER we get it tha=
t the real rogues are not going to show up as "known  rogues". So what? =
*There aren't that many of them either*. Psychological  advantage *matte=
rs*.   =

"And don't tell me software exists that can detect if
an uploaded  texture "looks like" one of the already existing billion
textures that were  uploaded before. If the texture is converted twice,
ie from jpeg2000 to jpg  to tga and then uploaded, then you'd need a
human to look at the original and  the newly uploaded texture at the
same time to judge that it is MAYBE a copy  - which then can only be
proved in court if the original creator can prove  that his original
textures are 100% his own and not, for example, downloaded  from the
internet somewhere (because in that case the other uploader  could
have used the same source).   Well, maybe it does, and maybe it doesn't.=
 In fact, YOU would not be a  source on this because you and your confre=
res here already have one perspective,  and that's the copyleftist one. =
You're already predisposed to see every nail of attempt to find mechanic=
al  means, even if not perfect, with the hammer of your default copyleft=
ism. So  you're not the person to consult about this. You and the others=
 here are not trustworthy; you are not good stewards of  the public trus=
t. You have no credibility.   The idea that there is "the complete lack =
of support for FREE things" in  Second Life is outrageously laughable. I=
t's the sort of thing only the most  extreme, lunatic Stillmanite could =
say.   Every store has freebies. There are zillions of divas who have lo=
ss  leaders. There are thousands of people who like helping the masses w=
ith free  crap. There is a concerned, aggressive, obsessive sect of open=
source freaks in  SL who constantly release things for free, especially =
if they can ruin someone  else's proprietary business that they don't th=
ink they should have -- for  example, CrystalShar Foo's infamous Freevie=
w TV, cumbersome and unworkable but  free, and designed to undermine the=
 proprietary TV scripts (ultimately an  unsuccessful gambit, but one whi=
ch still continues to wreck havoc). So there's  no shortage of "free" an=
d "free on all perms" -- to claim the opposite is to  defy what we can a=
ll see before our eyes on every sim.   There is no customer demand for r=
ezzing prims defaulting to the  collectivist mode of all perms. That's a=
 minority, sectarian opinion of some  copyleftists and they've aggressiv=
ely mounted a JIRA demanding the first step toward this (with an aim to =
undermine the default), and it's  no accident, comrade, that I am banned=
 from the JIRA for precisely objecting  that exact stealth campaign, bar=
ely camouflaged because the originators' petition and comments on tech p=
ublications are all  available to see on the Internet to determine their=
 real agenda.   NO ONE is complaining that prims rez to default to no-tr=
ansfer. THAT'S OK.  It prevents people especially when new from giving a=
way their creations  accidently. It takes one click to change them to th=
e share-bear freebie mode if  needed. No one has ever been deterred in t=
heir zeal to make everything "free for  the masses" -- communism abounds=
 in SL.   It's a completely false use case to claim that there are all t=
hese people  who are fussing that they can't manage builds or objects be=
cause of permissions  problems. There aren't. Instead, there are way mor=
e people complaining that  there is too much unpunished copybotting and =
too much aggressiveness freebie  flooding from a small concerted clique =
with an agenda. It's just you don't hear  from these far greater masses =
of people because they aren't technologists. But  even without computer =
science degrees, people become very savvy about running  JIRA proposals =
and getting votes, and the votes show it: people do not need the  copyle=
ftist regime in SL; they need the copyright regime in SL. That's all the=
re  is to it. Pretending this isn't the case is done for ideological rea=
sons and not  science.   The use case of "my friend needs to me to chang=
e all the objects on my sim"  is an isolated one and one that is remedie=
d with build perms most of the time.  I've commissioned numerous builds =
and worked with builders and other residents  constantly. Nobody has eve=
r been deterred from collaboration or assistance with  management by the=
 permissions system. Businesses make group avatars that  multiple use or=
 they make company avatars just for that build to use.   If a creator "f=
orgot" to set some root prim some way, you can contact them  and work it=
 out. Most prefab creators put houses on copy/mod but not transfer  prec=
isely so you can easily change their buildings, in fact. Those that put =
 their item on no-copy/transfer will send you another copy or sell you a=
 box with  6 back ups -- but the overwhelming majority put their items o=
n copy/mod. These  fake claims of "entire sims" with "builds I can't mov=
e or transfer" are  artificial exoticisms used to make copyleftist argum=
ents -- I've gone and  examined a few of them and found things like Sigg=
y Romulus' beach house, which  was issued 7 years ago on all perms, and =
which ends up in somebody's inventory  without all the perms, but *which=
 can be gotten again easily on all perms* --  that is, gosh, if you can'=
t live without an ugly brown newbie building and can't  make one yoursel=
f (and even I can do that). I discovered the two educators  bellowing th=
e loudest about not being able to copy content to open sim when they  mo=
ved due to price hikes last fall were people with a couple of free or ve=
ry  cheap prefabs on their sims -- to hear them talk, they had the 65,00=
0  proprietary works of Scope Cleaver and had paid tens of thousands of =
dollars and  were now wailing. Had that actually been the case, of cours=
e, they could contact  Scope and pay him for a transfer. To invoke fake =
use cases of builders long gone  from the grid doesn't cut it -- most th=
ings in SL can be be built quickly anew,  and the same textures purchase=
d. Using common sense and logic you sustain the  economy; making up fake=
 use cases and cranking up the tech or demanding changes  to policy to m=
atch those fake use cases, you undermine the economy.   With builders I =
work with, I'm able to copy their items because I have  their build perm=
s. So I could put something again if it disappears in a sim  rolling res=
tart, something that happens about once every few months. If I copy  som=
e large block of concrete and put it out inworld, I can't then keep pull=
ing  on and copying that block, I have to take it again from inventory. =
Same with  commissioned works I resell. I have to carefully rez each cop=
y out of my  inventory and reset the perms to make sure I don't sell the=
m all perm. I have to  do this with several items a few times a month. A=
nd it's worth it to preserve  the intellectual property rights of those =
creators, and my investment in  commissioning content. I'm not a RL stor=
e owner who has to unpack a crate and  dust off the peanuts and manually=
 put them on real shelves, I'm a virtual store  owner who...clicks a few=
 times. Big deal. I am NOT INTERESTED in CHANGES TO  SERVER-SIDE CODE th=
at remove the Berne inherency: http://secondthoughts.typepad.com/second_=
thoughts/2011/02/the-berne-inherency-and-the-interop-flop-reply-to-meadh=
.html   None of the "hardships" you describe are real. They all have wor=
karounds.  And they all have solutions in the long run that will keep va=
lue *when this  technological exercise is in other hands*.   There is no=
thing "missing" from the protocol because a friend who has  created some=
thing who somehow now needs you to fiddle with his prims can't turn  ove=
r every aspect of them to you. If he loves you that much, he can give yo=
u his  log on and you can log on as him.   There is no "annoyance" that =
an object is "non free". That's assigning  anthropomorphic features to a=
 piece of code rendering as a block. Catherine  Pfeffer, flogging the al=
l-perms JIRA, does exactly the same gambit, accusing the  server of "ens=
laving" objects.   Nonsense. The server, the system, the protocols prese=
rve value by keeping  the maximum of choices OPEN as a default. We value=
 that. You don't. Go on open  sim and play in your Leninist sandboxes an=
d stop trying to build a bridge  between two systems merely designed to =
flush the content out for free. We're not  interested; indeed we will vi=
gorously oppose it.   Freebies that are non-transfer are designed that w=
ay because freebies are  usually tethered to a purpose: serving as a los=
s-leader to drive people back to  the store where they were issued so th=
at people might buy things as well as take  the loss-leaders. And that's=
 ok, that's normal, and that's what most people  want.   You're ALREADY =
free to create content and set all the perms to support the  collectivis=
t ideals you wish to support. There is CHOICE. When open source  copylef=
tism is imposed on defaults, then THERE IS NO CHOICE.   As for this noti=
on: "I think you might find a lot of people, like myself, a  lot more wi=
lling to help out with thinking of ways on how to protect property in  v=
irtual
worlds when first it is assured that those who want to create things  th=
at are FREE are equally supported as the commercial guys out  there.

You're already FREE because there is already CHOICE and you are  banging=
 on an open door -- with only the aim to close it and impose the coerciv=
e  copyleftist agenda with is NOT FREE for those who want to keep the in=
tegration  of copyright and commerce, a laudable aim. Once again, I want=
 to remind everyone  what VWRAP and metaversestandards.org and other sim=
ilar exercises are about:  ideological control by copyleftism, not techn=
ology. And ideological control that  is only able to keep itself in powe=
r by silencing people on the JIRA, kicking  people off lists like this, =
silencing them on the opensource Linden list, etc.  etc. Just as the rea=
l-life coercion of Soviet communism failed, so will this  technocommunis=
t version of it fail precisely because of this coercion --  coercion in =
controlling speech criticizing of its hijacking of the agenda,  coercion=
 in opposition to exposure of false use cases, and coercion in demanding=
  technical exigencies to suit copyleftism.   Leave Second Life alone.  =
 Prokofy Neva

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<html><div>Dear Patnad,</div><div>&nbsp;</div><div>I post on this list a=
bout twice a year.</div><div>&nbsp;</div><div>My post is not a rant, it =
is not a flame, it is not a troll, it is not a personal attack. These ar=
e all specious characterizations that are politically-motivated. I'm not=
 the one "flaming" here; those who feel the need to "set me straight" ar=
e the "flamers" -- although such petty notions as "trolling" and "flamin=
g" really should have been left at the back door of the Well 20 years ag=
o, if not at the gate of war game forums 15 years ago. They are notions =
merely used to silence critics and discredit dissidents.</div><div>&nbsp=
;</div><div>Carlo used my purported position to create a kind of story a=
nd the argumentations against it. I replied and dismissed a lot of his b=
ad argumentations -- they were all arguments from contrived, exotic and =
strictly personal and ideologized use cases.</div><div>&nbsp;</div><div>=
In his "story" he characterized me as "paranoid" and worried about "cryp=
tocommunism," etc. This sort of flame and personal attack didn't elicit =
any comment from you, despite your vigilance for such things and your ke=
en sensitivities.</div><div>&nbsp;</div><div>So it's all fake. And you a=
re proving once again my point about critics being deterred and even for=
cibly removed (from places like the SL JIRA) in a blatant political grab=
 for power for a group with only one perspective.</div><div>&nbsp;</div>=
<div>As I am not a technologist, I don't contribute to the technical dis=
cussions on this list. But as it is open to interested parties I can and=
 will comment when I see the discussion is heavily skewed and politicize=
d.</div><div>&nbsp;</div><div>The notion you have that there can only be=
 the copyleftist route to making the Metaverse is really the most appall=
ing thing about the group. The options have to be kept open and free for=
 a variety of systems.</div><div>&nbsp;</div><div>Prokofy</div><div>&nbs=
p;</div><div>&nbsp;</div><div>&nbsp;</div><div>---------- Original Messa=
ge ----------<br>From: "Patnad Babii" &lt;djshag@hotmail.com&gt;<br>To: =
&lt;dyerbrookme@juno.com&gt;, &lt;carlo@alinoe.com&gt;<br>Cc: &lt;vwrap@=
ietf.org&gt;<br>Subject: Re: [vwrap] [wvrap] Simulation consistency<br>D=
ate: Sat, 2 Apr 2011 13:49:30 -0400<br><br></p> <div dir=3D"ltr"><div st=
yle=3D"font-family: 'Calibri'; color: #000000; font-size: 12pt;"><div>Lo=
ok i have no idea why you make personal attack in this IETF working grou=
p  list, but you should stop it, if you don&rsquo;t have anything constr=
uctive to say in  here, please go rant in some other places, i`m sure th=
ere's plenty of places  where you can just go about it. Why don&rsquo;t =
you just blog about it and don&rsquo;t use  the list. I&rsquo;m not tryi=
ng to tell you that you can&rsquo;t express yourself here, but  flaming =
others really doesn&rsquo;t have a place in a list like this. Please sto=
p it,  every time your posting in here turn out in a flaming war and we =
really don&rsquo;t  need this.</div> <div>&nbsp;</div> <div>Thank you</d=
iv> <div style=3D"font-style: normal; display: inline; font-family: 'Cal=
ibri'; color: #000000; font-size: small; font-weight: normal; text-decor=
ation: none;"><div style=3D"font: 10pt tahoma;"><div>&nbsp;</div> <div s=
tyle=3D"background: #f5f5f5;"><div style=3D"font-color: black;"><strong>=
From:</strong> <a title=3D"dyerbrookme@juno.com" href=3D"mailto:dyerbroo=
kme@juno.com">dyerbrookme@juno.com</a></div> <div><strong>Sent:</strong>=
 Saturday, April 02, 2011 1:14 PM</div> <div><strong>To:</strong> <a tit=
le=3D"carlo@alinoe.com" href=3D"mailto:carlo@alinoe.com">carlo@alinoe.co=
m</a></div> <div><strong>Cc:</strong> <a title=3D"vwrap@ietf.org" href=3D=
"mailto:vwrap@ietf.org">vwrap@ietf.org</a></div> <div><strong>Subject:</=
strong> Re: [vwrap] [wvrap] Simulation  consistency</div></div></div> <d=
iv>&nbsp;</div></div> <div style=3D"font-style: normal; display: inline;=
 font-family: 'Calibri'; color: #000000; font-size: small; font-weight: =
normal; text-decoration: none;"><div>Carlo,</div> <div>&nbsp;</div> <div=
>Why, after 7 years (or more like 15 years) of discussions about the  Me=
taverse do you feel the need to come and state the obvious about the ana=
log  hole once again?</div> <div>And the obvious about the inability to =
stop rogue viewers once again  because they can all spoof things?</div> =
<div>&nbsp;</div> <div>We get all that -- and got a million times ago wh=
en you smugly explained it  the first million times.</div> <div>&nbsp;</=
div> <div>The reality is, companies use a variety of techniques to battl=
e these  problems, some engineered in code, some in organic policy. Inde=
ed they use DRM  and paywalls despite everything that you think or that =
Apple has done. And  that's ok. We all get that there is no 100 percent =
solution. But if you cease to  think in the rigid binary manner of 0/1, =
if you have 67 percent of a solution,  that's still pretty good. If you<=
/div> <div>combine that with 6 other methods, some engineered, some mana=
ged by people,  you have a pretty good system.</div> <div>&nbsp;</div> <=
div>You don't admit or counsel defeat or assume a knowier-than-thou defe=
atist  position about the problem of copying on the Internet just becaus=
e there's  copyablity.</div> <div><br>As Jaron Lanier has explained a nu=
mber of times, "It's this way because  we made it this way." The ideolog=
y was baked in; it can be baked out  *shrugs*.</div> <div>&nbsp;</div> <=
div>Why you would have to rehearse, in numbing, boring detail for the mi=
llionth  time in this discussion, the way textures operate -- facts we w=
ho are not  technologists</div> <div>but who use SL already got the firs=
t million times you discussed it -- can  only be explained by a belief t=
hat if you say something enough times it will  "make it true" -- as a po=
licy, and not just as code.</div> <div>&nbsp;</div> <div>The reality is,=
 most people don't copy. The reality is, most people find  c/m/t works p=
retty good. In fact, so good that the entire economy thrives on it.  The=
 reality is, the Lindens do catch rogue viewers. The reality is, most pe=
ople  have absolutely no need to liberate their own or other's content. =
It's a  completely contrived claim that they do, just because you as the=
 copyleftist  sect have this "need".</div> <div>&nbsp;</div> <div>And ag=
ain THE PROBLEM IS EXAGGERATED and indeed those latest statistics in  fa=
ct let us know that. 9 million scans of X thousands of avatars, and only=
  78,000 found with rogue viewers.</div> <div>&nbsp;</div> <div>And DER =
we get it that the real rogues are not going to show up as "known  rogue=
s". So what? *There aren't that many of them either*. Psychological  adv=
antage *matters*.</div> <div>&nbsp;</div> <div><br>"And don't tell me so=
ftware exists that can detect if<br>an uploaded  texture "looks like" on=
e of the already existing billion<br>textures that were  uploaded before=
. If the texture is converted twice,<br>ie from jpeg2000 to jpg  to tga =
and then uploaded, then you'd need a<br>human to look at the original an=
d  the newly uploaded texture at the<br>same time to judge that it is MA=
YBE a copy  - which then can only be<br>proved in court if the original =
creator can prove  that his original<br>textures are 100% his own and no=
t, for example, downloaded  from the<br>internet somewhere (because in t=
hat case the other uploader  could<br>have used the same source).</div> =
<div>&nbsp;</div> <div>Well, maybe it does, and maybe it doesn't. In fac=
t, YOU would not be a  source on this because you and your confreres her=
e already have one perspective,  and that's the copyleftist one.</div> <=
div>You're already predisposed to see every nail of attempt to find mech=
anical  means, even if not perfect, with the hammer of your default copy=
leftism. So  you're not the person to consult about this.</div> <div>You=
 and the others here are not trustworthy; you are not good stewards of  =
the public trust. You have no credibility.</div> <div>&nbsp;</div> <div>=
The idea that there is "the complete lack of support for FREE things" in=
  Second Life is outrageously laughable. It's the sort of thing only the=
 most  extreme, lunatic Stillmanite could say.</div> <div>&nbsp;</div> <=
div>Every store has freebies. There are zillions of divas who have loss =
 leaders. There are thousands of people who like helping the masses with=
 free  crap. There is a concerned, aggressive, obsessive sect of opensou=
rce freaks in  SL who constantly release things for free, especially if =
they can ruin someone  else's proprietary business that they don't think=
 they should have -- for  example, CrystalShar Foo's infamous Freeview T=
V, cumbersome and unworkable but  free, and designed to undermine the pr=
oprietary TV scripts (ultimately an  unsuccessful gambit, but one which =
still continues to wreck havoc). So there's  no shortage of "free" and "=
free on all perms" -- to claim the opposite is to  defy what we can all =
see before our eyes on every sim.</div> <div>&nbsp;</div> <div>There is =
no customer demand for rezzing prims defaulting to the  collectivist mod=
e of all perms. That's a minority, sectarian opinion of some  copyleftis=
ts and they've aggressively mounted a JIRA demanding</div> <div>the firs=
t step toward this (with an aim to undermine the default), and it's  no =
accident, comrade, that I am banned from the JIRA for precisely objectin=
g  that exact stealth campaign, barely camouflaged because</div> <div>th=
e originators' petition and comments on tech publications are all  avail=
able to see on the Internet to determine their real agenda.</div> <div>&=
nbsp;</div> <div>NO ONE is complaining that prims rez to default to no-t=
ransfer. THAT'S OK.  It prevents people especially when new from giving =
away their creations  accidently. It takes one click to change them to t=
he share-bear freebie mode if  needed. No one has ever been deterred in =
their zeal to make everything "free for  the masses" -- communism abound=
s in SL.</div> <div>&nbsp;</div> <div>It's a completely false use case t=
o claim that there are all these people  who are fussing that they can't=
 manage builds or objects because of permissions  problems. There aren't=
. Instead, there are way more people complaining that  there is too much=
 unpunished copybotting and too much aggressiveness freebie  flooding fr=
om a small concerted clique with an agenda. It's just you don't hear  fr=
om these far greater masses of people because they aren't technologists.=
 But  even without computer science degrees, people become very savvy ab=
out running  JIRA proposals and getting votes, and the votes show it: pe=
ople do not need the  copyleftist regime in SL; they need the copyright =
regime in SL. That's all there  is to it. Pretending this isn't the case=
 is done for ideological reasons and not  science.</div> <div>&nbsp;</di=
v> <div>The use case of "my friend needs to me to change all the objects=
 on my sim"  is an isolated one and one that is remedied with build perm=
s most of the time.  I've commissioned numerous builds and worked with b=
uilders and other residents  constantly. Nobody has ever been deterred f=
rom collaboration or assistance with  management by the permissions syst=
em. Businesses make group avatars that  multiple use or they make compan=
y avatars just for that build to use.</div> <div>&nbsp;</div> <div>If a =
creator "forgot" to set some root prim some way, you can contact them  a=
nd work it out. Most prefab creators put houses on copy/mod but not tran=
sfer  precisely so you can easily change their buildings, in fact. Those=
 that put  their item on no-copy/transfer will send you another copy or =
sell you a box with  6 back ups -- but the overwhelming majority put the=
ir items on copy/mod. These  fake claims of "entire sims" with "builds I=
 can't move or transfer" are  artificial exoticisms used to make copylef=
tist arguments -- I've gone and  examined a few of them and found things=
 like Siggy Romulus' beach house, which  was issued 7 years ago on all p=
erms, and which ends up in somebody's inventory  without all the perms, =
but *which can be gotten again easily on all perms* --  that is, gosh, i=
f you can't live without an ugly brown newbie building and can't  make o=
ne yourself (and even I can do that). I discovered the two educators  be=
llowing the loudest about not being able to copy content to open sim whe=
n they  moved due to price hikes last fall were people with a couple of =
free or very  cheap prefabs on their sims -- to hear them talk, they had=
 the 65,000  proprietary works of Scope Cleaver and had paid tens of tho=
usands of dollars and  were now wailing. Had that actually been the case=
, of course, they could contact  Scope and pay him for a transfer. To in=
voke fake use cases of builders long gone  from the grid doesn't cut it =
-- most things in SL can be be built quickly anew,  and the same texture=
s purchased. Using common sense and logic you sustain the  economy; maki=
ng up fake use cases and cranking up the tech or demanding changes  to p=
olicy to match those fake use cases, you undermine the economy.</div> <d=
iv>&nbsp;</div> <div>With builders I work with, I'm able to copy their i=
tems because I have  their build perms. So I could put something again i=
f it disappears in a sim  rolling restart, something that happens about =
once every few months. If I copy  some large block of concrete and put i=
t out inworld, I can't then keep pulling  on and copying that block, I h=
ave to take it again from inventory. Same with  commissioned works I res=
ell. I have to carefully rez each copy out of my  inventory and reset th=
e perms to make sure I don't sell them all perm. I have to  do this with=
 several items a few times a month. And it's worth it to preserve  the i=
ntellectual property rights of those creators, and my investment in  com=
missioning content. I'm not a RL store owner who has to unpack a crate a=
nd  dust off the peanuts and manually put them on real shelves, I'm a vi=
rtual store  owner who...clicks a few times. Big deal. I am NOT INTEREST=
ED in CHANGES TO  SERVER-SIDE CODE that remove the Berne inherency:</div=
> <div>http://secondthoughts.typepad.com/second_thoughts/2011/02/the-ber=
ne-inherency-and-the-interop-flop-reply-to-meadh.html</div> <div>&nbsp;<=
/div> <div>None of the "hardships" you describe are real. They all have =
workarounds.  And they all have solutions in the long run that will keep=
 value *when this  technological exercise is in other hands*.</div> <div=
>&nbsp;</div> <div>There is nothing "missing" from the protocol because =
a friend who has  created something who somehow now needs you to fiddle =
with his prims can't turn  over every aspect of them to you. If he loves=
 you that much, he can give you his  log on and you can log on as him.</=
div> <div>&nbsp;</div> <div>There is no "annoyance" that an object is "n=
on free". That's assigning  anthropomorphic features to a piece of code =
rendering as a block. Catherine  Pfeffer, flogging the all-perms JIRA, d=
oes exactly the same gambit, accusing the  server of "enslaving" objects=
.</div> <div>&nbsp;</div> <div>Nonsense. The server, the system, the pro=
tocols preserve value by keeping  the maximum of choices OPEN as a defau=
lt. We value that. You don't. Go on open  sim and play in your Leninist =
sandboxes and stop trying to build a bridge  between two systems merely =
designed to flush the content out for free. We're not  interested; indee=
d we will vigorously oppose it.</div> <div>&nbsp;</div> <div>Freebies th=
at are non-transfer are designed that way because freebies are  usually =
tethered to a purpose: serving as a loss-leader to drive people back to =
 the store where they were issued so that people might buy things as wel=
l as take  the loss-leaders. And that's ok, that's normal, and that's wh=
at most people  want.</div> <div>&nbsp;</div> <div>You're ALREADY free t=
o create content and set all the perms to support the  collectivist idea=
ls you wish to support. There is CHOICE. When open source  copyleftism i=
s imposed on defaults, then THERE IS NO CHOICE.</div> <div>&nbsp;</div> =
<div>As for this notion: "I think you might find a lot of people, like m=
yself, a  lot more willing to help out with thinking of ways on how to p=
rotect property in  virtual<br>worlds when first it is assured that thos=
e who want to create things  that are FREE are equally supported as the =
commercial guys out  there.<br><br>You're already FREE because there is =
already CHOICE and you are  banging on an open door -- with only the aim=
 to close it and impose the coercive  copyleftist agenda with is NOT FRE=
E for those who want to keep the integration  of copyright and commerce,=
 a laudable aim. Once again, I want to remind everyone  what VWRAP and m=
etaversestandards.org and other similar exercises are about:  ideologica=
l control by copyleftism, not technology. And ideological control that  =
is only able to keep itself in power by silencing people on the JIRA, ki=
cking  people off lists like this, silencing them on the opensource Lind=
en list, etc.  etc. Just as the real-life coercion of Soviet communism f=
ailed, so will this  technocommunist version of it fail precisely becaus=
e of this coercion --  coercion in controlling speech criticizing of its=
 hijacking of the agenda,  coercion in opposition to exposure of false u=
se cases, and coercion in demanding  technical exigencies to suit copyle=
ftism.</div> <div>&nbsp;</div> <div>Leave Second Life alone.</div> <div>=
&nbsp;</div> <div>Prokofy Neva</div><br><br><span style=3D"color: #00000=
0; font-size: x-small;">________________________________________________=
____________</span><br><a style=3D"text-decoration: none;" href=3D"http:=
//thirdpartyoffers.juno.com/TGL3142/4d9759acc6cfc3f539st06vuc" target=3D=
"_blank"><span style=3D"font-family: Arial;"><span style=3D"color: #0040=
80; font-size: small;"><strong>Groupon.com  Official Site</strong></span=
><br><span style=3D"color: #000000; font-size: x-small;">1 huge daily de=
al on the  best stuff to do in your city. Try it today!<br></span></span=
></a><span style=3D"font-family: Arial;"><span style=3D"color: #000000; =
font-size: x-small;"><a style=3D"color: #000000;" href=3D"http://thirdpa=
rtyoffers.juno.com/TGL3142/4d9759acc6cfc3f539st06vuc" target=3D"_blank">=
Groupon.com</a></span></span> <p>&nbsp;</p><hr>_________________________=
______________________<br>vwrap mailing  list<br>vwrap@ietf.org<br>https=
://www.ietf.org/mailman/listinfo/vwrap</div></div></div></html>

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Subject: Re: [vwrap] [wvrap] Simulation consistency
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I can see another reason to allow the region to proxy assets, or at least
some service to proxy assets in the same domain as the region. "Sandboxed"
clients such as those which may be based on products as Unity3d or Adobe
Flash may be subject to a "same origin" policy (1), where they may be
restricted from making network connections outside of the domain from which
the application is served. There are workarounds but they may require
additional administration overhead for both asset and region service
providers, or a separate provider which proxies all traffic. I would hope a
VWRAP protocol definition would include the possibility of regions proxying
assets so such sandboxed clients can play a part in a VWRAP multiverse.

(1) http://en.wikipedia.org/wiki/Same_origin_policy



On Sat, Apr 2, 2011 at 8:09 AM, Morgaine <morgaine.dinova@googlemail.com>wrote:

> Vaughn, I left your final (and very important) point for the end of my
> response, and then I fired off my email without addressing it ...  Sorry. :P
>
>
> On Sat, Apr 2, 2011 at 11:26 AM, Vaughn Deluca <vaughn.deluca@gmail.com>wrote:
>
>>  So I want methods to prevent breaking my highly emergent world as much as
>> possible.
>>
>
>
> Yes indeed!!!
>
> You have a perfectly reasonable requirement for the service that you want
> to operate, and you need some means of meeting it.  I agree with that
> wholeheartedly.  I only begin to disagree when you hint that your
> requirement must be imposed on everyone, whether they want it or not.  That
> I cannot support, and I expect that you did not mean it that way anyway.
> After all, some of my requirements are probably not of interest to you
> either, and you would not wish me to impose them on you.  It cuts both ways.
>
> So, how can we enable you to offer a service with many 9's of simulation
> consistency, without imposing that requirement on those who prefer a
> different trade-off?  You hinted at the solution yourself, so I'll merely
> elaborate on it.  You wrote:
>
>
>
> I would like to argue that the region *should* get the capability to fetch
>> all details. [...]  Note that this does not mean that the region *has* to
>> proxy the asset, just that in case the asset service refuses to serve a
>> client it does not like, the region can insist on delivery  based on the
>> capability it originally got.
>>
>
>
>
> Perfect.  All you need then is an optional query in the protocol that
> allows a region to ask each asset service referenced by assets carried by
> newly arriving avatars the following question:
>
> QUERY: "*Do I have your permission to fetch from your asset service the
> assets normally reserved for client fetches, and to distribute these assets
> to clients directly in the (unexpected) event that I want to?*"
>
>
> That easily maps to an optional capability request of course.  If the asset
> service answers "No" to you, then you can deny the incoming avatar entry to
> your region, returning a status that indicates
>
> RESPONSE: "*Asset service X referenced by asset Y does not meet the
> re-distribution requirement requested for entry to region Z*".
>
>
> Your requirement is then satisfied (I believe) without imposing that
> requirement on a region operator who does not need it because they desire a
> different trade-off.  Those who don't have your requirement simply won't
> request the capability.
>
> For example, it would be pointless to even ask an asset service founded
> entirely around Creative Commons assets that question, since all CC content
> is perpetually and non-revocably redistributable by anyone and to anyone.
> By not issuing the query we can save ourselves the round-trip time and allow
> faster entry to the region.
>
> Would something like that get the nod from you?
>
>
> PS. You need to note that when an asset service answers "Yes" to your
> query, this does not mean that it will necessarily honor its promise when
> you actually attempt to fetch items.  David's very important point about
> independent parties not having control over each other applies here.  You
> can at most hope that it will behave well, and perhaps test the promise by
> fetching something.  However, if you truly want as many 9's of consistency
> as is obtainable then you will have to fetch all the assets yourself prior
> to allowing entry to the avatar, and that would be a dreadful overhead.
> Most people will probably settle for "*best effort*" approaches, which are
> quite likely to succeed.
>
>
> Morgaine.
>
>
>
>
>
> =====================
>
>
> On Sat, Apr 2, 2011 at 11:26 AM, Vaughn Deluca <vaughn.deluca@gmail.com>wrote:
>
>> Morgaine, Meadhbh,
>>
>> Thanks for the answers, but i see that i have not been clear enough.
>> I think the protocol should demand certain things to prevent the
>>  deterioration of the simulation to an unacceptable level. We need to be
>> more precise to prevent problems and i think we can.
>>
>> I was arguing from the perspecive of a region service without making that
>> explicit. Note i was *not* advocating the region proxies everything, just
>> that it lives up to its promises about object presence. Also note that i do
>>  *not* always have the option to pick another high quality asset service,
>> since I normally do not own the assets. I will use Prokofy as an example
>> just for the fun of it.  He is highly worried about content theft, so (in
>> the unlikely case he wants to start selling stuff outside of SL) he might
>> use this deployment pattern.  Assume he sells wonderful sexy dresses to two
>> customers, that can only be fetched from his own asset service for
>> rendering. Both customers go off to "Vaughns highly immersive world" were a
>> party is given.  My region receives some physics properties of the dresses
>> for simulation and an address of Proks asset service for high-res details
>> and textures. In this case the region does not even get the capability to
>> fetch the assets, just a link to the asset service and its up to viewer to
>> request the details and show credentials to get them. The two girls meet,
>> both their viewers request the details of the other dress, and Proks asset
>> service grants those requests. They girls admire their dresses and
>> compliment each other with their good taste. Now when i arrive and my viewer
>> request the dress details, Prok's asset service recognises me as the
>> copyleftists that i am. It refuses to serve the asset details -and depending
>> on my viewers behaviour i might get to view two girls in sexy underwear -or
>> wearing even less- instead of party dresses. From a consistency point of
>> view this is a highly undesirable situation, it breaks immersion, and
>> depending on the circumstances might also be embarrassing to the people
>> involved.
>>
>> The key question is if we want to allow this situation to arise within
>> VWRAP compliant worlds.
>> I would like to argue that the region *should* get the capability to fetch
>> all details. In other words, Prokofy would have to give up some control over
>> the asset in case he allows it to be used by my region. Note that this does
>> not mean that the region *has* to proxy the asset, just that in case the
>> asset service refuses to serve a client it does not like, the region can
>> insist on delivery  based on the capability it originally got. If that fails
>> Proks asset service can not be called VWRAP compliant.
>>
>> If Prokofy does not want to relinquish  that level of control, fine, it is
>> his right not to, but in that case the dresses should not be allowed to get
>> into my region in the first place.  If people visit my region and find
>> themselves naked in the eyes of some others *I* will get the blame.  As
>> Morgaine says, the technical details of my innocence will not convince the
>> general public. So I want methods to prevent breaking my highly emergent
>> world as much as possible.
>> My proposal would be that the whatever the region gets MUST be guaranteed
>> by protocol to be delivered to  anybody within the region requesting it. If
>> the asset service does not want to serve a cryptocomunist copyleftist, fine,
>> but IF it has given the region a capability, it MUST serve the full asset to
>> be VWRAP compliant. Its *my* choice as a region deployer to download the
>> full asset to be able to guarantee region consistency if I want to. I will
>> try to avoid that as much as possible, but if my customers complain, i will
>> be forces to start doing this for certain asset services that i know show
>> discriminatory behaviour against for instance copyleftist.
>>
>> Finally Morgaine, you keep hammering on the fact that proxying by the
>> region does not scale. (I tend to disagree, but that is beside the point
>> here). I do agree the asset should not be needlessly transfered, but i
>> strongly feel we must insist in the protocol on transferring the *rights* to
>> view the asset. If that leads to to the region not getting the asset at all,
>> so be it, it can warn visitors that their assets will not be visible and
>> even offer to serve simple replacements (1). This in turn will encourage the
>> end users to avoid this type of asset service, and Prokofy will go out of
>> business, as should be the case given the behaviour of the service. And if
>> he pulls it off, thats fine with me also, as long as i do not have to suffer
>> from it due to lack of rigour in the protocol specs.
>>
>> So, in summary, I very well see that there is no way to enforce consistent
>> serving behaviour but it should at least be clear that it is non-standard
>> and not conform the protocol. The way I am understanding you now, your
>> argument seems to be just one step to far in the direction of anarchy.
>> Or am i misreading you?
>>
>> --Vaughn
>>
>>
>> (1) I just realise that the region might cheat and advertise its own asset
>> brands claiming the competitions assets  could not be rendered... Oh well,
>> one might hope that if there is enough choice in worlds such regions will be
>> forced  out of business as well.
>>
>> On Sat, Apr 2, 2011 at 7:31 AM, Morgaine <morgaine.dinova@googlemail.com>wrote:
>>
>>> Further to my last post, it's worth noting that if you find that you
>>> suffer poor quality behavior from a particular asset service and it is
>>> breaking the consistency of your simulation, with hash-based item addressing
>>> you can also automatically use an alternative asset service *in
>>> preference* to the one specified in a given URI.
>>>
>>> Your client could be configured to attempt the item fetch at a known good
>>> quality asset service *first* (perhaps one that you paid to use because
>>> of its better service), automatically, and maybe even dynamically depending
>>> on the type of item.
>>>
>>> The scheme has a long list of benefits, and overcoming (to some extent)
>>> poor quality asset services is just one of them.
>>>
>>>
>>> Morgaine.
>>>
>>>
>>>
>>>
>>>
>>> ===================
>>>
>>>
>>> On Sat, Apr 2, 2011 at 4:55 AM, Morgaine <morgaine.dinova@googlemail.com
>>> > wrote:
>>>
>>>> Every design choice results in a trade-off, Vaughn, improving one thing
>>>> at the expense of something else.  If every time we offered a service we had
>>>> to inform its users about the downsides of all the trade-offs we have made,
>>>> they would have an awful lot to read. ;-)
>>>>
>>>> The specific trade-off that you are discussing is no different.  A
>>>> region that proxies all content has the "benefit" of acquiring control from
>>>> the asset servers over the items in the region, so that it can ensure that
>>>> everyone in the region not only obtains the items but obtains the *same
>>>> * items as everyone else.  That does indeed provide a greater guarantee
>>>> of consistency than a deployment in which the region only passes asset URIs
>>>> to clients who then fetch the items from asset services separately.  As
>>>> always though, it's a trade-off, since the proxied design has very poor
>>>> scalability compared to the distributed one.
>>>>
>>>> If we're going to warn users of the potential for inconsistency in the
>>>> distributed deployment as you suggest, are we also going to warn them of
>>>> non-scalability in the proxied one?  I really don't see much merit in the
>>>> idea of warning about design choices.  Many such choices are technical, and
>>>> the issues are quite likely to be of little interest to non-technical users
>>>> anyway.  In any case, the better services are likely to provide such
>>>> information in their online documentation, I would guess.
>>>>
>>>> You mentioned users "voting with their feet" or choosing to accept the
>>>> risk of inconsistency.  Well that will happen anyway, when services fail and
>>>> users get annoyed.  If some asset services refuse to send the requested
>>>> items to some users, those services will get a bad reputation and people
>>>> will choose different asset services instead.  Likewise, if a world service
>>>> proxies everything and so it can't handle a large number of assets or of
>>>> people, users will get annoyed at the lag and will go elsewhere.  This user
>>>> evaluation and "voting with their feet" happens already with online services
>>>> all over the Internet, and I am sure that this human process will continue
>>>> to work when the services are asset and region services.
>>>>
>>>> Back in September 2010, I wrote this post which proposes that we use in
>>>> VWRAP a form of asset addressing that provides massive scalability at the
>>>> same time as a very high degree of resilience --
>>>> http://www.ietf.org/mail-archive/web/vwrap/current/msg00463.html .  It
>>>> is based on the concept of the URI containing a host part and a hash part,
>>>> where the hash is generated (once, at the time of storage to the asset
>>>> service) using a specified digest algorithm over the content of the asset
>>>> being referenced.  You may wish to note that if this design were used, the
>>>> failure of an asset service to deliver a requested item would result in a
>>>> failover request for the item to one or more backup services, using the same
>>>> hash part but with a different host address.
>>>>
>>>> This can go some way towards overcoming the problem that you think might
>>>> occur when assets are fetched by clients from asset services directly.
>>>> Although it won't help when the missing item is available from only a single
>>>> asset service, it will help in many other cases, and it will compensate for
>>>> service failures and network outages automatically at the same time.
>>>>
>>>> PS. This design for hash-based asset addressing is already being tested
>>>> by Mojito Sorbet in her experimental world and client.  It would give
>>>> VWRAP-based worlds an improved level of service availability, so I think it
>>>> should be a core feature of our protocol.
>>>>
>>>>
>>>> Morgaine.
>>>>
>>>>
>>>>
>>>>
>>>> ===========================
>>>>
>>>>
>>>> On Fri, Apr 1, 2011 at 11:17 PM, Vaughn Deluca <vaughn.deluca@gmail.com
>>>> > wrote:
>>>>
>>>>> This is a question i discussed with Morgaine off-list a while ago (I
>>>>> intended to send it to the list but pushed the wrong button...) I
>>>>> think we need to address this problem, and decide how to deal with it.
>>>>>
>>>>>  In Davids deployment draft, section 7.3.1.1 an overview is given van
>>>>> ways to deliver content to the region. One way is only passing a
>>>>> capability that allows access to (part of) the resource:
>>>>>
>>>>>           7.3.1.1.  Content delivery models
>>>>>           A range of possible represenations can be passed to a region
>>>>> for
>>>>>           simulation. [...] The other end of the delivery spectrum
>>>>> involves passing
>>>>>           only a URI or capability used to access the rendering
>>>>> information and a
>>>>>           collision mesh,and related data for physical simulation.
>>>>>           In such a model, the client is responsible for fetching the
>>>>> additional
>>>>>           information needed to render the item's visual presence from
>>>>> a separate
>>>>>           service.  This fetch can be done *under the credentials of
>>>>> the end user*
>>>>>           viewing the material [my emphasis--VD] , and divorces the
>>>>> simulation from
>>>>>           the trust chain needed to manage content.  Any automation
>>>>> is done on a
>>>>>           separate host which the content creator or owner trusts,
>>>>> interacting with the
>>>>>           object through remoted interfaces.
>>>>>
>>>>>  I can see the need for such a setup, however, i feel we are
>>>>> unpleasantly close to a situation were the coherence of the simulation
>>>>> falls apart.
>>>>> In this deployment pattern the region advertises the presence of the
>>>>> asset, and *some* clients will be able to get it as expected, while
>>>>> -based on the arbitrary whims of the asset service- others might not.
>>>>>
>>>>> My hope would be that after the asset server provides the region with
>>>>> the capability to get the asset, it gives up control. That would mean
>>>>> that if the client finds the inventory server is unwilling to serve
>>>>> the content - in spire of the region saying it is present-, the client
>>>>> should be able to turn around ask the *region* for the asset, (and get
>>>>> is after all).
>>>>>
>>>>>  If that is not the case, -and there are probably good reasons for the
>>>>> deployment pattern as described-  shouldn't we *warn* clients that the
>>>>> region might be inconsistent, so the users behind the client can vote
>>>>> with their feet, (or take the risk)?
>>>>>
>>>>> --Vaughn
>>>>> _______________________________________________
>>>>> vwrap mailing list
>>>>> vwrap@ietf.org
>>>>> https://www.ietf.org/mailman/listinfo/vwrap
>>>>>
>>>>
>>>>
>>>
>>
>
> _______________________________________________
> vwrap mailing list
> vwrap@ietf.org
> https://www.ietf.org/mailman/listinfo/vwrap
>
>

--0016e6d279f88706fe049ff58033
Content-Type: text/html; charset=ISO-8859-1
Content-Transfer-Encoding: quoted-printable

I can see another reason to allow the region to proxy assets, or at least s=
ome service to proxy assets in the same domain as the region. &quot;Sandbox=
ed&quot; clients such as those which may be based on products as Unity3d or=
 Adobe Flash may be subject to a &quot;same origin&quot; policy (1), where =
they may be restricted from making network connections outside of the domai=
n from which the application is served. There are workarounds but they may =
require additional administration overhead for both asset and region servic=
e providers, or a separate provider which proxies all traffic. I would hope=
 a VWRAP protocol definition would include the possibility of regions proxy=
ing assets so such sandboxed clients can play a part in a VWRAP multiverse.=
<br>
<br>(1) <a href=3D"http://en.wikipedia.org/wiki/Same_origin_policy">http://=
en.wikipedia.org/wiki/Same_origin_policy</a><br><br><br><br><div class=3D"g=
mail_quote">On Sat, Apr 2, 2011 at 8:09 AM, Morgaine <span dir=3D"ltr">&lt;=
<a href=3D"mailto:morgaine.dinova@googlemail.com">morgaine.dinova@googlemai=
l.com</a>&gt;</span> wrote:<br>
<blockquote class=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt 0.8ex; borde=
r-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;">Vaughn, I left yo=
ur final (and very important) point for the end of my response, and then I =
fired off my email without addressing it ...=A0 Sorry. :P<div class=3D"im">
<br><br>On Sat, Apr 2, 2011 at 11:26 AM, Vaughn Deluca <span dir=3D"ltr">&l=
t;<a href=3D"mailto:vaughn.deluca@gmail.com" target=3D"_blank">vaughn.deluc=
a@gmail.com</a>&gt;</span> wrote:<br>
<blockquote class=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt 0.8ex; borde=
r-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;"><div>=A0So I want=
 methods=20
to prevent breaking my highly emergent world as much as possible. <br></div=
></blockquote><br><br></div>Yes indeed!!!<br><br>You have a perfectly reaso=
nable requirement for the service that you want to operate, and you need so=
me means of meeting it.=A0 I agree with that wholeheartedly.=A0 I only begi=
n to disagree when you hint that your requirement must be imposed on everyo=
ne, whether they want it or not.=A0 That I cannot support, and I expect tha=
t you did not mean it that way anyway.=A0 After all, some of my requirement=
s are probably not of interest to you either, and you would not wish me to =
impose them on you.=A0 It cuts both ways.<br>

<br>So, how can we enable you to offer a service with many 9&#39;s of simul=
ation consistency, without imposing that requirement on those who prefer a =
different trade-off?=A0 You hinted at the solution yourself, so I&#39;ll me=
rely elaborate on it.=A0 You wrote:<br>

<br><br><br><blockquote class=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt =
0.8ex; border-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;"><div>=
I
 would like to argue that the region *should* get the capability to=20
fetch all details. [...]=A0=20
Note that this does not mean that the region *has* to proxy the asset,=20
just that in case the asset service refuses to serve a client it does=20
not like, the region can insist on delivery =A0based on the capability it=
=20
originally got.</div></blockquote><br><br><br>Perfect.=A0 All you need then=
 is an optional query in the protocol that allows a region to ask each asse=
t service referenced by assets carried by newly arriving avatars the follow=
ing question:<br>

<br><div style=3D"margin-left: 40px;">QUERY: &quot;<i>Do I have your permis=
sion to fetch from your asset service the assets normally reserved for clie=
nt fetches, and to distribute these assets to clients directly in the (unex=
pected) event that I want to?</i>&quot;<br>

</div><br><br>That easily maps to an optional capability request of course.=
=A0 If the asset service answers &quot;No&quot; to you, then you can deny t=
he incoming avatar entry to your region, returning a status that indicates<=
br>

<br><div style=3D"margin-left: 40px;">RESPONSE: &quot;<b>Asset service X re=
ferenced by asset Y does not meet the re-distribution requirement requested=
 for entry to region Z</b>&quot;.<br></div><br><br>Your requirement is then=
 satisfied (I believe) without imposing that requirement on a region operat=
or who does not need it because they desire a different trade-off.=A0 Those=
 who don&#39;t have your requirement simply won&#39;t request the capabilit=
y.<br>

<br>For example, it would be pointless to even ask an asset service founded=
 entirely around Creative Commons assets that question, since all CC conten=
t is perpetually and non-revocably redistributable by anyone and to anyone.=
=A0 By not issuing the query we can save ourselves the round-trip time and =
allow faster entry to the region.<br>

<br>Would something like that get the nod from you?<br><br><br>PS. You need=
 to note that when an asset service answers &quot;Yes&quot; to your query, =
this does not mean that it will necessarily honor its promise when you actu=
ally attempt to fetch items.=A0 David&#39;s very important point about inde=
pendent parties not having control over each other applies here.=A0 You can=
 at most hope that it will behave well, and perhaps test the promise by fet=
ching something.=A0 However, if you truly want as many 9&#39;s of consisten=
cy as is obtainable then you will have to fetch all the assets yourself pri=
or to allowing entry to the avatar, and that would be a dreadful overhead.=
=A0 Most people will probably settle for &quot;<b>best effort</b>&quot; app=
roaches, which are quite likely to succeed.<br>
<font color=3D"#888888">
<br><br>Morgaine.<br><br><br><br><br><br>=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D</font><div><div></div><div class=3D"h5"><br>=
<br><div class=3D"gmail_quote">On Sat, Apr 2, 2011 at 11:26 AM, Vaughn Delu=
ca <span dir=3D"ltr">&lt;<a href=3D"mailto:vaughn.deluca@gmail.com" target=
=3D"_blank">vaughn.deluca@gmail.com</a>&gt;</span> wrote:<br>

<blockquote class=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt 0.8ex; borde=
r-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;"><div>Morgaine, Me=
adhbh,</div><div><br></div><div>Thanks for the answers, but i see that i ha=
ve not been clear enough.</div>

<div>I think the protocol should demand certain things to prevent the =A0de=
terioration of the simulation to an unacceptable level. We need to be more =
precise to prevent problems and i think we can.</div>
<div><br></div><div>I was arguing from the perspecive of a region service w=
ithout making that explicit. Note i was *not* advocating the region proxies=
 everything, just that it lives up to its promises about object presence. A=
lso note that i do =A0*not* always have the option to pick another high qua=
lity asset service, since I normally do not own the assets. I will use Prok=
ofy as an example just for the fun of it. =A0He is highly worried about con=
tent theft, so (in the unlikely case he wants to start selling stuff outsid=
e of SL) he might use this deployment pattern. =A0Assume he sells wonderful=
 sexy dresses to two customers, that can only be fetched from his own asset=
 service for rendering. Both customers go off to &quot;Vaughns highly immer=
sive world&quot; were a party is given. =A0My region receives some physics =
properties of the dresses for simulation and an address of Proks asset serv=
ice for high-res details and textures. In this case the region does not eve=
n get the capability to fetch the assets, just a link to the asset service =
and its up to viewer to request the details and show credentials to get the=
m. The two girls meet, both their viewers request the details of the other =
dress, and Proks asset service grants those requests. They girls admire the=
ir dresses and compliment each other with their good taste. Now when i arri=
ve and my viewer request the dress details, Prok&#39;s asset service recogn=
ises me as the copyleftists that i am. It refuses to serve the asset detail=
s -and depending on my viewers behaviour i might get to view two girls in s=
exy underwear -or wearing even less- instead of party dresses. From a consi=
stency point of view this is a highly undesirable situation, it breaks imme=
rsion, and depending on the circumstances might also be embarrassing to the=
 people involved.=A0</div>


<div><br></div><div>The key question is if we want to allow this situation =
to arise within VWRAP compliant worlds.</div><div>I would like to argue tha=
t the region *should* get the capability to fetch all details. In other wor=
ds, Prokofy would have to give up some control over the asset in case he al=
lows it to be used by my region. Note that this does not mean that the regi=
on *has* to proxy the asset, just that in case the asset service refuses to=
 serve a client it does not like, the region can insist on delivery =A0base=
d on the capability it originally got. If that fails Proks asset service ca=
n not be called VWRAP compliant. =A0</div>


<div><br></div><div>If Prokofy does not want to relinquish =A0that level of=
 control, fine, it is his right not to, but in that case the dresses should=
 not be allowed to get into my region in the first place. =A0If people visi=
t my region and find themselves naked in the eyes of some others *I* will g=
et the blame. =A0As Morgaine says, the technical details of my innocence wi=
ll not convince the general public. So I want methods to prevent breaking m=
y highly emergent world as much as possible.=A0</div>


<div>My proposal would be that the whatever the region gets MUST be guarant=
eed by protocol to be delivered to =A0anybody within the region requesting =
it. If the asset service does not want to serve a cryptocomunist copyleftis=
t, fine, but IF it has given the region a capability, it MUST serve the ful=
l asset to be VWRAP compliant. Its *my* choice as a region deployer to down=
load the full asset to be able to guarantee region consistency if I want to=
. I will try to avoid that as much as possible, but if my customers complai=
n, i will be forces to start doing this for certain asset services that i k=
now show discriminatory behaviour against for instance copyleftist.=A0</div=
>


<div><br></div><div>Finally Morgaine, you keep hammering on the fact that p=
roxying by the region does not scale. (I tend to disagree, but that is besi=
de the point here). I do agree the asset should not be needlessly transfere=
d, but i strongly feel we must insist in the protocol on transferring the *=
rights* to view the asset. If that leads to to the region not getting the a=
sset at all, so be it, it can warn visitors that their assets will not be v=
isible and even offer to serve simple replacements (1). This in turn will e=
ncourage the end users to avoid this type of asset service, and Prokofy wil=
l go out of business, as should be the case given the behaviour of the serv=
ice. And if he pulls it off, thats fine with me also, as long as i do not h=
ave to suffer from it due to lack of rigour in the protocol specs. =A0</div=
>


<div><br></div><div>So, in summary, I very well see that there is no way to=
 enforce consistent serving behaviour but it should at least be clear that =
it is non-standard and not conform the protocol. The way I am understanding=
 you now, your argument seems to be just one step to far in the direction o=
f anarchy.</div>


<div>Or am i misreading you?</div><div><br></div><div>--Vaughn</div><div><b=
r></div><div><br></div><div>(1) I just realise that the region might cheat =
and advertise its own asset brands claiming the competitions assets =A0coul=
d not be rendered... Oh well, one might hope that if there is enough choice=
 in worlds such regions will be forced =A0out of business as well.=A0</div>

<div><div></div><div>
<br><div class=3D"gmail_quote">On Sat, Apr 2, 2011 at 7:31 AM, Morgaine <sp=
an dir=3D"ltr">&lt;<a href=3D"mailto:morgaine.dinova@googlemail.com" target=
=3D"_blank">morgaine.dinova@googlemail.com</a>&gt;</span> wrote:<br><blockq=
uote class=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt 0.8ex; border-left:=
 1px solid rgb(204, 204, 204); padding-left: 1ex;">


Further to my last post, it&#39;s worth noting that if you find that you su=
ffer poor quality behavior from a particular asset service and it is breaki=
ng the consistency of your simulation, with hash-based item addressing you =
can also automatically use an alternative asset service <i><b>in preference=
</b></i> to the one specified in a given URI.<br>



<br>Your client could be configured to attempt the item fetch at a known go=
od quality asset service <b>first</b> (perhaps one that you paid to use bec=
ause of its better service), automatically, and maybe even dynamically depe=
nding on the type of item.<br>



<br>The scheme has a long list of benefits, and overcoming (to some extent)=
 poor quality asset services is just one of them.<br><font color=3D"#888888=
"><br><br>Morgaine.<br><br><br><br><br><br>=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D</font><div>


<div></div><div><br><br><div class=3D"gmail_quote">
On Sat, Apr 2, 2011 at 4:55 AM, Morgaine <span dir=3D"ltr">&lt;<a href=3D"m=
ailto:morgaine.dinova@googlemail.com" target=3D"_blank">morgaine.dinova@goo=
glemail.com</a>&gt;</span> wrote:<br><blockquote class=3D"gmail_quote" styl=
e=3D"margin: 0pt 0pt 0pt 0.8ex; border-left: 1px solid rgb(204, 204, 204); =
padding-left: 1ex;">



Every design choice results in a trade-off, Vaughn, improving one thing at =
the expense of something else.=A0 If every time we offered a service we had=
 to inform its users about the downsides of all the trade-offs we have made=
, they would have an awful lot to read. ;-)<br>




<br>The specific trade-off that you are discussing is no different.=A0 A re=
gion that proxies all content has the &quot;benefit&quot; of acquiring cont=
rol from the asset servers over the items in the region, so that it can ens=
ure that everyone in the region not only obtains the items but obtains the =
<i>same</i> items as everyone else.=A0 That does indeed provide a greater g=
uarantee of consistency than a deployment in which the region only passes a=
sset URIs to clients who then fetch the items from asset services separatel=
y.=A0 As always though, it&#39;s a trade-off, since the proxied design has =
very poor scalability compared to the distributed one.<br>




<br>If we&#39;re going to warn users of the potential for inconsistency in =
the distributed deployment as you suggest, are we also going to warn them o=
f non-scalability in the proxied one?=A0 I really don&#39;t see much merit =
in the idea of warning about design choices.=A0 Many such choices are techn=
ical, and the issues are quite likely to be of little interest to non-techn=
ical users anyway.=A0 In any case, the better services are likely to provid=
e such information in their online documentation, I would guess.<br>




<br>You mentioned users &quot;voting with their feet&quot; or choosing to a=
ccept the risk of inconsistency.=A0 Well that will happen anyway, when serv=
ices fail and users get annoyed.=A0 If some asset services refuse to send t=
he requested items to some users, those services will get a bad reputation =
and people will choose different asset services instead.=A0 Likewise, if a =
world service proxies everything and so it can&#39;t handle a large number =
of assets or of people, users will get annoyed at the lag and will go elsew=
here.=A0 This user evaluation and &quot;voting with their feet&quot; happen=
s already with online services all over the Internet, and I am sure that th=
is human process will continue to work when the services are asset and regi=
on services.<br>




<br>Back in September 2010, I wrote this post which proposes that we use in=
 VWRAP a form of asset addressing that provides massive scalability at the =
same time as a very high degree of resilience -- <a href=3D"http://www.ietf=
.org/mail-archive/web/vwrap/current/msg00463.html" target=3D"_blank">http:/=
/www.ietf.org/mail-archive/web/vwrap/current/msg00463.html</a> .=A0 It is b=
ased on the concept of the URI containing a host part and a hash part, wher=
e the hash is generated (once, at the time of storage to the asset service)=
 using a specified digest algorithm over the content of the asset being ref=
erenced.=A0 You may wish to note that if this design were used, the failure=
 of an asset service to deliver a requested item would result in a failover=
 request for the item to one or more backup services, using the same hash p=
art but with a different host address.<br>




<br>This can go some way towards overcoming the problem that you think migh=
t occur when assets are fetched by clients from asset services directly.=A0=
 Although it won&#39;t help when the missing item is available from only a =
single asset service, it will help in many other cases, and it will compens=
ate for service failures and network outages automatically at the same time=
.<br>




<br>PS. This design for hash-based asset addressing is already being tested=
 by Mojito Sorbet in her experimental world and client.=A0 It would give VW=
RAP-based worlds an improved level of service availability, so I think it s=
hould be a core feature of our protocol.<br>



<font color=3D"#888888">
<br><br>Morgaine.<br><br><br><br><br>=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D</font><div><div></div><div><b=
r><br><div class=3D"gmail_quote">On Fri, Apr 1, 2011 at 11:17 PM, Vaughn De=
luca <span dir=3D"ltr">&lt;<a href=3D"mailto:vaughn.deluca@gmail.com" targe=
t=3D"_blank">vaughn.deluca@gmail.com</a>&gt;</span> wrote:<br>




<blockquote class=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt 0.8ex; borde=
r-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;">This is a questio=
n i discussed with Morgaine off-list a while ago (I<br>
intended to send it to the list but pushed the wrong button...) I<br>
think we need to address this problem, and decide how to deal with it.<br>
<br>
=A0In Davids deployment draft, section 7.3.1.1 an overview is given van<br>
ways to deliver content to the region. One way is only passing a<br>
capability that allows access to (part of) the resource:<br>
<br>
 =A0 =A0 =A0 =A0 =A0 7.3.1.1. =A0Content delivery models<br>
 =A0 =A0 =A0 =A0 =A0 A range of possible represenations can be passed to a =
region for<br>
 =A0 =A0 =A0 =A0 =A0 simulation. [...] The other end of the delivery spectr=
um involves passing<br>
 =A0 =A0 =A0 =A0 =A0 only a URI or capability used to access the rendering<=
br>
information and a<br>
 =A0 =A0 =A0 =A0 =A0 collision mesh,and related data for physical simulatio=
n.<br>
 =A0 =A0 =A0 =A0 =A0 In such a model, the client is responsible for fetchin=
g the additional<br>
 =A0 =A0 =A0 =A0 =A0 information needed to render the item&#39;s visual pre=
sence from a separate<br>
 =A0 =A0 =A0 =A0 =A0 service. =A0This fetch can be done *under the credenti=
als of the end user*<br>
 =A0 =A0 =A0 =A0 =A0 viewing the material [my emphasis--VD] , and divorces =
the<br>
simulation from<br>
 =A0 =A0 =A0 =A0 =A0 the trust chain needed to manage content. =A0Any autom=
ation<br>
is done on a<br>
 =A0 =A0 =A0 =A0 =A0 separate host which the content creator or owner trust=
s,<br>
interacting with the<br>
 =A0 =A0 =A0 =A0 =A0 object through remoted interfaces.<br>
<br>
=A0I can see the need for such a setup, however, i feel we are<br>
unpleasantly close to a situation were the coherence of the simulation<br>
falls apart.<br>
In this deployment pattern the region advertises the presence of the<br>
asset, and *some* clients will be able to get it as expected, while<br>
-based on the arbitrary whims of the asset service- others might not.<br>
<br>
My hope would be that after the asset server provides the region with<br>
the capability to get the asset, it gives up control. That would mean<br>
that if the client finds the inventory server is unwilling to serve<br>
the content - in spire of the region saying it is present-, the client<br>
should be able to turn around ask the *region* for the asset, (and get<br>
is after all).<br>
<br>
=A0If that is not the case, -and there are probably good reasons for the<br=
>
deployment pattern as described- =A0shouldn&#39;t we *warn* clients that th=
e<br>
region might be inconsistent, so the users behind the client can vote<br>
with their feet, (or take the risk)?<br>
<br>
--Vaughn<br>
_______________________________________________<br>
vwrap mailing list<br>
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<a href=3D"https://www.ietf.org/mailman/listinfo/vwrap" target=3D"_blank">h=
ttps://www.ietf.org/mailman/listinfo/vwrap</a><br>
</blockquote></div><br>
</div></div></blockquote></div><br>
</div></div></blockquote></div><br>
</div></div></blockquote></div><br>
</div></div><br>_______________________________________________<br>
vwrap mailing list<br>
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<br></blockquote></div><br>

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On Sat, Apr 2, 2011 at 9:37 PM, Dahlia Trimble <dahliatrimble@gmail.com>wrote:

> I would hope a VWRAP protocol definition would include the possibility of
> regions proxying assets so such sandboxed clients can play a part in a VWRAP
> multiverse.



You'll be glad to hear Dahlia that VWRAP is being planned to include that
possibility. :-)

We have in VWRAP the concept of "deployment patterns" (David wrote a
document about them), which are architectural topologies and data flows
representing a range of common cases that have been identified as
important.  The architectures that we see today in SL and in Opensim are
among them, and not only for backwards compatibility ---  it is expected
that some providers will wish to continue to use them indefinitely.

As the VWRAP protocols are worked out, this set of documented deployment
patterns is intended to act as a requirements check on protocol structure
and options, so that we remain on track to meet all our requirements.

Of course, that is all theory at the moment, but the intention is there. :-)

That said, I think the exact case you describe is a good one to add
explicitly to the list of deployment patterns, rather than just hitching a
ride on the back of existing proxy architecture.



Morgaine.




==========================

On Sat, Apr 2, 2011 at 9:37 PM, Dahlia Trimble <dahliatrimble@gmail.com>wrote:

> I can see another reason to allow the region to proxy assets, or at least
> some service to proxy assets in the same domain as the region. "Sandboxed"
> clients such as those which may be based on products as Unity3d or Adobe
> Flash may be subject to a "same origin" policy (1), where they may be
> restricted from making network connections outside of the domain from which
> the application is served. There are workarounds but they may require
> additional administration overhead for both asset and region service
> providers, or a separate provider which proxies all traffic. I would hope a
> VWRAP protocol definition would include the possibility of regions proxying
> assets so such sandboxed clients can play a part in a VWRAP multiverse.
>
> (1) http://en.wikipedia.org/wiki/Same_origin_policy
>
>
>
>
> On Sat, Apr 2, 2011 at 8:09 AM, Morgaine <morgaine.dinova@googlemail.com>wrote:
>
>> Vaughn, I left your final (and very important) point for the end of my
>> response, and then I fired off my email without addressing it ...  Sorry. :P
>>
>>
>> On Sat, Apr 2, 2011 at 11:26 AM, Vaughn Deluca <vaughn.deluca@gmail.com>wrote:
>>
>>>  So I want methods to prevent breaking my highly emergent world as much
>>> as possible.
>>>
>>
>>
>> Yes indeed!!!
>>
>> You have a perfectly reasonable requirement for the service that you want
>> to operate, and you need some means of meeting it.  I agree with that
>> wholeheartedly.  I only begin to disagree when you hint that your
>> requirement must be imposed on everyone, whether they want it or not.  That
>> I cannot support, and I expect that you did not mean it that way anyway.
>> After all, some of my requirements are probably not of interest to you
>> either, and you would not wish me to impose them on you.  It cuts both ways.
>>
>> So, how can we enable you to offer a service with many 9's of simulation
>> consistency, without imposing that requirement on those who prefer a
>> different trade-off?  You hinted at the solution yourself, so I'll merely
>> elaborate on it.  You wrote:
>>
>>
>>
>> I would like to argue that the region *should* get the capability to fetch
>>> all details. [...]  Note that this does not mean that the region *has* to
>>> proxy the asset, just that in case the asset service refuses to serve a
>>> client it does not like, the region can insist on delivery  based on the
>>> capability it originally got.
>>>
>>
>>
>>
>> Perfect.  All you need then is an optional query in the protocol that
>> allows a region to ask each asset service referenced by assets carried by
>> newly arriving avatars the following question:
>>
>> QUERY: "*Do I have your permission to fetch from your asset service the
>> assets normally reserved for client fetches, and to distribute these assets
>> to clients directly in the (unexpected) event that I want to?*"
>>
>>
>> That easily maps to an optional capability request of course.  If the
>> asset service answers "No" to you, then you can deny the incoming avatar
>> entry to your region, returning a status that indicates
>>
>> RESPONSE: "*Asset service X referenced by asset Y does not meet the
>> re-distribution requirement requested for entry to region Z*".
>>
>>
>> Your requirement is then satisfied (I believe) without imposing that
>> requirement on a region operator who does not need it because they desire a
>> different trade-off.  Those who don't have your requirement simply won't
>> request the capability.
>>
>> For example, it would be pointless to even ask an asset service founded
>> entirely around Creative Commons assets that question, since all CC content
>> is perpetually and non-revocably redistributable by anyone and to anyone.
>> By not issuing the query we can save ourselves the round-trip time and allow
>> faster entry to the region.
>>
>> Would something like that get the nod from you?
>>
>>
>> PS. You need to note that when an asset service answers "Yes" to your
>> query, this does not mean that it will necessarily honor its promise when
>> you actually attempt to fetch items.  David's very important point about
>> independent parties not having control over each other applies here.  You
>> can at most hope that it will behave well, and perhaps test the promise by
>> fetching something.  However, if you truly want as many 9's of consistency
>> as is obtainable then you will have to fetch all the assets yourself prior
>> to allowing entry to the avatar, and that would be a dreadful overhead.
>> Most people will probably settle for "*best effort*" approaches, which
>> are quite likely to succeed.
>>
>>
>> Morgaine.
>>
>>
>>
>>
>>
>> =====================
>>
>>
>> On Sat, Apr 2, 2011 at 11:26 AM, Vaughn Deluca <vaughn.deluca@gmail.com>wrote:
>>
>>> Morgaine, Meadhbh,
>>>
>>> Thanks for the answers, but i see that i have not been clear enough.
>>> I think the protocol should demand certain things to prevent the
>>>  deterioration of the simulation to an unacceptable level. We need to be
>>> more precise to prevent problems and i think we can.
>>>
>>> I was arguing from the perspecive of a region service without making that
>>> explicit. Note i was *not* advocating the region proxies everything, just
>>> that it lives up to its promises about object presence. Also note that i do
>>>  *not* always have the option to pick another high quality asset service,
>>> since I normally do not own the assets. I will use Prokofy as an example
>>> just for the fun of it.  He is highly worried about content theft, so (in
>>> the unlikely case he wants to start selling stuff outside of SL) he might
>>> use this deployment pattern.  Assume he sells wonderful sexy dresses to two
>>> customers, that can only be fetched from his own asset service for
>>> rendering. Both customers go off to "Vaughns highly immersive world" were a
>>> party is given.  My region receives some physics properties of the dresses
>>> for simulation and an address of Proks asset service for high-res details
>>> and textures. In this case the region does not even get the capability to
>>> fetch the assets, just a link to the asset service and its up to viewer to
>>> request the details and show credentials to get them. The two girls meet,
>>> both their viewers request the details of the other dress, and Proks asset
>>> service grants those requests. They girls admire their dresses and
>>> compliment each other with their good taste. Now when i arrive and my viewer
>>> request the dress details, Prok's asset service recognises me as the
>>> copyleftists that i am. It refuses to serve the asset details -and depending
>>> on my viewers behaviour i might get to view two girls in sexy underwear -or
>>> wearing even less- instead of party dresses. From a consistency point of
>>> view this is a highly undesirable situation, it breaks immersion, and
>>> depending on the circumstances might also be embarrassing to the people
>>> involved.
>>>
>>> The key question is if we want to allow this situation to arise within
>>> VWRAP compliant worlds.
>>> I would like to argue that the region *should* get the capability to
>>> fetch all details. In other words, Prokofy would have to give up some
>>> control over the asset in case he allows it to be used by my region. Note
>>> that this does not mean that the region *has* to proxy the asset, just that
>>> in case the asset service refuses to serve a client it does not like, the
>>> region can insist on delivery  based on the capability it originally got. If
>>> that fails Proks asset service can not be called VWRAP compliant.
>>>
>>> If Prokofy does not want to relinquish  that level of control, fine, it
>>> is his right not to, but in that case the dresses should not be allowed to
>>> get into my region in the first place.  If people visit my region and find
>>> themselves naked in the eyes of some others *I* will get the blame.  As
>>> Morgaine says, the technical details of my innocence will not convince the
>>> general public. So I want methods to prevent breaking my highly emergent
>>> world as much as possible.
>>> My proposal would be that the whatever the region gets MUST be guaranteed
>>> by protocol to be delivered to  anybody within the region requesting it. If
>>> the asset service does not want to serve a cryptocomunist copyleftist, fine,
>>> but IF it has given the region a capability, it MUST serve the full asset to
>>> be VWRAP compliant. Its *my* choice as a region deployer to download the
>>> full asset to be able to guarantee region consistency if I want to. I will
>>> try to avoid that as much as possible, but if my customers complain, i will
>>> be forces to start doing this for certain asset services that i know show
>>> discriminatory behaviour against for instance copyleftist.
>>>
>>> Finally Morgaine, you keep hammering on the fact that proxying by the
>>> region does not scale. (I tend to disagree, but that is beside the point
>>> here). I do agree the asset should not be needlessly transfered, but i
>>> strongly feel we must insist in the protocol on transferring the *rights* to
>>> view the asset. If that leads to to the region not getting the asset at all,
>>> so be it, it can warn visitors that their assets will not be visible and
>>> even offer to serve simple replacements (1). This in turn will encourage the
>>> end users to avoid this type of asset service, and Prokofy will go out of
>>> business, as should be the case given the behaviour of the service. And if
>>> he pulls it off, thats fine with me also, as long as i do not have to suffer
>>> from it due to lack of rigour in the protocol specs.
>>>
>>> So, in summary, I very well see that there is no way to enforce
>>> consistent serving behaviour but it should at least be clear that it is
>>> non-standard and not conform the protocol. The way I am understanding you
>>> now, your argument seems to be just one step to far in the direction of
>>> anarchy.
>>> Or am i misreading you?
>>>
>>> --Vaughn
>>>
>>>
>>> (1) I just realise that the region might cheat and advertise its own
>>> asset brands claiming the competitions assets  could not be rendered... Oh
>>> well, one might hope that if there is enough choice in worlds such regions
>>> will be forced  out of business as well.
>>>
>>> On Sat, Apr 2, 2011 at 7:31 AM, Morgaine <morgaine.dinova@googlemail.com
>>> > wrote:
>>>
>>>> Further to my last post, it's worth noting that if you find that you
>>>> suffer poor quality behavior from a particular asset service and it is
>>>> breaking the consistency of your simulation, with hash-based item addressing
>>>> you can also automatically use an alternative asset service *in
>>>> preference* to the one specified in a given URI.
>>>>
>>>> Your client could be configured to attempt the item fetch at a known
>>>> good quality asset service *first* (perhaps one that you paid to use
>>>> because of its better service), automatically, and maybe even dynamically
>>>> depending on the type of item.
>>>>
>>>> The scheme has a long list of benefits, and overcoming (to some extent)
>>>> poor quality asset services is just one of them.
>>>>
>>>>
>>>> Morgaine.
>>>>
>>>>
>>>>
>>>>
>>>>
>>>> ===================
>>>>
>>>>
>>>> On Sat, Apr 2, 2011 at 4:55 AM, Morgaine <
>>>> morgaine.dinova@googlemail.com> wrote:
>>>>
>>>>> Every design choice results in a trade-off, Vaughn, improving one thing
>>>>> at the expense of something else.  If every time we offered a service we had
>>>>> to inform its users about the downsides of all the trade-offs we have made,
>>>>> they would have an awful lot to read. ;-)
>>>>>
>>>>> The specific trade-off that you are discussing is no different.  A
>>>>> region that proxies all content has the "benefit" of acquiring control from
>>>>> the asset servers over the items in the region, so that it can ensure that
>>>>> everyone in the region not only obtains the items but obtains the *
>>>>> same* items as everyone else.  That does indeed provide a greater
>>>>> guarantee of consistency than a deployment in which the region only passes
>>>>> asset URIs to clients who then fetch the items from asset services
>>>>> separately.  As always though, it's a trade-off, since the proxied design
>>>>> has very poor scalability compared to the distributed one.
>>>>>
>>>>> If we're going to warn users of the potential for inconsistency in the
>>>>> distributed deployment as you suggest, are we also going to warn them of
>>>>> non-scalability in the proxied one?  I really don't see much merit in the
>>>>> idea of warning about design choices.  Many such choices are technical, and
>>>>> the issues are quite likely to be of little interest to non-technical users
>>>>> anyway.  In any case, the better services are likely to provide such
>>>>> information in their online documentation, I would guess.
>>>>>
>>>>> You mentioned users "voting with their feet" or choosing to accept the
>>>>> risk of inconsistency.  Well that will happen anyway, when services fail and
>>>>> users get annoyed.  If some asset services refuse to send the requested
>>>>> items to some users, those services will get a bad reputation and people
>>>>> will choose different asset services instead.  Likewise, if a world service
>>>>> proxies everything and so it can't handle a large number of assets or of
>>>>> people, users will get annoyed at the lag and will go elsewhere.  This user
>>>>> evaluation and "voting with their feet" happens already with online services
>>>>> all over the Internet, and I am sure that this human process will continue
>>>>> to work when the services are asset and region services.
>>>>>
>>>>> Back in September 2010, I wrote this post which proposes that we use in
>>>>> VWRAP a form of asset addressing that provides massive scalability at the
>>>>> same time as a very high degree of resilience --
>>>>> http://www.ietf.org/mail-archive/web/vwrap/current/msg00463.html .  It
>>>>> is based on the concept of the URI containing a host part and a hash part,
>>>>> where the hash is generated (once, at the time of storage to the asset
>>>>> service) using a specified digest algorithm over the content of the asset
>>>>> being referenced.  You may wish to note that if this design were used, the
>>>>> failure of an asset service to deliver a requested item would result in a
>>>>> failover request for the item to one or more backup services, using the same
>>>>> hash part but with a different host address.
>>>>>
>>>>> This can go some way towards overcoming the problem that you think
>>>>> might occur when assets are fetched by clients from asset services
>>>>> directly.  Although it won't help when the missing item is available from
>>>>> only a single asset service, it will help in many other cases, and it will
>>>>> compensate for service failures and network outages automatically at the
>>>>> same time.
>>>>>
>>>>> PS. This design for hash-based asset addressing is already being tested
>>>>> by Mojito Sorbet in her experimental world and client.  It would give
>>>>> VWRAP-based worlds an improved level of service availability, so I think it
>>>>> should be a core feature of our protocol.
>>>>>
>>>>>
>>>>> Morgaine.
>>>>>
>>>>>
>>>>>
>>>>>
>>>>> ===========================
>>>>>
>>>>>
>>>>> On Fri, Apr 1, 2011 at 11:17 PM, Vaughn Deluca <
>>>>> vaughn.deluca@gmail.com> wrote:
>>>>>
>>>>>> This is a question i discussed with Morgaine off-list a while ago (I
>>>>>> intended to send it to the list but pushed the wrong button...) I
>>>>>> think we need to address this problem, and decide how to deal with it.
>>>>>>
>>>>>>  In Davids deployment draft, section 7.3.1.1 an overview is given van
>>>>>> ways to deliver content to the region. One way is only passing a
>>>>>> capability that allows access to (part of) the resource:
>>>>>>
>>>>>>           7.3.1.1.  Content delivery models
>>>>>>           A range of possible represenations can be passed to a region
>>>>>> for
>>>>>>           simulation. [...] The other end of the delivery spectrum
>>>>>> involves passing
>>>>>>           only a URI or capability used to access the rendering
>>>>>> information and a
>>>>>>           collision mesh,and related data for physical simulation.
>>>>>>           In such a model, the client is responsible for fetching the
>>>>>> additional
>>>>>>           information needed to render the item's visual presence from
>>>>>> a separate
>>>>>>           service.  This fetch can be done *under the credentials of
>>>>>> the end user*
>>>>>>           viewing the material [my emphasis--VD] , and divorces the
>>>>>> simulation from
>>>>>>           the trust chain needed to manage content.  Any automation
>>>>>> is done on a
>>>>>>           separate host which the content creator or owner trusts,
>>>>>> interacting with the
>>>>>>           object through remoted interfaces.
>>>>>>
>>>>>>  I can see the need for such a setup, however, i feel we are
>>>>>> unpleasantly close to a situation were the coherence of the simulation
>>>>>> falls apart.
>>>>>> In this deployment pattern the region advertises the presence of the
>>>>>> asset, and *some* clients will be able to get it as expected, while
>>>>>> -based on the arbitrary whims of the asset service- others might not.
>>>>>>
>>>>>> My hope would be that after the asset server provides the region with
>>>>>> the capability to get the asset, it gives up control. That would mean
>>>>>> that if the client finds the inventory server is unwilling to serve
>>>>>> the content - in spire of the region saying it is present-, the client
>>>>>> should be able to turn around ask the *region* for the asset, (and get
>>>>>> is after all).
>>>>>>
>>>>>>  If that is not the case, -and there are probably good reasons for the
>>>>>> deployment pattern as described-  shouldn't we *warn* clients that the
>>>>>> region might be inconsistent, so the users behind the client can vote
>>>>>> with their feet, (or take the risk)?
>>>>>>
>>>>>> --Vaughn
>>>>>> _______________________________________________
>>>>>> vwrap mailing list
>>>>>> vwrap@ietf.org
>>>>>> https://www.ietf.org/mailman/listinfo/vwrap
>>>>>>
>>>>>
>>>>>
>>>>
>>>
>>
>> _______________________________________________
>> vwrap mailing list
>> vwrap@ietf.org
>> https://www.ietf.org/mailman/listinfo/vwrap
>>
>>
>
> _______________________________________________
> vwrap mailing list
> vwrap@ietf.org
> https://www.ietf.org/mailman/listinfo/vwrap
>
>

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Content-Type: text/html; charset=ISO-8859-1
Content-Transfer-Encoding: quoted-printable

On Sat, Apr 2, 2011 at 9:37 PM, Dahlia Trimble <span dir=3D"ltr">&lt;<a hre=
f=3D"mailto:dahliatrimble@gmail.com">dahliatrimble@gmail.com</a>&gt;</span>=
 wrote:<br><blockquote class=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt 0=
.8ex; border-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;">
I would hope a VWRAP protocol definition would include the=20
possibility of regions proxying assets so such sandboxed clients can=20
play a part in a VWRAP multiverse.</blockquote><br><br>You&#39;ll be glad t=
o hear Dahlia that VWRAP is being planned to include that possibility. :-)<=
br><br>We have in VWRAP the concept of &quot;deployment patterns&quot; (Dav=
id wrote a document about them), which are architectural topologies and dat=
a flows representing a range of common cases that have been identified as i=
mportant.=A0 The architectures that we see today in SL and in Opensim are a=
mong them, and not only for backwards compatibility ---=A0 it is expected t=
hat some providers will wish to continue to use them indefinitely.<br>
<br>As the VWRAP protocols are worked out, this set of documented deploymen=
t patterns is intended to act as a requirements check on protocol structure=
 and options, so that we remain on track to meet all our requirements.<br>
<br>Of course, that is all theory at the moment, but the intention is there=
. :-)<br><br>That said, I think the exact case you describe is a good one t=
o add explicitly to the list of deployment patterns, rather than just hitch=
ing a ride on the back of existing proxy architecture.<br>
<br><br><br>Morgaine.<br><br><br><br><br>=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D<br><br><div class=3D"gmail_qu=
ote">On Sat, Apr 2, 2011 at 9:37 PM, Dahlia Trimble <span dir=3D"ltr">&lt;<=
a href=3D"mailto:dahliatrimble@gmail.com">dahliatrimble@gmail.com</a>&gt;</=
span> wrote:<br>
<blockquote class=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt 0.8ex; borde=
r-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;">I can see another=
 reason to allow the region to proxy assets, or at least some service to pr=
oxy assets in the same domain as the region. &quot;Sandboxed&quot; clients =
such as those which may be based on products as Unity3d or Adobe Flash may =
be subject to a &quot;same origin&quot; policy (1), where they may be restr=
icted from making network connections outside of the domain from which the =
application is served. There are workarounds but they may require additiona=
l administration overhead for both asset and region service providers, or a=
 separate provider which proxies all traffic. I would hope a VWRAP protocol=
 definition would include the possibility of regions proxying assets so suc=
h sandboxed clients can play a part in a VWRAP multiverse.<br>

<br>(1) <a href=3D"http://en.wikipedia.org/wiki/Same_origin_policy" target=
=3D"_blank">http://en.wikipedia.org/wiki/Same_origin_policy</a><div><div></=
div><div class=3D"h5"><br><br><br><br><div class=3D"gmail_quote">On Sat, Ap=
r 2, 2011 at 8:09 AM, Morgaine <span dir=3D"ltr">&lt;<a href=3D"mailto:morg=
aine.dinova@googlemail.com" target=3D"_blank">morgaine.dinova@googlemail.co=
m</a>&gt;</span> wrote:<br>

<blockquote class=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt 0.8ex; borde=
r-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;">Vaughn, I left yo=
ur final (and very important) point for the end of my response, and then I =
fired off my email without addressing it ...=A0 Sorry. :P<div>

<br><br>On Sat, Apr 2, 2011 at 11:26 AM, Vaughn Deluca <span dir=3D"ltr">&l=
t;<a href=3D"mailto:vaughn.deluca@gmail.com" target=3D"_blank">vaughn.deluc=
a@gmail.com</a>&gt;</span> wrote:<br>
<blockquote class=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt 0.8ex; borde=
r-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;"><div>=A0So I want=
 methods=20
to prevent breaking my highly emergent world as much as possible. <br></div=
></blockquote><br><br></div>Yes indeed!!!<br><br>You have a perfectly reaso=
nable requirement for the service that you want to operate, and you need so=
me means of meeting it.=A0 I agree with that wholeheartedly.=A0 I only begi=
n to disagree when you hint that your requirement must be imposed on everyo=
ne, whether they want it or not.=A0 That I cannot support, and I expect tha=
t you did not mean it that way anyway.=A0 After all, some of my requirement=
s are probably not of interest to you either, and you would not wish me to =
impose them on you.=A0 It cuts both ways.<br>


<br>So, how can we enable you to offer a service with many 9&#39;s of simul=
ation consistency, without imposing that requirement on those who prefer a =
different trade-off?=A0 You hinted at the solution yourself, so I&#39;ll me=
rely elaborate on it.=A0 You wrote:<br>


<br><br><br><blockquote class=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt =
0.8ex; border-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;"><div>=
I
 would like to argue that the region *should* get the capability to=20
fetch all details. [...]=A0=20
Note that this does not mean that the region *has* to proxy the asset,=20
just that in case the asset service refuses to serve a client it does=20
not like, the region can insist on delivery =A0based on the capability it=
=20
originally got.</div></blockquote><br><br><br>Perfect.=A0 All you need then=
 is an optional query in the protocol that allows a region to ask each asse=
t service referenced by assets carried by newly arriving avatars the follow=
ing question:<br>


<br><div style=3D"margin-left: 40px;">QUERY: &quot;<i>Do I have your permis=
sion to fetch from your asset service the assets normally reserved for clie=
nt fetches, and to distribute these assets to clients directly in the (unex=
pected) event that I want to?</i>&quot;<br>


</div><br><br>That easily maps to an optional capability request of course.=
=A0 If the asset service answers &quot;No&quot; to you, then you can deny t=
he incoming avatar entry to your region, returning a status that indicates<=
br>


<br><div style=3D"margin-left: 40px;">RESPONSE: &quot;<b>Asset service X re=
ferenced by asset Y does not meet the re-distribution requirement requested=
 for entry to region Z</b>&quot;.<br></div><br><br>Your requirement is then=
 satisfied (I believe) without imposing that requirement on a region operat=
or who does not need it because they desire a different trade-off.=A0 Those=
 who don&#39;t have your requirement simply won&#39;t request the capabilit=
y.<br>


<br>For example, it would be pointless to even ask an asset service founded=
 entirely around Creative Commons assets that question, since all CC conten=
t is perpetually and non-revocably redistributable by anyone and to anyone.=
=A0 By not issuing the query we can save ourselves the round-trip time and =
allow faster entry to the region.<br>


<br>Would something like that get the nod from you?<br><br><br>PS. You need=
 to note that when an asset service answers &quot;Yes&quot; to your query, =
this does not mean that it will necessarily honor its promise when you actu=
ally attempt to fetch items.=A0 David&#39;s very important point about inde=
pendent parties not having control over each other applies here.=A0 You can=
 at most hope that it will behave well, and perhaps test the promise by fet=
ching something.=A0 However, if you truly want as many 9&#39;s of consisten=
cy as is obtainable then you will have to fetch all the assets yourself pri=
or to allowing entry to the avatar, and that would be a dreadful overhead.=
=A0 Most people will probably settle for &quot;<b>best effort</b>&quot; app=
roaches, which are quite likely to succeed.<br>

<font color=3D"#888888">
<br><br>Morgaine.<br><br><br><br><br><br>=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D</font><div><div></div><div><br><br><div clas=
s=3D"gmail_quote">On Sat, Apr 2, 2011 at 11:26 AM, Vaughn Deluca <span dir=
=3D"ltr">&lt;<a href=3D"mailto:vaughn.deluca@gmail.com" target=3D"_blank">v=
aughn.deluca@gmail.com</a>&gt;</span> wrote:<br>


<blockquote class=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt 0.8ex; borde=
r-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;"><div>Morgaine, Me=
adhbh,</div><div><br></div><div>Thanks for the answers, but i see that i ha=
ve not been clear enough.</div>


<div>I think the protocol should demand certain things to prevent the =A0de=
terioration of the simulation to an unacceptable level. We need to be more =
precise to prevent problems and i think we can.</div>
<div><br></div><div>I was arguing from the perspecive of a region service w=
ithout making that explicit. Note i was *not* advocating the region proxies=
 everything, just that it lives up to its promises about object presence. A=
lso note that i do =A0*not* always have the option to pick another high qua=
lity asset service, since I normally do not own the assets. I will use Prok=
ofy as an example just for the fun of it. =A0He is highly worried about con=
tent theft, so (in the unlikely case he wants to start selling stuff outsid=
e of SL) he might use this deployment pattern. =A0Assume he sells wonderful=
 sexy dresses to two customers, that can only be fetched from his own asset=
 service for rendering. Both customers go off to &quot;Vaughns highly immer=
sive world&quot; were a party is given. =A0My region receives some physics =
properties of the dresses for simulation and an address of Proks asset serv=
ice for high-res details and textures. In this case the region does not eve=
n get the capability to fetch the assets, just a link to the asset service =
and its up to viewer to request the details and show credentials to get the=
m. The two girls meet, both their viewers request the details of the other =
dress, and Proks asset service grants those requests. They girls admire the=
ir dresses and compliment each other with their good taste. Now when i arri=
ve and my viewer request the dress details, Prok&#39;s asset service recogn=
ises me as the copyleftists that i am. It refuses to serve the asset detail=
s -and depending on my viewers behaviour i might get to view two girls in s=
exy underwear -or wearing even less- instead of party dresses. From a consi=
stency point of view this is a highly undesirable situation, it breaks imme=
rsion, and depending on the circumstances might also be embarrassing to the=
 people involved.=A0</div>



<div><br></div><div>The key question is if we want to allow this situation =
to arise within VWRAP compliant worlds.</div><div>I would like to argue tha=
t the region *should* get the capability to fetch all details. In other wor=
ds, Prokofy would have to give up some control over the asset in case he al=
lows it to be used by my region. Note that this does not mean that the regi=
on *has* to proxy the asset, just that in case the asset service refuses to=
 serve a client it does not like, the region can insist on delivery =A0base=
d on the capability it originally got. If that fails Proks asset service ca=
n not be called VWRAP compliant. =A0</div>



<div><br></div><div>If Prokofy does not want to relinquish =A0that level of=
 control, fine, it is his right not to, but in that case the dresses should=
 not be allowed to get into my region in the first place. =A0If people visi=
t my region and find themselves naked in the eyes of some others *I* will g=
et the blame. =A0As Morgaine says, the technical details of my innocence wi=
ll not convince the general public. So I want methods to prevent breaking m=
y highly emergent world as much as possible.=A0</div>



<div>My proposal would be that the whatever the region gets MUST be guarant=
eed by protocol to be delivered to =A0anybody within the region requesting =
it. If the asset service does not want to serve a cryptocomunist copyleftis=
t, fine, but IF it has given the region a capability, it MUST serve the ful=
l asset to be VWRAP compliant. Its *my* choice as a region deployer to down=
load the full asset to be able to guarantee region consistency if I want to=
. I will try to avoid that as much as possible, but if my customers complai=
n, i will be forces to start doing this for certain asset services that i k=
now show discriminatory behaviour against for instance copyleftist.=A0</div=
>



<div><br></div><div>Finally Morgaine, you keep hammering on the fact that p=
roxying by the region does not scale. (I tend to disagree, but that is besi=
de the point here). I do agree the asset should not be needlessly transfere=
d, but i strongly feel we must insist in the protocol on transferring the *=
rights* to view the asset. If that leads to to the region not getting the a=
sset at all, so be it, it can warn visitors that their assets will not be v=
isible and even offer to serve simple replacements (1). This in turn will e=
ncourage the end users to avoid this type of asset service, and Prokofy wil=
l go out of business, as should be the case given the behaviour of the serv=
ice. And if he pulls it off, thats fine with me also, as long as i do not h=
ave to suffer from it due to lack of rigour in the protocol specs. =A0</div=
>



<div><br></div><div>So, in summary, I very well see that there is no way to=
 enforce consistent serving behaviour but it should at least be clear that =
it is non-standard and not conform the protocol. The way I am understanding=
 you now, your argument seems to be just one step to far in the direction o=
f anarchy.</div>



<div>Or am i misreading you?</div><div><br></div><div>--Vaughn</div><div><b=
r></div><div><br></div><div>(1) I just realise that the region might cheat =
and advertise its own asset brands claiming the competitions assets =A0coul=
d not be rendered... Oh well, one might hope that if there is enough choice=
 in worlds such regions will be forced =A0out of business as well.=A0</div>


<div><div></div><div>
<br><div class=3D"gmail_quote">On Sat, Apr 2, 2011 at 7:31 AM, Morgaine <sp=
an dir=3D"ltr">&lt;<a href=3D"mailto:morgaine.dinova@googlemail.com" target=
=3D"_blank">morgaine.dinova@googlemail.com</a>&gt;</span> wrote:<br><blockq=
uote class=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt 0.8ex; border-left:=
 1px solid rgb(204, 204, 204); padding-left: 1ex;">



Further to my last post, it&#39;s worth noting that if you find that you su=
ffer poor quality behavior from a particular asset service and it is breaki=
ng the consistency of your simulation, with hash-based item addressing you =
can also automatically use an alternative asset service <i><b>in preference=
</b></i> to the one specified in a given URI.<br>




<br>Your client could be configured to attempt the item fetch at a known go=
od quality asset service <b>first</b> (perhaps one that you paid to use bec=
ause of its better service), automatically, and maybe even dynamically depe=
nding on the type of item.<br>




<br>The scheme has a long list of benefits, and overcoming (to some extent)=
 poor quality asset services is just one of them.<br><font color=3D"#888888=
"><br><br>Morgaine.<br><br><br><br><br><br>=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D</font><div>



<div></div><div><br><br><div class=3D"gmail_quote">
On Sat, Apr 2, 2011 at 4:55 AM, Morgaine <span dir=3D"ltr">&lt;<a href=3D"m=
ailto:morgaine.dinova@googlemail.com" target=3D"_blank">morgaine.dinova@goo=
glemail.com</a>&gt;</span> wrote:<br><blockquote class=3D"gmail_quote" styl=
e=3D"margin: 0pt 0pt 0pt 0.8ex; border-left: 1px solid rgb(204, 204, 204); =
padding-left: 1ex;">




Every design choice results in a trade-off, Vaughn, improving one thing at =
the expense of something else.=A0 If every time we offered a service we had=
 to inform its users about the downsides of all the trade-offs we have made=
, they would have an awful lot to read. ;-)<br>





<br>The specific trade-off that you are discussing is no different.=A0 A re=
gion that proxies all content has the &quot;benefit&quot; of acquiring cont=
rol from the asset servers over the items in the region, so that it can ens=
ure that everyone in the region not only obtains the items but obtains the =
<i>same</i> items as everyone else.=A0 That does indeed provide a greater g=
uarantee of consistency than a deployment in which the region only passes a=
sset URIs to clients who then fetch the items from asset services separatel=
y.=A0 As always though, it&#39;s a trade-off, since the proxied design has =
very poor scalability compared to the distributed one.<br>





<br>If we&#39;re going to warn users of the potential for inconsistency in =
the distributed deployment as you suggest, are we also going to warn them o=
f non-scalability in the proxied one?=A0 I really don&#39;t see much merit =
in the idea of warning about design choices.=A0 Many such choices are techn=
ical, and the issues are quite likely to be of little interest to non-techn=
ical users anyway.=A0 In any case, the better services are likely to provid=
e such information in their online documentation, I would guess.<br>





<br>You mentioned users &quot;voting with their feet&quot; or choosing to a=
ccept the risk of inconsistency.=A0 Well that will happen anyway, when serv=
ices fail and users get annoyed.=A0 If some asset services refuse to send t=
he requested items to some users, those services will get a bad reputation =
and people will choose different asset services instead.=A0 Likewise, if a =
world service proxies everything and so it can&#39;t handle a large number =
of assets or of people, users will get annoyed at the lag and will go elsew=
here.=A0 This user evaluation and &quot;voting with their feet&quot; happen=
s already with online services all over the Internet, and I am sure that th=
is human process will continue to work when the services are asset and regi=
on services.<br>





<br>Back in September 2010, I wrote this post which proposes that we use in=
 VWRAP a form of asset addressing that provides massive scalability at the =
same time as a very high degree of resilience -- <a href=3D"http://www.ietf=
.org/mail-archive/web/vwrap/current/msg00463.html" target=3D"_blank">http:/=
/www.ietf.org/mail-archive/web/vwrap/current/msg00463.html</a> .=A0 It is b=
ased on the concept of the URI containing a host part and a hash part, wher=
e the hash is generated (once, at the time of storage to the asset service)=
 using a specified digest algorithm over the content of the asset being ref=
erenced.=A0 You may wish to note that if this design were used, the failure=
 of an asset service to deliver a requested item would result in a failover=
 request for the item to one or more backup services, using the same hash p=
art but with a different host address.<br>





<br>This can go some way towards overcoming the problem that you think migh=
t occur when assets are fetched by clients from asset services directly.=A0=
 Although it won&#39;t help when the missing item is available from only a =
single asset service, it will help in many other cases, and it will compens=
ate for service failures and network outages automatically at the same time=
.<br>





<br>PS. This design for hash-based asset addressing is already being tested=
 by Mojito Sorbet in her experimental world and client.=A0 It would give VW=
RAP-based worlds an improved level of service availability, so I think it s=
hould be a core feature of our protocol.<br>




<font color=3D"#888888">
<br><br>Morgaine.<br><br><br><br><br>=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D</font><div><div></div><div><b=
r><br><div class=3D"gmail_quote">On Fri, Apr 1, 2011 at 11:17 PM, Vaughn De=
luca <span dir=3D"ltr">&lt;<a href=3D"mailto:vaughn.deluca@gmail.com" targe=
t=3D"_blank">vaughn.deluca@gmail.com</a>&gt;</span> wrote:<br>





<blockquote class=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt 0.8ex; borde=
r-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;">This is a questio=
n i discussed with Morgaine off-list a while ago (I<br>
intended to send it to the list but pushed the wrong button...) I<br>
think we need to address this problem, and decide how to deal with it.<br>
<br>
=A0In Davids deployment draft, section 7.3.1.1 an overview is given van<br>
ways to deliver content to the region. One way is only passing a<br>
capability that allows access to (part of) the resource:<br>
<br>
 =A0 =A0 =A0 =A0 =A0 7.3.1.1. =A0Content delivery models<br>
 =A0 =A0 =A0 =A0 =A0 A range of possible represenations can be passed to a =
region for<br>
 =A0 =A0 =A0 =A0 =A0 simulation. [...] The other end of the delivery spectr=
um involves passing<br>
 =A0 =A0 =A0 =A0 =A0 only a URI or capability used to access the rendering<=
br>
information and a<br>
 =A0 =A0 =A0 =A0 =A0 collision mesh,and related data for physical simulatio=
n.<br>
 =A0 =A0 =A0 =A0 =A0 In such a model, the client is responsible for fetchin=
g the additional<br>
 =A0 =A0 =A0 =A0 =A0 information needed to render the item&#39;s visual pre=
sence from a separate<br>
 =A0 =A0 =A0 =A0 =A0 service. =A0This fetch can be done *under the credenti=
als of the end user*<br>
 =A0 =A0 =A0 =A0 =A0 viewing the material [my emphasis--VD] , and divorces =
the<br>
simulation from<br>
 =A0 =A0 =A0 =A0 =A0 the trust chain needed to manage content. =A0Any autom=
ation<br>
is done on a<br>
 =A0 =A0 =A0 =A0 =A0 separate host which the content creator or owner trust=
s,<br>
interacting with the<br>
 =A0 =A0 =A0 =A0 =A0 object through remoted interfaces.<br>
<br>
=A0I can see the need for such a setup, however, i feel we are<br>
unpleasantly close to a situation were the coherence of the simulation<br>
falls apart.<br>
In this deployment pattern the region advertises the presence of the<br>
asset, and *some* clients will be able to get it as expected, while<br>
-based on the arbitrary whims of the asset service- others might not.<br>
<br>
My hope would be that after the asset server provides the region with<br>
the capability to get the asset, it gives up control. That would mean<br>
that if the client finds the inventory server is unwilling to serve<br>
the content - in spire of the region saying it is present-, the client<br>
should be able to turn around ask the *region* for the asset, (and get<br>
is after all).<br>
<br>
=A0If that is not the case, -and there are probably good reasons for the<br=
>
deployment pattern as described- =A0shouldn&#39;t we *warn* clients that th=
e<br>
region might be inconsistent, so the users behind the client can vote<br>
with their feet, (or take the risk)?<br>
<br>
--Vaughn<br>
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</div></div></blockquote></div><br>
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</div></div><br>_______________________________________________<br>
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Date: Sun, 3 Apr 2011 00:02:16 +0200
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From: Vaughn Deluca <vaughn.deluca@gmail.com>
To: Morgaine <morgaine.dinova@googlemail.com>
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Subject: Re: [vwrap] [wvrap] Simulation consistency
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Morgain, all,

Ahha!, i was halfway my reply explaining that i was *not* asking for the
impossible, and did *not* want to impose my rules on others, but that i jus=
t
wanted to be able to know that stuff that i get into my region will be
visible to everybody present, and now i see that you got that. Good!
We are on the same page again :)

The way the draft relating tot the tourist model is now written i can
*never* be sure my visitors all get the same data, because i just juggle th=
e
crude physics representation, and the viewers negotiate about anything else
with the asset service, fully out of my control.

You formulated a solution (requesting the transfer rights explicitly).
I was originally thinking of a solution where the protocol specifies that
the capability to get the crude physics representation of the asset in my
region would be *automatically* give me the right to download the full asse=
t
(if I asked for that).  After reading your replies i now see that requestin=
g
the transfer rights, just like like the viewers will do, is a better
solution. The same protocol messages could even be used, The region present
its credentials and either gets the capability or not.  The region can now
tells the agent service which of the assets agent service requested transfe=
r
the avatar can bring. Its up to the viewer to deal with that information, i=
t
might simply ignore it. In the latter case the avatar will be simulated by
the region without the offending asset. The asset service will subsequently
get requests from all viewers connected to the region for the assets in the
region. Some of those might not pass trust checks of the asset service. Bad
luck for the asset service, it has given a capability to the region and the
region will use that to get the asset. If the asset service has second
thoughts to often - causing download costs and lag, it will eventually end
up on the black list of the region service, and next time around the region
 might tell the agent service it can't allow asset Y from servivce X becasu=
e
it does not trust assert service X.
It all sounds logical and transparent to me.

It also fits what meadhbh said:
>my recommendation has always been... "define mechanism, not policy."
As far as i can see that is what we do here.

Now, this brings me to a point of order. In september Kevin Tweedy made thi=
s
observation:

"<kevin.tweedy at xrgrid.com>
Date: Wed, 22 Sep 2010 13:40:15 -0400
May I suggest we stop arbitrarily trying to define things in emails and com=
e
up with some kind of process into how to define what the first draft
specification should include?  Doesn=92t W3C have a process on how this wor=
ks?
 I think this is the fundamental problem of this group; we are mixing
vision, requirements, and design in the same email.  We are making design
decisions when we haven=92t even defined the requirements."

I fully agree. We used to brainstorm in the group and assumed the editors o=
f
the drafts would incorporate the generated ideas in new versions of the
draft.  At times that worked really well, at other times it did work not so
well. But currently we have no editors, so we need to do something new....

My question to the group is how do we consolidate this bit of discussion?

In general it seems to me we have managed to generate new enthusiasm in the
group, and we are on -or close to- the  point were we have enough critical
mass to continue. In my view we would really benefit from a true editor, an=
d
it seems nobody is willing to take that responsibility yet. Can we really d=
o
it collectively on the wiki? It would be a break with the way i think ietf
groups normally work, but i might be  kind off fitting for this highly
diverse group  :)

So will it work? What alternatives do we have?  comments please.

--Vaughn

On Sat, Apr 2, 2011 at 5:09 PM, Morgaine <morgaine.dinova@googlemail.com>wr=
ote:

> Vaughn, I left your final (and very important) point for the end of my
> response, and then I fired off my email without addressing it ...  Sorry.=
 :P
>
>
> On Sat, Apr 2, 2011 at 11:26 AM, Vaughn Deluca <vaughn.deluca@gmail.com>w=
rote:
>
>>  So I want methods to prevent breaking my highly emergent world as much =
as
>> possible.
>>
>
>
> Yes indeed!!!
>
> You have a perfectly reasonable requirement for the service that you want
> to operate, and you need some means of meeting it.  I agree with that
> wholeheartedly.  I only begin to disagree when you hint that your
> requirement must be imposed on everyone, whether they want it or not.  Th=
at
> I cannot support, and I expect that you did not mean it that way anyway.
> After all, some of my requirements are probably not of interest to you
> either, and you would not wish me to impose them on you.  It cuts both wa=
ys.
>
> So, how can we enable you to offer a service with many 9's of simulation
> consistency, without imposing that requirement on those who prefer a
> different trade-off?  You hinted at the solution yourself, so I'll merely
> elaborate on it.  You wrote:
>
>
>
> I would like to argue that the region *should* get the capability to fetc=
h
>> all details. [...]  Note that this does not mean that the region *has* t=
o
>> proxy the asset, just that in case the asset service refuses to serve a
>> client it does not like, the region can insist on delivery  based on the
>> capability it originally got.
>>
>
>
>
> Perfect.  All you need then is an optional query in the protocol that
> allows a region to ask each asset service referenced by assets carried by
> newly arriving avatars the following question:
>
> QUERY: "*Do I have your permission to fetch from your asset service the
> assets normally reserved for client fetches, and to distribute these asse=
ts
> to clients directly in the (unexpected) event that I want to?*"
>
>
> That easily maps to an optional capability request of course.  If the ass=
et
> service answers "No" to you, then you can deny the incoming avatar entry =
to
> your region, returning a status that indicates
>
> RESPONSE: "*Asset service X referenced by asset Y does not meet the
> re-distribution requirement requested for entry to region Z*".
>
>
> Your requirement is then satisfied (I believe) without imposing that
> requirement on a region operator who does not need it because they desire=
 a
> different trade-off.  Those who don't have your requirement simply won't
> request the capability.
>
> For example, it would be pointless to even ask an asset service founded
> entirely around Creative Commons assets that question, since all CC conte=
nt
> is perpetually and non-revocably redistributable by anyone and to anyone.
> By not issuing the query we can save ourselves the round-trip time and al=
low
> faster entry to the region.
>
> Would something like that get the nod from you?
>
>
> PS. You need to note that when an asset service answers "Yes" to your
> query, this does not mean that it will necessarily honor its promise when
> you actually attempt to fetch items.  David's very important point about
> independent parties not having control over each other applies here.  You
> can at most hope that it will behave well, and perhaps test the promise b=
y
> fetching something.  However, if you truly want as many 9's of consistenc=
y
> as is obtainable then you will have to fetch all the assets yourself prio=
r
> to allowing entry to the avatar, and that would be a dreadful overhead.
> Most people will probably settle for "*best effort*" approaches, which ar=
e
> quite likely to succeed.
>
>
> Morgaine.
>
>
>
>
>
> =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D
>
>
> On Sat, Apr 2, 2011 at 11:26 AM, Vaughn Deluca <vaughn.deluca@gmail.com>w=
rote:
>
>> Morgaine, Meadhbh,
>>
>> Thanks for the answers, but i see that i have not been clear enough.
>> I think the protocol should demand certain things to prevent the
>>  deterioration of the simulation to an unacceptable level. We need to be
>> more precise to prevent problems and i think we can.
>>
>> I was arguing from the perspecive of a region service without making tha=
t
>> explicit. Note i was *not* advocating the region proxies everything, jus=
t
>> that it lives up to its promises about object presence. Also note that i=
 do
>>  *not* always have the option to pick another high quality asset service=
,
>> since I normally do not own the assets. I will use Prokofy as an example
>> just for the fun of it.  He is highly worried about content theft, so (i=
n
>> the unlikely case he wants to start selling stuff outside of SL) he migh=
t
>> use this deployment pattern.  Assume he sells wonderful sexy dresses to =
two
>> customers, that can only be fetched from his own asset service for
>> rendering. Both customers go off to "Vaughns highly immersive world" wer=
e a
>> party is given.  My region receives some physics properties of the dress=
es
>> for simulation and an address of Proks asset service for high-res detail=
s
>> and textures. In this case the region does not even get the capability t=
o
>> fetch the assets, just a link to the asset service and its up to viewer =
to
>> request the details and show credentials to get them. The two girls meet=
,
>> both their viewers request the details of the other dress, and Proks ass=
et
>> service grants those requests. They girls admire their dresses and
>> compliment each other with their good taste. Now when i arrive and my vi=
ewer
>> request the dress details, Prok's asset service recognises me as the
>> copyleftists that i am. It refuses to serve the asset details -and depen=
ding
>> on my viewers behaviour i might get to view two girls in sexy underwear =
-or
>> wearing even less- instead of party dresses. From a consistency point of
>> view this is a highly undesirable situation, it breaks immersion, and
>> depending on the circumstances might also be embarrassing to the people
>> involved.
>>
>> The key question is if we want to allow this situation to arise within
>> VWRAP compliant worlds.
>> I would like to argue that the region *should* get the capability to fet=
ch
>> all details. In other words, Prokofy would have to give up some control =
over
>> the asset in case he allows it to be used by my region. Note that this d=
oes
>> not mean that the region *has* to proxy the asset, just that in case the
>> asset service refuses to serve a client it does not like, the region can
>> insist on delivery  based on the capability it originally got. If that f=
ails
>> Proks asset service can not be called VWRAP compliant.
>>
>> If Prokofy does not want to relinquish  that level of control, fine, it =
is
>> his right not to, but in that case the dresses should not be allowed to =
get
>> into my region in the first place.  If people visit my region and find
>> themselves naked in the eyes of some others *I* will get the blame.  As
>> Morgaine says, the technical details of my innocence will not convince t=
he
>> general public. So I want methods to prevent breaking my highly emergent
>> world as much as possible.
>> My proposal would be that the whatever the region gets MUST be guarantee=
d
>> by protocol to be delivered to  anybody within the region requesting it.=
 If
>> the asset service does not want to serve a cryptocomunist copyleftist, f=
ine,
>> but IF it has given the region a capability, it MUST serve the full asse=
t to
>> be VWRAP compliant. Its *my* choice as a region deployer to download the
>> full asset to be able to guarantee region consistency if I want to. I wi=
ll
>> try to avoid that as much as possible, but if my customers complain, i w=
ill
>> be forces to start doing this for certain asset services that i know sho=
w
>> discriminatory behaviour against for instance copyleftist.
>>
>> Finally Morgaine, you keep hammering on the fact that proxying by the
>> region does not scale. (I tend to disagree, but that is beside the point
>> here). I do agree the asset should not be needlessly transfered, but i
>> strongly feel we must insist in the protocol on transferring the *rights=
* to
>> view the asset. If that leads to to the region not getting the asset at =
all,
>> so be it, it can warn visitors that their assets will not be visible and
>> even offer to serve simple replacements (1). This in turn will encourage=
 the
>> end users to avoid this type of asset service, and Prokofy will go out o=
f
>> business, as should be the case given the behaviour of the service. And =
if
>> he pulls it off, thats fine with me also, as long as i do not have to su=
ffer
>> from it due to lack of rigour in the protocol specs.
>>
>> So, in summary, I very well see that there is no way to enforce consiste=
nt
>> serving behaviour but it should at least be clear that it is non-standar=
d
>> and not conform the protocol. The way I am understanding you now, your
>> argument seems to be just one step to far in the direction of anarchy.
>> Or am i misreading you?
>>
>> --Vaughn
>>
>>
>> (1) I just realise that the region might cheat and advertise its own ass=
et
>> brands claiming the competitions assets  could not be rendered... Oh wel=
l,
>> one might hope that if there is enough choice in worlds such regions wil=
l be
>> forced  out of business as well.
>>
>> On Sat, Apr 2, 2011 at 7:31 AM, Morgaine <morgaine.dinova@googlemail.com=
>wrote:
>>
>>> Further to my last post, it's worth noting that if you find that you
>>> suffer poor quality behavior from a particular asset service and it is
>>> breaking the consistency of your simulation, with hash-based item addre=
ssing
>>> you can also automatically use an alternative asset service *in
>>> preference* to the one specified in a given URI.
>>>
>>> Your client could be configured to attempt the item fetch at a known go=
od
>>> quality asset service *first* (perhaps one that you paid to use because
>>> of its better service), automatically, and maybe even dynamically depen=
ding
>>> on the type of item.
>>>
>>> The scheme has a long list of benefits, and overcoming (to some extent)
>>> poor quality asset services is just one of them.
>>>
>>>
>>> Morgaine.
>>>
>>>
>>>
>>>
>>>
>>> =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D
>>>
>>>
>>> On Sat, Apr 2, 2011 at 4:55 AM, Morgaine <morgaine.dinova@googlemail.co=
m
>>> > wrote:
>>>
>>>> Every design choice results in a trade-off, Vaughn, improving one thin=
g
>>>> at the expense of something else.  If every time we offered a service =
we had
>>>> to inform its users about the downsides of all the trade-offs we have =
made,
>>>> they would have an awful lot to read. ;-)
>>>>
>>>> The specific trade-off that you are discussing is no different.  A
>>>> region that proxies all content has the "benefit" of acquiring control=
 from
>>>> the asset servers over the items in the region, so that it can ensure =
that
>>>> everyone in the region not only obtains the items but obtains the *sam=
e
>>>> * items as everyone else.  That does indeed provide a greater guarante=
e
>>>> of consistency than a deployment in which the region only passes asset=
 URIs
>>>> to clients who then fetch the items from asset services separately.  A=
s
>>>> always though, it's a trade-off, since the proxied design has very poo=
r
>>>> scalability compared to the distributed one.
>>>>
>>>> If we're going to warn users of the potential for inconsistency in the
>>>> distributed deployment as you suggest, are we also going to warn them =
of
>>>> non-scalability in the proxied one?  I really don't see much merit in =
the
>>>> idea of warning about design choices.  Many such choices are technical=
, and
>>>> the issues are quite likely to be of little interest to non-technical =
users
>>>> anyway.  In any case, the better services are likely to provide such
>>>> information in their online documentation, I would guess.
>>>>
>>>> You mentioned users "voting with their feet" or choosing to accept the
>>>> risk of inconsistency.  Well that will happen anyway, when services fa=
il and
>>>> users get annoyed.  If some asset services refuse to send the requeste=
d
>>>> items to some users, those services will get a bad reputation and peop=
le
>>>> will choose different asset services instead.  Likewise, if a world se=
rvice
>>>> proxies everything and so it can't handle a large number of assets or =
of
>>>> people, users will get annoyed at the lag and will go elsewhere.  This=
 user
>>>> evaluation and "voting with their feet" happens already with online se=
rvices
>>>> all over the Internet, and I am sure that this human process will cont=
inue
>>>> to work when the services are asset and region services.
>>>>
>>>> Back in September 2010, I wrote this post which proposes that we use i=
n
>>>> VWRAP a form of asset addressing that provides massive scalability at =
the
>>>> same time as a very high degree of resilience --
>>>> http://www.ietf.org/mail-archive/web/vwrap/current/msg00463.html .  It
>>>> is based on the concept of the URI containing a host part and a hash p=
art,
>>>> where the hash is generated (once, at the time of storage to the asset
>>>> service) using a specified digest algorithm over the content of the as=
set
>>>> being referenced.  You may wish to note that if this design were used,=
 the
>>>> failure of an asset service to deliver a requested item would result i=
n a
>>>> failover request for the item to one or more backup services, using th=
e same
>>>> hash part but with a different host address.
>>>>
>>>> This can go some way towards overcoming the problem that you think mig=
ht
>>>> occur when assets are fetched by clients from asset services directly.
>>>> Although it won't help when the missing item is available from only a =
single
>>>> asset service, it will help in many other cases, and it will compensat=
e for
>>>> service failures and network outages automatically at the same time.
>>>>
>>>> PS. This design for hash-based asset addressing is already being teste=
d
>>>> by Mojito Sorbet in her experimental world and client.  It would give
>>>> VWRAP-based worlds an improved level of service availability, so I thi=
nk it
>>>> should be a core feature of our protocol.
>>>>
>>>>
>>>> Morgaine.
>>>>
>>>>
>>>>
>>>>
>>>> =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D
>>>>
>>>>
>>>> On Fri, Apr 1, 2011 at 11:17 PM, Vaughn Deluca <vaughn.deluca@gmail.co=
m
>>>> > wrote:
>>>>
>>>>> This is a question i discussed with Morgaine off-list a while ago (I
>>>>> intended to send it to the list but pushed the wrong button...) I
>>>>> think we need to address this problem, and decide how to deal with it=
.
>>>>>
>>>>>  In Davids deployment draft, section 7.3.1.1 an overview is given van
>>>>> ways to deliver content to the region. One way is only passing a
>>>>> capability that allows access to (part of) the resource:
>>>>>
>>>>>           7.3.1.1.  Content delivery models
>>>>>           A range of possible represenations can be passed to a regio=
n
>>>>> for
>>>>>           simulation. [...] The other end of the delivery spectrum
>>>>> involves passing
>>>>>           only a URI or capability used to access the rendering
>>>>> information and a
>>>>>           collision mesh,and related data for physical simulation.
>>>>>           In such a model, the client is responsible for fetching the
>>>>> additional
>>>>>           information needed to render the item's visual presence fro=
m
>>>>> a separate
>>>>>           service.  This fetch can be done *under the credentials of
>>>>> the end user*
>>>>>           viewing the material [my emphasis--VD] , and divorces the
>>>>> simulation from
>>>>>           the trust chain needed to manage content.  Any automation
>>>>> is done on a
>>>>>           separate host which the content creator or owner trusts,
>>>>> interacting with the
>>>>>           object through remoted interfaces.
>>>>>
>>>>>  I can see the need for such a setup, however, i feel we are
>>>>> unpleasantly close to a situation were the coherence of the simulatio=
n
>>>>> falls apart.
>>>>> In this deployment pattern the region advertises the presence of the
>>>>> asset, and *some* clients will be able to get it as expected, while
>>>>> -based on the arbitrary whims of the asset service- others might not.
>>>>>
>>>>> My hope would be that after the asset server provides the region with
>>>>> the capability to get the asset, it gives up control. That would mean
>>>>> that if the client finds the inventory server is unwilling to serve
>>>>> the content - in spire of the region saying it is present-, the clien=
t
>>>>> should be able to turn around ask the *region* for the asset, (and ge=
t
>>>>> is after all).
>>>>>
>>>>>  If that is not the case, -and there are probably good reasons for th=
e
>>>>> deployment pattern as described-  shouldn't we *warn* clients that th=
e
>>>>> region might be inconsistent, so the users behind the client can vote
>>>>> with their feet, (or take the risk)?
>>>>>
>>>>> --Vaughn
>>>>> _______________________________________________
>>>>> vwrap mailing list
>>>>> vwrap@ietf.org
>>>>> https://www.ietf.org/mailman/listinfo/vwrap
>>>>>
>>>>
>>>>
>>>
>>
>

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Content-Type: text/html; charset=windows-1252
Content-Transfer-Encoding: quoted-printable

<div>Morgain, all,</div><div><br></div><div>Ahha!, i was halfway my reply e=
xplaining that i was *not* asking for the impossible, and did *not* want to=
 impose my rules on others, but that i just wanted to be able to know that =
stuff that i get into my region will be visible to everybody present, and n=
ow i see that you got that. Good!</div>
<div>We are on the same page again :)</div><div><br></div><div>The way the =
draft relating tot the tourist model is now written i can *never* be sure m=
y visitors all get the same data, because i just juggle the crude physics r=
epresentation, and the viewers negotiate about anything else with the asset=
 service, fully out of my control.=A0</div>
<div><br></div><div>You formulated a solution (requesting the transfer righ=
ts explicitly). =A0</div><div>I was originally thinking of a solution where=
 the protocol specifies that the capability to get the crude physics repres=
entation of the asset in my region would be *automatically* give me the rig=
ht to download the full asset (if I asked for that). =A0After reading your =
replies i now see that requesting the transfer rights, just like like the v=
iewers will do, is a better solution. The same protocol messages could even=
 be used, The region present its credentials and either gets the capability=
 or not. =A0The region can now tells the agent service which of the assets =
agent service requested transfer the avatar can bring. Its up to the viewer=
 to deal with that information, it might simply ignore it. In the latter ca=
se the avatar will be simulated by the region without the offending asset. =
The asset service will subsequently get requests from all viewers connected=
 to the region for the assets in the region. Some of those might not pass t=
rust checks of the asset service. Bad luck for the asset service, it has gi=
ven a capability to the region and the region will use that to get the asse=
t. If the asset service has second thoughts to often - causing download cos=
ts and lag, it will eventually end up on the black list of the region servi=
ce, and next time around the region =A0might tell the agent service it can&=
#39;t allow asset Y from servivce X becasue it does not trust assert servic=
e X. =A0</div>
<div>It all sounds logical and transparent to me.</div><div><br></div><div>=
It also fits what meadhbh said:</div><div>&gt;my recommendation has always =
been... &quot;define mechanism, not policy.&quot;</div><div>As far as i can=
 see that is what we do here.</div>
<div><br></div><div>Now, this brings me to a point of order. In september K=
evin Tweedy made this observation:</div><div><br></div><div>&quot;&lt;kevin=
.tweedy at <a href=3D"http://xrgrid.com">xrgrid.com</a>&gt;</div><div>Date:=
 Wed, 22 Sep 2010 13:40:15 -0400</div>
<div>May I suggest we stop arbitrarily trying to define things in emails an=
d come up with some kind of process into how to define what the first draft=
 specification should include? =A0Doesn=92t W3C have a process on how this =
works? =A0I think this is the fundamental problem of this group; we are mix=
ing vision, requirements, and design in the same email. =A0We are making de=
sign decisions when we haven=92t even defined the requirements.&quot;</div>
<div><br></div><div>I fully agree. We used to brainstorm in the group and a=
ssumed the editors of the drafts would incorporate the generated ideas in n=
ew versions of the draft. =A0At times that worked really well, at other tim=
es it did work not so well. But currently we have no editors, so we need to=
 do something new....</div>
<div><br></div><div>My question to the group is how do we consolidate this =
bit of discussion?=A0</div><div><br></div><div>In general it seems to me we=
 have managed to generate new enthusiasm in the group, and we are on -or cl=
ose to- the =A0point were we have enough critical mass to continue. In my v=
iew we would really benefit from a true editor, and it seems nobody is will=
ing to take that responsibility yet. Can we really do it collectively on th=
e wiki? It would be a break with the way i think ietf groups normally work,=
 but i might be =A0kind off fitting for this highly diverse group =A0:)</di=
v>
<div><br></div><div>So will it work? What alternatives do we have? =A0comme=
nts please.</div><div><br></div><div>--Vaughn</div><br><div class=3D"gmail_=
quote">On Sat, Apr 2, 2011 at 5:09 PM, Morgaine <span dir=3D"ltr">&lt;<a hr=
ef=3D"mailto:morgaine.dinova@googlemail.com">morgaine.dinova@googlemail.com=
</a>&gt;</span> wrote:<br>
<blockquote class=3D"gmail_quote" style=3D"margin:0 0 0 .8ex;border-left:1p=
x #ccc solid;padding-left:1ex;">Vaughn, I left your final (and very importa=
nt) point for the end of my response, and then I fired off my email without=
 addressing it ...=A0 Sorry. :P<div class=3D"im">
<br><br>On Sat, Apr 2, 2011 at 11:26 AM, Vaughn Deluca <span dir=3D"ltr">&l=
t;<a href=3D"mailto:vaughn.deluca@gmail.com" target=3D"_blank">vaughn.deluc=
a@gmail.com</a>&gt;</span> wrote:<br>
<blockquote class=3D"gmail_quote" style=3D"margin:0pt 0pt 0pt 0.8ex;border-=
left:1px solid rgb(204, 204, 204);padding-left:1ex"><div>=A0So I want metho=
ds=20
to prevent breaking my highly emergent world as much as possible. <br></div=
></blockquote><br><br></div>Yes indeed!!!<br><br>You have a perfectly reaso=
nable requirement for the service that you want to operate, and you need so=
me means of meeting it.=A0 I agree with that wholeheartedly.=A0 I only begi=
n to disagree when you hint that your requirement must be imposed on everyo=
ne, whether they want it or not.=A0 That I cannot support, and I expect tha=
t you did not mean it that way anyway.=A0 After all, some of my requirement=
s are probably not of interest to you either, and you would not wish me to =
impose them on you.=A0 It cuts both ways.<br>

<br>So, how can we enable you to offer a service with many 9&#39;s of simul=
ation consistency, without imposing that requirement on those who prefer a =
different trade-off?=A0 You hinted at the solution yourself, so I&#39;ll me=
rely elaborate on it.=A0 You wrote:<br>

<br><br><br><blockquote class=3D"gmail_quote" style=3D"margin:0pt 0pt 0pt 0=
.8ex;border-left:1px solid rgb(204, 204, 204);padding-left:1ex"><div>I
 would like to argue that the region *should* get the capability to=20
fetch all details. [...]=A0=20
Note that this does not mean that the region *has* to proxy the asset,=20
just that in case the asset service refuses to serve a client it does=20
not like, the region can insist on delivery =A0based on the capability it=
=20
originally got.</div></blockquote><br><br><br>Perfect.=A0 All you need then=
 is an optional query in the protocol that allows a region to ask each asse=
t service referenced by assets carried by newly arriving avatars the follow=
ing question:<br>

<br><div style=3D"margin-left:40px">QUERY: &quot;<i>Do I have your permissi=
on to fetch from your asset service the assets normally reserved for client=
 fetches, and to distribute these assets to clients directly in the (unexpe=
cted) event that I want to?</i>&quot;<br>

</div><br><br>That easily maps to an optional capability request of course.=
=A0 If the asset service answers &quot;No&quot; to you, then you can deny t=
he incoming avatar entry to your region, returning a status that indicates<=
br>

<br><div style=3D"margin-left:40px">RESPONSE: &quot;<b>Asset service X refe=
renced by asset Y does not meet the re-distribution requirement requested f=
or entry to region Z</b>&quot;.<br></div><br><br>Your requirement is then s=
atisfied (I believe) without imposing that requirement on a region operator=
 who does not need it because they desire a different trade-off.=A0 Those w=
ho don&#39;t have your requirement simply won&#39;t request the capability.=
<br>

<br>For example, it would be pointless to even ask an asset service founded=
 entirely around Creative Commons assets that question, since all CC conten=
t is perpetually and non-revocably redistributable by anyone and to anyone.=
=A0 By not issuing the query we can save ourselves the round-trip time and =
allow faster entry to the region.<br>

<br>Would something like that get the nod from you?<br><br><br>PS. You need=
 to note that when an asset service answers &quot;Yes&quot; to your query, =
this does not mean that it will necessarily honor its promise when you actu=
ally attempt to fetch items.=A0 David&#39;s very important point about inde=
pendent parties not having control over each other applies here.=A0 You can=
 at most hope that it will behave well, and perhaps test the promise by fet=
ching something.=A0 However, if you truly want as many 9&#39;s of consisten=
cy as is obtainable then you will have to fetch all the assets yourself pri=
or to allowing entry to the avatar, and that would be a dreadful overhead.=
=A0 Most people will probably settle for &quot;<b>best effort</b>&quot; app=
roaches, which are quite likely to succeed.<br>
<font color=3D"#888888">
<br><br>Morgaine.<br><br><br><br><br><br>=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D</font><div><div></div><div class=3D"h5"><br>=
<br><div class=3D"gmail_quote">On Sat, Apr 2, 2011 at 11:26 AM, Vaughn Delu=
ca <span dir=3D"ltr">&lt;<a href=3D"mailto:vaughn.deluca@gmail.com" target=
=3D"_blank">vaughn.deluca@gmail.com</a>&gt;</span> wrote:<br>

<blockquote class=3D"gmail_quote" style=3D"margin:0pt 0pt 0pt 0.8ex;border-=
left:1px solid rgb(204, 204, 204);padding-left:1ex"><div>Morgaine, Meadhbh,=
</div><div><br></div><div>Thanks for the answers, but i see that i have not=
 been clear enough.</div>

<div>I think the protocol should demand certain things to prevent the =A0de=
terioration of the simulation to an unacceptable level. We need to be more =
precise to prevent problems and i think we can.</div>
<div><br></div><div>I was arguing from the perspecive of a region service w=
ithout making that explicit. Note i was *not* advocating the region proxies=
 everything, just that it lives up to its promises about object presence. A=
lso note that i do =A0*not* always have the option to pick another high qua=
lity asset service, since I normally do not own the assets. I will use Prok=
ofy as an example just for the fun of it. =A0He is highly worried about con=
tent theft, so (in the unlikely case he wants to start selling stuff outsid=
e of SL) he might use this deployment pattern. =A0Assume he sells wonderful=
 sexy dresses to two customers, that can only be fetched from his own asset=
 service for rendering. Both customers go off to &quot;Vaughns highly immer=
sive world&quot; were a party is given. =A0My region receives some physics =
properties of the dresses for simulation and an address of Proks asset serv=
ice for high-res details and textures. In this case the region does not eve=
n get the capability to fetch the assets, just a link to the asset service =
and its up to viewer to request the details and show credentials to get the=
m. The two girls meet, both their viewers request the details of the other =
dress, and Proks asset service grants those requests. They girls admire the=
ir dresses and compliment each other with their good taste. Now when i arri=
ve and my viewer request the dress details, Prok&#39;s asset service recogn=
ises me as the copyleftists that i am. It refuses to serve the asset detail=
s -and depending on my viewers behaviour i might get to view two girls in s=
exy underwear -or wearing even less- instead of party dresses. From a consi=
stency point of view this is a highly undesirable situation, it breaks imme=
rsion, and depending on the circumstances might also be embarrassing to the=
 people involved.=A0</div>


<div><br></div><div>The key question is if we want to allow this situation =
to arise within VWRAP compliant worlds.</div><div>I would like to argue tha=
t the region *should* get the capability to fetch all details. In other wor=
ds, Prokofy would have to give up some control over the asset in case he al=
lows it to be used by my region. Note that this does not mean that the regi=
on *has* to proxy the asset, just that in case the asset service refuses to=
 serve a client it does not like, the region can insist on delivery =A0base=
d on the capability it originally got. If that fails Proks asset service ca=
n not be called VWRAP compliant. =A0</div>


<div><br></div><div>If Prokofy does not want to relinquish =A0that level of=
 control, fine, it is his right not to, but in that case the dresses should=
 not be allowed to get into my region in the first place. =A0If people visi=
t my region and find themselves naked in the eyes of some others *I* will g=
et the blame. =A0As Morgaine says, the technical details of my innocence wi=
ll not convince the general public. So I want methods to prevent breaking m=
y highly emergent world as much as possible.=A0</div>


<div>My proposal would be that the whatever the region gets MUST be guarant=
eed by protocol to be delivered to =A0anybody within the region requesting =
it. If the asset service does not want to serve a cryptocomunist copyleftis=
t, fine, but IF it has given the region a capability, it MUST serve the ful=
l asset to be VWRAP compliant. Its *my* choice as a region deployer to down=
load the full asset to be able to guarantee region consistency if I want to=
. I will try to avoid that as much as possible, but if my customers complai=
n, i will be forces to start doing this for certain asset services that i k=
now show discriminatory behaviour against for instance copyleftist.=A0</div=
>


<div><br></div><div>Finally Morgaine, you keep hammering on the fact that p=
roxying by the region does not scale. (I tend to disagree, but that is besi=
de the point here). I do agree the asset should not be needlessly transfere=
d, but i strongly feel we must insist in the protocol on transferring the *=
rights* to view the asset. If that leads to to the region not getting the a=
sset at all, so be it, it can warn visitors that their assets will not be v=
isible and even offer to serve simple replacements (1). This in turn will e=
ncourage the end users to avoid this type of asset service, and Prokofy wil=
l go out of business, as should be the case given the behaviour of the serv=
ice. And if he pulls it off, thats fine with me also, as long as i do not h=
ave to suffer from it due to lack of rigour in the protocol specs. =A0</div=
>


<div><br></div><div>So, in summary, I very well see that there is no way to=
 enforce consistent serving behaviour but it should at least be clear that =
it is non-standard and not conform the protocol. The way I am understanding=
 you now, your argument seems to be just one step to far in the direction o=
f anarchy.</div>


<div>Or am i misreading you?</div><div><br></div><div>--Vaughn</div><div><b=
r></div><div><br></div><div>(1) I just realise that the region might cheat =
and advertise its own asset brands claiming the competitions assets =A0coul=
d not be rendered... Oh well, one might hope that if there is enough choice=
 in worlds such regions will be forced =A0out of business as well.=A0</div>

<div><div></div><div>
<br><div class=3D"gmail_quote">On Sat, Apr 2, 2011 at 7:31 AM, Morgaine <sp=
an dir=3D"ltr">&lt;<a href=3D"mailto:morgaine.dinova@googlemail.com" target=
=3D"_blank">morgaine.dinova@googlemail.com</a>&gt;</span> wrote:<br><blockq=
uote class=3D"gmail_quote" style=3D"margin:0pt 0pt 0pt 0.8ex;border-left:1p=
x solid rgb(204, 204, 204);padding-left:1ex">


Further to my last post, it&#39;s worth noting that if you find that you su=
ffer poor quality behavior from a particular asset service and it is breaki=
ng the consistency of your simulation, with hash-based item addressing you =
can also automatically use an alternative asset service <i><b>in preference=
</b></i> to the one specified in a given URI.<br>



<br>Your client could be configured to attempt the item fetch at a known go=
od quality asset service <b>first</b> (perhaps one that you paid to use bec=
ause of its better service), automatically, and maybe even dynamically depe=
nding on the type of item.<br>



<br>The scheme has a long list of benefits, and overcoming (to some extent)=
 poor quality asset services is just one of them.<br><font color=3D"#888888=
"><br><br>Morgaine.<br><br><br><br><br><br>=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D</font><div>


<div></div><div><br><br><div class=3D"gmail_quote">
On Sat, Apr 2, 2011 at 4:55 AM, Morgaine <span dir=3D"ltr">&lt;<a href=3D"m=
ailto:morgaine.dinova@googlemail.com" target=3D"_blank">morgaine.dinova@goo=
glemail.com</a>&gt;</span> wrote:<br><blockquote class=3D"gmail_quote" styl=
e=3D"margin:0pt 0pt 0pt 0.8ex;border-left:1px solid rgb(204, 204, 204);padd=
ing-left:1ex">



Every design choice results in a trade-off, Vaughn, improving one thing at =
the expense of something else.=A0 If every time we offered a service we had=
 to inform its users about the downsides of all the trade-offs we have made=
, they would have an awful lot to read. ;-)<br>




<br>The specific trade-off that you are discussing is no different.=A0 A re=
gion that proxies all content has the &quot;benefit&quot; of acquiring cont=
rol from the asset servers over the items in the region, so that it can ens=
ure that everyone in the region not only obtains the items but obtains the =
<i>same</i> items as everyone else.=A0 That does indeed provide a greater g=
uarantee of consistency than a deployment in which the region only passes a=
sset URIs to clients who then fetch the items from asset services separatel=
y.=A0 As always though, it&#39;s a trade-off, since the proxied design has =
very poor scalability compared to the distributed one.<br>




<br>If we&#39;re going to warn users of the potential for inconsistency in =
the distributed deployment as you suggest, are we also going to warn them o=
f non-scalability in the proxied one?=A0 I really don&#39;t see much merit =
in the idea of warning about design choices.=A0 Many such choices are techn=
ical, and the issues are quite likely to be of little interest to non-techn=
ical users anyway.=A0 In any case, the better services are likely to provid=
e such information in their online documentation, I would guess.<br>




<br>You mentioned users &quot;voting with their feet&quot; or choosing to a=
ccept the risk of inconsistency.=A0 Well that will happen anyway, when serv=
ices fail and users get annoyed.=A0 If some asset services refuse to send t=
he requested items to some users, those services will get a bad reputation =
and people will choose different asset services instead.=A0 Likewise, if a =
world service proxies everything and so it can&#39;t handle a large number =
of assets or of people, users will get annoyed at the lag and will go elsew=
here.=A0 This user evaluation and &quot;voting with their feet&quot; happen=
s already with online services all over the Internet, and I am sure that th=
is human process will continue to work when the services are asset and regi=
on services.<br>




<br>Back in September 2010, I wrote this post which proposes that we use in=
 VWRAP a form of asset addressing that provides massive scalability at the =
same time as a very high degree of resilience -- <a href=3D"http://www.ietf=
.org/mail-archive/web/vwrap/current/msg00463.html" target=3D"_blank">http:/=
/www.ietf.org/mail-archive/web/vwrap/current/msg00463.html</a> .=A0 It is b=
ased on the concept of the URI containing a host part and a hash part, wher=
e the hash is generated (once, at the time of storage to the asset service)=
 using a specified digest algorithm over the content of the asset being ref=
erenced.=A0 You may wish to note that if this design were used, the failure=
 of an asset service to deliver a requested item would result in a failover=
 request for the item to one or more backup services, using the same hash p=
art but with a different host address.<br>




<br>This can go some way towards overcoming the problem that you think migh=
t occur when assets are fetched by clients from asset services directly.=A0=
 Although it won&#39;t help when the missing item is available from only a =
single asset service, it will help in many other cases, and it will compens=
ate for service failures and network outages automatically at the same time=
.<br>




<br>PS. This design for hash-based asset addressing is already being tested=
 by Mojito Sorbet in her experimental world and client.=A0 It would give VW=
RAP-based worlds an improved level of service availability, so I think it s=
hould be a core feature of our protocol.<br>



<font color=3D"#888888">
<br><br>Morgaine.<br><br><br><br><br>=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D</font><div><div></div><div><b=
r><br><div class=3D"gmail_quote">On Fri, Apr 1, 2011 at 11:17 PM, Vaughn De=
luca <span dir=3D"ltr">&lt;<a href=3D"mailto:vaughn.deluca@gmail.com" targe=
t=3D"_blank">vaughn.deluca@gmail.com</a>&gt;</span> wrote:<br>




<blockquote class=3D"gmail_quote" style=3D"margin:0pt 0pt 0pt 0.8ex;border-=
left:1px solid rgb(204, 204, 204);padding-left:1ex">This is a question i di=
scussed with Morgaine off-list a while ago (I<br>
intended to send it to the list but pushed the wrong button...) I<br>
think we need to address this problem, and decide how to deal with it.<br>
<br>
=A0In Davids deployment draft, section 7.3.1.1 an overview is given van<br>
ways to deliver content to the region. One way is only passing a<br>
capability that allows access to (part of) the resource:<br>
<br>
 =A0 =A0 =A0 =A0 =A0 7.3.1.1. =A0Content delivery models<br>
 =A0 =A0 =A0 =A0 =A0 A range of possible represenations can be passed to a =
region for<br>
 =A0 =A0 =A0 =A0 =A0 simulation. [...] The other end of the delivery spectr=
um involves passing<br>
 =A0 =A0 =A0 =A0 =A0 only a URI or capability used to access the rendering<=
br>
information and a<br>
 =A0 =A0 =A0 =A0 =A0 collision mesh,and related data for physical simulatio=
n.<br>
 =A0 =A0 =A0 =A0 =A0 In such a model, the client is responsible for fetchin=
g the additional<br>
 =A0 =A0 =A0 =A0 =A0 information needed to render the item&#39;s visual pre=
sence from a separate<br>
 =A0 =A0 =A0 =A0 =A0 service. =A0This fetch can be done *under the credenti=
als of the end user*<br>
 =A0 =A0 =A0 =A0 =A0 viewing the material [my emphasis--VD] , and divorces =
the<br>
simulation from<br>
 =A0 =A0 =A0 =A0 =A0 the trust chain needed to manage content. =A0Any autom=
ation<br>
is done on a<br>
 =A0 =A0 =A0 =A0 =A0 separate host which the content creator or owner trust=
s,<br>
interacting with the<br>
 =A0 =A0 =A0 =A0 =A0 object through remoted interfaces.<br>
<br>
=A0I can see the need for such a setup, however, i feel we are<br>
unpleasantly close to a situation were the coherence of the simulation<br>
falls apart.<br>
In this deployment pattern the region advertises the presence of the<br>
asset, and *some* clients will be able to get it as expected, while<br>
-based on the arbitrary whims of the asset service- others might not.<br>
<br>
My hope would be that after the asset server provides the region with<br>
the capability to get the asset, it gives up control. That would mean<br>
that if the client finds the inventory server is unwilling to serve<br>
the content - in spire of the region saying it is present-, the client<br>
should be able to turn around ask the *region* for the asset, (and get<br>
is after all).<br>
<br>
=A0If that is not the case, -and there are probably good reasons for the<br=
>
deployment pattern as described- =A0shouldn&#39;t we *warn* clients that th=
e<br>
region might be inconsistent, so the users behind the client can vote<br>
with their feet, (or take the risk)?<br>
<br>
--Vaughn<br>
_______________________________________________<br>
vwrap mailing list<br>
<a href=3D"mailto:vwrap@ietf.org" target=3D"_blank">vwrap@ietf.org</a><br>
<a href=3D"https://www.ietf.org/mailman/listinfo/vwrap" target=3D"_blank">h=
ttps://www.ietf.org/mailman/listinfo/vwrap</a><br>
</blockquote></div><br>
</div></div></blockquote></div><br>
</div></div></blockquote></div><br>
</div></div></blockquote></div><br>
</div></div></blockquote></div><br>

--000e0cdfd9f80399f4049ff6aeed--

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On Sat, Apr 2, 2011 at 6:01 PM, Meadhbh Hamrick <ohmeadhbh@gmail.com> wrote:

>
> if you're a *company* like Linden that needs to respond to DMCA takedown
> requests, you're likely to require the client trust knob turned up a
> bit. if you're an *enterprise*, you're going to want that trust knob
> turned all the way up. if you're the *pirate bay*, you're going to
> intentionally want that trust knob turned all the way down.
>
>
To avoid the possibility that new readers might get the wrong impression,
I'll point out that there aren't just two types of player in the virtual
worlds scene, honest enterprise people and evil pirates.  I wouldn't want
anyone new to think that such an impression was being conveyed or endorsed
by anyone here, and of course I'm positive it was not the intention in
Meadhbh's comment.

Education, research, Free/Open Source Software and Creative Commons
communities and a plethora of other groups deal either largely or
exclusively in free/libre content, sharing their work with each other
totally legally and honestly, and very frequently using content licenses
that permit unlimited distribution and require neither DRM nor any machinery
of trust when this content is conveyed.

Groups such as these make up what is sometimes called the "open community"
segment of Internet users, and it is a huge, vibrant, and very forward
looking community.

Many of us here share a mindset with that open community as users or
developers and consider ourselves part of it, and we are working towards VW
interop protocols that will allow our worlds to bloom and flourish as a
result of freely sharing open-licensed content and creating enormous synergy
by combining people's efforts without inappropriate barriers.

It is this open community which has important requirements that differ in
some ways from corporate ones, not some pirates, and I would strongly
encourage that the security aspects of VWRAP be addressed in this light,
before someone accuses us of fear-mongering.

As Carlo pointed out very well, the needs of the open community are not
being met *at all* by current VW services, and this is a major shortcoming
which we will need to remedy in VWRAP.  I am looking forward eagerly to that
aspect of our protocol design effort.


Morgaine.



=========================

On Sat, Apr 2, 2011 at 6:01 PM, Meadhbh Hamrick <ohmeadhbh@gmail.com> wrote:

> yes. there is something missing in the protocol. it's trust. you don't
> put "trust" in a protocol, you put "security" in a protocol. at the
> end of the day, the people using this protocol will need to decide
> whom they trust. this is why there was a security model and the
> ability of the protocol to "securely carry trust."
>
> the idea is that the protocol would carry cryptographically
> unforgeable attestations of an endpoint's identity. this identity
> would then be evaluated by protocol participants to see if it is
> "trusted."
>
> there's no place in the protocol that says "you must trust a specific
> entity," but rather a mechanism deployers can use to carry the
> identity of people wishing to be trusted.
>
> at the end of the day, an asset service should only barf up assets to
> trusted simulation services. simulators SHOULD only allow people on
> the grid they trust (for some definition of the word "trust.")
>
> if you're a company like Linden that needs to respond to DMCA takedown
> requests, you're likely to require the client trust knob turned up a
> bit. if you're an enterprise, you're going to want that trust knob
> turned all the way up. if you're the pirate bay, you're going to
> intentionally want that trust knob turned all the way down.
>
> as protocol developers, it's our duty to create a protocol that meets
> everyone's use cases. so... i mean... feel free to try to define a
> protocol that mandates the use of DRM or blesses a particular trust
> point, but the likelihood of it being widely supported is..
> approximately nil.
>
> my recommendation has always been... "define mechanism, not policy."
>
> -cheers
> -meadhbh
> --
> meadhbh hamrick * it's pronounced "maeve"
> @OhMeadhbh * http://meadhbh.org/ * OhMeadhbh@gmail.com
>
>
>
> On Sat, Apr 2, 2011 at 8:19 AM, Carlo Wood <carlo@alinoe.com> wrote:
> > On Sat, 2 Apr 2011 14:12:59 GMT
> > "dyerbrookme@juno.com" <dyerbrookme@juno.com> wrote:
> >
> >> BTW, the Red Zone statistics of 9 million  scans with only 78,000
> >> rogue viewers captured lets us know that this  problem is exaggerated
> >> -- and usually by engineers who claim there is no  technical solution.
> >
> > Just for the record, from a hacker/engineer: there is no technical
> > solution. It is possible to copy everything (and without being detected
> > by a "Red Zone" which can only detect rogue viewers that were released
> > to the public and explicitly make a point of being detectable
> > in the first place (call that bragging: no fun in releasing a "k3wl"
> > viewer if others (or even the coder himself) can't see that it is being
> > used.) So, there is a psychological advantage for the detectors, but
> > not really a technical one.
> >
> > Lets concentrate on textures for the moment to explain this.
> >
> > In order to see an object, or clothing, with the appropriate textures,
> > those textures have to be downloadable for the viewer. There is nothing
> > you can do about that short of running the whole viewer server-side
> > and providing a video. But even in that case it would technically be
> > possible to rip the textures: they are still visible (ie, you could
> > make a screenshot of the surface of a wall). I don't consider the
> > video-broadcast to even be remotely interesting, certainly not from the
> > viewpoint of VWRAP so lets forget that for the moment and just accept
> > that it is possible for anyone to store whatever they SEE to their
> harddisk.
> >
> > Secondly, if the first creator could upload this texture then so can
> > the ripper. And don't tell me software exists that can detect if
> > an uploaded texture "looks like" one of the already existing billion
> > textures that were uploaded before. If the texture is converted twice,
> > ie from jpeg2000 to jpg to tga and then uploaded, then you'd need a
> > human to look at the original and the newly uploaded texture at the
> > same time to judge that it is MAYBE a copy - which then can only be
> > proved in court if the original creator can prove that his original
> > textures are 100% his own and not, for example, downloaded from the
> > internet somewhere (because in that case the other uploader could
> > have used the same source).
> >
> > A real problem, currently in SL, is imho the complete lack of
> > support for FREE things. The amount of restriction (for people with
> > honest viewers) is tremendous: if you're not an expert or do not pay
> > attention for a second, then your creation is not truely free anymore.
> > Everything defaults to very copyleft unfriendly settings. I'm trying to
> > get my friends, who are very willing in that regard, to only create
> > full permission stuff, but it's simply near impossible to keep
> > something full permission and often we're stuck with something nobody
> > else can change or edit because the creator forgot to set the bit of
> > the contents of an object after changing the group etc blah blah...
> >
> > For example, last a good friend of me wanted my help with making a
> > large amount of changes on his sim: hunderds of objects had to be
> > adjusted... He was willing to:
> > 1) Add me to any group necessary.
> > 2) Give me his build rights
> > 3) Transfer any object to me (temporary ownership transfer)
> > 4) Make any adjustments to the objects and the objects contents
> >   needed to allow me to access what I needed to access.
> > etc etc
> >
> > The end result: He had to do it all by himself. It was impossible to
> > give me enough access to help him (for those who don't believe that,
> > one of things involved changing the "anyone can move" bit of an
> > object in the contents of objects: it is not possible to take anything
> > out of the contents (ie copy it to your inventory) when it's no
> > transfer, and therefore you can't edit it, even though it's modify
> > and you get all the rights that the owner can give you).
> >
> > Sorry, but that is unacceptable; and it CLEARLY shows that something is
> > missing from the protocol.
> >
> > Now the above example doesn't show that a free object is not supported,
> > it only make clear that non-free objects can be very annoying even in
> > situations where the owner has all the rights to do what he wants to
> > do. There are many other such examples. Hence, it shows that it is very
> > annoying that an object is non-free by default at so many levels that
> > you need an IQ of over 140 to create one and those permissions erode
> > quickly to non-free. Even the so called "freebies" are non-free by the
> > way: they are almost always no transfer. Hell, even the default shape
> > that you can when you create a new account is no transfer, what kind of
> > insanity is that?!
> >
> > I think you might find a lot of people, like myself, a lot more willing
> > to help out with thinking of ways on how to protect property in virtual
> > worlds when first it is assured that those who want to create things
> > that are FREE are equally supported as the commercial guys out there.
> >
> > --
> > Carlo Wood <carlo@alinoe.com>
> > _______________________________________________
> > vwrap mailing list
> > vwrap@ietf.org
> > https://www.ietf.org/mailman/listinfo/vwrap
> >
> _______________________________________________
> vwrap mailing list
> vwrap@ietf.org
> https://www.ietf.org/mailman/listinfo/vwrap
>

--002354470e60247707049ff6c9a9
Content-Type: text/html; charset=ISO-8859-1
Content-Transfer-Encoding: quoted-printable

On Sat, Apr 2, 2011 at 6:01 PM, Meadhbh Hamrick <span dir=3D"ltr">&lt;<a hr=
ef=3D"mailto:ohmeadhbh@gmail.com" target=3D"_blank">ohmeadhbh@gmail.com</a>=
&gt;</span> wrote:<br><blockquote class=3D"gmail_quote" style=3D"margin: 0p=
t 0pt 0pt 0.8ex; border-left: 1px solid rgb(204, 204, 204); padding-left: 1=
ex;">

<br>
if you&#39;re a <b>company</b> like Linden that needs to respond to DMCA ta=
kedown<br>
requests, you&#39;re likely to require the client trust knob turned up a<br=
>
bit. if you&#39;re an <b>enterprise</b>, you&#39;re going to want that trus=
t knob<br>
turned all the way up. if you&#39;re the <b>pirate bay</b>, you&#39;re goin=
g to<br>
intentionally want that trust knob turned all the way down.<br>
<br></blockquote><br>To avoid the possibility that new readers might get th=
e wrong impression, I&#39;ll point out that there aren&#39;t just two types=
 of player in the virtual worlds scene, honest enterprise people and evil p=
irates.=A0 I wouldn&#39;t want anyone new to think that such an impression =
was being conveyed or endorsed by anyone here, and of course I&#39;m positi=
ve it was not the intention in Meadhbh&#39;s comment.<br>

<br>Education, research, Free/Open Source Software and Creative Commons com=
munities and a plethora of other groups deal either largely or exclusively =
in free/libre content, sharing their work with each other totally legally a=
nd honestly, and very frequently using content licenses that permit unlimit=
ed distribution and require neither DRM nor any machinery of trust when thi=
s content is conveyed.<br>
<br>Groups such as these make up what is sometimes called the &quot;open co=
mmunity&quot; segment of Internet users, and it is a huge, vibrant, and ver=
y forward looking community.<br><br>Many of us here share a mindset with th=
at open community as users or developers and consider ourselves part of it,=
 and we are working towards VW interop protocols that will allow our worlds=
 to bloom and flourish as a result of freely sharing open-licensed content =
and creating enormous synergy by combining people&#39;s efforts without ina=
ppropriate barriers.<br>

<br>It is this open community which has important requirements that differ =
in some ways from corporate ones, not some pirates, and I would strongly en=
courage that the security aspects of VWRAP be addressed in this light, befo=
re someone accuses us of fear-mongering.<br>
<br>As Carlo pointed out very well, the needs of the open community are not=
 being met <b>at all</b> by current VW services, and this is a major shortc=
oming which we will need to remedy in VWRAP.=A0 I am looking forward eagerl=
y to that aspect of our protocol design effort.<br>
<br><br>Morgaine.<br><br><br><br>=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D<br><br><div class=3D"gmail_quote">On Sat,=
 Apr 2, 2011 at 6:01 PM, Meadhbh Hamrick <span dir=3D"ltr">&lt;<a href=3D"m=
ailto:ohmeadhbh@gmail.com" target=3D"_blank">ohmeadhbh@gmail.com</a>&gt;</s=
pan> wrote:<br>
<blockquote class=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt 0.8ex; borde=
r-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;">
yes. there is something missing in the protocol. it&#39;s trust. you don&#3=
9;t<br>
put &quot;trust&quot; in a protocol, you put &quot;security&quot; in a prot=
ocol. at the<br>
end of the day, the people using this protocol will need to decide<br>
whom they trust. this is why there was a security model and the<br>
ability of the protocol to &quot;securely carry trust.&quot;<br>
<br>
the idea is that the protocol would carry cryptographically<br>
unforgeable attestations of an endpoint&#39;s identity. this identity<br>
would then be evaluated by protocol participants to see if it is<br>
&quot;trusted.&quot;<br>
<br>
there&#39;s no place in the protocol that says &quot;you must trust a speci=
fic<br>
entity,&quot; but rather a mechanism deployers can use to carry the<br>
identity of people wishing to be trusted.<br>
<br>
at the end of the day, an asset service should only barf up assets to<br>
trusted simulation services. simulators SHOULD only allow people on<br>
the grid they trust (for some definition of the word &quot;trust.&quot;)<br=
>
<br>
if you&#39;re a company like Linden that needs to respond to DMCA takedown<=
br>
requests, you&#39;re likely to require the client trust knob turned up a<br=
>
bit. if you&#39;re an enterprise, you&#39;re going to want that trust knob<=
br>
turned all the way up. if you&#39;re the pirate bay, you&#39;re going to<br=
>
intentionally want that trust knob turned all the way down.<br>
<br>
as protocol developers, it&#39;s our duty to create a protocol that meets<b=
r>
everyone&#39;s use cases. so... i mean... feel free to try to define a<br>
protocol that mandates the use of DRM or blesses a particular trust<br>
point, but the likelihood of it being widely supported is..<br>
approximately nil.<br>
<br>
my recommendation has always been... &quot;define mechanism, not policy.&qu=
ot;<br>
<br>
-cheers<br>
<font color=3D"#888888">-meadhbh<br>
</font><div>--<br>
meadhbh hamrick * it&#39;s pronounced &quot;maeve&quot;<br>
@OhMeadhbh * <a href=3D"http://meadhbh.org/" target=3D"_blank">http://meadh=
bh.org/</a> * <a href=3D"mailto:OhMeadhbh@gmail.com" target=3D"_blank">OhMe=
adhbh@gmail.com</a><br>
<br>
<br>
<br>
</div><div><div></div><div>On Sat, Apr 2, 2011 at 8:19 AM, Carlo Wood &lt;<=
a href=3D"mailto:carlo@alinoe.com" target=3D"_blank">carlo@alinoe.com</a>&g=
t; wrote:<br>
&gt; On Sat, 2 Apr 2011 14:12:59 GMT<br>
&gt; &quot;<a href=3D"mailto:dyerbrookme@juno.com" target=3D"_blank">dyerbr=
ookme@juno.com</a>&quot; &lt;<a href=3D"mailto:dyerbrookme@juno.com" target=
=3D"_blank">dyerbrookme@juno.com</a>&gt; wrote:<br>
&gt;<br>
&gt;&gt; BTW, the Red Zone statistics of 9 million =A0scans with only 78,00=
0<br>
&gt;&gt; rogue viewers captured lets us know that this =A0problem is exagge=
rated<br>
&gt;&gt; -- and usually by engineers who claim there is no =A0technical sol=
ution.<br>
&gt;<br>
&gt; Just for the record, from a hacker/engineer: there is no technical<br>
&gt; solution. It is possible to copy everything (and without being detecte=
d<br>
&gt; by a &quot;Red Zone&quot; which can only detect rogue viewers that wer=
e released<br>
&gt; to the public and explicitly make a point of being detectable<br>
&gt; in the first place (call that bragging: no fun in releasing a &quot;k3=
wl&quot;<br>
&gt; viewer if others (or even the coder himself) can&#39;t see that it is =
being<br>
&gt; used.) So, there is a psychological advantage for the detectors, but<b=
r>
&gt; not really a technical one.<br>
&gt;<br>
&gt; Lets concentrate on textures for the moment to explain this.<br>
&gt;<br>
&gt; In order to see an object, or clothing, with the appropriate textures,=
<br>
&gt; those textures have to be downloadable for the viewer. There is nothin=
g<br>
&gt; you can do about that short of running the whole viewer server-side<br=
>
&gt; and providing a video. But even in that case it would technically be<b=
r>
&gt; possible to rip the textures: they are still visible (ie, you could<br=
>
&gt; make a screenshot of the surface of a wall). I don&#39;t consider the<=
br>
&gt; video-broadcast to even be remotely interesting, certainly not from th=
e<br>
&gt; viewpoint of VWRAP so lets forget that for the moment and just accept<=
br>
&gt; that it is possible for anyone to store whatever they SEE to their har=
ddisk.<br>
&gt;<br>
&gt; Secondly, if the first creator could upload this texture then so can<b=
r>
&gt; the ripper. And don&#39;t tell me software exists that can detect if<b=
r>
&gt; an uploaded texture &quot;looks like&quot; one of the already existing=
 billion<br>
&gt; textures that were uploaded before. If the texture is converted twice,=
<br>
&gt; ie from jpeg2000 to jpg to tga and then uploaded, then you&#39;d need =
a<br>
&gt; human to look at the original and the newly uploaded texture at the<br=
>
&gt; same time to judge that it is MAYBE a copy - which then can only be<br=
>
&gt; proved in court if the original creator can prove that his original<br=
>
&gt; textures are 100% his own and not, for example, downloaded from the<br=
>
&gt; internet somewhere (because in that case the other uploader could<br>
&gt; have used the same source).<br>
&gt;<br>
&gt; A real problem, currently in SL, is imho the complete lack of<br>
&gt; support for FREE things. The amount of restriction (for people with<br=
>
&gt; honest viewers) is tremendous: if you&#39;re not an expert or do not p=
ay<br>
&gt; attention for a second, then your creation is not truely free anymore.=
<br>
&gt; Everything defaults to very copyleft unfriendly settings. I&#39;m tryi=
ng to<br>
&gt; get my friends, who are very willing in that regard, to only create<br=
>
&gt; full permission stuff, but it&#39;s simply near impossible to keep<br>
&gt; something full permission and often we&#39;re stuck with something nob=
ody<br>
&gt; else can change or edit because the creator forgot to set the bit of<b=
r>
&gt; the contents of an object after changing the group etc blah blah...<br=
>
&gt;<br>
&gt; For example, last a good friend of me wanted my help with making a<br>
&gt; large amount of changes on his sim: hunderds of objects had to be<br>
&gt; adjusted... He was willing to:<br>
&gt; 1) Add me to any group necessary.<br>
&gt; 2) Give me his build rights<br>
&gt; 3) Transfer any object to me (temporary ownership transfer)<br>
&gt; 4) Make any adjustments to the objects and the objects contents<br>
&gt; =A0 needed to allow me to access what I needed to access.<br>
&gt; etc etc<br>
&gt;<br>
&gt; The end result: He had to do it all by himself. It was impossible to<b=
r>
&gt; give me enough access to help him (for those who don&#39;t believe tha=
t,<br>
&gt; one of things involved changing the &quot;anyone can move&quot; bit of=
 an<br>
&gt; object in the contents of objects: it is not possible to take anything=
<br>
&gt; out of the contents (ie copy it to your inventory) when it&#39;s no<br=
>
&gt; transfer, and therefore you can&#39;t edit it, even though it&#39;s mo=
dify<br>
&gt; and you get all the rights that the owner can give you).<br>
&gt;<br>
&gt; Sorry, but that is unacceptable; and it CLEARLY shows that something i=
s<br>
&gt; missing from the protocol.<br>
&gt;<br>
&gt; Now the above example doesn&#39;t show that a free object is not suppo=
rted,<br>
&gt; it only make clear that non-free objects can be very annoying even in<=
br>
&gt; situations where the owner has all the rights to do what he wants to<b=
r>
&gt; do. There are many other such examples. Hence, it shows that it is ver=
y<br>
&gt; annoying that an object is non-free by default at so many levels that<=
br>
&gt; you need an IQ of over 140 to create one and those permissions erode<b=
r>
&gt; quickly to non-free. Even the so called &quot;freebies&quot; are non-f=
ree by the<br>
&gt; way: they are almost always no transfer. Hell, even the default shape<=
br>
&gt; that you can when you create a new account is no transfer, what kind o=
f<br>
&gt; insanity is that?!<br>
&gt;<br>
&gt; I think you might find a lot of people, like myself, a lot more willin=
g<br>
&gt; to help out with thinking of ways on how to protect property in virtua=
l<br>
&gt; worlds when first it is assured that those who want to create things<b=
r>
&gt; that are FREE are equally supported as the commercial guys out there.<=
br>
&gt;<br>
&gt; --<br>
&gt; Carlo Wood &lt;<a href=3D"mailto:carlo@alinoe.com" target=3D"_blank">c=
arlo@alinoe.com</a>&gt;<br>
&gt; _______________________________________________<br>
&gt; vwrap mailing list<br>
&gt; <a href=3D"mailto:vwrap@ietf.org" target=3D"_blank">vwrap@ietf.org</a>=
<br>
&gt; <a href=3D"https://www.ietf.org/mailman/listinfo/vwrap" target=3D"_bla=
nk">https://www.ietf.org/mailman/listinfo/vwrap</a><br>
&gt;<br>
_______________________________________________<br>
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Date: Sun, 3 Apr 2011 00:26:58 +0200
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From: Vaughn Deluca <vaughn.deluca@gmail.com>
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Subject: Re: [vwrap] [wvrap] Simulation consistency
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I wrote:
>The region can now tells the agent service which of the assets agent
service requested transfer the avatar can bring.

I meant to say:

The region can now tell the agent service which of the assets the agent
service requested transfer for, can actually be transfered.

(its late here...)

On Sun, Apr 3, 2011 at 12:02 AM, Vaughn Deluca <vaughn.deluca@gmail.com>wro=
te:

> Morgain, all,
>
> Ahha!, i was halfway my reply explaining that i was *not* asking for the
> impossible, and did *not* want to impose my rules on others, but that i j=
ust
> wanted to be able to know that stuff that i get into my region will be
> visible to everybody present, and now i see that you got that. Good!
> We are on the same page again :)
>
> The way the draft relating tot the tourist model is now written i can
> *never* be sure my visitors all get the same data, because i just juggle =
the
> crude physics representation, and the viewers negotiate about anything el=
se
> with the asset service, fully out of my control.
>
> You formulated a solution (requesting the transfer rights explicitly).
> I was originally thinking of a solution where the protocol specifies that
> the capability to get the crude physics representation of the asset in my
> region would be *automatically* give me the right to download the full as=
set
> (if I asked for that).  After reading your replies i now see that request=
ing
> the transfer rights, just like like the viewers will do, is a better
> solution. The same protocol messages could even be used, The region prese=
nt
> its credentials and either gets the capability or not.  The region can no=
w
> tells the agent service which of the assets agent service requested trans=
fer
> the avatar can bring. Its up to the viewer to deal with that information,=
 it
> might simply ignore it. In the latter case the avatar will be simulated b=
y
> the region without the offending asset. The asset service will subsequent=
ly
> get requests from all viewers connected to the region for the assets in t=
he
> region. Some of those might not pass trust checks of the asset service. B=
ad
> luck for the asset service, it has given a capability to the region and t=
he
> region will use that to get the asset. If the asset service has second
> thoughts to often - causing download costs and lag, it will eventually en=
d
> up on the black list of the region service, and next time around the regi=
on
>  might tell the agent service it can't allow asset Y from servivce X beca=
sue
> it does not trust assert service X.
> It all sounds logical and transparent to me.
>
> It also fits what meadhbh said:
> >my recommendation has always been... "define mechanism, not policy."
> As far as i can see that is what we do here.
>
> Now, this brings me to a point of order. In september Kevin Tweedy made
> this observation:
>
> "<kevin.tweedy at xrgrid.com>
> Date: Wed, 22 Sep 2010 13:40:15 -0400
> May I suggest we stop arbitrarily trying to define things in emails and
> come up with some kind of process into how to define what the first draft
> specification should include?  Doesn=92t W3C have a process on how this w=
orks?
>  I think this is the fundamental problem of this group; we are mixing
> vision, requirements, and design in the same email.  We are making design
> decisions when we haven=92t even defined the requirements."
>
> I fully agree. We used to brainstorm in the group and assumed the editors
> of the drafts would incorporate the generated ideas in new versions of th=
e
> draft.  At times that worked really well, at other times it did work not =
so
> well. But currently we have no editors, so we need to do something new...=
.
>
> My question to the group is how do we consolidate this bit of discussion?
>
> In general it seems to me we have managed to generate new enthusiasm in t=
he
> group, and we are on -or close to- the  point were we have enough critica=
l
> mass to continue. In my view we would really benefit from a true editor, =
and
> it seems nobody is willing to take that responsibility yet. Can we really=
 do
> it collectively on the wiki? It would be a break with the way i think iet=
f
> groups normally work, but i might be  kind off fitting for this highly
> diverse group  :)
>
> So will it work? What alternatives do we have?  comments please.
>
> --Vaughn
>
> On Sat, Apr 2, 2011 at 5:09 PM, Morgaine <morgaine.dinova@googlemail.com>=
wrote:
>
>> Vaughn, I left your final (and very important) point for the end of my
>> response, and then I fired off my email without addressing it ...  Sorry=
. :P
>>
>>
>> On Sat, Apr 2, 2011 at 11:26 AM, Vaughn Deluca <vaughn.deluca@gmail.com>=
wrote:
>>
>>>  So I want methods to prevent breaking my highly emergent world as much
>>> as possible.
>>>
>>
>>
>> Yes indeed!!!
>>
>> You have a perfectly reasonable requirement for the service that you wan=
t
>> to operate, and you need some means of meeting it.  I agree with that
>> wholeheartedly.  I only begin to disagree when you hint that your
>> requirement must be imposed on everyone, whether they want it or not.  T=
hat
>> I cannot support, and I expect that you did not mean it that way anyway.
>> After all, some of my requirements are probably not of interest to you
>> either, and you would not wish me to impose them on you.  It cuts both w=
ays.
>>
>> So, how can we enable you to offer a service with many 9's of simulation
>> consistency, without imposing that requirement on those who prefer a
>> different trade-off?  You hinted at the solution yourself, so I'll merel=
y
>> elaborate on it.  You wrote:
>>
>>
>>
>> I would like to argue that the region *should* get the capability to fet=
ch
>>> all details. [...]  Note that this does not mean that the region *has* =
to
>>> proxy the asset, just that in case the asset service refuses to serve a
>>> client it does not like, the region can insist on delivery  based on th=
e
>>> capability it originally got.
>>>
>>
>>
>>
>> Perfect.  All you need then is an optional query in the protocol that
>> allows a region to ask each asset service referenced by assets carried b=
y
>> newly arriving avatars the following question:
>>
>> QUERY: "*Do I have your permission to fetch from your asset service the
>> assets normally reserved for client fetches, and to distribute these ass=
ets
>> to clients directly in the (unexpected) event that I want to?*"
>>
>>
>> That easily maps to an optional capability request of course.  If the
>> asset service answers "No" to you, then you can deny the incoming avatar
>> entry to your region, returning a status that indicates
>>
>> RESPONSE: "*Asset service X referenced by asset Y does not meet the
>> re-distribution requirement requested for entry to region Z*".
>>
>>
>> Your requirement is then satisfied (I believe) without imposing that
>> requirement on a region operator who does not need it because they desir=
e a
>> different trade-off.  Those who don't have your requirement simply won't
>> request the capability.
>>
>> For example, it would be pointless to even ask an asset service founded
>> entirely around Creative Commons assets that question, since all CC cont=
ent
>> is perpetually and non-revocably redistributable by anyone and to anyone=
.
>> By not issuing the query we can save ourselves the round-trip time and a=
llow
>> faster entry to the region.
>>
>> Would something like that get the nod from you?
>>
>>
>> PS. You need to note that when an asset service answers "Yes" to your
>> query, this does not mean that it will necessarily honor its promise whe=
n
>> you actually attempt to fetch items.  David's very important point about
>> independent parties not having control over each other applies here.  Yo=
u
>> can at most hope that it will behave well, and perhaps test the promise =
by
>> fetching something.  However, if you truly want as many 9's of consisten=
cy
>> as is obtainable then you will have to fetch all the assets yourself pri=
or
>> to allowing entry to the avatar, and that would be a dreadful overhead.
>> Most people will probably settle for "*best effort*" approaches, which
>> are quite likely to succeed.
>>
>>
>> Morgaine.
>>
>>
>>
>>
>>
>> =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D
>>
>>
>> On Sat, Apr 2, 2011 at 11:26 AM, Vaughn Deluca <vaughn.deluca@gmail.com>=
wrote:
>>
>>> Morgaine, Meadhbh,
>>>
>>> Thanks for the answers, but i see that i have not been clear enough.
>>> I think the protocol should demand certain things to prevent the
>>>  deterioration of the simulation to an unacceptable level. We need to b=
e
>>> more precise to prevent problems and i think we can.
>>>
>>> I was arguing from the perspecive of a region service without making th=
at
>>> explicit. Note i was *not* advocating the region proxies everything, ju=
st
>>> that it lives up to its promises about object presence. Also note that =
i do
>>>  *not* always have the option to pick another high quality asset servic=
e,
>>> since I normally do not own the assets. I will use Prokofy as an exampl=
e
>>> just for the fun of it.  He is highly worried about content theft, so (=
in
>>> the unlikely case he wants to start selling stuff outside of SL) he mig=
ht
>>> use this deployment pattern.  Assume he sells wonderful sexy dresses to=
 two
>>> customers, that can only be fetched from his own asset service for
>>> rendering. Both customers go off to "Vaughns highly immersive world" we=
re a
>>> party is given.  My region receives some physics properties of the dres=
ses
>>> for simulation and an address of Proks asset service for high-res detai=
ls
>>> and textures. In this case the region does not even get the capability =
to
>>> fetch the assets, just a link to the asset service and its up to viewer=
 to
>>> request the details and show credentials to get them. The two girls mee=
t,
>>> both their viewers request the details of the other dress, and Proks as=
set
>>> service grants those requests. They girls admire their dresses and
>>> compliment each other with their good taste. Now when i arrive and my v=
iewer
>>> request the dress details, Prok's asset service recognises me as the
>>> copyleftists that i am. It refuses to serve the asset details -and depe=
nding
>>> on my viewers behaviour i might get to view two girls in sexy underwear=
 -or
>>> wearing even less- instead of party dresses. From a consistency point o=
f
>>> view this is a highly undesirable situation, it breaks immersion, and
>>> depending on the circumstances might also be embarrassing to the people
>>> involved.
>>>
>>> The key question is if we want to allow this situation to arise within
>>> VWRAP compliant worlds.
>>> I would like to argue that the region *should* get the capability to
>>> fetch all details. In other words, Prokofy would have to give up some
>>> control over the asset in case he allows it to be used by my region. No=
te
>>> that this does not mean that the region *has* to proxy the asset, just =
that
>>> in case the asset service refuses to serve a client it does not like, t=
he
>>> region can insist on delivery  based on the capability it originally go=
t. If
>>> that fails Proks asset service can not be called VWRAP compliant.
>>>
>>> If Prokofy does not want to relinquish  that level of control, fine, it
>>> is his right not to, but in that case the dresses should not be allowed=
 to
>>> get into my region in the first place.  If people visit my region and f=
ind
>>> themselves naked in the eyes of some others *I* will get the blame.  As
>>> Morgaine says, the technical details of my innocence will not convince =
the
>>> general public. So I want methods to prevent breaking my highly emergen=
t
>>> world as much as possible.
>>> My proposal would be that the whatever the region gets MUST be guarante=
ed
>>> by protocol to be delivered to  anybody within the region requesting it=
. If
>>> the asset service does not want to serve a cryptocomunist copyleftist, =
fine,
>>> but IF it has given the region a capability, it MUST serve the full ass=
et to
>>> be VWRAP compliant. Its *my* choice as a region deployer to download th=
e
>>> full asset to be able to guarantee region consistency if I want to. I w=
ill
>>> try to avoid that as much as possible, but if my customers complain, i =
will
>>> be forces to start doing this for certain asset services that i know sh=
ow
>>> discriminatory behaviour against for instance copyleftist.
>>>
>>> Finally Morgaine, you keep hammering on the fact that proxying by the
>>> region does not scale. (I tend to disagree, but that is beside the poin=
t
>>> here). I do agree the asset should not be needlessly transfered, but i
>>> strongly feel we must insist in the protocol on transferring the *right=
s* to
>>> view the asset. If that leads to to the region not getting the asset at=
 all,
>>> so be it, it can warn visitors that their assets will not be visible an=
d
>>> even offer to serve simple replacements (1). This in turn will encourag=
e the
>>> end users to avoid this type of asset service, and Prokofy will go out =
of
>>> business, as should be the case given the behaviour of the service. And=
 if
>>> he pulls it off, thats fine with me also, as long as i do not have to s=
uffer
>>> from it due to lack of rigour in the protocol specs.
>>>
>>> So, in summary, I very well see that there is no way to enforce
>>> consistent serving behaviour but it should at least be clear that it is
>>> non-standard and not conform the protocol. The way I am understanding y=
ou
>>> now, your argument seems to be just one step to far in the direction of
>>> anarchy.
>>> Or am i misreading you?
>>>
>>> --Vaughn
>>>
>>>
>>> (1) I just realise that the region might cheat and advertise its own
>>> asset brands claiming the competitions assets  could not be rendered...=
 Oh
>>> well, one might hope that if there is enough choice in worlds such regi=
ons
>>> will be forced  out of business as well.
>>>
>>> On Sat, Apr 2, 2011 at 7:31 AM, Morgaine <morgaine.dinova@googlemail.co=
m
>>> > wrote:
>>>
>>>> Further to my last post, it's worth noting that if you find that you
>>>> suffer poor quality behavior from a particular asset service and it is
>>>> breaking the consistency of your simulation, with hash-based item addr=
essing
>>>> you can also automatically use an alternative asset service *in
>>>> preference* to the one specified in a given URI.
>>>>
>>>> Your client could be configured to attempt the item fetch at a known
>>>> good quality asset service *first* (perhaps one that you paid to use
>>>> because of its better service), automatically, and maybe even dynamica=
lly
>>>> depending on the type of item.
>>>>
>>>> The scheme has a long list of benefits, and overcoming (to some extent=
)
>>>> poor quality asset services is just one of them.
>>>>
>>>>
>>>> Morgaine.
>>>>
>>>>
>>>>
>>>>
>>>>
>>>> =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D
>>>>
>>>>
>>>> On Sat, Apr 2, 2011 at 4:55 AM, Morgaine <
>>>> morgaine.dinova@googlemail.com> wrote:
>>>>
>>>>> Every design choice results in a trade-off, Vaughn, improving one thi=
ng
>>>>> at the expense of something else.  If every time we offered a service=
 we had
>>>>> to inform its users about the downsides of all the trade-offs we have=
 made,
>>>>> they would have an awful lot to read. ;-)
>>>>>
>>>>> The specific trade-off that you are discussing is no different.  A
>>>>> region that proxies all content has the "benefit" of acquiring contro=
l from
>>>>> the asset servers over the items in the region, so that it can ensure=
 that
>>>>> everyone in the region not only obtains the items but obtains the *
>>>>> same* items as everyone else.  That does indeed provide a greater
>>>>> guarantee of consistency than a deployment in which the region only p=
asses
>>>>> asset URIs to clients who then fetch the items from asset services
>>>>> separately.  As always though, it's a trade-off, since the proxied de=
sign
>>>>> has very poor scalability compared to the distributed one.
>>>>>
>>>>> If we're going to warn users of the potential for inconsistency in th=
e
>>>>> distributed deployment as you suggest, are we also going to warn them=
 of
>>>>> non-scalability in the proxied one?  I really don't see much merit in=
 the
>>>>> idea of warning about design choices.  Many such choices are technica=
l, and
>>>>> the issues are quite likely to be of little interest to non-technical=
 users
>>>>> anyway.  In any case, the better services are likely to provide such
>>>>> information in their online documentation, I would guess.
>>>>>
>>>>> You mentioned users "voting with their feet" or choosing to accept th=
e
>>>>> risk of inconsistency.  Well that will happen anyway, when services f=
ail and
>>>>> users get annoyed.  If some asset services refuse to send the request=
ed
>>>>> items to some users, those services will get a bad reputation and peo=
ple
>>>>> will choose different asset services instead.  Likewise, if a world s=
ervice
>>>>> proxies everything and so it can't handle a large number of assets or=
 of
>>>>> people, users will get annoyed at the lag and will go elsewhere.  Thi=
s user
>>>>> evaluation and "voting with their feet" happens already with online s=
ervices
>>>>> all over the Internet, and I am sure that this human process will con=
tinue
>>>>> to work when the services are asset and region services.
>>>>>
>>>>> Back in September 2010, I wrote this post which proposes that we use =
in
>>>>> VWRAP a form of asset addressing that provides massive scalability at=
 the
>>>>> same time as a very high degree of resilience --
>>>>> http://www.ietf.org/mail-archive/web/vwrap/current/msg00463.html .  I=
t
>>>>> is based on the concept of the URI containing a host part and a hash =
part,
>>>>> where the hash is generated (once, at the time of storage to the asse=
t
>>>>> service) using a specified digest algorithm over the content of the a=
sset
>>>>> being referenced.  You may wish to note that if this design were used=
, the
>>>>> failure of an asset service to deliver a requested item would result =
in a
>>>>> failover request for the item to one or more backup services, using t=
he same
>>>>> hash part but with a different host address.
>>>>>
>>>>> This can go some way towards overcoming the problem that you think
>>>>> might occur when assets are fetched by clients from asset services
>>>>> directly.  Although it won't help when the missing item is available =
from
>>>>> only a single asset service, it will help in many other cases, and it=
 will
>>>>> compensate for service failures and network outages automatically at =
the
>>>>> same time.
>>>>>
>>>>> PS. This design for hash-based asset addressing is already being test=
ed
>>>>> by Mojito Sorbet in her experimental world and client.  It would give
>>>>> VWRAP-based worlds an improved level of service availability, so I th=
ink it
>>>>> should be a core feature of our protocol.
>>>>>
>>>>>
>>>>> Morgaine.
>>>>>
>>>>>
>>>>>
>>>>>
>>>>> =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D
>>>>>
>>>>>
>>>>> On Fri, Apr 1, 2011 at 11:17 PM, Vaughn Deluca <
>>>>> vaughn.deluca@gmail.com> wrote:
>>>>>
>>>>>> This is a question i discussed with Morgaine off-list a while ago (I
>>>>>> intended to send it to the list but pushed the wrong button...) I
>>>>>> think we need to address this problem, and decide how to deal with i=
t.
>>>>>>
>>>>>>  In Davids deployment draft, section 7.3.1.1 an overview is given va=
n
>>>>>> ways to deliver content to the region. One way is only passing a
>>>>>> capability that allows access to (part of) the resource:
>>>>>>
>>>>>>           7.3.1.1.  Content delivery models
>>>>>>           A range of possible represenations can be passed to a regi=
on
>>>>>> for
>>>>>>           simulation. [...] The other end of the delivery spectrum
>>>>>> involves passing
>>>>>>           only a URI or capability used to access the rendering
>>>>>> information and a
>>>>>>           collision mesh,and related data for physical simulation.
>>>>>>           In such a model, the client is responsible for fetching th=
e
>>>>>> additional
>>>>>>           information needed to render the item's visual presence fr=
om
>>>>>> a separate
>>>>>>           service.  This fetch can be done *under the credentials of
>>>>>> the end user*
>>>>>>           viewing the material [my emphasis--VD] , and divorces the
>>>>>> simulation from
>>>>>>           the trust chain needed to manage content.  Any automation
>>>>>> is done on a
>>>>>>           separate host which the content creator or owner trusts,
>>>>>> interacting with the
>>>>>>           object through remoted interfaces.
>>>>>>
>>>>>>  I can see the need for such a setup, however, i feel we are
>>>>>> unpleasantly close to a situation were the coherence of the simulati=
on
>>>>>> falls apart.
>>>>>> In this deployment pattern the region advertises the presence of the
>>>>>> asset, and *some* clients will be able to get it as expected, while
>>>>>> -based on the arbitrary whims of the asset service- others might not=
.
>>>>>>
>>>>>> My hope would be that after the asset server provides the region wit=
h
>>>>>> the capability to get the asset, it gives up control. That would mea=
n
>>>>>> that if the client finds the inventory server is unwilling to serve
>>>>>> the content - in spire of the region saying it is present-, the clie=
nt
>>>>>> should be able to turn around ask the *region* for the asset, (and g=
et
>>>>>> is after all).
>>>>>>
>>>>>>  If that is not the case, -and there are probably good reasons for t=
he
>>>>>> deployment pattern as described-  shouldn't we *warn* clients that t=
he
>>>>>> region might be inconsistent, so the users behind the client can vot=
e
>>>>>> with their feet, (or take the risk)?
>>>>>>
>>>>>> --Vaughn
>>>>>> _______________________________________________
>>>>>> vwrap mailing list
>>>>>> vwrap@ietf.org
>>>>>> https://www.ietf.org/mailman/listinfo/vwrap
>>>>>>
>>>>>
>>>>>
>>>>
>>>
>>
>

--000e0ce0b7264de735049ff7069f
Content-Type: text/html; charset=windows-1252
Content-Transfer-Encoding: quoted-printable

I wrote:<div><span class=3D"Apple-style-span" style=3D"border-collapse: col=
lapse; ">&gt;The region can now tells the agent service which of the assets=
 agent service requested transfer the avatar can bring.</span></div><div><s=
pan class=3D"Apple-style-span" style=3D"border-collapse: collapse;"><br>
</span></div><div><span class=3D"Apple-style-span" style=3D"border-collapse=
: collapse;">I meant to say:</span></div><div><span class=3D"Apple-style-sp=
an" style=3D"border-collapse: collapse;"><br></span></div><div><span class=
=3D"Apple-style-span" style=3D"border-collapse: collapse;">The region can n=
ow tell the agent service which of the assets the agent service requested t=
ransfer for, can actually be transfered.</span></div>
<div><br></div><div>(its late here...)</div><div><br><div class=3D"gmail_qu=
ote">On Sun, Apr 3, 2011 at 12:02 AM, Vaughn Deluca <span dir=3D"ltr">&lt;<=
a href=3D"mailto:vaughn.deluca@gmail.com">vaughn.deluca@gmail.com</a>&gt;</=
span> wrote:<br>
<blockquote class=3D"gmail_quote" style=3D"margin:0 0 0 .8ex;border-left:1p=
x #ccc solid;padding-left:1ex;"><div>Morgain, all,</div><div><br></div><div=
>Ahha!, i was halfway my reply explaining that i was *not* asking for the i=
mpossible, and did *not* want to impose my rules on others, but that i just=
 wanted to be able to know that stuff that i get into my region will be vis=
ible to everybody present, and now i see that you got that. Good!</div>

<div>We are on the same page again :)</div><div><br></div><div>The way the =
draft relating tot the tourist model is now written i can *never* be sure m=
y visitors all get the same data, because i just juggle the crude physics r=
epresentation, and the viewers negotiate about anything else with the asset=
 service, fully out of my control.=A0</div>

<div><br></div><div>You formulated a solution (requesting the transfer righ=
ts explicitly). =A0</div><div>I was originally thinking of a solution where=
 the protocol specifies that the capability to get the crude physics repres=
entation of the asset in my region would be *automatically* give me the rig=
ht to download the full asset (if I asked for that). =A0After reading your =
replies i now see that requesting the transfer rights, just like like the v=
iewers will do, is a better solution. The same protocol messages could even=
 be used, The region present its credentials and either gets the capability=
 or not. =A0The region can now tells the agent service which of the assets =
agent service requested transfer the avatar can bring. Its up to the viewer=
 to deal with that information, it might simply ignore it. In the latter ca=
se the avatar will be simulated by the region without the offending asset. =
The asset service will subsequently get requests from all viewers connected=
 to the region for the assets in the region. Some of those might not pass t=
rust checks of the asset service. Bad luck for the asset service, it has gi=
ven a capability to the region and the region will use that to get the asse=
t. If the asset service has second thoughts to often - causing download cos=
ts and lag, it will eventually end up on the black list of the region servi=
ce, and next time around the region =A0might tell the agent service it can&=
#39;t allow asset Y from servivce X becasue it does not trust assert servic=
e X. =A0</div>

<div>It all sounds logical and transparent to me.</div><div class=3D"im"><d=
iv><br></div><div>It also fits what meadhbh said:</div><div>&gt;my recommen=
dation has always been... &quot;define mechanism, not policy.&quot;</div>
</div><div>As far as i can see that is what we do here.</div>
<div><br></div><div>Now, this brings me to a point of order. In september K=
evin Tweedy made this observation:</div><div><br></div><div>&quot;&lt;kevin=
.tweedy at <a href=3D"http://xrgrid.com" target=3D"_blank">xrgrid.com</a>&g=
t;</div>
<div>Date: Wed, 22 Sep 2010 13:40:15 -0400</div>
<div>May I suggest we stop arbitrarily trying to define things in emails an=
d come up with some kind of process into how to define what the first draft=
 specification should include? =A0Doesn=92t W3C have a process on how this =
works? =A0I think this is the fundamental problem of this group; we are mix=
ing vision, requirements, and design in the same email. =A0We are making de=
sign decisions when we haven=92t even defined the requirements.&quot;</div>

<div><br></div><div>I fully agree. We used to brainstorm in the group and a=
ssumed the editors of the drafts would incorporate the generated ideas in n=
ew versions of the draft. =A0At times that worked really well, at other tim=
es it did work not so well. But currently we have no editors, so we need to=
 do something new....</div>

<div><br></div><div>My question to the group is how do we consolidate this =
bit of discussion?=A0</div><div><br></div><div>In general it seems to me we=
 have managed to generate new enthusiasm in the group, and we are on -or cl=
ose to- the =A0point were we have enough critical mass to continue. In my v=
iew we would really benefit from a true editor, and it seems nobody is will=
ing to take that responsibility yet. Can we really do it collectively on th=
e wiki? It would be a break with the way i think ietf groups normally work,=
 but i might be =A0kind off fitting for this highly diverse group =A0:)</di=
v>

<div><br></div><div>So will it work? What alternatives do we have? =A0comme=
nts please.</div><div><br></div><font color=3D"#888888"><div>--Vaughn</div>=
</font><div><div></div><div class=3D"h5"><br><div class=3D"gmail_quote">On =
Sat, Apr 2, 2011 at 5:09 PM, Morgaine <span dir=3D"ltr">&lt;<a href=3D"mail=
to:morgaine.dinova@googlemail.com" target=3D"_blank">morgaine.dinova@google=
mail.com</a>&gt;</span> wrote:<br>

<blockquote class=3D"gmail_quote" style=3D"margin:0 0 0 .8ex;border-left:1p=
x #ccc solid;padding-left:1ex">Vaughn, I left your final (and very importan=
t) point for the end of my response, and then I fired off my email without =
addressing it ...=A0 Sorry. :P<div>

<br><br>On Sat, Apr 2, 2011 at 11:26 AM, Vaughn Deluca <span dir=3D"ltr">&l=
t;<a href=3D"mailto:vaughn.deluca@gmail.com" target=3D"_blank">vaughn.deluc=
a@gmail.com</a>&gt;</span> wrote:<br>
<blockquote class=3D"gmail_quote" style=3D"margin:0pt 0pt 0pt 0.8ex;border-=
left:1px solid rgb(204, 204, 204);padding-left:1ex"><div>=A0So I want metho=
ds=20
to prevent breaking my highly emergent world as much as possible. <br></div=
></blockquote><br><br></div>Yes indeed!!!<br><br>You have a perfectly reaso=
nable requirement for the service that you want to operate, and you need so=
me means of meeting it.=A0 I agree with that wholeheartedly.=A0 I only begi=
n to disagree when you hint that your requirement must be imposed on everyo=
ne, whether they want it or not.=A0 That I cannot support, and I expect tha=
t you did not mean it that way anyway.=A0 After all, some of my requirement=
s are probably not of interest to you either, and you would not wish me to =
impose them on you.=A0 It cuts both ways.<br>


<br>So, how can we enable you to offer a service with many 9&#39;s of simul=
ation consistency, without imposing that requirement on those who prefer a =
different trade-off?=A0 You hinted at the solution yourself, so I&#39;ll me=
rely elaborate on it.=A0 You wrote:<br>


<br><br><br><blockquote class=3D"gmail_quote" style=3D"margin:0pt 0pt 0pt 0=
.8ex;border-left:1px solid rgb(204, 204, 204);padding-left:1ex"><div>I
 would like to argue that the region *should* get the capability to=20
fetch all details. [...]=A0=20
Note that this does not mean that the region *has* to proxy the asset,=20
just that in case the asset service refuses to serve a client it does=20
not like, the region can insist on delivery =A0based on the capability it=
=20
originally got.</div></blockquote><br><br><br>Perfect.=A0 All you need then=
 is an optional query in the protocol that allows a region to ask each asse=
t service referenced by assets carried by newly arriving avatars the follow=
ing question:<br>


<br><div style=3D"margin-left:40px">QUERY: &quot;<i>Do I have your permissi=
on to fetch from your asset service the assets normally reserved for client=
 fetches, and to distribute these assets to clients directly in the (unexpe=
cted) event that I want to?</i>&quot;<br>


</div><br><br>That easily maps to an optional capability request of course.=
=A0 If the asset service answers &quot;No&quot; to you, then you can deny t=
he incoming avatar entry to your region, returning a status that indicates<=
br>


<br><div style=3D"margin-left:40px">RESPONSE: &quot;<b>Asset service X refe=
renced by asset Y does not meet the re-distribution requirement requested f=
or entry to region Z</b>&quot;.<br></div><br><br>Your requirement is then s=
atisfied (I believe) without imposing that requirement on a region operator=
 who does not need it because they desire a different trade-off.=A0 Those w=
ho don&#39;t have your requirement simply won&#39;t request the capability.=
<br>


<br>For example, it would be pointless to even ask an asset service founded=
 entirely around Creative Commons assets that question, since all CC conten=
t is perpetually and non-revocably redistributable by anyone and to anyone.=
=A0 By not issuing the query we can save ourselves the round-trip time and =
allow faster entry to the region.<br>


<br>Would something like that get the nod from you?<br><br><br>PS. You need=
 to note that when an asset service answers &quot;Yes&quot; to your query, =
this does not mean that it will necessarily honor its promise when you actu=
ally attempt to fetch items.=A0 David&#39;s very important point about inde=
pendent parties not having control over each other applies here.=A0 You can=
 at most hope that it will behave well, and perhaps test the promise by fet=
ching something.=A0 However, if you truly want as many 9&#39;s of consisten=
cy as is obtainable then you will have to fetch all the assets yourself pri=
or to allowing entry to the avatar, and that would be a dreadful overhead.=
=A0 Most people will probably settle for &quot;<b>best effort</b>&quot; app=
roaches, which are quite likely to succeed.<br>

<font color=3D"#888888">
<br><br>Morgaine.<br><br><br><br><br><br>=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D</font><div><div></div><div><br><br><div clas=
s=3D"gmail_quote">On Sat, Apr 2, 2011 at 11:26 AM, Vaughn Deluca <span dir=
=3D"ltr">&lt;<a href=3D"mailto:vaughn.deluca@gmail.com" target=3D"_blank">v=
aughn.deluca@gmail.com</a>&gt;</span> wrote:<br>


<blockquote class=3D"gmail_quote" style=3D"margin:0pt 0pt 0pt 0.8ex;border-=
left:1px solid rgb(204, 204, 204);padding-left:1ex"><div>Morgaine, Meadhbh,=
</div><div><br></div><div>Thanks for the answers, but i see that i have not=
 been clear enough.</div>


<div>I think the protocol should demand certain things to prevent the =A0de=
terioration of the simulation to an unacceptable level. We need to be more =
precise to prevent problems and i think we can.</div>
<div><br></div><div>I was arguing from the perspecive of a region service w=
ithout making that explicit. Note i was *not* advocating the region proxies=
 everything, just that it lives up to its promises about object presence. A=
lso note that i do =A0*not* always have the option to pick another high qua=
lity asset service, since I normally do not own the assets. I will use Prok=
ofy as an example just for the fun of it. =A0He is highly worried about con=
tent theft, so (in the unlikely case he wants to start selling stuff outsid=
e of SL) he might use this deployment pattern. =A0Assume he sells wonderful=
 sexy dresses to two customers, that can only be fetched from his own asset=
 service for rendering. Both customers go off to &quot;Vaughns highly immer=
sive world&quot; were a party is given. =A0My region receives some physics =
properties of the dresses for simulation and an address of Proks asset serv=
ice for high-res details and textures. In this case the region does not eve=
n get the capability to fetch the assets, just a link to the asset service =
and its up to viewer to request the details and show credentials to get the=
m. The two girls meet, both their viewers request the details of the other =
dress, and Proks asset service grants those requests. They girls admire the=
ir dresses and compliment each other with their good taste. Now when i arri=
ve and my viewer request the dress details, Prok&#39;s asset service recogn=
ises me as the copyleftists that i am. It refuses to serve the asset detail=
s -and depending on my viewers behaviour i might get to view two girls in s=
exy underwear -or wearing even less- instead of party dresses. From a consi=
stency point of view this is a highly undesirable situation, it breaks imme=
rsion, and depending on the circumstances might also be embarrassing to the=
 people involved.=A0</div>



<div><br></div><div>The key question is if we want to allow this situation =
to arise within VWRAP compliant worlds.</div><div>I would like to argue tha=
t the region *should* get the capability to fetch all details. In other wor=
ds, Prokofy would have to give up some control over the asset in case he al=
lows it to be used by my region. Note that this does not mean that the regi=
on *has* to proxy the asset, just that in case the asset service refuses to=
 serve a client it does not like, the region can insist on delivery =A0base=
d on the capability it originally got. If that fails Proks asset service ca=
n not be called VWRAP compliant. =A0</div>



<div><br></div><div>If Prokofy does not want to relinquish =A0that level of=
 control, fine, it is his right not to, but in that case the dresses should=
 not be allowed to get into my region in the first place. =A0If people visi=
t my region and find themselves naked in the eyes of some others *I* will g=
et the blame. =A0As Morgaine says, the technical details of my innocence wi=
ll not convince the general public. So I want methods to prevent breaking m=
y highly emergent world as much as possible.=A0</div>



<div>My proposal would be that the whatever the region gets MUST be guarant=
eed by protocol to be delivered to =A0anybody within the region requesting =
it. If the asset service does not want to serve a cryptocomunist copyleftis=
t, fine, but IF it has given the region a capability, it MUST serve the ful=
l asset to be VWRAP compliant. Its *my* choice as a region deployer to down=
load the full asset to be able to guarantee region consistency if I want to=
. I will try to avoid that as much as possible, but if my customers complai=
n, i will be forces to start doing this for certain asset services that i k=
now show discriminatory behaviour against for instance copyleftist.=A0</div=
>



<div><br></div><div>Finally Morgaine, you keep hammering on the fact that p=
roxying by the region does not scale. (I tend to disagree, but that is besi=
de the point here). I do agree the asset should not be needlessly transfere=
d, but i strongly feel we must insist in the protocol on transferring the *=
rights* to view the asset. If that leads to to the region not getting the a=
sset at all, so be it, it can warn visitors that their assets will not be v=
isible and even offer to serve simple replacements (1). This in turn will e=
ncourage the end users to avoid this type of asset service, and Prokofy wil=
l go out of business, as should be the case given the behaviour of the serv=
ice. And if he pulls it off, thats fine with me also, as long as i do not h=
ave to suffer from it due to lack of rigour in the protocol specs. =A0</div=
>



<div><br></div><div>So, in summary, I very well see that there is no way to=
 enforce consistent serving behaviour but it should at least be clear that =
it is non-standard and not conform the protocol. The way I am understanding=
 you now, your argument seems to be just one step to far in the direction o=
f anarchy.</div>



<div>Or am i misreading you?</div><div><br></div><div>--Vaughn</div><div><b=
r></div><div><br></div><div>(1) I just realise that the region might cheat =
and advertise its own asset brands claiming the competitions assets =A0coul=
d not be rendered... Oh well, one might hope that if there is enough choice=
 in worlds such regions will be forced =A0out of business as well.=A0</div>


<div><div></div><div>
<br><div class=3D"gmail_quote">On Sat, Apr 2, 2011 at 7:31 AM, Morgaine <sp=
an dir=3D"ltr">&lt;<a href=3D"mailto:morgaine.dinova@googlemail.com" target=
=3D"_blank">morgaine.dinova@googlemail.com</a>&gt;</span> wrote:<br><blockq=
uote class=3D"gmail_quote" style=3D"margin:0pt 0pt 0pt 0.8ex;border-left:1p=
x solid rgb(204, 204, 204);padding-left:1ex">



Further to my last post, it&#39;s worth noting that if you find that you su=
ffer poor quality behavior from a particular asset service and it is breaki=
ng the consistency of your simulation, with hash-based item addressing you =
can also automatically use an alternative asset service <i><b>in preference=
</b></i> to the one specified in a given URI.<br>




<br>Your client could be configured to attempt the item fetch at a known go=
od quality asset service <b>first</b> (perhaps one that you paid to use bec=
ause of its better service), automatically, and maybe even dynamically depe=
nding on the type of item.<br>




<br>The scheme has a long list of benefits, and overcoming (to some extent)=
 poor quality asset services is just one of them.<br><font color=3D"#888888=
"><br><br>Morgaine.<br><br><br><br><br><br>=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D</font><div>



<div></div><div><br><br><div class=3D"gmail_quote">
On Sat, Apr 2, 2011 at 4:55 AM, Morgaine <span dir=3D"ltr">&lt;<a href=3D"m=
ailto:morgaine.dinova@googlemail.com" target=3D"_blank">morgaine.dinova@goo=
glemail.com</a>&gt;</span> wrote:<br><blockquote class=3D"gmail_quote" styl=
e=3D"margin:0pt 0pt 0pt 0.8ex;border-left:1px solid rgb(204, 204, 204);padd=
ing-left:1ex">




Every design choice results in a trade-off, Vaughn, improving one thing at =
the expense of something else.=A0 If every time we offered a service we had=
 to inform its users about the downsides of all the trade-offs we have made=
, they would have an awful lot to read. ;-)<br>





<br>The specific trade-off that you are discussing is no different.=A0 A re=
gion that proxies all content has the &quot;benefit&quot; of acquiring cont=
rol from the asset servers over the items in the region, so that it can ens=
ure that everyone in the region not only obtains the items but obtains the =
<i>same</i> items as everyone else.=A0 That does indeed provide a greater g=
uarantee of consistency than a deployment in which the region only passes a=
sset URIs to clients who then fetch the items from asset services separatel=
y.=A0 As always though, it&#39;s a trade-off, since the proxied design has =
very poor scalability compared to the distributed one.<br>





<br>If we&#39;re going to warn users of the potential for inconsistency in =
the distributed deployment as you suggest, are we also going to warn them o=
f non-scalability in the proxied one?=A0 I really don&#39;t see much merit =
in the idea of warning about design choices.=A0 Many such choices are techn=
ical, and the issues are quite likely to be of little interest to non-techn=
ical users anyway.=A0 In any case, the better services are likely to provid=
e such information in their online documentation, I would guess.<br>





<br>You mentioned users &quot;voting with their feet&quot; or choosing to a=
ccept the risk of inconsistency.=A0 Well that will happen anyway, when serv=
ices fail and users get annoyed.=A0 If some asset services refuse to send t=
he requested items to some users, those services will get a bad reputation =
and people will choose different asset services instead.=A0 Likewise, if a =
world service proxies everything and so it can&#39;t handle a large number =
of assets or of people, users will get annoyed at the lag and will go elsew=
here.=A0 This user evaluation and &quot;voting with their feet&quot; happen=
s already with online services all over the Internet, and I am sure that th=
is human process will continue to work when the services are asset and regi=
on services.<br>





<br>Back in September 2010, I wrote this post which proposes that we use in=
 VWRAP a form of asset addressing that provides massive scalability at the =
same time as a very high degree of resilience -- <a href=3D"http://www.ietf=
.org/mail-archive/web/vwrap/current/msg00463.html" target=3D"_blank">http:/=
/www.ietf.org/mail-archive/web/vwrap/current/msg00463.html</a> .=A0 It is b=
ased on the concept of the URI containing a host part and a hash part, wher=
e the hash is generated (once, at the time of storage to the asset service)=
 using a specified digest algorithm over the content of the asset being ref=
erenced.=A0 You may wish to note that if this design were used, the failure=
 of an asset service to deliver a requested item would result in a failover=
 request for the item to one or more backup services, using the same hash p=
art but with a different host address.<br>





<br>This can go some way towards overcoming the problem that you think migh=
t occur when assets are fetched by clients from asset services directly.=A0=
 Although it won&#39;t help when the missing item is available from only a =
single asset service, it will help in many other cases, and it will compens=
ate for service failures and network outages automatically at the same time=
.<br>





<br>PS. This design for hash-based asset addressing is already being tested=
 by Mojito Sorbet in her experimental world and client.=A0 It would give VW=
RAP-based worlds an improved level of service availability, so I think it s=
hould be a core feature of our protocol.<br>




<font color=3D"#888888">
<br><br>Morgaine.<br><br><br><br><br>=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D</font><div><div></div><div><b=
r><br><div class=3D"gmail_quote">On Fri, Apr 1, 2011 at 11:17 PM, Vaughn De=
luca <span dir=3D"ltr">&lt;<a href=3D"mailto:vaughn.deluca@gmail.com" targe=
t=3D"_blank">vaughn.deluca@gmail.com</a>&gt;</span> wrote:<br>





<blockquote class=3D"gmail_quote" style=3D"margin:0pt 0pt 0pt 0.8ex;border-=
left:1px solid rgb(204, 204, 204);padding-left:1ex">This is a question i di=
scussed with Morgaine off-list a while ago (I<br>
intended to send it to the list but pushed the wrong button...) I<br>
think we need to address this problem, and decide how to deal with it.<br>
<br>
=A0In Davids deployment draft, section 7.3.1.1 an overview is given van<br>
ways to deliver content to the region. One way is only passing a<br>
capability that allows access to (part of) the resource:<br>
<br>
 =A0 =A0 =A0 =A0 =A0 7.3.1.1. =A0Content delivery models<br>
 =A0 =A0 =A0 =A0 =A0 A range of possible represenations can be passed to a =
region for<br>
 =A0 =A0 =A0 =A0 =A0 simulation. [...] The other end of the delivery spectr=
um involves passing<br>
 =A0 =A0 =A0 =A0 =A0 only a URI or capability used to access the rendering<=
br>
information and a<br>
 =A0 =A0 =A0 =A0 =A0 collision mesh,and related data for physical simulatio=
n.<br>
 =A0 =A0 =A0 =A0 =A0 In such a model, the client is responsible for fetchin=
g the additional<br>
 =A0 =A0 =A0 =A0 =A0 information needed to render the item&#39;s visual pre=
sence from a separate<br>
 =A0 =A0 =A0 =A0 =A0 service. =A0This fetch can be done *under the credenti=
als of the end user*<br>
 =A0 =A0 =A0 =A0 =A0 viewing the material [my emphasis--VD] , and divorces =
the<br>
simulation from<br>
 =A0 =A0 =A0 =A0 =A0 the trust chain needed to manage content. =A0Any autom=
ation<br>
is done on a<br>
 =A0 =A0 =A0 =A0 =A0 separate host which the content creator or owner trust=
s,<br>
interacting with the<br>
 =A0 =A0 =A0 =A0 =A0 object through remoted interfaces.<br>
<br>
=A0I can see the need for such a setup, however, i feel we are<br>
unpleasantly close to a situation were the coherence of the simulation<br>
falls apart.<br>
In this deployment pattern the region advertises the presence of the<br>
asset, and *some* clients will be able to get it as expected, while<br>
-based on the arbitrary whims of the asset service- others might not.<br>
<br>
My hope would be that after the asset server provides the region with<br>
the capability to get the asset, it gives up control. That would mean<br>
that if the client finds the inventory server is unwilling to serve<br>
the content - in spire of the region saying it is present-, the client<br>
should be able to turn around ask the *region* for the asset, (and get<br>
is after all).<br>
<br>
=A0If that is not the case, -and there are probably good reasons for the<br=
>
deployment pattern as described- =A0shouldn&#39;t we *warn* clients that th=
e<br>
region might be inconsistent, so the users behind the client can vote<br>
with their feet, (or take the risk)?<br>
<br>
--Vaughn<br>
_______________________________________________<br>
vwrap mailing list<br>
<a href=3D"mailto:vwrap@ietf.org" target=3D"_blank">vwrap@ietf.org</a><br>
<a href=3D"https://www.ietf.org/mailman/listinfo/vwrap" target=3D"_blank">h=
ttps://www.ietf.org/mailman/listinfo/vwrap</a><br>
</blockquote></div><br>
</div></div></blockquote></div><br>
</div></div></blockquote></div><br>
</div></div></blockquote></div><br>
</div></div></blockquote></div><br>
</div></div></blockquote></div><br></div>

--000e0ce0b7264de735049ff7069f--

From izzyalanis@gmail.com  Sat Apr  2 20:04:54 2011
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From: Israel Alanis <izzyalanis@gmail.com>
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Date: Sat, 2 Apr 2011 22:42:47 -0400
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To: Morgaine <morgaine.dinova@googlemail.com>
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> when designing for scalability, the model to bear in mind is ...

Well, there are a lot of different models to keep in mind, and many =
different use cases. One particular use case to keep in mind is: "User =
acquires new outfit, and wants to 'show it off' in a highly populated =
region".

> Both worlds and asset services may include commercial, community, and =
personal services

Yes, yes and yes. I'm particularly concerned about how the model affects =
the ability to host personal asset services.

> a proxying region, which would get slammed for every asset worn by =
every avatar present.

Granted the collection of services that are provided by the region need =
to be scaled to meet the demands of that region. That's all part of =
capacity planning.

> regions run many different CPU-intensive tasks, including physics =
simulation and server-side scripting, and absolutely cannot afford to =
serve assets too=20

Well... who said the same CPU's have to do proxying, physics simulation =
and server-side scripting? Asset proxying is a different service than =
physics simulation and can be on separate hardware, could make use of =
geographically distributed caching, and in certain deployment patterns, =
the same caching services could be shared by different regions. =
(Server-side scripting is a discussion for another day).

> This is why we have to go parallel...

Totally agree, and a proxying model could and should also take advantage =
of parallelism.

> I think you're wrong that it has to cost much money.=20
?vs?
> It costs money to host a high performance and scalable asset service =
and a high bandwidth network to handle the traffic.  A lot of money.=20

I think what you're saying is: "It costs a lot of money to build a =
scalable asset service, but if assets are spread throughout the internet =
they don't have to be scalable." But that's not quite right. You're =
opening up every asset server to the VW equivalent of being slashdotted, =
so are you sure you're not forcing *every* asset service to be scalable =
and handle a lot of bandwith and network traffic? It's the exact =
opposite of your intention, but I think that's the result, all the same.

This particular design decision has a big effect on the economics of the =
VW infrastructure. I'd rather the economics to work out such that a =
region provider who wishes to build a region that supports a small =
population, can do so economically. A region that wants to host a =
*large* population has to bear that cost of providing that scalable =
asset service.=20

I want the economics of hosting a small asset service to be a non-issue =
(as to best promote creation and creativity). Creating a high bar to =
provide asset services will mean that service will cost money and people =
shouldn't have to pay money just to create or own VW objects (I'm using =
'own' here to refer to maintaining their existence, I'm not trying to =
make a 'leftist'/'communist' statement about ownership ;)

- Izzy


On Apr 2, 2011, at 3:58 PM, Morgaine wrote:

> Izzy, when designing for scalability, the model to bear in mind is =
that of seasoned virtual world travelers whose inventories contain =
assets from many different worlds, those assets being served by many =
different asset services.  Both worlds and asset services may include =
commercial, community, and personal services, and as the metaverse =
grows, that set is highly likely to become progressively less clustered =
and more diverse.
>=20
> When those seasoned travelers click on an advertised VW link and =
perform an inter-world teleport to one particular world's region to =
share an experience, their "worn" assets (the only ones of interest to =
the region) will contain references to asset services spread widely =
across the Internet.  The fetches by the travelers' clients occur over =
many parallel paths from clients to asset services, so one can =
reasonably expect reduced network contention and reduced asset server =
loading because they are both spread out over however many asset =
services are being referenced by the overall set of assets in the =
region.
>=20
> This is very different to the case of a proxying region, which would =
get slammed for every asset worn by every avatar present.  In our =
current architecture, regions run many different CPU-intensive tasks, =
including physics simulation and server-side scripting, and absolutely =
cannot afford to serve assets too unless your scalability requirements =
are very low indeed, ie. just a few dozen avatars of today's kind.  =
We've hit the ceiling already on region scalability done that way.  =
There is nowhere to go in that direction at all beyond improving the =
code like Intel demonstrated, and that work is subject to a law of =
diminishing returns.
>=20
> This is why we have to go parallel, and I think you're wrong that it =
has to cost much money.  As we spread the load across more and more =
asset services, we are simply better utilizing all the hardware that's =
already out there on the Internet, at least in respect of community and =
private resources.  But add to the community and private resources the =
commercial asset services that are likely to appear to exploit this =
opportunity, and not only will the number of asset services leap, but =
the power of each one will rocket too, because, after all, these =
businesses will be heavily optimized for the job.
>=20
> As to why a world would want clients to access external asset services =
instead of providing its own implementation, that's an easy question.  =
It costs money to host a high performance and scalable asset service and =
a high bandwidth network to handle the traffic.  A lot of money.  In =
contrast, it costs a world nothing to let others serve the assets to =
clients.  And that matters to the bottom line.
>=20
>=20
> Morgaine.
>=20
>=20
>=20
>=20
> =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D
>=20
> On Sat, Apr 2, 2011 at 7:05 PM, Izzy Alanis <izzyalanis@gmail.com> =
wrote:
> > As always though, it's a trade-off, since the proxied design has =
very poor scalability compared to the distributed one.
>=20
> I don't agree with that... If a user enters a highly populated region,
> every other client is going to (could and should be trying to) hit the
> asset server(s) for the assets that the user is wearing (assuming
> they're not cached locally).  Every asset server has to be scaled up
> to the point that it can handle that load from all over...
>=20
> If I'm hosting a region that supports 10s of thousands of simultaneous
> users (thinking of the future), I already have to scale to meet that
> demand. If the region is proxying the assets, then, yes the region has
> to be scaled to meet that asset demand too, but it already has to be
> scaled to meet other demands of being a region server... and why is
> scaling those asset proxy services hard?  It's going to cost $, but is
> not technically challenging. So, if I want to host a region like
> that... sure it will cost me, but the simulation will be consistent
> and users will be able to participate equally, regardless of the
> capabilities of their individual asset services.
>=20
>=20
>=20
>=20
> On Fri, Apr 1, 2011 at 11:55 PM, Morgaine
> <morgaine.dinova@googlemail.com> wrote:
> > Every design choice results in a trade-off, Vaughn, improving one =
thing at
> > the expense of something else.  If every time we offered a service =
we had to
> > inform its users about the downsides of all the trade-offs we have =
made,
> > they would have an awful lot to read. ;-)
> >
> > The specific trade-off that you are discussing is no different.  A =
region
> > that proxies all content has the "benefit" of acquiring control from =
the
> > asset servers over the items in the region, so that it can ensure =
that
> > everyone in the region not only obtains the items but obtains the =
same items
> > as everyone else.  That does indeed provide a greater guarantee of
> > consistency than a deployment in which the region only passes asset =
URIs to
> > clients who then fetch the items from asset services separately.  As =
always
> > though, it's a trade-off, since the proxied design has very poor =
scalability
> > compared to the distributed one.
> >
> > If we're going to warn users of the potential for inconsistency in =
the
> > distributed deployment as you suggest, are we also going to warn =
them of
> > non-scalability in the proxied one?  I really don't see much merit =
in the
> > idea of warning about design choices.  Many such choices are =
technical, and
> > the issues are quite likely to be of little interest to =
non-technical users
> > anyway.  In any case, the better services are likely to provide such
> > information in their online documentation, I would guess.
> >
> > You mentioned users "voting with their feet" or choosing to accept =
the risk
> > of inconsistency.  Well that will happen anyway, when services fail =
and
> > users get annoyed.  If some asset services refuse to send the =
requested
> > items to some users, those services will get a bad reputation and =
people
> > will choose different asset services instead.  Likewise, if a world =
service
> > proxies everything and so it can't handle a large number of assets =
or of
> > people, users will get annoyed at the lag and will go elsewhere.  =
This user
> > evaluation and "voting with their feet" happens already with online =
services
> > all over the Internet, and I am sure that this human process will =
continue
> > to work when the services are asset and region services.
> >
> > Back in September 2010, I wrote this post which proposes that we use =
in
> > VWRAP a form of asset addressing that provides massive scalability =
at the
> > same time as a very high degree of resilience --
> > http://www.ietf.org/mail-archive/web/vwrap/current/msg00463.html .  =
It is
> > based on the concept of the URI containing a host part and a hash =
part,
> > where the hash is generated (once, at the time of storage to the =
asset
> > service) using a specified digest algorithm over the content of the =
asset
> > being referenced.  You may wish to note that if this design were =
used, the
> > failure of an asset service to deliver a requested item would result =
in a
> > failover request for the item to one or more backup services, using =
the same
> > hash part but with a different host address.
> >
> > This can go some way towards overcoming the problem that you think =
might
> > occur when assets are fetched by clients from asset services =
directly.
> > Although it won't help when the missing item is available from only =
a single
> > asset service, it will help in many other cases, and it will =
compensate for
> > service failures and network outages automatically at the same time.
> >
> > PS. This design for hash-based asset addressing is already being =
tested by
> > Mojito Sorbet in her experimental world and client.  It would give
> > VWRAP-based worlds an improved level of service availability, so I =
think it
> > should be a core feature of our protocol.
> >
> >
> > Morgaine.
> >
> >
> >
> >
> > =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D
> >
> > On Fri, Apr 1, 2011 at 11:17 PM, Vaughn Deluca =
<vaughn.deluca@gmail.com>
> > wrote:
> >>
> >> This is a question i discussed with Morgaine off-list a while ago =
(I
> >> intended to send it to the list but pushed the wrong button...) I
> >> think we need to address this problem, and decide how to deal with =
it.
> >>
> >>  In Davids deployment draft, section 7.3.1.1 an overview is given =
van
> >> ways to deliver content to the region. One way is only passing a
> >> capability that allows access to (part of) the resource:
> >>
> >>           7.3.1.1.  Content delivery models
> >>           A range of possible represenations can be passed to a =
region for
> >>           simulation. [...] The other end of the delivery spectrum
> >> involves passing
> >>           only a URI or capability used to access the rendering
> >> information and a
> >>           collision mesh,and related data for physical simulation.
> >>           In such a model, the client is responsible for fetching =
the
> >> additional
> >>           information needed to render the item's visual presence =
from a
> >> separate
> >>           service.  This fetch can be done *under the credentials =
of the
> >> end user*
> >>           viewing the material [my emphasis--VD] , and divorces the
> >> simulation from
> >>           the trust chain needed to manage content.  Any automation
> >> is done on a
> >>           separate host which the content creator or owner trusts,
> >> interacting with the
> >>           object through remoted interfaces.
> >>
> >>  I can see the need for such a setup, however, i feel we are
> >> unpleasantly close to a situation were the coherence of the =
simulation
> >> falls apart.
> >> In this deployment pattern the region advertises the presence of =
the
> >> asset, and *some* clients will be able to get it as expected, while
> >> -based on the arbitrary whims of the asset service- others might =
not.
> >>
> >> My hope would be that after the asset server provides the region =
with
> >> the capability to get the asset, it gives up control. That would =
mean
> >> that if the client finds the inventory server is unwilling to serve
> >> the content - in spire of the region saying it is present-, the =
client
> >> should be able to turn around ask the *region* for the asset, (and =
get
> >> is after all).
> >>
> >>  If that is not the case, -and there are probably good reasons for =
the
> >> deployment pattern as described-  shouldn't we *warn* clients that =
the
> >> region might be inconsistent, so the users behind the client can =
vote
> >> with their feet, (or take the risk)?
> >>
> >> --Vaughn
> >> _______________________________________________
> >> vwrap mailing list
> >> vwrap@ietf.org
> >> https://www.ietf.org/mailman/listinfo/vwrap
> >
> >
> > _______________________________________________
> > vwrap mailing list
> > vwrap@ietf.org
> > https://www.ietf.org/mailman/listinfo/vwrap
> >
> >
>=20


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	charset=us-ascii

<html><head></head><body style=3D"word-wrap: break-word; =
-webkit-nbsp-mode: space; -webkit-line-break: after-white-space; =
"><div><br></div><div>&gt;&nbsp;when designing for scalability, the =
model to bear in mind is ...</div><div><br></div><div>Well, there are a =
lot of different models to keep in mind, and many different use cases. =
One particular use case to keep in mind is: "User acquires new outfit, =
and wants to 'show it off' in a highly populated =
region".</div><div><br></div><div>&gt;&nbsp;Both worlds and asset =
services may include commercial, community, and personal =
services</div><div><br></div><div>Yes, yes and yes. I'm particularly =
concerned about how the model affects the ability to host personal asset =
services.</div><div><br></div><div>&gt;&nbsp;a proxying region, which =
would get slammed for every asset worn by every avatar =
present.</div><div><br></div><div>Granted the collection of services =
that are provided by the region need to be scaled to meet the demands of =
that region. That's all part of capacity =
planning.</div><div><br></div><div>&gt;&nbsp;regions run many different =
CPU-intensive tasks, including physics simulation and server-side =
scripting, and absolutely cannot afford to serve assets =
too&nbsp;</div><div><br></div><div>Well... who said the same CPU's have =
to do proxying, physics simulation and server-side scripting? Asset =
proxying is a different service than physics simulation and can be on =
separate hardware, could make use of geographically distributed caching, =
and in certain deployment patterns, the same caching services could be =
shared by different regions. (Server-side scripting is a discussion for =
another day).</div><div><br></div><div>&gt;&nbsp;This is why we have to =
go parallel...</div><div><br></div><div>Totally agree, and a proxying =
model could and should also take advantage of =
parallelism.</div><div><br></div><div>&gt;&nbsp;I think you're wrong =
that it has to cost much =
money.&nbsp;</div><div>?vs?</div><div>&gt;&nbsp;It costs money to host a =
high performance and scalable asset service and a high bandwidth network =
to handle the traffic.&nbsp; A&nbsp;<b>lot</b>&nbsp;of =
money.&nbsp;</div><div><br></div><div>I think what you're saying is: "It =
costs a lot of money to build a scalable asset service, but if assets =
are spread throughout the internet they don't have to be scalable." But =
that's not quite right. You're opening up every asset server to the VW =
equivalent of being slashdotted, so are you sure you're not forcing =
*every* asset service to be scalable and handle a lot of bandwith and =
network traffic? It's the exact opposite of your intention, but I think =
that's the result, all the same.</div><div><br></div><div>This =
particular design decision has a big effect on the economics of the VW =
infrastructure. I'd rather the economics to work out such that a region =
provider who wishes to build a region that supports a small population, =
can do so economically. A region that wants to host a *large* population =
has to bear that cost of providing that scalable asset =
service.&nbsp;</div><div><br></div><div>I want the economics of hosting =
a small asset service to be a non-issue (as to best promote creation and =
creativity). Creating a high bar to provide asset services will mean =
that service will cost money and people shouldn't have to pay money just =
to create or own VW objects (I'm using 'own' here to refer to =
maintaining their existence, I'm not trying to make a =
'leftist'/'communist' statement about ownership =
;)</div><div><br></div><div>- Izzy</div><div><br></div><br><div><div>On =
Apr 2, 2011, at 3:58 PM, Morgaine wrote:</div><br =
class=3D"Apple-interchange-newline"><blockquote type=3D"cite">Izzy, when =
designing for scalability, the model to bear in mind is that of seasoned =
virtual world travelers whose inventories contain assets from many =
different worlds, those assets being served by many different asset =
services.&nbsp; Both worlds and asset services may include commercial, =
community, and personal services, and as the metaverse grows, that set =
is highly likely to become progressively less clustered and more =
diverse.<br>

<br>When those seasoned travelers click on an advertised VW link and =
perform an inter-world teleport to one particular world's region to =
share an experience, their "worn" assets (the only ones of interest to =
the region) will contain references to asset services spread widely =
across the Internet.&nbsp; The fetches by the travelers' clients occur =
over many parallel paths from clients to asset services, so one can =
reasonably expect reduced network contention and reduced asset server =
loading because they are both spread out over however many asset =
services are being referenced by the overall set of assets in the =
region.<br>

<br>This is very different to the case of a proxying region, which would =
get slammed for every asset worn by every avatar present.&nbsp; In our =
current architecture, regions run many different CPU-intensive tasks, =
including physics simulation and server-side scripting, and absolutely =
cannot afford to serve assets too unless your scalability requirements =
are very low indeed, ie. just a few dozen avatars of today's kind.&nbsp; =
We've hit the ceiling already on region scalability done that way.&nbsp; =
There is nowhere to go in that direction at all beyond improving the =
code like Intel demonstrated, and that work is subject to a law of =
diminishing returns.<br>

<br>This is why we have to go parallel, and I think you're wrong that it =
has to cost much money.&nbsp; As we spread the load across more and more =
asset services, we are simply better utilizing all the hardware that's =
already out there on the Internet, at least in respect of community and =
private resources.&nbsp; But add to the community and private resources =
the commercial asset services that are likely to appear to exploit this =
opportunity, and not only will the number of asset services leap, but =
the power of each one will rocket too, because, after all, these =
businesses will be heavily optimized for the job.<br>

<br>As to why a world would want clients to access external asset =
services instead of providing its own implementation, that's an easy =
question.&nbsp; It costs money to host a high performance and scalable =
asset service and a high bandwidth network to handle the traffic.&nbsp; =
A <b>lot</b> of money.&nbsp; In contrast, it costs a world nothing to =
let others serve the assets to clients.&nbsp; And that matters to the =
bottom line.<br>
<br><br>Morgaine.<br><br><br><br><br>=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D<br><br><div class=3D"gmail_quote">On Sat, =
Apr 2, 2011 at 7:05 PM, Izzy Alanis <span dir=3D"ltr">&lt;<a =
href=3D"mailto:izzyalanis@gmail.com" =
target=3D"_blank">izzyalanis@gmail.com</a>&gt;</span> wrote:<br>
<blockquote class=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt 0.8ex; =
border-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;">
<div>&gt; As always though, it's a trade-off, since the proxied design =
has very poor scalability compared to the distributed one.<br>
<br>
</div>I don't agree with that... If a user enters a highly populated =
region,<br>
every other client is going to (could and should be trying to) hit =
the<br>
asset server(s) for the assets that the user is wearing (assuming<br>
they're not cached locally). &nbsp;Every asset server has to be scaled =
up<br>
to the point that it can handle that load from all over...<br>
<br>
If I'm hosting a region that supports 10s of thousands of =
simultaneous<br>
users (thinking of the future), I already have to scale to meet that<br>
demand. If the region is proxying the assets, then, yes the region =
has<br>
to be scaled to meet that asset demand too, but it already has to be<br>
scaled to meet other demands of being a region server... and why is<br>
scaling those asset proxy services hard? &nbsp;It's going to cost $, but =
is<br>
not technically challenging. So, if I want to host a region like<br>
that... sure it will cost me, but the simulation will be consistent<br>
and users will be able to participate equally, regardless of the<br>
capabilities of their individual asset services.<br>
<br>
<br>
<br>
<br>
On Fri, Apr 1, 2011 at 11:55 PM, Morgaine<br>
<div>&lt;<a href=3D"mailto:morgaine.dinova@googlemail.com" =
target=3D"_blank">morgaine.dinova@googlemail.com</a>&gt; wrote:<br>
</div><div><div></div><div>&gt; Every design choice results in a =
trade-off, Vaughn, improving one thing at<br>
&gt; the expense of something else.&nbsp; If every time we offered a =
service we had to<br>
&gt; inform its users about the downsides of all the trade-offs we have =
made,<br>
&gt; they would have an awful lot to read. ;-)<br>
&gt;<br>
&gt; The specific trade-off that you are discussing is no =
different.&nbsp; A region<br>
&gt; that proxies all content has the "benefit" of acquiring control =
from the<br>
&gt; asset servers over the items in the region, so that it can ensure =
that<br>
&gt; everyone in the region not only obtains the items but obtains the =
same items<br>
&gt; as everyone else.&nbsp; That does indeed provide a greater =
guarantee of<br>
&gt; consistency than a deployment in which the region only passes asset =
URIs to<br>
&gt; clients who then fetch the items from asset services =
separately.&nbsp; As always<br>
&gt; though, it's a trade-off, since the proxied design has very poor =
scalability<br>
&gt; compared to the distributed one.<br>
&gt;<br>
&gt; If we're going to warn users of the potential for inconsistency in =
the<br>
&gt; distributed deployment as you suggest, are we also going to warn =
them of<br>
&gt; non-scalability in the proxied one?&nbsp; I really don't see much =
merit in the<br>
&gt; idea of warning about design choices.&nbsp; Many such choices are =
technical, and<br>
&gt; the issues are quite likely to be of little interest to =
non-technical users<br>
&gt; anyway.&nbsp; In any case, the better services are likely to =
provide such<br>
&gt; information in their online documentation, I would guess.<br>
&gt;<br>
&gt; You mentioned users "voting with their feet" or choosing to accept =
the risk<br>
&gt; of inconsistency.&nbsp; Well that will happen anyway, when services =
fail and<br>
&gt; users get annoyed.&nbsp; If some asset services refuse to send the =
requested<br>
&gt; items to some users, those services will get a bad reputation and =
people<br>
&gt; will choose different asset services instead.&nbsp; Likewise, if a =
world service<br>
&gt; proxies everything and so it can't handle a large number of assets =
or of<br>
&gt; people, users will get annoyed at the lag and will go =
elsewhere.&nbsp; This user<br>
&gt; evaluation and "voting with their feet" happens already with online =
services<br>
&gt; all over the Internet, and I am sure that this human process will =
continue<br>
&gt; to work when the services are asset and region services.<br>
&gt;<br>
&gt; Back in September 2010, I wrote this post which proposes that we =
use in<br>
&gt; VWRAP a form of asset addressing that provides massive scalability =
at the<br>
&gt; same time as a very high degree of resilience --<br>
&gt; <a =
href=3D"http://www.ietf.org/mail-archive/web/vwrap/current/msg00463.html" =
target=3D"_blank">http://www.ietf.org/mail-archive/web/vwrap/current/msg00=
463.html</a> .&nbsp; It is<br>
&gt; based on the concept of the URI containing a host part and a hash =
part,<br>
&gt; where the hash is generated (once, at the time of storage to the =
asset<br>
&gt; service) using a specified digest algorithm over the content of the =
asset<br>
&gt; being referenced.&nbsp; You may wish to note that if this design =
were used, the<br>
&gt; failure of an asset service to deliver a requested item would =
result in a<br>
&gt; failover request for the item to one or more backup services, using =
the same<br>
&gt; hash part but with a different host address.<br>
&gt;<br>
&gt; This can go some way towards overcoming the problem that you think =
might<br>
&gt; occur when assets are fetched by clients from asset services =
directly.<br>
&gt; Although it won't help when the missing item is available from only =
a single<br>
&gt; asset service, it will help in many other cases, and it will =
compensate for<br>
&gt; service failures and network outages automatically at the same =
time.<br>
&gt;<br>
&gt; PS. This design for hash-based asset addressing is already being =
tested by<br>
&gt; Mojito Sorbet in her experimental world and client.&nbsp; It would =
give<br>
&gt; VWRAP-based worlds an improved level of service availability, so I =
think it<br>
&gt; should be a core feature of our protocol.<br>
&gt;<br>
&gt;<br>
&gt; Morgaine.<br>
&gt;<br>
&gt;<br>
&gt;<br>
&gt;<br>
&gt; =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D<br>
&gt;<br>
&gt; On Fri, Apr 1, 2011 at 11:17 PM, Vaughn Deluca &lt;<a =
href=3D"mailto:vaughn.deluca@gmail.com" =
target=3D"_blank">vaughn.deluca@gmail.com</a>&gt;<br>
&gt; wrote:<br>
&gt;&gt;<br>
&gt;&gt; This is a question i discussed with Morgaine off-list a while =
ago (I<br>
&gt;&gt; intended to send it to the list but pushed the wrong button...) =
I<br>
&gt;&gt; think we need to address this problem, and decide how to deal =
with it.<br>
&gt;&gt;<br>
&gt;&gt; &nbsp;In Davids deployment draft, section 7.3.1.1 an overview =
is given van<br>
&gt;&gt; ways to deliver content to the region. One way is only passing =
a<br>
&gt;&gt; capability that allows access to (part of) the resource:<br>
&gt;&gt;<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 7.3.1.1. &nbsp;Content =
delivery models<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; A range of possible =
represenations can be passed to a region for<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; simulation. [...] The other =
end of the delivery spectrum<br>
&gt;&gt; involves passing<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; only a URI or capability =
used to access the rendering<br>
&gt;&gt; information and a<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; collision mesh,and related =
data for physical simulation.<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; In such a model, the client =
is responsible for fetching the<br>
&gt;&gt; additional<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; information needed to render =
the item's visual presence from a<br>
&gt;&gt; separate<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; service. &nbsp;This fetch =
can be done *under the credentials of the<br>
&gt;&gt; end user*<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; viewing the material [my =
emphasis--VD] , and divorces the<br>
&gt;&gt; simulation from<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; the trust chain needed to =
manage content. &nbsp;Any automation<br>
&gt;&gt; is done on a<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; separate host which the =
content creator or owner trusts,<br>
&gt;&gt; interacting with the<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; object through remoted =
interfaces.<br>
&gt;&gt;<br>
&gt;&gt; &nbsp;I can see the need for such a setup, however, i feel we =
are<br>
&gt;&gt; unpleasantly close to a situation were the coherence of the =
simulation<br>
&gt;&gt; falls apart.<br>
&gt;&gt; In this deployment pattern the region advertises the presence =
of the<br>
&gt;&gt; asset, and *some* clients will be able to get it as expected, =
while<br>
&gt;&gt; -based on the arbitrary whims of the asset service- others =
might not.<br>
&gt;&gt;<br>
&gt;&gt; My hope would be that after the asset server provides the =
region with<br>
&gt;&gt; the capability to get the asset, it gives up control. That =
would mean<br>
&gt;&gt; that if the client finds the inventory server is unwilling to =
serve<br>
&gt;&gt; the content - in spire of the region saying it is present-, the =
client<br>
&gt;&gt; should be able to turn around ask the *region* for the asset, =
(and get<br>
&gt;&gt; is after all).<br>
&gt;&gt;<br>
&gt;&gt; &nbsp;If that is not the case, -and there are probably good =
reasons for the<br>
&gt;&gt; deployment pattern as described- &nbsp;shouldn't we *warn* =
clients that the<br>
&gt;&gt; region might be inconsistent, so the users behind the client =
can vote<br>
&gt;&gt; with their feet, (or take the risk)?<br>
&gt;&gt;<br>
&gt;&gt; --Vaughn<br>
&gt;&gt; _______________________________________________<br>
&gt;&gt; vwrap mailing list<br>
&gt;&gt; <a href=3D"mailto:vwrap@ietf.org" =
target=3D"_blank">vwrap@ietf.org</a><br>
&gt;&gt; <a href=3D"https://www.ietf.org/mailman/listinfo/vwrap" =
target=3D"_blank">https://www.ietf.org/mailman/listinfo/vwrap</a><br>
&gt;<br>
&gt;<br>
&gt; _______________________________________________<br>
&gt; vwrap mailing list<br>
&gt; <a href=3D"mailto:vwrap@ietf.org" =
target=3D"_blank">vwrap@ietf.org</a><br>
&gt; <a href=3D"https://www.ietf.org/mailman/listinfo/vwrap" =
target=3D"_blank">https://www.ietf.org/mailman/listinfo/vwrap</a><br>
&gt;<br>
&gt;<br>
</div></div></blockquote></div><br>
</blockquote></div><br></body></html>=

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Subject: Re: [vwrap] [wvrap] Simulation consistency
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Somehow I feel the basic asset server being able to login and download 
assets is now priority, yet I also wondered the best way to patch this 
into the current mode of viewers.

Maybe offer (1) by proxy (sim-side) and (2) by patch (viewer-side) that 
either of these two are optional and neither are mandatory for now. 
Thoughts?

Israel Alanis wrote:
>
> > when designing for scalability, the model to bear in mind is ...
>
> Well, there are a lot of different models to keep in mind, and many 
> different use cases. One particular use case to keep in mind is: "User 
> acquires new outfit, and wants to 'show it off' in a highly populated 
> region".
>
> > Both worlds and asset services may include commercial, community, 
> and personal services
>
> Yes, yes and yes. I'm particularly concerned about how the model 
> affects the ability to host personal asset services.
>
> > a proxying region, which would get slammed for every asset worn by 
> every avatar present.
>
> Granted the collection of services that are provided by the region 
> need to be scaled to meet the demands of that region. That's all part 
> of capacity planning.
>
> > regions run many different CPU-intensive tasks, including physics 
> simulation and server-side scripting, and absolutely cannot afford to 
> serve assets too 
>
> Well... who said the same CPU's have to do proxying, physics 
> simulation and server-side scripting? Asset proxying is a different 
> service than physics simulation and can be on separate hardware, could 
> make use of geographically distributed caching, and in certain 
> deployment patterns, the same caching services could be shared by 
> different regions. (Server-side scripting is a discussion for another 
> day).
>
> > This is why we have to go parallel...
>
> Totally agree, and a proxying model could and should also take 
> advantage of parallelism.
>
> > I think you're wrong that it has to cost much money. 
> ?vs?
> > It costs money to host a high performance and scalable asset service 
> and a high bandwidth network to handle the traffic.  A *lot* of money. 
>
> I think what you're saying is: "It costs a lot of money to build a 
> scalable asset service, but if assets are spread throughout the 
> internet they don't have to be scalable." But that's not quite right. 
> You're opening up every asset server to the VW equivalent of being 
> slashdotted, so are you sure you're not forcing *every* asset service 
> to be scalable and handle a lot of bandwith and network traffic? It's 
> the exact opposite of your intention, but I think that's the result, 
> all the same.
>
> This particular design decision has a big effect on the economics of 
> the VW infrastructure. I'd rather the economics to work out such that 
> a region provider who wishes to build a region that supports a small 
> population, can do so economically. A region that wants to host a 
> *large* population has to bear that cost of providing that scalable 
> asset service. 
>
> I want the economics of hosting a small asset service to be a 
> non-issue (as to best promote creation and creativity). Creating a 
> high bar to provide asset services will mean that service will cost 
> money and people shouldn't have to pay money just to create or own VW 
> objects (I'm using 'own' here to refer to maintaining their existence, 
> I'm not trying to make a 'leftist'/'communist' statement about 
> ownership ;)
>
> - Izzy
>
>
> On Apr 2, 2011, at 3:58 PM, Morgaine wrote:
>
>> Izzy, when designing for scalability, the model to bear in mind is 
>> that of seasoned virtual world travelers whose inventories contain 
>> assets from many different worlds, those assets being served by many 
>> different asset services.  Both worlds and asset services may include 
>> commercial, community, and personal services, and as the metaverse 
>> grows, that set is highly likely to become progressively less 
>> clustered and more diverse.
>>
>> When those seasoned travelers click on an advertised VW link and 
>> perform an inter-world teleport to one particular world's region to 
>> share an experience, their "worn" assets (the only ones of interest 
>> to the region) will contain references to asset services spread 
>> widely across the Internet.  The fetches by the travelers' clients 
>> occur over many parallel paths from clients to asset services, so one 
>> can reasonably expect reduced network contention and reduced asset 
>> server loading because they are both spread out over however many 
>> asset services are being referenced by the overall set of assets in 
>> the region.
>>
>> This is very different to the case of a proxying region, which would 
>> get slammed for every asset worn by every avatar present.  In our 
>> current architecture, regions run many different CPU-intensive tasks, 
>> including physics simulation and server-side scripting, and 
>> absolutely cannot afford to serve assets too unless your scalability 
>> requirements are very low indeed, ie. just a few dozen avatars of 
>> today's kind.  We've hit the ceiling already on region scalability 
>> done that way.  There is nowhere to go in that direction at all 
>> beyond improving the code like Intel demonstrated, and that work is 
>> subject to a law of diminishing returns.
>>
>> This is why we have to go parallel, and I think you're wrong that it 
>> has to cost much money.  As we spread the load across more and more 
>> asset services, we are simply better utilizing all the hardware 
>> that's already out there on the Internet, at least in respect of 
>> community and private resources.  But add to the community and 
>> private resources the commercial asset services that are likely to 
>> appear to exploit this opportunity, and not only will the number of 
>> asset services leap, but the power of each one will rocket too, 
>> because, after all, these businesses will be heavily optimized for 
>> the job.
>>
>> As to why a world would want clients to access external asset 
>> services instead of providing its own implementation, that's an easy 
>> question.  It costs money to host a high performance and scalable 
>> asset service and a high bandwidth network to handle the traffic.  A 
>> *lot* of money.  In contrast, it costs a world nothing to let others 
>> serve the assets to clients.  And that matters to the bottom line.
>>
>>
>> Morgaine.
>>
>>
>>
>>
>> ======================
>>
>> On Sat, Apr 2, 2011 at 7:05 PM, Izzy Alanis <izzyalanis@gmail.com 
>> <mailto:izzyalanis@gmail.com>> wrote:
>>
>>     > As always though, it's a trade-off, since the proxied design
>>     has very poor scalability compared to the distributed one.
>>
>>     I don't agree with that... If a user enters a highly populated
>>     region,
>>     every other client is going to (could and should be trying to)
>>     hit the
>>     asset server(s) for the assets that the user is wearing (assuming
>>     they're not cached locally).  Every asset server has to be scaled up
>>     to the point that it can handle that load from all over...
>>
>>     If I'm hosting a region that supports 10s of thousands of
>>     simultaneous
>>     users (thinking of the future), I already have to scale to meet that
>>     demand. If the region is proxying the assets, then, yes the
>>     region has
>>     to be scaled to meet that asset demand too, but it already has to be
>>     scaled to meet other demands of being a region server... and why is
>>     scaling those asset proxy services hard?  It's going to cost $,
>>     but is
>>     not technically challenging. So, if I want to host a region like
>>     that... sure it will cost me, but the simulation will be consistent
>>     and users will be able to participate equally, regardless of the
>>     capabilities of their individual asset services.
>>
>>
>>
>>
>>     On Fri, Apr 1, 2011 at 11:55 PM, Morgaine
>>     <morgaine.dinova@googlemail.com
>>     <mailto:morgaine.dinova@googlemail.com>> wrote:
>>     > Every design choice results in a trade-off, Vaughn, improving
>>     one thing at
>>     > the expense of something else.  If every time we offered a
>>     service we had to
>>     > inform its users about the downsides of all the trade-offs we
>>     have made,
>>     > they would have an awful lot to read. ;-)
>>     >
>>     > The specific trade-off that you are discussing is no
>>     different.  A region
>>     > that proxies all content has the "benefit" of acquiring control
>>     from the
>>     > asset servers over the items in the region, so that it can
>>     ensure that
>>     > everyone in the region not only obtains the items but obtains
>>     the same items
>>     > as everyone else.  That does indeed provide a greater guarantee of
>>     > consistency than a deployment in which the region only passes
>>     asset URIs to
>>     > clients who then fetch the items from asset services
>>     separately.  As always
>>     > though, it's a trade-off, since the proxied design has very
>>     poor scalability
>>     > compared to the distributed one.
>>     >
>>     > If we're going to warn users of the potential for inconsistency
>>     in the
>>     > distributed deployment as you suggest, are we also going to
>>     warn them of
>>     > non-scalability in the proxied one?  I really don't see much
>>     merit in the
>>     > idea of warning about design choices.  Many such choices are
>>     technical, and
>>     > the issues are quite likely to be of little interest to
>>     non-technical users
>>     > anyway.  In any case, the better services are likely to provide
>>     such
>>     > information in their online documentation, I would guess.
>>     >
>>     > You mentioned users "voting with their feet" or choosing to
>>     accept the risk
>>     > of inconsistency.  Well that will happen anyway, when services
>>     fail and
>>     > users get annoyed.  If some asset services refuse to send the
>>     requested
>>     > items to some users, those services will get a bad reputation
>>     and people
>>     > will choose different asset services instead.  Likewise, if a
>>     world service
>>     > proxies everything and so it can't handle a large number of
>>     assets or of
>>     > people, users will get annoyed at the lag and will go
>>     elsewhere.  This user
>>     > evaluation and "voting with their feet" happens already with
>>     online services
>>     > all over the Internet, and I am sure that this human process
>>     will continue
>>     > to work when the services are asset and region services.
>>     >
>>     > Back in September 2010, I wrote this post which proposes that
>>     we use in
>>     > VWRAP a form of asset addressing that provides massive
>>     scalability at the
>>     > same time as a very high degree of resilience --
>>     >
>>     http://www.ietf.org/mail-archive/web/vwrap/current/msg00463.html
>>     .  It is
>>     > based on the concept of the URI containing a host part and a
>>     hash part,
>>     > where the hash is generated (once, at the time of storage to
>>     the asset
>>     > service) using a specified digest algorithm over the content of
>>     the asset
>>     > being referenced.  You may wish to note that if this design
>>     were used, the
>>     > failure of an asset service to deliver a requested item would
>>     result in a
>>     > failover request for the item to one or more backup services,
>>     using the same
>>     > hash part but with a different host address.
>>     >
>>     > This can go some way towards overcoming the problem that you
>>     think might
>>     > occur when assets are fetched by clients from asset services
>>     directly.
>>     > Although it won't help when the missing item is available from
>>     only a single
>>     > asset service, it will help in many other cases, and it will
>>     compensate for
>>     > service failures and network outages automatically at the same
>>     time.
>>     >
>>     > PS. This design for hash-based asset addressing is already
>>     being tested by
>>     > Mojito Sorbet in her experimental world and client.  It would give
>>     > VWRAP-based worlds an improved level of service availability,
>>     so I think it
>>     > should be a core feature of our protocol.
>>     >
>>     >
>>     > Morgaine.
>>     >
>>     >
>>     >
>>     >
>>     > ===========================
>>     >
>>     > On Fri, Apr 1, 2011 at 11:17 PM, Vaughn Deluca
>>     <vaughn.deluca@gmail.com <mailto:vaughn.deluca@gmail.com>>
>>     > wrote:
>>     >>
>>     >> This is a question i discussed with Morgaine off-list a while
>>     ago (I
>>     >> intended to send it to the list but pushed the wrong button...) I
>>     >> think we need to address this problem, and decide how to deal
>>     with it.
>>     >>
>>     >>  In Davids deployment draft, section 7.3.1.1 an overview is
>>     given van
>>     >> ways to deliver content to the region. One way is only passing a
>>     >> capability that allows access to (part of) the resource:
>>     >>
>>     >>           7.3.1.1.  Content delivery models
>>     >>           A range of possible represenations can be passed to
>>     a region for
>>     >>           simulation. [...] The other end of the delivery spectrum
>>     >> involves passing
>>     >>           only a URI or capability used to access the rendering
>>     >> information and a
>>     >>           collision mesh,and related data for physical simulation.
>>     >>           In such a model, the client is responsible for
>>     fetching the
>>     >> additional
>>     >>           information needed to render the item's visual
>>     presence from a
>>     >> separate
>>     >>           service.  This fetch can be done *under the
>>     credentials of the
>>     >> end user*
>>     >>           viewing the material [my emphasis--VD] , and
>>     divorces the
>>     >> simulation from
>>     >>           the trust chain needed to manage content.  Any
>>     automation
>>     >> is done on a
>>     >>           separate host which the content creator or owner trusts,
>>     >> interacting with the
>>     >>           object through remoted interfaces.
>>     >>
>>     >>  I can see the need for such a setup, however, i feel we are
>>     >> unpleasantly close to a situation were the coherence of the
>>     simulation
>>     >> falls apart.
>>     >> In this deployment pattern the region advertises the presence
>>     of the
>>     >> asset, and *some* clients will be able to get it as expected,
>>     while
>>     >> -based on the arbitrary whims of the asset service- others
>>     might not.
>>     >>
>>     >> My hope would be that after the asset server provides the
>>     region with
>>     >> the capability to get the asset, it gives up control. That
>>     would mean
>>     >> that if the client finds the inventory server is unwilling to
>>     serve
>>     >> the content - in spire of the region saying it is present-,
>>     the client
>>     >> should be able to turn around ask the *region* for the asset,
>>     (and get
>>     >> is after all).
>>     >>
>>     >>  If that is not the case, -and there are probably good reasons
>>     for the
>>     >> deployment pattern as described-  shouldn't we *warn* clients
>>     that the
>>     >> region might be inconsistent, so the users behind the client
>>     can vote
>>     >> with their feet, (or take the risk)?
>>     >>
>>     >> --Vaughn
>>     >> _______________________________________________
>>     >> vwrap mailing list
>>     >> vwrap@ietf.org <mailto:vwrap@ietf.org>
>>     >> https://www.ietf.org/mailman/listinfo/vwrap
>>     >
>>     >
>>     > _______________________________________________
>>     > vwrap mailing list
>>     > vwrap@ietf.org <mailto:vwrap@ietf.org>
>>     > https://www.ietf.org/mailman/listinfo/vwrap
>>     >
>>     >
>>
>>
>
> ------------------------------------------------------------------------
>
> _______________________________________________
> vwrap mailing list
> vwrap@ietf.org
> https://www.ietf.org/mailman/listinfo/vwrap
>   


-- 
--- https://twitter.com/Dzonatas_Sol ---
Web Development, Software Engineering, Virtual Reality, Consultant


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Subject: Re: [vwrap] [wvrap] Simulation consistency
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Some stated the proxy-to-asset-server is built into the sim; however, 
keep in mind possible legacy support where the asset server may proxy 
the simulator.

Dzonatas Sol wrote:
> Somehow I feel the basic asset server being able to login and download 
> assets is now priority, yet I also wondered the best way to patch this 
> into the current mode of viewers.
>
> Maybe offer (1) by proxy (sim-side) and (2) by patch (viewer-side) 
> that either of these two are optional and neither are mandatory for 
> now. Thoughts?
>
> Israel Alanis wrote:
>>
>> > when designing for scalability, the model to bear in mind is ...
>>
>> Well, there are a lot of different models to keep in mind, and many 
>> different use cases. One particular use case to keep in mind is: 
>> "User acquires new outfit, and wants to 'show it off' in a highly 
>> populated region".
>>
>> > Both worlds and asset services may include commercial, community, 
>> and personal services
>>
>> Yes, yes and yes. I'm particularly concerned about how the model 
>> affects the ability to host personal asset services.
>>
>> > a proxying region, which would get slammed for every asset worn by 
>> every avatar present.
>>
>> Granted the collection of services that are provided by the region 
>> need to be scaled to meet the demands of that region. That's all part 
>> of capacity planning.
>>
>> > regions run many different CPU-intensive tasks, including physics 
>> simulation and server-side scripting, and absolutely cannot afford to 
>> serve assets too
>> Well... who said the same CPU's have to do proxying, physics 
>> simulation and server-side scripting? Asset proxying is a different 
>> service than physics simulation and can be on separate hardware, 
>> could make use of geographically distributed caching, and in certain 
>> deployment patterns, the same caching services could be shared by 
>> different regions. (Server-side scripting is a discussion for another 
>> day).
>>
>> > This is why we have to go parallel...
>>
>> Totally agree, and a proxying model could and should also take 
>> advantage of parallelism.
>>
>> > I think you're wrong that it has to cost much money. ?vs?
>> > It costs money to host a high performance and scalable asset 
>> service and a high bandwidth network to handle the traffic.  A *lot* 
>> of money.
>> I think what you're saying is: "It costs a lot of money to build a 
>> scalable asset service, but if assets are spread throughout the 
>> internet they don't have to be scalable." But that's not quite right. 
>> You're opening up every asset server to the VW equivalent of being 
>> slashdotted, so are you sure you're not forcing *every* asset service 
>> to be scalable and handle a lot of bandwith and network traffic? It's 
>> the exact opposite of your intention, but I think that's the result, 
>> all the same.
>>
>> This particular design decision has a big effect on the economics of 
>> the VW infrastructure. I'd rather the economics to work out such that 
>> a region provider who wishes to build a region that supports a small 
>> population, can do so economically. A region that wants to host a 
>> *large* population has to bear that cost of providing that scalable 
>> asset service.
>> I want the economics of hosting a small asset service to be a 
>> non-issue (as to best promote creation and creativity). Creating a 
>> high bar to provide asset services will mean that service will cost 
>> money and people shouldn't have to pay money just to create or own VW 
>> objects (I'm using 'own' here to refer to maintaining their 
>> existence, I'm not trying to make a 'leftist'/'communist' statement 
>> about ownership ;)
>>
>> - Izzy
>>
>>
>> On Apr 2, 2011, at 3:58 PM, Morgaine wrote:
>>
>>> Izzy, when designing for scalability, the model to bear in mind is 
>>> that of seasoned virtual world travelers whose inventories contain 
>>> assets from many different worlds, those assets being served by many 
>>> different asset services.  Both worlds and asset services may 
>>> include commercial, community, and personal services, and as the 
>>> metaverse grows, that set is highly likely to become progressively 
>>> less clustered and more diverse.
>>>
>>> When those seasoned travelers click on an advertised VW link and 
>>> perform an inter-world teleport to one particular world's region to 
>>> share an experience, their "worn" assets (the only ones of interest 
>>> to the region) will contain references to asset services spread 
>>> widely across the Internet.  The fetches by the travelers' clients 
>>> occur over many parallel paths from clients to asset services, so 
>>> one can reasonably expect reduced network contention and reduced 
>>> asset server loading because they are both spread out over however 
>>> many asset services are being referenced by the overall set of 
>>> assets in the region.
>>>
>>> This is very different to the case of a proxying region, which would 
>>> get slammed for every asset worn by every avatar present.  In our 
>>> current architecture, regions run many different CPU-intensive 
>>> tasks, including physics simulation and server-side scripting, and 
>>> absolutely cannot afford to serve assets too unless your scalability 
>>> requirements are very low indeed, ie. just a few dozen avatars of 
>>> today's kind.  We've hit the ceiling already on region scalability 
>>> done that way.  There is nowhere to go in that direction at all 
>>> beyond improving the code like Intel demonstrated, and that work is 
>>> subject to a law of diminishing returns.
>>>
>>> This is why we have to go parallel, and I think you're wrong that it 
>>> has to cost much money.  As we spread the load across more and more 
>>> asset services, we are simply better utilizing all the hardware 
>>> that's already out there on the Internet, at least in respect of 
>>> community and private resources.  But add to the community and 
>>> private resources the commercial asset services that are likely to 
>>> appear to exploit this opportunity, and not only will the number of 
>>> asset services leap, but the power of each one will rocket too, 
>>> because, after all, these businesses will be heavily optimized for 
>>> the job.
>>>
>>> As to why a world would want clients to access external asset 
>>> services instead of providing its own implementation, that's an easy 
>>> question.  It costs money to host a high performance and scalable 
>>> asset service and a high bandwidth network to handle the traffic.  A 
>>> *lot* of money.  In contrast, it costs a world nothing to let others 
>>> serve the assets to clients.  And that matters to the bottom line.
>>>
>>>
>>> Morgaine.
>>>
>>>
>>>
>>>
>>> ======================
>>>
>>> On Sat, Apr 2, 2011 at 7:05 PM, Izzy Alanis <izzyalanis@gmail.com 
>>> <mailto:izzyalanis@gmail.com>> wrote:
>>>
>>>     > As always though, it's a trade-off, since the proxied design
>>>     has very poor scalability compared to the distributed one.
>>>
>>>     I don't agree with that... If a user enters a highly populated
>>>     region,
>>>     every other client is going to (could and should be trying to)
>>>     hit the
>>>     asset server(s) for the assets that the user is wearing (assuming
>>>     they're not cached locally).  Every asset server has to be 
>>> scaled up
>>>     to the point that it can handle that load from all over...
>>>
>>>     If I'm hosting a region that supports 10s of thousands of
>>>     simultaneous
>>>     users (thinking of the future), I already have to scale to meet 
>>> that
>>>     demand. If the region is proxying the assets, then, yes the
>>>     region has
>>>     to be scaled to meet that asset demand too, but it already has 
>>> to be
>>>     scaled to meet other demands of being a region server... and why is
>>>     scaling those asset proxy services hard?  It's going to cost $,
>>>     but is
>>>     not technically challenging. So, if I want to host a region like
>>>     that... sure it will cost me, but the simulation will be consistent
>>>     and users will be able to participate equally, regardless of the
>>>     capabilities of their individual asset services.
>>>
>>>
>>>
>>>
>>>     On Fri, Apr 1, 2011 at 11:55 PM, Morgaine
>>>     <morgaine.dinova@googlemail.com
>>>     <mailto:morgaine.dinova@googlemail.com>> wrote:
>>>     > Every design choice results in a trade-off, Vaughn, improving
>>>     one thing at
>>>     > the expense of something else.  If every time we offered a
>>>     service we had to
>>>     > inform its users about the downsides of all the trade-offs we
>>>     have made,
>>>     > they would have an awful lot to read. ;-)
>>>     >
>>>     > The specific trade-off that you are discussing is no
>>>     different.  A region
>>>     > that proxies all content has the "benefit" of acquiring control
>>>     from the
>>>     > asset servers over the items in the region, so that it can
>>>     ensure that
>>>     > everyone in the region not only obtains the items but obtains
>>>     the same items
>>>     > as everyone else.  That does indeed provide a greater 
>>> guarantee of
>>>     > consistency than a deployment in which the region only passes
>>>     asset URIs to
>>>     > clients who then fetch the items from asset services
>>>     separately.  As always
>>>     > though, it's a trade-off, since the proxied design has very
>>>     poor scalability
>>>     > compared to the distributed one.
>>>     >
>>>     > If we're going to warn users of the potential for inconsistency
>>>     in the
>>>     > distributed deployment as you suggest, are we also going to
>>>     warn them of
>>>     > non-scalability in the proxied one?  I really don't see much
>>>     merit in the
>>>     > idea of warning about design choices.  Many such choices are
>>>     technical, and
>>>     > the issues are quite likely to be of little interest to
>>>     non-technical users
>>>     > anyway.  In any case, the better services are likely to provide
>>>     such
>>>     > information in their online documentation, I would guess.
>>>     >
>>>     > You mentioned users "voting with their feet" or choosing to
>>>     accept the risk
>>>     > of inconsistency.  Well that will happen anyway, when services
>>>     fail and
>>>     > users get annoyed.  If some asset services refuse to send the
>>>     requested
>>>     > items to some users, those services will get a bad reputation
>>>     and people
>>>     > will choose different asset services instead.  Likewise, if a
>>>     world service
>>>     > proxies everything and so it can't handle a large number of
>>>     assets or of
>>>     > people, users will get annoyed at the lag and will go
>>>     elsewhere.  This user
>>>     > evaluation and "voting with their feet" happens already with
>>>     online services
>>>     > all over the Internet, and I am sure that this human process
>>>     will continue
>>>     > to work when the services are asset and region services.
>>>     >
>>>     > Back in September 2010, I wrote this post which proposes that
>>>     we use in
>>>     > VWRAP a form of asset addressing that provides massive
>>>     scalability at the
>>>     > same time as a very high degree of resilience --
>>>     >
>>>     http://www.ietf.org/mail-archive/web/vwrap/current/msg00463.html
>>>     .  It is
>>>     > based on the concept of the URI containing a host part and a
>>>     hash part,
>>>     > where the hash is generated (once, at the time of storage to
>>>     the asset
>>>     > service) using a specified digest algorithm over the content of
>>>     the asset
>>>     > being referenced.  You may wish to note that if this design
>>>     were used, the
>>>     > failure of an asset service to deliver a requested item would
>>>     result in a
>>>     > failover request for the item to one or more backup services,
>>>     using the same
>>>     > hash part but with a different host address.
>>>     >
>>>     > This can go some way towards overcoming the problem that you
>>>     think might
>>>     > occur when assets are fetched by clients from asset services
>>>     directly.
>>>     > Although it won't help when the missing item is available from
>>>     only a single
>>>     > asset service, it will help in many other cases, and it will
>>>     compensate for
>>>     > service failures and network outages automatically at the same
>>>     time.
>>>     >
>>>     > PS. This design for hash-based asset addressing is already
>>>     being tested by
>>>     > Mojito Sorbet in her experimental world and client.  It would 
>>> give
>>>     > VWRAP-based worlds an improved level of service availability,
>>>     so I think it
>>>     > should be a core feature of our protocol.
>>>     >
>>>     >
>>>     > Morgaine.
>>>     >
>>>     >
>>>     >
>>>     >
>>>     > ===========================
>>>     >
>>>     > On Fri, Apr 1, 2011 at 11:17 PM, Vaughn Deluca
>>>     <vaughn.deluca@gmail.com <mailto:vaughn.deluca@gmail.com>>
>>>     > wrote:
>>>     >>
>>>     >> This is a question i discussed with Morgaine off-list a while
>>>     ago (I
>>>     >> intended to send it to the list but pushed the wrong 
>>> button...) I
>>>     >> think we need to address this problem, and decide how to deal
>>>     with it.
>>>     >>
>>>     >>  In Davids deployment draft, section 7.3.1.1 an overview is
>>>     given van
>>>     >> ways to deliver content to the region. One way is only passing a
>>>     >> capability that allows access to (part of) the resource:
>>>     >>
>>>     >>           7.3.1.1.  Content delivery models
>>>     >>           A range of possible represenations can be passed to
>>>     a region for
>>>     >>           simulation. [...] The other end of the delivery 
>>> spectrum
>>>     >> involves passing
>>>     >>           only a URI or capability used to access the rendering
>>>     >> information and a
>>>     >>           collision mesh,and related data for physical 
>>> simulation.
>>>     >>           In such a model, the client is responsible for
>>>     fetching the
>>>     >> additional
>>>     >>           information needed to render the item's visual
>>>     presence from a
>>>     >> separate
>>>     >>           service.  This fetch can be done *under the
>>>     credentials of the
>>>     >> end user*
>>>     >>           viewing the material [my emphasis--VD] , and
>>>     divorces the
>>>     >> simulation from
>>>     >>           the trust chain needed to manage content.  Any
>>>     automation
>>>     >> is done on a
>>>     >>           separate host which the content creator or owner 
>>> trusts,
>>>     >> interacting with the
>>>     >>           object through remoted interfaces.
>>>     >>
>>>     >>  I can see the need for such a setup, however, i feel we are
>>>     >> unpleasantly close to a situation were the coherence of the
>>>     simulation
>>>     >> falls apart.
>>>     >> In this deployment pattern the region advertises the presence
>>>     of the
>>>     >> asset, and *some* clients will be able to get it as expected,
>>>     while
>>>     >> -based on the arbitrary whims of the asset service- others
>>>     might not.
>>>     >>
>>>     >> My hope would be that after the asset server provides the
>>>     region with
>>>     >> the capability to get the asset, it gives up control. That
>>>     would mean
>>>     >> that if the client finds the inventory server is unwilling to
>>>     serve
>>>     >> the content - in spire of the region saying it is present-,
>>>     the client
>>>     >> should be able to turn around ask the *region* for the asset,
>>>     (and get
>>>     >> is after all).
>>>     >>
>>>     >>  If that is not the case, -and there are probably good reasons
>>>     for the
>>>     >> deployment pattern as described-  shouldn't we *warn* clients
>>>     that the
>>>     >> region might be inconsistent, so the users behind the client
>>>     can vote
>>>     >> with their feet, (or take the risk)?
>>>     >>
>>>     >> --Vaughn
>>>     >> _______________________________________________
>>>     >> vwrap mailing list
>>>     >> vwrap@ietf.org <mailto:vwrap@ietf.org>
>>>     >> https://www.ietf.org/mailman/listinfo/vwrap
>>>     >
>>>     >
>>>     > _______________________________________________
>>>     > vwrap mailing list
>>>     > vwrap@ietf.org <mailto:vwrap@ietf.org>
>>>     > https://www.ietf.org/mailman/listinfo/vwrap
>>>     >
>>>     >
>>>
>>>
>>
>> ------------------------------------------------------------------------
>>
>> _______________________________________________
>> vwrap mailing list
>> vwrap@ietf.org
>> https://www.ietf.org/mailman/listinfo/vwrap
>>   
>
>


-- 
--- https://twitter.com/Dzonatas_Sol ---
Web Development, Software Engineering, Virtual Reality, Consultant


From vaughn.deluca@gmail.com  Sat Apr  2 23:54:39 2011
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Date: Sun, 3 Apr 2011 08:56:15 +0200
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From: Vaughn Deluca <vaughn.deluca@gmail.com>
To: Dzonatas Sol <dzonatas@gmail.com>
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Subject: Re: [vwrap] [wvrap] Simulation consistency
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Hi Dzonatas

Can you expand on that, what would be needed for legacy support in VWAP
terms ?,
If i want to read up on how the asset server may proxy the simulator, what
would you recommend me to read?

-- Vaughn

On Sun, Apr 3, 2011 at 5:51 AM, Dzonatas Sol <dzonatas@gmail.com> wrote:

> Some stated the proxy-to-asset-server is built into the sim; however, keep
> in mind possible legacy support where the asset server may proxy the
> simulator.
>
>
> Dzonatas Sol wrote:
>
>> Somehow I feel the basic asset server being able to login and download
>> assets is now priority, yet I also wondered the best way to patch this into
>> the current mode of viewers.
>>
>> Maybe offer (1) by proxy (sim-side) and (2) by patch (viewer-side) that
>> either of these two are optional and neither are mandatory for now.
>> Thoughts?
>>
>> Israel Alanis wrote:
>>
>>>
>>> > when designing for scalability, the model to bear in mind is ...
>>>
>>> Well, there are a lot of different models to keep in mind, and many
>>> different use cases. One particular use case to keep in mind is: "User
>>> acquires new outfit, and wants to 'show it off' in a highly populated
>>> region".
>>>
>>> > Both worlds and asset services may include commercial, community, and
>>> personal services
>>>
>>> Yes, yes and yes. I'm particularly concerned about how the model affects
>>> the ability to host personal asset services.
>>>
>>> > a proxying region, which would get slammed for every asset worn by
>>> every avatar present.
>>>
>>> Granted the collection of services that are provided by the region need
>>> to be scaled to meet the demands of that region. That's all part of capacity
>>> planning.
>>>
>>> > regions run many different CPU-intensive tasks, including physics
>>> simulation and server-side scripting, and absolutely cannot afford to serve
>>> assets too
>>> Well... who said the same CPU's have to do proxying, physics simulation
>>> and server-side scripting? Asset proxying is a different service than
>>> physics simulation and can be on separate hardware, could make use of
>>> geographically distributed caching, and in certain deployment patterns, the
>>> same caching services could be shared by different regions. (Server-side
>>> scripting is a discussion for another day).
>>>
>>> > This is why we have to go parallel...
>>>
>>> Totally agree, and a proxying model could and should also take advantage
>>> of parallelism.
>>>
>>> > I think you're wrong that it has to cost much money. ?vs?
>>> > It costs money to host a high performance and scalable asset service
>>> and a high bandwidth network to handle the traffic.  A *lot* of money.
>>> I think what you're saying is: "It costs a lot of money to build a
>>> scalable asset service, but if assets are spread throughout the internet
>>> they don't have to be scalable." But that's not quite right. You're opening
>>> up every asset server to the VW equivalent of being slashdotted, so are you
>>> sure you're not forcing *every* asset service to be scalable and handle a
>>> lot of bandwith and network traffic? It's the exact opposite of your
>>> intention, but I think that's the result, all the same.
>>>
>>> This particular design decision has a big effect on the economics of the
>>> VW infrastructure. I'd rather the economics to work out such that a region
>>> provider who wishes to build a region that supports a small population, can
>>> do so economically. A region that wants to host a *large* population has to
>>> bear that cost of providing that scalable asset service.
>>> I want the economics of hosting a small asset service to be a non-issue
>>> (as to best promote creation and creativity). Creating a high bar to provide
>>> asset services will mean that service will cost money and people shouldn't
>>> have to pay money just to create or own VW objects (I'm using 'own' here to
>>> refer to maintaining their existence, I'm not trying to make a
>>> 'leftist'/'communist' statement about ownership ;)
>>>
>>> - Izzy
>>>
>>>
>>> On Apr 2, 2011, at 3:58 PM, Morgaine wrote:
>>>
>>>  Izzy, when designing for scalability, the model to bear in mind is that
>>>> of seasoned virtual world travelers whose inventories contain assets from
>>>> many different worlds, those assets being served by many different asset
>>>> services.  Both worlds and asset services may include commercial, community,
>>>> and personal services, and as the metaverse grows, that set is highly likely
>>>> to become progressively less clustered and more diverse.
>>>>
>>>> When those seasoned travelers click on an advertised VW link and perform
>>>> an inter-world teleport to one particular world's region to share an
>>>> experience, their "worn" assets (the only ones of interest to the region)
>>>> will contain references to asset services spread widely across the Internet.
>>>>  The fetches by the travelers' clients occur over many parallel paths from
>>>> clients to asset services, so one can reasonably expect reduced network
>>>> contention and reduced asset server loading because they are both spread out
>>>> over however many asset services are being referenced by the overall set of
>>>> assets in the region.
>>>>
>>>> This is very different to the case of a proxying region, which would get
>>>> slammed for every asset worn by every avatar present.  In our current
>>>> architecture, regions run many different CPU-intensive tasks, including
>>>> physics simulation and server-side scripting, and absolutely cannot afford
>>>> to serve assets too unless your scalability requirements are very low
>>>> indeed, ie. just a few dozen avatars of today's kind.  We've hit the ceiling
>>>> already on region scalability done that way.  There is nowhere to go in that
>>>> direction at all beyond improving the code like Intel demonstrated, and that
>>>> work is subject to a law of diminishing returns.
>>>>
>>>> This is why we have to go parallel, and I think you're wrong that it has
>>>> to cost much money.  As we spread the load across more and more asset
>>>> services, we are simply better utilizing all the hardware that's already out
>>>> there on the Internet, at least in respect of community and private
>>>> resources.  But add to the community and private resources the commercial
>>>> asset services that are likely to appear to exploit this opportunity, and
>>>> not only will the number of asset services leap, but the power of each one
>>>> will rocket too, because, after all, these businesses will be heavily
>>>> optimized for the job.
>>>>
>>>> As to why a world would want clients to access external asset services
>>>> instead of providing its own implementation, that's an easy question.  It
>>>> costs money to host a high performance and scalable asset service and a high
>>>> bandwidth network to handle the traffic.  A *lot* of money.  In contrast, it
>>>> costs a world nothing to let others serve the assets to clients.  And that
>>>> matters to the bottom line.
>>>>
>>>>
>>>> Morgaine.
>>>>
>>>>
>>>>
>>>>
>>>> ======================
>>>>
>>>> On Sat, Apr 2, 2011 at 7:05 PM, Izzy Alanis <izzyalanis@gmail.com<mailto:
>>>> izzyalanis@gmail.com>> wrote:
>>>>
>>>>    > As always though, it's a trade-off, since the proxied design
>>>>    has very poor scalability compared to the distributed one.
>>>>
>>>>    I don't agree with that... If a user enters a highly populated
>>>>    region,
>>>>    every other client is going to (could and should be trying to)
>>>>    hit the
>>>>    asset server(s) for the assets that the user is wearing (assuming
>>>>    they're not cached locally).  Every asset server has to be scaled up
>>>>    to the point that it can handle that load from all over...
>>>>
>>>>    If I'm hosting a region that supports 10s of thousands of
>>>>    simultaneous
>>>>    users (thinking of the future), I already have to scale to meet that
>>>>    demand. If the region is proxying the assets, then, yes the
>>>>    region has
>>>>    to be scaled to meet that asset demand too, but it already has to be
>>>>    scaled to meet other demands of being a region server... and why is
>>>>    scaling those asset proxy services hard?  It's going to cost $,
>>>>    but is
>>>>    not technically challenging. So, if I want to host a region like
>>>>    that... sure it will cost me, but the simulation will be consistent
>>>>    and users will be able to participate equally, regardless of the
>>>>    capabilities of their individual asset services.
>>>>
>>>>
>>>>
>>>>
>>>>    On Fri, Apr 1, 2011 at 11:55 PM, Morgaine
>>>>    <morgaine.dinova@googlemail.com
>>>>    <mailto:morgaine.dinova@googlemail.com>> wrote:
>>>>    > Every design choice results in a trade-off, Vaughn, improving
>>>>    one thing at
>>>>    > the expense of something else.  If every time we offered a
>>>>    service we had to
>>>>    > inform its users about the downsides of all the trade-offs we
>>>>    have made,
>>>>    > they would have an awful lot to read. ;-)
>>>>    >
>>>>    > The specific trade-off that you are discussing is no
>>>>    different.  A region
>>>>    > that proxies all content has the "benefit" of acquiring control
>>>>    from the
>>>>    > asset servers over the items in the region, so that it can
>>>>    ensure that
>>>>    > everyone in the region not only obtains the items but obtains
>>>>    the same items
>>>>    > as everyone else.  That does indeed provide a greater guarantee of
>>>>    > consistency than a deployment in which the region only passes
>>>>    asset URIs to
>>>>    > clients who then fetch the items from asset services
>>>>    separately.  As always
>>>>    > though, it's a trade-off, since the proxied design has very
>>>>    poor scalability
>>>>    > compared to the distributed one.
>>>>    >
>>>>    > If we're going to warn users of the potential for inconsistency
>>>>    in the
>>>>    > distributed deployment as you suggest, are we also going to
>>>>    warn them of
>>>>    > non-scalability in the proxied one?  I really don't see much
>>>>    merit in the
>>>>    > idea of warning about design choices.  Many such choices are
>>>>    technical, and
>>>>    > the issues are quite likely to be of little interest to
>>>>    non-technical users
>>>>    > anyway.  In any case, the better services are likely to provide
>>>>    such
>>>>    > information in their online documentation, I would guess.
>>>>    >
>>>>    > You mentioned users "voting with their feet" or choosing to
>>>>    accept the risk
>>>>    > of inconsistency.  Well that will happen anyway, when services
>>>>    fail and
>>>>    > users get annoyed.  If some asset services refuse to send the
>>>>    requested
>>>>    > items to some users, those services will get a bad reputation
>>>>    and people
>>>>    > will choose different asset services instead.  Likewise, if a
>>>>    world service
>>>>    > proxies everything and so it can't handle a large number of
>>>>    assets or of
>>>>    > people, users will get annoyed at the lag and will go
>>>>    elsewhere.  This user
>>>>    > evaluation and "voting with their feet" happens already with
>>>>    online services
>>>>    > all over the Internet, and I am sure that this human process
>>>>    will continue
>>>>    > to work when the services are asset and region services.
>>>>    >
>>>>    > Back in September 2010, I wrote this post which proposes that
>>>>    we use in
>>>>    > VWRAP a form of asset addressing that provides massive
>>>>    scalability at the
>>>>    > same time as a very high degree of resilience --
>>>>    >
>>>>    http://www.ietf.org/mail-archive/web/vwrap/current/msg00463.html
>>>>    .  It is
>>>>    > based on the concept of the URI containing a host part and a
>>>>    hash part,
>>>>    > where the hash is generated (once, at the time of storage to
>>>>    the asset
>>>>    > service) using a specified digest algorithm over the content of
>>>>    the asset
>>>>    > being referenced.  You may wish to note that if this design
>>>>    were used, the
>>>>    > failure of an asset service to deliver a requested item would
>>>>    result in a
>>>>    > failover request for the item to one or more backup services,
>>>>    using the same
>>>>    > hash part but with a different host address.
>>>>    >
>>>>    > This can go some way towards overcoming the problem that you
>>>>    think might
>>>>    > occur when assets are fetched by clients from asset services
>>>>    directly.
>>>>    > Although it won't help when the missing item is available from
>>>>    only a single
>>>>    > asset service, it will help in many other cases, and it will
>>>>    compensate for
>>>>    > service failures and network outages automatically at the same
>>>>    time.
>>>>    >
>>>>    > PS. This design for hash-based asset addressing is already
>>>>    being tested by
>>>>    > Mojito Sorbet in her experimental world and client.  It would give
>>>>    > VWRAP-based worlds an improved level of service availability,
>>>>    so I think it
>>>>    > should be a core feature of our protocol.
>>>>    >
>>>>    >
>>>>    > Morgaine.
>>>>    >
>>>>    >
>>>>    >
>>>>    >
>>>>    > ===========================
>>>>    >
>>>>    > On Fri, Apr 1, 2011 at 11:17 PM, Vaughn Deluca
>>>>    <vaughn.deluca@gmail.com <mailto:vaughn.deluca@gmail.com>>
>>>>    > wrote:
>>>>    >>
>>>>    >> This is a question i discussed with Morgaine off-list a while
>>>>    ago (I
>>>>    >> intended to send it to the list but pushed the wrong button...) I
>>>>    >> think we need to address this problem, and decide how to deal
>>>>    with it.
>>>>    >>
>>>>    >>  In Davids deployment draft, section 7.3.1.1 an overview is
>>>>    given van
>>>>    >> ways to deliver content to the region. One way is only passing a
>>>>    >> capability that allows access to (part of) the resource:
>>>>    >>
>>>>    >>           7.3.1.1.  Content delivery models
>>>>    >>           A range of possible represenations can be passed to
>>>>    a region for
>>>>    >>           simulation. [...] The other end of the delivery spectrum
>>>>    >> involves passing
>>>>    >>           only a URI or capability used to access the rendering
>>>>    >> information and a
>>>>    >>           collision mesh,and related data for physical simulation.
>>>>    >>           In such a model, the client is responsible for
>>>>    fetching the
>>>>    >> additional
>>>>    >>           information needed to render the item's visual
>>>>    presence from a
>>>>    >> separate
>>>>    >>           service.  This fetch can be done *under the
>>>>    credentials of the
>>>>    >> end user*
>>>>    >>           viewing the material [my emphasis--VD] , and
>>>>    divorces the
>>>>    >> simulation from
>>>>    >>           the trust chain needed to manage content.  Any
>>>>    automation
>>>>    >> is done on a
>>>>    >>           separate host which the content creator or owner trusts,
>>>>    >> interacting with the
>>>>    >>           object through remoted interfaces.
>>>>    >>
>>>>    >>  I can see the need for such a setup, however, i feel we are
>>>>    >> unpleasantly close to a situation were the coherence of the
>>>>    simulation
>>>>    >> falls apart.
>>>>    >> In this deployment pattern the region advertises the presence
>>>>    of the
>>>>    >> asset, and *some* clients will be able to get it as expected,
>>>>    while
>>>>    >> -based on the arbitrary whims of the asset service- others
>>>>    might not.
>>>>    >>
>>>>    >> My hope would be that after the asset server provides the
>>>>    region with
>>>>    >> the capability to get the asset, it gives up control. That
>>>>    would mean
>>>>    >> that if the client finds the inventory server is unwilling to
>>>>    serve
>>>>    >> the content - in spire of the region saying it is present-,
>>>>    the client
>>>>    >> should be able to turn around ask the *region* for the asset,
>>>>    (and get
>>>>    >> is after all).
>>>>    >>
>>>>    >>  If that is not the case, -and there are probably good reasons
>>>>    for the
>>>>    >> deployment pattern as described-  shouldn't we *warn* clients
>>>>    that the
>>>>    >> region might be inconsistent, so the users behind the client
>>>>    can vote
>>>>    >> with their feet, (or take the risk)?
>>>>    >>
>>>>    >> --Vaughn
>>>>    >> _______________________________________________
>>>>    >> vwrap mailing list
>>>>    >> vwrap@ietf.org <mailto:vwrap@ietf.org>
>>>>    >> https://www.ietf.org/mailman/listinfo/vwrap
>>>>    >
>>>>    >
>>>>    > _______________________________________________
>>>>    > vwrap mailing list
>>>>    > vwrap@ietf.org <mailto:vwrap@ietf.org>
>>>>    > https://www.ietf.org/mailman/listinfo/vwrap
>>>>    >
>>>>    >
>>>>
>>>>
>>>>
>>> ------------------------------------------------------------------------
>>>
>>> _______________________________________________
>>> vwrap mailing list
>>> vwrap@ietf.org
>>> https://www.ietf.org/mailman/listinfo/vwrap
>>>
>>>
>>
>>
>>
>
> --
> --- https://twitter.com/Dzonatas_Sol ---
> Web Development, Software Engineering, Virtual Reality, Consultant
>
> _______________________________________________
> vwrap mailing list
> vwrap@ietf.org
> https://www.ietf.org/mailman/listinfo/vwrap
>

--0015174c177ca4d0a0049ffe23a4
Content-Type: text/html; charset=ISO-8859-1
Content-Transfer-Encoding: quoted-printable

<div>Hi=A0<span class=3D"Apple-style-span" style=3D"border-collapse: collap=
se; white-space: pre-wrap; -webkit-border-horizontal-spacing: 2px; -webkit-=
border-vertical-spacing: 2px; ">Dzonatas</span></div><div><br></div><div>Ca=
n you expand on that, what would be needed for legacy support in VWAP terms=
=A0?,</div>
<div>If i want to read up on how the=A0asset server may proxy the simulator=
, what would you recommend me to read?</div><div><br></div><div>-- Vaughn<b=
r><br><div class=3D"gmail_quote">On Sun, Apr 3, 2011 at 5:51 AM, Dzonatas S=
ol <span dir=3D"ltr">&lt;<a href=3D"mailto:dzonatas@gmail.com">dzonatas@gma=
il.com</a>&gt;</span> wrote:<br>
<blockquote class=3D"gmail_quote" style=3D"margin:0 0 0 .8ex;border-left:1p=
x #ccc solid;padding-left:1ex;">Some stated the proxy-to-asset-server is bu=
ilt into the sim; however, keep in mind possible legacy support where the a=
sset server may proxy the simulator.<div>
<div></div><div class=3D"h5"><br>
<br>
Dzonatas Sol wrote:<br>
<blockquote class=3D"gmail_quote" style=3D"margin:0 0 0 .8ex;border-left:1p=
x #ccc solid;padding-left:1ex">
Somehow I feel the basic asset server being able to login and download asse=
ts is now priority, yet I also wondered the best way to patch this into the=
 current mode of viewers.<br>
<br>
Maybe offer (1) by proxy (sim-side) and (2) by patch (viewer-side) that eit=
her of these two are optional and neither are mandatory for now. Thoughts?<=
br>
<br>
Israel Alanis wrote:<br>
<blockquote class=3D"gmail_quote" style=3D"margin:0 0 0 .8ex;border-left:1p=
x #ccc solid;padding-left:1ex">
<br>
&gt; when designing for scalability, the model to bear in mind is ...<br>
<br>
Well, there are a lot of different models to keep in mind, and many differe=
nt use cases. One particular use case to keep in mind is: &quot;User acquir=
es new outfit, and wants to &#39;show it off&#39; in a highly populated reg=
ion&quot;.<br>

<br>
&gt; Both worlds and asset services may include commercial, community, and =
personal services<br>
<br>
Yes, yes and yes. I&#39;m particularly concerned about how the model affect=
s the ability to host personal asset services.<br>
<br>
&gt; a proxying region, which would get slammed for every asset worn by eve=
ry avatar present.<br>
<br>
Granted the collection of services that are provided by the region need to =
be scaled to meet the demands of that region. That&#39;s all part of capaci=
ty planning.<br>
<br>
&gt; regions run many different CPU-intensive tasks, including physics simu=
lation and server-side scripting, and absolutely cannot afford to serve ass=
ets too<br>
Well... who said the same CPU&#39;s have to do proxying, physics simulation=
 and server-side scripting? Asset proxying is a different service than phys=
ics simulation and can be on separate hardware, could make use of geographi=
cally distributed caching, and in certain deployment patterns, the same cac=
hing services could be shared by different regions. (Server-side scripting =
is a discussion for another day).<br>

<br>
&gt; This is why we have to go parallel...<br>
<br>
Totally agree, and a proxying model could and should also take advantage of=
 parallelism.<br>
<br>
&gt; I think you&#39;re wrong that it has to cost much money. ?vs?<br>
&gt; It costs money to host a high performance and scalable asset service a=
nd a high bandwidth network to handle the traffic. =A0A *lot* of money.<br>
I think what you&#39;re saying is: &quot;It costs a lot of money to build a=
 scalable asset service, but if assets are spread throughout the internet t=
hey don&#39;t have to be scalable.&quot; But that&#39;s not quite right. Yo=
u&#39;re opening up every asset server to the VW equivalent of being slashd=
otted, so are you sure you&#39;re not forcing *every* asset service to be s=
calable and handle a lot of bandwith and network traffic? It&#39;s the exac=
t opposite of your intention, but I think that&#39;s the result, all the sa=
me.<br>

<br>
This particular design decision has a big effect on the economics of the VW=
 infrastructure. I&#39;d rather the economics to work out such that a regio=
n provider who wishes to build a region that supports a small population, c=
an do so economically. A region that wants to host a *large* population has=
 to bear that cost of providing that scalable asset service.<br>

I want the economics of hosting a small asset service to be a non-issue (as=
 to best promote creation and creativity). Creating a high bar to provide a=
sset services will mean that service will cost money and people shouldn&#39=
;t have to pay money just to create or own VW objects (I&#39;m using &#39;o=
wn&#39; here to refer to maintaining their existence, I&#39;m not trying to=
 make a &#39;leftist&#39;/&#39;communist&#39; statement about ownership ;)<=
br>

<br>
- Izzy<br>
<br>
<br>
On Apr 2, 2011, at 3:58 PM, Morgaine wrote:<br>
<br>
<blockquote class=3D"gmail_quote" style=3D"margin:0 0 0 .8ex;border-left:1p=
x #ccc solid;padding-left:1ex">
Izzy, when designing for scalability, the model to bear in mind is that of =
seasoned virtual world travelers whose inventories contain assets from many=
 different worlds, those assets being served by many different asset servic=
es. =A0Both worlds and asset services may include commercial, community, an=
d personal services, and as the metaverse grows, that set is highly likely =
to become progressively less clustered and more diverse.<br>

<br>
When those seasoned travelers click on an advertised VW link and perform an=
 inter-world teleport to one particular world&#39;s region to share an expe=
rience, their &quot;worn&quot; assets (the only ones of interest to the reg=
ion) will contain references to asset services spread widely across the Int=
ernet. =A0The fetches by the travelers&#39; clients occur over many paralle=
l paths from clients to asset services, so one can reasonably expect reduce=
d network contention and reduced asset server loading because they are both=
 spread out over however many asset services are being referenced by the ov=
erall set of assets in the region.<br>

<br>
This is very different to the case of a proxying region, which would get sl=
ammed for every asset worn by every avatar present. =A0In our current archi=
tecture, regions run many different CPU-intensive tasks, including physics =
simulation and server-side scripting, and absolutely cannot afford to serve=
 assets too unless your scalability requirements are very low indeed, ie. j=
ust a few dozen avatars of today&#39;s kind. =A0We&#39;ve hit the ceiling a=
lready on region scalability done that way. =A0There is nowhere to go in th=
at direction at all beyond improving the code like Intel demonstrated, and =
that work is subject to a law of diminishing returns.<br>

<br>
This is why we have to go parallel, and I think you&#39;re wrong that it ha=
s to cost much money. =A0As we spread the load across more and more asset s=
ervices, we are simply better utilizing all the hardware that&#39;s already=
 out there on the Internet, at least in respect of community and private re=
sources. =A0But add to the community and private resources the commercial a=
sset services that are likely to appear to exploit this opportunity, and no=
t only will the number of asset services leap, but the power of each one wi=
ll rocket too, because, after all, these businesses will be heavily optimiz=
ed for the job.<br>

<br>
As to why a world would want clients to access external asset services inst=
ead of providing its own implementation, that&#39;s an easy question. =A0It=
 costs money to host a high performance and scalable asset service and a hi=
gh bandwidth network to handle the traffic. =A0A *lot* of money. =A0In cont=
rast, it costs a world nothing to let others serve the assets to clients. =
=A0And that matters to the bottom line.<br>

<br>
<br>
Morgaine.<br>
<br>
<br>
<br>
<br>
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D<br>
<br>
On Sat, Apr 2, 2011 at 7:05 PM, Izzy Alanis &lt;<a href=3D"mailto:izzyalani=
s@gmail.com" target=3D"_blank">izzyalanis@gmail.com</a> &lt;mailto:<a href=
=3D"mailto:izzyalanis@gmail.com" target=3D"_blank">izzyalanis@gmail.com</a>=
&gt;&gt; wrote:<br>

<br>
 =A0 =A0&gt; As always though, it&#39;s a trade-off, since the proxied desi=
gn<br>
 =A0 =A0has very poor scalability compared to the distributed one.<br>
<br>
 =A0 =A0I don&#39;t agree with that... If a user enters a highly populated<=
br>
 =A0 =A0region,<br>
 =A0 =A0every other client is going to (could and should be trying to)<br>
 =A0 =A0hit the<br>
 =A0 =A0asset server(s) for the assets that the user is wearing (assuming<b=
r>
 =A0 =A0they&#39;re not cached locally). =A0Every asset server has to be sc=
aled up<br>
 =A0 =A0to the point that it can handle that load from all over...<br>
<br>
 =A0 =A0If I&#39;m hosting a region that supports 10s of thousands of<br>
 =A0 =A0simultaneous<br>
 =A0 =A0users (thinking of the future), I already have to scale to meet tha=
t<br>
 =A0 =A0demand. If the region is proxying the assets, then, yes the<br>
 =A0 =A0region has<br>
 =A0 =A0to be scaled to meet that asset demand too, but it already has to b=
e<br>
 =A0 =A0scaled to meet other demands of being a region server... and why is=
<br>
 =A0 =A0scaling those asset proxy services hard? =A0It&#39;s going to cost =
$,<br>
 =A0 =A0but is<br>
 =A0 =A0not technically challenging. So, if I want to host a region like<br=
>
 =A0 =A0that... sure it will cost me, but the simulation will be consistent=
<br>
 =A0 =A0and users will be able to participate equally, regardless of the<br=
>
 =A0 =A0capabilities of their individual asset services.<br>
<br>
<br>
<br>
<br>
 =A0 =A0On Fri, Apr 1, 2011 at 11:55 PM, Morgaine<br>
 =A0 =A0&lt;<a href=3D"mailto:morgaine.dinova@googlemail.com" target=3D"_bl=
ank">morgaine.dinova@googlemail.com</a><br>
 =A0 =A0&lt;mailto:<a href=3D"mailto:morgaine.dinova@googlemail.com" target=
=3D"_blank">morgaine.dinova@googlemail.com</a>&gt;&gt; wrote:<br>
 =A0 =A0&gt; Every design choice results in a trade-off, Vaughn, improving<=
br>
 =A0 =A0one thing at<br>
 =A0 =A0&gt; the expense of something else. =A0If every time we offered a<b=
r>
 =A0 =A0service we had to<br>
 =A0 =A0&gt; inform its users about the downsides of all the trade-offs we<=
br>
 =A0 =A0have made,<br>
 =A0 =A0&gt; they would have an awful lot to read. ;-)<br>
 =A0 =A0&gt;<br>
 =A0 =A0&gt; The specific trade-off that you are discussing is no<br>
 =A0 =A0different. =A0A region<br>
 =A0 =A0&gt; that proxies all content has the &quot;benefit&quot; of acquir=
ing control<br>
 =A0 =A0from the<br>
 =A0 =A0&gt; asset servers over the items in the region, so that it can<br>
 =A0 =A0ensure that<br>
 =A0 =A0&gt; everyone in the region not only obtains the items but obtains<=
br>
 =A0 =A0the same items<br>
 =A0 =A0&gt; as everyone else. =A0That does indeed provide a greater guaran=
tee of<br>
 =A0 =A0&gt; consistency than a deployment in which the region only passes<=
br>
 =A0 =A0asset URIs to<br>
 =A0 =A0&gt; clients who then fetch the items from asset services<br>
 =A0 =A0separately. =A0As always<br>
 =A0 =A0&gt; though, it&#39;s a trade-off, since the proxied design has ver=
y<br>
 =A0 =A0poor scalability<br>
 =A0 =A0&gt; compared to the distributed one.<br>
 =A0 =A0&gt;<br>
 =A0 =A0&gt; If we&#39;re going to warn users of the potential for inconsis=
tency<br>
 =A0 =A0in the<br>
 =A0 =A0&gt; distributed deployment as you suggest, are we also going to<br=
>
 =A0 =A0warn them of<br>
 =A0 =A0&gt; non-scalability in the proxied one? =A0I really don&#39;t see =
much<br>
 =A0 =A0merit in the<br>
 =A0 =A0&gt; idea of warning about design choices. =A0Many such choices are=
<br>
 =A0 =A0technical, and<br>
 =A0 =A0&gt; the issues are quite likely to be of little interest to<br>
 =A0 =A0non-technical users<br>
 =A0 =A0&gt; anyway. =A0In any case, the better services are likely to prov=
ide<br>
 =A0 =A0such<br>
 =A0 =A0&gt; information in their online documentation, I would guess.<br>
 =A0 =A0&gt;<br>
 =A0 =A0&gt; You mentioned users &quot;voting with their feet&quot; or choo=
sing to<br>
 =A0 =A0accept the risk<br>
 =A0 =A0&gt; of inconsistency. =A0Well that will happen anyway, when servic=
es<br>
 =A0 =A0fail and<br>
 =A0 =A0&gt; users get annoyed. =A0If some asset services refuse to send th=
e<br>
 =A0 =A0requested<br>
 =A0 =A0&gt; items to some users, those services will get a bad reputation<=
br>
 =A0 =A0and people<br>
 =A0 =A0&gt; will choose different asset services instead. =A0Likewise, if =
a<br>
 =A0 =A0world service<br>
 =A0 =A0&gt; proxies everything and so it can&#39;t handle a large number o=
f<br>
 =A0 =A0assets or of<br>
 =A0 =A0&gt; people, users will get annoyed at the lag and will go<br>
 =A0 =A0elsewhere. =A0This user<br>
 =A0 =A0&gt; evaluation and &quot;voting with their feet&quot; happens alre=
ady with<br>
 =A0 =A0online services<br>
 =A0 =A0&gt; all over the Internet, and I am sure that this human process<b=
r>
 =A0 =A0will continue<br>
 =A0 =A0&gt; to work when the services are asset and region services.<br>
 =A0 =A0&gt;<br>
 =A0 =A0&gt; Back in September 2010, I wrote this post which proposes that<=
br>
 =A0 =A0we use in<br>
 =A0 =A0&gt; VWRAP a form of asset addressing that provides massive<br>
 =A0 =A0scalability at the<br>
 =A0 =A0&gt; same time as a very high degree of resilience --<br>
 =A0 =A0&gt;<br>
 =A0 =A0<a href=3D"http://www.ietf.org/mail-archive/web/vwrap/current/msg00=
463.html" target=3D"_blank">http://www.ietf.org/mail-archive/web/vwrap/curr=
ent/msg00463.html</a><br>
 =A0 =A0. =A0It is<br>
 =A0 =A0&gt; based on the concept of the URI containing a host part and a<b=
r>
 =A0 =A0hash part,<br>
 =A0 =A0&gt; where the hash is generated (once, at the time of storage to<b=
r>
 =A0 =A0the asset<br>
 =A0 =A0&gt; service) using a specified digest algorithm over the content o=
f<br>
 =A0 =A0the asset<br>
 =A0 =A0&gt; being referenced. =A0You may wish to note that if this design<=
br>
 =A0 =A0were used, the<br>
 =A0 =A0&gt; failure of an asset service to deliver a requested item would<=
br>
 =A0 =A0result in a<br>
 =A0 =A0&gt; failover request for the item to one or more backup services,<=
br>
 =A0 =A0using the same<br>
 =A0 =A0&gt; hash part but with a different host address.<br>
 =A0 =A0&gt;<br>
 =A0 =A0&gt; This can go some way towards overcoming the problem that you<b=
r>
 =A0 =A0think might<br>
 =A0 =A0&gt; occur when assets are fetched by clients from asset services<b=
r>
 =A0 =A0directly.<br>
 =A0 =A0&gt; Although it won&#39;t help when the missing item is available =
from<br>
 =A0 =A0only a single<br>
 =A0 =A0&gt; asset service, it will help in many other cases, and it will<b=
r>
 =A0 =A0compensate for<br>
 =A0 =A0&gt; service failures and network outages automatically at the same=
<br>
 =A0 =A0time.<br>
 =A0 =A0&gt;<br>
 =A0 =A0&gt; PS. This design for hash-based asset addressing is already<br>
 =A0 =A0being tested by<br>
 =A0 =A0&gt; Mojito Sorbet in her experimental world and client. =A0It woul=
d give<br>
 =A0 =A0&gt; VWRAP-based worlds an improved level of service availability,<=
br>
 =A0 =A0so I think it<br>
 =A0 =A0&gt; should be a core feature of our protocol.<br>
 =A0 =A0&gt;<br>
 =A0 =A0&gt;<br>
 =A0 =A0&gt; Morgaine.<br>
 =A0 =A0&gt;<br>
 =A0 =A0&gt;<br>
 =A0 =A0&gt;<br>
 =A0 =A0&gt;<br>
 =A0 =A0&gt; =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D<br>
 =A0 =A0&gt;<br>
 =A0 =A0&gt; On Fri, Apr 1, 2011 at 11:17 PM, Vaughn Deluca<br>
 =A0 =A0&lt;<a href=3D"mailto:vaughn.deluca@gmail.com" target=3D"_blank">va=
ughn.deluca@gmail.com</a> &lt;mailto:<a href=3D"mailto:vaughn.deluca@gmail.=
com" target=3D"_blank">vaughn.deluca@gmail.com</a>&gt;&gt;<br>
 =A0 =A0&gt; wrote:<br>
 =A0 =A0&gt;&gt;<br>
 =A0 =A0&gt;&gt; This is a question i discussed with Morgaine off-list a wh=
ile<br>
 =A0 =A0ago (I<br>
 =A0 =A0&gt;&gt; intended to send it to the list but pushed the wrong butto=
n...) I<br>
 =A0 =A0&gt;&gt; think we need to address this problem, and decide how to d=
eal<br>
 =A0 =A0with it.<br>
 =A0 =A0&gt;&gt;<br>
 =A0 =A0&gt;&gt; =A0In Davids deployment draft, section 7.3.1.1 an overview=
 is<br>
 =A0 =A0given van<br>
 =A0 =A0&gt;&gt; ways to deliver content to the region. One way is only pas=
sing a<br>
 =A0 =A0&gt;&gt; capability that allows access to (part of) the resource:<b=
r>
 =A0 =A0&gt;&gt;<br>
 =A0 =A0&gt;&gt; =A0 =A0 =A0 =A0 =A0 7.3.1.1. =A0Content delivery models<br=
>
 =A0 =A0&gt;&gt; =A0 =A0 =A0 =A0 =A0 A range of possible represenations can=
 be passed to<br>
 =A0 =A0a region for<br>
 =A0 =A0&gt;&gt; =A0 =A0 =A0 =A0 =A0 simulation. [...] The other end of the=
 delivery spectrum<br>
 =A0 =A0&gt;&gt; involves passing<br>
 =A0 =A0&gt;&gt; =A0 =A0 =A0 =A0 =A0 only a URI or capability used to acces=
s the rendering<br>
 =A0 =A0&gt;&gt; information and a<br>
 =A0 =A0&gt;&gt; =A0 =A0 =A0 =A0 =A0 collision mesh,and related data for ph=
ysical simulation.<br>
 =A0 =A0&gt;&gt; =A0 =A0 =A0 =A0 =A0 In such a model, the client is respons=
ible for<br>
 =A0 =A0fetching the<br>
 =A0 =A0&gt;&gt; additional<br>
 =A0 =A0&gt;&gt; =A0 =A0 =A0 =A0 =A0 information needed to render the item&=
#39;s visual<br>
 =A0 =A0presence from a<br>
 =A0 =A0&gt;&gt; separate<br>
 =A0 =A0&gt;&gt; =A0 =A0 =A0 =A0 =A0 service. =A0This fetch can be done *un=
der the<br>
 =A0 =A0credentials of the<br>
 =A0 =A0&gt;&gt; end user*<br>
 =A0 =A0&gt;&gt; =A0 =A0 =A0 =A0 =A0 viewing the material [my emphasis--VD]=
 , and<br>
 =A0 =A0divorces the<br>
 =A0 =A0&gt;&gt; simulation from<br>
 =A0 =A0&gt;&gt; =A0 =A0 =A0 =A0 =A0 the trust chain needed to manage conte=
nt. =A0Any<br>
 =A0 =A0automation<br>
 =A0 =A0&gt;&gt; is done on a<br>
 =A0 =A0&gt;&gt; =A0 =A0 =A0 =A0 =A0 separate host which the content creato=
r or owner trusts,<br>
 =A0 =A0&gt;&gt; interacting with the<br>
 =A0 =A0&gt;&gt; =A0 =A0 =A0 =A0 =A0 object through remoted interfaces.<br>
 =A0 =A0&gt;&gt;<br>
 =A0 =A0&gt;&gt; =A0I can see the need for such a setup, however, i feel we=
 are<br>
 =A0 =A0&gt;&gt; unpleasantly close to a situation were the coherence of th=
e<br>
 =A0 =A0simulation<br>
 =A0 =A0&gt;&gt; falls apart.<br>
 =A0 =A0&gt;&gt; In this deployment pattern the region advertises the prese=
nce<br>
 =A0 =A0of the<br>
 =A0 =A0&gt;&gt; asset, and *some* clients will be able to get it as expect=
ed,<br>
 =A0 =A0while<br>
 =A0 =A0&gt;&gt; -based on the arbitrary whims of the asset service- others=
<br>
 =A0 =A0might not.<br>
 =A0 =A0&gt;&gt;<br>
 =A0 =A0&gt;&gt; My hope would be that after the asset server provides the<=
br>
 =A0 =A0region with<br>
 =A0 =A0&gt;&gt; the capability to get the asset, it gives up control. That=
<br>
 =A0 =A0would mean<br>
 =A0 =A0&gt;&gt; that if the client finds the inventory server is unwilling=
 to<br>
 =A0 =A0serve<br>
 =A0 =A0&gt;&gt; the content - in spire of the region saying it is present-=
,<br>
 =A0 =A0the client<br>
 =A0 =A0&gt;&gt; should be able to turn around ask the *region* for the ass=
et,<br>
 =A0 =A0(and get<br>
 =A0 =A0&gt;&gt; is after all).<br>
 =A0 =A0&gt;&gt;<br>
 =A0 =A0&gt;&gt; =A0If that is not the case, -and there are probably good r=
easons<br>
 =A0 =A0for the<br>
 =A0 =A0&gt;&gt; deployment pattern as described- =A0shouldn&#39;t we *warn=
* clients<br>
 =A0 =A0that the<br>
 =A0 =A0&gt;&gt; region might be inconsistent, so the users behind the clie=
nt<br>
 =A0 =A0can vote<br>
 =A0 =A0&gt;&gt; with their feet, (or take the risk)?<br>
 =A0 =A0&gt;&gt;<br>
 =A0 =A0&gt;&gt; --Vaughn<br>
 =A0 =A0&gt;&gt; _______________________________________________<br>
 =A0 =A0&gt;&gt; vwrap mailing list<br>
 =A0 =A0&gt;&gt; <a href=3D"mailto:vwrap@ietf.org" target=3D"_blank">vwrap@=
ietf.org</a> &lt;mailto:<a href=3D"mailto:vwrap@ietf.org" target=3D"_blank"=
>vwrap@ietf.org</a>&gt;<br>
 =A0 =A0&gt;&gt; <a href=3D"https://www.ietf.org/mailman/listinfo/vwrap" ta=
rget=3D"_blank">https://www.ietf.org/mailman/listinfo/vwrap</a><br>
 =A0 =A0&gt;<br>
 =A0 =A0&gt;<br>
 =A0 =A0&gt; _______________________________________________<br>
 =A0 =A0&gt; vwrap mailing list<br>
 =A0 =A0&gt; <a href=3D"mailto:vwrap@ietf.org" target=3D"_blank">vwrap@ietf=
.org</a> &lt;mailto:<a href=3D"mailto:vwrap@ietf.org" target=3D"_blank">vwr=
ap@ietf.org</a>&gt;<br>
 =A0 =A0&gt; <a href=3D"https://www.ietf.org/mailman/listinfo/vwrap" target=
=3D"_blank">https://www.ietf.org/mailman/listinfo/vwrap</a><br>
 =A0 =A0&gt;<br>
 =A0 =A0&gt;<br>
<br>
<br>
</blockquote>
<br>
------------------------------------------------------------------------<br=
>
<br>
_______________________________________________<br>
vwrap mailing list<br>
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<a href=3D"https://www.ietf.org/mailman/listinfo/vwrap" target=3D"_blank">h=
ttps://www.ietf.org/mailman/listinfo/vwrap</a><br>
 =A0<br>
</blockquote>
<br>
<br>
</blockquote>
<br>
<br>
-- <br>
--- <a href=3D"https://twitter.com/Dzonatas_Sol" target=3D"_blank">https://=
twitter.com/Dzonatas_Sol</a> ---<br>
Web Development, Software Engineering, Virtual Reality, Consultant<br>
<br>
_______________________________________________<br>
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<a href=3D"https://www.ietf.org/mailman/listinfo/vwrap" target=3D"_blank">h=
ttps://www.ietf.org/mailman/listinfo/vwrap</a><br>
</div></div></blockquote></div><br></div>

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Date: Sun, 3 Apr 2011 11:07:19 +0100
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From: Morgaine <morgaine.dinova@googlemail.com>
To: vwrap@ietf.org
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Subject: Re: [vwrap] [wvrap] Simulation consistency
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Great to hear that we're on the same page, Vaughn!

The detail is probably a bit different to how you described it, because
region and agent policy scopes are separate, ie. the agent service doesn't
have a role in determining region policy, it just provides an agent.  Since
asset services are entirely concerned with region functions alone, this put=
s
them out of scope for the agent service, at least according to the last set
of list discussions we had on the topic.

I expect it's the client that you need to consult for its current list of
asset services, because it keeps tally as it encounters new ones in its
travels.  The agent service only supplies a seed cap to kick things off wit=
h
an initial asset service and inventory to hold the default avatar.  This is
legacy stuff though, dating back from when there was a single centralized
asset store.  It needs reworking now that we've gone beyond that singleton.=
.

This whole area of protocol design was never finalized because the Lab
withdrew while we were still discussing how the OGP model was going to
support VW interop.  The OGP-based drafts became totally out of date as soo=
n
as the requirements for interop materialized, and we haven't recovered from
that yet.

I agree with your call which echoed Kevin's earlier one, that we need to ge=
t
on with this!  However, it doesn't start with a doc, but with an agreed
design concept, so that the first doc is roughly in the right area!

This is a partial list of the requirements which I think need to be met:


   - Handle a dynamic set of asset services, one being the minimum (and onl=
y
   usable in a walled garden), while the maximum is unlimited.
   - Never to disallow an agent from using its current agent credentials to
   travel to another world (agent registration must not be confused with wo=
rld
   policy).
   - Let asset services determine asset distribution policy, and provide th=
e
   means for regions to query that policy (your consistency requirement).
   - Decide where the user state is held.  If it's in the agent service the=
n
   the agent service must be agnostic to worlds and accept all travel
   requests.  If we cannot agree to make the agent service VW agnostic, the=
n
   state will have to be held in the client.


Once we have a rough model of that in our minds, then we can:


   - Run through a few iterations of basic top-level pseudocode showing how
   the agent service, asset services and clients handle the above split of
   responsibilities.
   - Write the first draft document reflecting the above.
   - Rinse and repeat.



Morgaine.





=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D

On Sat, Apr 2, 2011 at 11:26 PM, Vaughn Deluca <vaughn.deluca@gmail.com>wro=
te:

> I wrote:
> >The region can now tells the agent service which of the assets agent
> service requested transfer the avatar can bring.
>
> I meant to say:
>
> The region can now tell the agent service which of the assets the agent
> service requested transfer for, can actually be transfered.
>
> (its late here...)
>
> On Sun, Apr 3, 2011 at 12:02 AM, Vaughn Deluca <vaughn.deluca@gmail.com>w=
rote:
>
>> Morgain, all,
>>
>> Ahha!, i was halfway my reply explaining that i was *not* asking for the
>> impossible, and did *not* want to impose my rules on others, but that i =
just
>> wanted to be able to know that stuff that i get into my region will be
>> visible to everybody present, and now i see that you got that. Good!
>> We are on the same page again :)
>>
>> The way the draft relating tot the tourist model is now written i can
>> *never* be sure my visitors all get the same data, because i just juggle=
 the
>> crude physics representation, and the viewers negotiate about anything e=
lse
>> with the asset service, fully out of my control.
>>
>> You formulated a solution (requesting the transfer rights explicitly).
>> I was originally thinking of a solution where the protocol specifies tha=
t
>> the capability to get the crude physics representation of the asset in m=
y
>> region would be *automatically* give me the right to download the full a=
sset
>> (if I asked for that).  After reading your replies i now see that reques=
ting
>> the transfer rights, just like like the viewers will do, is a better
>> solution. The same protocol messages could even be used, The region pres=
ent
>> its credentials and either gets the capability or not.  The region can n=
ow
>> tells the agent service which of the assets agent service requested tran=
sfer
>> the avatar can bring. Its up to the viewer to deal with that information=
, it
>> might simply ignore it. In the latter case the avatar will be simulated =
by
>> the region without the offending asset. The asset service will subsequen=
tly
>> get requests from all viewers connected to the region for the assets in =
the
>> region. Some of those might not pass trust checks of the asset service. =
Bad
>> luck for the asset service, it has given a capability to the region and =
the
>> region will use that to get the asset. If the asset service has second
>> thoughts to often - causing download costs and lag, it will eventually e=
nd
>> up on the black list of the region service, and next time around the reg=
ion
>>  might tell the agent service it can't allow asset Y from servivce X bec=
asue
>> it does not trust assert service X.
>> It all sounds logical and transparent to me.
>>
>> It also fits what meadhbh said:
>> >my recommendation has always been... "define mechanism, not policy."
>> As far as i can see that is what we do here.
>>
>> Now, this brings me to a point of order. In september Kevin Tweedy made
>> this observation:
>>
>> "<kevin.tweedy at xrgrid.com>
>> Date: Wed, 22 Sep 2010 13:40:15 -0400
>> May I suggest we stop arbitrarily trying to define things in emails and
>> come up with some kind of process into how to define what the first draf=
t
>> specification should include?  Doesn=92t W3C have a process on how this =
works?
>>  I think this is the fundamental problem of this group; we are mixing
>> vision, requirements, and design in the same email.  We are making desig=
n
>> decisions when we haven=92t even defined the requirements."
>>
>> I fully agree. We used to brainstorm in the group and assumed the editor=
s
>> of the drafts would incorporate the generated ideas in new versions of t=
he
>> draft.  At times that worked really well, at other times it did work not=
 so
>> well. But currently we have no editors, so we need to do something new..=
..
>>
>> My question to the group is how do we consolidate this bit of discussion=
?
>>
>> In general it seems to me we have managed to generate new enthusiasm in
>> the group, and we are on -or close to- the  point were we have enough
>> critical mass to continue. In my view we would really benefit from a tru=
e
>> editor, and it seems nobody is willing to take that responsibility yet. =
Can
>> we really do it collectively on the wiki? It would be a break with the w=
ay i
>> think ietf groups normally work, but i might be  kind off fitting for th=
is
>> highly diverse group  :)
>>
>> So will it work? What alternatives do we have?  comments please.
>>
>> --Vaughn
>>
>> On Sat, Apr 2, 2011 at 5:09 PM, Morgaine <morgaine.dinova@googlemail.com=
>wrote:
>>
>>> Vaughn, I left your final (and very important) point for the end of my
>>> response, and then I fired off my email without addressing it ...  Sorr=
y. :P
>>>
>>>
>>> On Sat, Apr 2, 2011 at 11:26 AM, Vaughn Deluca <vaughn.deluca@gmail.com=
>wrote:
>>>
>>>>  So I want methods to prevent breaking my highly emergent world as muc=
h
>>>> as possible.
>>>>
>>>
>>>
>>> Yes indeed!!!
>>>
>>> You have a perfectly reasonable requirement for the service that you wa=
nt
>>> to operate, and you need some means of meeting it.  I agree with that
>>> wholeheartedly.  I only begin to disagree when you hint that your
>>> requirement must be imposed on everyone, whether they want it or not.  =
That
>>> I cannot support, and I expect that you did not mean it that way anyway=
.
>>> After all, some of my requirements are probably not of interest to you
>>> either, and you would not wish me to impose them on you.  It cuts both =
ways.
>>>
>>> So, how can we enable you to offer a service with many 9's of simulatio=
n
>>> consistency, without imposing that requirement on those who prefer a
>>> different trade-off?  You hinted at the solution yourself, so I'll mere=
ly
>>> elaborate on it.  You wrote:
>>>
>>>
>>>
>>> I would like to argue that the region *should* get the capability to
>>>> fetch all details. [...]  Note that this does not mean that the region=
 *has*
>>>> to proxy the asset, just that in case the asset service refuses to ser=
ve a
>>>> client it does not like, the region can insist on delivery  based on t=
he
>>>> capability it originally got.
>>>>
>>>
>>>
>>>
>>> Perfect.  All you need then is an optional query in the protocol that
>>> allows a region to ask each asset service referenced by assets carried =
by
>>> newly arriving avatars the following question:
>>>
>>> QUERY: "*Do I have your permission to fetch from your asset service the
>>> assets normally reserved for client fetches, and to distribute these as=
sets
>>> to clients directly in the (unexpected) event that I want to?*"
>>>
>>>
>>> That easily maps to an optional capability request of course.  If the
>>> asset service answers "No" to you, then you can deny the incoming avata=
r
>>> entry to your region, returning a status that indicates
>>>
>>> RESPONSE: "*Asset service X referenced by asset Y does not meet the
>>> re-distribution requirement requested for entry to region Z*".
>>>
>>>
>>> Your requirement is then satisfied (I believe) without imposing that
>>> requirement on a region operator who does not need it because they desi=
re a
>>> different trade-off.  Those who don't have your requirement simply won'=
t
>>> request the capability.
>>>
>>> For example, it would be pointless to even ask an asset service founded
>>> entirely around Creative Commons assets that question, since all CC con=
tent
>>> is perpetually and non-revocably redistributable by anyone and to anyon=
e.
>>> By not issuing the query we can save ourselves the round-trip time and =
allow
>>> faster entry to the region.
>>>
>>> Would something like that get the nod from you?
>>>
>>>
>>> PS. You need to note that when an asset service answers "Yes" to your
>>> query, this does not mean that it will necessarily honor its promise wh=
en
>>> you actually attempt to fetch items.  David's very important point abou=
t
>>> independent parties not having control over each other applies here.  Y=
ou
>>> can at most hope that it will behave well, and perhaps test the promise=
 by
>>> fetching something.  However, if you truly want as many 9's of consiste=
ncy
>>> as is obtainable then you will have to fetch all the assets yourself pr=
ior
>>> to allowing entry to the avatar, and that would be a dreadful overhead.
>>> Most people will probably settle for "*best effort*" approaches, which
>>> are quite likely to succeed.
>>>
>>>
>>> Morgaine.
>>>
>>>
>>>
>>>
>>>
>>> =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D
>>>
>>>
>>> On Sat, Apr 2, 2011 at 11:26 AM, Vaughn Deluca <vaughn.deluca@gmail.com=
>wrote:
>>>
>>>> Morgaine, Meadhbh,
>>>>
>>>> Thanks for the answers, but i see that i have not been clear enough.
>>>> I think the protocol should demand certain things to prevent the
>>>>  deterioration of the simulation to an unacceptable level. We need to =
be
>>>> more precise to prevent problems and i think we can.
>>>>
>>>> I was arguing from the perspecive of a region service without making
>>>> that explicit. Note i was *not* advocating the region proxies everythi=
ng,
>>>> just that it lives up to its promises about object presence. Also note=
 that
>>>> i do  *not* always have the option to pick another high quality asset
>>>> service, since I normally do not own the assets. I will use Prokofy as=
 an
>>>> example just for the fun of it.  He is highly worried about content th=
eft,
>>>> so (in the unlikely case he wants to start selling stuff outside of SL=
) he
>>>> might use this deployment pattern.  Assume he sells wonderful sexy dre=
sses
>>>> to two customers, that can only be fetched from his own asset service =
for
>>>> rendering. Both customers go off to "Vaughns highly immersive world" w=
ere a
>>>> party is given.  My region receives some physics properties of the dre=
sses
>>>> for simulation and an address of Proks asset service for high-res deta=
ils
>>>> and textures. In this case the region does not even get the capability=
 to
>>>> fetch the assets, just a link to the asset service and its up to viewe=
r to
>>>> request the details and show credentials to get them. The two girls me=
et,
>>>> both their viewers request the details of the other dress, and Proks a=
sset
>>>> service grants those requests. They girls admire their dresses and
>>>> compliment each other with their good taste. Now when i arrive and my =
viewer
>>>> request the dress details, Prok's asset service recognises me as the
>>>> copyleftists that i am. It refuses to serve the asset details -and dep=
ending
>>>> on my viewers behaviour i might get to view two girls in sexy underwea=
r -or
>>>> wearing even less- instead of party dresses. From a consistency point =
of
>>>> view this is a highly undesirable situation, it breaks immersion, and
>>>> depending on the circumstances might also be embarrassing to the peopl=
e
>>>> involved.
>>>>
>>>> The key question is if we want to allow this situation to arise within
>>>> VWRAP compliant worlds.
>>>> I would like to argue that the region *should* get the capability to
>>>> fetch all details. In other words, Prokofy would have to give up some
>>>> control over the asset in case he allows it to be used by my region. N=
ote
>>>> that this does not mean that the region *has* to proxy the asset, just=
 that
>>>> in case the asset service refuses to serve a client it does not like, =
the
>>>> region can insist on delivery  based on the capability it originally g=
ot. If
>>>> that fails Proks asset service can not be called VWRAP compliant.
>>>>
>>>> If Prokofy does not want to relinquish  that level of control, fine, i=
t
>>>> is his right not to, but in that case the dresses should not be allowe=
d to
>>>> get into my region in the first place.  If people visit my region and =
find
>>>> themselves naked in the eyes of some others *I* will get the blame.  A=
s
>>>> Morgaine says, the technical details of my innocence will not convince=
 the
>>>> general public. So I want methods to prevent breaking my highly emerge=
nt
>>>> world as much as possible.
>>>> My proposal would be that the whatever the region gets MUST be
>>>> guaranteed by protocol to be delivered to  anybody within the region
>>>> requesting it. If the asset service does not want to serve a cryptocom=
unist
>>>> copyleftist, fine, but IF it has given the region a capability, it MUS=
T
>>>> serve the full asset to be VWRAP compliant. Its *my* choice as a regio=
n
>>>> deployer to download the full asset to be able to guarantee region
>>>> consistency if I want to. I will try to avoid that as much as possible=
, but
>>>> if my customers complain, i will be forces to start doing this for cer=
tain
>>>> asset services that i know show discriminatory behaviour against for
>>>> instance copyleftist.
>>>>
>>>> Finally Morgaine, you keep hammering on the fact that proxying by the
>>>> region does not scale. (I tend to disagree, but that is beside the poi=
nt
>>>> here). I do agree the asset should not be needlessly transfered, but i
>>>> strongly feel we must insist in the protocol on transferring the *righ=
ts* to
>>>> view the asset. If that leads to to the region not getting the asset a=
t all,
>>>> so be it, it can warn visitors that their assets will not be visible a=
nd
>>>> even offer to serve simple replacements (1). This in turn will encoura=
ge the
>>>> end users to avoid this type of asset service, and Prokofy will go out=
 of
>>>> business, as should be the case given the behaviour of the service. An=
d if
>>>> he pulls it off, thats fine with me also, as long as i do not have to =
suffer
>>>> from it due to lack of rigour in the protocol specs.
>>>>
>>>> So, in summary, I very well see that there is no way to enforce
>>>> consistent serving behaviour but it should at least be clear that it i=
s
>>>> non-standard and not conform the protocol. The way I am understanding =
you
>>>> now, your argument seems to be just one step to far in the direction o=
f
>>>> anarchy.
>>>> Or am i misreading you?
>>>>
>>>> --Vaughn
>>>>
>>>>
>>>> (1) I just realise that the region might cheat and advertise its own
>>>> asset brands claiming the competitions assets  could not be rendered..=
. Oh
>>>> well, one might hope that if there is enough choice in worlds such reg=
ions
>>>> will be forced  out of business as well.
>>>>
>>>> On Sat, Apr 2, 2011 at 7:31 AM, Morgaine <
>>>> morgaine.dinova@googlemail.com> wrote:
>>>>
>>>>> Further to my last post, it's worth noting that if you find that you
>>>>> suffer poor quality behavior from a particular asset service and it i=
s
>>>>> breaking the consistency of your simulation, with hash-based item add=
ressing
>>>>> you can also automatically use an alternative asset service *in
>>>>> preference* to the one specified in a given URI.
>>>>>
>>>>> Your client could be configured to attempt the item fetch at a known
>>>>> good quality asset service *first* (perhaps one that you paid to use
>>>>> because of its better service), automatically, and maybe even dynamic=
ally
>>>>> depending on the type of item.
>>>>>
>>>>> The scheme has a long list of benefits, and overcoming (to some exten=
t)
>>>>> poor quality asset services is just one of them.
>>>>>
>>>>>
>>>>> Morgaine.
>>>>>
>>>>>
>>>>>
>>>>>
>>>>>
>>>>> =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D
>>>>>
>>>>>
>>>>> On Sat, Apr 2, 2011 at 4:55 AM, Morgaine <
>>>>> morgaine.dinova@googlemail.com> wrote:
>>>>>
>>>>>> Every design choice results in a trade-off, Vaughn, improving one
>>>>>> thing at the expense of something else.  If every time we offered a =
service
>>>>>> we had to inform its users about the downsides of all the trade-offs=
 we have
>>>>>> made, they would have an awful lot to read. ;-)
>>>>>>
>>>>>> The specific trade-off that you are discussing is no different.  A
>>>>>> region that proxies all content has the "benefit" of acquiring contr=
ol from
>>>>>> the asset servers over the items in the region, so that it can ensur=
e that
>>>>>> everyone in the region not only obtains the items but obtains the *
>>>>>> same* items as everyone else.  That does indeed provide a greater
>>>>>> guarantee of consistency than a deployment in which the region only =
passes
>>>>>> asset URIs to clients who then fetch the items from asset services
>>>>>> separately.  As always though, it's a trade-off, since the proxied d=
esign
>>>>>> has very poor scalability compared to the distributed one.
>>>>>>
>>>>>> If we're going to warn users of the potential for inconsistency in t=
he
>>>>>> distributed deployment as you suggest, are we also going to warn the=
m of
>>>>>> non-scalability in the proxied one?  I really don't see much merit i=
n the
>>>>>> idea of warning about design choices.  Many such choices are technic=
al, and
>>>>>> the issues are quite likely to be of little interest to non-technica=
l users
>>>>>> anyway.  In any case, the better services are likely to provide such
>>>>>> information in their online documentation, I would guess.
>>>>>>
>>>>>> You mentioned users "voting with their feet" or choosing to accept t=
he
>>>>>> risk of inconsistency.  Well that will happen anyway, when services =
fail and
>>>>>> users get annoyed.  If some asset services refuse to send the reques=
ted
>>>>>> items to some users, those services will get a bad reputation and pe=
ople
>>>>>> will choose different asset services instead.  Likewise, if a world =
service
>>>>>> proxies everything and so it can't handle a large number of assets o=
r of
>>>>>> people, users will get annoyed at the lag and will go elsewhere.  Th=
is user
>>>>>> evaluation and "voting with their feet" happens already with online =
services
>>>>>> all over the Internet, and I am sure that this human process will co=
ntinue
>>>>>> to work when the services are asset and region services.
>>>>>>
>>>>>> Back in September 2010, I wrote this post which proposes that we use
>>>>>> in VWRAP a form of asset addressing that provides massive scalabilit=
y at the
>>>>>> same time as a very high degree of resilience --
>>>>>> http://www.ietf.org/mail-archive/web/vwrap/current/msg00463.html .
>>>>>> It is based on the concept of the URI containing a host part and a h=
ash
>>>>>> part, where the hash is generated (once, at the time of storage to t=
he asset
>>>>>> service) using a specified digest algorithm over the content of the =
asset
>>>>>> being referenced.  You may wish to note that if this design were use=
d, the
>>>>>> failure of an asset service to deliver a requested item would result=
 in a
>>>>>> failover request for the item to one or more backup services, using =
the same
>>>>>> hash part but with a different host address.
>>>>>>
>>>>>> This can go some way towards overcoming the problem that you think
>>>>>> might occur when assets are fetched by clients from asset services
>>>>>> directly.  Although it won't help when the missing item is available=
 from
>>>>>> only a single asset service, it will help in many other cases, and i=
t will
>>>>>> compensate for service failures and network outages automatically at=
 the
>>>>>> same time.
>>>>>>
>>>>>> PS. This design for hash-based asset addressing is already being
>>>>>> tested by Mojito Sorbet in her experimental world and client.  It wo=
uld give
>>>>>> VWRAP-based worlds an improved level of service availability, so I t=
hink it
>>>>>> should be a core feature of our protocol.
>>>>>>
>>>>>>
>>>>>> Morgaine.
>>>>>>
>>>>>>
>>>>>>
>>>>>>
>>>>>> =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D
>>>>>>
>>>>>>
>>>>>> On Fri, Apr 1, 2011 at 11:17 PM, Vaughn Deluca <
>>>>>> vaughn.deluca@gmail.com> wrote:
>>>>>>
>>>>>>> This is a question i discussed with Morgaine off-list a while ago (=
I
>>>>>>> intended to send it to the list but pushed the wrong button...) I
>>>>>>> think we need to address this problem, and decide how to deal with
>>>>>>> it.
>>>>>>>
>>>>>>>  In Davids deployment draft, section 7.3.1.1 an overview is given v=
an
>>>>>>> ways to deliver content to the region. One way is only passing a
>>>>>>> capability that allows access to (part of) the resource:
>>>>>>>
>>>>>>>           7.3.1.1.  Content delivery models
>>>>>>>           A range of possible represenations can be passed to a
>>>>>>> region for
>>>>>>>           simulation. [...] The other end of the delivery spectrum
>>>>>>> involves passing
>>>>>>>           only a URI or capability used to access the rendering
>>>>>>> information and a
>>>>>>>           collision mesh,and related data for physical simulation.
>>>>>>>           In such a model, the client is responsible for fetching t=
he
>>>>>>> additional
>>>>>>>           information needed to render the item's visual presence
>>>>>>> from a separate
>>>>>>>           service.  This fetch can be done *under the credentials o=
f
>>>>>>> the end user*
>>>>>>>           viewing the material [my emphasis--VD] , and divorces the
>>>>>>> simulation from
>>>>>>>           the trust chain needed to manage content.  Any automation
>>>>>>> is done on a
>>>>>>>           separate host which the content creator or owner trusts,
>>>>>>> interacting with the
>>>>>>>           object through remoted interfaces.
>>>>>>>
>>>>>>>  I can see the need for such a setup, however, i feel we are
>>>>>>> unpleasantly close to a situation were the coherence of the
>>>>>>> simulation
>>>>>>> falls apart.
>>>>>>> In this deployment pattern the region advertises the presence of th=
e
>>>>>>> asset, and *some* clients will be able to get it as expected, while
>>>>>>> -based on the arbitrary whims of the asset service- others might no=
t.
>>>>>>>
>>>>>>> My hope would be that after the asset server provides the region wi=
th
>>>>>>> the capability to get the asset, it gives up control. That would me=
an
>>>>>>> that if the client finds the inventory server is unwilling to serve
>>>>>>> the content - in spire of the region saying it is present-, the
>>>>>>> client
>>>>>>> should be able to turn around ask the *region* for the asset, (and
>>>>>>> get
>>>>>>> is after all).
>>>>>>>
>>>>>>>  If that is not the case, -and there are probably good reasons for
>>>>>>> the
>>>>>>> deployment pattern as described-  shouldn't we *warn* clients that
>>>>>>> the
>>>>>>> region might be inconsistent, so the users behind the client can vo=
te
>>>>>>> with their feet, (or take the risk)?
>>>>>>>
>>>>>>> --Vaughn
>>>>>>> _______________________________________________
>>>>>>> vwrap mailing list
>>>>>>> vwrap@ietf.org
>>>>>>> https://www.ietf.org/mailman/listinfo/vwrap
>>>>>>>
>>>>>>
>>>>>>
>>>>>
>>>>
>>>
>>
>
> _______________________________________________
> vwrap mailing list
> vwrap@ietf.org
> https://www.ietf.org/mailman/listinfo/vwrap
>
>

--0016368340c0f4863b04a000cefb
Content-Type: text/html; charset=windows-1252
Content-Transfer-Encoding: quoted-printable

Great to hear that we&#39;re on the same page, Vaughn!<br><br>The detail is=
 probably a bit different to how you described it, because region and agent=
 policy scopes are separate, ie. the agent service doesn&#39;t have a role =
in determining region policy, it just provides an agent.=A0 Since asset ser=
vices are entirely concerned with region functions alone, this puts them ou=
t of scope for the agent service, at least according to the last set of lis=
t discussions we had on the topic.<br>
<br>I expect it&#39;s the client that you need to consult for its current l=
ist of asset services, because it keeps tally as it encounters new ones in =
its travels.=A0 The agent service only supplies a seed cap to kick things o=
ff with an initial asset service and inventory to hold the default avatar.=
=A0 This is legacy stuff though, dating back from when there was a single c=
entralized asset store.=A0 It needs reworking now that we&#39;ve gone beyon=
d that singleton..<br>

<br>This whole area of protocol design was never finalized because the Lab =
withdrew while we were still discussing how the OGP model was going to supp=
ort VW interop.=A0 The OGP-based drafts became totally out of date as soon =
as the requirements for interop materialized, and we haven&#39;t recovered =
from that yet.<br>
<br>I agree with your call which echoed Kevin&#39;s earlier one, that we ne=
ed to get on with this!=A0 However, it doesn&#39;t start with a doc, but wi=
th an agreed design concept, so that the first doc is roughly in the right =
area!<br>
<br>This is a partial list of the requirements which I think need to be met=
:<br><br><ul><li>Handle a dynamic set of asset services, one being the mini=
mum (and only usable in a walled garden), while the maximum is unlimited.</=
li>
<li>Never to disallow an agent from using its current agent credentials to =
travel to another world (agent registration must not be confused with world=
 policy).<br></li><li>Let asset services determine asset distribution polic=
y, and provide the means for regions to query that policy (your consistency=
 requirement).</li>
<li>Decide where the user state is held.=A0 If it&#39;s in the agent servic=
e then the agent service must be agnostic to worlds and accept all travel r=
equests.=A0 If we cannot agree to make the agent service VW agnostic, then =
state will have to be held in the client.<br>
</li></ul><br>Once we have a rough model of that in our minds, then we can:=
<br><br><ul><li>Run through a few iterations of basic top-level pseudocode =
showing how the agent service, asset services and clients handle the above =
split of responsibilities.</li>
<li>Write the first draft document reflecting the above.</li><li>Rinse and =
repeat.<br></li></ul>
<br><br>Morgaine.<br><br><br><br><br><br>=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D<br><br><div class=3D"gmail_quote">On S=
at, Apr 2, 2011 at 11:26 PM, Vaughn Deluca <span dir=3D"ltr">&lt;<a href=3D=
"mailto:vaughn.deluca@gmail.com" target=3D"_blank">vaughn.deluca@gmail.com<=
/a>&gt;</span> wrote:<br>
<blockquote class=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt 0.8ex; borde=
r-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;">
<div>I wrote:<div><span style=3D"border-collapse: collapse;">&gt;The region=
 can now tells the agent service which of the assets agent service requeste=
d transfer the avatar can bring.</span></div><div><span style=3D"border-col=
lapse: collapse;"><br>


</span></div></div><div><span style=3D"border-collapse: collapse;">I meant =
to say:</span></div><div><span style=3D"border-collapse: collapse;"><br></s=
pan></div><div><span style=3D"border-collapse: collapse;">The region can no=
w tell the agent service which of the assets the agent service requested tr=
ansfer for, can actually be transfered.</span></div>


<div><br></div><div>(its late here...)</div><div><div></div><div><div><br><=
div class=3D"gmail_quote">On Sun, Apr 3, 2011 at 12:02 AM, Vaughn Deluca <s=
pan dir=3D"ltr">&lt;<a href=3D"mailto:vaughn.deluca@gmail.com" target=3D"_b=
lank">vaughn.deluca@gmail.com</a>&gt;</span> wrote:<br>


<blockquote class=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt 0.8ex; borde=
r-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;"><div>Morgain, all=
,</div><div><br></div><div>Ahha!, i was halfway my reply explaining that i =
was *not* asking for the impossible, and did *not* want to impose my rules =
on others, but that i just wanted to be able to know that stuff that i get =
into my region will be visible to everybody present, and now i see that you=
 got that. Good!</div>



<div>We are on the same page again :)</div><div><br></div><div>The way the =
draft relating tot the tourist model is now written i can *never* be sure m=
y visitors all get the same data, because i just juggle the crude physics r=
epresentation, and the viewers negotiate about anything else with the asset=
 service, fully out of my control.=A0</div>



<div><br></div><div>You formulated a solution (requesting the transfer righ=
ts explicitly). =A0</div><div>I was originally thinking of a solution where=
 the protocol specifies that the capability to get the crude physics repres=
entation of the asset in my region would be *automatically* give me the rig=
ht to download the full asset (if I asked for that). =A0After reading your =
replies i now see that requesting the transfer rights, just like like the v=
iewers will do, is a better solution. The same protocol messages could even=
 be used, The region present its credentials and either gets the capability=
 or not. =A0The region can now tells the agent service which of the assets =
agent service requested transfer the avatar can bring. Its up to the viewer=
 to deal with that information, it might simply ignore it. In the latter ca=
se the avatar will be simulated by the region without the offending asset. =
The asset service will subsequently get requests from all viewers connected=
 to the region for the assets in the region. Some of those might not pass t=
rust checks of the asset service. Bad luck for the asset service, it has gi=
ven a capability to the region and the region will use that to get the asse=
t. If the asset service has second thoughts to often - causing download cos=
ts and lag, it will eventually end up on the black list of the region servi=
ce, and next time around the region =A0might tell the agent service it can&=
#39;t allow asset Y from servivce X becasue it does not trust assert servic=
e X. =A0</div>



<div>It all sounds logical and transparent to me.</div><div><div><br></div>=
<div>It also fits what meadhbh said:</div><div>&gt;my recommendation has al=
ways been... &quot;define mechanism, not policy.&quot;</div>
</div><div>As far as i can see that is what we do here.</div>
<div><br></div><div>Now, this brings me to a point of order. In september K=
evin Tweedy made this observation:</div><div><br></div><div>&quot;&lt;kevin=
.tweedy at <a href=3D"http://xrgrid.com" target=3D"_blank">xrgrid.com</a>&g=
t;</div>


<div>Date: Wed, 22 Sep 2010 13:40:15 -0400</div>
<div>May I suggest we stop arbitrarily trying to define things in emails an=
d come up with some kind of process into how to define what the first draft=
 specification should include? =A0Doesn=92t W3C have a process on how this =
works? =A0I think this is the fundamental problem of this group; we are mix=
ing vision, requirements, and design in the same email. =A0We are making de=
sign decisions when we haven=92t even defined the requirements.&quot;</div>



<div><br></div><div>I fully agree. We used to brainstorm in the group and a=
ssumed the editors of the drafts would incorporate the generated ideas in n=
ew versions of the draft. =A0At times that worked really well, at other tim=
es it did work not so well. But currently we have no editors, so we need to=
 do something new....</div>



<div><br></div><div>My question to the group is how do we consolidate this =
bit of discussion?=A0</div><div><br></div><div>In general it seems to me we=
 have managed to generate new enthusiasm in the group, and we are on -or cl=
ose to- the =A0point were we have enough critical mass to continue. In my v=
iew we would really benefit from a true editor, and it seems nobody is will=
ing to take that responsibility yet. Can we really do it collectively on th=
e wiki? It would be a break with the way i think ietf groups normally work,=
 but i might be =A0kind off fitting for this highly diverse group =A0:)</di=
v>



<div><br></div><div>So will it work? What alternatives do we have? =A0comme=
nts please.</div><div><br></div><font color=3D"#888888"><div>--Vaughn</div>=
</font><div><div></div><div><br><div class=3D"gmail_quote">On Sat, Apr 2, 2=
011 at 5:09 PM, Morgaine <span dir=3D"ltr">&lt;<a href=3D"mailto:morgaine.d=
inova@googlemail.com" target=3D"_blank">morgaine.dinova@googlemail.com</a>&=
gt;</span> wrote:<br>



<blockquote class=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt 0.8ex; borde=
r-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;">Vaughn, I left yo=
ur final (and very important) point for the end of my response, and then I =
fired off my email without addressing it ...=A0 Sorry. :P<div>



<br><br>On Sat, Apr 2, 2011 at 11:26 AM, Vaughn Deluca <span dir=3D"ltr">&l=
t;<a href=3D"mailto:vaughn.deluca@gmail.com" target=3D"_blank">vaughn.deluc=
a@gmail.com</a>&gt;</span> wrote:<br>
<blockquote class=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt 0.8ex; borde=
r-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;"><div>=A0So I want=
 methods=20
to prevent breaking my highly emergent world as much as possible. <br></div=
></blockquote><br><br></div>Yes indeed!!!<br><br>You have a perfectly reaso=
nable requirement for the service that you want to operate, and you need so=
me means of meeting it.=A0 I agree with that wholeheartedly.=A0 I only begi=
n to disagree when you hint that your requirement must be imposed on everyo=
ne, whether they want it or not.=A0 That I cannot support, and I expect tha=
t you did not mean it that way anyway.=A0 After all, some of my requirement=
s are probably not of interest to you either, and you would not wish me to =
impose them on you.=A0 It cuts both ways.<br>




<br>So, how can we enable you to offer a service with many 9&#39;s of simul=
ation consistency, without imposing that requirement on those who prefer a =
different trade-off?=A0 You hinted at the solution yourself, so I&#39;ll me=
rely elaborate on it.=A0 You wrote:<br>




<br><br><br><blockquote class=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt =
0.8ex; border-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;"><div>=
I
 would like to argue that the region *should* get the capability to=20
fetch all details. [...]=A0=20
Note that this does not mean that the region *has* to proxy the asset,=20
just that in case the asset service refuses to serve a client it does=20
not like, the region can insist on delivery =A0based on the capability it=
=20
originally got.</div></blockquote><br><br><br>Perfect.=A0 All you need then=
 is an optional query in the protocol that allows a region to ask each asse=
t service referenced by assets carried by newly arriving avatars the follow=
ing question:<br>




<br><div style=3D"margin-left: 40px;">QUERY: &quot;<i>Do I have your permis=
sion to fetch from your asset service the assets normally reserved for clie=
nt fetches, and to distribute these assets to clients directly in the (unex=
pected) event that I want to?</i>&quot;<br>




</div><br><br>That easily maps to an optional capability request of course.=
=A0 If the asset service answers &quot;No&quot; to you, then you can deny t=
he incoming avatar entry to your region, returning a status that indicates<=
br>




<br><div style=3D"margin-left: 40px;">RESPONSE: &quot;<b>Asset service X re=
ferenced by asset Y does not meet the re-distribution requirement requested=
 for entry to region Z</b>&quot;.<br></div><br><br>Your requirement is then=
 satisfied (I believe) without imposing that requirement on a region operat=
or who does not need it because they desire a different trade-off.=A0 Those=
 who don&#39;t have your requirement simply won&#39;t request the capabilit=
y.<br>




<br>For example, it would be pointless to even ask an asset service founded=
 entirely around Creative Commons assets that question, since all CC conten=
t is perpetually and non-revocably redistributable by anyone and to anyone.=
=A0 By not issuing the query we can save ourselves the round-trip time and =
allow faster entry to the region.<br>




<br>Would something like that get the nod from you?<br><br><br>PS. You need=
 to note that when an asset service answers &quot;Yes&quot; to your query, =
this does not mean that it will necessarily honor its promise when you actu=
ally attempt to fetch items.=A0 David&#39;s very important point about inde=
pendent parties not having control over each other applies here.=A0 You can=
 at most hope that it will behave well, and perhaps test the promise by fet=
ching something.=A0 However, if you truly want as many 9&#39;s of consisten=
cy as is obtainable then you will have to fetch all the assets yourself pri=
or to allowing entry to the avatar, and that would be a dreadful overhead.=
=A0 Most people will probably settle for &quot;<b>best effort</b>&quot; app=
roaches, which are quite likely to succeed.<br>



<font color=3D"#888888">
<br><br>Morgaine.<br><br><br><br><br><br>=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D</font><div><div></div><div><br><br><div clas=
s=3D"gmail_quote">On Sat, Apr 2, 2011 at 11:26 AM, Vaughn Deluca <span dir=
=3D"ltr">&lt;<a href=3D"mailto:vaughn.deluca@gmail.com" target=3D"_blank">v=
aughn.deluca@gmail.com</a>&gt;</span> wrote:<br>




<blockquote class=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt 0.8ex; borde=
r-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;"><div>Morgaine, Me=
adhbh,</div><div><br></div><div>Thanks for the answers, but i see that i ha=
ve not been clear enough.</div>




<div>I think the protocol should demand certain things to prevent the =A0de=
terioration of the simulation to an unacceptable level. We need to be more =
precise to prevent problems and i think we can.</div>
<div><br></div><div>I was arguing from the perspecive of a region service w=
ithout making that explicit. Note i was *not* advocating the region proxies=
 everything, just that it lives up to its promises about object presence. A=
lso note that i do =A0*not* always have the option to pick another high qua=
lity asset service, since I normally do not own the assets. I will use Prok=
ofy as an example just for the fun of it. =A0He is highly worried about con=
tent theft, so (in the unlikely case he wants to start selling stuff outsid=
e of SL) he might use this deployment pattern. =A0Assume he sells wonderful=
 sexy dresses to two customers, that can only be fetched from his own asset=
 service for rendering. Both customers go off to &quot;Vaughns highly immer=
sive world&quot; were a party is given. =A0My region receives some physics =
properties of the dresses for simulation and an address of Proks asset serv=
ice for high-res details and textures. In this case the region does not eve=
n get the capability to fetch the assets, just a link to the asset service =
and its up to viewer to request the details and show credentials to get the=
m. The two girls meet, both their viewers request the details of the other =
dress, and Proks asset service grants those requests. They girls admire the=
ir dresses and compliment each other with their good taste. Now when i arri=
ve and my viewer request the dress details, Prok&#39;s asset service recogn=
ises me as the copyleftists that i am. It refuses to serve the asset detail=
s -and depending on my viewers behaviour i might get to view two girls in s=
exy underwear -or wearing even less- instead of party dresses. From a consi=
stency point of view this is a highly undesirable situation, it breaks imme=
rsion, and depending on the circumstances might also be embarrassing to the=
 people involved.=A0</div>





<div><br></div><div>The key question is if we want to allow this situation =
to arise within VWRAP compliant worlds.</div><div>I would like to argue tha=
t the region *should* get the capability to fetch all details. In other wor=
ds, Prokofy would have to give up some control over the asset in case he al=
lows it to be used by my region. Note that this does not mean that the regi=
on *has* to proxy the asset, just that in case the asset service refuses to=
 serve a client it does not like, the region can insist on delivery =A0base=
d on the capability it originally got. If that fails Proks asset service ca=
n not be called VWRAP compliant. =A0</div>





<div><br></div><div>If Prokofy does not want to relinquish =A0that level of=
 control, fine, it is his right not to, but in that case the dresses should=
 not be allowed to get into my region in the first place. =A0If people visi=
t my region and find themselves naked in the eyes of some others *I* will g=
et the blame. =A0As Morgaine says, the technical details of my innocence wi=
ll not convince the general public. So I want methods to prevent breaking m=
y highly emergent world as much as possible.=A0</div>





<div>My proposal would be that the whatever the region gets MUST be guarant=
eed by protocol to be delivered to =A0anybody within the region requesting =
it. If the asset service does not want to serve a cryptocomunist copyleftis=
t, fine, but IF it has given the region a capability, it MUST serve the ful=
l asset to be VWRAP compliant. Its *my* choice as a region deployer to down=
load the full asset to be able to guarantee region consistency if I want to=
. I will try to avoid that as much as possible, but if my customers complai=
n, i will be forces to start doing this for certain asset services that i k=
now show discriminatory behaviour against for instance copyleftist.=A0</div=
>





<div><br></div><div>Finally Morgaine, you keep hammering on the fact that p=
roxying by the region does not scale. (I tend to disagree, but that is besi=
de the point here). I do agree the asset should not be needlessly transfere=
d, but i strongly feel we must insist in the protocol on transferring the *=
rights* to view the asset. If that leads to to the region not getting the a=
sset at all, so be it, it can warn visitors that their assets will not be v=
isible and even offer to serve simple replacements (1). This in turn will e=
ncourage the end users to avoid this type of asset service, and Prokofy wil=
l go out of business, as should be the case given the behaviour of the serv=
ice. And if he pulls it off, thats fine with me also, as long as i do not h=
ave to suffer from it due to lack of rigour in the protocol specs. =A0</div=
>





<div><br></div><div>So, in summary, I very well see that there is no way to=
 enforce consistent serving behaviour but it should at least be clear that =
it is non-standard and not conform the protocol. The way I am understanding=
 you now, your argument seems to be just one step to far in the direction o=
f anarchy.</div>





<div>Or am i misreading you?</div><div><br></div><div>--Vaughn</div><div><b=
r></div><div><br></div><div>(1) I just realise that the region might cheat =
and advertise its own asset brands claiming the competitions assets =A0coul=
d not be rendered... Oh well, one might hope that if there is enough choice=
 in worlds such regions will be forced =A0out of business as well.=A0</div>




<div><div></div><div>
<br><div class=3D"gmail_quote">On Sat, Apr 2, 2011 at 7:31 AM, Morgaine <sp=
an dir=3D"ltr">&lt;<a href=3D"mailto:morgaine.dinova@googlemail.com" target=
=3D"_blank">morgaine.dinova@googlemail.com</a>&gt;</span> wrote:<br><blockq=
uote class=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt 0.8ex; border-left:=
 1px solid rgb(204, 204, 204); padding-left: 1ex;">





Further to my last post, it&#39;s worth noting that if you find that you su=
ffer poor quality behavior from a particular asset service and it is breaki=
ng the consistency of your simulation, with hash-based item addressing you =
can also automatically use an alternative asset service <i><b>in preference=
</b></i> to the one specified in a given URI.<br>






<br>Your client could be configured to attempt the item fetch at a known go=
od quality asset service <b>first</b> (perhaps one that you paid to use bec=
ause of its better service), automatically, and maybe even dynamically depe=
nding on the type of item.<br>






<br>The scheme has a long list of benefits, and overcoming (to some extent)=
 poor quality asset services is just one of them.<br><font color=3D"#888888=
"><br><br>Morgaine.<br><br><br><br><br><br>=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D</font><div>





<div></div><div><br><br><div class=3D"gmail_quote">
On Sat, Apr 2, 2011 at 4:55 AM, Morgaine <span dir=3D"ltr">&lt;<a href=3D"m=
ailto:morgaine.dinova@googlemail.com" target=3D"_blank">morgaine.dinova@goo=
glemail.com</a>&gt;</span> wrote:<br><blockquote class=3D"gmail_quote" styl=
e=3D"margin: 0pt 0pt 0pt 0.8ex; border-left: 1px solid rgb(204, 204, 204); =
padding-left: 1ex;">






Every design choice results in a trade-off, Vaughn, improving one thing at =
the expense of something else.=A0 If every time we offered a service we had=
 to inform its users about the downsides of all the trade-offs we have made=
, they would have an awful lot to read. ;-)<br>







<br>The specific trade-off that you are discussing is no different.=A0 A re=
gion that proxies all content has the &quot;benefit&quot; of acquiring cont=
rol from the asset servers over the items in the region, so that it can ens=
ure that everyone in the region not only obtains the items but obtains the =
<i>same</i> items as everyone else.=A0 That does indeed provide a greater g=
uarantee of consistency than a deployment in which the region only passes a=
sset URIs to clients who then fetch the items from asset services separatel=
y.=A0 As always though, it&#39;s a trade-off, since the proxied design has =
very poor scalability compared to the distributed one.<br>







<br>If we&#39;re going to warn users of the potential for inconsistency in =
the distributed deployment as you suggest, are we also going to warn them o=
f non-scalability in the proxied one?=A0 I really don&#39;t see much merit =
in the idea of warning about design choices.=A0 Many such choices are techn=
ical, and the issues are quite likely to be of little interest to non-techn=
ical users anyway.=A0 In any case, the better services are likely to provid=
e such information in their online documentation, I would guess.<br>







<br>You mentioned users &quot;voting with their feet&quot; or choosing to a=
ccept the risk of inconsistency.=A0 Well that will happen anyway, when serv=
ices fail and users get annoyed.=A0 If some asset services refuse to send t=
he requested items to some users, those services will get a bad reputation =
and people will choose different asset services instead.=A0 Likewise, if a =
world service proxies everything and so it can&#39;t handle a large number =
of assets or of people, users will get annoyed at the lag and will go elsew=
here.=A0 This user evaluation and &quot;voting with their feet&quot; happen=
s already with online services all over the Internet, and I am sure that th=
is human process will continue to work when the services are asset and regi=
on services.<br>







<br>Back in September 2010, I wrote this post which proposes that we use in=
 VWRAP a form of asset addressing that provides massive scalability at the =
same time as a very high degree of resilience -- <a href=3D"http://www.ietf=
.org/mail-archive/web/vwrap/current/msg00463.html" target=3D"_blank">http:/=
/www.ietf.org/mail-archive/web/vwrap/current/msg00463.html</a> .=A0 It is b=
ased on the concept of the URI containing a host part and a hash part, wher=
e the hash is generated (once, at the time of storage to the asset service)=
 using a specified digest algorithm over the content of the asset being ref=
erenced.=A0 You may wish to note that if this design were used, the failure=
 of an asset service to deliver a requested item would result in a failover=
 request for the item to one or more backup services, using the same hash p=
art but with a different host address.<br>







<br>This can go some way towards overcoming the problem that you think migh=
t occur when assets are fetched by clients from asset services directly.=A0=
 Although it won&#39;t help when the missing item is available from only a =
single asset service, it will help in many other cases, and it will compens=
ate for service failures and network outages automatically at the same time=
.<br>







<br>PS. This design for hash-based asset addressing is already being tested=
 by Mojito Sorbet in her experimental world and client.=A0 It would give VW=
RAP-based worlds an improved level of service availability, so I think it s=
hould be a core feature of our protocol.<br>






<font color=3D"#888888">
<br><br>Morgaine.<br><br><br><br><br>=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D</font><div><div></div><div><b=
r><br><div class=3D"gmail_quote">On Fri, Apr 1, 2011 at 11:17 PM, Vaughn De=
luca <span dir=3D"ltr">&lt;<a href=3D"mailto:vaughn.deluca@gmail.com" targe=
t=3D"_blank">vaughn.deluca@gmail.com</a>&gt;</span> wrote:<br>







<blockquote class=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt 0.8ex; borde=
r-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;">This is a questio=
n i discussed with Morgaine off-list a while ago (I<br>
intended to send it to the list but pushed the wrong button...) I<br>
think we need to address this problem, and decide how to deal with it.<br>
<br>
=A0In Davids deployment draft, section 7.3.1.1 an overview is given van<br>
ways to deliver content to the region. One way is only passing a<br>
capability that allows access to (part of) the resource:<br>
<br>
 =A0 =A0 =A0 =A0 =A0 7.3.1.1. =A0Content delivery models<br>
 =A0 =A0 =A0 =A0 =A0 A range of possible represenations can be passed to a =
region for<br>
 =A0 =A0 =A0 =A0 =A0 simulation. [...] The other end of the delivery spectr=
um involves passing<br>
 =A0 =A0 =A0 =A0 =A0 only a URI or capability used to access the rendering<=
br>
information and a<br>
 =A0 =A0 =A0 =A0 =A0 collision mesh,and related data for physical simulatio=
n.<br>
 =A0 =A0 =A0 =A0 =A0 In such a model, the client is responsible for fetchin=
g the additional<br>
 =A0 =A0 =A0 =A0 =A0 information needed to render the item&#39;s visual pre=
sence from a separate<br>
 =A0 =A0 =A0 =A0 =A0 service. =A0This fetch can be done *under the credenti=
als of the end user*<br>
 =A0 =A0 =A0 =A0 =A0 viewing the material [my emphasis--VD] , and divorces =
the<br>
simulation from<br>
 =A0 =A0 =A0 =A0 =A0 the trust chain needed to manage content. =A0Any autom=
ation<br>
is done on a<br>
 =A0 =A0 =A0 =A0 =A0 separate host which the content creator or owner trust=
s,<br>
interacting with the<br>
 =A0 =A0 =A0 =A0 =A0 object through remoted interfaces.<br>
<br>
=A0I can see the need for such a setup, however, i feel we are<br>
unpleasantly close to a situation were the coherence of the simulation<br>
falls apart.<br>
In this deployment pattern the region advertises the presence of the<br>
asset, and *some* clients will be able to get it as expected, while<br>
-based on the arbitrary whims of the asset service- others might not.<br>
<br>
My hope would be that after the asset server provides the region with<br>
the capability to get the asset, it gives up control. That would mean<br>
that if the client finds the inventory server is unwilling to serve<br>
the content - in spire of the region saying it is present-, the client<br>
should be able to turn around ask the *region* for the asset, (and get<br>
is after all).<br>
<br>
=A0If that is not the case, -and there are probably good reasons for the<br=
>
deployment pattern as described- =A0shouldn&#39;t we *warn* clients that th=
e<br>
region might be inconsistent, so the users behind the client can vote<br>
with their feet, (or take the risk)?<br>
<br>
--Vaughn<br>
_______________________________________________<br>
vwrap mailing list<br>
<a href=3D"mailto:vwrap@ietf.org" target=3D"_blank">vwrap@ietf.org</a><br>
<a href=3D"https://www.ietf.org/mailman/listinfo/vwrap" target=3D"_blank">h=
ttps://www.ietf.org/mailman/listinfo/vwrap</a><br>
</blockquote></div><br>
</div></div></blockquote></div><br>
</div></div></blockquote></div><br>
</div></div></blockquote></div><br>
</div></div></blockquote></div><br>
</div></div></blockquote></div><br></div>
</div></div><br>_______________________________________________<br>
vwrap mailing list<br>
<a href=3D"mailto:vwrap@ietf.org" target=3D"_blank">vwrap@ietf.org</a><br>
<a href=3D"https://www.ietf.org/mailman/listinfo/vwrap" target=3D"_blank">h=
ttps://www.ietf.org/mailman/listinfo/vwrap</a><br>
<br></blockquote></div><br>

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On Sun, Apr 3, 2011 at 3:42 AM, Israel Alanis <izzyalanis@gmail.com> wrote:

>
> I think what you're saying is: "It costs a lot of money to build a scalable
> asset service, but if assets are spread throughout the internet they don't
> have to be scalable." But that's not quite right. You're opening up every
> asset server to the VW equivalent of being slashdotted, so are you sure
> you're not forcing *every* asset service to be scalable and handle a lot of
> bandwith and network traffic? It's the exact opposite of your intention, but
> I think that's the result, all the same.
>
>

We actually discussed this in the early days of the list, and I was
advocating that part of the duties of a huge commercial service that
supports VW interop needs to be to temporarily cache assets of new arrivals
from other worlds, as an independent service of the large VW, ie. a Caching
Service.

The reason why I believe a separate Caching Service (unrelated to any Asset
Service) is needed is because the commercial service will not be able to
maintain a desired quality of service without it for its users.

Imagine a Truly Awesome Commercial World, able to support media crowd events
of 100,000 avatars.  Lucy The Musical Furries Fan runs a tiny world for her
family with its own midget integrated asset service, and hears that her
adored Musical Furries are going to play at Truly Awesome Commercial World,
so off she teleports to the venue.  Instantly on arrival, 100,000 fans of
the Musical Furries slashdot her asset service into a smoldering slag heap
as they all try to fetch her avatar's assets.

Clearly this is not going to work.  Quite apart from Lucy's problem, it is
the Truly Awesome Commercial World that suffers most, because it now has
100,000 fans who are faced with a broken simulation.  It's no longer very
awesome.

(Not allowing entry to Lucy is not an option because the huge world relies
on 100,000 people like Lucy arriving to support the event, many of whom are
in Lucy's situation.)

Unfortunately I never managed to get anyone interested in the concept of a
Caching Service as an independent entity.  Perhaps it's time to revive the
idea.

Note that the Caching Service would be yet another independent service,
conceptually external and not related administratively with any other entity
in our picture.  It would be optionally engaged by a region that wants to
open its doors to the metaverse but takes pride in offering a better quality
of service than its visitors' asset services can provide by themselves.


Morgaine.



============================


On Sun, Apr 3, 2011 at 3:42 AM, Israel Alanis <izzyalanis@gmail.com> wrote:

>
> > when designing for scalability, the model to bear in mind is ...
>
> Well, there are a lot of different models to keep in mind, and many
> different use cases. One particular use case to keep in mind is: "User
> acquires new outfit, and wants to 'show it off' in a highly populated
> region".
>
> > Both worlds and asset services may include commercial, community, and
> personal services
>
> Yes, yes and yes. I'm particularly concerned about how the model affects
> the ability to host personal asset services.
>
> > a proxying region, which would get slammed for every asset worn by every
> avatar present.
>
> Granted the collection of services that are provided by the region need to
> be scaled to meet the demands of that region. That's all part of capacity
> planning.
>
> > regions run many different CPU-intensive tasks, including physics
> simulation and server-side scripting, and absolutely cannot afford to serve
> assets too
>
> Well... who said the same CPU's have to do proxying, physics simulation and
> server-side scripting? Asset proxying is a different service than physics
> simulation and can be on separate hardware, could make use of geographically
> distributed caching, and in certain deployment patterns, the same caching
> services could be shared by different regions. (Server-side scripting is a
> discussion for another day).
>
> > This is why we have to go parallel...
>
> Totally agree, and a proxying model could and should also take advantage of
> parallelism.
>
> > I think you're wrong that it has to cost much money.
> ?vs?
> > It costs money to host a high performance and scalable asset service and
> a high bandwidth network to handle the traffic.  A *lot* of money.
>
> I think what you're saying is: "It costs a lot of money to build a scalable
> asset service, but if assets are spread throughout the internet they don't
> have to be scalable." But that's not quite right. You're opening up every
> asset server to the VW equivalent of being slashdotted, so are you sure
> you're not forcing *every* asset service to be scalable and handle a lot of
> bandwith and network traffic? It's the exact opposite of your intention, but
> I think that's the result, all the same.
>
> This particular design decision has a big effect on the economics of the VW
> infrastructure. I'd rather the economics to work out such that a region
> provider who wishes to build a region that supports a small population, can
> do so economically. A region that wants to host a *large* population has to
> bear that cost of providing that scalable asset service.
>
> I want the economics of hosting a small asset service to be a non-issue (as
> to best promote creation and creativity). Creating a high bar to provide
> asset services will mean that service will cost money and people shouldn't
> have to pay money just to create or own VW objects (I'm using 'own' here to
> refer to maintaining their existence, I'm not trying to make a
> 'leftist'/'communist' statement about ownership ;)
>
> - Izzy
>
>
> On Apr 2, 2011, at 3:58 PM, Morgaine wrote:
>
> Izzy, when designing for scalability, the model to bear in mind is that of
> seasoned virtual world travelers whose inventories contain assets from many
> different worlds, those assets being served by many different asset
> services.  Both worlds and asset services may include commercial, community,
> and personal services, and as the metaverse grows, that set is highly likely
> to become progressively less clustered and more diverse.
>
> When those seasoned travelers click on an advertised VW link and perform an
> inter-world teleport to one particular world's region to share an
> experience, their "worn" assets (the only ones of interest to the region)
> will contain references to asset services spread widely across the
> Internet.  The fetches by the travelers' clients occur over many parallel
> paths from clients to asset services, so one can reasonably expect reduced
> network contention and reduced asset server loading because they are both
> spread out over however many asset services are being referenced by the
> overall set of assets in the region.
>
> This is very different to the case of a proxying region, which would get
> slammed for every asset worn by every avatar present.  In our current
> architecture, regions run many different CPU-intensive tasks, including
> physics simulation and server-side scripting, and absolutely cannot afford
> to serve assets too unless your scalability requirements are very low
> indeed, ie. just a few dozen avatars of today's kind.  We've hit the ceiling
> already on region scalability done that way.  There is nowhere to go in that
> direction at all beyond improving the code like Intel demonstrated, and that
> work is subject to a law of diminishing returns.
>
> This is why we have to go parallel, and I think you're wrong that it has to
> cost much money.  As we spread the load across more and more asset services,
> we are simply better utilizing all the hardware that's already out there on
> the Internet, at least in respect of community and private resources.  But
> add to the community and private resources the commercial asset services
> that are likely to appear to exploit this opportunity, and not only will the
> number of asset services leap, but the power of each one will rocket too,
> because, after all, these businesses will be heavily optimized for the job.
>
> As to why a world would want clients to access external asset services
> instead of providing its own implementation, that's an easy question.  It
> costs money to host a high performance and scalable asset service and a high
> bandwidth network to handle the traffic.  A *lot* of money.  In contrast,
> it costs a world nothing to let others serve the assets to clients.  And
> that matters to the bottom line.
>
>
> Morgaine.
>
>
>
>
> ======================
>
> On Sat, Apr 2, 2011 at 7:05 PM, Izzy Alanis <izzyalanis@gmail.com> wrote:
>
>> > As always though, it's a trade-off, since the proxied design has very
>> poor scalability compared to the distributed one.
>>
>> I don't agree with that... If a user enters a highly populated region,
>> every other client is going to (could and should be trying to) hit the
>> asset server(s) for the assets that the user is wearing (assuming
>> they're not cached locally).  Every asset server has to be scaled up
>> to the point that it can handle that load from all over...
>>
>> If I'm hosting a region that supports 10s of thousands of simultaneous
>> users (thinking of the future), I already have to scale to meet that
>> demand. If the region is proxying the assets, then, yes the region has
>> to be scaled to meet that asset demand too, but it already has to be
>> scaled to meet other demands of being a region server... and why is
>> scaling those asset proxy services hard?  It's going to cost $, but is
>> not technically challenging. So, if I want to host a region like
>> that... sure it will cost me, but the simulation will be consistent
>> and users will be able to participate equally, regardless of the
>> capabilities of their individual asset services.
>>
>>
>>
>>
>> On Fri, Apr 1, 2011 at 11:55 PM, Morgaine
>> <morgaine.dinova@googlemail.com> wrote:
>> > Every design choice results in a trade-off, Vaughn, improving one thing
>> at
>> > the expense of something else.  If every time we offered a service we
>> had to
>> > inform its users about the downsides of all the trade-offs we have made,
>> > they would have an awful lot to read. ;-)
>> >
>> > The specific trade-off that you are discussing is no different.  A
>> region
>> > that proxies all content has the "benefit" of acquiring control from the
>> > asset servers over the items in the region, so that it can ensure that
>> > everyone in the region not only obtains the items but obtains the same
>> items
>> > as everyone else.  That does indeed provide a greater guarantee of
>> > consistency than a deployment in which the region only passes asset URIs
>> to
>> > clients who then fetch the items from asset services separately.  As
>> always
>> > though, it's a trade-off, since the proxied design has very poor
>> scalability
>> > compared to the distributed one.
>> >
>> > If we're going to warn users of the potential for inconsistency in the
>> > distributed deployment as you suggest, are we also going to warn them of
>> > non-scalability in the proxied one?  I really don't see much merit in
>> the
>> > idea of warning about design choices.  Many such choices are technical,
>> and
>> > the issues are quite likely to be of little interest to non-technical
>> users
>> > anyway.  In any case, the better services are likely to provide such
>> > information in their online documentation, I would guess.
>> >
>> > You mentioned users "voting with their feet" or choosing to accept the
>> risk
>> > of inconsistency.  Well that will happen anyway, when services fail and
>> > users get annoyed.  If some asset services refuse to send the requested
>> > items to some users, those services will get a bad reputation and people
>> > will choose different asset services instead.  Likewise, if a world
>> service
>> > proxies everything and so it can't handle a large number of assets or of
>> > people, users will get annoyed at the lag and will go elsewhere.  This
>> user
>> > evaluation and "voting with their feet" happens already with online
>> services
>> > all over the Internet, and I am sure that this human process will
>> continue
>> > to work when the services are asset and region services.
>> >
>> > Back in September 2010, I wrote this post which proposes that we use in
>> > VWRAP a form of asset addressing that provides massive scalability at
>> the
>> > same time as a very high degree of resilience --
>> > http://www.ietf.org/mail-archive/web/vwrap/current/msg00463.html .  It
>> is
>> > based on the concept of the URI containing a host part and a hash part,
>> > where the hash is generated (once, at the time of storage to the asset
>> > service) using a specified digest algorithm over the content of the
>> asset
>> > being referenced.  You may wish to note that if this design were used,
>> the
>> > failure of an asset service to deliver a requested item would result in
>> a
>> > failover request for the item to one or more backup services, using the
>> same
>> > hash part but with a different host address.
>> >
>> > This can go some way towards overcoming the problem that you think might
>> > occur when assets are fetched by clients from asset services directly.
>> > Although it won't help when the missing item is available from only a
>> single
>> > asset service, it will help in many other cases, and it will compensate
>> for
>> > service failures and network outages automatically at the same time.
>> >
>> > PS. This design for hash-based asset addressing is already being tested
>> by
>> > Mojito Sorbet in her experimental world and client.  It would give
>> > VWRAP-based worlds an improved level of service availability, so I think
>> it
>> > should be a core feature of our protocol.
>> >
>> >
>> > Morgaine.
>> >
>> >
>> >
>> >
>> > ===========================
>> >
>> > On Fri, Apr 1, 2011 at 11:17 PM, Vaughn Deluca <vaughn.deluca@gmail.com
>> >
>> > wrote:
>> >>
>> >> This is a question i discussed with Morgaine off-list a while ago (I
>> >> intended to send it to the list but pushed the wrong button...) I
>> >> think we need to address this problem, and decide how to deal with it.
>> >>
>> >>  In Davids deployment draft, section 7.3.1.1 an overview is given van
>> >> ways to deliver content to the region. One way is only passing a
>> >> capability that allows access to (part of) the resource:
>> >>
>> >>           7.3.1.1.  Content delivery models
>> >>           A range of possible represenations can be passed to a region
>> for
>> >>           simulation. [...] The other end of the delivery spectrum
>> >> involves passing
>> >>           only a URI or capability used to access the rendering
>> >> information and a
>> >>           collision mesh,and related data for physical simulation.
>> >>           In such a model, the client is responsible for fetching the
>> >> additional
>> >>           information needed to render the item's visual presence from
>> a
>> >> separate
>> >>           service.  This fetch can be done *under the credentials of
>> the
>> >> end user*
>> >>           viewing the material [my emphasis--VD] , and divorces the
>> >> simulation from
>> >>           the trust chain needed to manage content.  Any automation
>> >> is done on a
>> >>           separate host which the content creator or owner trusts,
>> >> interacting with the
>> >>           object through remoted interfaces.
>> >>
>> >>  I can see the need for such a setup, however, i feel we are
>> >> unpleasantly close to a situation were the coherence of the simulation
>> >> falls apart.
>> >> In this deployment pattern the region advertises the presence of the
>> >> asset, and *some* clients will be able to get it as expected, while
>> >> -based on the arbitrary whims of the asset service- others might not.
>> >>
>> >> My hope would be that after the asset server provides the region with
>> >> the capability to get the asset, it gives up control. That would mean
>> >> that if the client finds the inventory server is unwilling to serve
>> >> the content - in spire of the region saying it is present-, the client
>> >> should be able to turn around ask the *region* for the asset, (and get
>> >> is after all).
>> >>
>> >>  If that is not the case, -and there are probably good reasons for the
>> >> deployment pattern as described-  shouldn't we *warn* clients that the
>> >> region might be inconsistent, so the users behind the client can vote
>> >> with their feet, (or take the risk)?
>> >>
>> >> --Vaughn
>> >> _______________________________________________
>> >> vwrap mailing list
>> >> vwrap@ietf.org
>> >> https://www.ietf.org/mailman/listinfo/vwrap
>> >
>> >
>> > _______________________________________________
>> > vwrap mailing list
>> > vwrap@ietf.org
>> > https://www.ietf.org/mailman/listinfo/vwrap
>> >
>> >
>>
>
>
>

--000e0cd25cae12a6d804a0019143
Content-Type: text/html; charset=ISO-8859-1
Content-Transfer-Encoding: quoted-printable

On Sun, Apr 3, 2011 at 3:42 AM, Israel Alanis <span dir=3D"ltr">&lt;<a href=
=3D"mailto:izzyalanis@gmail.com">izzyalanis@gmail.com</a>&gt;</span> wrote:=
<br><blockquote class=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt 0.8ex; b=
order-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;">
<div style=3D"word-wrap: break-word;"><div class=3D"im"><div><br></div></di=
v><div>I
 think what you&#39;re saying is: &quot;It costs a lot of money to build a=
=20
scalable asset service, but if assets are spread throughout the internet
 they don&#39;t have to be scalable.&quot; But that&#39;s not quite right. =
You&#39;re=20
opening up every asset server to the VW equivalent of being slashdotted,
 so are you sure you&#39;re not forcing *every* asset service to be scalabl=
e
 and handle a lot of bandwith and network traffic? It&#39;s the exact=20
opposite of your intention, but I think that&#39;s the result, all the same=
.</div><div><br></div></div></blockquote><div><br><br>We actually discussed=
 this in the early days of the list, and I was advocating that part of the =
duties of a huge commercial service that supports VW interop needs to be to=
 temporarily cache assets of new arrivals from other worlds, as an independ=
ent service of the large VW, ie. a Caching Service.<br>
<br>The reason why I believe a separate Caching Service (unrelated to any A=
sset Service) is needed is because the commercial service will not be able =
to maintain a desired quality of service without it for its users.<br><br>
Imagine a Truly Awesome Commercial World, able to support media crowd event=
s of 100,000 avatars.=A0 Lucy The Musical Furries Fan runs a tiny world for=
 her family with its own midget integrated asset service, and hears that he=
r adored Musical Furries are going to play at Truly Awesome Commercial Worl=
d, so off she teleports to the venue.=A0 Instantly on arrival, 100,000 fans=
 of the Musical Furries slashdot her asset service into a smoldering slag h=
eap as they all try to fetch her avatar&#39;s assets.<br>
<br>Clearly this is not going to work.=A0 Quite apart from Lucy&#39;s probl=
em, it is the Truly Awesome Commercial World that suffers most, because it =
now has 100,000 fans who are faced with a broken simulation.=A0 It&#39;s no=
 longer very awesome.<br>
<br>(Not allowing entry to Lucy is not an option because the huge world rel=
ies on 100,000 people like Lucy arriving to support the event, many of whom=
 are in Lucy&#39;s situation.)<br><br>Unfortunately I never managed to get =
anyone interested in the concept of a Caching Service as an independent ent=
ity.=A0 Perhaps it&#39;s time to revive the idea.<br>
<br>Note that the Caching Service would be yet another independent service,=
 conceptually external and not related administratively with any other enti=
ty in our picture.=A0 It would be optionally engaged by a region that wants=
 to open its doors to the metaverse but takes pride in offering a better qu=
ality of service than its visitors&#39; asset services can provide by thems=
elves.<br>
<br>=A0</div>Morgaine.<br><br><br><br>=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D<br><br><br><div class=3D"g=
mail_quote">On Sun, Apr 3, 2011 at 3:42 AM, Israel Alanis <span dir=3D"ltr"=
>&lt;<a href=3D"mailto:izzyalanis@gmail.com">izzyalanis@gmail.com</a>&gt;</=
span> wrote:<br>
<blockquote class=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt 0.8ex; borde=
r-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;"><div style=3D"wor=
d-wrap: break-word;"><div><br></div><div>&gt;=A0when designing for scalabil=
ity, the model to bear in mind is ...</div>
<div><br></div><div>Well, there are a lot of different models to keep in mi=
nd, and many different use cases. One particular use case to keep in mind i=
s: &quot;User acquires new outfit, and wants to &#39;show it off&#39; in a =
highly populated region&quot;.</div>
<div class=3D"im"><div><br></div><div>&gt;=A0Both worlds and asset services=
 may include commercial, community, and personal services</div><div><br></d=
iv></div><div>Yes, yes and yes. I&#39;m particularly concerned about how th=
e model affects the ability to host personal asset services.</div>
<div class=3D"im"><div><br></div><div>&gt;=A0a proxying region, which would=
 get slammed for every asset worn by every avatar present.</div><div><br></=
div></div><div>Granted the collection of services that are provided by the =
region need to be scaled to meet the demands of that region. That&#39;s all=
 part of capacity planning.</div>
<div class=3D"im"><div><br></div><div>&gt;=A0regions run many different CPU=
-intensive tasks, including physics simulation and server-side scripting, a=
nd absolutely cannot afford to serve assets too=A0</div><div><br></div></di=
v>
<div>Well... who said the same CPU&#39;s have to do proxying, physics simul=
ation and server-side scripting? Asset proxying is a different service than=
 physics simulation and can be on separate hardware, could make use of geog=
raphically distributed caching, and in certain deployment patterns, the sam=
e caching services could be shared by different regions. (Server-side scrip=
ting is a discussion for another day).</div>
<div><br></div><div>&gt;=A0This is why we have to go parallel...</div><div>=
<br></div><div>Totally agree, and a proxying model could and should also ta=
ke advantage of parallelism.</div><div class=3D"im"><div><br></div><div>&gt=
;=A0I think you&#39;re wrong that it has to cost much money.=A0</div>
</div><div>?vs?</div><div class=3D"im"><div>&gt;=A0It costs money to host a=
 high performance and scalable asset service and a high bandwidth network t=
o handle the traffic.=A0 A=A0<b>lot</b>=A0of money.=A0</div><div><br></div>=
</div><div>
I think what you&#39;re saying is: &quot;It costs a lot of money to build a=
 scalable asset service, but if assets are spread throughout the internet t=
hey don&#39;t have to be scalable.&quot; But that&#39;s not quite right. Yo=
u&#39;re opening up every asset server to the VW equivalent of being slashd=
otted, so are you sure you&#39;re not forcing *every* asset service to be s=
calable and handle a lot of bandwith and network traffic? It&#39;s the exac=
t opposite of your intention, but I think that&#39;s the result, all the sa=
me.</div>
<div><br></div><div>This particular design decision has a big effect on the=
 economics of the VW infrastructure. I&#39;d rather the economics to work o=
ut such that a region provider who wishes to build a region that supports a=
 small population, can do so economically. A region that wants to host a *l=
arge* population has to bear that cost of providing that scalable asset ser=
vice.=A0</div>
<div><br></div><div>I want the economics of hosting a small asset service t=
o be a non-issue (as to best promote creation and creativity). Creating a h=
igh bar to provide asset services will mean that service will cost money an=
d people shouldn&#39;t have to pay money just to create or own VW objects (=
I&#39;m using &#39;own&#39; here to refer to maintaining their existence, I=
&#39;m not trying to make a &#39;leftist&#39;/&#39;communist&#39; statement=
 about ownership ;)</div>
<div><br></div><font color=3D"#888888"><div>- Izzy</div></font><div><div></=
div><div class=3D"h5"><div><br></div><br><div><div>On Apr 2, 2011, at 3:58 =
PM, Morgaine wrote:</div><br><blockquote type=3D"cite">Izzy, when designing=
 for scalability, the model to bear in mind is that of seasoned virtual wor=
ld travelers whose inventories contain assets from many different worlds, t=
hose assets being served by many different asset services.=A0 Both worlds a=
nd asset services may include commercial, community, and personal services,=
 and as the metaverse grows, that set is highly likely to become progressiv=
ely less clustered and more diverse.<br>


<br>When those seasoned travelers click on an advertised VW link and perfor=
m an inter-world teleport to one particular world&#39;s region to share an =
experience, their &quot;worn&quot; assets (the only ones of interest to the=
 region) will contain references to asset services spread widely across the=
 Internet.=A0 The fetches by the travelers&#39; clients occur over many par=
allel paths from clients to asset services, so one can reasonably expect re=
duced network contention and reduced asset server loading because they are =
both spread out over however many asset services are being referenced by th=
e overall set of assets in the region.<br>


<br>This is very different to the case of a proxying region, which would ge=
t slammed for every asset worn by every avatar present.=A0 In our current a=
rchitecture, regions run many different CPU-intensive tasks, including phys=
ics simulation and server-side scripting, and absolutely cannot afford to s=
erve assets too unless your scalability requirements are very low indeed, i=
e. just a few dozen avatars of today&#39;s kind.=A0 We&#39;ve hit the ceili=
ng already on region scalability done that way.=A0 There is nowhere to go i=
n that direction at all beyond improving the code like Intel demonstrated, =
and that work is subject to a law of diminishing returns.<br>


<br>This is why we have to go parallel, and I think you&#39;re wrong that i=
t has to cost much money.=A0 As we spread the load across more and more ass=
et services, we are simply better utilizing all the hardware that&#39;s alr=
eady out there on the Internet, at least in respect of community and privat=
e resources.=A0 But add to the community and private resources the commerci=
al asset services that are likely to appear to exploit this opportunity, an=
d not only will the number of asset services leap, but the power of each on=
e will rocket too, because, after all, these businesses will be heavily opt=
imized for the job.<br>


<br>As to why a world would want clients to access external asset services =
instead of providing its own implementation, that&#39;s an easy question.=
=A0 It costs money to host a high performance and scalable asset service an=
d a high bandwidth network to handle the traffic.=A0 A <b>lot</b> of money.=
=A0 In contrast, it costs a world nothing to let others serve the assets to=
 clients.=A0 And that matters to the bottom line.<br>

<br><br>Morgaine.<br><br><br><br><br>=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D<br><br><div class=3D"gmail_quote">On Sat, Ap=
r 2, 2011 at 7:05 PM, Izzy Alanis <span dir=3D"ltr">&lt;<a href=3D"mailto:i=
zzyalanis@gmail.com" target=3D"_blank">izzyalanis@gmail.com</a>&gt;</span> =
wrote:<br>

<blockquote class=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt 0.8ex; borde=
r-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;">
<div>&gt; As always though, it&#39;s a trade-off, since the proxied design =
has very poor scalability compared to the distributed one.<br>
<br>
</div>I don&#39;t agree with that... If a user enters a highly populated re=
gion,<br>
every other client is going to (could and should be trying to) hit the<br>
asset server(s) for the assets that the user is wearing (assuming<br>
they&#39;re not cached locally). =A0Every asset server has to be scaled up<=
br>
to the point that it can handle that load from all over...<br>
<br>
If I&#39;m hosting a region that supports 10s of thousands of simultaneous<=
br>
users (thinking of the future), I already have to scale to meet that<br>
demand. If the region is proxying the assets, then, yes the region has<br>
to be scaled to meet that asset demand too, but it already has to be<br>
scaled to meet other demands of being a region server... and why is<br>
scaling those asset proxy services hard? =A0It&#39;s going to cost $, but i=
s<br>
not technically challenging. So, if I want to host a region like<br>
that... sure it will cost me, but the simulation will be consistent<br>
and users will be able to participate equally, regardless of the<br>
capabilities of their individual asset services.<br>
<br>
<br>
<br>
<br>
On Fri, Apr 1, 2011 at 11:55 PM, Morgaine<br>
<div>&lt;<a href=3D"mailto:morgaine.dinova@googlemail.com" target=3D"_blank=
">morgaine.dinova@googlemail.com</a>&gt; wrote:<br>
</div><div><div></div><div>&gt; Every design choice results in a trade-off,=
 Vaughn, improving one thing at<br>
&gt; the expense of something else.=A0 If every time we offered a service w=
e had to<br>
&gt; inform its users about the downsides of all the trade-offs we have mad=
e,<br>
&gt; they would have an awful lot to read. ;-)<br>
&gt;<br>
&gt; The specific trade-off that you are discussing is no different.=A0 A r=
egion<br>
&gt; that proxies all content has the &quot;benefit&quot; of acquiring cont=
rol from the<br>
&gt; asset servers over the items in the region, so that it can ensure that=
<br>
&gt; everyone in the region not only obtains the items but obtains the same=
 items<br>
&gt; as everyone else.=A0 That does indeed provide a greater guarantee of<b=
r>
&gt; consistency than a deployment in which the region only passes asset UR=
Is to<br>
&gt; clients who then fetch the items from asset services separately.=A0 As=
 always<br>
&gt; though, it&#39;s a trade-off, since the proxied design has very poor s=
calability<br>
&gt; compared to the distributed one.<br>
&gt;<br>
&gt; If we&#39;re going to warn users of the potential for inconsistency in=
 the<br>
&gt; distributed deployment as you suggest, are we also going to warn them =
of<br>
&gt; non-scalability in the proxied one?=A0 I really don&#39;t see much mer=
it in the<br>
&gt; idea of warning about design choices.=A0 Many such choices are technic=
al, and<br>
&gt; the issues are quite likely to be of little interest to non-technical =
users<br>
&gt; anyway.=A0 In any case, the better services are likely to provide such=
<br>
&gt; information in their online documentation, I would guess.<br>
&gt;<br>
&gt; You mentioned users &quot;voting with their feet&quot; or choosing to =
accept the risk<br>
&gt; of inconsistency.=A0 Well that will happen anyway, when services fail =
and<br>
&gt; users get annoyed.=A0 If some asset services refuse to send the reques=
ted<br>
&gt; items to some users, those services will get a bad reputation and peop=
le<br>
&gt; will choose different asset services instead.=A0 Likewise, if a world =
service<br>
&gt; proxies everything and so it can&#39;t handle a large number of assets=
 or of<br>
&gt; people, users will get annoyed at the lag and will go elsewhere.=A0 Th=
is user<br>
&gt; evaluation and &quot;voting with their feet&quot; happens already with=
 online services<br>
&gt; all over the Internet, and I am sure that this human process will cont=
inue<br>
&gt; to work when the services are asset and region services.<br>
&gt;<br>
&gt; Back in September 2010, I wrote this post which proposes that we use i=
n<br>
&gt; VWRAP a form of asset addressing that provides massive scalability at =
the<br>
&gt; same time as a very high degree of resilience --<br>
&gt; <a href=3D"http://www.ietf.org/mail-archive/web/vwrap/current/msg00463=
.html" target=3D"_blank">http://www.ietf.org/mail-archive/web/vwrap/current=
/msg00463.html</a> .=A0 It is<br>
&gt; based on the concept of the URI containing a host part and a hash part=
,<br>
&gt; where the hash is generated (once, at the time of storage to the asset=
<br>
&gt; service) using a specified digest algorithm over the content of the as=
set<br>
&gt; being referenced.=A0 You may wish to note that if this design were use=
d, the<br>
&gt; failure of an asset service to deliver a requested item would result i=
n a<br>
&gt; failover request for the item to one or more backup services, using th=
e same<br>
&gt; hash part but with a different host address.<br>
&gt;<br>
&gt; This can go some way towards overcoming the problem that you think mig=
ht<br>
&gt; occur when assets are fetched by clients from asset services directly.=
<br>
&gt; Although it won&#39;t help when the missing item is available from onl=
y a single<br>
&gt; asset service, it will help in many other cases, and it will compensat=
e for<br>
&gt; service failures and network outages automatically at the same time.<b=
r>
&gt;<br>
&gt; PS. This design for hash-based asset addressing is already being teste=
d by<br>
&gt; Mojito Sorbet in her experimental world and client.=A0 It would give<b=
r>
&gt; VWRAP-based worlds an improved level of service availability, so I thi=
nk it<br>
&gt; should be a core feature of our protocol.<br>
&gt;<br>
&gt;<br>
&gt; Morgaine.<br>
&gt;<br>
&gt;<br>
&gt;<br>
&gt;<br>
&gt; =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D<br>
&gt;<br>
&gt; On Fri, Apr 1, 2011 at 11:17 PM, Vaughn Deluca &lt;<a href=3D"mailto:v=
aughn.deluca@gmail.com" target=3D"_blank">vaughn.deluca@gmail.com</a>&gt;<b=
r>
&gt; wrote:<br>
&gt;&gt;<br>
&gt;&gt; This is a question i discussed with Morgaine off-list a while ago =
(I<br>
&gt;&gt; intended to send it to the list but pushed the wrong button...) I<=
br>
&gt;&gt; think we need to address this problem, and decide how to deal with=
 it.<br>
&gt;&gt;<br>
&gt;&gt; =A0In Davids deployment draft, section 7.3.1.1 an overview is give=
n van<br>
&gt;&gt; ways to deliver content to the region. One way is only passing a<b=
r>
&gt;&gt; capability that allows access to (part of) the resource:<br>
&gt;&gt;<br>
&gt;&gt; =A0 =A0 =A0 =A0 =A0 7.3.1.1. =A0Content delivery models<br>
&gt;&gt; =A0 =A0 =A0 =A0 =A0 A range of possible represenations can be pass=
ed to a region for<br>
&gt;&gt; =A0 =A0 =A0 =A0 =A0 simulation. [...] The other end of the deliver=
y spectrum<br>
&gt;&gt; involves passing<br>
&gt;&gt; =A0 =A0 =A0 =A0 =A0 only a URI or capability used to access the re=
ndering<br>
&gt;&gt; information and a<br>
&gt;&gt; =A0 =A0 =A0 =A0 =A0 collision mesh,and related data for physical s=
imulation.<br>
&gt;&gt; =A0 =A0 =A0 =A0 =A0 In such a model, the client is responsible for=
 fetching the<br>
&gt;&gt; additional<br>
&gt;&gt; =A0 =A0 =A0 =A0 =A0 information needed to render the item&#39;s vi=
sual presence from a<br>
&gt;&gt; separate<br>
&gt;&gt; =A0 =A0 =A0 =A0 =A0 service. =A0This fetch can be done *under the =
credentials of the<br>
&gt;&gt; end user*<br>
&gt;&gt; =A0 =A0 =A0 =A0 =A0 viewing the material [my emphasis--VD] , and d=
ivorces the<br>
&gt;&gt; simulation from<br>
&gt;&gt; =A0 =A0 =A0 =A0 =A0 the trust chain needed to manage content. =A0A=
ny automation<br>
&gt;&gt; is done on a<br>
&gt;&gt; =A0 =A0 =A0 =A0 =A0 separate host which the content creator or own=
er trusts,<br>
&gt;&gt; interacting with the<br>
&gt;&gt; =A0 =A0 =A0 =A0 =A0 object through remoted interfaces.<br>
&gt;&gt;<br>
&gt;&gt; =A0I can see the need for such a setup, however, i feel we are<br>
&gt;&gt; unpleasantly close to a situation were the coherence of the simula=
tion<br>
&gt;&gt; falls apart.<br>
&gt;&gt; In this deployment pattern the region advertises the presence of t=
he<br>
&gt;&gt; asset, and *some* clients will be able to get it as expected, whil=
e<br>
&gt;&gt; -based on the arbitrary whims of the asset service- others might n=
ot.<br>
&gt;&gt;<br>
&gt;&gt; My hope would be that after the asset server provides the region w=
ith<br>
&gt;&gt; the capability to get the asset, it gives up control. That would m=
ean<br>
&gt;&gt; that if the client finds the inventory server is unwilling to serv=
e<br>
&gt;&gt; the content - in spire of the region saying it is present-, the cl=
ient<br>
&gt;&gt; should be able to turn around ask the *region* for the asset, (and=
 get<br>
&gt;&gt; is after all).<br>
&gt;&gt;<br>
&gt;&gt; =A0If that is not the case, -and there are probably good reasons f=
or the<br>
&gt;&gt; deployment pattern as described- =A0shouldn&#39;t we *warn* client=
s that the<br>
&gt;&gt; region might be inconsistent, so the users behind the client can v=
ote<br>
&gt;&gt; with their feet, (or take the risk)?<br>
&gt;&gt;<br>
&gt;&gt; --Vaughn<br>
&gt;&gt; _______________________________________________<br>
&gt;&gt; vwrap mailing list<br>
&gt;&gt; <a href=3D"mailto:vwrap@ietf.org" target=3D"_blank">vwrap@ietf.org=
</a><br>
&gt;&gt; <a href=3D"https://www.ietf.org/mailman/listinfo/vwrap" target=3D"=
_blank">https://www.ietf.org/mailman/listinfo/vwrap</a><br>
&gt;<br>
&gt;<br>
&gt; _______________________________________________<br>
&gt; vwrap mailing list<br>
&gt; <a href=3D"mailto:vwrap@ietf.org" target=3D"_blank">vwrap@ietf.org</a>=
<br>
&gt; <a href=3D"https://www.ietf.org/mailman/listinfo/vwrap" target=3D"_bla=
nk">https://www.ietf.org/mailman/listinfo/vwrap</a><br>
&gt;<br>
&gt;<br>
</div></div></blockquote></div><br>
</blockquote></div><br></div></div></div></blockquote></div><br>

--000e0cd25cae12a6d804a0019143--

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I should mention that a Caching Service doesn't have to be a transparent
cache working behind the scenes within the region.  That kind of cache can
always be introduced without our protocol needing to know about it, and such
caches are in use by regions already I believe.

Instead, it could be a negotiated facility for which the client can query
the region to see if it exists, and if it exists then the client has the
choice of using it or not, and the negotiation might also allow a different
Caching Service to be nominated.

(Lucy might work for IBM which runs an IBM Employee Caching Service using
5,000 Blue Gene machines as a perk for employees so that they always render
instantly on any world they visit, giving IBM a good name worldwide ... :P
So of course Lucy would want to tell the region to use her employer's
Caching Service.)

Also, a world might not necessarily be interested in maintaining a high
quality of service, but very interested in revenue instead, and so
requesting use of its Caching Service could be an extra-cost option at
entry.  Who knows.  Maybe attending the Musical Furries gig is free, while
paying for the Caching Service is the cost of admission. Nobody really knows
where this is leading. :-)

This is just one possibility out of many possible variations on the theme.
Even if the Caching Service is hidden within the region and is totally
transparent to the protocol, it still offers us the means to embrace VW
interop while maintaining a high quality of service as region populations
grow, and that's important.


Morgaine.





======================

On Sun, Apr 3, 2011 at 12:01 PM, Morgaine <morgaine.dinova@googlemail.com>wrote:

> On Sun, Apr 3, 2011 at 3:42 AM, Israel Alanis <izzyalanis@gmail.com>wrote:
>
>>
>> I think what you're saying is: "It costs a lot of money to build a
>> scalable asset service, but if assets are spread throughout the internet
>> they don't have to be scalable." But that's not quite right. You're opening
>> up every asset server to the VW equivalent of being slashdotted, so are you
>> sure you're not forcing *every* asset service to be scalable and handle a
>> lot of bandwith and network traffic? It's the exact opposite of your
>> intention, but I think that's the result, all the same.
>>
>>
>
> We actually discussed this in the early days of the list, and I was
> advocating that part of the duties of a huge commercial service that
> supports VW interop needs to be to temporarily cache assets of new arrivals
> from other worlds, as an independent service of the large VW, ie. a Caching
> Service.
>
> The reason why I believe a separate Caching Service (unrelated to any Asset
> Service) is needed is because the commercial service will not be able to
> maintain a desired quality of service without it for its users.
>
> Imagine a Truly Awesome Commercial World, able to support media crowd
> events of 100,000 avatars.  Lucy The Musical Furries Fan runs a tiny world
> for her family with its own midget integrated asset service, and hears that
> her adored Musical Furries are going to play at Truly Awesome Commercial
> World, so off she teleports to the venue.  Instantly on arrival, 100,000
> fans of the Musical Furries slashdot her asset service into a smoldering
> slag heap as they all try to fetch her avatar's assets.
>
> Clearly this is not going to work.  Quite apart from Lucy's problem, it is
> the Truly Awesome Commercial World that suffers most, because it now has
> 100,000 fans who are faced with a broken simulation.  It's no longer very
> awesome.
>
> (Not allowing entry to Lucy is not an option because the huge world relies
> on 100,000 people like Lucy arriving to support the event, many of whom are
> in Lucy's situation.)
>
> Unfortunately I never managed to get anyone interested in the concept of a
> Caching Service as an independent entity.  Perhaps it's time to revive the
> idea.
>
> Note that the Caching Service would be yet another independent service,
> conceptually external and not related administratively with any other entity
> in our picture.  It would be optionally engaged by a region that wants to
> open its doors to the metaverse but takes pride in offering a better quality
> of service than its visitors' asset services can provide by themselves.
>
>
> Morgaine.
>
>
>
> ============================
>
>
>
> On Sun, Apr 3, 2011 at 3:42 AM, Israel Alanis <izzyalanis@gmail.com>wrote:
>
>>
>> > when designing for scalability, the model to bear in mind is ...
>>
>> Well, there are a lot of different models to keep in mind, and many
>> different use cases. One particular use case to keep in mind is: "User
>> acquires new outfit, and wants to 'show it off' in a highly populated
>> region".
>>
>> > Both worlds and asset services may include commercial, community, and
>> personal services
>>
>> Yes, yes and yes. I'm particularly concerned about how the model affects
>> the ability to host personal asset services.
>>
>> > a proxying region, which would get slammed for every asset worn by every
>> avatar present.
>>
>> Granted the collection of services that are provided by the region need to
>> be scaled to meet the demands of that region. That's all part of capacity
>> planning.
>>
>> > regions run many different CPU-intensive tasks, including physics
>> simulation and server-side scripting, and absolutely cannot afford to serve
>> assets too
>>
>> Well... who said the same CPU's have to do proxying, physics simulation
>> and server-side scripting? Asset proxying is a different service than
>> physics simulation and can be on separate hardware, could make use of
>> geographically distributed caching, and in certain deployment patterns, the
>> same caching services could be shared by different regions. (Server-side
>> scripting is a discussion for another day).
>>
>> > This is why we have to go parallel...
>>
>> Totally agree, and a proxying model could and should also take advantage
>> of parallelism.
>>
>> > I think you're wrong that it has to cost much money.
>> ?vs?
>> > It costs money to host a high performance and scalable asset service and
>> a high bandwidth network to handle the traffic.  A *lot* of money.
>>
>> I think what you're saying is: "It costs a lot of money to build a
>> scalable asset service, but if assets are spread throughout the internet
>> they don't have to be scalable." But that's not quite right. You're opening
>> up every asset server to the VW equivalent of being slashdotted, so are you
>> sure you're not forcing *every* asset service to be scalable and handle a
>> lot of bandwith and network traffic? It's the exact opposite of your
>> intention, but I think that's the result, all the same.
>>
>> This particular design decision has a big effect on the economics of the
>> VW infrastructure. I'd rather the economics to work out such that a region
>> provider who wishes to build a region that supports a small population, can
>> do so economically. A region that wants to host a *large* population has to
>> bear that cost of providing that scalable asset service.
>>
>> I want the economics of hosting a small asset service to be a non-issue
>> (as to best promote creation and creativity). Creating a high bar to provide
>> asset services will mean that service will cost money and people shouldn't
>> have to pay money just to create or own VW objects (I'm using 'own' here to
>> refer to maintaining their existence, I'm not trying to make a
>> 'leftist'/'communist' statement about ownership ;)
>>
>> - Izzy
>>
>>
>> On Apr 2, 2011, at 3:58 PM, Morgaine wrote:
>>
>> Izzy, when designing for scalability, the model to bear in mind is that of
>> seasoned virtual world travelers whose inventories contain assets from many
>> different worlds, those assets being served by many different asset
>> services.  Both worlds and asset services may include commercial, community,
>> and personal services, and as the metaverse grows, that set is highly likely
>> to become progressively less clustered and more diverse.
>>
>> When those seasoned travelers click on an advertised VW link and perform
>> an inter-world teleport to one particular world's region to share an
>> experience, their "worn" assets (the only ones of interest to the region)
>> will contain references to asset services spread widely across the
>> Internet.  The fetches by the travelers' clients occur over many parallel
>> paths from clients to asset services, so one can reasonably expect reduced
>> network contention and reduced asset server loading because they are both
>> spread out over however many asset services are being referenced by the
>> overall set of assets in the region.
>>
>> This is very different to the case of a proxying region, which would get
>> slammed for every asset worn by every avatar present.  In our current
>> architecture, regions run many different CPU-intensive tasks, including
>> physics simulation and server-side scripting, and absolutely cannot afford
>> to serve assets too unless your scalability requirements are very low
>> indeed, ie. just a few dozen avatars of today's kind.  We've hit the ceiling
>> already on region scalability done that way.  There is nowhere to go in that
>> direction at all beyond improving the code like Intel demonstrated, and that
>> work is subject to a law of diminishing returns.
>>
>> This is why we have to go parallel, and I think you're wrong that it has
>> to cost much money.  As we spread the load across more and more asset
>> services, we are simply better utilizing all the hardware that's already out
>> there on the Internet, at least in respect of community and private
>> resources.  But add to the community and private resources the commercial
>> asset services that are likely to appear to exploit this opportunity, and
>> not only will the number of asset services leap, but the power of each one
>> will rocket too, because, after all, these businesses will be heavily
>> optimized for the job.
>>
>> As to why a world would want clients to access external asset services
>> instead of providing its own implementation, that's an easy question.  It
>> costs money to host a high performance and scalable asset service and a high
>> bandwidth network to handle the traffic.  A *lot* of money.  In contrast,
>> it costs a world nothing to let others serve the assets to clients.  And
>> that matters to the bottom line.
>>
>>
>> Morgaine.
>>
>>
>>
>>
>> ======================
>>
>> On Sat, Apr 2, 2011 at 7:05 PM, Izzy Alanis <izzyalanis@gmail.com> wrote:
>>
>>> > As always though, it's a trade-off, since the proxied design has very
>>> poor scalability compared to the distributed one.
>>>
>>> I don't agree with that... If a user enters a highly populated region,
>>> every other client is going to (could and should be trying to) hit the
>>> asset server(s) for the assets that the user is wearing (assuming
>>> they're not cached locally).  Every asset server has to be scaled up
>>> to the point that it can handle that load from all over...
>>>
>>> If I'm hosting a region that supports 10s of thousands of simultaneous
>>> users (thinking of the future), I already have to scale to meet that
>>> demand. If the region is proxying the assets, then, yes the region has
>>> to be scaled to meet that asset demand too, but it already has to be
>>> scaled to meet other demands of being a region server... and why is
>>> scaling those asset proxy services hard?  It's going to cost $, but is
>>> not technically challenging. So, if I want to host a region like
>>> that... sure it will cost me, but the simulation will be consistent
>>> and users will be able to participate equally, regardless of the
>>> capabilities of their individual asset services.
>>>
>>>
>>>
>>>
>>> On Fri, Apr 1, 2011 at 11:55 PM, Morgaine
>>> <morgaine.dinova@googlemail.com> wrote:
>>> > Every design choice results in a trade-off, Vaughn, improving one thing
>>> at
>>> > the expense of something else.  If every time we offered a service we
>>> had to
>>> > inform its users about the downsides of all the trade-offs we have
>>> made,
>>> > they would have an awful lot to read. ;-)
>>> >
>>> > The specific trade-off that you are discussing is no different.  A
>>> region
>>> > that proxies all content has the "benefit" of acquiring control from
>>> the
>>> > asset servers over the items in the region, so that it can ensure that
>>> > everyone in the region not only obtains the items but obtains the same
>>> items
>>> > as everyone else.  That does indeed provide a greater guarantee of
>>> > consistency than a deployment in which the region only passes asset
>>> URIs to
>>> > clients who then fetch the items from asset services separately.  As
>>> always
>>> > though, it's a trade-off, since the proxied design has very poor
>>> scalability
>>> > compared to the distributed one.
>>> >
>>> > If we're going to warn users of the potential for inconsistency in the
>>> > distributed deployment as you suggest, are we also going to warn them
>>> of
>>> > non-scalability in the proxied one?  I really don't see much merit in
>>> the
>>> > idea of warning about design choices.  Many such choices are technical,
>>> and
>>> > the issues are quite likely to be of little interest to non-technical
>>> users
>>> > anyway.  In any case, the better services are likely to provide such
>>> > information in their online documentation, I would guess.
>>> >
>>> > You mentioned users "voting with their feet" or choosing to accept the
>>> risk
>>> > of inconsistency.  Well that will happen anyway, when services fail and
>>> > users get annoyed.  If some asset services refuse to send the requested
>>> > items to some users, those services will get a bad reputation and
>>> people
>>> > will choose different asset services instead.  Likewise, if a world
>>> service
>>> > proxies everything and so it can't handle a large number of assets or
>>> of
>>> > people, users will get annoyed at the lag and will go elsewhere.  This
>>> user
>>> > evaluation and "voting with their feet" happens already with online
>>> services
>>> > all over the Internet, and I am sure that this human process will
>>> continue
>>> > to work when the services are asset and region services.
>>> >
>>> > Back in September 2010, I wrote this post which proposes that we use in
>>> > VWRAP a form of asset addressing that provides massive scalability at
>>> the
>>> > same time as a very high degree of resilience --
>>> > http://www.ietf.org/mail-archive/web/vwrap/current/msg00463.html .  It
>>> is
>>> > based on the concept of the URI containing a host part and a hash part,
>>> > where the hash is generated (once, at the time of storage to the asset
>>> > service) using a specified digest algorithm over the content of the
>>> asset
>>> > being referenced.  You may wish to note that if this design were used,
>>> the
>>> > failure of an asset service to deliver a requested item would result in
>>> a
>>> > failover request for the item to one or more backup services, using the
>>> same
>>> > hash part but with a different host address.
>>> >
>>> > This can go some way towards overcoming the problem that you think
>>> might
>>> > occur when assets are fetched by clients from asset services directly.
>>> > Although it won't help when the missing item is available from only a
>>> single
>>> > asset service, it will help in many other cases, and it will compensate
>>> for
>>> > service failures and network outages automatically at the same time.
>>> >
>>> > PS. This design for hash-based asset addressing is already being tested
>>> by
>>> > Mojito Sorbet in her experimental world and client.  It would give
>>> > VWRAP-based worlds an improved level of service availability, so I
>>> think it
>>> > should be a core feature of our protocol.
>>> >
>>> >
>>> > Morgaine.
>>> >
>>> >
>>> >
>>> >
>>> > ===========================
>>> >
>>> > On Fri, Apr 1, 2011 at 11:17 PM, Vaughn Deluca <
>>> vaughn.deluca@gmail.com>
>>> > wrote:
>>> >>
>>> >> This is a question i discussed with Morgaine off-list a while ago (I
>>> >> intended to send it to the list but pushed the wrong button...) I
>>> >> think we need to address this problem, and decide how to deal with it.
>>> >>
>>> >>  In Davids deployment draft, section 7.3.1.1 an overview is given van
>>> >> ways to deliver content to the region. One way is only passing a
>>> >> capability that allows access to (part of) the resource:
>>> >>
>>> >>           7.3.1.1.  Content delivery models
>>> >>           A range of possible represenations can be passed to a region
>>> for
>>> >>           simulation. [...] The other end of the delivery spectrum
>>> >> involves passing
>>> >>           only a URI or capability used to access the rendering
>>> >> information and a
>>> >>           collision mesh,and related data for physical simulation.
>>> >>           In such a model, the client is responsible for fetching the
>>> >> additional
>>> >>           information needed to render the item's visual presence from
>>> a
>>> >> separate
>>> >>           service.  This fetch can be done *under the credentials of
>>> the
>>> >> end user*
>>> >>           viewing the material [my emphasis--VD] , and divorces the
>>> >> simulation from
>>> >>           the trust chain needed to manage content.  Any automation
>>> >> is done on a
>>> >>           separate host which the content creator or owner trusts,
>>> >> interacting with the
>>> >>           object through remoted interfaces.
>>> >>
>>> >>  I can see the need for such a setup, however, i feel we are
>>> >> unpleasantly close to a situation were the coherence of the simulation
>>> >> falls apart.
>>> >> In this deployment pattern the region advertises the presence of the
>>> >> asset, and *some* clients will be able to get it as expected, while
>>> >> -based on the arbitrary whims of the asset service- others might not.
>>> >>
>>> >> My hope would be that after the asset server provides the region with
>>> >> the capability to get the asset, it gives up control. That would mean
>>> >> that if the client finds the inventory server is unwilling to serve
>>> >> the content - in spire of the region saying it is present-, the client
>>> >> should be able to turn around ask the *region* for the asset, (and get
>>> >> is after all).
>>> >>
>>> >>  If that is not the case, -and there are probably good reasons for the
>>> >> deployment pattern as described-  shouldn't we *warn* clients that the
>>> >> region might be inconsistent, so the users behind the client can vote
>>> >> with their feet, (or take the risk)?
>>> >>
>>> >> --Vaughn
>>> >> _______________________________________________
>>> >> vwrap mailing list
>>> >> vwrap@ietf.org
>>> >> https://www.ietf.org/mailman/listinfo/vwrap
>>> >
>>> >
>>> > _______________________________________________
>>> > vwrap mailing list
>>> > vwrap@ietf.org
>>> > https://www.ietf.org/mailman/listinfo/vwrap
>>> >
>>> >
>>>
>>
>>
>>
>

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I should mention that a Caching Service doesn&#39;t have to be a transparen=
t cache working behind the scenes within the region.=A0 That kind of cache =
can always be introduced without our protocol needing to know about it, and=
 such caches are in use by regions already I believe.<br>
<br>Instead, it could be a negotiated facility for which the client can que=
ry the region to see if it exists, and if it exists then the client has the=
 choice of using it or not, and the negotiation might also allow a differen=
t Caching Service to be nominated.<br>
<br>(Lucy might work for IBM which runs an IBM Employee Caching Service usi=
ng 5,000 Blue Gene machines as a perk for employees so that they always ren=
der instantly on any world they visit, giving IBM a good name worldwide ...=
 :P=A0 So of course Lucy would want to tell the region to use her employer&=
#39;s Caching Service.)<br>
<br>Also, a world might not necessarily be interested in maintaining a high=
 quality of service, but very interested in revenue instead, and so request=
ing use of its Caching Service could be an extra-cost option at entry.=A0 W=
ho knows.=A0 Maybe attending the Musical Furries gig is free, while paying =
for the Caching Service is the cost of admission. Nobody really knows where=
 this is leading. :-)<br>
<br>This is just one possibility out of many possible variations on the the=
me.=A0 Even if the Caching Service is hidden within the region and is total=
ly transparent to the protocol, it still offers us the means to embrace VW =
interop while maintaining a high quality of service as region populations g=
row, and that&#39;s important.<br>
<br><br>Morgaine.<br><br><br><br><br><br>=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D<br><br><div class=3D"gmail_quote">On Sun,=
 Apr 3, 2011 at 12:01 PM, Morgaine <span dir=3D"ltr">&lt;<a href=3D"mailto:=
morgaine.dinova@googlemail.com">morgaine.dinova@googlemail.com</a>&gt;</spa=
n> wrote:<br>
<blockquote class=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt 0.8ex; borde=
r-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;"><div class=3D"im"=
>On Sun, Apr 3, 2011 at 3:42 AM, Israel Alanis <span dir=3D"ltr">&lt;<a hre=
f=3D"mailto:izzyalanis@gmail.com" target=3D"_blank">izzyalanis@gmail.com</a=
>&gt;</span> wrote:<br>
<blockquote class=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt 0.8ex; borde=
r-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;">
<div style=3D"word-wrap: break-word;"><div><div><br></div></div><div>I
 think what you&#39;re saying is: &quot;It costs a lot of money to build a=
=20
scalable asset service, but if assets are spread throughout the internet
 they don&#39;t have to be scalable.&quot; But that&#39;s not quite right. =
You&#39;re=20
opening up every asset server to the VW equivalent of being slashdotted,
 so are you sure you&#39;re not forcing *every* asset service to be scalabl=
e
 and handle a lot of bandwith and network traffic? It&#39;s the exact=20
opposite of your intention, but I think that&#39;s the result, all the same=
.</div><div><br></div></div></blockquote></div><div><br><br>We actually dis=
cussed this in the early days of the list, and I was advocating that part o=
f the duties of a huge commercial service that supports VW interop needs to=
 be to temporarily cache assets of new arrivals from other worlds, as an in=
dependent service of the large VW, ie. a Caching Service.<br>

<br>The reason why I believe a separate Caching Service (unrelated to any A=
sset Service) is needed is because the commercial service will not be able =
to maintain a desired quality of service without it for its users.<br>
<br>
Imagine a Truly Awesome Commercial World, able to support media crowd event=
s of 100,000 avatars.=A0 Lucy The Musical Furries Fan runs a tiny world for=
 her family with its own midget integrated asset service, and hears that he=
r adored Musical Furries are going to play at Truly Awesome Commercial Worl=
d, so off she teleports to the venue.=A0 Instantly on arrival, 100,000 fans=
 of the Musical Furries slashdot her asset service into a smoldering slag h=
eap as they all try to fetch her avatar&#39;s assets.<br>

<br>Clearly this is not going to work.=A0 Quite apart from Lucy&#39;s probl=
em, it is the Truly Awesome Commercial World that suffers most, because it =
now has 100,000 fans who are faced with a broken simulation.=A0 It&#39;s no=
 longer very awesome.<br>

<br>(Not allowing entry to Lucy is not an option because the huge world rel=
ies on 100,000 people like Lucy arriving to support the event, many of whom=
 are in Lucy&#39;s situation.)<br><br>Unfortunately I never managed to get =
anyone interested in the concept of a Caching Service as an independent ent=
ity.=A0 Perhaps it&#39;s time to revive the idea.<br>

<br>Note that the Caching Service would be yet another independent service,=
 conceptually external and not related administratively with any other enti=
ty in our picture.=A0 It would be optionally engaged by a region that wants=
 to open its doors to the metaverse but takes pride in offering a better qu=
ality of service than its visitors&#39; asset services can provide by thems=
elves.<br>

<br>=A0</div>Morgaine.<br><br><br><br>=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D<div><div></div><div class=
=3D"h5"><br><br><br><div class=3D"gmail_quote">On Sun, Apr 3, 2011 at 3:42 =
AM, Israel Alanis <span dir=3D"ltr">&lt;<a href=3D"mailto:izzyalanis@gmail.=
com" target=3D"_blank">izzyalanis@gmail.com</a>&gt;</span> wrote:<br>

<blockquote class=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt 0.8ex; borde=
r-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;"><div style=3D"wor=
d-wrap: break-word;"><div><br></div><div>&gt;=A0when designing for scalabil=
ity, the model to bear in mind is ...</div>

<div><br></div><div>Well, there are a lot of different models to keep in mi=
nd, and many different use cases. One particular use case to keep in mind i=
s: &quot;User acquires new outfit, and wants to &#39;show it off&#39; in a =
highly populated region&quot;.</div>

<div><div><br></div><div>&gt;=A0Both worlds and asset services may include =
commercial, community, and personal services</div><div><br></div></div><div=
>Yes, yes and yes. I&#39;m particularly concerned about how the model affec=
ts the ability to host personal asset services.</div>

<div><div><br></div><div>&gt;=A0a proxying region, which would get slammed =
for every asset worn by every avatar present.</div><div><br></div></div><di=
v>Granted the collection of services that are provided by the region need t=
o be scaled to meet the demands of that region. That&#39;s all part of capa=
city planning.</div>

<div><div><br></div><div>&gt;=A0regions run many different CPU-intensive ta=
sks, including physics simulation and server-side scripting, and absolutely=
 cannot afford to serve assets too=A0</div><div><br></div></div>
<div>Well... who said the same CPU&#39;s have to do proxying, physics simul=
ation and server-side scripting? Asset proxying is a different service than=
 physics simulation and can be on separate hardware, could make use of geog=
raphically distributed caching, and in certain deployment patterns, the sam=
e caching services could be shared by different regions. (Server-side scrip=
ting is a discussion for another day).</div>

<div><br></div><div>&gt;=A0This is why we have to go parallel...</div><div>=
<br></div><div>Totally agree, and a proxying model could and should also ta=
ke advantage of parallelism.</div><div><div><br></div><div>&gt;=A0I think y=
ou&#39;re wrong that it has to cost much money.=A0</div>

</div><div>?vs?</div><div><div>&gt;=A0It costs money to host a high perform=
ance and scalable asset service and a high bandwidth network to handle the =
traffic.=A0 A=A0<b>lot</b>=A0of money.=A0</div><div><br></div></div><div>
I think what you&#39;re saying is: &quot;It costs a lot of money to build a=
 scalable asset service, but if assets are spread throughout the internet t=
hey don&#39;t have to be scalable.&quot; But that&#39;s not quite right. Yo=
u&#39;re opening up every asset server to the VW equivalent of being slashd=
otted, so are you sure you&#39;re not forcing *every* asset service to be s=
calable and handle a lot of bandwith and network traffic? It&#39;s the exac=
t opposite of your intention, but I think that&#39;s the result, all the sa=
me.</div>

<div><br></div><div>This particular design decision has a big effect on the=
 economics of the VW infrastructure. I&#39;d rather the economics to work o=
ut such that a region provider who wishes to build a region that supports a=
 small population, can do so economically. A region that wants to host a *l=
arge* population has to bear that cost of providing that scalable asset ser=
vice.=A0</div>

<div><br></div><div>I want the economics of hosting a small asset service t=
o be a non-issue (as to best promote creation and creativity). Creating a h=
igh bar to provide asset services will mean that service will cost money an=
d people shouldn&#39;t have to pay money just to create or own VW objects (=
I&#39;m using &#39;own&#39; here to refer to maintaining their existence, I=
&#39;m not trying to make a &#39;leftist&#39;/&#39;communist&#39; statement=
 about ownership ;)</div>

<div><br></div><font color=3D"#888888"><div>- Izzy</div></font><div><div></=
div><div><div><br></div><br><div><div>On Apr 2, 2011, at 3:58 PM, Morgaine =
wrote:</div><br><blockquote type=3D"cite">Izzy, when designing for scalabil=
ity, the model to bear in mind is that of seasoned virtual world travelers =
whose inventories contain assets from many different worlds, those assets b=
eing served by many different asset services.=A0 Both worlds and asset serv=
ices may include commercial, community, and personal services, and as the m=
etaverse grows, that set is highly likely to become progressively less clus=
tered and more diverse.<br>



<br>When those seasoned travelers click on an advertised VW link and perfor=
m an inter-world teleport to one particular world&#39;s region to share an =
experience, their &quot;worn&quot; assets (the only ones of interest to the=
 region) will contain references to asset services spread widely across the=
 Internet.=A0 The fetches by the travelers&#39; clients occur over many par=
allel paths from clients to asset services, so one can reasonably expect re=
duced network contention and reduced asset server loading because they are =
both spread out over however many asset services are being referenced by th=
e overall set of assets in the region.<br>



<br>This is very different to the case of a proxying region, which would ge=
t slammed for every asset worn by every avatar present.=A0 In our current a=
rchitecture, regions run many different CPU-intensive tasks, including phys=
ics simulation and server-side scripting, and absolutely cannot afford to s=
erve assets too unless your scalability requirements are very low indeed, i=
e. just a few dozen avatars of today&#39;s kind.=A0 We&#39;ve hit the ceili=
ng already on region scalability done that way.=A0 There is nowhere to go i=
n that direction at all beyond improving the code like Intel demonstrated, =
and that work is subject to a law of diminishing returns.<br>



<br>This is why we have to go parallel, and I think you&#39;re wrong that i=
t has to cost much money.=A0 As we spread the load across more and more ass=
et services, we are simply better utilizing all the hardware that&#39;s alr=
eady out there on the Internet, at least in respect of community and privat=
e resources.=A0 But add to the community and private resources the commerci=
al asset services that are likely to appear to exploit this opportunity, an=
d not only will the number of asset services leap, but the power of each on=
e will rocket too, because, after all, these businesses will be heavily opt=
imized for the job.<br>



<br>As to why a world would want clients to access external asset services =
instead of providing its own implementation, that&#39;s an easy question.=
=A0 It costs money to host a high performance and scalable asset service an=
d a high bandwidth network to handle the traffic.=A0 A <b>lot</b> of money.=
=A0 In contrast, it costs a world nothing to let others serve the assets to=
 clients.=A0 And that matters to the bottom line.<br>


<br><br>Morgaine.<br><br><br><br><br>=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D<br><br><div class=3D"gmail_quote">On Sat, Ap=
r 2, 2011 at 7:05 PM, Izzy Alanis <span dir=3D"ltr">&lt;<a href=3D"mailto:i=
zzyalanis@gmail.com" target=3D"_blank">izzyalanis@gmail.com</a>&gt;</span> =
wrote:<br>


<blockquote class=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt 0.8ex; borde=
r-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;">
<div>&gt; As always though, it&#39;s a trade-off, since the proxied design =
has very poor scalability compared to the distributed one.<br>
<br>
</div>I don&#39;t agree with that... If a user enters a highly populated re=
gion,<br>
every other client is going to (could and should be trying to) hit the<br>
asset server(s) for the assets that the user is wearing (assuming<br>
they&#39;re not cached locally). =A0Every asset server has to be scaled up<=
br>
to the point that it can handle that load from all over...<br>
<br>
If I&#39;m hosting a region that supports 10s of thousands of simultaneous<=
br>
users (thinking of the future), I already have to scale to meet that<br>
demand. If the region is proxying the assets, then, yes the region has<br>
to be scaled to meet that asset demand too, but it already has to be<br>
scaled to meet other demands of being a region server... and why is<br>
scaling those asset proxy services hard? =A0It&#39;s going to cost $, but i=
s<br>
not technically challenging. So, if I want to host a region like<br>
that... sure it will cost me, but the simulation will be consistent<br>
and users will be able to participate equally, regardless of the<br>
capabilities of their individual asset services.<br>
<br>
<br>
<br>
<br>
On Fri, Apr 1, 2011 at 11:55 PM, Morgaine<br>
<div>&lt;<a href=3D"mailto:morgaine.dinova@googlemail.com" target=3D"_blank=
">morgaine.dinova@googlemail.com</a>&gt; wrote:<br>
</div><div><div></div><div>&gt; Every design choice results in a trade-off,=
 Vaughn, improving one thing at<br>
&gt; the expense of something else.=A0 If every time we offered a service w=
e had to<br>
&gt; inform its users about the downsides of all the trade-offs we have mad=
e,<br>
&gt; they would have an awful lot to read. ;-)<br>
&gt;<br>
&gt; The specific trade-off that you are discussing is no different.=A0 A r=
egion<br>
&gt; that proxies all content has the &quot;benefit&quot; of acquiring cont=
rol from the<br>
&gt; asset servers over the items in the region, so that it can ensure that=
<br>
&gt; everyone in the region not only obtains the items but obtains the same=
 items<br>
&gt; as everyone else.=A0 That does indeed provide a greater guarantee of<b=
r>
&gt; consistency than a deployment in which the region only passes asset UR=
Is to<br>
&gt; clients who then fetch the items from asset services separately.=A0 As=
 always<br>
&gt; though, it&#39;s a trade-off, since the proxied design has very poor s=
calability<br>
&gt; compared to the distributed one.<br>
&gt;<br>
&gt; If we&#39;re going to warn users of the potential for inconsistency in=
 the<br>
&gt; distributed deployment as you suggest, are we also going to warn them =
of<br>
&gt; non-scalability in the proxied one?=A0 I really don&#39;t see much mer=
it in the<br>
&gt; idea of warning about design choices.=A0 Many such choices are technic=
al, and<br>
&gt; the issues are quite likely to be of little interest to non-technical =
users<br>
&gt; anyway.=A0 In any case, the better services are likely to provide such=
<br>
&gt; information in their online documentation, I would guess.<br>
&gt;<br>
&gt; You mentioned users &quot;voting with their feet&quot; or choosing to =
accept the risk<br>
&gt; of inconsistency.=A0 Well that will happen anyway, when services fail =
and<br>
&gt; users get annoyed.=A0 If some asset services refuse to send the reques=
ted<br>
&gt; items to some users, those services will get a bad reputation and peop=
le<br>
&gt; will choose different asset services instead.=A0 Likewise, if a world =
service<br>
&gt; proxies everything and so it can&#39;t handle a large number of assets=
 or of<br>
&gt; people, users will get annoyed at the lag and will go elsewhere.=A0 Th=
is user<br>
&gt; evaluation and &quot;voting with their feet&quot; happens already with=
 online services<br>
&gt; all over the Internet, and I am sure that this human process will cont=
inue<br>
&gt; to work when the services are asset and region services.<br>
&gt;<br>
&gt; Back in September 2010, I wrote this post which proposes that we use i=
n<br>
&gt; VWRAP a form of asset addressing that provides massive scalability at =
the<br>
&gt; same time as a very high degree of resilience --<br>
&gt; <a href=3D"http://www.ietf.org/mail-archive/web/vwrap/current/msg00463=
.html" target=3D"_blank">http://www.ietf.org/mail-archive/web/vwrap/current=
/msg00463.html</a> .=A0 It is<br>
&gt; based on the concept of the URI containing a host part and a hash part=
,<br>
&gt; where the hash is generated (once, at the time of storage to the asset=
<br>
&gt; service) using a specified digest algorithm over the content of the as=
set<br>
&gt; being referenced.=A0 You may wish to note that if this design were use=
d, the<br>
&gt; failure of an asset service to deliver a requested item would result i=
n a<br>
&gt; failover request for the item to one or more backup services, using th=
e same<br>
&gt; hash part but with a different host address.<br>
&gt;<br>
&gt; This can go some way towards overcoming the problem that you think mig=
ht<br>
&gt; occur when assets are fetched by clients from asset services directly.=
<br>
&gt; Although it won&#39;t help when the missing item is available from onl=
y a single<br>
&gt; asset service, it will help in many other cases, and it will compensat=
e for<br>
&gt; service failures and network outages automatically at the same time.<b=
r>
&gt;<br>
&gt; PS. This design for hash-based asset addressing is already being teste=
d by<br>
&gt; Mojito Sorbet in her experimental world and client.=A0 It would give<b=
r>
&gt; VWRAP-based worlds an improved level of service availability, so I thi=
nk it<br>
&gt; should be a core feature of our protocol.<br>
&gt;<br>
&gt;<br>
&gt; Morgaine.<br>
&gt;<br>
&gt;<br>
&gt;<br>
&gt;<br>
&gt; =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D<br>
&gt;<br>
&gt; On Fri, Apr 1, 2011 at 11:17 PM, Vaughn Deluca &lt;<a href=3D"mailto:v=
aughn.deluca@gmail.com" target=3D"_blank">vaughn.deluca@gmail.com</a>&gt;<b=
r>
&gt; wrote:<br>
&gt;&gt;<br>
&gt;&gt; This is a question i discussed with Morgaine off-list a while ago =
(I<br>
&gt;&gt; intended to send it to the list but pushed the wrong button...) I<=
br>
&gt;&gt; think we need to address this problem, and decide how to deal with=
 it.<br>
&gt;&gt;<br>
&gt;&gt; =A0In Davids deployment draft, section 7.3.1.1 an overview is give=
n van<br>
&gt;&gt; ways to deliver content to the region. One way is only passing a<b=
r>
&gt;&gt; capability that allows access to (part of) the resource:<br>
&gt;&gt;<br>
&gt;&gt; =A0 =A0 =A0 =A0 =A0 7.3.1.1. =A0Content delivery models<br>
&gt;&gt; =A0 =A0 =A0 =A0 =A0 A range of possible represenations can be pass=
ed to a region for<br>
&gt;&gt; =A0 =A0 =A0 =A0 =A0 simulation. [...] The other end of the deliver=
y spectrum<br>
&gt;&gt; involves passing<br>
&gt;&gt; =A0 =A0 =A0 =A0 =A0 only a URI or capability used to access the re=
ndering<br>
&gt;&gt; information and a<br>
&gt;&gt; =A0 =A0 =A0 =A0 =A0 collision mesh,and related data for physical s=
imulation.<br>
&gt;&gt; =A0 =A0 =A0 =A0 =A0 In such a model, the client is responsible for=
 fetching the<br>
&gt;&gt; additional<br>
&gt;&gt; =A0 =A0 =A0 =A0 =A0 information needed to render the item&#39;s vi=
sual presence from a<br>
&gt;&gt; separate<br>
&gt;&gt; =A0 =A0 =A0 =A0 =A0 service. =A0This fetch can be done *under the =
credentials of the<br>
&gt;&gt; end user*<br>
&gt;&gt; =A0 =A0 =A0 =A0 =A0 viewing the material [my emphasis--VD] , and d=
ivorces the<br>
&gt;&gt; simulation from<br>
&gt;&gt; =A0 =A0 =A0 =A0 =A0 the trust chain needed to manage content. =A0A=
ny automation<br>
&gt;&gt; is done on a<br>
&gt;&gt; =A0 =A0 =A0 =A0 =A0 separate host which the content creator or own=
er trusts,<br>
&gt;&gt; interacting with the<br>
&gt;&gt; =A0 =A0 =A0 =A0 =A0 object through remoted interfaces.<br>
&gt;&gt;<br>
&gt;&gt; =A0I can see the need for such a setup, however, i feel we are<br>
&gt;&gt; unpleasantly close to a situation were the coherence of the simula=
tion<br>
&gt;&gt; falls apart.<br>
&gt;&gt; In this deployment pattern the region advertises the presence of t=
he<br>
&gt;&gt; asset, and *some* clients will be able to get it as expected, whil=
e<br>
&gt;&gt; -based on the arbitrary whims of the asset service- others might n=
ot.<br>
&gt;&gt;<br>
&gt;&gt; My hope would be that after the asset server provides the region w=
ith<br>
&gt;&gt; the capability to get the asset, it gives up control. That would m=
ean<br>
&gt;&gt; that if the client finds the inventory server is unwilling to serv=
e<br>
&gt;&gt; the content - in spire of the region saying it is present-, the cl=
ient<br>
&gt;&gt; should be able to turn around ask the *region* for the asset, (and=
 get<br>
&gt;&gt; is after all).<br>
&gt;&gt;<br>
&gt;&gt; =A0If that is not the case, -and there are probably good reasons f=
or the<br>
&gt;&gt; deployment pattern as described- =A0shouldn&#39;t we *warn* client=
s that the<br>
&gt;&gt; region might be inconsistent, so the users behind the client can v=
ote<br>
&gt;&gt; with their feet, (or take the risk)?<br>
&gt;&gt;<br>
&gt;&gt; --Vaughn<br>
&gt;&gt; _______________________________________________<br>
&gt;&gt; vwrap mailing list<br>
&gt;&gt; <a href=3D"mailto:vwrap@ietf.org" target=3D"_blank">vwrap@ietf.org=
</a><br>
&gt;&gt; <a href=3D"https://www.ietf.org/mailman/listinfo/vwrap" target=3D"=
_blank">https://www.ietf.org/mailman/listinfo/vwrap</a><br>
&gt;<br>
&gt;<br>
&gt; _______________________________________________<br>
&gt; vwrap mailing list<br>
&gt; <a href=3D"mailto:vwrap@ietf.org" target=3D"_blank">vwrap@ietf.org</a>=
<br>
&gt; <a href=3D"https://www.ietf.org/mailman/listinfo/vwrap" target=3D"_bla=
nk">https://www.ietf.org/mailman/listinfo/vwrap</a><br>
&gt;<br>
&gt;<br>
</div></div></blockquote></div><br>
</blockquote></div><br></div></div></div></blockquote></div><br>
</div></div></blockquote></div><br>

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Morgaine,

I will put my comments inline for clarity

>The detail is probably a bit different to how you described it,
>because region and agent policy scopes are separate, ie. the
>agent service doesn't have a role in determining region policy, it
>just provides an agent.

Hmmm, i certainly did not want to imply that the agent service was
determining region policy! All I tried to say was that the agent service
requests to place an agent in the region, and informs the region about the
assets it wants to bring.

>Since asset services are entirely concerned with region functions alone,
>this puts them out of scope for the agent service, at least according to
>the last set of list discussions we had on the topic.

I might have gotten this wrong but in my view the the Agent service handles
the all things related to the agent, and that would  surely include the
*references* to attachments like dresses?   If the user wants to visit some
region, she  asks her agent service to place the avatar in that region?

>I expect it's the client that you need to consult for its current list of
asset services,
> because it keeps tally as it encounters new ones in its travels.

Hmm, no, that is not what i had in  mind... I expect the agent service keep=
s
track of the assets currently in use by the agent, i.e. a list of reference=
s
to data in asset services.

>The agent service only supplies a seed cap to kick things off with an
initial
>asset service and inventory to hold the default avatar.  This is legacy
stuff
>though, dating back from when there was >a single centralized asset store.
> It needs reworking now that we've gone beyond that singleton..

We badly need some diagrams to illustrate our thinking. Is there anywhere
something that depicts the high level flow of requests and responses?

>This whole area of protocol design was never finalized because the Lab
withdrew
>while we were still discussing how the OGP model was going to support VW
interop.
> The OGP-based drafts became totally >out of date as soon as the
requirements for
>interop materialized, and we haven't recovered from that yet.

>I agree with your call which echoed Kevin's earlier one, that we need to
get on with this!  >However, it doesn't start with a doc, but with an agree=
d
design concept, so that the first doc is >roughly in the right area!

It depends on your definition of a doc, even your list below could be a doc
if placed on the vwrap wiki.   :)

>This is a partial list of the requirements which I think need to be met:

>Handle a dynamic set of asset services, one being the minimum
> (and only usable in a walled garden), while the maximum is unlimited.

OK

>Never to disallow an agent from using its current agent credentials to
travel to
>another world  (agent registration must not be confused with world policy)=
.

I do not get this. This is surely the choice of the agent service? If some
agent service wants to prevent its agents to connect to some region fine,
that their policy!  And if i, as a user  don't like that, i go and get me a
service that fits my needs better. In the end i could use my own agent
service running as part of my own client? I am assuming that there will be
some mechanism to use an external identity provider if needed.

>Let asset services determine asset distribution policy, and provide the
means for
> regions to query that policy (your consistency requirement).

OK

>Decide where the user state is held.  If it's in the agent service then th=
e
agent
>service must be agnostic to worlds and accept all travel requests.

For sure the user state should be held by the agent service, that's what it=
s
designed for (i think?) and no, you can't control the agent's  service
policy! That fully and completely up to that service. The only requirement
is that the service handles the defined protocol messages, but refusing to
send a user to a certain world could be a key requirement for some services=
.
I am not at all in favour of this, but i am sure some people are; think of =
a
kids world, were you might want to prevent visits to the big bad virtual
universe rife with sex, drugs and rock and roll.

>If we cannot agree to make the agent service VW agnostic, then state will
>have to be held in the client.

Maybe i am naive, but my feeling is that *if* you would hold the agent stat=
e
in the client, that would be nothing else than integrating an agent service
in the client? Or am i totally missing your meaning here?

>Once we have a rough model of that in our minds, then we can:

>Run through a few iterations of basic top-level pseudocode showing how the
agent
>service, asset services and clients handle the above split of
responsibilities.
>Write the first draft document reflecting the above.
>Rinse and repeat.

Yes!

--Vaughn



On Sun, Apr 3, 2011 at 12:07 PM, Morgaine <morgaine.dinova@googlemail.com>w=
rote:

> Great to hear that we're on the same page, Vaughn!
>
> The detail is probably a bit different to how you described it, because
> region and agent policy scopes are separate, ie. the agent service doesn'=
t
> have a role in determining region policy, it just provides an agent.  Sin=
ce
> asset services are entirely concerned with region functions alone, this p=
uts
> them out of scope for the agent service, at least according to the last s=
et
> of list discussions we had on the topic.
>
> I expect it's the client that you need to consult for its current list of
> asset services, because it keeps tally as it encounters new ones in its
> travels.  The agent service only supplies a seed cap to kick things off w=
ith
> an initial asset service and inventory to hold the default avatar.  This =
is
> legacy stuff though, dating back from when there was a single centralized
> asset store.  It needs reworking now that we've gone beyond that singleto=
n..
>
> This whole area of protocol design was never finalized because the Lab
> withdrew while we were still discussing how the OGP model was going to
> support VW interop.  The OGP-based drafts became totally out of date as s=
oon
> as the requirements for interop materialized, and we haven't recovered fr=
om
> that yet.
>
> I agree with your call which echoed Kevin's earlier one, that we need to
> get on with this!  However, it doesn't start with a doc, but with an agre=
ed
> design concept, so that the first doc is roughly in the right area!
>
> This is a partial list of the requirements which I think need to be met:
>
>
>    - Handle a dynamic set of asset services, one being the minimum (and
>    only usable in a walled garden), while the maximum is unlimited.
>    - Never to disallow an agent from using its current agent credentials
>    to travel to another world (agent registration must not be confused wi=
th
>    world policy).
>    - Let asset services determine asset distribution policy, and provide
>    the means for regions to query that policy (your consistency requireme=
nt).
>    - Decide where the user state is held.  If it's in the agent service
>    then the agent service must be agnostic to worlds and accept all trave=
l
>    requests.  If we cannot agree to make the agent service VW agnostic, t=
hen
>    state will have to be held in the client.
>
>
> Once we have a rough model of that in our minds, then we can:
>
>
>    - Run through a few iterations of basic top-level pseudocode showing
>    how the agent service, asset services and clients handle the above spl=
it of
>    responsibilities.
>    - Write the first draft document reflecting the above.
>    - Rinse and repeat.
>
>
>
> Morgaine.
>
>
>
>
>
> =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D
>
>
> On Sat, Apr 2, 2011 at 11:26 PM, Vaughn Deluca <vaughn.deluca@gmail.com>w=
rote:
>
>> I wrote:
>> >The region can now tells the agent service which of the assets agent
>> service requested transfer the avatar can bring.
>>
>> I meant to say:
>>
>> The region can now tell the agent service which of the assets the agent
>> service requested transfer for, can actually be transfered.
>>
>> (its late here...)
>>
>> On Sun, Apr 3, 2011 at 12:02 AM, Vaughn Deluca <vaughn.deluca@gmail.com>=
wrote:
>>
>>> Morgain, all,
>>>
>>> Ahha!, i was halfway my reply explaining that i was *not* asking for th=
e
>>> impossible, and did *not* want to impose my rules on others, but that i=
 just
>>> wanted to be able to know that stuff that i get into my region will be
>>> visible to everybody present, and now i see that you got that. Good!
>>> We are on the same page again :)
>>>
>>> The way the draft relating tot the tourist model is now written i can
>>> *never* be sure my visitors all get the same data, because i just juggl=
e the
>>> crude physics representation, and the viewers negotiate about anything =
else
>>> with the asset service, fully out of my control.
>>>
>>> You formulated a solution (requesting the transfer rights explicitly).
>>> I was originally thinking of a solution where the protocol specifies th=
at
>>> the capability to get the crude physics representation of the asset in =
my
>>> region would be *automatically* give me the right to download the full =
asset
>>> (if I asked for that).  After reading your replies i now see that reque=
sting
>>> the transfer rights, just like like the viewers will do, is a better
>>> solution. The same protocol messages could even be used, The region pre=
sent
>>> its credentials and either gets the capability or not.  The region can =
now
>>> tells the agent service which of the assets agent service requested tra=
nsfer
>>> the avatar can bring. Its up to the viewer to deal with that informatio=
n, it
>>> might simply ignore it. In the latter case the avatar will be simulated=
 by
>>> the region without the offending asset. The asset service will subseque=
ntly
>>> get requests from all viewers connected to the region for the assets in=
 the
>>> region. Some of those might not pass trust checks of the asset service.=
 Bad
>>> luck for the asset service, it has given a capability to the region and=
 the
>>> region will use that to get the asset. If the asset service has second
>>> thoughts to often - causing download costs and lag, it will eventually =
end
>>> up on the black list of the region service, and next time around the re=
gion
>>>  might tell the agent service it can't allow asset Y from servivce X be=
casue
>>> it does not trust assert service X.
>>> It all sounds logical and transparent to me.
>>>
>>> It also fits what meadhbh said:
>>> >my recommendation has always been... "define mechanism, not policy."
>>> As far as i can see that is what we do here.
>>>
>>> Now, this brings me to a point of order. In september Kevin Tweedy made
>>> this observation:
>>>
>>> "<kevin.tweedy at xrgrid.com>
>>> Date: Wed, 22 Sep 2010 13:40:15 -0400
>>> May I suggest we stop arbitrarily trying to define things in emails and
>>> come up with some kind of process into how to define what the first dra=
ft
>>> specification should include?  Doesn=92t W3C have a process on how this=
 works?
>>>  I think this is the fundamental problem of this group; we are mixing
>>> vision, requirements, and design in the same email.  We are making desi=
gn
>>> decisions when we haven=92t even defined the requirements."
>>>
>>> I fully agree. We used to brainstorm in the group and assumed the edito=
rs
>>> of the drafts would incorporate the generated ideas in new versions of =
the
>>> draft.  At times that worked really well, at other times it did work no=
t so
>>> well. But currently we have no editors, so we need to do something new.=
...
>>>
>>> My question to the group is how do we consolidate this bit of
>>> discussion?
>>>
>>> In general it seems to me we have managed to generate new enthusiasm in
>>> the group, and we are on -or close to- the  point were we have enough
>>> critical mass to continue. In my view we would really benefit from a tr=
ue
>>> editor, and it seems nobody is willing to take that responsibility yet.=
 Can
>>> we really do it collectively on the wiki? It would be a break with the =
way i
>>> think ietf groups normally work, but i might be  kind off fitting for t=
his
>>> highly diverse group  :)
>>>
>>> So will it work? What alternatives do we have?  comments please.
>>>
>>> --Vaughn
>>>
>>> On Sat, Apr 2, 2011 at 5:09 PM, Morgaine <morgaine.dinova@googlemail.co=
m
>>> > wrote:
>>>
>>>> Vaughn, I left your final (and very important) point for the end of my
>>>> response, and then I fired off my email without addressing it ...  Sor=
ry. :P
>>>>
>>>>
>>>> On Sat, Apr 2, 2011 at 11:26 AM, Vaughn Deluca <vaughn.deluca@gmail.co=
m
>>>> > wrote:
>>>>
>>>>>  So I want methods to prevent breaking my highly emergent world as mu=
ch
>>>>> as possible.
>>>>>
>>>>
>>>>
>>>> Yes indeed!!!
>>>>
>>>> You have a perfectly reasonable requirement for the service that you
>>>> want to operate, and you need some means of meeting it.  I agree with =
that
>>>> wholeheartedly.  I only begin to disagree when you hint that your
>>>> requirement must be imposed on everyone, whether they want it or not. =
 That
>>>> I cannot support, and I expect that you did not mean it that way anywa=
y.
>>>> After all, some of my requirements are probably not of interest to you
>>>> either, and you would not wish me to impose them on you.  It cuts both=
 ways.
>>>>
>>>> So, how can we enable you to offer a service with many 9's of simulati=
on
>>>> consistency, without imposing that requirement on those who prefer a
>>>> different trade-off?  You hinted at the solution yourself, so I'll mer=
ely
>>>> elaborate on it.  You wrote:
>>>>
>>>>
>>>>
>>>> I would like to argue that the region *should* get the capability to
>>>>> fetch all details. [...]  Note that this does not mean that the regio=
n *has*
>>>>> to proxy the asset, just that in case the asset service refuses to se=
rve a
>>>>> client it does not like, the region can insist on delivery  based on =
the
>>>>> capability it originally got.
>>>>>
>>>>
>>>>
>>>>
>>>> Perfect.  All you need then is an optional query in the protocol that
>>>> allows a region to ask each asset service referenced by assets carried=
 by
>>>> newly arriving avatars the following question:
>>>>
>>>> QUERY: "*Do I have your permission to fetch from your asset service th=
e
>>>> assets normally reserved for client fetches, and to distribute these a=
ssets
>>>> to clients directly in the (unexpected) event that I want to?*"
>>>>
>>>>
>>>> That easily maps to an optional capability request of course.  If the
>>>> asset service answers "No" to you, then you can deny the incoming avat=
ar
>>>> entry to your region, returning a status that indicates
>>>>
>>>> RESPONSE: "*Asset service X referenced by asset Y does not meet the
>>>> re-distribution requirement requested for entry to region Z*".
>>>>
>>>>
>>>> Your requirement is then satisfied (I believe) without imposing that
>>>> requirement on a region operator who does not need it because they des=
ire a
>>>> different trade-off.  Those who don't have your requirement simply won=
't
>>>> request the capability.
>>>>
>>>> For example, it would be pointless to even ask an asset service founde=
d
>>>> entirely around Creative Commons assets that question, since all CC co=
ntent
>>>> is perpetually and non-revocably redistributable by anyone and to anyo=
ne.
>>>> By not issuing the query we can save ourselves the round-trip time and=
 allow
>>>> faster entry to the region.
>>>>
>>>> Would something like that get the nod from you?
>>>>
>>>>
>>>> PS. You need to note that when an asset service answers "Yes" to your
>>>> query, this does not mean that it will necessarily honor its promise w=
hen
>>>> you actually attempt to fetch items.  David's very important point abo=
ut
>>>> independent parties not having control over each other applies here.  =
You
>>>> can at most hope that it will behave well, and perhaps test the promis=
e by
>>>> fetching something.  However, if you truly want as many 9's of consist=
ency
>>>> as is obtainable then you will have to fetch all the assets yourself p=
rior
>>>> to allowing entry to the avatar, and that would be a dreadful overhead=
.
>>>> Most people will probably settle for "*best effort*" approaches, which
>>>> are quite likely to succeed.
>>>>
>>>>
>>>> Morgaine.
>>>>
>>>>
>>>>
>>>>
>>>>
>>>> =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D
>>>>
>>>>
>>>> On Sat, Apr 2, 2011 at 11:26 AM, Vaughn Deluca <vaughn.deluca@gmail.co=
m
>>>> > wrote:
>>>>
>>>>> Morgaine, Meadhbh,
>>>>>
>>>>> Thanks for the answers, but i see that i have not been clear enough.
>>>>> I think the protocol should demand certain things to prevent the
>>>>>  deterioration of the simulation to an unacceptable level. We need to=
 be
>>>>> more precise to prevent problems and i think we can.
>>>>>
>>>>> I was arguing from the perspecive of a region service without making
>>>>> that explicit. Note i was *not* advocating the region proxies everyth=
ing,
>>>>> just that it lives up to its promises about object presence. Also not=
e that
>>>>> i do  *not* always have the option to pick another high quality asset
>>>>> service, since I normally do not own the assets. I will use Prokofy a=
s an
>>>>> example just for the fun of it.  He is highly worried about content t=
heft,
>>>>> so (in the unlikely case he wants to start selling stuff outside of S=
L) he
>>>>> might use this deployment pattern.  Assume he sells wonderful sexy dr=
esses
>>>>> to two customers, that can only be fetched from his own asset service=
 for
>>>>> rendering. Both customers go off to "Vaughns highly immersive world" =
were a
>>>>> party is given.  My region receives some physics properties of the dr=
esses
>>>>> for simulation and an address of Proks asset service for high-res det=
ails
>>>>> and textures. In this case the region does not even get the capabilit=
y to
>>>>> fetch the assets, just a link to the asset service and its up to view=
er to
>>>>> request the details and show credentials to get them. The two girls m=
eet,
>>>>> both their viewers request the details of the other dress, and Proks =
asset
>>>>> service grants those requests. They girls admire their dresses and
>>>>> compliment each other with their good taste. Now when i arrive and my=
 viewer
>>>>> request the dress details, Prok's asset service recognises me as the
>>>>> copyleftists that i am. It refuses to serve the asset details -and de=
pending
>>>>> on my viewers behaviour i might get to view two girls in sexy underwe=
ar -or
>>>>> wearing even less- instead of party dresses. From a consistency point=
 of
>>>>> view this is a highly undesirable situation, it breaks immersion, and
>>>>> depending on the circumstances might also be embarrassing to the peop=
le
>>>>> involved.
>>>>>
>>>>> The key question is if we want to allow this situation to arise withi=
n
>>>>> VWRAP compliant worlds.
>>>>> I would like to argue that the region *should* get the capability to
>>>>> fetch all details. In other words, Prokofy would have to give up some
>>>>> control over the asset in case he allows it to be used by my region. =
Note
>>>>> that this does not mean that the region *has* to proxy the asset, jus=
t that
>>>>> in case the asset service refuses to serve a client it does not like,=
 the
>>>>> region can insist on delivery  based on the capability it originally =
got. If
>>>>> that fails Proks asset service can not be called VWRAP compliant.
>>>>>
>>>>> If Prokofy does not want to relinquish  that level of control, fine, =
it
>>>>> is his right not to, but in that case the dresses should not be allow=
ed to
>>>>> get into my region in the first place.  If people visit my region and=
 find
>>>>> themselves naked in the eyes of some others *I* will get the blame.  =
As
>>>>> Morgaine says, the technical details of my innocence will not convinc=
e the
>>>>> general public. So I want methods to prevent breaking my highly emerg=
ent
>>>>> world as much as possible.
>>>>> My proposal would be that the whatever the region gets MUST be
>>>>> guaranteed by protocol to be delivered to  anybody within the region
>>>>> requesting it. If the asset service does not want to serve a cryptoco=
munist
>>>>> copyleftist, fine, but IF it has given the region a capability, it MU=
ST
>>>>> serve the full asset to be VWRAP compliant. Its *my* choice as a regi=
on
>>>>> deployer to download the full asset to be able to guarantee region
>>>>> consistency if I want to. I will try to avoid that as much as possibl=
e, but
>>>>> if my customers complain, i will be forces to start doing this for ce=
rtain
>>>>> asset services that i know show discriminatory behaviour against for
>>>>> instance copyleftist.
>>>>>
>>>>> Finally Morgaine, you keep hammering on the fact that proxying by the
>>>>> region does not scale. (I tend to disagree, but that is beside the po=
int
>>>>> here). I do agree the asset should not be needlessly transfered, but =
i
>>>>> strongly feel we must insist in the protocol on transferring the *rig=
hts* to
>>>>> view the asset. If that leads to to the region not getting the asset =
at all,
>>>>> so be it, it can warn visitors that their assets will not be visible =
and
>>>>> even offer to serve simple replacements (1). This in turn will encour=
age the
>>>>> end users to avoid this type of asset service, and Prokofy will go ou=
t of
>>>>> business, as should be the case given the behaviour of the service. A=
nd if
>>>>> he pulls it off, thats fine with me also, as long as i do not have to=
 suffer
>>>>> from it due to lack of rigour in the protocol specs.
>>>>>
>>>>> So, in summary, I very well see that there is no way to enforce
>>>>> consistent serving behaviour but it should at least be clear that it =
is
>>>>> non-standard and not conform the protocol. The way I am understanding=
 you
>>>>> now, your argument seems to be just one step to far in the direction =
of
>>>>> anarchy.
>>>>> Or am i misreading you?
>>>>>
>>>>> --Vaughn
>>>>>
>>>>>
>>>>> (1) I just realise that the region might cheat and advertise its own
>>>>> asset brands claiming the competitions assets  could not be rendered.=
.. Oh
>>>>> well, one might hope that if there is enough choice in worlds such re=
gions
>>>>> will be forced  out of business as well.
>>>>>
>>>>> On Sat, Apr 2, 2011 at 7:31 AM, Morgaine <
>>>>> morgaine.dinova@googlemail.com> wrote:
>>>>>
>>>>>> Further to my last post, it's worth noting that if you find that you
>>>>>> suffer poor quality behavior from a particular asset service and it =
is
>>>>>> breaking the consistency of your simulation, with hash-based item ad=
dressing
>>>>>> you can also automatically use an alternative asset service *in
>>>>>> preference* to the one specified in a given URI.
>>>>>>
>>>>>> Your client could be configured to attempt the item fetch at a known
>>>>>> good quality asset service *first* (perhaps one that you paid to use
>>>>>> because of its better service), automatically, and maybe even dynami=
cally
>>>>>> depending on the type of item.
>>>>>>
>>>>>> The scheme has a long list of benefits, and overcoming (to some
>>>>>> extent) poor quality asset services is just one of them.
>>>>>>
>>>>>>
>>>>>> Morgaine.
>>>>>>
>>>>>>
>>>>>>
>>>>>>
>>>>>>
>>>>>> =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D
>>>>>>
>>>>>>
>>>>>> On Sat, Apr 2, 2011 at 4:55 AM, Morgaine <
>>>>>> morgaine.dinova@googlemail.com> wrote:
>>>>>>
>>>>>>> Every design choice results in a trade-off, Vaughn, improving one
>>>>>>> thing at the expense of something else.  If every time we offered a=
 service
>>>>>>> we had to inform its users about the downsides of all the trade-off=
s we have
>>>>>>> made, they would have an awful lot to read. ;-)
>>>>>>>
>>>>>>> The specific trade-off that you are discussing is no different.  A
>>>>>>> region that proxies all content has the "benefit" of acquiring cont=
rol from
>>>>>>> the asset servers over the items in the region, so that it can ensu=
re that
>>>>>>> everyone in the region not only obtains the items but obtains the *
>>>>>>> same* items as everyone else.  That does indeed provide a greater
>>>>>>> guarantee of consistency than a deployment in which the region only=
 passes
>>>>>>> asset URIs to clients who then fetch the items from asset services
>>>>>>> separately.  As always though, it's a trade-off, since the proxied =
design
>>>>>>> has very poor scalability compared to the distributed one.
>>>>>>>
>>>>>>> If we're going to warn users of the potential for inconsistency in
>>>>>>> the distributed deployment as you suggest, are we also going to war=
n them of
>>>>>>> non-scalability in the proxied one?  I really don't see much merit =
in the
>>>>>>> idea of warning about design choices.  Many such choices are techni=
cal, and
>>>>>>> the issues are quite likely to be of little interest to non-technic=
al users
>>>>>>> anyway.  In any case, the better services are likely to provide suc=
h
>>>>>>> information in their online documentation, I would guess.
>>>>>>>
>>>>>>> You mentioned users "voting with their feet" or choosing to accept
>>>>>>> the risk of inconsistency.  Well that will happen anyway, when serv=
ices fail
>>>>>>> and users get annoyed.  If some asset services refuse to send the r=
equested
>>>>>>> items to some users, those services will get a bad reputation and p=
eople
>>>>>>> will choose different asset services instead.  Likewise, if a world=
 service
>>>>>>> proxies everything and so it can't handle a large number of assets =
or of
>>>>>>> people, users will get annoyed at the lag and will go elsewhere.  T=
his user
>>>>>>> evaluation and "voting with their feet" happens already with online=
 services
>>>>>>> all over the Internet, and I am sure that this human process will c=
ontinue
>>>>>>> to work when the services are asset and region services.
>>>>>>>
>>>>>>> Back in September 2010, I wrote this post which proposes that we us=
e
>>>>>>> in VWRAP a form of asset addressing that provides massive scalabili=
ty at the
>>>>>>> same time as a very high degree of resilience --
>>>>>>> http://www.ietf.org/mail-archive/web/vwrap/current/msg00463.html .
>>>>>>> It is based on the concept of the URI containing a host part and a =
hash
>>>>>>> part, where the hash is generated (once, at the time of storage to =
the asset
>>>>>>> service) using a specified digest algorithm over the content of the=
 asset
>>>>>>> being referenced.  You may wish to note that if this design were us=
ed, the
>>>>>>> failure of an asset service to deliver a requested item would resul=
t in a
>>>>>>> failover request for the item to one or more backup services, using=
 the same
>>>>>>> hash part but with a different host address.
>>>>>>>
>>>>>>> This can go some way towards overcoming the problem that you think
>>>>>>> might occur when assets are fetched by clients from asset services
>>>>>>> directly.  Although it won't help when the missing item is availabl=
e from
>>>>>>> only a single asset service, it will help in many other cases, and =
it will
>>>>>>> compensate for service failures and network outages automatically a=
t the
>>>>>>> same time.
>>>>>>>
>>>>>>> PS. This design for hash-based asset addressing is already being
>>>>>>> tested by Mojito Sorbet in her experimental world and client.  It w=
ould give
>>>>>>> VWRAP-based worlds an improved level of service availability, so I =
think it
>>>>>>> should be a core feature of our protocol.
>>>>>>>
>>>>>>>
>>>>>>> Morgaine.
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>> =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D
>>>>>>>
>>>>>>>
>>>>>>> On Fri, Apr 1, 2011 at 11:17 PM, Vaughn Deluca <
>>>>>>> vaughn.deluca@gmail.com> wrote:
>>>>>>>
>>>>>>>> This is a question i discussed with Morgaine off-list a while ago =
(I
>>>>>>>> intended to send it to the list but pushed the wrong button...) I
>>>>>>>> think we need to address this problem, and decide how to deal with
>>>>>>>> it.
>>>>>>>>
>>>>>>>>  In Davids deployment draft, section 7.3.1.1 an overview is given
>>>>>>>> van
>>>>>>>> ways to deliver content to the region. One way is only passing a
>>>>>>>> capability that allows access to (part of) the resource:
>>>>>>>>
>>>>>>>>           7.3.1.1.  Content delivery models
>>>>>>>>           A range of possible represenations can be passed to a
>>>>>>>> region for
>>>>>>>>           simulation. [...] The other end of the delivery spectrum
>>>>>>>> involves passing
>>>>>>>>           only a URI or capability used to access the rendering
>>>>>>>> information and a
>>>>>>>>           collision mesh,and related data for physical simulation.
>>>>>>>>           In such a model, the client is responsible for fetching
>>>>>>>> the additional
>>>>>>>>           information needed to render the item's visual presence
>>>>>>>> from a separate
>>>>>>>>           service.  This fetch can be done *under the credentials =
of
>>>>>>>> the end user*
>>>>>>>>           viewing the material [my emphasis--VD] , and divorces th=
e
>>>>>>>> simulation from
>>>>>>>>           the trust chain needed to manage content.  Any automatio=
n
>>>>>>>> is done on a
>>>>>>>>           separate host which the content creator or owner trusts,
>>>>>>>> interacting with the
>>>>>>>>           object through remoted interfaces.
>>>>>>>>
>>>>>>>>  I can see the need for such a setup, however, i feel we are
>>>>>>>> unpleasantly close to a situation were the coherence of the
>>>>>>>> simulation
>>>>>>>> falls apart.
>>>>>>>> In this deployment pattern the region advertises the presence of t=
he
>>>>>>>> asset, and *some* clients will be able to get it as expected, whil=
e
>>>>>>>> -based on the arbitrary whims of the asset service- others might
>>>>>>>> not.
>>>>>>>>
>>>>>>>> My hope would be that after the asset server provides the region
>>>>>>>> with
>>>>>>>> the capability to get the asset, it gives up control. That would
>>>>>>>> mean
>>>>>>>> that if the client finds the inventory server is unwilling to serv=
e
>>>>>>>> the content - in spire of the region saying it is present-, the
>>>>>>>> client
>>>>>>>> should be able to turn around ask the *region* for the asset, (and
>>>>>>>> get
>>>>>>>> is after all).
>>>>>>>>
>>>>>>>>  If that is not the case, -and there are probably good reasons for
>>>>>>>> the
>>>>>>>> deployment pattern as described-  shouldn't we *warn* clients that
>>>>>>>> the
>>>>>>>> region might be inconsistent, so the users behind the client can
>>>>>>>> vote
>>>>>>>> with their feet, (or take the risk)?
>>>>>>>>
>>>>>>>> --Vaughn
>>>>>>>> _______________________________________________
>>>>>>>> vwrap mailing list
>>>>>>>> vwrap@ietf.org
>>>>>>>> https://www.ietf.org/mailman/listinfo/vwrap
>>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>
>>>>>
>>>>
>>>
>>
>> _______________________________________________
>> vwrap mailing list
>> vwrap@ietf.org
>> https://www.ietf.org/mailman/listinfo/vwrap
>>
>>
>

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Content-Type: text/html; charset=windows-1252
Content-Transfer-Encoding: quoted-printable

Morgaine,<div><br></div><div>I will put my comments inline for clarity</div=
><div><br></div><div><div>&gt;The detail is probably a bit different to how=
 you described it,=A0</div><div>&gt;because region and agent policy=A0scope=
s are separate, ie. the=A0</div>
<div>&gt;agent=A0service doesn&#39;t have a role in determining region poli=
cy, it=A0</div><div>&gt;just provides an agent. =A0</div><div><br></div><di=
v>Hmmm, i certainly did not want to imply that the agent service was determ=
ining region policy! All I tried to say was that the agent service requests=
 to place an agent in the region, and informs the region about the assets i=
t wants to bring.</div>
<div><br></div><div>&gt;Since asset services are entirely concerned with re=
gion functions alone,=A0</div><div>&gt;this puts them out of scope for the =
agent service, at least according to=A0</div><div>&gt;the last set of list =
discussions we had on the topic.</div>
<div><br></div><div>I might have gotten this wrong but in my view the the A=
gent service handles the all things related to the agent, and that would =
=A0surely include the *references* to attachments like dresses? =A0 If the =
user wants to visit some region, she =A0asks her agent service to place the=
 avatar in that region? =A0</div>
<div><br></div><div>&gt;I expect it&#39;s the client that you need to consu=
lt for its current list of asset services,=A0</div><div>&gt; because it kee=
ps tally as it encounters new ones in its travels.</div><div><br></div><div=
>
Hmm, no, that is not what i had in =A0mind... I expect the agent service ke=
eps track of the assets currently in use by the agent, i.e. a list of refer=
ences to data in asset services.</div><div><br></div><div>&gt;The agent ser=
vice only supplies a seed cap to kick things off with an initial=A0</div>
<div>&gt;asset=A0service and inventory to hold the default avatar. =A0This =
is legacy stuff</div><div>&gt;though, dating=A0back from when there was &gt=
;a single centralized asset store.=A0</div><div>&gt; It needs reworking now=
=A0that we&#39;ve gone beyond that singleton..</div>
<div><br></div><div>We badly need some diagrams to illustrate our thinking.=
 Is there anywhere something that depicts the high level flow of requests a=
nd responses?</div><div><br></div><div>&gt;This whole area of protocol desi=
gn was never finalized because the Lab withdrew</div>
<div>&gt;while we were still discussing how the OGP model was going to supp=
ort VW interop.</div><div>&gt; The OGP-based drafts became totally &gt;out =
of date as soon as the requirements for<br></div><div>&gt;interop materiali=
zed, and we haven&#39;t recovered from that yet.</div>
<div><br></div><div>&gt;I agree with your call which echoed Kevin&#39;s ear=
lier one, that we need to get on with this! =A0&gt;However, it doesn&#39;t =
start with a doc, but with an agreed design concept, so that the first doc =
is &gt;roughly in the right area!</div>
<div><br></div><div>It depends on your definition of a doc, even your list =
below could be a doc if placed on the vwrap wiki. =A0 :)</div><div><br></di=
v><div>&gt;This is a partial list of the requirements which I think need to=
 be met:</div>
<div><br></div><div>&gt;Handle a dynamic set of asset services, one being t=
he minimum</div><div>&gt; (and only usable in a walled garden), while the m=
aximum is unlimited.</div><div><br></div><div>OK</div><div><br></div><div>
&gt;Never to disallow an agent from using its current agent credentials to =
travel to=A0</div><div>&gt;another world =A0(agent registration must not be=
 confused with world policy).</div><div><br></div><div>I do not get this. T=
his is surely the choice of the agent service? If some agent service wants =
to prevent its agents to connect to some region fine, that their policy! =
=A0And if i, as a user =A0don&#39;t like that, i go and get me a service th=
at fits my needs better. In the end i could use my own agent service runnin=
g as part of my own client? I am assuming that there will be some mechanism=
 to use an external identity provider if needed.</div>
<div><br></div><div>&gt;Let asset services determine asset distribution pol=
icy, and provide the means for</div><div>&gt; regions to query that policy =
(your consistency requirement).</div><div><br></div><div>OK</div><div><br>
</div><div>&gt;Decide where the user state is held. =A0If it&#39;s in the a=
gent service then the agent=A0</div><div>&gt;service must be agnostic to wo=
rlds and accept all travel requests.</div><div><br></div><div>For sure the =
user state should be held by the agent service, that&#39;s what its designe=
d for (i think?) and no, you can&#39;t control the agent&#39;s =A0service p=
olicy! That fully and completely up to that service. The only requirement i=
s that the service handles the defined protocol messages, but refusing to s=
end a user to a certain world could be a key requirement for some services.=
 I am not at all in favour of this, but i am sure some people are; think of=
 a kids world, were you might want to prevent visits to the big bad virtual=
 universe rife with sex, drugs and rock and roll.</div>
<div><br></div><div>&gt;If we cannot agree to make the agent service VW agn=
ostic, then state will=A0</div><div>&gt;have to be held in the client.</div=
><div><br></div><div>Maybe i am naive, but my feeling is that *if* you woul=
d hold the agent state in the client, that would be nothing else than integ=
rating an agent service in the client? Or am i totally missing your meaning=
 here?</div>
<div><br></div><div>&gt;Once we have a rough model of that in our minds, th=
en we can:</div><div><br></div><div>&gt;Run through a few iterations of bas=
ic top-level pseudocode showing how the agent=A0</div><div>&gt;service, ass=
et services and clients handle the above split of responsibilities.</div>
<div>&gt;Write the first draft document reflecting the above.<br></div><div=
>&gt;Rinse and repeat.</div><div><br></div><div>Yes!</div><div><br></div><d=
iv>--Vaughn</div></div><div><br></div><div><br><br><div class=3D"gmail_quot=
e">
On Sun, Apr 3, 2011 at 12:07 PM, Morgaine <span dir=3D"ltr">&lt;<a href=3D"=
mailto:morgaine.dinova@googlemail.com">morgaine.dinova@googlemail.com</a>&g=
t;</span> wrote:<br><blockquote class=3D"gmail_quote" style=3D"margin:0 0 0=
 .8ex;border-left:1px #ccc solid;padding-left:1ex;">
Great to hear that we&#39;re on the same page, Vaughn!<br><br>The detail is=
 probably a bit different to how you described it, because region and agent=
 policy scopes are separate, ie. the agent service doesn&#39;t have a role =
in determining region policy, it just provides an agent.=A0 Since asset ser=
vices are entirely concerned with region functions alone, this puts them ou=
t of scope for the agent service, at least according to the last set of lis=
t discussions we had on the topic.<br>

<br>I expect it&#39;s the client that you need to consult for its current l=
ist of asset services, because it keeps tally as it encounters new ones in =
its travels.=A0 The agent service only supplies a seed cap to kick things o=
ff with an initial asset service and inventory to hold the default avatar.=
=A0 This is legacy stuff though, dating back from when there was a single c=
entralized asset store.=A0 It needs reworking now that we&#39;ve gone beyon=
d that singleton..<br>


<br>This whole area of protocol design was never finalized because the Lab =
withdrew while we were still discussing how the OGP model was going to supp=
ort VW interop.=A0 The OGP-based drafts became totally out of date as soon =
as the requirements for interop materialized, and we haven&#39;t recovered =
from that yet.<br>

<br>I agree with your call which echoed Kevin&#39;s earlier one, that we ne=
ed to get on with this!=A0 However, it doesn&#39;t start with a doc, but wi=
th an agreed design concept, so that the first doc is roughly in the right =
area!<br>

<br>This is a partial list of the requirements which I think need to be met=
:<br><br><ul><li>Handle a dynamic set of asset services, one being the mini=
mum (and only usable in a walled garden), while the maximum is unlimited.</=
li>

<li>Never to disallow an agent from using its current agent credentials to =
travel to another world (agent registration must not be confused with world=
 policy).<br></li><li>Let asset services determine asset distribution polic=
y, and provide the means for regions to query that policy (your consistency=
 requirement).</li>

<li>Decide where the user state is held.=A0 If it&#39;s in the agent servic=
e then the agent service must be agnostic to worlds and accept all travel r=
equests.=A0 If we cannot agree to make the agent service VW agnostic, then =
state will have to be held in the client.<br>

</li></ul><br>Once we have a rough model of that in our minds, then we can:=
<br><br><ul><li>Run through a few iterations of basic top-level pseudocode =
showing how the agent service, asset services and clients handle the above =
split of responsibilities.</li>

<li>Write the first draft document reflecting the above.</li><li>Rinse and =
repeat.<br></li></ul><font color=3D"#888888">
<br><br>Morgaine.<br><br><br><br><br><br>=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D</font><div><div></div><div class=3D"h5=
"><br><br><div class=3D"gmail_quote">On Sat, Apr 2, 2011 at 11:26 PM, Vaugh=
n Deluca <span dir=3D"ltr">&lt;<a href=3D"mailto:vaughn.deluca@gmail.com" t=
arget=3D"_blank">vaughn.deluca@gmail.com</a>&gt;</span> wrote:<br>

<blockquote class=3D"gmail_quote" style=3D"margin:0pt 0pt 0pt 0.8ex;border-=
left:1px solid rgb(204, 204, 204);padding-left:1ex">
<div>I wrote:<div><span style=3D"border-collapse:collapse">&gt;The region c=
an now tells the agent service which of the assets agent service requested =
transfer the avatar can bring.</span></div><div><span style=3D"border-colla=
pse:collapse"><br>



</span></div></div><div><span style=3D"border-collapse:collapse">I meant to=
 say:</span></div><div><span style=3D"border-collapse:collapse"><br></span>=
</div><div><span style=3D"border-collapse:collapse">The region can now tell=
 the agent service which of the assets the agent service requested transfer=
 for, can actually be transfered.</span></div>



<div><br></div><div>(its late here...)</div><div><div></div><div><div><br><=
div class=3D"gmail_quote">On Sun, Apr 3, 2011 at 12:02 AM, Vaughn Deluca <s=
pan dir=3D"ltr">&lt;<a href=3D"mailto:vaughn.deluca@gmail.com" target=3D"_b=
lank">vaughn.deluca@gmail.com</a>&gt;</span> wrote:<br>



<blockquote class=3D"gmail_quote" style=3D"margin:0pt 0pt 0pt 0.8ex;border-=
left:1px solid rgb(204, 204, 204);padding-left:1ex"><div>Morgain, all,</div=
><div><br></div><div>Ahha!, i was halfway my reply explaining that i was *n=
ot* asking for the impossible, and did *not* want to impose my rules on oth=
ers, but that i just wanted to be able to know that stuff that i get into m=
y region will be visible to everybody present, and now i see that you got t=
hat. Good!</div>




<div>We are on the same page again :)</div><div><br></div><div>The way the =
draft relating tot the tourist model is now written i can *never* be sure m=
y visitors all get the same data, because i just juggle the crude physics r=
epresentation, and the viewers negotiate about anything else with the asset=
 service, fully out of my control.=A0</div>




<div><br></div><div>You formulated a solution (requesting the transfer righ=
ts explicitly). =A0</div><div>I was originally thinking of a solution where=
 the protocol specifies that the capability to get the crude physics repres=
entation of the asset in my region would be *automatically* give me the rig=
ht to download the full asset (if I asked for that). =A0After reading your =
replies i now see that requesting the transfer rights, just like like the v=
iewers will do, is a better solution. The same protocol messages could even=
 be used, The region present its credentials and either gets the capability=
 or not. =A0The region can now tells the agent service which of the assets =
agent service requested transfer the avatar can bring. Its up to the viewer=
 to deal with that information, it might simply ignore it. In the latter ca=
se the avatar will be simulated by the region without the offending asset. =
The asset service will subsequently get requests from all viewers connected=
 to the region for the assets in the region. Some of those might not pass t=
rust checks of the asset service. Bad luck for the asset service, it has gi=
ven a capability to the region and the region will use that to get the asse=
t. If the asset service has second thoughts to often - causing download cos=
ts and lag, it will eventually end up on the black list of the region servi=
ce, and next time around the region =A0might tell the agent service it can&=
#39;t allow asset Y from servivce X becasue it does not trust assert servic=
e X. =A0</div>




<div>It all sounds logical and transparent to me.</div><div><div><br></div>=
<div>It also fits what meadhbh said:</div><div>&gt;my recommendation has al=
ways been... &quot;define mechanism, not policy.&quot;</div>
</div><div>As far as i can see that is what we do here.</div>
<div><br></div><div>Now, this brings me to a point of order. In september K=
evin Tweedy made this observation:</div><div><br></div><div>&quot;&lt;kevin=
.tweedy at <a href=3D"http://xrgrid.com" target=3D"_blank">xrgrid.com</a>&g=
t;</div>



<div>Date: Wed, 22 Sep 2010 13:40:15 -0400</div>
<div>May I suggest we stop arbitrarily trying to define things in emails an=
d come up with some kind of process into how to define what the first draft=
 specification should include? =A0Doesn=92t W3C have a process on how this =
works? =A0I think this is the fundamental problem of this group; we are mix=
ing vision, requirements, and design in the same email. =A0We are making de=
sign decisions when we haven=92t even defined the requirements.&quot;</div>




<div><br></div><div>I fully agree. We used to brainstorm in the group and a=
ssumed the editors of the drafts would incorporate the generated ideas in n=
ew versions of the draft. =A0At times that worked really well, at other tim=
es it did work not so well. But currently we have no editors, so we need to=
 do something new....</div>




<div><br></div><div>My question to the group is how do we consolidate this =
bit of discussion?=A0</div><div><br></div><div>In general it seems to me we=
 have managed to generate new enthusiasm in the group, and we are on -or cl=
ose to- the =A0point were we have enough critical mass to continue. In my v=
iew we would really benefit from a true editor, and it seems nobody is will=
ing to take that responsibility yet. Can we really do it collectively on th=
e wiki? It would be a break with the way i think ietf groups normally work,=
 but i might be =A0kind off fitting for this highly diverse group =A0:)</di=
v>




<div><br></div><div>So will it work? What alternatives do we have? =A0comme=
nts please.</div><div><br></div><font color=3D"#888888"><div>--Vaughn</div>=
</font><div><div></div><div><br><div class=3D"gmail_quote">On Sat, Apr 2, 2=
011 at 5:09 PM, Morgaine <span dir=3D"ltr">&lt;<a href=3D"mailto:morgaine.d=
inova@googlemail.com" target=3D"_blank">morgaine.dinova@googlemail.com</a>&=
gt;</span> wrote:<br>




<blockquote class=3D"gmail_quote" style=3D"margin:0pt 0pt 0pt 0.8ex;border-=
left:1px solid rgb(204, 204, 204);padding-left:1ex">Vaughn, I left your fin=
al (and very important) point for the end of my response, and then I fired =
off my email without addressing it ...=A0 Sorry. :P<div>




<br><br>On Sat, Apr 2, 2011 at 11:26 AM, Vaughn Deluca <span dir=3D"ltr">&l=
t;<a href=3D"mailto:vaughn.deluca@gmail.com" target=3D"_blank">vaughn.deluc=
a@gmail.com</a>&gt;</span> wrote:<br>
<blockquote class=3D"gmail_quote" style=3D"margin:0pt 0pt 0pt 0.8ex;border-=
left:1px solid rgb(204, 204, 204);padding-left:1ex"><div>=A0So I want metho=
ds=20
to prevent breaking my highly emergent world as much as possible. <br></div=
></blockquote><br><br></div>Yes indeed!!!<br><br>You have a perfectly reaso=
nable requirement for the service that you want to operate, and you need so=
me means of meeting it.=A0 I agree with that wholeheartedly.=A0 I only begi=
n to disagree when you hint that your requirement must be imposed on everyo=
ne, whether they want it or not.=A0 That I cannot support, and I expect tha=
t you did not mean it that way anyway.=A0 After all, some of my requirement=
s are probably not of interest to you either, and you would not wish me to =
impose them on you.=A0 It cuts both ways.<br>





<br>So, how can we enable you to offer a service with many 9&#39;s of simul=
ation consistency, without imposing that requirement on those who prefer a =
different trade-off?=A0 You hinted at the solution yourself, so I&#39;ll me=
rely elaborate on it.=A0 You wrote:<br>





<br><br><br><blockquote class=3D"gmail_quote" style=3D"margin:0pt 0pt 0pt 0=
.8ex;border-left:1px solid rgb(204, 204, 204);padding-left:1ex"><div>I
 would like to argue that the region *should* get the capability to=20
fetch all details. [...]=A0=20
Note that this does not mean that the region *has* to proxy the asset,=20
just that in case the asset service refuses to serve a client it does=20
not like, the region can insist on delivery =A0based on the capability it=
=20
originally got.</div></blockquote><br><br><br>Perfect.=A0 All you need then=
 is an optional query in the protocol that allows a region to ask each asse=
t service referenced by assets carried by newly arriving avatars the follow=
ing question:<br>





<br><div style=3D"margin-left:40px">QUERY: &quot;<i>Do I have your permissi=
on to fetch from your asset service the assets normally reserved for client=
 fetches, and to distribute these assets to clients directly in the (unexpe=
cted) event that I want to?</i>&quot;<br>





</div><br><br>That easily maps to an optional capability request of course.=
=A0 If the asset service answers &quot;No&quot; to you, then you can deny t=
he incoming avatar entry to your region, returning a status that indicates<=
br>





<br><div style=3D"margin-left:40px">RESPONSE: &quot;<b>Asset service X refe=
renced by asset Y does not meet the re-distribution requirement requested f=
or entry to region Z</b>&quot;.<br></div><br><br>Your requirement is then s=
atisfied (I believe) without imposing that requirement on a region operator=
 who does not need it because they desire a different trade-off.=A0 Those w=
ho don&#39;t have your requirement simply won&#39;t request the capability.=
<br>





<br>For example, it would be pointless to even ask an asset service founded=
 entirely around Creative Commons assets that question, since all CC conten=
t is perpetually and non-revocably redistributable by anyone and to anyone.=
=A0 By not issuing the query we can save ourselves the round-trip time and =
allow faster entry to the region.<br>





<br>Would something like that get the nod from you?<br><br><br>PS. You need=
 to note that when an asset service answers &quot;Yes&quot; to your query, =
this does not mean that it will necessarily honor its promise when you actu=
ally attempt to fetch items.=A0 David&#39;s very important point about inde=
pendent parties not having control over each other applies here.=A0 You can=
 at most hope that it will behave well, and perhaps test the promise by fet=
ching something.=A0 However, if you truly want as many 9&#39;s of consisten=
cy as is obtainable then you will have to fetch all the assets yourself pri=
or to allowing entry to the avatar, and that would be a dreadful overhead.=
=A0 Most people will probably settle for &quot;<b>best effort</b>&quot; app=
roaches, which are quite likely to succeed.<br>




<font color=3D"#888888">
<br><br>Morgaine.<br><br><br><br><br><br>=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D</font><div><div></div><div><br><br><div clas=
s=3D"gmail_quote">On Sat, Apr 2, 2011 at 11:26 AM, Vaughn Deluca <span dir=
=3D"ltr">&lt;<a href=3D"mailto:vaughn.deluca@gmail.com" target=3D"_blank">v=
aughn.deluca@gmail.com</a>&gt;</span> wrote:<br>





<blockquote class=3D"gmail_quote" style=3D"margin:0pt 0pt 0pt 0.8ex;border-=
left:1px solid rgb(204, 204, 204);padding-left:1ex"><div>Morgaine, Meadhbh,=
</div><div><br></div><div>Thanks for the answers, but i see that i have not=
 been clear enough.</div>





<div>I think the protocol should demand certain things to prevent the =A0de=
terioration of the simulation to an unacceptable level. We need to be more =
precise to prevent problems and i think we can.</div>
<div><br></div><div>I was arguing from the perspecive of a region service w=
ithout making that explicit. Note i was *not* advocating the region proxies=
 everything, just that it lives up to its promises about object presence. A=
lso note that i do =A0*not* always have the option to pick another high qua=
lity asset service, since I normally do not own the assets. I will use Prok=
ofy as an example just for the fun of it. =A0He is highly worried about con=
tent theft, so (in the unlikely case he wants to start selling stuff outsid=
e of SL) he might use this deployment pattern. =A0Assume he sells wonderful=
 sexy dresses to two customers, that can only be fetched from his own asset=
 service for rendering. Both customers go off to &quot;Vaughns highly immer=
sive world&quot; were a party is given. =A0My region receives some physics =
properties of the dresses for simulation and an address of Proks asset serv=
ice for high-res details and textures. In this case the region does not eve=
n get the capability to fetch the assets, just a link to the asset service =
and its up to viewer to request the details and show credentials to get the=
m. The two girls meet, both their viewers request the details of the other =
dress, and Proks asset service grants those requests. They girls admire the=
ir dresses and compliment each other with their good taste. Now when i arri=
ve and my viewer request the dress details, Prok&#39;s asset service recogn=
ises me as the copyleftists that i am. It refuses to serve the asset detail=
s -and depending on my viewers behaviour i might get to view two girls in s=
exy underwear -or wearing even less- instead of party dresses. From a consi=
stency point of view this is a highly undesirable situation, it breaks imme=
rsion, and depending on the circumstances might also be embarrassing to the=
 people involved.=A0</div>






<div><br></div><div>The key question is if we want to allow this situation =
to arise within VWRAP compliant worlds.</div><div>I would like to argue tha=
t the region *should* get the capability to fetch all details. In other wor=
ds, Prokofy would have to give up some control over the asset in case he al=
lows it to be used by my region. Note that this does not mean that the regi=
on *has* to proxy the asset, just that in case the asset service refuses to=
 serve a client it does not like, the region can insist on delivery =A0base=
d on the capability it originally got. If that fails Proks asset service ca=
n not be called VWRAP compliant. =A0</div>






<div><br></div><div>If Prokofy does not want to relinquish =A0that level of=
 control, fine, it is his right not to, but in that case the dresses should=
 not be allowed to get into my region in the first place. =A0If people visi=
t my region and find themselves naked in the eyes of some others *I* will g=
et the blame. =A0As Morgaine says, the technical details of my innocence wi=
ll not convince the general public. So I want methods to prevent breaking m=
y highly emergent world as much as possible.=A0</div>






<div>My proposal would be that the whatever the region gets MUST be guarant=
eed by protocol to be delivered to =A0anybody within the region requesting =
it. If the asset service does not want to serve a cryptocomunist copyleftis=
t, fine, but IF it has given the region a capability, it MUST serve the ful=
l asset to be VWRAP compliant. Its *my* choice as a region deployer to down=
load the full asset to be able to guarantee region consistency if I want to=
. I will try to avoid that as much as possible, but if my customers complai=
n, i will be forces to start doing this for certain asset services that i k=
now show discriminatory behaviour against for instance copyleftist.=A0</div=
>






<div><br></div><div>Finally Morgaine, you keep hammering on the fact that p=
roxying by the region does not scale. (I tend to disagree, but that is besi=
de the point here). I do agree the asset should not be needlessly transfere=
d, but i strongly feel we must insist in the protocol on transferring the *=
rights* to view the asset. If that leads to to the region not getting the a=
sset at all, so be it, it can warn visitors that their assets will not be v=
isible and even offer to serve simple replacements (1). This in turn will e=
ncourage the end users to avoid this type of asset service, and Prokofy wil=
l go out of business, as should be the case given the behaviour of the serv=
ice. And if he pulls it off, thats fine with me also, as long as i do not h=
ave to suffer from it due to lack of rigour in the protocol specs. =A0</div=
>






<div><br></div><div>So, in summary, I very well see that there is no way to=
 enforce consistent serving behaviour but it should at least be clear that =
it is non-standard and not conform the protocol. The way I am understanding=
 you now, your argument seems to be just one step to far in the direction o=
f anarchy.</div>






<div>Or am i misreading you?</div><div><br></div><div>--Vaughn</div><div><b=
r></div><div><br></div><div>(1) I just realise that the region might cheat =
and advertise its own asset brands claiming the competitions assets =A0coul=
d not be rendered... Oh well, one might hope that if there is enough choice=
 in worlds such regions will be forced =A0out of business as well.=A0</div>





<div><div></div><div>
<br><div class=3D"gmail_quote">On Sat, Apr 2, 2011 at 7:31 AM, Morgaine <sp=
an dir=3D"ltr">&lt;<a href=3D"mailto:morgaine.dinova@googlemail.com" target=
=3D"_blank">morgaine.dinova@googlemail.com</a>&gt;</span> wrote:<br><blockq=
uote class=3D"gmail_quote" style=3D"margin:0pt 0pt 0pt 0.8ex;border-left:1p=
x solid rgb(204, 204, 204);padding-left:1ex">






Further to my last post, it&#39;s worth noting that if you find that you su=
ffer poor quality behavior from a particular asset service and it is breaki=
ng the consistency of your simulation, with hash-based item addressing you =
can also automatically use an alternative asset service <i><b>in preference=
</b></i> to the one specified in a given URI.<br>







<br>Your client could be configured to attempt the item fetch at a known go=
od quality asset service <b>first</b> (perhaps one that you paid to use bec=
ause of its better service), automatically, and maybe even dynamically depe=
nding on the type of item.<br>







<br>The scheme has a long list of benefits, and overcoming (to some extent)=
 poor quality asset services is just one of them.<br><font color=3D"#888888=
"><br><br>Morgaine.<br><br><br><br><br><br>=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D</font><div>






<div></div><div><br><br><div class=3D"gmail_quote">
On Sat, Apr 2, 2011 at 4:55 AM, Morgaine <span dir=3D"ltr">&lt;<a href=3D"m=
ailto:morgaine.dinova@googlemail.com" target=3D"_blank">morgaine.dinova@goo=
glemail.com</a>&gt;</span> wrote:<br><blockquote class=3D"gmail_quote" styl=
e=3D"margin:0pt 0pt 0pt 0.8ex;border-left:1px solid rgb(204, 204, 204);padd=
ing-left:1ex">







Every design choice results in a trade-off, Vaughn, improving one thing at =
the expense of something else.=A0 If every time we offered a service we had=
 to inform its users about the downsides of all the trade-offs we have made=
, they would have an awful lot to read. ;-)<br>








<br>The specific trade-off that you are discussing is no different.=A0 A re=
gion that proxies all content has the &quot;benefit&quot; of acquiring cont=
rol from the asset servers over the items in the region, so that it can ens=
ure that everyone in the region not only obtains the items but obtains the =
<i>same</i> items as everyone else.=A0 That does indeed provide a greater g=
uarantee of consistency than a deployment in which the region only passes a=
sset URIs to clients who then fetch the items from asset services separatel=
y.=A0 As always though, it&#39;s a trade-off, since the proxied design has =
very poor scalability compared to the distributed one.<br>








<br>If we&#39;re going to warn users of the potential for inconsistency in =
the distributed deployment as you suggest, are we also going to warn them o=
f non-scalability in the proxied one?=A0 I really don&#39;t see much merit =
in the idea of warning about design choices.=A0 Many such choices are techn=
ical, and the issues are quite likely to be of little interest to non-techn=
ical users anyway.=A0 In any case, the better services are likely to provid=
e such information in their online documentation, I would guess.<br>








<br>You mentioned users &quot;voting with their feet&quot; or choosing to a=
ccept the risk of inconsistency.=A0 Well that will happen anyway, when serv=
ices fail and users get annoyed.=A0 If some asset services refuse to send t=
he requested items to some users, those services will get a bad reputation =
and people will choose different asset services instead.=A0 Likewise, if a =
world service proxies everything and so it can&#39;t handle a large number =
of assets or of people, users will get annoyed at the lag and will go elsew=
here.=A0 This user evaluation and &quot;voting with their feet&quot; happen=
s already with online services all over the Internet, and I am sure that th=
is human process will continue to work when the services are asset and regi=
on services.<br>








<br>Back in September 2010, I wrote this post which proposes that we use in=
 VWRAP a form of asset addressing that provides massive scalability at the =
same time as a very high degree of resilience -- <a href=3D"http://www.ietf=
.org/mail-archive/web/vwrap/current/msg00463.html" target=3D"_blank">http:/=
/www.ietf.org/mail-archive/web/vwrap/current/msg00463.html</a> .=A0 It is b=
ased on the concept of the URI containing a host part and a hash part, wher=
e the hash is generated (once, at the time of storage to the asset service)=
 using a specified digest algorithm over the content of the asset being ref=
erenced.=A0 You may wish to note that if this design were used, the failure=
 of an asset service to deliver a requested item would result in a failover=
 request for the item to one or more backup services, using the same hash p=
art but with a different host address.<br>








<br>This can go some way towards overcoming the problem that you think migh=
t occur when assets are fetched by clients from asset services directly.=A0=
 Although it won&#39;t help when the missing item is available from only a =
single asset service, it will help in many other cases, and it will compens=
ate for service failures and network outages automatically at the same time=
.<br>








<br>PS. This design for hash-based asset addressing is already being tested=
 by Mojito Sorbet in her experimental world and client.=A0 It would give VW=
RAP-based worlds an improved level of service availability, so I think it s=
hould be a core feature of our protocol.<br>







<font color=3D"#888888">
<br><br>Morgaine.<br><br><br><br><br>=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D</font><div><div></div><div><b=
r><br><div class=3D"gmail_quote">On Fri, Apr 1, 2011 at 11:17 PM, Vaughn De=
luca <span dir=3D"ltr">&lt;<a href=3D"mailto:vaughn.deluca@gmail.com" targe=
t=3D"_blank">vaughn.deluca@gmail.com</a>&gt;</span> wrote:<br>








<blockquote class=3D"gmail_quote" style=3D"margin:0pt 0pt 0pt 0.8ex;border-=
left:1px solid rgb(204, 204, 204);padding-left:1ex">This is a question i di=
scussed with Morgaine off-list a while ago (I<br>
intended to send it to the list but pushed the wrong button...) I<br>
think we need to address this problem, and decide how to deal with it.<br>
<br>
=A0In Davids deployment draft, section 7.3.1.1 an overview is given van<br>
ways to deliver content to the region. One way is only passing a<br>
capability that allows access to (part of) the resource:<br>
<br>
 =A0 =A0 =A0 =A0 =A0 7.3.1.1. =A0Content delivery models<br>
 =A0 =A0 =A0 =A0 =A0 A range of possible represenations can be passed to a =
region for<br>
 =A0 =A0 =A0 =A0 =A0 simulation. [...] The other end of the delivery spectr=
um involves passing<br>
 =A0 =A0 =A0 =A0 =A0 only a URI or capability used to access the rendering<=
br>
information and a<br>
 =A0 =A0 =A0 =A0 =A0 collision mesh,and related data for physical simulatio=
n.<br>
 =A0 =A0 =A0 =A0 =A0 In such a model, the client is responsible for fetchin=
g the additional<br>
 =A0 =A0 =A0 =A0 =A0 information needed to render the item&#39;s visual pre=
sence from a separate<br>
 =A0 =A0 =A0 =A0 =A0 service. =A0This fetch can be done *under the credenti=
als of the end user*<br>
 =A0 =A0 =A0 =A0 =A0 viewing the material [my emphasis--VD] , and divorces =
the<br>
simulation from<br>
 =A0 =A0 =A0 =A0 =A0 the trust chain needed to manage content. =A0Any autom=
ation<br>
is done on a<br>
 =A0 =A0 =A0 =A0 =A0 separate host which the content creator or owner trust=
s,<br>
interacting with the<br>
 =A0 =A0 =A0 =A0 =A0 object through remoted interfaces.<br>
<br>
=A0I can see the need for such a setup, however, i feel we are<br>
unpleasantly close to a situation were the coherence of the simulation<br>
falls apart.<br>
In this deployment pattern the region advertises the presence of the<br>
asset, and *some* clients will be able to get it as expected, while<br>
-based on the arbitrary whims of the asset service- others might not.<br>
<br>
My hope would be that after the asset server provides the region with<br>
the capability to get the asset, it gives up control. That would mean<br>
that if the client finds the inventory server is unwilling to serve<br>
the content - in spire of the region saying it is present-, the client<br>
should be able to turn around ask the *region* for the asset, (and get<br>
is after all).<br>
<br>
=A0If that is not the case, -and there are probably good reasons for the<br=
>
deployment pattern as described- =A0shouldn&#39;t we *warn* clients that th=
e<br>
region might be inconsistent, so the users behind the client can vote<br>
with their feet, (or take the risk)?<br>
<br>
--Vaughn<br>
_______________________________________________<br>
vwrap mailing list<br>
<a href=3D"mailto:vwrap@ietf.org" target=3D"_blank">vwrap@ietf.org</a><br>
<a href=3D"https://www.ietf.org/mailman/listinfo/vwrap" target=3D"_blank">h=
ttps://www.ietf.org/mailman/listinfo/vwrap</a><br>
</blockquote></div><br>
</div></div></blockquote></div><br>
</div></div></blockquote></div><br>
</div></div></blockquote></div><br>
</div></div></blockquote></div><br>
</div></div></blockquote></div><br></div>
</div></div><br>_______________________________________________<br>
vwrap mailing list<br>
<a href=3D"mailto:vwrap@ietf.org" target=3D"_blank">vwrap@ietf.org</a><br>
<a href=3D"https://www.ietf.org/mailman/listinfo/vwrap" target=3D"_blank">h=
ttps://www.ietf.org/mailman/listinfo/vwrap</a><br>
<br></blockquote></div><br>
</div></div></blockquote></div><br></div>

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Subject: Re: [vwrap] [wvrap] Simulation consistency
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Probably easy as suggested in other terms here on this list, as how the 
client contacts the asset services now in the regions. The newer issue 
is to unitize that asset services. Since their is proprietary (legacy) 
code then we can't expect that to change, and some form of proxy is of 
need. Whatever works best, I tried to narrow it down to suggestions here.

Eventually, the agent domain is ideal to handle the direction of the 
asset services. This concept, unfortunately, ended support awhile ago 
with changes in LL.
Also see; http://wiki.secondlife.com/wiki/Agent_Domain
And: http://wiki.secondlife.com/wiki/User:Dzonatas_Sol/AWG_Asset (warn: 
unstructured collaborative notes, dumped on me and I tried to fix)

I tried to find previous visuals.

I'd imagine the agent domain could grow out of unitized versions of 
asset services. Despite that, I think that concept helps view where we 
were at in discussion and what didn't happen.

Vaughn Deluca wrote:
> Hi�Dzonatas
>
> Can you expand on that, what would be needed for legacy support in 
> VWAP terms�?,
> If i want to read up on how the�asset server may proxy the simulator, 
> what would you recommend me to read?
>
> -- Vaughn
>
> On Sun, Apr 3, 2011 at 5:51 AM, Dzonatas Sol <dzonatas@gmail.com 
> <mailto:dzonatas@gmail.com>> wrote:
>
>     Some stated the proxy-to-asset-server is built into the sim;
>     however, keep in mind possible legacy support where the asset
>     server may proxy the simulator.
>
>
>     Dzonatas Sol wrote:
>
>         Somehow I feel the basic asset server being able to login and
>         download assets is now priority, yet I also wondered the best
>         way to patch this into the current mode of viewers.
>
>         Maybe offer (1) by proxy (sim-side) and (2) by patch
>         (viewer-side) that either of these two are optional and
>         neither are mandatory for now. Thoughts?
>
>         Israel Alanis wrote:
>
>
>             > when designing for scalability, the model to bear in
>             mind is ...
>
>             Well, there are a lot of different models to keep in mind,
>             and many different use cases. One particular use case to
>             keep in mind is: "User acquires new outfit, and wants to
>             'show it off' in a highly populated region".
>
>             > Both worlds and asset services may include commercial,
>             community, and personal services
>
>             Yes, yes and yes. I'm particularly concerned about how the
>             model affects the ability to host personal asset services.
>
>             > a proxying region, which would get slammed for every
>             asset worn by every avatar present.
>
>             Granted the collection of services that are provided by
>             the region need to be scaled to meet the demands of that
>             region. That's all part of capacity planning.
>
>             > regions run many different CPU-intensive tasks,
>             including physics simulation and server-side scripting,
>             and absolutely cannot afford to serve assets too
>             Well... who said the same CPU's have to do proxying,
>             physics simulation and server-side scripting? Asset
>             proxying is a different service than physics simulation
>             and can be on separate hardware, could make use of
>             geographically distributed caching, and in certain
>             deployment patterns, the same caching services could be
>             shared by different regions. (Server-side scripting is a
>             discussion for another day).
>
>             > This is why we have to go parallel...
>
>             Totally agree, and a proxying model could and should also
>             take advantage of parallelism.
>
>             > I think you're wrong that it has to cost much money. ?vs?
>             > It costs money to host a high performance and scalable
>             asset service and a high bandwidth network to handle the
>             traffic. �A *lot* of money.
>             I think what you're saying is: "It costs a lot of money to
>             build a scalable asset service, but if assets are spread
>             throughout the internet they don't have to be scalable."
>             But that's not quite right. You're opening up every asset
>             server to the VW equivalent of being slashdotted, so are
>             you sure you're not forcing *every* asset service to be
>             scalable and handle a lot of bandwith and network traffic?
>             It's the exact opposite of your intention, but I think
>             that's the result, all the same.
>
>             This particular design decision has a big effect on the
>             economics of the VW infrastructure. I'd rather the
>             economics to work out such that a region provider who
>             wishes to build a region that supports a small population,
>             can do so economically. A region that wants to host a
>             *large* population has to bear that cost of providing that
>             scalable asset service.
>             I want the economics of hosting a small asset service to
>             be a non-issue (as to best promote creation and
>             creativity). Creating a high bar to provide asset services
>             will mean that service will cost money and people
>             shouldn't have to pay money just to create or own VW
>             objects (I'm using 'own' here to refer to maintaining
>             their existence, I'm not trying to make a
>             'leftist'/'communist' statement about ownership ;)
>
>             - Izzy
>
>
>             On Apr 2, 2011, at 3:58 PM, Morgaine wrote:
>
>                 Izzy, when designing for scalability, the model to
>                 bear in mind is that of seasoned virtual world
>                 travelers whose inventories contain assets from many
>                 different worlds, those assets being served by many
>                 different asset services. �Both worlds and asset
>                 services may include commercial, community, and
>                 personal services, and as the metaverse grows, that
>                 set is highly likely to become progressively less
>                 clustered and more diverse.
>
>                 When those seasoned travelers click on an advertised
>                 VW link and perform an inter-world teleport to one
>                 particular world's region to share an experience,
>                 their "worn" assets (the only ones of interest to the
>                 region) will contain references to asset services
>                 spread widely across the Internet. �The fetches by the
>                 travelers' clients occur over many parallel paths from
>                 clients to asset services, so one can reasonably
>                 expect reduced network contention and reduced asset
>                 server loading because they are both spread out over
>                 however many asset services are being referenced by
>                 the overall set of assets in the region.
>
>                 This is very different to the case of a proxying
>                 region, which would get slammed for every asset worn
>                 by every avatar present. �In our current architecture,
>                 regions run many different CPU-intensive tasks,
>                 including physics simulation and server-side
>                 scripting, and absolutely cannot afford to serve
>                 assets too unless your scalability requirements are
>                 very low indeed, ie. just a few dozen avatars of
>                 today's kind. �We've hit the ceiling already on region
>                 scalability done that way. �There is nowhere to go in
>                 that direction at all beyond improving the code like
>                 Intel demonstrated, and that work is subject to a law
>                 of diminishing returns.
>
>                 This is why we have to go parallel, and I think you're
>                 wrong that it has to cost much money. �As we spread
>                 the load across more and more asset services, we are
>                 simply better utilizing all the hardware that's
>                 already out there on the Internet, at least in respect
>                 of community and private resources. �But add to the
>                 community and private resources the commercial asset
>                 services that are likely to appear to exploit this
>                 opportunity, and not only will the number of asset
>                 services leap, but the power of each one will rocket
>                 too, because, after all, these businesses will be
>                 heavily optimized for the job.
>
>                 As to why a world would want clients to access
>                 external asset services instead of providing its own
>                 implementation, that's an easy question. �It costs
>                 money to host a high performance and scalable asset
>                 service and a high bandwidth network to handle the
>                 traffic. �A *lot* of money. �In contrast, it costs a
>                 world nothing to let others serve the assets to
>                 clients. �And that matters to the bottom line.
>
>
>                 Morgaine.
>
>
>
>
>                 ======================
>
>                 On Sat, Apr 2, 2011 at 7:05 PM, Izzy Alanis
>                 <izzyalanis@gmail.com <mailto:izzyalanis@gmail.com>
>                 <mailto:izzyalanis@gmail.com
>                 <mailto:izzyalanis@gmail.com>>> wrote:
>
>                 � �> As always though, it's a trade-off, since the
>                 proxied design
>                 � �has very poor scalability compared to the
>                 distributed one.
>
>                 � �I don't agree with that... If a user enters a
>                 highly populated
>                 � �region,
>                 � �every other client is going to (could and should be
>                 trying to)
>                 � �hit the
>                 � �asset server(s) for the assets that the user is
>                 wearing (assuming
>                 � �they're not cached locally). �Every asset server
>                 has to be scaled up
>                 � �to the point that it can handle that load from all
>                 over...
>
>                 � �If I'm hosting a region that supports 10s of
>                 thousands of
>                 � �simultaneous
>                 � �users (thinking of the future), I already have to
>                 scale to meet that
>                 � �demand. If the region is proxying the assets, then,
>                 yes the
>                 � �region has
>                 � �to be scaled to meet that asset demand too, but it
>                 already has to be
>                 � �scaled to meet other demands of being a region
>                 server... and why is
>                 � �scaling those asset proxy services hard? �It's
>                 going to cost $,
>                 � �but is
>                 � �not technically challenging. So, if I want to host
>                 a region like
>                 � �that... sure it will cost me, but the simulation
>                 will be consistent
>                 � �and users will be able to participate equally,
>                 regardless of the
>                 � �capabilities of their individual asset services.
>
>
>
>
>                 � �On Fri, Apr 1, 2011 at 11:55 PM, Morgaine
>                 � �<morgaine.dinova@googlemail.com
>                 <mailto:morgaine.dinova@googlemail.com>
>                 � �<mailto:morgaine.dinova@googlemail.com
>                 <mailto:morgaine.dinova@googlemail.com>>> wrote:
>                 � �> Every design choice results in a trade-off,
>                 Vaughn, improving
>                 � �one thing at
>                 � �> the expense of something else. �If every time we
>                 offered a
>                 � �service we had to
>                 � �> inform its users about the downsides of all the
>                 trade-offs we
>                 � �have made,
>                 � �> they would have an awful lot to read. ;-)
>                 � �>
>                 � �> The specific trade-off that you are discussing is no
>                 � �different. �A region
>                 � �> that proxies all content has the "benefit" of
>                 acquiring control
>                 � �from the
>                 � �> asset servers over the items in the region, so
>                 that it can
>                 � �ensure that
>                 � �> everyone in the region not only obtains the items
>                 but obtains
>                 � �the same items
>                 � �> as everyone else. �That does indeed provide a
>                 greater guarantee of
>                 � �> consistency than a deployment in which the region
>                 only passes
>                 � �asset URIs to
>                 � �> clients who then fetch the items from asset services
>                 � �separately. �As always
>                 � �> though, it's a trade-off, since the proxied
>                 design has very
>                 � �poor scalability
>                 � �> compared to the distributed one.
>                 � �>
>                 � �> If we're going to warn users of the potential for
>                 inconsistency
>                 � �in the
>                 � �> distributed deployment as you suggest, are we
>                 also going to
>                 � �warn them of
>                 � �> non-scalability in the proxied one? �I really
>                 don't see much
>                 � �merit in the
>                 � �> idea of warning about design choices. �Many such
>                 choices are
>                 � �technical, and
>                 � �> the issues are quite likely to be of little
>                 interest to
>                 � �non-technical users
>                 � �> anyway. �In any case, the better services are
>                 likely to provide
>                 � �such
>                 � �> information in their online documentation, I
>                 would guess.
>                 � �>
>                 � �> You mentioned users "voting with their feet" or
>                 choosing to
>                 � �accept the risk
>                 � �> of inconsistency. �Well that will happen anyway,
>                 when services
>                 � �fail and
>                 � �> users get annoyed. �If some asset services refuse
>                 to send the
>                 � �requested
>                 � �> items to some users, those services will get a
>                 bad reputation
>                 � �and people
>                 � �> will choose different asset services instead.
>                 �Likewise, if a
>                 � �world service
>                 � �> proxies everything and so it can't handle a large
>                 number of
>                 � �assets or of
>                 � �> people, users will get annoyed at the lag and will go
>                 � �elsewhere. �This user
>                 � �> evaluation and "voting with their feet" happens
>                 already with
>                 � �online services
>                 � �> all over the Internet, and I am sure that this
>                 human process
>                 � �will continue
>                 � �> to work when the services are asset and region
>                 services.
>                 � �>
>                 � �> Back in September 2010, I wrote this post which
>                 proposes that
>                 � �we use in
>                 � �> VWRAP a form of asset addressing that provides
>                 massive
>                 � �scalability at the
>                 � �> same time as a very high degree of resilience --
>                 � �>
>                 �
>                 �http://www.ietf.org/mail-archive/web/vwrap/current/msg00463.html
>                 � �. �It is
>                 � �> based on the concept of the URI containing a host
>                 part and a
>                 � �hash part,
>                 � �> where the hash is generated (once, at the time of
>                 storage to
>                 � �the asset
>                 � �> service) using a specified digest algorithm over
>                 the content of
>                 � �the asset
>                 � �> being referenced. �You may wish to note that if
>                 this design
>                 � �were used, the
>                 � �> failure of an asset service to deliver a
>                 requested item would
>                 � �result in a
>                 � �> failover request for the item to one or more
>                 backup services,
>                 � �using the same
>                 � �> hash part but with a different host address.
>                 � �>
>                 � �> This can go some way towards overcoming the
>                 problem that you
>                 � �think might
>                 � �> occur when assets are fetched by clients from
>                 asset services
>                 � �directly.
>                 � �> Although it won't help when the missing item is
>                 available from
>                 � �only a single
>                 � �> asset service, it will help in many other cases,
>                 and it will
>                 � �compensate for
>                 � �> service failures and network outages
>                 automatically at the same
>                 � �time.
>                 � �>
>                 � �> PS. This design for hash-based asset addressing
>                 is already
>                 � �being tested by
>                 � �> Mojito Sorbet in her experimental world and
>                 client. �It would give
>                 � �> VWRAP-based worlds an improved level of service
>                 availability,
>                 � �so I think it
>                 � �> should be a core feature of our protocol.
>                 � �>
>                 � �>
>                 � �> Morgaine.
>                 � �>
>                 � �>
>                 � �>
>                 � �>
>                 � �> ===========================
>                 � �>
>                 � �> On Fri, Apr 1, 2011 at 11:17 PM, Vaughn Deluca
>                 � �<vaughn.deluca@gmail.com
>                 <mailto:vaughn.deluca@gmail.com>
>                 <mailto:vaughn.deluca@gmail.com
>                 <mailto:vaughn.deluca@gmail.com>>>
>                 � �> wrote:
>                 � �>>
>                 � �>> This is a question i discussed with Morgaine
>                 off-list a while
>                 � �ago (I
>                 � �>> intended to send it to the list but pushed the
>                 wrong button...) I
>                 � �>> think we need to address this problem, and
>                 decide how to deal
>                 � �with it.
>                 � �>>
>                 � �>> �In Davids deployment draft, section 7.3.1.1 an
>                 overview is
>                 � �given van
>                 � �>> ways to deliver content to the region. One way
>                 is only passing a
>                 � �>> capability that allows access to (part of) the
>                 resource:
>                 � �>>
>                 � �>> � � � � � 7.3.1.1. �Content delivery models
>                 � �>> � � � � � A range of possible represenations can
>                 be passed to
>                 � �a region for
>                 � �>> � � � � � simulation. [...] The other end of the
>                 delivery spectrum
>                 � �>> involves passing
>                 � �>> � � � � � only a URI or capability used to
>                 access the rendering
>                 � �>> information and a
>                 � �>> � � � � � collision mesh,and related data for
>                 physical simulation.
>                 � �>> � � � � � In such a model, the client is
>                 responsible for
>                 � �fetching the
>                 � �>> additional
>                 � �>> � � � � � information needed to render the
>                 item's visual
>                 � �presence from a
>                 � �>> separate
>                 � �>> � � � � � service. �This fetch can be done
>                 *under the
>                 � �credentials of the
>                 � �>> end user*
>                 � �>> � � � � � viewing the material [my emphasis--VD]
>                 , and
>                 � �divorces the
>                 � �>> simulation from
>                 � �>> � � � � � the trust chain needed to manage
>                 content. �Any
>                 � �automation
>                 � �>> is done on a
>                 � �>> � � � � � separate host which the content
>                 creator or owner trusts,
>                 � �>> interacting with the
>                 � �>> � � � � � object through remoted interfaces.
>                 � �>>
>                 � �>> �I can see the need for such a setup, however, i
>                 feel we are
>                 � �>> unpleasantly close to a situation were the
>                 coherence of the
>                 � �simulation
>                 � �>> falls apart.
>                 � �>> In this deployment pattern the region advertises
>                 the presence
>                 � �of the
>                 � �>> asset, and *some* clients will be able to get it
>                 as expected,
>                 � �while
>                 � �>> -based on the arbitrary whims of the asset
>                 service- others
>                 � �might not.
>                 � �>>
>                 � �>> My hope would be that after the asset server
>                 provides the
>                 � �region with
>                 � �>> the capability to get the asset, it gives up
>                 control. That
>                 � �would mean
>                 � �>> that if the client finds the inventory server is
>                 unwilling to
>                 � �serve
>                 � �>> the content - in spire of the region saying it
>                 is present-,
>                 � �the client
>                 � �>> should be able to turn around ask the *region*
>                 for the asset,
>                 � �(and get
>                 � �>> is after all).
>                 � �>>
>                 � �>> �If that is not the case, -and there are
>                 probably good reasons
>                 � �for the
>                 � �>> deployment pattern as described- �shouldn't we
>                 *warn* clients
>                 � �that the
>                 � �>> region might be inconsistent, so the users
>                 behind the client
>                 � �can vote
>                 � �>> with their feet, (or take the risk)?
>                 � �>>
>                 � �>> --Vaughn
>                 � �>> _______________________________________________
>                 � �>> vwrap mailing list
>                 � �>> vwrap@ietf.org <mailto:vwrap@ietf.org>
>                 <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>>
>                 � �>> https://www.ietf.org/mailman/listinfo/vwrap
>                 � �>
>                 � �>
>                 � �> _______________________________________________
>                 � �> vwrap mailing list
>                 � �> vwrap@ietf.org <mailto:vwrap@ietf.org>
>                 <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>>
>                 � �> https://www.ietf.org/mailman/listinfo/vwrap
>                 � �>
>                 � �>
>
>
>
>             ------------------------------------------------------------------------
>
>             _______________________________________________
>             vwrap mailing list
>             vwrap@ietf.org <mailto:vwrap@ietf.org>
>             https://www.ietf.org/mailman/listinfo/vwrap
>             �
>
>
>
>
>
>     -- 
>     --- https://twitter.com/Dzonatas_Sol ---
>     Web Development, Software Engineering, Virtual Reality, Consultant
>
>     _______________________________________________
>     vwrap mailing list
>     vwrap@ietf.org <mailto:vwrap@ietf.org>
>     https://www.ietf.org/mailman/listinfo/vwrap
>
>


-- 
--- https://twitter.com/Dzonatas_Sol ---
Web Development, Software Engineering, Virtual Reality, Consultant


From morgaine.dinova@googlemail.com  Sun Apr  3 10:31:38 2011
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"Agent Domain" more or less ceased to exist in practice when David pointed
out very eloquently that the emperor had no clothes.  (Same for "Region
Domain".)

I think we mostly talk about the Agent Service and Region Service these
days.  The "domain" was just a fluffy cloud that someone once drew on a
whiteboard, but which never actually existed.


Morgaine.




=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D

On Sun, Apr 3, 2011 at 6:20 PM, Dzonatas Sol <dzonatas@gmail.com> wrote:

> Probably easy as suggested in other terms here on this list, as how the
> client contacts the asset services now in the regions. The newer issue is=
 to
> unitize that asset services. Since their is proprietary (legacy) code the=
n
> we can't expect that to change, and some form of proxy is of need. Whatev=
er
> works best, I tried to narrow it down to suggestions here.
>
> Eventually, the agent domain is ideal to handle the direction of the asse=
t
> services. This concept, unfortunately, ended support awhile ago with chan=
ges
> in LL.
> Also see; http://wiki.secondlife.com/wiki/Agent_Domain
> And: http://wiki.secondlife.com/wiki/User:Dzonatas_Sol/AWG_Asset (warn:
> unstructured collaborative notes, dumped on me and I tried to fix)
>
> I tried to find previous visuals.
>
> I'd imagine the agent domain could grow out of unitized versions of asset
> services. Despite that, I think that concept helps view where we were at =
in
> discussion and what didn't happen.
>
> Vaughn Deluca wrote:
>
>> Hi=EF=BF=BDDzonatas
>>
>> Can you expand on that, what would be needed for legacy support in VWAP
>> terms=EF=BF=BD?,
>> If i want to read up on how the=EF=BF=BDasset server may proxy the simul=
ator, what
>> would you recommend me to read?
>>
>> -- Vaughn
>>
>> On Sun, Apr 3, 2011 at 5:51 AM, Dzonatas Sol <dzonatas@gmail.com <mailto=
:
>> dzonatas@gmail.com>> wrote:
>>
>>    Some stated the proxy-to-asset-server is built into the sim;
>>    however, keep in mind possible legacy support where the asset
>>    server may proxy the simulator.
>>
>>
>>    Dzonatas Sol wrote:
>>
>>        Somehow I feel the basic asset server being able to login and
>>        download assets is now priority, yet I also wondered the best
>>        way to patch this into the current mode of viewers.
>>
>>        Maybe offer (1) by proxy (sim-side) and (2) by patch
>>        (viewer-side) that either of these two are optional and
>>        neither are mandatory for now. Thoughts?
>>
>>        Israel Alanis wrote:
>>
>>
>>            > when designing for scalability, the model to bear in
>>            mind is ...
>>
>>            Well, there are a lot of different models to keep in mind,
>>            and many different use cases. One particular use case to
>>            keep in mind is: "User acquires new outfit, and wants to
>>            'show it off' in a highly populated region".
>>
>>            > Both worlds and asset services may include commercial,
>>            community, and personal services
>>
>>            Yes, yes and yes. I'm particularly concerned about how the
>>            model affects the ability to host personal asset services.
>>
>>            > a proxying region, which would get slammed for every
>>            asset worn by every avatar present.
>>
>>            Granted the collection of services that are provided by
>>            the region need to be scaled to meet the demands of that
>>            region. That's all part of capacity planning.
>>
>>            > regions run many different CPU-intensive tasks,
>>            including physics simulation and server-side scripting,
>>            and absolutely cannot afford to serve assets too
>>            Well... who said the same CPU's have to do proxying,
>>            physics simulation and server-side scripting? Asset
>>            proxying is a different service than physics simulation
>>            and can be on separate hardware, could make use of
>>            geographically distributed caching, and in certain
>>            deployment patterns, the same caching services could be
>>            shared by different regions. (Server-side scripting is a
>>            discussion for another day).
>>
>>            > This is why we have to go parallel...
>>
>>            Totally agree, and a proxying model could and should also
>>            take advantage of parallelism.
>>
>>            > I think you're wrong that it has to cost much money. ?vs?
>>            > It costs money to host a high performance and scalable
>>            asset service and a high bandwidth network to handle the
>>            traffic. =EF=BF=BDA *lot* of money.
>>            I think what you're saying is: "It costs a lot of money to
>>            build a scalable asset service, but if assets are spread
>>            throughout the internet they don't have to be scalable."
>>            But that's not quite right. You're opening up every asset
>>            server to the VW equivalent of being slashdotted, so are
>>            you sure you're not forcing *every* asset service to be
>>            scalable and handle a lot of bandwith and network traffic?
>>            It's the exact opposite of your intention, but I think
>>            that's the result, all the same.
>>
>>            This particular design decision has a big effect on the
>>            economics of the VW infrastructure. I'd rather the
>>            economics to work out such that a region provider who
>>            wishes to build a region that supports a small population,
>>            can do so economically. A region that wants to host a
>>            *large* population has to bear that cost of providing that
>>            scalable asset service.
>>            I want the economics of hosting a small asset service to
>>            be a non-issue (as to best promote creation and
>>            creativity). Creating a high bar to provide asset services
>>            will mean that service will cost money and people
>>            shouldn't have to pay money just to create or own VW
>>            objects (I'm using 'own' here to refer to maintaining
>>            their existence, I'm not trying to make a
>>            'leftist'/'communist' statement about ownership ;)
>>
>>            - Izzy
>>
>>
>>            On Apr 2, 2011, at 3:58 PM, Morgaine wrote:
>>
>>                Izzy, when designing for scalability, the model to
>>                bear in mind is that of seasoned virtual world
>>                travelers whose inventories contain assets from many
>>                different worlds, those assets being served by many
>>                different asset services. =EF=BF=BDBoth worlds and asset
>>                services may include commercial, community, and
>>                personal services, and as the metaverse grows, that
>>                set is highly likely to become progressively less
>>                clustered and more diverse.
>>
>>                When those seasoned travelers click on an advertised
>>                VW link and perform an inter-world teleport to one
>>                particular world's region to share an experience,
>>                their "worn" assets (the only ones of interest to the
>>                region) will contain references to asset services
>>                spread widely across the Internet. =EF=BF=BDThe fetches b=
y the
>>                travelers' clients occur over many parallel paths from
>>                clients to asset services, so one can reasonably
>>                expect reduced network contention and reduced asset
>>                server loading because they are both spread out over
>>                however many asset services are being referenced by
>>                the overall set of assets in the region.
>>
>>                This is very different to the case of a proxying
>>                region, which would get slammed for every asset worn
>>                by every avatar present. =EF=BF=BDIn our current architec=
ture,
>>                regions run many different CPU-intensive tasks,
>>                including physics simulation and server-side
>>                scripting, and absolutely cannot afford to serve
>>                assets too unless your scalability requirements are
>>                very low indeed, ie. just a few dozen avatars of
>>                today's kind. =EF=BF=BDWe've hit the ceiling already on r=
egion
>>                scalability done that way. =EF=BF=BDThere is nowhere to g=
o in
>>                that direction at all beyond improving the code like
>>                Intel demonstrated, and that work is subject to a law
>>                of diminishing returns.
>>
>>                This is why we have to go parallel, and I think you're
>>                wrong that it has to cost much money. =EF=BF=BDAs we spre=
ad
>>                the load across more and more asset services, we are
>>                simply better utilizing all the hardware that's
>>                already out there on the Internet, at least in respect
>>                of community and private resources. =EF=BF=BDBut add to t=
he
>>                community and private resources the commercial asset
>>                services that are likely to appear to exploit this
>>                opportunity, and not only will the number of asset
>>                services leap, but the power of each one will rocket
>>                too, because, after all, these businesses will be
>>                heavily optimized for the job.
>>
>>                As to why a world would want clients to access
>>                external asset services instead of providing its own
>>                implementation, that's an easy question. =EF=BF=BDIt cost=
s
>>                money to host a high performance and scalable asset
>>                service and a high bandwidth network to handle the
>>                traffic. =EF=BF=BDA *lot* of money. =EF=BF=BDIn contrast,=
 it costs a
>>                world nothing to let others serve the assets to
>>                clients. =EF=BF=BDAnd that matters to the bottom line.
>>
>>
>>                Morgaine.
>>
>>
>>
>>
>>                =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D
>>
>>                On Sat, Apr 2, 2011 at 7:05 PM, Izzy Alanis
>>                <izzyalanis@gmail.com <mailto:izzyalanis@gmail.com>
>>                <mailto:izzyalanis@gmail.com
>>
>>                <mailto:izzyalanis@gmail.com>>> wrote:
>>
>>                =EF=BF=BD =EF=BF=BD> As always though, it's a trade-off, =
since the
>>                proxied design
>>                =EF=BF=BD =EF=BF=BDhas very poor scalability compared to =
the
>>                distributed one.
>>
>>                =EF=BF=BD =EF=BF=BDI don't agree with that... If a user e=
nters a
>>                highly populated
>>                =EF=BF=BD =EF=BF=BDregion,
>>                =EF=BF=BD =EF=BF=BDevery other client is going to (could =
and should be
>>                trying to)
>>                =EF=BF=BD =EF=BF=BDhit the
>>                =EF=BF=BD =EF=BF=BDasset server(s) for the assets that th=
e user is
>>                wearing (assuming
>>                =EF=BF=BD =EF=BF=BDthey're not cached locally). =EF=BF=BD=
Every asset server
>>                has to be scaled up
>>                =EF=BF=BD =EF=BF=BDto the point that it can handle that l=
oad from all
>>                over...
>>
>>                =EF=BF=BD =EF=BF=BDIf I'm hosting a region that supports =
10s of
>>                thousands of
>>                =EF=BF=BD =EF=BF=BDsimultaneous
>>                =EF=BF=BD =EF=BF=BDusers (thinking of the future), I alre=
ady have to
>>                scale to meet that
>>                =EF=BF=BD =EF=BF=BDdemand. If the region is proxying the =
assets, then,
>>                yes the
>>                =EF=BF=BD =EF=BF=BDregion has
>>                =EF=BF=BD =EF=BF=BDto be scaled to meet that asset demand=
 too, but it
>>                already has to be
>>                =EF=BF=BD =EF=BF=BDscaled to meet other demands of being =
a region
>>                server... and why is
>>                =EF=BF=BD =EF=BF=BDscaling those asset proxy services har=
d? =EF=BF=BDIt's
>>                going to cost $,
>>                =EF=BF=BD =EF=BF=BDbut is
>>                =EF=BF=BD =EF=BF=BDnot technically challenging. So, if I =
want to host
>>                a region like
>>                =EF=BF=BD =EF=BF=BDthat... sure it will cost me, but the =
simulation
>>                will be consistent
>>                =EF=BF=BD =EF=BF=BDand users will be able to participate =
equally,
>>                regardless of the
>>                =EF=BF=BD =EF=BF=BDcapabilities of their individual asset=
 services.
>>
>>
>>
>>
>>                =EF=BF=BD =EF=BF=BDOn Fri, Apr 1, 2011 at 11:55 PM, Morga=
ine
>>                =EF=BF=BD =EF=BF=BD<morgaine.dinova@googlemail.com
>>                <mailto:morgaine.dinova@googlemail.com>
>>                =EF=BF=BD =EF=BF=BD<mailto:morgaine.dinova@googlemail.com
>>
>>                <mailto:morgaine.dinova@googlemail.com>>> wrote:
>>                =EF=BF=BD =EF=BF=BD> Every design choice results in a tra=
de-off,
>>                Vaughn, improving
>>                =EF=BF=BD =EF=BF=BDone thing at
>>                =EF=BF=BD =EF=BF=BD> the expense of something else. =EF=
=BF=BDIf every time we
>>                offered a
>>                =EF=BF=BD =EF=BF=BDservice we had to
>>                =EF=BF=BD =EF=BF=BD> inform its users about the downsides=
 of all the
>>                trade-offs we
>>                =EF=BF=BD =EF=BF=BDhave made,
>>                =EF=BF=BD =EF=BF=BD> they would have an awful lot to read=
. ;-)
>>                =EF=BF=BD =EF=BF=BD>
>>                =EF=BF=BD =EF=BF=BD> The specific trade-off that you are =
discussing is no
>>                =EF=BF=BD =EF=BF=BDdifferent. =EF=BF=BDA region
>>                =EF=BF=BD =EF=BF=BD> that proxies all content has the "be=
nefit" of
>>                acquiring control
>>                =EF=BF=BD =EF=BF=BDfrom the
>>                =EF=BF=BD =EF=BF=BD> asset servers over the items in the =
region, so
>>                that it can
>>                =EF=BF=BD =EF=BF=BDensure that
>>                =EF=BF=BD =EF=BF=BD> everyone in the region not only obta=
ins the items
>>                but obtains
>>                =EF=BF=BD =EF=BF=BDthe same items
>>                =EF=BF=BD =EF=BF=BD> as everyone else. =EF=BF=BDThat does=
 indeed provide a
>>                greater guarantee of
>>                =EF=BF=BD =EF=BF=BD> consistency than a deployment in whi=
ch the region
>>                only passes
>>                =EF=BF=BD =EF=BF=BDasset URIs to
>>                =EF=BF=BD =EF=BF=BD> clients who then fetch the items fro=
m asset services
>>                =EF=BF=BD =EF=BF=BDseparately. =EF=BF=BDAs always
>>                =EF=BF=BD =EF=BF=BD> though, it's a trade-off, since the =
proxied
>>                design has very
>>                =EF=BF=BD =EF=BF=BDpoor scalability
>>                =EF=BF=BD =EF=BF=BD> compared to the distributed one.
>>                =EF=BF=BD =EF=BF=BD>
>>                =EF=BF=BD =EF=BF=BD> If we're going to warn users of the =
potential for
>>                inconsistency
>>                =EF=BF=BD =EF=BF=BDin the
>>                =EF=BF=BD =EF=BF=BD> distributed deployment as you sugges=
t, are we
>>                also going to
>>                =EF=BF=BD =EF=BF=BDwarn them of
>>                =EF=BF=BD =EF=BF=BD> non-scalability in the proxied one? =
=EF=BF=BDI really
>>                don't see much
>>                =EF=BF=BD =EF=BF=BDmerit in the
>>                =EF=BF=BD =EF=BF=BD> idea of warning about design choices=
. =EF=BF=BDMany such
>>                choices are
>>                =EF=BF=BD =EF=BF=BDtechnical, and
>>                =EF=BF=BD =EF=BF=BD> the issues are quite likely to be of=
 little
>>                interest to
>>                =EF=BF=BD =EF=BF=BDnon-technical users
>>                =EF=BF=BD =EF=BF=BD> anyway. =EF=BF=BDIn any case, the be=
tter services are
>>                likely to provide
>>                =EF=BF=BD =EF=BF=BDsuch
>>                =EF=BF=BD =EF=BF=BD> information in their online document=
ation, I
>>                would guess.
>>                =EF=BF=BD =EF=BF=BD>
>>                =EF=BF=BD =EF=BF=BD> You mentioned users "voting with the=
ir feet" or
>>                choosing to
>>                =EF=BF=BD =EF=BF=BDaccept the risk
>>                =EF=BF=BD =EF=BF=BD> of inconsistency. =EF=BF=BDWell that=
 will happen anyway,
>>                when services
>>                =EF=BF=BD =EF=BF=BDfail and
>>                =EF=BF=BD =EF=BF=BD> users get annoyed. =EF=BF=BDIf some =
asset services refuse
>>                to send the
>>                =EF=BF=BD =EF=BF=BDrequested
>>                =EF=BF=BD =EF=BF=BD> items to some users, those services =
will get a
>>                bad reputation
>>                =EF=BF=BD =EF=BF=BDand people
>>                =EF=BF=BD =EF=BF=BD> will choose different asset services=
 instead.
>>                =EF=BF=BDLikewise, if a
>>                =EF=BF=BD =EF=BF=BDworld service
>>                =EF=BF=BD =EF=BF=BD> proxies everything and so it can't h=
andle a large
>>                number of
>>                =EF=BF=BD =EF=BF=BDassets or of
>>                =EF=BF=BD =EF=BF=BD> people, users will get annoyed at th=
e lag and will go
>>                =EF=BF=BD =EF=BF=BDelsewhere. =EF=BF=BDThis user
>>                =EF=BF=BD =EF=BF=BD> evaluation and "voting with their fe=
et" happens
>>                already with
>>                =EF=BF=BD =EF=BF=BDonline services
>>                =EF=BF=BD =EF=BF=BD> all over the Internet, and I am sure=
 that this
>>                human process
>>                =EF=BF=BD =EF=BF=BDwill continue
>>                =EF=BF=BD =EF=BF=BD> to work when the services are asset =
and region
>>                services.
>>                =EF=BF=BD =EF=BF=BD>
>>                =EF=BF=BD =EF=BF=BD> Back in September 2010, I wrote this=
 post which
>>                proposes that
>>                =EF=BF=BD =EF=BF=BDwe use in
>>                =EF=BF=BD =EF=BF=BD> VWRAP a form of asset addressing tha=
t provides
>>                massive
>>                =EF=BF=BD =EF=BF=BDscalability at the
>>                =EF=BF=BD =EF=BF=BD> same time as a very high degree of r=
esilience --
>>                =EF=BF=BD =EF=BF=BD>
>>                =EF=BF=BD
>>                =EF=BF=BD
>> http://www.ietf.org/mail-archive/web/vwrap/current/msg00463.html
>>                =EF=BF=BD =EF=BF=BD. =EF=BF=BDIt is
>>                =EF=BF=BD =EF=BF=BD> based on the concept of the URI cont=
aining a host
>>                part and a
>>                =EF=BF=BD =EF=BF=BDhash part,
>>                =EF=BF=BD =EF=BF=BD> where the hash is generated (once, a=
t the time of
>>                storage to
>>                =EF=BF=BD =EF=BF=BDthe asset
>>                =EF=BF=BD =EF=BF=BD> service) using a specified digest al=
gorithm over
>>                the content of
>>                =EF=BF=BD =EF=BF=BDthe asset
>>                =EF=BF=BD =EF=BF=BD> being referenced. =EF=BF=BDYou may w=
ish to note that if
>>                this design
>>                =EF=BF=BD =EF=BF=BDwere used, the
>>                =EF=BF=BD =EF=BF=BD> failure of an asset service to deliv=
er a
>>                requested item would
>>                =EF=BF=BD =EF=BF=BDresult in a
>>                =EF=BF=BD =EF=BF=BD> failover request for the item to one=
 or more
>>                backup services,
>>                =EF=BF=BD =EF=BF=BDusing the same
>>                =EF=BF=BD =EF=BF=BD> hash part but with a different host =
address.
>>                =EF=BF=BD =EF=BF=BD>
>>                =EF=BF=BD =EF=BF=BD> This can go some way towards overcom=
ing the
>>                problem that you
>>                =EF=BF=BD =EF=BF=BDthink might
>>                =EF=BF=BD =EF=BF=BD> occur when assets are fetched by cli=
ents from
>>                asset services
>>                =EF=BF=BD =EF=BF=BDdirectly.
>>                =EF=BF=BD =EF=BF=BD> Although it won't help when the miss=
ing item is
>>                available from
>>                =EF=BF=BD =EF=BF=BDonly a single
>>                =EF=BF=BD =EF=BF=BD> asset service, it will help in many =
other cases,
>>                and it will
>>                =EF=BF=BD =EF=BF=BDcompensate for
>>                =EF=BF=BD =EF=BF=BD> service failures and network outages
>>                automatically at the same
>>                =EF=BF=BD =EF=BF=BDtime.
>>                =EF=BF=BD =EF=BF=BD>
>>                =EF=BF=BD =EF=BF=BD> PS. This design for hash-based asset=
 addressing
>>                is already
>>                =EF=BF=BD =EF=BF=BDbeing tested by
>>                =EF=BF=BD =EF=BF=BD> Mojito Sorbet in her experimental wo=
rld and
>>                client. =EF=BF=BDIt would give
>>                =EF=BF=BD =EF=BF=BD> VWRAP-based worlds an improved level=
 of service
>>                availability,
>>                =EF=BF=BD =EF=BF=BDso I think it
>>                =EF=BF=BD =EF=BF=BD> should be a core feature of our prot=
ocol.
>>                =EF=BF=BD =EF=BF=BD>
>>                =EF=BF=BD =EF=BF=BD>
>>                =EF=BF=BD =EF=BF=BD> Morgaine.
>>                =EF=BF=BD =EF=BF=BD>
>>                =EF=BF=BD =EF=BF=BD>
>>                =EF=BF=BD =EF=BF=BD>
>>                =EF=BF=BD =EF=BF=BD>
>>                =EF=BF=BD =EF=BF=BD> =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D
>>                =EF=BF=BD =EF=BF=BD>
>>                =EF=BF=BD =EF=BF=BD> On Fri, Apr 1, 2011 at 11:17 PM, Vau=
ghn Deluca
>>                =EF=BF=BD =EF=BF=BD<vaughn.deluca@gmail.com
>>                <mailto:vaughn.deluca@gmail.com>
>>                <mailto:vaughn.deluca@gmail.com
>>                <mailto:vaughn.deluca@gmail.com>>>
>>                =EF=BF=BD =EF=BF=BD> wrote:
>>                =EF=BF=BD =EF=BF=BD>>
>>                =EF=BF=BD =EF=BF=BD>> This is a question i discussed with=
 Morgaine
>>                off-list a while
>>                =EF=BF=BD =EF=BF=BDago (I
>>                =EF=BF=BD =EF=BF=BD>> intended to send it to the list but=
 pushed the
>>                wrong button...) I
>>                =EF=BF=BD =EF=BF=BD>> think we need to address this probl=
em, and
>>                decide how to deal
>>                =EF=BF=BD =EF=BF=BDwith it.
>>                =EF=BF=BD =EF=BF=BD>>
>>                =EF=BF=BD =EF=BF=BD>> =EF=BF=BDIn Davids deployment draft=
, section 7.3.1.1 an
>>                overview is
>>                =EF=BF=BD =EF=BF=BDgiven van
>>                =EF=BF=BD =EF=BF=BD>> ways to deliver content to the regi=
on. One way
>>                is only passing a
>>                =EF=BF=BD =EF=BF=BD>> capability that allows access to (p=
art of) the
>>                resource:
>>                =EF=BF=BD =EF=BF=BD>>
>>                =EF=BF=BD =EF=BF=BD>> =EF=BF=BD =EF=BF=BD =EF=BF=BD =EF=
=BF=BD =EF=BF=BD 7.3.1.1. =EF=BF=BDContent delivery models
>>                =EF=BF=BD =EF=BF=BD>> =EF=BF=BD =EF=BF=BD =EF=BF=BD =EF=
=BF=BD =EF=BF=BD A range of possible represenations can
>>                be passed to
>>                =EF=BF=BD =EF=BF=BDa region for
>>                =EF=BF=BD =EF=BF=BD>> =EF=BF=BD =EF=BF=BD =EF=BF=BD =EF=
=BF=BD =EF=BF=BD simulation. [...] The other end of the
>>                delivery spectrum
>>                =EF=BF=BD =EF=BF=BD>> involves passing
>>                =EF=BF=BD =EF=BF=BD>> =EF=BF=BD =EF=BF=BD =EF=BF=BD =EF=
=BF=BD =EF=BF=BD only a URI or capability used to
>>                access the rendering
>>                =EF=BF=BD =EF=BF=BD>> information and a
>>                =EF=BF=BD =EF=BF=BD>> =EF=BF=BD =EF=BF=BD =EF=BF=BD =EF=
=BF=BD =EF=BF=BD collision mesh,and related data for
>>                physical simulation.
>>                =EF=BF=BD =EF=BF=BD>> =EF=BF=BD =EF=BF=BD =EF=BF=BD =EF=
=BF=BD =EF=BF=BD In such a model, the client is
>>                responsible for
>>                =EF=BF=BD =EF=BF=BDfetching the
>>                =EF=BF=BD =EF=BF=BD>> additional
>>                =EF=BF=BD =EF=BF=BD>> =EF=BF=BD =EF=BF=BD =EF=BF=BD =EF=
=BF=BD =EF=BF=BD information needed to render the
>>                item's visual
>>                =EF=BF=BD =EF=BF=BDpresence from a
>>                =EF=BF=BD =EF=BF=BD>> separate
>>                =EF=BF=BD =EF=BF=BD>> =EF=BF=BD =EF=BF=BD =EF=BF=BD =EF=
=BF=BD =EF=BF=BD service. =EF=BF=BDThis fetch can be done
>>                *under the
>>                =EF=BF=BD =EF=BF=BDcredentials of the
>>                =EF=BF=BD =EF=BF=BD>> end user*
>>                =EF=BF=BD =EF=BF=BD>> =EF=BF=BD =EF=BF=BD =EF=BF=BD =EF=
=BF=BD =EF=BF=BD viewing the material [my emphasis--VD]
>>                , and
>>                =EF=BF=BD =EF=BF=BDdivorces the
>>                =EF=BF=BD =EF=BF=BD>> simulation from
>>                =EF=BF=BD =EF=BF=BD>> =EF=BF=BD =EF=BF=BD =EF=BF=BD =EF=
=BF=BD =EF=BF=BD the trust chain needed to manage
>>                content. =EF=BF=BDAny
>>                =EF=BF=BD =EF=BF=BDautomation
>>                =EF=BF=BD =EF=BF=BD>> is done on a
>>                =EF=BF=BD =EF=BF=BD>> =EF=BF=BD =EF=BF=BD =EF=BF=BD =EF=
=BF=BD =EF=BF=BD separate host which the content
>>                creator or owner trusts,
>>                =EF=BF=BD =EF=BF=BD>> interacting with the
>>                =EF=BF=BD =EF=BF=BD>> =EF=BF=BD =EF=BF=BD =EF=BF=BD =EF=
=BF=BD =EF=BF=BD object through remoted interfaces.
>>                =EF=BF=BD =EF=BF=BD>>
>>                =EF=BF=BD =EF=BF=BD>> =EF=BF=BDI can see the need for suc=
h a setup, however, i
>>                feel we are
>>                =EF=BF=BD =EF=BF=BD>> unpleasantly close to a situation w=
ere the
>>                coherence of the
>>                =EF=BF=BD =EF=BF=BDsimulation
>>                =EF=BF=BD =EF=BF=BD>> falls apart.
>>                =EF=BF=BD =EF=BF=BD>> In this deployment pattern the regi=
on advertises
>>                the presence
>>                =EF=BF=BD =EF=BF=BDof the
>>                =EF=BF=BD =EF=BF=BD>> asset, and *some* clients will be a=
ble to get it
>>                as expected,
>>                =EF=BF=BD =EF=BF=BDwhile
>>                =EF=BF=BD =EF=BF=BD>> -based on the arbitrary whims of th=
e asset
>>                service- others
>>                =EF=BF=BD =EF=BF=BDmight not.
>>                =EF=BF=BD =EF=BF=BD>>
>>                =EF=BF=BD =EF=BF=BD>> My hope would be that after the ass=
et server
>>                provides the
>>                =EF=BF=BD =EF=BF=BDregion with
>>                =EF=BF=BD =EF=BF=BD>> the capability to get the asset, it=
 gives up
>>                control. That
>>                =EF=BF=BD =EF=BF=BDwould mean
>>                =EF=BF=BD =EF=BF=BD>> that if the client finds the invent=
ory server is
>>                unwilling to
>>                =EF=BF=BD =EF=BF=BDserve
>>                =EF=BF=BD =EF=BF=BD>> the content - in spire of the regio=
n saying it
>>                is present-,
>>                =EF=BF=BD =EF=BF=BDthe client
>>                =EF=BF=BD =EF=BF=BD>> should be able to turn around ask t=
he *region*
>>                for the asset,
>>                =EF=BF=BD =EF=BF=BD(and get
>>                =EF=BF=BD =EF=BF=BD>> is after all).
>>                =EF=BF=BD =EF=BF=BD>>
>>                =EF=BF=BD =EF=BF=BD>> =EF=BF=BDIf that is not the case, -=
and there are
>>                probably good reasons
>>                =EF=BF=BD =EF=BF=BDfor the
>>                =EF=BF=BD =EF=BF=BD>> deployment pattern as described- =
=EF=BF=BDshouldn't we
>>                *warn* clients
>>                =EF=BF=BD =EF=BF=BDthat the
>>                =EF=BF=BD =EF=BF=BD>> region might be inconsistent, so th=
e users
>>                behind the client
>>                =EF=BF=BD =EF=BF=BDcan vote
>>                =EF=BF=BD =EF=BF=BD>> with their feet, (or take the risk)=
?
>>                =EF=BF=BD =EF=BF=BD>>
>>                =EF=BF=BD =EF=BF=BD>> --Vaughn
>>                =EF=BF=BD =EF=BF=BD>> ___________________________________=
____________
>>                =EF=BF=BD =EF=BF=BD>> vwrap mailing list
>>                =EF=BF=BD =EF=BF=BD>> vwrap@ietf.org <mailto:vwrap@ietf.o=
rg>
>>                <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>>
>>
>>                =EF=BF=BD =EF=BF=BD>> https://www.ietf.org/mailman/listin=
fo/vwrap
>>                =EF=BF=BD =EF=BF=BD>
>>                =EF=BF=BD =EF=BF=BD>
>>                =EF=BF=BD =EF=BF=BD> ____________________________________=
___________
>>                =EF=BF=BD =EF=BF=BD> vwrap mailing list
>>                =EF=BF=BD =EF=BF=BD> vwrap@ietf.org <mailto:vwrap@ietf.or=
g>
>>                <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>>
>>
>>                =EF=BF=BD =EF=BF=BD> https://www.ietf.org/mailman/listinf=
o/vwrap
>>                =EF=BF=BD =EF=BF=BD>
>>                =EF=BF=BD =EF=BF=BD>
>>
>>
>>
>>
>>  -----------------------------------------------------------------------=
-
>>
>>            _______________________________________________
>>            vwrap mailing list
>>            vwrap@ietf.org <mailto:vwrap@ietf.org>
>>            https://www.ietf.org/mailman/listinfo/vwrap
>>            =EF=BF=BD
>>
>>
>>
>>
>>
>>    --     --- https://twitter.com/Dzonatas_Sol ---
>>    Web Development, Software Engineering, Virtual Reality, Consultant
>>
>>    _______________________________________________
>>    vwrap mailing list
>>    vwrap@ietf.org <mailto:vwrap@ietf.org>
>>    https://www.ietf.org/mailman/listinfo/vwrap
>>
>>
>>
>
> --
> --- https://twitter.com/Dzonatas_Sol ---
> Web Development, Software Engineering, Virtual Reality, Consultant
>
> _______________________________________________
> vwrap mailing list
> vwrap@ietf.org
> https://www.ietf.org/mailman/listinfo/vwrap
>

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Subject: Re: [vwrap] [wvrap] Simulation consistency
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I prefer the visualization of "domains" because those fluffy clouds 
really help those that don't do well with figure-of-speech "services."


Morgaine wrote:
> "Agent Domain" more or less ceased to exist in practice when David 
> pointed out very eloquently that the emperor had no clothes.  (Same 
> for "Region Domain".)
>
> I think we mostly talk about the Agent Service and Region Service 
> these days.  The "domain" was just a fluffy cloud that someone once 
> drew on a whiteboard, but which never actually existed.
>
>
> Morgaine.
>
>
>
>
> ====================
>
> On Sun, Apr 3, 2011 at 6:20 PM, Dzonatas Sol <dzonatas@gmail.com 
> <mailto:dzonatas@gmail.com>> wrote:
>
>     Probably easy as suggested in other terms here on this list, as
>     how the client contacts the asset services now in the regions. The
>     newer issue is to unitize that asset services. Since their is
>     proprietary (legacy) code then we can't expect that to change, and
>     some form of proxy is of need. Whatever works best, I tried to
>     narrow it down to suggestions here.
>
>     Eventually, the agent domain is ideal to handle the direction of
>     the asset services. This concept, unfortunately, ended support
>     awhile ago with changes in LL.
>     Also see; http://wiki.secondlife.com/wiki/Agent_Domain
>     And: http://wiki.secondlife.com/wiki/User:Dzonatas_Sol/AWG_Asset
>     (warn: unstructured collaborative notes, dumped on me and I tried
>     to fix)
>
>     I tried to find previous visuals.
>
>     I'd imagine the agent domain could grow out of unitized versions
>     of asset services. Despite that, I think that concept helps view
>     where we were at in discussion and what didn't happen.
>
>     Vaughn Deluca wrote:
>
>         Hi�Dzonatas
>
>         Can you expand on that, what would be needed for legacy
>         support in VWAP terms�?,
>         If i want to read up on how the�asset server may proxy the
>         simulator, what would you recommend me to read?
>
>         -- Vaughn
>
>         On Sun, Apr 3, 2011 at 5:51 AM, Dzonatas Sol
>         <dzonatas@gmail.com <mailto:dzonatas@gmail.com>
>         <mailto:dzonatas@gmail.com <mailto:dzonatas@gmail.com>>> wrote:
>
>            Some stated the proxy-to-asset-server is built into the sim;
>            however, keep in mind possible legacy support where the asset
>            server may proxy the simulator.
>
>
>            Dzonatas Sol wrote:
>
>                Somehow I feel the basic asset server being able to
>         login and
>                download assets is now priority, yet I also wondered
>         the best
>                way to patch this into the current mode of viewers.
>
>                Maybe offer (1) by proxy (sim-side) and (2) by patch
>                (viewer-side) that either of these two are optional and
>                neither are mandatory for now. Thoughts?
>
>                Israel Alanis wrote:
>
>
>                    > when designing for scalability, the model to bear in
>                    mind is ...
>
>                    Well, there are a lot of different models to keep
>         in mind,
>                    and many different use cases. One particular use
>         case to
>                    keep in mind is: "User acquires new outfit, and
>         wants to
>                    'show it off' in a highly populated region".
>
>                    > Both worlds and asset services may include
>         commercial,
>                    community, and personal services
>
>                    Yes, yes and yes. I'm particularly concerned about
>         how the
>                    model affects the ability to host personal asset
>         services.
>
>                    > a proxying region, which would get slammed for every
>                    asset worn by every avatar present.
>
>                    Granted the collection of services that are provided by
>                    the region need to be scaled to meet the demands of
>         that
>                    region. That's all part of capacity planning.
>
>                    > regions run many different CPU-intensive tasks,
>                    including physics simulation and server-side scripting,
>                    and absolutely cannot afford to serve assets too
>                    Well... who said the same CPU's have to do proxying,
>                    physics simulation and server-side scripting? Asset
>                    proxying is a different service than physics simulation
>                    and can be on separate hardware, could make use of
>                    geographically distributed caching, and in certain
>                    deployment patterns, the same caching services could be
>                    shared by different regions. (Server-side scripting
>         is a
>                    discussion for another day).
>
>                    > This is why we have to go parallel...
>
>                    Totally agree, and a proxying model could and
>         should also
>                    take advantage of parallelism.
>
>                    > I think you're wrong that it has to cost much
>         money. ?vs?
>                    > It costs money to host a high performance and
>         scalable
>                    asset service and a high bandwidth network to
>         handle the
>                    traffic. �A *lot* of money.
>                    I think what you're saying is: "It costs a lot of
>         money to
>                    build a scalable asset service, but if assets are
>         spread
>                    throughout the internet they don't have to be
>         scalable."
>                    But that's not quite right. You're opening up every
>         asset
>                    server to the VW equivalent of being slashdotted,
>         so are
>                    you sure you're not forcing *every* asset service to be
>                    scalable and handle a lot of bandwith and network
>         traffic?
>                    It's the exact opposite of your intention, but I think
>                    that's the result, all the same.
>
>                    This particular design decision has a big effect on the
>                    economics of the VW infrastructure. I'd rather the
>                    economics to work out such that a region provider who
>                    wishes to build a region that supports a small
>         population,
>                    can do so economically. A region that wants to host a
>                    *large* population has to bear that cost of
>         providing that
>                    scalable asset service.
>                    I want the economics of hosting a small asset
>         service to
>                    be a non-issue (as to best promote creation and
>                    creativity). Creating a high bar to provide asset
>         services
>                    will mean that service will cost money and people
>                    shouldn't have to pay money just to create or own VW
>                    objects (I'm using 'own' here to refer to maintaining
>                    their existence, I'm not trying to make a
>                    'leftist'/'communist' statement about ownership ;)
>
>                    - Izzy
>
>
>                    On Apr 2, 2011, at 3:58 PM, Morgaine wrote:
>
>                        Izzy, when designing for scalability, the model to
>                        bear in mind is that of seasoned virtual world
>                        travelers whose inventories contain assets from
>         many
>                        different worlds, those assets being served by many
>                        different asset services. �Both worlds and asset
>                        services may include commercial, community, and
>                        personal services, and as the metaverse grows, that
>                        set is highly likely to become progressively less
>                        clustered and more diverse.
>
>                        When those seasoned travelers click on an
>         advertised
>                        VW link and perform an inter-world teleport to one
>                        particular world's region to share an experience,
>                        their "worn" assets (the only ones of interest
>         to the
>                        region) will contain references to asset services
>                        spread widely across the Internet. �The fetches
>         by the
>                        travelers' clients occur over many parallel
>         paths from
>                        clients to asset services, so one can reasonably
>                        expect reduced network contention and reduced asset
>                        server loading because they are both spread out
>         over
>                        however many asset services are being referenced by
>                        the overall set of assets in the region.
>
>                        This is very different to the case of a proxying
>                        region, which would get slammed for every asset
>         worn
>                        by every avatar present. �In our current
>         architecture,
>                        regions run many different CPU-intensive tasks,
>                        including physics simulation and server-side
>                        scripting, and absolutely cannot afford to serve
>                        assets too unless your scalability requirements are
>                        very low indeed, ie. just a few dozen avatars of
>                        today's kind. �We've hit the ceiling already on
>         region
>                        scalability done that way. �There is nowhere to
>         go in
>                        that direction at all beyond improving the code
>         like
>                        Intel demonstrated, and that work is subject to
>         a law
>                        of diminishing returns.
>
>                        This is why we have to go parallel, and I think
>         you're
>                        wrong that it has to cost much money. �As we spread
>                        the load across more and more asset services,
>         we are
>                        simply better utilizing all the hardware that's
>                        already out there on the Internet, at least in
>         respect
>                        of community and private resources. �But add to the
>                        community and private resources the commercial
>         asset
>                        services that are likely to appear to exploit this
>                        opportunity, and not only will the number of asset
>                        services leap, but the power of each one will
>         rocket
>                        too, because, after all, these businesses will be
>                        heavily optimized for the job.
>
>                        As to why a world would want clients to access
>                        external asset services instead of providing
>         its own
>                        implementation, that's an easy question. �It costs
>                        money to host a high performance and scalable asset
>                        service and a high bandwidth network to handle the
>                        traffic. �A *lot* of money. �In contrast, it
>         costs a
>                        world nothing to let others serve the assets to
>                        clients. �And that matters to the bottom line.
>
>
>                        Morgaine.
>
>
>
>
>                        ======================
>
>                        On Sat, Apr 2, 2011 at 7:05 PM, Izzy Alanis
>                        <izzyalanis@gmail.com
>         <mailto:izzyalanis@gmail.com> <mailto:izzyalanis@gmail.com
>         <mailto:izzyalanis@gmail.com>>
>                        <mailto:izzyalanis@gmail.com
>         <mailto:izzyalanis@gmail.com>
>
>                        <mailto:izzyalanis@gmail.com
>         <mailto:izzyalanis@gmail.com>>>> wrote:
>
>                        � �> As always though, it's a trade-off, since the
>                        proxied design
>                        � �has very poor scalability compared to the
>                        distributed one.
>
>                        � �I don't agree with that... If a user enters a
>                        highly populated
>                        � �region,
>                        � �every other client is going to (could and
>         should be
>                        trying to)
>                        � �hit the
>                        � �asset server(s) for the assets that the user is
>                        wearing (assuming
>                        � �they're not cached locally). �Every asset server
>                        has to be scaled up
>                        � �to the point that it can handle that load
>         from all
>                        over...
>
>                        � �If I'm hosting a region that supports 10s of
>                        thousands of
>                        � �simultaneous
>                        � �users (thinking of the future), I already
>         have to
>                        scale to meet that
>                        � �demand. If the region is proxying the
>         assets, then,
>                        yes the
>                        � �region has
>                        � �to be scaled to meet that asset demand too,
>         but it
>                        already has to be
>                        � �scaled to meet other demands of being a region
>                        server... and why is
>                        � �scaling those asset proxy services hard? �It's
>                        going to cost $,
>                        � �but is
>                        � �not technically challenging. So, if I want
>         to host
>                        a region like
>                        � �that... sure it will cost me, but the simulation
>                        will be consistent
>                        � �and users will be able to participate equally,
>                        regardless of the
>                        � �capabilities of their individual asset services.
>
>
>
>
>                        � �On Fri, Apr 1, 2011 at 11:55 PM, Morgaine
>                        � �<morgaine.dinova@googlemail.com
>         <mailto:morgaine.dinova@googlemail.com>
>                        <mailto:morgaine.dinova@googlemail.com
>         <mailto:morgaine.dinova@googlemail.com>>
>                        � �<mailto:morgaine.dinova@googlemail.com
>         <mailto:morgaine.dinova@googlemail.com>
>
>                        <mailto:morgaine.dinova@googlemail.com
>         <mailto:morgaine.dinova@googlemail.com>>>> wrote:
>                        � �> Every design choice results in a trade-off,
>                        Vaughn, improving
>                        � �one thing at
>                        � �> the expense of something else. �If every
>         time we
>                        offered a
>                        � �service we had to
>                        � �> inform its users about the downsides of
>         all the
>                        trade-offs we
>                        � �have made,
>                        � �> they would have an awful lot to read. ;-)
>                        � �>
>                        � �> The specific trade-off that you are
>         discussing is no
>                        � �different. �A region
>                        � �> that proxies all content has the "benefit" of
>                        acquiring control
>                        � �from the
>                        � �> asset servers over the items in the region, so
>                        that it can
>                        � �ensure that
>                        � �> everyone in the region not only obtains
>         the items
>                        but obtains
>                        � �the same items
>                        � �> as everyone else. �That does indeed provide a
>                        greater guarantee of
>                        � �> consistency than a deployment in which the
>         region
>                        only passes
>                        � �asset URIs to
>                        � �> clients who then fetch the items from
>         asset services
>                        � �separately. �As always
>                        � �> though, it's a trade-off, since the proxied
>                        design has very
>                        � �poor scalability
>                        � �> compared to the distributed one.
>                        � �>
>                        � �> If we're going to warn users of the
>         potential for
>                        inconsistency
>                        � �in the
>                        � �> distributed deployment as you suggest, are we
>                        also going to
>                        � �warn them of
>                        � �> non-scalability in the proxied one? �I really
>                        don't see much
>                        � �merit in the
>                        � �> idea of warning about design choices.
>         �Many such
>                        choices are
>                        � �technical, and
>                        � �> the issues are quite likely to be of little
>                        interest to
>                        � �non-technical users
>                        � �> anyway. �In any case, the better services are
>                        likely to provide
>                        � �such
>                        � �> information in their online documentation, I
>                        would guess.
>                        � �>
>                        � �> You mentioned users "voting with their
>         feet" or
>                        choosing to
>                        � �accept the risk
>                        � �> of inconsistency. �Well that will happen
>         anyway,
>                        when services
>                        � �fail and
>                        � �> users get annoyed. �If some asset services
>         refuse
>                        to send the
>                        � �requested
>                        � �> items to some users, those services will get a
>                        bad reputation
>                        � �and people
>                        � �> will choose different asset services instead.
>                        �Likewise, if a
>                        � �world service
>                        � �> proxies everything and so it can't handle
>         a large
>                        number of
>                        � �assets or of
>                        � �> people, users will get annoyed at the lag
>         and will go
>                        � �elsewhere. �This user
>                        � �> evaluation and "voting with their feet"
>         happens
>                        already with
>                        � �online services
>                        � �> all over the Internet, and I am sure that this
>                        human process
>                        � �will continue
>                        � �> to work when the services are asset and region
>                        services.
>                        � �>
>                        � �> Back in September 2010, I wrote this post
>         which
>                        proposes that
>                        � �we use in
>                        � �> VWRAP a form of asset addressing that provides
>                        massive
>                        � �scalability at the
>                        � �> same time as a very high degree of
>         resilience --
>                        � �>
>                        �
>                      
>          �http://www.ietf.org/mail-archive/web/vwrap/current/msg00463.html
>                        � �. �It is
>                        � �> based on the concept of the URI containing
>         a host
>                        part and a
>                        � �hash part,
>                        � �> where the hash is generated (once, at the
>         time of
>                        storage to
>                        � �the asset
>                        � �> service) using a specified digest
>         algorithm over
>                        the content of
>                        � �the asset
>                        � �> being referenced. �You may wish to note
>         that if
>                        this design
>                        � �were used, the
>                        � �> failure of an asset service to deliver a
>                        requested item would
>                        � �result in a
>                        � �> failover request for the item to one or more
>                        backup services,
>                        � �using the same
>                        � �> hash part but with a different host address.
>                        � �>
>                        � �> This can go some way towards overcoming the
>                        problem that you
>                        � �think might
>                        � �> occur when assets are fetched by clients from
>                        asset services
>                        � �directly.
>                        � �> Although it won't help when the missing
>         item is
>                        available from
>                        � �only a single
>                        � �> asset service, it will help in many other
>         cases,
>                        and it will
>                        � �compensate for
>                        � �> service failures and network outages
>                        automatically at the same
>                        � �time.
>                        � �>
>                        � �> PS. This design for hash-based asset
>         addressing
>                        is already
>                        � �being tested by
>                        � �> Mojito Sorbet in her experimental world and
>                        client. �It would give
>                        � �> VWRAP-based worlds an improved level of
>         service
>                        availability,
>                        � �so I think it
>                        � �> should be a core feature of our protocol.
>                        � �>
>                        � �>
>                        � �> Morgaine.
>                        � �>
>                        � �>
>                        � �>
>                        � �>
>                        � �> ===========================
>                        � �>
>                        � �> On Fri, Apr 1, 2011 at 11:17 PM, Vaughn Deluca
>                        � �<vaughn.deluca@gmail.com
>         <mailto:vaughn.deluca@gmail.com>
>                        <mailto:vaughn.deluca@gmail.com
>         <mailto:vaughn.deluca@gmail.com>>
>                        <mailto:vaughn.deluca@gmail.com
>         <mailto:vaughn.deluca@gmail.com>
>                        <mailto:vaughn.deluca@gmail.com
>         <mailto:vaughn.deluca@gmail.com>>>>
>                        � �> wrote:
>                        � �>>
>                        � �>> This is a question i discussed with Morgaine
>                        off-list a while
>                        � �ago (I
>                        � �>> intended to send it to the list but
>         pushed the
>                        wrong button...) I
>                        � �>> think we need to address this problem, and
>                        decide how to deal
>                        � �with it.
>                        � �>>
>                        � �>> �In Davids deployment draft, section
>         7.3.1.1 an
>                        overview is
>                        � �given van
>                        � �>> ways to deliver content to the region.
>         One way
>                        is only passing a
>                        � �>> capability that allows access to (part
>         of) the
>                        resource:
>                        � �>>
>                        � �>> � � � � � 7.3.1.1. �Content delivery models
>                        � �>> � � � � � A range of possible
>         represenations can
>                        be passed to
>                        � �a region for
>                        � �>> � � � � � simulation. [...] The other end
>         of the
>                        delivery spectrum
>                        � �>> involves passing
>                        � �>> � � � � � only a URI or capability used to
>                        access the rendering
>                        � �>> information and a
>                        � �>> � � � � � collision mesh,and related data for
>                        physical simulation.
>                        � �>> � � � � � In such a model, the client is
>                        responsible for
>                        � �fetching the
>                        � �>> additional
>                        � �>> � � � � � information needed to render the
>                        item's visual
>                        � �presence from a
>                        � �>> separate
>                        � �>> � � � � � service. �This fetch can be done
>                        *under the
>                        � �credentials of the
>                        � �>> end user*
>                        � �>> � � � � � viewing the material [my
>         emphasis--VD]
>                        , and
>                        � �divorces the
>                        � �>> simulation from
>                        � �>> � � � � � the trust chain needed to manage
>                        content. �Any
>                        � �automation
>                        � �>> is done on a
>                        � �>> � � � � � separate host which the content
>                        creator or owner trusts,
>                        � �>> interacting with the
>                        � �>> � � � � � object through remoted interfaces.
>                        � �>>
>                        � �>> �I can see the need for such a setup,
>         however, i
>                        feel we are
>                        � �>> unpleasantly close to a situation were the
>                        coherence of the
>                        � �simulation
>                        � �>> falls apart.
>                        � �>> In this deployment pattern the region
>         advertises
>                        the presence
>                        � �of the
>                        � �>> asset, and *some* clients will be able to
>         get it
>                        as expected,
>                        � �while
>                        � �>> -based on the arbitrary whims of the asset
>                        service- others
>                        � �might not.
>                        � �>>
>                        � �>> My hope would be that after the asset server
>                        provides the
>                        � �region with
>                        � �>> the capability to get the asset, it gives up
>                        control. That
>                        � �would mean
>                        � �>> that if the client finds the inventory
>         server is
>                        unwilling to
>                        � �serve
>                        � �>> the content - in spire of the region
>         saying it
>                        is present-,
>                        � �the client
>                        � �>> should be able to turn around ask the
>         *region*
>                        for the asset,
>                        � �(and get
>                        � �>> is after all).
>                        � �>>
>                        � �>> �If that is not the case, -and there are
>                        probably good reasons
>                        � �for the
>                        � �>> deployment pattern as described-
>         �shouldn't we
>                        *warn* clients
>                        � �that the
>                        � �>> region might be inconsistent, so the users
>                        behind the client
>                        � �can vote
>                        � �>> with their feet, (or take the risk)?
>                        � �>>
>                        � �>> --Vaughn
>                        � �>>
>         _______________________________________________
>                        � �>> vwrap mailing list
>                        � �>> vwrap@ietf.org <mailto:vwrap@ietf.org>
>         <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>>
>                        <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>
>         <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>>>
>
>                        � �>> https://www.ietf.org/mailman/listinfo/vwrap
>                        � �>
>                        � �>
>                        � �>
>         _______________________________________________
>                        � �> vwrap mailing list
>                        � �> vwrap@ietf.org <mailto:vwrap@ietf.org>
>         <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>>
>                        <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>
>         <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>>>
>
>                        � �> https://www.ietf.org/mailman/listinfo/vwrap
>                        � �>
>                        � �>
>
>
>
>                  
>          ------------------------------------------------------------------------
>
>                    _______________________________________________
>                    vwrap mailing list
>                    vwrap@ietf.org <mailto:vwrap@ietf.org>
>         <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>>
>                    https://www.ietf.org/mailman/listinfo/vwrap
>                    �
>
>
>
>
>
>            --     --- https://twitter.com/Dzonatas_Sol ---
>            Web Development, Software Engineering, Virtual Reality,
>         Consultant
>
>            _______________________________________________
>            vwrap mailing list
>            vwrap@ietf.org <mailto:vwrap@ietf.org>
>         <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>>
>            https://www.ietf.org/mailman/listinfo/vwrap
>
>
>
>
>     -- 
>     --- https://twitter.com/Dzonatas_Sol ---
>     Web Development, Software Engineering, Virtual Reality, Consultant
>
>     _______________________________________________
>     vwrap mailing list
>     vwrap@ietf.org <mailto:vwrap@ietf.org>
>     https://www.ietf.org/mailman/listinfo/vwrap
>
>
> ------------------------------------------------------------------------
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>   


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--- https://twitter.com/Dzonatas_Sol ---
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From morgaine.dinova@googlemail.com  Sun Apr  3 11:31:47 2011
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We have no "figure-of-speech services" in VWRAP.  Our services are running
processes, they have network endpoints, and they talk a network protocol.

Concepts can be very useful, and I regularly draw fluffy clouds that
represent the concept behind something concrete.

Where concepts are not useful is when they denote something that doesn't
actually exist, like say phlogiston, God, or Agent Domain, because this jus=
t
makes them a hindrance to further progress.  Humanity suffers from this a
lot.

Philosophy aside, we want our Agent Service to be totally concrete, with a
network API and well defined semantics.  The domain concept does not get us
there.


Morgaine.




=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D

On Sun, Apr 3, 2011 at 6:38 PM, Dzonatas Sol <dzonatas@gmail.com> wrote:

> I prefer the visualization of "domains" because those fluffy clouds reall=
y
> help those that don't do well with figure-of-speech "services."
>
>
> Morgaine wrote:
>
>> "Agent Domain" more or less ceased to exist in practice when David point=
ed
>> out very eloquently that the emperor had no clothes.  (Same for "Region
>> Domain".)
>>
>> I think we mostly talk about the Agent Service and Region Service these
>> days.  The "domain" was just a fluffy cloud that someone once drew on a
>> whiteboard, but which never actually existed.
>>
>>
>> Morgaine.
>>
>>
>>
>>
>> =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D
>>
>> On Sun, Apr 3, 2011 at 6:20 PM, Dzonatas Sol <dzonatas@gmail.com <mailto=
:
>> dzonatas@gmail.com>> wrote:
>>
>>    Probably easy as suggested in other terms here on this list, as
>>    how the client contacts the asset services now in the regions. The
>>    newer issue is to unitize that asset services. Since their is
>>    proprietary (legacy) code then we can't expect that to change, and
>>    some form of proxy is of need. Whatever works best, I tried to
>>    narrow it down to suggestions here.
>>
>>    Eventually, the agent domain is ideal to handle the direction of
>>    the asset services. This concept, unfortunately, ended support
>>    awhile ago with changes in LL.
>>    Also see; http://wiki.secondlife.com/wiki/Agent_Domain
>>    And: http://wiki.secondlife.com/wiki/User:Dzonatas_Sol/AWG_Asset
>>    (warn: unstructured collaborative notes, dumped on me and I tried
>>    to fix)
>>
>>    I tried to find previous visuals.
>>
>>    I'd imagine the agent domain could grow out of unitized versions
>>    of asset services. Despite that, I think that concept helps view
>>    where we were at in discussion and what didn't happen.
>>
>>    Vaughn Deluca wrote:
>>
>>        Hi=EF=BF=BDDzonatas
>>
>>        Can you expand on that, what would be needed for legacy
>>        support in VWAP terms=EF=BF=BD?,
>>        If i want to read up on how the=EF=BF=BDasset server may proxy th=
e
>>        simulator, what would you recommend me to read?
>>
>>        -- Vaughn
>>
>>        On Sun, Apr 3, 2011 at 5:51 AM, Dzonatas Sol
>>        <dzonatas@gmail.com <mailto:dzonatas@gmail.com>
>>        <mailto:dzonatas@gmail.com <mailto:dzonatas@gmail.com>>> wrote:
>>
>>           Some stated the proxy-to-asset-server is built into the sim;
>>           however, keep in mind possible legacy support where the asset
>>           server may proxy the simulator.
>>
>>
>>           Dzonatas Sol wrote:
>>
>>               Somehow I feel the basic asset server being able to
>>        login and
>>               download assets is now priority, yet I also wondered
>>        the best
>>               way to patch this into the current mode of viewers.
>>
>>               Maybe offer (1) by proxy (sim-side) and (2) by patch
>>               (viewer-side) that either of these two are optional and
>>               neither are mandatory for now. Thoughts?
>>
>>               Israel Alanis wrote:
>>
>>
>>                   > when designing for scalability, the model to bear in
>>                   mind is ...
>>
>>                   Well, there are a lot of different models to keep
>>        in mind,
>>                   and many different use cases. One particular use
>>        case to
>>                   keep in mind is: "User acquires new outfit, and
>>        wants to
>>                   'show it off' in a highly populated region".
>>
>>                   > Both worlds and asset services may include
>>        commercial,
>>                   community, and personal services
>>
>>                   Yes, yes and yes. I'm particularly concerned about
>>        how the
>>                   model affects the ability to host personal asset
>>        services.
>>
>>                   > a proxying region, which would get slammed for every
>>                   asset worn by every avatar present.
>>
>>                   Granted the collection of services that are provided b=
y
>>                   the region need to be scaled to meet the demands of
>>        that
>>                   region. That's all part of capacity planning.
>>
>>                   > regions run many different CPU-intensive tasks,
>>                   including physics simulation and server-side scripting=
,
>>                   and absolutely cannot afford to serve assets too
>>                   Well... who said the same CPU's have to do proxying,
>>                   physics simulation and server-side scripting? Asset
>>                   proxying is a different service than physics simulatio=
n
>>                   and can be on separate hardware, could make use of
>>                   geographically distributed caching, and in certain
>>                   deployment patterns, the same caching services could b=
e
>>                   shared by different regions. (Server-side scripting
>>        is a
>>                   discussion for another day).
>>
>>                   > This is why we have to go parallel...
>>
>>                   Totally agree, and a proxying model could and
>>        should also
>>                   take advantage of parallelism.
>>
>>                   > I think you're wrong that it has to cost much
>>        money. ?vs?
>>                   > It costs money to host a high performance and
>>        scalable
>>                   asset service and a high bandwidth network to
>>        handle the
>>                   traffic. =EF=BF=BDA *lot* of money.
>>                   I think what you're saying is: "It costs a lot of
>>        money to
>>                   build a scalable asset service, but if assets are
>>        spread
>>                   throughout the internet they don't have to be
>>        scalable."
>>                   But that's not quite right. You're opening up every
>>        asset
>>                   server to the VW equivalent of being slashdotted,
>>        so are
>>                   you sure you're not forcing *every* asset service to b=
e
>>                   scalable and handle a lot of bandwith and network
>>        traffic?
>>                   It's the exact opposite of your intention, but I think
>>                   that's the result, all the same.
>>
>>                   This particular design decision has a big effect on th=
e
>>                   economics of the VW infrastructure. I'd rather the
>>                   economics to work out such that a region provider who
>>                   wishes to build a region that supports a small
>>        population,
>>                   can do so economically. A region that wants to host a
>>                   *large* population has to bear that cost of
>>        providing that
>>                   scalable asset service.
>>                   I want the economics of hosting a small asset
>>        service to
>>                   be a non-issue (as to best promote creation and
>>                   creativity). Creating a high bar to provide asset
>>        services
>>                   will mean that service will cost money and people
>>                   shouldn't have to pay money just to create or own VW
>>                   objects (I'm using 'own' here to refer to maintaining
>>                   their existence, I'm not trying to make a
>>                   'leftist'/'communist' statement about ownership ;)
>>
>>                   - Izzy
>>
>>
>>                   On Apr 2, 2011, at 3:58 PM, Morgaine wrote:
>>
>>                       Izzy, when designing for scalability, the model to
>>                       bear in mind is that of seasoned virtual world
>>                       travelers whose inventories contain assets from
>>        many
>>                       different worlds, those assets being served by man=
y
>>                       different asset services. =EF=BF=BDBoth worlds and=
 asset
>>                       services may include commercial, community, and
>>                       personal services, and as the metaverse grows, tha=
t
>>                       set is highly likely to become progressively less
>>                       clustered and more diverse.
>>
>>                       When those seasoned travelers click on an
>>        advertised
>>                       VW link and perform an inter-world teleport to one
>>                       particular world's region to share an experience,
>>                       their "worn" assets (the only ones of interest
>>        to the
>>                       region) will contain references to asset services
>>                       spread widely across the Internet. =EF=BF=BDThe fe=
tches
>>        by the
>>                       travelers' clients occur over many parallel
>>        paths from
>>                       clients to asset services, so one can reasonably
>>                       expect reduced network contention and reduced asse=
t
>>                       server loading because they are both spread out
>>        over
>>                       however many asset services are being referenced b=
y
>>                       the overall set of assets in the region.
>>
>>                       This is very different to the case of a proxying
>>                       region, which would get slammed for every asset
>>        worn
>>                       by every avatar present. =EF=BF=BDIn our current
>>        architecture,
>>                       regions run many different CPU-intensive tasks,
>>                       including physics simulation and server-side
>>                       scripting, and absolutely cannot afford to serve
>>                       assets too unless your scalability requirements ar=
e
>>                       very low indeed, ie. just a few dozen avatars of
>>                       today's kind. =EF=BF=BDWe've hit the ceiling alrea=
dy on
>>        region
>>                       scalability done that way. =EF=BF=BDThere is nowhe=
re to
>>        go in
>>                       that direction at all beyond improving the code
>>        like
>>                       Intel demonstrated, and that work is subject to
>>        a law
>>                       of diminishing returns.
>>
>>                       This is why we have to go parallel, and I think
>>        you're
>>                       wrong that it has to cost much money. =EF=BF=BDAs =
we spread
>>                       the load across more and more asset services,
>>        we are
>>                       simply better utilizing all the hardware that's
>>                       already out there on the Internet, at least in
>>        respect
>>                       of community and private resources. =EF=BF=BDBut a=
dd to the
>>                       community and private resources the commercial
>>        asset
>>                       services that are likely to appear to exploit this
>>                       opportunity, and not only will the number of asset
>>                       services leap, but the power of each one will
>>        rocket
>>                       too, because, after all, these businesses will be
>>                       heavily optimized for the job.
>>
>>                       As to why a world would want clients to access
>>                       external asset services instead of providing
>>        its own
>>                       implementation, that's an easy question. =EF=BF=BD=
It costs
>>                       money to host a high performance and scalable asse=
t
>>                       service and a high bandwidth network to handle the
>>                       traffic. =EF=BF=BDA *lot* of money. =EF=BF=BDIn co=
ntrast, it
>>        costs a
>>                       world nothing to let others serve the assets to
>>                       clients. =EF=BF=BDAnd that matters to the bottom l=
ine.
>>
>>
>>                       Morgaine.
>>
>>
>>
>>
>>                       =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D
>>
>>                       On Sat, Apr 2, 2011 at 7:05 PM, Izzy Alanis
>>                       <izzyalanis@gmail.com
>>        <mailto:izzyalanis@gmail.com> <mailto:izzyalanis@gmail.com
>>        <mailto:izzyalanis@gmail.com>>
>>                       <mailto:izzyalanis@gmail.com
>>        <mailto:izzyalanis@gmail.com>
>>
>>                       <mailto:izzyalanis@gmail.com
>>        <mailto:izzyalanis@gmail.com>>>> wrote:
>>
>>                       =EF=BF=BD =EF=BF=BD> As always though, it's a trad=
e-off, since the
>>                       proxied design
>>                       =EF=BF=BD =EF=BF=BDhas very poor scalability compa=
red to the
>>                       distributed one.
>>
>>                       =EF=BF=BD =EF=BF=BDI don't agree with that... If a=
 user enters a
>>                       highly populated
>>                       =EF=BF=BD =EF=BF=BDregion,
>>                       =EF=BF=BD =EF=BF=BDevery other client is going to =
(could and
>>        should be
>>                       trying to)
>>                       =EF=BF=BD =EF=BF=BDhit the
>>                       =EF=BF=BD =EF=BF=BDasset server(s) for the assets =
that the user is
>>                       wearing (assuming
>>                       =EF=BF=BD =EF=BF=BDthey're not cached locally). =
=EF=BF=BDEvery asset server
>>                       has to be scaled up
>>                       =EF=BF=BD =EF=BF=BDto the point that it can handle=
 that load
>>        from all
>>                       over...
>>
>>                       =EF=BF=BD =EF=BF=BDIf I'm hosting a region that su=
pports 10s of
>>                       thousands of
>>                       =EF=BF=BD =EF=BF=BDsimultaneous
>>                       =EF=BF=BD =EF=BF=BDusers (thinking of the future),=
 I already
>>        have to
>>                       scale to meet that
>>                       =EF=BF=BD =EF=BF=BDdemand. If the region is proxyi=
ng the
>>        assets, then,
>>                       yes the
>>                       =EF=BF=BD =EF=BF=BDregion has
>>                       =EF=BF=BD =EF=BF=BDto be scaled to meet that asset=
 demand too,
>>        but it
>>                       already has to be
>>                       =EF=BF=BD =EF=BF=BDscaled to meet other demands of=
 being a region
>>                       server... and why is
>>                       =EF=BF=BD =EF=BF=BDscaling those asset proxy servi=
ces hard? =EF=BF=BDIt's
>>                       going to cost $,
>>                       =EF=BF=BD =EF=BF=BDbut is
>>                       =EF=BF=BD =EF=BF=BDnot technically challenging. So=
, if I want
>>        to host
>>                       a region like
>>                       =EF=BF=BD =EF=BF=BDthat... sure it will cost me, b=
ut the simulation
>>                       will be consistent
>>                       =EF=BF=BD =EF=BF=BDand users will be able to parti=
cipate equally,
>>                       regardless of the
>>                       =EF=BF=BD =EF=BF=BDcapabilities of their individua=
l asset services.
>>
>>
>>
>>
>>                       =EF=BF=BD =EF=BF=BDOn Fri, Apr 1, 2011 at 11:55 PM=
, Morgaine
>>                       =EF=BF=BD =EF=BF=BD<morgaine.dinova@googlemail.com
>>        <mailto:morgaine.dinova@googlemail.com>
>>                       <mailto:morgaine.dinova@googlemail.com
>>        <mailto:morgaine.dinova@googlemail.com>>
>>                       =EF=BF=BD =EF=BF=BD<mailto:morgaine.dinova@googlem=
ail.com
>>
>>        <mailto:morgaine.dinova@googlemail.com>
>>
>>                       <mailto:morgaine.dinova@googlemail.com
>>        <mailto:morgaine.dinova@googlemail.com>>>> wrote:
>>                       =EF=BF=BD =EF=BF=BD> Every design choice results i=
n a trade-off,
>>                       Vaughn, improving
>>                       =EF=BF=BD =EF=BF=BDone thing at
>>                       =EF=BF=BD =EF=BF=BD> the expense of something else=
. =EF=BF=BDIf every
>>        time we
>>                       offered a
>>                       =EF=BF=BD =EF=BF=BDservice we had to
>>                       =EF=BF=BD =EF=BF=BD> inform its users about the do=
wnsides of
>>        all the
>>                       trade-offs we
>>                       =EF=BF=BD =EF=BF=BDhave made,
>>                       =EF=BF=BD =EF=BF=BD> they would have an awful lot =
to read. ;-)
>>                       =EF=BF=BD =EF=BF=BD>
>>                       =EF=BF=BD =EF=BF=BD> The specific trade-off that y=
ou are
>>        discussing is no
>>                       =EF=BF=BD =EF=BF=BDdifferent. =EF=BF=BDA region
>>                       =EF=BF=BD =EF=BF=BD> that proxies all content has =
the "benefit" of
>>                       acquiring control
>>                       =EF=BF=BD =EF=BF=BDfrom the
>>                       =EF=BF=BD =EF=BF=BD> asset servers over the items =
in the region, so
>>                       that it can
>>                       =EF=BF=BD =EF=BF=BDensure that
>>                       =EF=BF=BD =EF=BF=BD> everyone in the region not on=
ly obtains
>>        the items
>>                       but obtains
>>                       =EF=BF=BD =EF=BF=BDthe same items
>>                       =EF=BF=BD =EF=BF=BD> as everyone else. =EF=BF=BDTh=
at does indeed provide a
>>                       greater guarantee of
>>                       =EF=BF=BD =EF=BF=BD> consistency than a deployment=
 in which the
>>        region
>>                       only passes
>>                       =EF=BF=BD =EF=BF=BDasset URIs to
>>                       =EF=BF=BD =EF=BF=BD> clients who then fetch the it=
ems from
>>        asset services
>>                       =EF=BF=BD =EF=BF=BDseparately. =EF=BF=BDAs always
>>                       =EF=BF=BD =EF=BF=BD> though, it's a trade-off, sin=
ce the proxied
>>                       design has very
>>                       =EF=BF=BD =EF=BF=BDpoor scalability
>>                       =EF=BF=BD =EF=BF=BD> compared to the distributed o=
ne.
>>                       =EF=BF=BD =EF=BF=BD>
>>                       =EF=BF=BD =EF=BF=BD> If we're going to warn users =
of the
>>        potential for
>>                       inconsistency
>>                       =EF=BF=BD =EF=BF=BDin the
>>                       =EF=BF=BD =EF=BF=BD> distributed deployment as you=
 suggest, are we
>>                       also going to
>>                       =EF=BF=BD =EF=BF=BDwarn them of
>>                       =EF=BF=BD =EF=BF=BD> non-scalability in the proxie=
d one? =EF=BF=BDI really
>>                       don't see much
>>                       =EF=BF=BD =EF=BF=BDmerit in the
>>                       =EF=BF=BD =EF=BF=BD> idea of warning about design =
choices.
>>        =EF=BF=BDMany such
>>                       choices are
>>                       =EF=BF=BD =EF=BF=BDtechnical, and
>>                       =EF=BF=BD =EF=BF=BD> the issues are quite likely t=
o be of little
>>                       interest to
>>                       =EF=BF=BD =EF=BF=BDnon-technical users
>>                       =EF=BF=BD =EF=BF=BD> anyway. =EF=BF=BDIn any case,=
 the better services are
>>                       likely to provide
>>                       =EF=BF=BD =EF=BF=BDsuch
>>                       =EF=BF=BD =EF=BF=BD> information in their online d=
ocumentation, I
>>                       would guess.
>>                       =EF=BF=BD =EF=BF=BD>
>>                       =EF=BF=BD =EF=BF=BD> You mentioned users "voting w=
ith their
>>        feet" or
>>                       choosing to
>>                       =EF=BF=BD =EF=BF=BDaccept the risk
>>                       =EF=BF=BD =EF=BF=BD> of inconsistency. =EF=BF=BDWe=
ll that will happen
>>        anyway,
>>                       when services
>>                       =EF=BF=BD =EF=BF=BDfail and
>>                       =EF=BF=BD =EF=BF=BD> users get annoyed. =EF=BF=BDI=
f some asset services
>>        refuse
>>                       to send the
>>                       =EF=BF=BD =EF=BF=BDrequested
>>                       =EF=BF=BD =EF=BF=BD> items to some users, those se=
rvices will get a
>>                       bad reputation
>>                       =EF=BF=BD =EF=BF=BDand people
>>                       =EF=BF=BD =EF=BF=BD> will choose different asset s=
ervices instead.
>>                       =EF=BF=BDLikewise, if a
>>                       =EF=BF=BD =EF=BF=BDworld service
>>                       =EF=BF=BD =EF=BF=BD> proxies everything and so it =
can't handle
>>        a large
>>                       number of
>>                       =EF=BF=BD =EF=BF=BDassets or of
>>                       =EF=BF=BD =EF=BF=BD> people, users will get annoye=
d at the lag
>>        and will go
>>                       =EF=BF=BD =EF=BF=BDelsewhere. =EF=BF=BDThis user
>>                       =EF=BF=BD =EF=BF=BD> evaluation and "voting with t=
heir feet"
>>        happens
>>                       already with
>>                       =EF=BF=BD =EF=BF=BDonline services
>>                       =EF=BF=BD =EF=BF=BD> all over the Internet, and I =
am sure that this
>>                       human process
>>                       =EF=BF=BD =EF=BF=BDwill continue
>>                       =EF=BF=BD =EF=BF=BD> to work when the services are=
 asset and region
>>                       services.
>>                       =EF=BF=BD =EF=BF=BD>
>>                       =EF=BF=BD =EF=BF=BD> Back in September 2010, I wro=
te this post
>>        which
>>                       proposes that
>>                       =EF=BF=BD =EF=BF=BDwe use in
>>                       =EF=BF=BD =EF=BF=BD> VWRAP a form of asset address=
ing that provides
>>                       massive
>>                       =EF=BF=BD =EF=BF=BDscalability at the
>>                       =EF=BF=BD =EF=BF=BD> same time as a very high degr=
ee of
>>        resilience --
>>                       =EF=BF=BD =EF=BF=BD>
>>                       =EF=BF=BD
>>                              =EF=BF=BD
>> http://www.ietf.org/mail-archive/web/vwrap/current/msg00463.html
>>                       =EF=BF=BD =EF=BF=BD. =EF=BF=BDIt is
>>                       =EF=BF=BD =EF=BF=BD> based on the concept of the U=
RI containing
>>        a host
>>                       part and a
>>                       =EF=BF=BD =EF=BF=BDhash part,
>>                       =EF=BF=BD =EF=BF=BD> where the hash is generated (=
once, at the
>>        time of
>>                       storage to
>>                       =EF=BF=BD =EF=BF=BDthe asset
>>                       =EF=BF=BD =EF=BF=BD> service) using a specified di=
gest
>>        algorithm over
>>                       the content of
>>                       =EF=BF=BD =EF=BF=BDthe asset
>>                       =EF=BF=BD =EF=BF=BD> being referenced. =EF=BF=BDYo=
u may wish to note
>>        that if
>>                       this design
>>                       =EF=BF=BD =EF=BF=BDwere used, the
>>                       =EF=BF=BD =EF=BF=BD> failure of an asset service t=
o deliver a
>>                       requested item would
>>                       =EF=BF=BD =EF=BF=BDresult in a
>>                       =EF=BF=BD =EF=BF=BD> failover request for the item=
 to one or more
>>                       backup services,
>>                       =EF=BF=BD =EF=BF=BDusing the same
>>                       =EF=BF=BD =EF=BF=BD> hash part but with a differen=
t host address.
>>                       =EF=BF=BD =EF=BF=BD>
>>                       =EF=BF=BD =EF=BF=BD> This can go some way towards =
overcoming the
>>                       problem that you
>>                       =EF=BF=BD =EF=BF=BDthink might
>>                       =EF=BF=BD =EF=BF=BD> occur when assets are fetched=
 by clients from
>>                       asset services
>>                       =EF=BF=BD =EF=BF=BDdirectly.
>>                       =EF=BF=BD =EF=BF=BD> Although it won't help when t=
he missing
>>        item is
>>                       available from
>>                       =EF=BF=BD =EF=BF=BDonly a single
>>                       =EF=BF=BD =EF=BF=BD> asset service, it will help i=
n many other
>>        cases,
>>                       and it will
>>                       =EF=BF=BD =EF=BF=BDcompensate for
>>                       =EF=BF=BD =EF=BF=BD> service failures and network =
outages
>>                       automatically at the same
>>                       =EF=BF=BD =EF=BF=BDtime.
>>                       =EF=BF=BD =EF=BF=BD>
>>                       =EF=BF=BD =EF=BF=BD> PS. This design for hash-base=
d asset
>>        addressing
>>                       is already
>>                       =EF=BF=BD =EF=BF=BDbeing tested by
>>                       =EF=BF=BD =EF=BF=BD> Mojito Sorbet in her experime=
ntal world and
>>                       client. =EF=BF=BDIt would give
>>                       =EF=BF=BD =EF=BF=BD> VWRAP-based worlds an improve=
d level of
>>        service
>>                       availability,
>>                       =EF=BF=BD =EF=BF=BDso I think it
>>                       =EF=BF=BD =EF=BF=BD> should be a core feature of o=
ur protocol.
>>                       =EF=BF=BD =EF=BF=BD>
>>                       =EF=BF=BD =EF=BF=BD>
>>                       =EF=BF=BD =EF=BF=BD> Morgaine.
>>                       =EF=BF=BD =EF=BF=BD>
>>                       =EF=BF=BD =EF=BF=BD>
>>                       =EF=BF=BD =EF=BF=BD>
>>                       =EF=BF=BD =EF=BF=BD>
>>                       =EF=BF=BD =EF=BF=BD> =3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D
>>                       =EF=BF=BD =EF=BF=BD>
>>                       =EF=BF=BD =EF=BF=BD> On Fri, Apr 1, 2011 at 11:17 =
PM, Vaughn Deluca
>>                       =EF=BF=BD =EF=BF=BD<vaughn.deluca@gmail.com
>>        <mailto:vaughn.deluca@gmail.com>
>>                       <mailto:vaughn.deluca@gmail.com
>>        <mailto:vaughn.deluca@gmail.com>>
>>                       <mailto:vaughn.deluca@gmail.com
>>        <mailto:vaughn.deluca@gmail.com>
>>                       <mailto:vaughn.deluca@gmail.com
>>        <mailto:vaughn.deluca@gmail.com>>>>
>>                       =EF=BF=BD =EF=BF=BD> wrote:
>>                       =EF=BF=BD =EF=BF=BD>>
>>                       =EF=BF=BD =EF=BF=BD>> This is a question i discuss=
ed with Morgaine
>>                       off-list a while
>>                       =EF=BF=BD =EF=BF=BDago (I
>>                       =EF=BF=BD =EF=BF=BD>> intended to send it to the l=
ist but
>>        pushed the
>>                       wrong button...) I
>>                       =EF=BF=BD =EF=BF=BD>> think we need to address thi=
s problem, and
>>                       decide how to deal
>>                       =EF=BF=BD =EF=BF=BDwith it.
>>                       =EF=BF=BD =EF=BF=BD>>
>>                       =EF=BF=BD =EF=BF=BD>> =EF=BF=BDIn Davids deploymen=
t draft, section
>>        7.3.1.1 an
>>                       overview is
>>                       =EF=BF=BD =EF=BF=BDgiven van
>>                       =EF=BF=BD =EF=BF=BD>> ways to deliver content to t=
he region.
>>        One way
>>                       is only passing a
>>                       =EF=BF=BD =EF=BF=BD>> capability that allows acces=
s to (part
>>        of) the
>>                       resource:
>>                       =EF=BF=BD =EF=BF=BD>>
>>                       =EF=BF=BD =EF=BF=BD>> =EF=BF=BD =EF=BF=BD =EF=BF=
=BD =EF=BF=BD =EF=BF=BD 7.3.1.1. =EF=BF=BDContent delivery models
>>                       =EF=BF=BD =EF=BF=BD>> =EF=BF=BD =EF=BF=BD =EF=BF=
=BD =EF=BF=BD =EF=BF=BD A range of possible
>>        represenations can
>>                       be passed to
>>                       =EF=BF=BD =EF=BF=BDa region for
>>                       =EF=BF=BD =EF=BF=BD>> =EF=BF=BD =EF=BF=BD =EF=BF=
=BD =EF=BF=BD =EF=BF=BD simulation. [...] The other end
>>        of the
>>                       delivery spectrum
>>                       =EF=BF=BD =EF=BF=BD>> involves passing
>>                       =EF=BF=BD =EF=BF=BD>> =EF=BF=BD =EF=BF=BD =EF=BF=
=BD =EF=BF=BD =EF=BF=BD only a URI or capability used to
>>                       access the rendering
>>                       =EF=BF=BD =EF=BF=BD>> information and a
>>                       =EF=BF=BD =EF=BF=BD>> =EF=BF=BD =EF=BF=BD =EF=BF=
=BD =EF=BF=BD =EF=BF=BD collision mesh,and related data for
>>                       physical simulation.
>>                       =EF=BF=BD =EF=BF=BD>> =EF=BF=BD =EF=BF=BD =EF=BF=
=BD =EF=BF=BD =EF=BF=BD In such a model, the client is
>>                       responsible for
>>                       =EF=BF=BD =EF=BF=BDfetching the
>>                       =EF=BF=BD =EF=BF=BD>> additional
>>                       =EF=BF=BD =EF=BF=BD>> =EF=BF=BD =EF=BF=BD =EF=BF=
=BD =EF=BF=BD =EF=BF=BD information needed to render the
>>                       item's visual
>>                       =EF=BF=BD =EF=BF=BDpresence from a
>>                       =EF=BF=BD =EF=BF=BD>> separate
>>                       =EF=BF=BD =EF=BF=BD>> =EF=BF=BD =EF=BF=BD =EF=BF=
=BD =EF=BF=BD =EF=BF=BD service. =EF=BF=BDThis fetch can be done
>>                       *under the
>>                       =EF=BF=BD =EF=BF=BDcredentials of the
>>                       =EF=BF=BD =EF=BF=BD>> end user*
>>                       =EF=BF=BD =EF=BF=BD>> =EF=BF=BD =EF=BF=BD =EF=BF=
=BD =EF=BF=BD =EF=BF=BD viewing the material [my
>>        emphasis--VD]
>>                       , and
>>                       =EF=BF=BD =EF=BF=BDdivorces the
>>                       =EF=BF=BD =EF=BF=BD>> simulation from
>>                       =EF=BF=BD =EF=BF=BD>> =EF=BF=BD =EF=BF=BD =EF=BF=
=BD =EF=BF=BD =EF=BF=BD the trust chain needed to manage
>>                       content. =EF=BF=BDAny
>>                       =EF=BF=BD =EF=BF=BDautomation
>>                       =EF=BF=BD =EF=BF=BD>> is done on a
>>                       =EF=BF=BD =EF=BF=BD>> =EF=BF=BD =EF=BF=BD =EF=BF=
=BD =EF=BF=BD =EF=BF=BD separate host which the content
>>                       creator or owner trusts,
>>                       =EF=BF=BD =EF=BF=BD>> interacting with the
>>                       =EF=BF=BD =EF=BF=BD>> =EF=BF=BD =EF=BF=BD =EF=BF=
=BD =EF=BF=BD =EF=BF=BD object through remoted interfaces.
>>                       =EF=BF=BD =EF=BF=BD>>
>>                       =EF=BF=BD =EF=BF=BD>> =EF=BF=BDI can see the need =
for such a setup,
>>        however, i
>>                       feel we are
>>                       =EF=BF=BD =EF=BF=BD>> unpleasantly close to a situ=
ation were the
>>                       coherence of the
>>                       =EF=BF=BD =EF=BF=BDsimulation
>>                       =EF=BF=BD =EF=BF=BD>> falls apart.
>>                       =EF=BF=BD =EF=BF=BD>> In this deployment pattern t=
he region
>>        advertises
>>                       the presence
>>                       =EF=BF=BD =EF=BF=BDof the
>>                       =EF=BF=BD =EF=BF=BD>> asset, and *some* clients wi=
ll be able to
>>        get it
>>                       as expected,
>>                       =EF=BF=BD =EF=BF=BDwhile
>>                       =EF=BF=BD =EF=BF=BD>> -based on the arbitrary whim=
s of the asset
>>                       service- others
>>                       =EF=BF=BD =EF=BF=BDmight not.
>>                       =EF=BF=BD =EF=BF=BD>>
>>                       =EF=BF=BD =EF=BF=BD>> My hope would be that after =
the asset server
>>                       provides the
>>                       =EF=BF=BD =EF=BF=BDregion with
>>                       =EF=BF=BD =EF=BF=BD>> the capability to get the as=
set, it gives up
>>                       control. That
>>                       =EF=BF=BD =EF=BF=BDwould mean
>>                       =EF=BF=BD =EF=BF=BD>> that if the client finds the=
 inventory
>>        server is
>>                       unwilling to
>>                       =EF=BF=BD =EF=BF=BDserve
>>                       =EF=BF=BD =EF=BF=BD>> the content - in spire of th=
e region
>>        saying it
>>                       is present-,
>>                       =EF=BF=BD =EF=BF=BDthe client
>>                       =EF=BF=BD =EF=BF=BD>> should be able to turn aroun=
d ask the
>>        *region*
>>                       for the asset,
>>                       =EF=BF=BD =EF=BF=BD(and get
>>                       =EF=BF=BD =EF=BF=BD>> is after all).
>>                       =EF=BF=BD =EF=BF=BD>>
>>                       =EF=BF=BD =EF=BF=BD>> =EF=BF=BDIf that is not the =
case, -and there are
>>                       probably good reasons
>>                       =EF=BF=BD =EF=BF=BDfor the
>>                       =EF=BF=BD =EF=BF=BD>> deployment pattern as descri=
bed-
>>        =EF=BF=BDshouldn't we
>>                       *warn* clients
>>                       =EF=BF=BD =EF=BF=BDthat the
>>                       =EF=BF=BD =EF=BF=BD>> region might be inconsistent=
, so the users
>>                       behind the client
>>                       =EF=BF=BD =EF=BF=BDcan vote
>>                       =EF=BF=BD =EF=BF=BD>> with their feet, (or take th=
e risk)?
>>                       =EF=BF=BD =EF=BF=BD>>
>>                       =EF=BF=BD =EF=BF=BD>> --Vaughn
>>                       =EF=BF=BD =EF=BF=BD>>
>>        _______________________________________________
>>                       =EF=BF=BD =EF=BF=BD>> vwrap mailing list
>>                       =EF=BF=BD =EF=BF=BD>> vwrap@ietf.org <mailto:vwrap=
@ietf.org>
>>        <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>>
>>                       <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>
>>        <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>>>
>>
>>                       =EF=BF=BD =EF=BF=BD>> https://www.ietf.org/mailman=
/listinfo/vwrap
>>                       =EF=BF=BD =EF=BF=BD>
>>                       =EF=BF=BD =EF=BF=BD>
>>                       =EF=BF=BD =EF=BF=BD>
>>        _______________________________________________
>>                       =EF=BF=BD =EF=BF=BD> vwrap mailing list
>>                       =EF=BF=BD =EF=BF=BD> vwrap@ietf.org <mailto:vwrap@=
ietf.org>
>>        <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>>
>>                       <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>
>>        <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>>>
>>
>>                       =EF=BF=BD =EF=BF=BD> https://www.ietf.org/mailman/=
listinfo/vwrap
>>                       =EF=BF=BD =EF=BF=BD>
>>                       =EF=BF=BD =EF=BF=BD>
>>
>>
>>
>>
>>  -----------------------------------------------------------------------=
-
>>
>>                   _______________________________________________
>>                   vwrap mailing list
>>                   vwrap@ietf.org <mailto:vwrap@ietf.org>
>>        <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>>
>>                   https://www.ietf.org/mailman/listinfo/vwrap
>>                   =EF=BF=BD
>>
>>
>>
>>
>>
>>           --     --- https://twitter.com/Dzonatas_Sol ---
>>           Web Development, Software Engineering, Virtual Reality,
>>        Consultant
>>
>>           _______________________________________________
>>           vwrap mailing list
>>           vwrap@ietf.org <mailto:vwrap@ietf.org>
>>        <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>>
>>           https://www.ietf.org/mailman/listinfo/vwrap
>>
>>
>>
>>
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From vaughn.deluca@gmail.com  Sun Apr  3 11:36:41 2011
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From: Vaughn Deluca <vaughn.deluca@gmail.com>
To: Dzonatas Sol <dzonatas@gmail.com>
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Subject: Re: [vwrap] [wvrap] Simulation consistency
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Thanks for the pointers.  I have a  busy week in RL in front of me, so i
wont have to much time to respond the next few days, however, i intend to
start doing the following things:

- Produce a visual that reflects my thinking, i.e. an illustration of my
response to Morgaine's itemlist  above.
- Read up on the older notes, as well as  more reading in the list archive
- Try to make a summary for the wiki

Regarding the use of domain, I think services are eventually what counts,
but its all terminology. The way I read the AWG diagrams is that the agent
domain is actually a cluster of tightly integrated services. When the
functionality of each sub-service is described properly and with uniform
interfaces the domain will slowly dissolve. But let not get ahead of out
selfs. We should put up some clear descriptions on the wiki for our views o=
n
this, and *after* that we can decide what we need and what can go.

Its been a very useful and illuminating weekend for me, and i am a lot more
optimistic about the future of vwrap than two weeks ago.

-- Vaughn



On Sun, Apr 3, 2011 at 7:20 PM, Dzonatas Sol <dzonatas@gmail.com> wrote:

> Probably easy as suggested in other terms here on this list, as how the
> client contacts the asset services now in the regions. The newer issue is=
 to
> unitize that asset services. Since their is proprietary (legacy) code the=
n
> we can't expect that to change, and some form of proxy is of need. Whatev=
er
> works best, I tried to narrow it down to suggestions here.
>
> Eventually, the agent domain is ideal to handle the direction of the asse=
t
> services. This concept, unfortunately, ended support awhile ago with chan=
ges
> in LL.
> Also see; http://wiki.secondlife.com/wiki/Agent_Domain
> And: http://wiki.secondlife.com/wiki/User:Dzonatas_Sol/AWG_Asset (warn:
> unstructured collaborative notes, dumped on me and I tried to fix)
>
> I tried to find previous visuals.
>
> I'd imagine the agent domain could grow out of unitized versions of asset
> services. Despite that, I think that concept helps view where we were at =
in
> discussion and what didn't happen.
>
> Vaughn Deluca wrote:
>
>> Hi=EF=BF=BDDzonatas
>>
>> Can you expand on that, what would be needed for legacy support in VWAP
>> terms=EF=BF=BD?,
>> If i want to read up on how the=EF=BF=BDasset server may proxy the simul=
ator, what
>> would you recommend me to read?
>>
>> -- Vaughn
>>
>> On Sun, Apr 3, 2011 at 5:51 AM, Dzonatas Sol <dzonatas@gmail.com <mailto=
:
>> dzonatas@gmail.com>> wrote:
>>
>>    Some stated the proxy-to-asset-server is built into the sim;
>>    however, keep in mind possible legacy support where the asset
>>    server may proxy the simulator.
>>
>>
>>    Dzonatas Sol wrote:
>>
>>        Somehow I feel the basic asset server being able to login and
>>        download assets is now priority, yet I also wondered the best
>>        way to patch this into the current mode of viewers.
>>
>>        Maybe offer (1) by proxy (sim-side) and (2) by patch
>>        (viewer-side) that either of these two are optional and
>>        neither are mandatory for now. Thoughts?
>>
>>        Israel Alanis wrote:
>>
>>
>>            > when designing for scalability, the model to bear in
>>            mind is ...
>>
>>            Well, there are a lot of different models to keep in mind,
>>            and many different use cases. One particular use case to
>>            keep in mind is: "User acquires new outfit, and wants to
>>            'show it off' in a highly populated region".
>>
>>            > Both worlds and asset services may include commercial,
>>            community, and personal services
>>
>>            Yes, yes and yes. I'm particularly concerned about how the
>>            model affects the ability to host personal asset services.
>>
>>            > a proxying region, which would get slammed for every
>>            asset worn by every avatar present.
>>
>>            Granted the collection of services that are provided by
>>            the region need to be scaled to meet the demands of that
>>            region. That's all part of capacity planning.
>>
>>            > regions run many different CPU-intensive tasks,
>>            including physics simulation and server-side scripting,
>>            and absolutely cannot afford to serve assets too
>>            Well... who said the same CPU's have to do proxying,
>>            physics simulation and server-side scripting? Asset
>>            proxying is a different service than physics simulation
>>            and can be on separate hardware, could make use of
>>            geographically distributed caching, and in certain
>>            deployment patterns, the same caching services could be
>>            shared by different regions. (Server-side scripting is a
>>            discussion for another day).
>>
>>            > This is why we have to go parallel...
>>
>>            Totally agree, and a proxying model could and should also
>>            take advantage of parallelism.
>>
>>            > I think you're wrong that it has to cost much money. ?vs?
>>            > It costs money to host a high performance and scalable
>>            asset service and a high bandwidth network to handle the
>>            traffic. =EF=BF=BDA *lot* of money.
>>            I think what you're saying is: "It costs a lot of money to
>>            build a scalable asset service, but if assets are spread
>>            throughout the internet they don't have to be scalable."
>>            But that's not quite right. You're opening up every asset
>>            server to the VW equivalent of being slashdotted, so are
>>            you sure you're not forcing *every* asset service to be
>>            scalable and handle a lot of bandwith and network traffic?
>>            It's the exact opposite of your intention, but I think
>>            that's the result, all the same.
>>
>>            This particular design decision has a big effect on the
>>            economics of the VW infrastructure. I'd rather the
>>            economics to work out such that a region provider who
>>            wishes to build a region that supports a small population,
>>            can do so economically. A region that wants to host a
>>            *large* population has to bear that cost of providing that
>>            scalable asset service.
>>            I want the economics of hosting a small asset service to
>>            be a non-issue (as to best promote creation and
>>            creativity). Creating a high bar to provide asset services
>>            will mean that service will cost money and people
>>            shouldn't have to pay money just to create or own VW
>>            objects (I'm using 'own' here to refer to maintaining
>>            their existence, I'm not trying to make a
>>            'leftist'/'communist' statement about ownership ;)
>>
>>            - Izzy
>>
>>
>>            On Apr 2, 2011, at 3:58 PM, Morgaine wrote:
>>
>>                Izzy, when designing for scalability, the model to
>>                bear in mind is that of seasoned virtual world
>>                travelers whose inventories contain assets from many
>>                different worlds, those assets being served by many
>>                different asset services. =EF=BF=BDBoth worlds and asset
>>                services may include commercial, community, and
>>                personal services, and as the metaverse grows, that
>>                set is highly likely to become progressively less
>>                clustered and more diverse.
>>
>>                When those seasoned travelers click on an advertised
>>                VW link and perform an inter-world teleport to one
>>                particular world's region to share an experience,
>>                their "worn" assets (the only ones of interest to the
>>                region) will contain references to asset services
>>                spread widely across the Internet. =EF=BF=BDThe fetches b=
y the
>>                travelers' clients occur over many parallel paths from
>>                clients to asset services, so one can reasonably
>>                expect reduced network contention and reduced asset
>>                server loading because they are both spread out over
>>                however many asset services are being referenced by
>>                the overall set of assets in the region.
>>
>>                This is very different to the case of a proxying
>>                region, which would get slammed for every asset worn
>>                by every avatar present. =EF=BF=BDIn our current architec=
ture,
>>                regions run many different CPU-intensive tasks,
>>                including physics simulation and server-side
>>                scripting, and absolutely cannot afford to serve
>>                assets too unless your scalability requirements are
>>                very low indeed, ie. just a few dozen avatars of
>>                today's kind. =EF=BF=BDWe've hit the ceiling already on r=
egion
>>                scalability done that way. =EF=BF=BDThere is nowhere to g=
o in
>>                that direction at all beyond improving the code like
>>                Intel demonstrated, and that work is subject to a law
>>                of diminishing returns.
>>
>>                This is why we have to go parallel, and I think you're
>>                wrong that it has to cost much money. =EF=BF=BDAs we spre=
ad
>>                the load across more and more asset services, we are
>>                simply better utilizing all the hardware that's
>>                already out there on the Internet, at least in respect
>>                of community and private resources. =EF=BF=BDBut add to t=
he
>>                community and private resources the commercial asset
>>                services that are likely to appear to exploit this
>>                opportunity, and not only will the number of asset
>>                services leap, but the power of each one will rocket
>>                too, because, after all, these businesses will be
>>                heavily optimized for the job.
>>
>>                As to why a world would want clients to access
>>                external asset services instead of providing its own
>>                implementation, that's an easy question. =EF=BF=BDIt cost=
s
>>                money to host a high performance and scalable asset
>>                service and a high bandwidth network to handle the
>>                traffic. =EF=BF=BDA *lot* of money. =EF=BF=BDIn contrast,=
 it costs a
>>                world nothing to let others serve the assets to
>>                clients. =EF=BF=BDAnd that matters to the bottom line.
>>
>>
>>                Morgaine.
>>
>>
>>
>>
>>                =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D
>>
>>                On Sat, Apr 2, 2011 at 7:05 PM, Izzy Alanis
>>                <izzyalanis@gmail.com <mailto:izzyalanis@gmail.com>
>>                <mailto:izzyalanis@gmail.com
>>
>>                <mailto:izzyalanis@gmail.com>>> wrote:
>>
>>                =EF=BF=BD =EF=BF=BD> As always though, it's a trade-off, =
since the
>>                proxied design
>>                =EF=BF=BD =EF=BF=BDhas very poor scalability compared to =
the
>>                distributed one.
>>
>>                =EF=BF=BD =EF=BF=BDI don't agree with that... If a user e=
nters a
>>                highly populated
>>                =EF=BF=BD =EF=BF=BDregion,
>>                =EF=BF=BD =EF=BF=BDevery other client is going to (could =
and should be
>>                trying to)
>>                =EF=BF=BD =EF=BF=BDhit the
>>                =EF=BF=BD =EF=BF=BDasset server(s) for the assets that th=
e user is
>>                wearing (assuming
>>                =EF=BF=BD =EF=BF=BDthey're not cached locally). =EF=BF=BD=
Every asset server
>>                has to be scaled up
>>                =EF=BF=BD =EF=BF=BDto the point that it can handle that l=
oad from all
>>                over...
>>
>>                =EF=BF=BD =EF=BF=BDIf I'm hosting a region that supports =
10s of
>>                thousands of
>>                =EF=BF=BD =EF=BF=BDsimultaneous
>>                =EF=BF=BD =EF=BF=BDusers (thinking of the future), I alre=
ady have to
>>                scale to meet that
>>                =EF=BF=BD =EF=BF=BDdemand. If the region is proxying the =
assets, then,
>>                yes the
>>                =EF=BF=BD =EF=BF=BDregion has
>>                =EF=BF=BD =EF=BF=BDto be scaled to meet that asset demand=
 too, but it
>>                already has to be
>>                =EF=BF=BD =EF=BF=BDscaled to meet other demands of being =
a region
>>                server... and why is
>>                =EF=BF=BD =EF=BF=BDscaling those asset proxy services har=
d? =EF=BF=BDIt's
>>                going to cost $,
>>                =EF=BF=BD =EF=BF=BDbut is
>>                =EF=BF=BD =EF=BF=BDnot technically challenging. So, if I =
want to host
>>                a region like
>>                =EF=BF=BD =EF=BF=BDthat... sure it will cost me, but the =
simulation
>>                will be consistent
>>                =EF=BF=BD =EF=BF=BDand users will be able to participate =
equally,
>>                regardless of the
>>                =EF=BF=BD =EF=BF=BDcapabilities of their individual asset=
 services.
>>
>>
>>
>>
>>                =EF=BF=BD =EF=BF=BDOn Fri, Apr 1, 2011 at 11:55 PM, Morga=
ine
>>                =EF=BF=BD =EF=BF=BD<morgaine.dinova@googlemail.com
>>                <mailto:morgaine.dinova@googlemail.com>
>>                =EF=BF=BD =EF=BF=BD<mailto:morgaine.dinova@googlemail.com
>>
>>                <mailto:morgaine.dinova@googlemail.com>>> wrote:
>>                =EF=BF=BD =EF=BF=BD> Every design choice results in a tra=
de-off,
>>                Vaughn, improving
>>                =EF=BF=BD =EF=BF=BDone thing at
>>                =EF=BF=BD =EF=BF=BD> the expense of something else. =EF=
=BF=BDIf every time we
>>                offered a
>>                =EF=BF=BD =EF=BF=BDservice we had to
>>                =EF=BF=BD =EF=BF=BD> inform its users about the downsides=
 of all the
>>                trade-offs we
>>                =EF=BF=BD =EF=BF=BDhave made,
>>                =EF=BF=BD =EF=BF=BD> they would have an awful lot to read=
. ;-)
>>                =EF=BF=BD =EF=BF=BD>
>>                =EF=BF=BD =EF=BF=BD> The specific trade-off that you are =
discussing is no
>>                =EF=BF=BD =EF=BF=BDdifferent. =EF=BF=BDA region
>>                =EF=BF=BD =EF=BF=BD> that proxies all content has the "be=
nefit" of
>>                acquiring control
>>                =EF=BF=BD =EF=BF=BDfrom the
>>                =EF=BF=BD =EF=BF=BD> asset servers over the items in the =
region, so
>>                that it can
>>                =EF=BF=BD =EF=BF=BDensure that
>>                =EF=BF=BD =EF=BF=BD> everyone in the region not only obta=
ins the items
>>                but obtains
>>                =EF=BF=BD =EF=BF=BDthe same items
>>                =EF=BF=BD =EF=BF=BD> as everyone else. =EF=BF=BDThat does=
 indeed provide a
>>                greater guarantee of
>>                =EF=BF=BD =EF=BF=BD> consistency than a deployment in whi=
ch the region
>>                only passes
>>                =EF=BF=BD =EF=BF=BDasset URIs to
>>                =EF=BF=BD =EF=BF=BD> clients who then fetch the items fro=
m asset services
>>                =EF=BF=BD =EF=BF=BDseparately. =EF=BF=BDAs always
>>                =EF=BF=BD =EF=BF=BD> though, it's a trade-off, since the =
proxied
>>                design has very
>>                =EF=BF=BD =EF=BF=BDpoor scalability
>>                =EF=BF=BD =EF=BF=BD> compared to the distributed one.
>>                =EF=BF=BD =EF=BF=BD>
>>                =EF=BF=BD =EF=BF=BD> If we're going to warn users of the =
potential for
>>                inconsistency
>>                =EF=BF=BD =EF=BF=BDin the
>>                =EF=BF=BD =EF=BF=BD> distributed deployment as you sugges=
t, are we
>>                also going to
>>                =EF=BF=BD =EF=BF=BDwarn them of
>>                =EF=BF=BD =EF=BF=BD> non-scalability in the proxied one? =
=EF=BF=BDI really
>>                don't see much
>>                =EF=BF=BD =EF=BF=BDmerit in the
>>                =EF=BF=BD =EF=BF=BD> idea of warning about design choices=
. =EF=BF=BDMany such
>>                choices are
>>                =EF=BF=BD =EF=BF=BDtechnical, and
>>                =EF=BF=BD =EF=BF=BD> the issues are quite likely to be of=
 little
>>                interest to
>>                =EF=BF=BD =EF=BF=BDnon-technical users
>>                =EF=BF=BD =EF=BF=BD> anyway. =EF=BF=BDIn any case, the be=
tter services are
>>                likely to provide
>>                =EF=BF=BD =EF=BF=BDsuch
>>                =EF=BF=BD =EF=BF=BD> information in their online document=
ation, I
>>                would guess.
>>                =EF=BF=BD =EF=BF=BD>
>>                =EF=BF=BD =EF=BF=BD> You mentioned users "voting with the=
ir feet" or
>>                choosing to
>>                =EF=BF=BD =EF=BF=BDaccept the risk
>>                =EF=BF=BD =EF=BF=BD> of inconsistency. =EF=BF=BDWell that=
 will happen anyway,
>>                when services
>>                =EF=BF=BD =EF=BF=BDfail and
>>                =EF=BF=BD =EF=BF=BD> users get annoyed. =EF=BF=BDIf some =
asset services refuse
>>                to send the
>>                =EF=BF=BD =EF=BF=BDrequested
>>                =EF=BF=BD =EF=BF=BD> items to some users, those services =
will get a
>>                bad reputation
>>                =EF=BF=BD =EF=BF=BDand people
>>                =EF=BF=BD =EF=BF=BD> will choose different asset services=
 instead.
>>                =EF=BF=BDLikewise, if a
>>                =EF=BF=BD =EF=BF=BDworld service
>>                =EF=BF=BD =EF=BF=BD> proxies everything and so it can't h=
andle a large
>>                number of
>>                =EF=BF=BD =EF=BF=BDassets or of
>>                =EF=BF=BD =EF=BF=BD> people, users will get annoyed at th=
e lag and will go
>>                =EF=BF=BD =EF=BF=BDelsewhere. =EF=BF=BDThis user
>>                =EF=BF=BD =EF=BF=BD> evaluation and "voting with their fe=
et" happens
>>                already with
>>                =EF=BF=BD =EF=BF=BDonline services
>>                =EF=BF=BD =EF=BF=BD> all over the Internet, and I am sure=
 that this
>>                human process
>>                =EF=BF=BD =EF=BF=BDwill continue
>>                =EF=BF=BD =EF=BF=BD> to work when the services are asset =
and region
>>                services.
>>                =EF=BF=BD =EF=BF=BD>
>>                =EF=BF=BD =EF=BF=BD> Back in September 2010, I wrote this=
 post which
>>                proposes that
>>                =EF=BF=BD =EF=BF=BDwe use in
>>                =EF=BF=BD =EF=BF=BD> VWRAP a form of asset addressing tha=
t provides
>>                massive
>>                =EF=BF=BD =EF=BF=BDscalability at the
>>                =EF=BF=BD =EF=BF=BD> same time as a very high degree of r=
esilience --
>>                =EF=BF=BD =EF=BF=BD>
>>                =EF=BF=BD
>>                =EF=BF=BD
>> http://www.ietf.org/mail-archive/web/vwrap/current/msg00463.html
>>                =EF=BF=BD =EF=BF=BD. =EF=BF=BDIt is
>>                =EF=BF=BD =EF=BF=BD> based on the concept of the URI cont=
aining a host
>>                part and a
>>                =EF=BF=BD =EF=BF=BDhash part,
>>                =EF=BF=BD =EF=BF=BD> where the hash is generated (once, a=
t the time of
>>                storage to
>>                =EF=BF=BD =EF=BF=BDthe asset
>>                =EF=BF=BD =EF=BF=BD> service) using a specified digest al=
gorithm over
>>                the content of
>>                =EF=BF=BD =EF=BF=BDthe asset
>>                =EF=BF=BD =EF=BF=BD> being referenced. =EF=BF=BDYou may w=
ish to note that if
>>                this design
>>                =EF=BF=BD =EF=BF=BDwere used, the
>>                =EF=BF=BD =EF=BF=BD> failure of an asset service to deliv=
er a
>>                requested item would
>>                =EF=BF=BD =EF=BF=BDresult in a
>>                =EF=BF=BD =EF=BF=BD> failover request for the item to one=
 or more
>>                backup services,
>>                =EF=BF=BD =EF=BF=BDusing the same
>>                =EF=BF=BD =EF=BF=BD> hash part but with a different host =
address.
>>                =EF=BF=BD =EF=BF=BD>
>>                =EF=BF=BD =EF=BF=BD> This can go some way towards overcom=
ing the
>>                problem that you
>>                =EF=BF=BD =EF=BF=BDthink might
>>                =EF=BF=BD =EF=BF=BD> occur when assets are fetched by cli=
ents from
>>                asset services
>>                =EF=BF=BD =EF=BF=BDdirectly.
>>                =EF=BF=BD =EF=BF=BD> Although it won't help when the miss=
ing item is
>>                available from
>>                =EF=BF=BD =EF=BF=BDonly a single
>>                =EF=BF=BD =EF=BF=BD> asset service, it will help in many =
other cases,
>>                and it will
>>                =EF=BF=BD =EF=BF=BDcompensate for
>>                =EF=BF=BD =EF=BF=BD> service failures and network outages
>>                automatically at the same
>>                =EF=BF=BD =EF=BF=BDtime.
>>                =EF=BF=BD =EF=BF=BD>
>>                =EF=BF=BD =EF=BF=BD> PS. This design for hash-based asset=
 addressing
>>                is already
>>                =EF=BF=BD =EF=BF=BDbeing tested by
>>                =EF=BF=BD =EF=BF=BD> Mojito Sorbet in her experimental wo=
rld and
>>                client. =EF=BF=BDIt would give
>>                =EF=BF=BD =EF=BF=BD> VWRAP-based worlds an improved level=
 of service
>>                availability,
>>                =EF=BF=BD =EF=BF=BDso I think it
>>                =EF=BF=BD =EF=BF=BD> should be a core feature of our prot=
ocol.
>>                =EF=BF=BD =EF=BF=BD>
>>                =EF=BF=BD =EF=BF=BD>
>>                =EF=BF=BD =EF=BF=BD> Morgaine.
>>                =EF=BF=BD =EF=BF=BD>
>>                =EF=BF=BD =EF=BF=BD>
>>                =EF=BF=BD =EF=BF=BD>
>>                =EF=BF=BD =EF=BF=BD>
>>                =EF=BF=BD =EF=BF=BD> =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D
>>                =EF=BF=BD =EF=BF=BD>
>>                =EF=BF=BD =EF=BF=BD> On Fri, Apr 1, 2011 at 11:17 PM, Vau=
ghn Deluca
>>                =EF=BF=BD =EF=BF=BD<vaughn.deluca@gmail.com
>>                <mailto:vaughn.deluca@gmail.com>
>>                <mailto:vaughn.deluca@gmail.com
>>                <mailto:vaughn.deluca@gmail.com>>>
>>                =EF=BF=BD =EF=BF=BD> wrote:
>>                =EF=BF=BD =EF=BF=BD>>
>>                =EF=BF=BD =EF=BF=BD>> This is a question i discussed with=
 Morgaine
>>                off-list a while
>>                =EF=BF=BD =EF=BF=BDago (I
>>                =EF=BF=BD =EF=BF=BD>> intended to send it to the list but=
 pushed the
>>                wrong button...) I
>>                =EF=BF=BD =EF=BF=BD>> think we need to address this probl=
em, and
>>                decide how to deal
>>                =EF=BF=BD =EF=BF=BDwith it.
>>                =EF=BF=BD =EF=BF=BD>>
>>                =EF=BF=BD =EF=BF=BD>> =EF=BF=BDIn Davids deployment draft=
, section 7.3.1.1 an
>>                overview is
>>                =EF=BF=BD =EF=BF=BDgiven van
>>                =EF=BF=BD =EF=BF=BD>> ways to deliver content to the regi=
on. One way
>>                is only passing a
>>                =EF=BF=BD =EF=BF=BD>> capability that allows access to (p=
art of) the
>>                resource:
>>                =EF=BF=BD =EF=BF=BD>>
>>                =EF=BF=BD =EF=BF=BD>> =EF=BF=BD =EF=BF=BD =EF=BF=BD =EF=
=BF=BD =EF=BF=BD 7.3.1.1. =EF=BF=BDContent delivery models
>>                =EF=BF=BD =EF=BF=BD>> =EF=BF=BD =EF=BF=BD =EF=BF=BD =EF=
=BF=BD =EF=BF=BD A range of possible represenations can
>>                be passed to
>>                =EF=BF=BD =EF=BF=BDa region for
>>                =EF=BF=BD =EF=BF=BD>> =EF=BF=BD =EF=BF=BD =EF=BF=BD =EF=
=BF=BD =EF=BF=BD simulation. [...] The other end of the
>>                delivery spectrum
>>                =EF=BF=BD =EF=BF=BD>> involves passing
>>                =EF=BF=BD =EF=BF=BD>> =EF=BF=BD =EF=BF=BD =EF=BF=BD =EF=
=BF=BD =EF=BF=BD only a URI or capability used to
>>                access the rendering
>>                =EF=BF=BD =EF=BF=BD>> information and a
>>                =EF=BF=BD =EF=BF=BD>> =EF=BF=BD =EF=BF=BD =EF=BF=BD =EF=
=BF=BD =EF=BF=BD collision mesh,and related data for
>>                physical simulation.
>>                =EF=BF=BD =EF=BF=BD>> =EF=BF=BD =EF=BF=BD =EF=BF=BD =EF=
=BF=BD =EF=BF=BD In such a model, the client is
>>                responsible for
>>                =EF=BF=BD =EF=BF=BDfetching the
>>                =EF=BF=BD =EF=BF=BD>> additional
>>                =EF=BF=BD =EF=BF=BD>> =EF=BF=BD =EF=BF=BD =EF=BF=BD =EF=
=BF=BD =EF=BF=BD information needed to render the
>>                item's visual
>>                =EF=BF=BD =EF=BF=BDpresence from a
>>                =EF=BF=BD =EF=BF=BD>> separate
>>                =EF=BF=BD =EF=BF=BD>> =EF=BF=BD =EF=BF=BD =EF=BF=BD =EF=
=BF=BD =EF=BF=BD service. =EF=BF=BDThis fetch can be done
>>                *under the
>>                =EF=BF=BD =EF=BF=BDcredentials of the
>>                =EF=BF=BD =EF=BF=BD>> end user*
>>                =EF=BF=BD =EF=BF=BD>> =EF=BF=BD =EF=BF=BD =EF=BF=BD =EF=
=BF=BD =EF=BF=BD viewing the material [my emphasis--VD]
>>                , and
>>                =EF=BF=BD =EF=BF=BDdivorces the
>>                =EF=BF=BD =EF=BF=BD>> simulation from
>>                =EF=BF=BD =EF=BF=BD>> =EF=BF=BD =EF=BF=BD =EF=BF=BD =EF=
=BF=BD =EF=BF=BD the trust chain needed to manage
>>                content. =EF=BF=BDAny
>>                =EF=BF=BD =EF=BF=BDautomation
>>                =EF=BF=BD =EF=BF=BD>> is done on a
>>                =EF=BF=BD =EF=BF=BD>> =EF=BF=BD =EF=BF=BD =EF=BF=BD =EF=
=BF=BD =EF=BF=BD separate host which the content
>>                creator or owner trusts,
>>                =EF=BF=BD =EF=BF=BD>> interacting with the
>>                =EF=BF=BD =EF=BF=BD>> =EF=BF=BD =EF=BF=BD =EF=BF=BD =EF=
=BF=BD =EF=BF=BD object through remoted interfaces.
>>                =EF=BF=BD =EF=BF=BD>>
>>                =EF=BF=BD =EF=BF=BD>> =EF=BF=BDI can see the need for suc=
h a setup, however, i
>>                feel we are
>>                =EF=BF=BD =EF=BF=BD>> unpleasantly close to a situation w=
ere the
>>                coherence of the
>>                =EF=BF=BD =EF=BF=BDsimulation
>>                =EF=BF=BD =EF=BF=BD>> falls apart.
>>                =EF=BF=BD =EF=BF=BD>> In this deployment pattern the regi=
on advertises
>>                the presence
>>                =EF=BF=BD =EF=BF=BDof the
>>                =EF=BF=BD =EF=BF=BD>> asset, and *some* clients will be a=
ble to get it
>>                as expected,
>>                =EF=BF=BD =EF=BF=BDwhile
>>                =EF=BF=BD =EF=BF=BD>> -based on the arbitrary whims of th=
e asset
>>                service- others
>>                =EF=BF=BD =EF=BF=BDmight not.
>>                =EF=BF=BD =EF=BF=BD>>
>>                =EF=BF=BD =EF=BF=BD>> My hope would be that after the ass=
et server
>>                provides the
>>                =EF=BF=BD =EF=BF=BDregion with
>>                =EF=BF=BD =EF=BF=BD>> the capability to get the asset, it=
 gives up
>>                control. That
>>                =EF=BF=BD =EF=BF=BDwould mean
>>                =EF=BF=BD =EF=BF=BD>> that if the client finds the invent=
ory server is
>>                unwilling to
>>                =EF=BF=BD =EF=BF=BDserve
>>                =EF=BF=BD =EF=BF=BD>> the content - in spire of the regio=
n saying it
>>                is present-,
>>                =EF=BF=BD =EF=BF=BDthe client
>>                =EF=BF=BD =EF=BF=BD>> should be able to turn around ask t=
he *region*
>>                for the asset,
>>                =EF=BF=BD =EF=BF=BD(and get
>>                =EF=BF=BD =EF=BF=BD>> is after all).
>>                =EF=BF=BD =EF=BF=BD>>
>>                =EF=BF=BD =EF=BF=BD>> =EF=BF=BDIf that is not the case, -=
and there are
>>                probably good reasons
>>                =EF=BF=BD =EF=BF=BDfor the
>>                =EF=BF=BD =EF=BF=BD>> deployment pattern as described- =
=EF=BF=BDshouldn't we
>>                *warn* clients
>>                =EF=BF=BD =EF=BF=BDthat the
>>                =EF=BF=BD =EF=BF=BD>> region might be inconsistent, so th=
e users
>>                behind the client
>>                =EF=BF=BD =EF=BF=BDcan vote
>>                =EF=BF=BD =EF=BF=BD>> with their feet, (or take the risk)=
?
>>                =EF=BF=BD =EF=BF=BD>>
>>                =EF=BF=BD =EF=BF=BD>> --Vaughn
>>                =EF=BF=BD =EF=BF=BD>> ___________________________________=
____________
>>                =EF=BF=BD =EF=BF=BD>> vwrap mailing list
>>                =EF=BF=BD =EF=BF=BD>> vwrap@ietf.org <mailto:vwrap@ietf.o=
rg>
>>                <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>>
>>
>>                =EF=BF=BD =EF=BF=BD>> https://www.ietf.org/mailman/listin=
fo/vwrap
>>                =EF=BF=BD =EF=BF=BD>
>>                =EF=BF=BD =EF=BF=BD>
>>                =EF=BF=BD =EF=BF=BD> ____________________________________=
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From: Dzonatas Sol <dzonatas@gmail.com>
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Subject: Re: [vwrap] [wvrap] Simulation consistency
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Visual people don't do well with "figure-of-speech" and such semantics. 
Those that prefer such semantics usually don't either don't recognize 
this or treat visual people as in need of accessibilities. We are not 
dumb. It doesn't get "you" their... it gets "us" there if you 
acknowledge these differences in people. Don't rely on such semantics, 
as to visual people that is just nonsense (being not useful). To visual 
people, every word carries its complete meanings and no less. To those 
that prefer "figure-of-speech" (auditory and kinetic types) they imply 
less that means nothing to visual people.

Also, do note that your message below seems to mock visual people as 
"hindrance to further progress". =(

I hope you reconsider your approach, Morgaine. Not often do people want 
to categorize accessibilities and such issues.

Morgaine wrote:
> We have no "figure-of-speech services" in VWRAP.  Our services are 
> running processes, they have network endpoints, and they talk a 
> network protocol.
>
> Concepts can be very useful, and I regularly draw fluffy clouds that 
> represent the concept behind something concrete.
>
> Where concepts are not useful is when they denote something that 
> doesn't actually exist, like say phlogiston, God, or Agent Domain, 
> because this just makes them a hindrance to further progress.  
> Humanity suffers from this a lot.
>
> Philosophy aside, we want our Agent Service to be totally concrete, 
> with a network API and well defined semantics.  The domain concept 
> does not get us there.
>
>
> Morgaine.
>
>
>
>
> ==================
>
> On Sun, Apr 3, 2011 at 6:38 PM, Dzonatas Sol <dzonatas@gmail.com 
> <mailto:dzonatas@gmail.com>> wrote:
>
>     I prefer the visualization of "domains" because those fluffy
>     clouds really help those that don't do well with figure-of-speech
>     "services."
>
>
>     Morgaine wrote:
>
>         "Agent Domain" more or less ceased to exist in practice when
>         David pointed out very eloquently that the emperor had no
>         clothes.  (Same for "Region Domain".)
>
>         I think we mostly talk about the Agent Service and Region
>         Service these days.  The "domain" was just a fluffy cloud that
>         someone once drew on a whiteboard, but which never actually
>         existed.
>
>
>         Morgaine.
>
>
>
>
>         ====================
>
>         On Sun, Apr 3, 2011 at 6:20 PM, Dzonatas Sol
>         <dzonatas@gmail.com <mailto:dzonatas@gmail.com>
>         <mailto:dzonatas@gmail.com <mailto:dzonatas@gmail.com>>> wrote:
>
>            Probably easy as suggested in other terms here on this list, as
>            how the client contacts the asset services now in the
>         regions. The
>            newer issue is to unitize that asset services. Since their is
>            proprietary (legacy) code then we can't expect that to
>         change, and
>            some form of proxy is of need. Whatever works best, I tried to
>            narrow it down to suggestions here.
>
>            Eventually, the agent domain is ideal to handle the
>         direction of
>            the asset services. This concept, unfortunately, ended support
>            awhile ago with changes in LL.
>            Also see; http://wiki.secondlife.com/wiki/Agent_Domain
>            And:
>         http://wiki.secondlife.com/wiki/User:Dzonatas_Sol/AWG_Asset
>            (warn: unstructured collaborative notes, dumped on me and I
>         tried
>            to fix)
>
>            I tried to find previous visuals.
>
>            I'd imagine the agent domain could grow out of unitized
>         versions
>            of asset services. Despite that, I think that concept helps
>         view
>            where we were at in discussion and what didn't happen.
>
>            Vaughn Deluca wrote:
>
>                Hi�Dzonatas
>
>                Can you expand on that, what would be needed for legacy
>                support in VWAP terms�?,
>                If i want to read up on how the�asset server may proxy the
>                simulator, what would you recommend me to read?
>
>                -- Vaughn
>
>                On Sun, Apr 3, 2011 at 5:51 AM, Dzonatas Sol
>                <dzonatas@gmail.com <mailto:dzonatas@gmail.com>
>         <mailto:dzonatas@gmail.com <mailto:dzonatas@gmail.com>>
>                <mailto:dzonatas@gmail.com <mailto:dzonatas@gmail.com>
>         <mailto:dzonatas@gmail.com <mailto:dzonatas@gmail.com>>>> wrote:
>
>                   Some stated the proxy-to-asset-server is built into
>         the sim;
>                   however, keep in mind possible legacy support where
>         the asset
>                   server may proxy the simulator.
>
>
>                   Dzonatas Sol wrote:
>
>                       Somehow I feel the basic asset server being able to
>                login and
>                       download assets is now priority, yet I also wondered
>                the best
>                       way to patch this into the current mode of viewers.
>
>                       Maybe offer (1) by proxy (sim-side) and (2) by patch
>                       (viewer-side) that either of these two are
>         optional and
>                       neither are mandatory for now. Thoughts?
>
>                       Israel Alanis wrote:
>
>
>                           > when designing for scalability, the model
>         to bear in
>                           mind is ...
>
>                           Well, there are a lot of different models to
>         keep
>                in mind,
>                           and many different use cases. One particular use
>                case to
>                           keep in mind is: "User acquires new outfit, and
>                wants to
>                           'show it off' in a highly populated region".
>
>                           > Both worlds and asset services may include
>                commercial,
>                           community, and personal services
>
>                           Yes, yes and yes. I'm particularly concerned
>         about
>                how the
>                           model affects the ability to host personal asset
>                services.
>
>                           > a proxying region, which would get slammed
>         for every
>                           asset worn by every avatar present.
>
>                           Granted the collection of services that are
>         provided by
>                           the region need to be scaled to meet the
>         demands of
>                that
>                           region. That's all part of capacity planning.
>
>                           > regions run many different CPU-intensive
>         tasks,
>                           including physics simulation and server-side
>         scripting,
>                           and absolutely cannot afford to serve assets too
>                           Well... who said the same CPU's have to do
>         proxying,
>                           physics simulation and server-side
>         scripting? Asset
>                           proxying is a different service than physics
>         simulation
>                           and can be on separate hardware, could make
>         use of
>                           geographically distributed caching, and in
>         certain
>                           deployment patterns, the same caching
>         services could be
>                           shared by different regions. (Server-side
>         scripting
>                is a
>                           discussion for another day).
>
>                           > This is why we have to go parallel...
>
>                           Totally agree, and a proxying model could and
>                should also
>                           take advantage of parallelism.
>
>                           > I think you're wrong that it has to cost much
>                money. ?vs?
>                           > It costs money to host a high performance and
>                scalable
>                           asset service and a high bandwidth network to
>                handle the
>                           traffic. �A *lot* of money.
>                           I think what you're saying is: "It costs a
>         lot of
>                money to
>                           build a scalable asset service, but if
>         assets are
>                spread
>                           throughout the internet they don't have to be
>                scalable."
>                           But that's not quite right. You're opening
>         up every
>                asset
>                           server to the VW equivalent of being
>         slashdotted,
>                so are
>                           you sure you're not forcing *every* asset
>         service to be
>                           scalable and handle a lot of bandwith and
>         network
>                traffic?
>                           It's the exact opposite of your intention,
>         but I think
>                           that's the result, all the same.
>
>                           This particular design decision has a big
>         effect on the
>                           economics of the VW infrastructure. I'd
>         rather the
>                           economics to work out such that a region
>         provider who
>                           wishes to build a region that supports a small
>                population,
>                           can do so economically. A region that wants
>         to host a
>                           *large* population has to bear that cost of
>                providing that
>                           scalable asset service.
>                           I want the economics of hosting a small asset
>                service to
>                           be a non-issue (as to best promote creation and
>                           creativity). Creating a high bar to provide
>         asset
>                services
>                           will mean that service will cost money and
>         people
>                           shouldn't have to pay money just to create
>         or own VW
>                           objects (I'm using 'own' here to refer to
>         maintaining
>                           their existence, I'm not trying to make a
>                           'leftist'/'communist' statement about
>         ownership ;)
>
>                           - Izzy
>
>
>                           On Apr 2, 2011, at 3:58 PM, Morgaine wrote:
>
>                               Izzy, when designing for scalability,
>         the model to
>                               bear in mind is that of seasoned virtual
>         world
>                               travelers whose inventories contain
>         assets from
>                many
>                               different worlds, those assets being
>         served by many
>                               different asset services. �Both worlds
>         and asset
>                               services may include commercial,
>         community, and
>                               personal services, and as the metaverse
>         grows, that
>                               set is highly likely to become
>         progressively less
>                               clustered and more diverse.
>
>                               When those seasoned travelers click on an
>                advertised
>                               VW link and perform an inter-world
>         teleport to one
>                               particular world's region to share an
>         experience,
>                               their "worn" assets (the only ones of
>         interest
>                to the
>                               region) will contain references to asset
>         services
>                               spread widely across the Internet. �The
>         fetches
>                by the
>                               travelers' clients occur over many parallel
>                paths from
>                               clients to asset services, so one can
>         reasonably
>                               expect reduced network contention and
>         reduced asset
>                               server loading because they are both
>         spread out
>                over
>                               however many asset services are being
>         referenced by
>                               the overall set of assets in the region.
>
>                               This is very different to the case of a
>         proxying
>                               region, which would get slammed for
>         every asset
>                worn
>                               by every avatar present. �In our current
>                architecture,
>                               regions run many different CPU-intensive
>         tasks,
>                               including physics simulation and server-side
>                               scripting, and absolutely cannot afford
>         to serve
>                               assets too unless your scalability
>         requirements are
>                               very low indeed, ie. just a few dozen
>         avatars of
>                               today's kind. �We've hit the ceiling
>         already on
>                region
>                               scalability done that way. �There is
>         nowhere to
>                go in
>                               that direction at all beyond improving
>         the code
>                like
>                               Intel demonstrated, and that work is
>         subject to
>                a law
>                               of diminishing returns.
>
>                               This is why we have to go parallel, and
>         I think
>                you're
>                               wrong that it has to cost much money.
>         �As we spread
>                               the load across more and more asset
>         services,
>                we are
>                               simply better utilizing all the hardware
>         that's
>                               already out there on the Internet, at
>         least in
>                respect
>                               of community and private resources. �But
>         add to the
>                               community and private resources the
>         commercial
>                asset
>                               services that are likely to appear to
>         exploit this
>                               opportunity, and not only will the
>         number of asset
>                               services leap, but the power of each one
>         will
>                rocket
>                               too, because, after all, these
>         businesses will be
>                               heavily optimized for the job.
>
>                               As to why a world would want clients to
>         access
>                               external asset services instead of providing
>                its own
>                               implementation, that's an easy question.
>         �It costs
>                               money to host a high performance and
>         scalable asset
>                               service and a high bandwidth network to
>         handle the
>                               traffic. �A *lot* of money. �In contrast, it
>                costs a
>                               world nothing to let others serve the
>         assets to
>                               clients. �And that matters to the bottom
>         line.
>
>
>                               Morgaine.
>
>
>
>
>                               ======================
>
>                               On Sat, Apr 2, 2011 at 7:05 PM, Izzy Alanis
>                               <izzyalanis@gmail.com
>         <mailto:izzyalanis@gmail.com>
>                <mailto:izzyalanis@gmail.com
>         <mailto:izzyalanis@gmail.com>> <mailto:izzyalanis@gmail.com
>         <mailto:izzyalanis@gmail.com>
>                <mailto:izzyalanis@gmail.com
>         <mailto:izzyalanis@gmail.com>>>
>                               <mailto:izzyalanis@gmail.com
>         <mailto:izzyalanis@gmail.com>
>                <mailto:izzyalanis@gmail.com <mailto:izzyalanis@gmail.com>>
>
>                               <mailto:izzyalanis@gmail.com
>         <mailto:izzyalanis@gmail.com>
>                <mailto:izzyalanis@gmail.com
>         <mailto:izzyalanis@gmail.com>>>>> wrote:
>
>                               � �> As always though, it's a trade-off,
>         since the
>                               proxied design
>                               � �has very poor scalability compared to the
>                               distributed one.
>
>                               � �I don't agree with that... If a user
>         enters a
>                               highly populated
>                               � �region,
>                               � �every other client is going to (could and
>                should be
>                               trying to)
>                               � �hit the
>                               � �asset server(s) for the assets that
>         the user is
>                               wearing (assuming
>                               � �they're not cached locally). �Every
>         asset server
>                               has to be scaled up
>                               � �to the point that it can handle that load
>                from all
>                               over...
>
>                               � �If I'm hosting a region that supports
>         10s of
>                               thousands of
>                               � �simultaneous
>                               � �users (thinking of the future), I already
>                have to
>                               scale to meet that
>                               � �demand. If the region is proxying the
>                assets, then,
>                               yes the
>                               � �region has
>                               � �to be scaled to meet that asset
>         demand too,
>                but it
>                               already has to be
>                               � �scaled to meet other demands of being
>         a region
>                               server... and why is
>                               � �scaling those asset proxy services
>         hard? �It's
>                               going to cost $,
>                               � �but is
>                               � �not technically challenging. So, if I
>         want
>                to host
>                               a region like
>                               � �that... sure it will cost me, but the
>         simulation
>                               will be consistent
>                               � �and users will be able to participate
>         equally,
>                               regardless of the
>                               � �capabilities of their individual
>         asset services.
>
>
>
>
>                               � �On Fri, Apr 1, 2011 at 11:55 PM, Morgaine
>                               � �<morgaine.dinova@googlemail.com
>         <mailto:morgaine.dinova@googlemail.com>
>                <mailto:morgaine.dinova@googlemail.com
>         <mailto:morgaine.dinova@googlemail.com>>
>                               <mailto:morgaine.dinova@googlemail.com
>         <mailto:morgaine.dinova@googlemail.com>
>                <mailto:morgaine.dinova@googlemail.com
>         <mailto:morgaine.dinova@googlemail.com>>>
>                               �
>         �<mailto:morgaine.dinova@googlemail.com
>         <mailto:morgaine.dinova@googlemail.com>
>
>                <mailto:morgaine.dinova@googlemail.com
>         <mailto:morgaine.dinova@googlemail.com>>
>
>                               <mailto:morgaine.dinova@googlemail.com
>         <mailto:morgaine.dinova@googlemail.com>
>                <mailto:morgaine.dinova@googlemail.com
>         <mailto:morgaine.dinova@googlemail.com>>>>> wrote:
>                               � �> Every design choice results in a
>         trade-off,
>                               Vaughn, improving
>                               � �one thing at
>                               � �> the expense of something else. �If
>         every
>                time we
>                               offered a
>                               � �service we had to
>                               � �> inform its users about the downsides of
>                all the
>                               trade-offs we
>                               � �have made,
>                               � �> they would have an awful lot to
>         read. ;-)
>                               � �>
>                               � �> The specific trade-off that you are
>                discussing is no
>                               � �different. �A region
>                               � �> that proxies all content has the
>         "benefit" of
>                               acquiring control
>                               � �from the
>                               � �> asset servers over the items in the
>         region, so
>                               that it can
>                               � �ensure that
>                               � �> everyone in the region not only obtains
>                the items
>                               but obtains
>                               � �the same items
>                               � �> as everyone else. �That does indeed
>         provide a
>                               greater guarantee of
>                               � �> consistency than a deployment in
>         which the
>                region
>                               only passes
>                               � �asset URIs to
>                               � �> clients who then fetch the items from
>                asset services
>                               � �separately. �As always
>                               � �> though, it's a trade-off, since the
>         proxied
>                               design has very
>                               � �poor scalability
>                               � �> compared to the distributed one.
>                               � �>
>                               � �> If we're going to warn users of the
>                potential for
>                               inconsistency
>                               � �in the
>                               � �> distributed deployment as you
>         suggest, are we
>                               also going to
>                               � �warn them of
>                               � �> non-scalability in the proxied one?
>         �I really
>                               don't see much
>                               � �merit in the
>                               � �> idea of warning about design choices.
>                �Many such
>                               choices are
>                               � �technical, and
>                               � �> the issues are quite likely to be
>         of little
>                               interest to
>                               � �non-technical users
>                               � �> anyway. �In any case, the better
>         services are
>                               likely to provide
>                               � �such
>                               � �> information in their online
>         documentation, I
>                               would guess.
>                               � �>
>                               � �> You mentioned users "voting with their
>                feet" or
>                               choosing to
>                               � �accept the risk
>                               � �> of inconsistency. �Well that will
>         happen
>                anyway,
>                               when services
>                               � �fail and
>                               � �> users get annoyed. �If some asset
>         services
>                refuse
>                               to send the
>                               � �requested
>                               � �> items to some users, those services
>         will get a
>                               bad reputation
>                               � �and people
>                               � �> will choose different asset
>         services instead.
>                               �Likewise, if a
>                               � �world service
>                               � �> proxies everything and so it can't
>         handle
>                a large
>                               number of
>                               � �assets or of
>                               � �> people, users will get annoyed at
>         the lag
>                and will go
>                               � �elsewhere. �This user
>                               � �> evaluation and "voting with their feet"
>                happens
>                               already with
>                               � �online services
>                               � �> all over the Internet, and I am
>         sure that this
>                               human process
>                               � �will continue
>                               � �> to work when the services are asset
>         and region
>                               services.
>                               � �>
>                               � �> Back in September 2010, I wrote
>         this post
>                which
>                               proposes that
>                               � �we use in
>                               � �> VWRAP a form of asset addressing
>         that provides
>                               massive
>                               � �scalability at the
>                               � �> same time as a very high degree of
>                resilience --
>                               � �>
>                               �
>                                    
>          �http://www.ietf.org/mail-archive/web/vwrap/current/msg00463.html
>                               � �. �It is
>                               � �> based on the concept of the URI
>         containing
>                a host
>                               part and a
>                               � �hash part,
>                               � �> where the hash is generated (once,
>         at the
>                time of
>                               storage to
>                               � �the asset
>                               � �> service) using a specified digest
>                algorithm over
>                               the content of
>                               � �the asset
>                               � �> being referenced. �You may wish to note
>                that if
>                               this design
>                               � �were used, the
>                               � �> failure of an asset service to
>         deliver a
>                               requested item would
>                               � �result in a
>                               � �> failover request for the item to
>         one or more
>                               backup services,
>                               � �using the same
>                               � �> hash part but with a different host
>         address.
>                               � �>
>                               � �> This can go some way towards
>         overcoming the
>                               problem that you
>                               � �think might
>                               � �> occur when assets are fetched by
>         clients from
>                               asset services
>                               � �directly.
>                               � �> Although it won't help when the missing
>                item is
>                               available from
>                               � �only a single
>                               � �> asset service, it will help in many
>         other
>                cases,
>                               and it will
>                               � �compensate for
>                               � �> service failures and network outages
>                               automatically at the same
>                               � �time.
>                               � �>
>                               � �> PS. This design for hash-based asset
>                addressing
>                               is already
>                               � �being tested by
>                               � �> Mojito Sorbet in her experimental
>         world and
>                               client. �It would give
>                               � �> VWRAP-based worlds an improved level of
>                service
>                               availability,
>                               � �so I think it
>                               � �> should be a core feature of our
>         protocol.
>                               � �>
>                               � �>
>                               � �> Morgaine.
>                               � �>
>                               � �>
>                               � �>
>                               � �>
>                               � �> ===========================
>                               � �>
>                               � �> On Fri, Apr 1, 2011 at 11:17 PM,
>         Vaughn Deluca
>                               � �<vaughn.deluca@gmail.com
>         <mailto:vaughn.deluca@gmail.com>
>                <mailto:vaughn.deluca@gmail.com
>         <mailto:vaughn.deluca@gmail.com>>
>                               <mailto:vaughn.deluca@gmail.com
>         <mailto:vaughn.deluca@gmail.com>
>                <mailto:vaughn.deluca@gmail.com
>         <mailto:vaughn.deluca@gmail.com>>>
>                               <mailto:vaughn.deluca@gmail.com
>         <mailto:vaughn.deluca@gmail.com>
>                <mailto:vaughn.deluca@gmail.com
>         <mailto:vaughn.deluca@gmail.com>>
>                               <mailto:vaughn.deluca@gmail.com
>         <mailto:vaughn.deluca@gmail.com>
>                <mailto:vaughn.deluca@gmail.com
>         <mailto:vaughn.deluca@gmail.com>>>>>
>                               � �> wrote:
>                               � �>>
>                               � �>> This is a question i discussed
>         with Morgaine
>                               off-list a while
>                               � �ago (I
>                               � �>> intended to send it to the list but
>                pushed the
>                               wrong button...) I
>                               � �>> think we need to address this
>         problem, and
>                               decide how to deal
>                               � �with it.
>                               � �>>
>                               � �>> �In Davids deployment draft, section
>                7.3.1.1 an
>                               overview is
>                               � �given van
>                               � �>> ways to deliver content to the region.
>                One way
>                               is only passing a
>                               � �>> capability that allows access to (part
>                of) the
>                               resource:
>                               � �>>
>                               � �>> � � � � � 7.3.1.1. �Content
>         delivery models
>                               � �>> � � � � � A range of possible
>                represenations can
>                               be passed to
>                               � �a region for
>                               � �>> � � � � � simulation. [...] The
>         other end
>                of the
>                               delivery spectrum
>                               � �>> involves passing
>                               � �>> � � � � � only a URI or capability
>         used to
>                               access the rendering
>                               � �>> information and a
>                               � �>> � � � � � collision mesh,and
>         related data for
>                               physical simulation.
>                               � �>> � � � � � In such a model, the
>         client is
>                               responsible for
>                               � �fetching the
>                               � �>> additional
>                               � �>> � � � � � information needed to
>         render the
>                               item's visual
>                               � �presence from a
>                               � �>> separate
>                               � �>> � � � � � service. �This fetch can
>         be done
>                               *under the
>                               � �credentials of the
>                               � �>> end user*
>                               � �>> � � � � � viewing the material [my
>                emphasis--VD]
>                               , and
>                               � �divorces the
>                               � �>> simulation from
>                               � �>> � � � � � the trust chain needed
>         to manage
>                               content. �Any
>                               � �automation
>                               � �>> is done on a
>                               � �>> � � � � � separate host which the
>         content
>                               creator or owner trusts,
>                               � �>> interacting with the
>                               � �>> � � � � � object through remoted
>         interfaces.
>                               � �>>
>                               � �>> �I can see the need for such a setup,
>                however, i
>                               feel we are
>                               � �>> unpleasantly close to a situation
>         were the
>                               coherence of the
>                               � �simulation
>                               � �>> falls apart.
>                               � �>> In this deployment pattern the region
>                advertises
>                               the presence
>                               � �of the
>                               � �>> asset, and *some* clients will be
>         able to
>                get it
>                               as expected,
>                               � �while
>                               � �>> -based on the arbitrary whims of
>         the asset
>                               service- others
>                               � �might not.
>                               � �>>
>                               � �>> My hope would be that after the
>         asset server
>                               provides the
>                               � �region with
>                               � �>> the capability to get the asset,
>         it gives up
>                               control. That
>                               � �would mean
>                               � �>> that if the client finds the inventory
>                server is
>                               unwilling to
>                               � �serve
>                               � �>> the content - in spire of the region
>                saying it
>                               is present-,
>                               � �the client
>                               � �>> should be able to turn around ask the
>                *region*
>                               for the asset,
>                               � �(and get
>                               � �>> is after all).
>                               � �>>
>                               � �>> �If that is not the case, -and
>         there are
>                               probably good reasons
>                               � �for the
>                               � �>> deployment pattern as described-
>                �shouldn't we
>                               *warn* clients
>                               � �that the
>                               � �>> region might be inconsistent, so
>         the users
>                               behind the client
>                               � �can vote
>                               � �>> with their feet, (or take the risk)?
>                               � �>>
>                               � �>> --Vaughn
>                               � �>>
>                _______________________________________________
>                               � �>> vwrap mailing list
>                               � �>> vwrap@ietf.org
>         <mailto:vwrap@ietf.org> <mailto:vwrap@ietf.org
>         <mailto:vwrap@ietf.org>>
>                <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>
>         <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>>>
>                               <mailto:vwrap@ietf.org
>         <mailto:vwrap@ietf.org> <mailto:vwrap@ietf.org
>         <mailto:vwrap@ietf.org>>
>                <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>
>         <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>>>>
>
>                               � �>>
>         https://www.ietf.org/mailman/listinfo/vwrap
>                               � �>
>                               � �>
>                               � �>
>                _______________________________________________
>                               � �> vwrap mailing list
>                               � �> vwrap@ietf.org
>         <mailto:vwrap@ietf.org> <mailto:vwrap@ietf.org
>         <mailto:vwrap@ietf.org>>
>                <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>
>         <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>>>
>                               <mailto:vwrap@ietf.org
>         <mailto:vwrap@ietf.org> <mailto:vwrap@ietf.org
>         <mailto:vwrap@ietf.org>>
>                <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>
>         <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>>>>
>
>                               � �>
>         https://www.ietf.org/mailman/listinfo/vwrap
>                               � �>
>                               � �>
>
>
>
>                                
>          ------------------------------------------------------------------------
>
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>         <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>>
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>                           https://www.ietf.org/mailman/listinfo/vwrap
>                           �
>
>
>
>
>
>                   --     --- https://twitter.com/Dzonatas_Sol ---
>                   Web Development, Software Engineering, Virtual Reality,
>                Consultant
>
>                   _______________________________________________
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>
>
>
>            --     --- https://twitter.com/Dzonatas_Sol ---
>            Web Development, Software Engineering, Virtual Reality,
>         Consultant
>
>            _______________________________________________
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>     Web Development, Software Engineering, Virtual Reality, Consultant
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Date: Sun, 03 Apr 2011 12:08:13 -0700
From: Dzonatas Sol <dzonatas@gmail.com>
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To: Morgaine <morgaine.dinova@googlemail.com>
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Subject: Re: [vwrap] [wvrap] Simulation consistency
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Also, most "figure-of-speech" is conceptual in the way it narrows 
meanings of words that make sense to auditory people and the semantics 
they prefer. Visual people prefer complete ideas rather than such 
conceptual sentients. This is why visual people tend to write with less 
words and more meanings while auditory people tend to write full length 
figure of speech and less meaning. It means more to auditory people.

Not to get off track here, I did take college classes on that, which 
corrected my English teachers (despite their philosophy, ugh!) Their 
ploy to "correct programmer English" backfired with 100% technically 
correct English and no figure-of-speech written papers. They hated it. 
I've relaxed since then, and I hope you do, too.

Morgaine wrote:
> We have no "figure-of-speech services" in VWRAP.  Our services are 
> running processes, they have network endpoints, and they talk a 
> network protocol.
>
> Concepts can be very useful, and I regularly draw fluffy clouds that 
> represent the concept behind something concrete.
>
> Where concepts are not useful is when they denote something that 
> doesn't actually exist, like say phlogiston, God, or Agent Domain, 
> because this just makes them a hindrance to further progress.  
> Humanity suffers from this a lot.
>
> Philosophy aside, we want our Agent Service to be totally concrete, 
> with a network API and well defined semantics.  The domain concept 
> does not get us there.
>
>
> Morgaine.
>
>
>
>
> ==================
>
> On Sun, Apr 3, 2011 at 6:38 PM, Dzonatas Sol <dzonatas@gmail.com 
> <mailto:dzonatas@gmail.com>> wrote:
>
>     I prefer the visualization of "domains" because those fluffy
>     clouds really help those that don't do well with figure-of-speech
>     "services."
>
>
>     Morgaine wrote:
>
>         "Agent Domain" more or less ceased to exist in practice when
>         David pointed out very eloquently that the emperor had no
>         clothes.  (Same for "Region Domain".)
>
>         I think we mostly talk about the Agent Service and Region
>         Service these days.  The "domain" was just a fluffy cloud that
>         someone once drew on a whiteboard, but which never actually
>         existed.
>
>
>         Morgaine.
>
>
>
>
>         ====================
>
>         On Sun, Apr 3, 2011 at 6:20 PM, Dzonatas Sol
>         <dzonatas@gmail.com <mailto:dzonatas@gmail.com>
>         <mailto:dzonatas@gmail.com <mailto:dzonatas@gmail.com>>> wrote:
>
>            Probably easy as suggested in other terms here on this list, as
>            how the client contacts the asset services now in the
>         regions. The
>            newer issue is to unitize that asset services. Since their is
>            proprietary (legacy) code then we can't expect that to
>         change, and
>            some form of proxy is of need. Whatever works best, I tried to
>            narrow it down to suggestions here.
>
>            Eventually, the agent domain is ideal to handle the
>         direction of
>            the asset services. This concept, unfortunately, ended support
>            awhile ago with changes in LL.
>            Also see; http://wiki.secondlife.com/wiki/Agent_Domain
>            And:
>         http://wiki.secondlife.com/wiki/User:Dzonatas_Sol/AWG_Asset
>            (warn: unstructured collaborative notes, dumped on me and I
>         tried
>            to fix)
>
>            I tried to find previous visuals.
>
>            I'd imagine the agent domain could grow out of unitized
>         versions
>            of asset services. Despite that, I think that concept helps
>         view
>            where we were at in discussion and what didn't happen.
>
>            Vaughn Deluca wrote:
>
>                Hi�Dzonatas
>
>                Can you expand on that, what would be needed for legacy
>                support in VWAP terms�?,
>                If i want to read up on how the�asset server may proxy the
>                simulator, what would you recommend me to read?
>
>                -- Vaughn
>
>                On Sun, Apr 3, 2011 at 5:51 AM, Dzonatas Sol
>                <dzonatas@gmail.com <mailto:dzonatas@gmail.com>
>         <mailto:dzonatas@gmail.com <mailto:dzonatas@gmail.com>>
>                <mailto:dzonatas@gmail.com <mailto:dzonatas@gmail.com>
>         <mailto:dzonatas@gmail.com <mailto:dzonatas@gmail.com>>>> wrote:
>
>                   Some stated the proxy-to-asset-server is built into
>         the sim;
>                   however, keep in mind possible legacy support where
>         the asset
>                   server may proxy the simulator.
>
>
>                   Dzonatas Sol wrote:
>
>                       Somehow I feel the basic asset server being able to
>                login and
>                       download assets is now priority, yet I also wondered
>                the best
>                       way to patch this into the current mode of viewers.
>
>                       Maybe offer (1) by proxy (sim-side) and (2) by patch
>                       (viewer-side) that either of these two are
>         optional and
>                       neither are mandatory for now. Thoughts?
>
>                       Israel Alanis wrote:
>
>
>                           > when designing for scalability, the model
>         to bear in
>                           mind is ...
>
>                           Well, there are a lot of different models to
>         keep
>                in mind,
>                           and many different use cases. One particular use
>                case to
>                           keep in mind is: "User acquires new outfit, and
>                wants to
>                           'show it off' in a highly populated region".
>
>                           > Both worlds and asset services may include
>                commercial,
>                           community, and personal services
>
>                           Yes, yes and yes. I'm particularly concerned
>         about
>                how the
>                           model affects the ability to host personal asset
>                services.
>
>                           > a proxying region, which would get slammed
>         for every
>                           asset worn by every avatar present.
>
>                           Granted the collection of services that are
>         provided by
>                           the region need to be scaled to meet the
>         demands of
>                that
>                           region. That's all part of capacity planning.
>
>                           > regions run many different CPU-intensive
>         tasks,
>                           including physics simulation and server-side
>         scripting,
>                           and absolutely cannot afford to serve assets too
>                           Well... who said the same CPU's have to do
>         proxying,
>                           physics simulation and server-side
>         scripting? Asset
>                           proxying is a different service than physics
>         simulation
>                           and can be on separate hardware, could make
>         use of
>                           geographically distributed caching, and in
>         certain
>                           deployment patterns, the same caching
>         services could be
>                           shared by different regions. (Server-side
>         scripting
>                is a
>                           discussion for another day).
>
>                           > This is why we have to go parallel...
>
>                           Totally agree, and a proxying model could and
>                should also
>                           take advantage of parallelism.
>
>                           > I think you're wrong that it has to cost much
>                money. ?vs?
>                           > It costs money to host a high performance and
>                scalable
>                           asset service and a high bandwidth network to
>                handle the
>                           traffic. �A *lot* of money.
>                           I think what you're saying is: "It costs a
>         lot of
>                money to
>                           build a scalable asset service, but if
>         assets are
>                spread
>                           throughout the internet they don't have to be
>                scalable."
>                           But that's not quite right. You're opening
>         up every
>                asset
>                           server to the VW equivalent of being
>         slashdotted,
>                so are
>                           you sure you're not forcing *every* asset
>         service to be
>                           scalable and handle a lot of bandwith and
>         network
>                traffic?
>                           It's the exact opposite of your intention,
>         but I think
>                           that's the result, all the same.
>
>                           This particular design decision has a big
>         effect on the
>                           economics of the VW infrastructure. I'd
>         rather the
>                           economics to work out such that a region
>         provider who
>                           wishes to build a region that supports a small
>                population,
>                           can do so economically. A region that wants
>         to host a
>                           *large* population has to bear that cost of
>                providing that
>                           scalable asset service.
>                           I want the economics of hosting a small asset
>                service to
>                           be a non-issue (as to best promote creation and
>                           creativity). Creating a high bar to provide
>         asset
>                services
>                           will mean that service will cost money and
>         people
>                           shouldn't have to pay money just to create
>         or own VW
>                           objects (I'm using 'own' here to refer to
>         maintaining
>                           their existence, I'm not trying to make a
>                           'leftist'/'communist' statement about
>         ownership ;)
>
>                           - Izzy
>
>
>                           On Apr 2, 2011, at 3:58 PM, Morgaine wrote:
>
>                               Izzy, when designing for scalability,
>         the model to
>                               bear in mind is that of seasoned virtual
>         world
>                               travelers whose inventories contain
>         assets from
>                many
>                               different worlds, those assets being
>         served by many
>                               different asset services. �Both worlds
>         and asset
>                               services may include commercial,
>         community, and
>                               personal services, and as the metaverse
>         grows, that
>                               set is highly likely to become
>         progressively less
>                               clustered and more diverse.
>
>                               When those seasoned travelers click on an
>                advertised
>                               VW link and perform an inter-world
>         teleport to one
>                               particular world's region to share an
>         experience,
>                               their "worn" assets (the only ones of
>         interest
>                to the
>                               region) will contain references to asset
>         services
>                               spread widely across the Internet. �The
>         fetches
>                by the
>                               travelers' clients occur over many parallel
>                paths from
>                               clients to asset services, so one can
>         reasonably
>                               expect reduced network contention and
>         reduced asset
>                               server loading because they are both
>         spread out
>                over
>                               however many asset services are being
>         referenced by
>                               the overall set of assets in the region.
>
>                               This is very different to the case of a
>         proxying
>                               region, which would get slammed for
>         every asset
>                worn
>                               by every avatar present. �In our current
>                architecture,
>                               regions run many different CPU-intensive
>         tasks,
>                               including physics simulation and server-side
>                               scripting, and absolutely cannot afford
>         to serve
>                               assets too unless your scalability
>         requirements are
>                               very low indeed, ie. just a few dozen
>         avatars of
>                               today's kind. �We've hit the ceiling
>         already on
>                region
>                               scalability done that way. �There is
>         nowhere to
>                go in
>                               that direction at all beyond improving
>         the code
>                like
>                               Intel demonstrated, and that work is
>         subject to
>                a law
>                               of diminishing returns.
>
>                               This is why we have to go parallel, and
>         I think
>                you're
>                               wrong that it has to cost much money.
>         �As we spread
>                               the load across more and more asset
>         services,
>                we are
>                               simply better utilizing all the hardware
>         that's
>                               already out there on the Internet, at
>         least in
>                respect
>                               of community and private resources. �But
>         add to the
>                               community and private resources the
>         commercial
>                asset
>                               services that are likely to appear to
>         exploit this
>                               opportunity, and not only will the
>         number of asset
>                               services leap, but the power of each one
>         will
>                rocket
>                               too, because, after all, these
>         businesses will be
>                               heavily optimized for the job.
>
>                               As to why a world would want clients to
>         access
>                               external asset services instead of providing
>                its own
>                               implementation, that's an easy question.
>         �It costs
>                               money to host a high performance and
>         scalable asset
>                               service and a high bandwidth network to
>         handle the
>                               traffic. �A *lot* of money. �In contrast, it
>                costs a
>                               world nothing to let others serve the
>         assets to
>                               clients. �And that matters to the bottom
>         line.
>
>
>                               Morgaine.
>
>
>
>
>                               ======================
>
>                               On Sat, Apr 2, 2011 at 7:05 PM, Izzy Alanis
>                               <izzyalanis@gmail.com
>         <mailto:izzyalanis@gmail.com>
>                <mailto:izzyalanis@gmail.com
>         <mailto:izzyalanis@gmail.com>> <mailto:izzyalanis@gmail.com
>         <mailto:izzyalanis@gmail.com>
>                <mailto:izzyalanis@gmail.com
>         <mailto:izzyalanis@gmail.com>>>
>                               <mailto:izzyalanis@gmail.com
>         <mailto:izzyalanis@gmail.com>
>                <mailto:izzyalanis@gmail.com <mailto:izzyalanis@gmail.com>>
>
>                               <mailto:izzyalanis@gmail.com
>         <mailto:izzyalanis@gmail.com>
>                <mailto:izzyalanis@gmail.com
>         <mailto:izzyalanis@gmail.com>>>>> wrote:
>
>                               � �> As always though, it's a trade-off,
>         since the
>                               proxied design
>                               � �has very poor scalability compared to the
>                               distributed one.
>
>                               � �I don't agree with that... If a user
>         enters a
>                               highly populated
>                               � �region,
>                               � �every other client is going to (could and
>                should be
>                               trying to)
>                               � �hit the
>                               � �asset server(s) for the assets that
>         the user is
>                               wearing (assuming
>                               � �they're not cached locally). �Every
>         asset server
>                               has to be scaled up
>                               � �to the point that it can handle that load
>                from all
>                               over...
>
>                               � �If I'm hosting a region that supports
>         10s of
>                               thousands of
>                               � �simultaneous
>                               � �users (thinking of the future), I already
>                have to
>                               scale to meet that
>                               � �demand. If the region is proxying the
>                assets, then,
>                               yes the
>                               � �region has
>                               � �to be scaled to meet that asset
>         demand too,
>                but it
>                               already has to be
>                               � �scaled to meet other demands of being
>         a region
>                               server... and why is
>                               � �scaling those asset proxy services
>         hard? �It's
>                               going to cost $,
>                               � �but is
>                               � �not technically challenging. So, if I
>         want
>                to host
>                               a region like
>                               � �that... sure it will cost me, but the
>         simulation
>                               will be consistent
>                               � �and users will be able to participate
>         equally,
>                               regardless of the
>                               � �capabilities of their individual
>         asset services.
>
>
>
>
>                               � �On Fri, Apr 1, 2011 at 11:55 PM, Morgaine
>                               � �<morgaine.dinova@googlemail.com
>         <mailto:morgaine.dinova@googlemail.com>
>                <mailto:morgaine.dinova@googlemail.com
>         <mailto:morgaine.dinova@googlemail.com>>
>                               <mailto:morgaine.dinova@googlemail.com
>         <mailto:morgaine.dinova@googlemail.com>
>                <mailto:morgaine.dinova@googlemail.com
>         <mailto:morgaine.dinova@googlemail.com>>>
>                               �
>         �<mailto:morgaine.dinova@googlemail.com
>         <mailto:morgaine.dinova@googlemail.com>
>
>                <mailto:morgaine.dinova@googlemail.com
>         <mailto:morgaine.dinova@googlemail.com>>
>
>                               <mailto:morgaine.dinova@googlemail.com
>         <mailto:morgaine.dinova@googlemail.com>
>                <mailto:morgaine.dinova@googlemail.com
>         <mailto:morgaine.dinova@googlemail.com>>>>> wrote:
>                               � �> Every design choice results in a
>         trade-off,
>                               Vaughn, improving
>                               � �one thing at
>                               � �> the expense of something else. �If
>         every
>                time we
>                               offered a
>                               � �service we had to
>                               � �> inform its users about the downsides of
>                all the
>                               trade-offs we
>                               � �have made,
>                               � �> they would have an awful lot to
>         read. ;-)
>                               � �>
>                               � �> The specific trade-off that you are
>                discussing is no
>                               � �different. �A region
>                               � �> that proxies all content has the
>         "benefit" of
>                               acquiring control
>                               � �from the
>                               � �> asset servers over the items in the
>         region, so
>                               that it can
>                               � �ensure that
>                               � �> everyone in the region not only obtains
>                the items
>                               but obtains
>                               � �the same items
>                               � �> as everyone else. �That does indeed
>         provide a
>                               greater guarantee of
>                               � �> consistency than a deployment in
>         which the
>                region
>                               only passes
>                               � �asset URIs to
>                               � �> clients who then fetch the items from
>                asset services
>                               � �separately. �As always
>                               � �> though, it's a trade-off, since the
>         proxied
>                               design has very
>                               � �poor scalability
>                               � �> compared to the distributed one.
>                               � �>
>                               � �> If we're going to warn users of the
>                potential for
>                               inconsistency
>                               � �in the
>                               � �> distributed deployment as you
>         suggest, are we
>                               also going to
>                               � �warn them of
>                               � �> non-scalability in the proxied one?
>         �I really
>                               don't see much
>                               � �merit in the
>                               � �> idea of warning about design choices.
>                �Many such
>                               choices are
>                               � �technical, and
>                               � �> the issues are quite likely to be
>         of little
>                               interest to
>                               � �non-technical users
>                               � �> anyway. �In any case, the better
>         services are
>                               likely to provide
>                               � �such
>                               � �> information in their online
>         documentation, I
>                               would guess.
>                               � �>
>                               � �> You mentioned users "voting with their
>                feet" or
>                               choosing to
>                               � �accept the risk
>                               � �> of inconsistency. �Well that will
>         happen
>                anyway,
>                               when services
>                               � �fail and
>                               � �> users get annoyed. �If some asset
>         services
>                refuse
>                               to send the
>                               � �requested
>                               � �> items to some users, those services
>         will get a
>                               bad reputation
>                               � �and people
>                               � �> will choose different asset
>         services instead.
>                               �Likewise, if a
>                               � �world service
>                               � �> proxies everything and so it can't
>         handle
>                a large
>                               number of
>                               � �assets or of
>                               � �> people, users will get annoyed at
>         the lag
>                and will go
>                               � �elsewhere. �This user
>                               � �> evaluation and "voting with their feet"
>                happens
>                               already with
>                               � �online services
>                               � �> all over the Internet, and I am
>         sure that this
>                               human process
>                               � �will continue
>                               � �> to work when the services are asset
>         and region
>                               services.
>                               � �>
>                               � �> Back in September 2010, I wrote
>         this post
>                which
>                               proposes that
>                               � �we use in
>                               � �> VWRAP a form of asset addressing
>         that provides
>                               massive
>                               � �scalability at the
>                               � �> same time as a very high degree of
>                resilience --
>                               � �>
>                               �
>                                    
>          �http://www.ietf.org/mail-archive/web/vwrap/current/msg00463.html
>                               � �. �It is
>                               � �> based on the concept of the URI
>         containing
>                a host
>                               part and a
>                               � �hash part,
>                               � �> where the hash is generated (once,
>         at the
>                time of
>                               storage to
>                               � �the asset
>                               � �> service) using a specified digest
>                algorithm over
>                               the content of
>                               � �the asset
>                               � �> being referenced. �You may wish to note
>                that if
>                               this design
>                               � �were used, the
>                               � �> failure of an asset service to
>         deliver a
>                               requested item would
>                               � �result in a
>                               � �> failover request for the item to
>         one or more
>                               backup services,
>                               � �using the same
>                               � �> hash part but with a different host
>         address.
>                               � �>
>                               � �> This can go some way towards
>         overcoming the
>                               problem that you
>                               � �think might
>                               � �> occur when assets are fetched by
>         clients from
>                               asset services
>                               � �directly.
>                               � �> Although it won't help when the missing
>                item is
>                               available from
>                               � �only a single
>                               � �> asset service, it will help in many
>         other
>                cases,
>                               and it will
>                               � �compensate for
>                               � �> service failures and network outages
>                               automatically at the same
>                               � �time.
>                               � �>
>                               � �> PS. This design for hash-based asset
>                addressing
>                               is already
>                               � �being tested by
>                               � �> Mojito Sorbet in her experimental
>         world and
>                               client. �It would give
>                               � �> VWRAP-based worlds an improved level of
>                service
>                               availability,
>                               � �so I think it
>                               � �> should be a core feature of our
>         protocol.
>                               � �>
>                               � �>
>                               � �> Morgaine.
>                               � �>
>                               � �>
>                               � �>
>                               � �>
>                               � �> ===========================
>                               � �>
>                               � �> On Fri, Apr 1, 2011 at 11:17 PM,
>         Vaughn Deluca
>                               � �<vaughn.deluca@gmail.com
>         <mailto:vaughn.deluca@gmail.com>
>                <mailto:vaughn.deluca@gmail.com
>         <mailto:vaughn.deluca@gmail.com>>
>                               <mailto:vaughn.deluca@gmail.com
>         <mailto:vaughn.deluca@gmail.com>
>                <mailto:vaughn.deluca@gmail.com
>         <mailto:vaughn.deluca@gmail.com>>>
>                               <mailto:vaughn.deluca@gmail.com
>         <mailto:vaughn.deluca@gmail.com>
>                <mailto:vaughn.deluca@gmail.com
>         <mailto:vaughn.deluca@gmail.com>>
>                               <mailto:vaughn.deluca@gmail.com
>         <mailto:vaughn.deluca@gmail.com>
>                <mailto:vaughn.deluca@gmail.com
>         <mailto:vaughn.deluca@gmail.com>>>>>
>                               � �> wrote:
>                               � �>>
>                               � �>> This is a question i discussed
>         with Morgaine
>                               off-list a while
>                               � �ago (I
>                               � �>> intended to send it to the list but
>                pushed the
>                               wrong button...) I
>                               � �>> think we need to address this
>         problem, and
>                               decide how to deal
>                               � �with it.
>                               � �>>
>                               � �>> �In Davids deployment draft, section
>                7.3.1.1 an
>                               overview is
>                               � �given van
>                               � �>> ways to deliver content to the region.
>                One way
>                               is only passing a
>                               � �>> capability that allows access to (part
>                of) the
>                               resource:
>                               � �>>
>                               � �>> � � � � � 7.3.1.1. �Content
>         delivery models
>                               � �>> � � � � � A range of possible
>                represenations can
>                               be passed to
>                               � �a region for
>                               � �>> � � � � � simulation. [...] The
>         other end
>                of the
>                               delivery spectrum
>                               � �>> involves passing
>                               � �>> � � � � � only a URI or capability
>         used to
>                               access the rendering
>                               � �>> information and a
>                               � �>> � � � � � collision mesh,and
>         related data for
>                               physical simulation.
>                               � �>> � � � � � In such a model, the
>         client is
>                               responsible for
>                               � �fetching the
>                               � �>> additional
>                               � �>> � � � � � information needed to
>         render the
>                               item's visual
>                               � �presence from a
>                               � �>> separate
>                               � �>> � � � � � service. �This fetch can
>         be done
>                               *under the
>                               � �credentials of the
>                               � �>> end user*
>                               � �>> � � � � � viewing the material [my
>                emphasis--VD]
>                               , and
>                               � �divorces the
>                               � �>> simulation from
>                               � �>> � � � � � the trust chain needed
>         to manage
>                               content. �Any
>                               � �automation
>                               � �>> is done on a
>                               � �>> � � � � � separate host which the
>         content
>                               creator or owner trusts,
>                               � �>> interacting with the
>                               � �>> � � � � � object through remoted
>         interfaces.
>                               � �>>
>                               � �>> �I can see the need for such a setup,
>                however, i
>                               feel we are
>                               � �>> unpleasantly close to a situation
>         were the
>                               coherence of the
>                               � �simulation
>                               � �>> falls apart.
>                               � �>> In this deployment pattern the region
>                advertises
>                               the presence
>                               � �of the
>                               � �>> asset, and *some* clients will be
>         able to
>                get it
>                               as expected,
>                               � �while
>                               � �>> -based on the arbitrary whims of
>         the asset
>                               service- others
>                               � �might not.
>                               � �>>
>                               � �>> My hope would be that after the
>         asset server
>                               provides the
>                               � �region with
>                               � �>> the capability to get the asset,
>         it gives up
>                               control. That
>                               � �would mean
>                               � �>> that if the client finds the inventory
>                server is
>                               unwilling to
>                               � �serve
>                               � �>> the content - in spire of the region
>                saying it
>                               is present-,
>                               � �the client
>                               � �>> should be able to turn around ask the
>                *region*
>                               for the asset,
>                               � �(and get
>                               � �>> is after all).
>                               � �>>
>                               � �>> �If that is not the case, -and
>         there are
>                               probably good reasons
>                               � �for the
>                               � �>> deployment pattern as described-
>                �shouldn't we
>                               *warn* clients
>                               � �that the
>                               � �>> region might be inconsistent, so
>         the users
>                               behind the client
>                               � �can vote
>                               � �>> with their feet, (or take the risk)?
>                               � �>>
>                               � �>> --Vaughn
>                               � �>>
>                _______________________________________________
>                               � �>> vwrap mailing list
>                               � �>> vwrap@ietf.org
>         <mailto:vwrap@ietf.org> <mailto:vwrap@ietf.org
>         <mailto:vwrap@ietf.org>>
>                <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>
>         <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>>>
>                               <mailto:vwrap@ietf.org
>         <mailto:vwrap@ietf.org> <mailto:vwrap@ietf.org
>         <mailto:vwrap@ietf.org>>
>                <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>
>         <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>>>>
>
>                               � �>>
>         https://www.ietf.org/mailman/listinfo/vwrap
>                               � �>
>                               � �>
>                               � �>
>                _______________________________________________
>                               � �> vwrap mailing list
>                               � �> vwrap@ietf.org
>         <mailto:vwrap@ietf.org> <mailto:vwrap@ietf.org
>         <mailto:vwrap@ietf.org>>
>                <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>
>         <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>>>
>                               <mailto:vwrap@ietf.org
>         <mailto:vwrap@ietf.org> <mailto:vwrap@ietf.org
>         <mailto:vwrap@ietf.org>>
>                <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>
>         <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>>>>
>
>                               � �>
>         https://www.ietf.org/mailman/listinfo/vwrap
>                               � �>
>                               � �>
>
>
>
>                                
>          ------------------------------------------------------------------------
>
>                           _______________________________________________
>                           vwrap mailing list
>                           vwrap@ietf.org <mailto:vwrap@ietf.org>
>         <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>>
>                <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>
>         <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>>>
>                           https://www.ietf.org/mailman/listinfo/vwrap
>                           �
>
>
>
>
>
>                   --     --- https://twitter.com/Dzonatas_Sol ---
>                   Web Development, Software Engineering, Virtual Reality,
>                Consultant
>
>                   _______________________________________________
>                   vwrap mailing list
>                   vwrap@ietf.org <mailto:vwrap@ietf.org>
>         <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>>
>                <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>
>         <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>>>
>                   https://www.ietf.org/mailman/listinfo/vwrap
>
>
>
>
>            --     --- https://twitter.com/Dzonatas_Sol ---
>            Web Development, Software Engineering, Virtual Reality,
>         Consultant
>
>            _______________________________________________
>            vwrap mailing list
>            vwrap@ietf.org <mailto:vwrap@ietf.org>
>         <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>>
>            https://www.ietf.org/mailman/listinfo/vwrap
>
>
>         ------------------------------------------------------------------------
>
>
>
>         _______________________________________________
>         vwrap mailing list
>         vwrap@ietf.org <mailto:vwrap@ietf.org>
>         https://www.ietf.org/mailman/listinfo/vwrap
>          
>
>
>
>     -- 
>     --- https://twitter.com/Dzonatas_Sol ---
>     Web Development, Software Engineering, Virtual Reality, Consultant
>
>
> ------------------------------------------------------------------------
>
> _______________________________________________
> vwrap mailing list
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>   


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Web Development, Software Engineering, Virtual Reality, Consultant


From ohmeadhbh@gmail.com  Sun Apr  3 12:35:01 2011
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From: Meadhbh Hamrick <ohmeadhbh@gmail.com>
Date: Sun, 3 Apr 2011 12:36:20 -0700
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To: Carlo Wood <carlo@alinoe.com>
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Subject: Re: [vwrap] Simulation consistency
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there is no way for a protocol to enforce the processing behavior on
either end of a connection unless you want to mandate the use of MAC
or DRM.

the reason you "trust" someone is that you can't complete a
transaction without trusting them. in the original VWRAP model, we
assumed assets were bits of data and meta-data that could be securely
moved around. "license" was just another bit of meta-data, as was
"distribution." the protocol didn't require you to add either of these
fields. neither did the protocol require you to honor them.

that's because there's no way a protocol can REQUIRE a consumer of
information do anything with that info.

instead, we provided a mechanism to communicate structured information
and described the processing expectations. but ultimately, if a "bad
actor" that wants to steal digital content participates in a protocol
transaction, it won't matter that the protocol will say "honor
permissions metadata." there is nothing magical about protocols that
require adherence to specified processing expectations.

-cheers
-meadhbh


--
meadhbh hamrick * it's pronounced "maeve"
@OhMeadhbh * http://meadhbh.org/ * OhMeadhbh@gmail.com



On Sat, Apr 2, 2011 at 10:48 AM, Carlo Wood <carlo@alinoe.com> wrote:
> On Sat, 2 Apr 2011 10:01:43 -0700
> Meadhbh Hamrick <ohmeadhbh@gmail.com> wrote:
>
> This is not exactly what I was refering too :p
> What I meant is that it should be possible to tag
> a creation as "GPL-ed" or "Common Creations" etc,
> and that the result is that that thing stays that
> way. That it is not possible to accidently break
> such free licenses by making it 'no mod' because
> someone forgot to check a box.
>
> Although this seems to be a client-side issue,
> and thus something internally to grid (and thus
> not related to VWRAP), it DOES mean that such
> information has to be supported at all levels:
> the fact that something IS explicitely allowed
> to be copied etc, has to be stored in asset
> servers and be transported to others who obtain
> a copy if it.
>
> If everyone is willing to work as hard on guaranteeing
> support for such free product as on the use case
> for proprietary products, then I'm willing to think
> hard of ways to support the latter.
>
>> yes. there is something missing in the protocol. it's trust. you don't
>> put "trust" in a protocol, you put "security" in a protocol. at the
>> end of the day, the people using this protocol will need to decide
>> whom they trust. this is why there was a security model and the
>> ability of the protocol to "securely carry trust."
>>
>> the idea is that the protocol would carry cryptographically
>> unforgeable attestations of an endpoint's identity. this identity
>> would then be evaluated by protocol participants to see if it is
>> "trusted."
>>
>> there's no place in the protocol that says "you must trust a specific
>> entity," but rather a mechanism deployers can use to carry the
>> identity of people wishing to be trusted.
>>
>> at the end of the day, an asset service should only barf up assets to
>> trusted simulation services. simulators SHOULD only allow people on
>> the grid they trust (for some definition of the word "trust.")
>>
>> if you're a company like Linden that needs to respond to DMCA takedown
>> requests, you're likely to require the client trust knob turned up a
>> bit. if you're an enterprise, you're going to want that trust knob
>> turned all the way up. if you're the pirate bay, you're going to
>> intentionally want that trust knob turned all the way down.
>>
>> as protocol developers, it's our duty to create a protocol that meets
>> everyone's use cases. so... i mean... feel free to try to define a
>> protocol that mandates the use of DRM or blesses a particular trust
>> point, but the likelihood of it being widely supported is..
>> approximately nil.
>>
>> my recommendation has always been... "define mechanism, not policy."
>>
>> -cheers
>> -meadhbh
>> --
>> meadhbh hamrick * it's pronounced "maeve"
>> @OhMeadhbh * http://meadhbh.org/ * OhMeadhbh@gmail.com
>>
>>
>>
>> On Sat, Apr 2, 2011 at 8:19 AM, Carlo Wood <carlo@alinoe.com> wrote:
>> > On Sat, 2 Apr 2011 14:12:59 GMT
>> > "dyerbrookme@juno.com" <dyerbrookme@juno.com> wrote:
>> >
>> >> BTW, the Red Zone statistics of 9 million =A0scans with only 78,000
>> >> rogue viewers captured lets us know that this =A0problem is
>> >> exaggerated -- and usually by engineers who claim there is no
>> >> =A0technical solution.
>> >
>> > Just for the record, from a hacker/engineer: there is no technical
>> > solution. It is possible to copy everything (and without being
>> > detected by a "Red Zone" which can only detect rogue viewers that
>> > were released to the public and explicitly make a point of being
>> > detectable in the first place (call that bragging: no fun in
>> > releasing a "k3wl" viewer if others (or even the coder himself)
>> > can't see that it is being used.) So, there is a psychological
>> > advantage for the detectors, but not really a technical one.
>> >
>> > Lets concentrate on textures for the moment to explain this.
>> >
>> > In order to see an object, or clothing, with the appropriate
>> > textures, those textures have to be downloadable for the viewer.
>> > There is nothing you can do about that short of running the whole
>> > viewer server-side and providing a video. But even in that case it
>> > would technically be possible to rip the textures: they are still
>> > visible (ie, you could make a screenshot of the surface of a wall).
>> > I don't consider the video-broadcast to even be remotely
>> > interesting, certainly not from the viewpoint of VWRAP so lets
>> > forget that for the moment and just accept that it is possible for
>> > anyone to store whatever they SEE to their harddisk.
>> >
>> > Secondly, if the first creator could upload this texture then so can
>> > the ripper. And don't tell me software exists that can detect if
>> > an uploaded texture "looks like" one of the already existing billion
>> > textures that were uploaded before. If the texture is converted
>> > twice, ie from jpeg2000 to jpg to tga and then uploaded, then you'd
>> > need a human to look at the original and the newly uploaded texture
>> > at the same time to judge that it is MAYBE a copy - which then can
>> > only be proved in court if the original creator can prove that his
>> > original textures are 100% his own and not, for example, downloaded
>> > from the internet somewhere (because in that case the other
>> > uploader could have used the same source).
>> >
>> > A real problem, currently in SL, is imho the complete lack of
>> > support for FREE things. The amount of restriction (for people with
>> > honest viewers) is tremendous: if you're not an expert or do not pay
>> > attention for a second, then your creation is not truely free
>> > anymore. Everything defaults to very copyleft unfriendly settings.
>> > I'm trying to get my friends, who are very willing in that regard,
>> > to only create full permission stuff, but it's simply near
>> > impossible to keep something full permission and often we're stuck
>> > with something nobody else can change or edit because the creator
>> > forgot to set the bit of the contents of an object after changing
>> > the group etc blah blah...
>> >
>> > For example, last a good friend of me wanted my help with making a
>> > large amount of changes on his sim: hunderds of objects had to be
>> > adjusted... He was willing to:
>> > 1) Add me to any group necessary.
>> > 2) Give me his build rights
>> > 3) Transfer any object to me (temporary ownership transfer)
>> > 4) Make any adjustments to the objects and the objects contents
>> > =A0 needed to allow me to access what I needed to access.
>> > etc etc
>> >
>> > The end result: He had to do it all by himself. It was impossible to
>> > give me enough access to help him (for those who don't believe that,
>> > one of things involved changing the "anyone can move" bit of an
>> > object in the contents of objects: it is not possible to take
>> > anything out of the contents (ie copy it to your inventory) when
>> > it's no transfer, and therefore you can't edit it, even though it's
>> > modify and you get all the rights that the owner can give you).
>> >
>> > Sorry, but that is unacceptable; and it CLEARLY shows that
>> > something is missing from the protocol.
>> >
>> > Now the above example doesn't show that a free object is not
>> > supported, it only make clear that non-free objects can be very
>> > annoying even in situations where the owner has all the rights to
>> > do what he wants to do. There are many other such examples. Hence,
>> > it shows that it is very annoying that an object is non-free by
>> > default at so many levels that you need an IQ of over 140 to create
>> > one and those permissions erode quickly to non-free. Even the so
>> > called "freebies" are non-free by the way: they are almost always
>> > no transfer. Hell, even the default shape that you can when you
>> > create a new account is no transfer, what kind of insanity is that?!
>> >
>> > I think you might find a lot of people, like myself, a lot more
>> > willing to help out with thinking of ways on how to protect
>> > property in virtual worlds when first it is assured that those who
>> > want to create things that are FREE are equally supported as the
>> > commercial guys out there.
>> >
>> > --
>> > Carlo Wood <carlo@alinoe.com>
>> > _______________________________________________
>> > vwrap mailing list
>> > vwrap@ietf.org
>> > https://www.ietf.org/mailman/listinfo/vwrap
>> >
>
>
>
> --
> Carlo Wood <carlo@alinoe.com>
> _______________________________________________
> vwrap mailing list
> vwrap@ietf.org
> https://www.ietf.org/mailman/listinfo/vwrap
>

From morgaine.dinova@googlemail.com  Sun Apr  3 12:41:12 2011
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From: Morgaine <morgaine.dinova@googlemail.com>
To: vwrap@ietf.org
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Subject: Re: [vwrap] [wvrap] Simulation consistency
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I'm afraid you misunderstand the issue, Dzonatas.  I'll add a bit of
background.

This has nothing to do with visual versus graphical presentation.  I'm a bi=
g
fan of both, and like yourself I think spatially most of the time about
architectures, which is a graphic form.  Likewise, it has nothing to do wit=
h
accessibility whatsoever, of which I've been a very enthusiastic proponent
in Second Life for many years.

The only thing with which the "domain" argument is concerned is whether the
concept reflects something useful in VWRAP that we can observe, query,
interact with, or design a protocol around.  The answer is "No" on all thes=
e
counts for "Agent Domain" in VWRAP, because it refers to a concept in OGP
that denied interop, and it does not apply to us.

As a result, far from helping anyone to understand the VWRAP architecture,
all it does is increase the amount of confusion surrounding VWRAP, because
it does not reflect anything useful about what we are trying to implement.

The nearest we get in VWRAP to something that might have been conceived
originally as the "Agent Domain" in OGP is roughly "The set of places and
items and resources that this world will permit an agent to visit or
interact with ", which is approximately the same thing as saying "the close=
d
walled garden".  It is a singularly counter-productive concept for a group
that has the important goal of achieving interop between worlds.

So no, it's not helpful, either visually or otherwise.  The term is just
another obstacle on the road to VW interop.  That OGP whiteboard never had
other fluffy clouds on it labeled "Virtual world B", "Virtual world C", and
so on.  The concept of interop between worlds was denied, because Agent
Domain controlled access to Region Domains, and so nothing outside AD+RD
existed in OGP.

But we are not designing OGP, we are designing VWRAP, a set of protocols
that embraces interoperation between worlds as well.  That is why the Agent
Domain does not exist as a useful concept in this work.  It elevates world
closure, negates interoperation, and does not even admit other worlds into
the picture, because Agent Domain is defined to exclude them.

It's a very bad idea, both in text and as fluffy clouds.


Morgaine.



=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D

On Sun, Apr 3, 2011 at 7:49 PM, Dzonatas Sol <dzonatas@gmail.com> wrote:

> Visual people don't do well with "figure-of-speech" and such semantics.
> Those that prefer such semantics usually don't either don't recognize thi=
s
> or treat visual people as in need of accessibilities. We are not dumb. It
> doesn't get "you" their... it gets "us" there if you acknowledge these
> differences in people. Don't rely on such semantics, as to visual people
> that is just nonsense (being not useful). To visual people, every word
> carries its complete meanings and no less. To those that prefer
> "figure-of-speech" (auditory and kinetic types) they imply less that mean=
s
> nothing to visual people.
>
> Also, do note that your message below seems to mock visual people as
> "hindrance to further progress". =3D(
>
> I hope you reconsider your approach, Morgaine. Not often do people want t=
o
> categorize accessibilities and such issues.
>
> Morgaine wrote:
>
>> We have no "figure-of-speech services" in VWRAP.  Our services are runni=
ng
>> processes, they have network endpoints, and they talk a network protocol=
.
>>
>> Concepts can be very useful, and I regularly draw fluffy clouds that
>> represent the concept behind something concrete.
>>
>> Where concepts are not useful is when they denote something that doesn't
>> actually exist, like say phlogiston, God, or Agent Domain, because this =
just
>> makes them a hindrance to further progress.  Humanity suffers from this =
a
>> lot.
>>
>> Philosophy aside, we want our Agent Service to be totally concrete, with=
 a
>> network API and well defined semantics.  The domain concept does not get=
 us
>> there.
>>
>>
>> Morgaine.
>>
>>
>>
>>
>> =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D
>>
>> On Sun, Apr 3, 2011 at 6:38 PM, Dzonatas Sol <dzonatas@gmail.com <mailto=
:
>> dzonatas@gmail.com>> wrote:
>>
>>    I prefer the visualization of "domains" because those fluffy
>>    clouds really help those that don't do well with figure-of-speech
>>    "services."
>>
>>
>>    Morgaine wrote:
>>
>>        "Agent Domain" more or less ceased to exist in practice when
>>        David pointed out very eloquently that the emperor had no
>>        clothes.  (Same for "Region Domain".)
>>
>>        I think we mostly talk about the Agent Service and Region
>>        Service these days.  The "domain" was just a fluffy cloud that
>>        someone once drew on a whiteboard, but which never actually
>>        existed.
>>
>>
>>        Morgaine.
>>
>>
>>
>>
>>        =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D
>>
>>        On Sun, Apr 3, 2011 at 6:20 PM, Dzonatas Sol
>>        <dzonatas@gmail.com <mailto:dzonatas@gmail.com>
>>        <mailto:dzonatas@gmail.com <mailto:dzonatas@gmail.com>>> wrote:
>>
>>           Probably easy as suggested in other terms here on this list, a=
s
>>           how the client contacts the asset services now in the
>>        regions. The
>>           newer issue is to unitize that asset services. Since their is
>>           proprietary (legacy) code then we can't expect that to
>>        change, and
>>           some form of proxy is of need. Whatever works best, I tried to
>>           narrow it down to suggestions here.
>>
>>           Eventually, the agent domain is ideal to handle the
>>        direction of
>>           the asset services. This concept, unfortunately, ended support
>>           awhile ago with changes in LL.
>>           Also see; http://wiki.secondlife.com/wiki/Agent_Domain
>>           And:
>>        http://wiki.secondlife.com/wiki/User:Dzonatas_Sol/AWG_Asset
>>           (warn: unstructured collaborative notes, dumped on me and I
>>        tried
>>           to fix)
>>
>>           I tried to find previous visuals.
>>
>>           I'd imagine the agent domain could grow out of unitized
>>        versions
>>           of asset services. Despite that, I think that concept helps
>>        view
>>           where we were at in discussion and what didn't happen.
>>
>>           Vaughn Deluca wrote:
>>
>>               Hi=EF=BF=BDDzonatas
>>
>>               Can you expand on that, what would be needed for legacy
>>               support in VWAP terms=EF=BF=BD?,
>>               If i want to read up on how the=EF=BF=BDasset server may p=
roxy the
>>               simulator, what would you recommend me to read?
>>
>>               -- Vaughn
>>
>>               On Sun, Apr 3, 2011 at 5:51 AM, Dzonatas Sol
>>               <dzonatas@gmail.com <mailto:dzonatas@gmail.com>
>>        <mailto:dzonatas@gmail.com <mailto:dzonatas@gmail.com>>
>>               <mailto:dzonatas@gmail.com <mailto:dzonatas@gmail.com>
>>        <mailto:dzonatas@gmail.com <mailto:dzonatas@gmail.com>>>> wrote:
>>
>>                  Some stated the proxy-to-asset-server is built into
>>        the sim;
>>                  however, keep in mind possible legacy support where
>>        the asset
>>                  server may proxy the simulator.
>>
>>
>>                  Dzonatas Sol wrote:
>>
>>                      Somehow I feel the basic asset server being able to
>>               login and
>>                      download assets is now priority, yet I also wondere=
d
>>               the best
>>                      way to patch this into the current mode of viewers.
>>
>>                      Maybe offer (1) by proxy (sim-side) and (2) by patc=
h
>>                      (viewer-side) that either of these two are
>>        optional and
>>                      neither are mandatory for now. Thoughts?
>>
>>                      Israel Alanis wrote:
>>
>>
>>                          > when designing for scalability, the model
>>        to bear in
>>                          mind is ...
>>
>>                          Well, there are a lot of different models to
>>        keep
>>               in mind,
>>                          and many different use cases. One particular us=
e
>>               case to
>>                          keep in mind is: "User acquires new outfit, and
>>               wants to
>>                          'show it off' in a highly populated region".
>>
>>                          > Both worlds and asset services may include
>>               commercial,
>>                          community, and personal services
>>
>>                          Yes, yes and yes. I'm particularly concerned
>>        about
>>               how the
>>                          model affects the ability to host personal asse=
t
>>               services.
>>
>>                          > a proxying region, which would get slammed
>>        for every
>>                          asset worn by every avatar present.
>>
>>                          Granted the collection of services that are
>>        provided by
>>                          the region need to be scaled to meet the
>>        demands of
>>               that
>>                          region. That's all part of capacity planning.
>>
>>                          > regions run many different CPU-intensive
>>        tasks,
>>                          including physics simulation and server-side
>>        scripting,
>>                          and absolutely cannot afford to serve assets to=
o
>>                          Well... who said the same CPU's have to do
>>        proxying,
>>                          physics simulation and server-side
>>        scripting? Asset
>>                          proxying is a different service than physics
>>        simulation
>>                          and can be on separate hardware, could make
>>        use of
>>                          geographically distributed caching, and in
>>        certain
>>                          deployment patterns, the same caching
>>        services could be
>>                          shared by different regions. (Server-side
>>        scripting
>>               is a
>>                          discussion for another day).
>>
>>                          > This is why we have to go parallel...
>>
>>                          Totally agree, and a proxying model could and
>>               should also
>>                          take advantage of parallelism.
>>
>>                          > I think you're wrong that it has to cost much
>>               money. ?vs?
>>                          > It costs money to host a high performance and
>>               scalable
>>                          asset service and a high bandwidth network to
>>               handle the
>>                          traffic. =EF=BF=BDA *lot* of money.
>>                          I think what you're saying is: "It costs a
>>        lot of
>>               money to
>>                          build a scalable asset service, but if
>>        assets are
>>               spread
>>                          throughout the internet they don't have to be
>>               scalable."
>>                          But that's not quite right. You're opening
>>        up every
>>               asset
>>                          server to the VW equivalent of being
>>        slashdotted,
>>               so are
>>                          you sure you're not forcing *every* asset
>>        service to be
>>                          scalable and handle a lot of bandwith and
>>        network
>>               traffic?
>>                          It's the exact opposite of your intention,
>>        but I think
>>                          that's the result, all the same.
>>
>>                          This particular design decision has a big
>>        effect on the
>>                          economics of the VW infrastructure. I'd
>>        rather the
>>                          economics to work out such that a region
>>        provider who
>>                          wishes to build a region that supports a small
>>               population,
>>                          can do so economically. A region that wants
>>        to host a
>>                          *large* population has to bear that cost of
>>               providing that
>>                          scalable asset service.
>>                          I want the economics of hosting a small asset
>>               service to
>>                          be a non-issue (as to best promote creation and
>>                          creativity). Creating a high bar to provide
>>        asset
>>               services
>>                          will mean that service will cost money and
>>        people
>>                          shouldn't have to pay money just to create
>>        or own VW
>>                          objects (I'm using 'own' here to refer to
>>        maintaining
>>                          their existence, I'm not trying to make a
>>                          'leftist'/'communist' statement about
>>        ownership ;)
>>
>>                          - Izzy
>>
>>
>>                          On Apr 2, 2011, at 3:58 PM, Morgaine wrote:
>>
>>                              Izzy, when designing for scalability,
>>        the model to
>>                              bear in mind is that of seasoned virtual
>>        world
>>                              travelers whose inventories contain
>>        assets from
>>               many
>>                              different worlds, those assets being
>>        served by many
>>                              different asset services. =EF=BF=BDBoth wor=
lds
>>        and asset
>>                              services may include commercial,
>>        community, and
>>                              personal services, and as the metaverse
>>        grows, that
>>                              set is highly likely to become
>>        progressively less
>>                              clustered and more diverse.
>>
>>                              When those seasoned travelers click on an
>>               advertised
>>                              VW link and perform an inter-world
>>        teleport to one
>>                              particular world's region to share an
>>        experience,
>>                              their "worn" assets (the only ones of
>>        interest
>>               to the
>>                              region) will contain references to asset
>>        services
>>                              spread widely across the Internet. =EF=BF=
=BDThe
>>        fetches
>>               by the
>>                              travelers' clients occur over many parallel
>>               paths from
>>                              clients to asset services, so one can
>>        reasonably
>>                              expect reduced network contention and
>>        reduced asset
>>                              server loading because they are both
>>        spread out
>>               over
>>                              however many asset services are being
>>        referenced by
>>                              the overall set of assets in the region.
>>
>>                              This is very different to the case of a
>>        proxying
>>                              region, which would get slammed for
>>        every asset
>>               worn
>>                              by every avatar present. =EF=BF=BDIn our cu=
rrent
>>               architecture,
>>                              regions run many different CPU-intensive
>>        tasks,
>>                              including physics simulation and server-sid=
e
>>                              scripting, and absolutely cannot afford
>>        to serve
>>                              assets too unless your scalability
>>        requirements are
>>                              very low indeed, ie. just a few dozen
>>        avatars of
>>                              today's kind. =EF=BF=BDWe've hit the ceilin=
g
>>        already on
>>               region
>>                              scalability done that way. =EF=BF=BDThere i=
s
>>        nowhere to
>>               go in
>>                              that direction at all beyond improving
>>        the code
>>               like
>>                              Intel demonstrated, and that work is
>>        subject to
>>               a law
>>                              of diminishing returns.
>>
>>                              This is why we have to go parallel, and
>>        I think
>>               you're
>>                              wrong that it has to cost much money.
>>        =EF=BF=BDAs we spread
>>                              the load across more and more asset
>>        services,
>>               we are
>>                              simply better utilizing all the hardware
>>        that's
>>                              already out there on the Internet, at
>>        least in
>>               respect
>>                              of community and private resources. =EF=BF=
=BDBut
>>        add to the
>>                              community and private resources the
>>        commercial
>>               asset
>>                              services that are likely to appear to
>>        exploit this
>>                              opportunity, and not only will the
>>        number of asset
>>                              services leap, but the power of each one
>>        will
>>               rocket
>>                              too, because, after all, these
>>        businesses will be
>>                              heavily optimized for the job.
>>
>>                              As to why a world would want clients to
>>        access
>>                              external asset services instead of providin=
g
>>               its own
>>                              implementation, that's an easy question.
>>        =EF=BF=BDIt costs
>>                              money to host a high performance and
>>        scalable asset
>>                              service and a high bandwidth network to
>>        handle the
>>                              traffic. =EF=BF=BDA *lot* of money. =EF=BF=
=BDIn contrast, it
>>               costs a
>>                              world nothing to let others serve the
>>        assets to
>>                              clients. =EF=BF=BDAnd that matters to the b=
ottom
>>        line.
>>
>>
>>                              Morgaine.
>>
>>
>>
>>
>>                              =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D
>>
>>                              On Sat, Apr 2, 2011 at 7:05 PM, Izzy Alanis
>>                              <izzyalanis@gmail.com
>>        <mailto:izzyalanis@gmail.com>
>>               <mailto:izzyalanis@gmail.com
>>        <mailto:izzyalanis@gmail.com>> <mailto:izzyalanis@gmail.com
>>        <mailto:izzyalanis@gmail.com>
>>               <mailto:izzyalanis@gmail.com
>>        <mailto:izzyalanis@gmail.com>>>
>>                              <mailto:izzyalanis@gmail.com
>>        <mailto:izzyalanis@gmail.com>
>>               <mailto:izzyalanis@gmail.com <mailto:izzyalanis@gmail.com>=
>
>>
>>                              <mailto:izzyalanis@gmail.com
>>        <mailto:izzyalanis@gmail.com>
>>               <mailto:izzyalanis@gmail.com
>>        <mailto:izzyalanis@gmail.com>>>>> wrote:
>>
>>                              =EF=BF=BD =EF=BF=BD> As always though, it's=
 a trade-off,
>>        since the
>>                              proxied design
>>                              =EF=BF=BD =EF=BF=BDhas very poor scalabilit=
y compared to the
>>                              distributed one.
>>
>>                              =EF=BF=BD =EF=BF=BDI don't agree with that.=
.. If a user
>>        enters a
>>                              highly populated
>>                              =EF=BF=BD =EF=BF=BDregion,
>>                              =EF=BF=BD =EF=BF=BDevery other client is go=
ing to (could and
>>               should be
>>                              trying to)
>>                              =EF=BF=BD =EF=BF=BDhit the
>>                              =EF=BF=BD =EF=BF=BDasset server(s) for the =
assets that
>>        the user is
>>                              wearing (assuming
>>                              =EF=BF=BD =EF=BF=BDthey're not cached local=
ly). =EF=BF=BDEvery
>>        asset server
>>                              has to be scaled up
>>                              =EF=BF=BD =EF=BF=BDto the point that it can=
 handle that load
>>               from all
>>                              over...
>>
>>                              =EF=BF=BD =EF=BF=BDIf I'm hosting a region =
that supports
>>        10s of
>>                              thousands of
>>                              =EF=BF=BD =EF=BF=BDsimultaneous
>>                              =EF=BF=BD =EF=BF=BDusers (thinking of the f=
uture), I already
>>               have to
>>                              scale to meet that
>>                              =EF=BF=BD =EF=BF=BDdemand. If the region is=
 proxying the
>>               assets, then,
>>                              yes the
>>                              =EF=BF=BD =EF=BF=BDregion has
>>                              =EF=BF=BD =EF=BF=BDto be scaled to meet tha=
t asset
>>        demand too,
>>               but it
>>                              already has to be
>>                              =EF=BF=BD =EF=BF=BDscaled to meet other dem=
ands of being
>>        a region
>>                              server... and why is
>>                              =EF=BF=BD =EF=BF=BDscaling those asset prox=
y services
>>        hard? =EF=BF=BDIt's
>>                              going to cost $,
>>                              =EF=BF=BD =EF=BF=BDbut is
>>                              =EF=BF=BD =EF=BF=BDnot technically challeng=
ing. So, if I
>>        want
>>               to host
>>                              a region like
>>                              =EF=BF=BD =EF=BF=BDthat... sure it will cos=
t me, but the
>>        simulation
>>                              will be consistent
>>                              =EF=BF=BD =EF=BF=BDand users will be able t=
o participate
>>        equally,
>>                              regardless of the
>>                              =EF=BF=BD =EF=BF=BDcapabilities of their in=
dividual
>>        asset services.
>>
>>
>>
>>
>>                              =EF=BF=BD =EF=BF=BDOn Fri, Apr 1, 2011 at 1=
1:55 PM, Morgaine
>>                              =EF=BF=BD =EF=BF=BD<morgaine.dinova@googlem=
ail.com
>>        <mailto:morgaine.dinova@googlemail.com>
>>               <mailto:morgaine.dinova@googlemail.com
>>        <mailto:morgaine.dinova@googlemail.com>>
>>                              <mailto:morgaine.dinova@googlemail.com
>>        <mailto:morgaine.dinova@googlemail.com>
>>               <mailto:morgaine.dinova@googlemail.com
>>        <mailto:morgaine.dinova@googlemail.com>>>
>>                              =EF=BF=BD
>>        =EF=BF=BD<mailto:morgaine.dinova@googlemail.com
>>
>>        <mailto:morgaine.dinova@googlemail.com>
>>
>>               <mailto:morgaine.dinova@googlemail.com
>>        <mailto:morgaine.dinova@googlemail.com>>
>>
>>                              <mailto:morgaine.dinova@googlemail.com
>>        <mailto:morgaine.dinova@googlemail.com>
>>               <mailto:morgaine.dinova@googlemail.com
>>        <mailto:morgaine.dinova@googlemail.com>>>>> wrote:
>>                              =EF=BF=BD =EF=BF=BD> Every design choice re=
sults in a
>>        trade-off,
>>                              Vaughn, improving
>>                              =EF=BF=BD =EF=BF=BDone thing at
>>                              =EF=BF=BD =EF=BF=BD> the expense of somethi=
ng else. =EF=BF=BDIf
>>        every
>>               time we
>>                              offered a
>>                              =EF=BF=BD =EF=BF=BDservice we had to
>>                              =EF=BF=BD =EF=BF=BD> inform its users about=
 the downsides of
>>               all the
>>                              trade-offs we
>>                              =EF=BF=BD =EF=BF=BDhave made,
>>                              =EF=BF=BD =EF=BF=BD> they would have an awf=
ul lot to
>>        read. ;-)
>>                              =EF=BF=BD =EF=BF=BD>
>>                              =EF=BF=BD =EF=BF=BD> The specific trade-off=
 that you are
>>               discussing is no
>>                              =EF=BF=BD =EF=BF=BDdifferent. =EF=BF=BDA re=
gion
>>                              =EF=BF=BD =EF=BF=BD> that proxies all conte=
nt has the
>>        "benefit" of
>>                              acquiring control
>>                              =EF=BF=BD =EF=BF=BDfrom the
>>                              =EF=BF=BD =EF=BF=BD> asset servers over the=
 items in the
>>        region, so
>>                              that it can
>>                              =EF=BF=BD =EF=BF=BDensure that
>>                              =EF=BF=BD =EF=BF=BD> everyone in the region=
 not only obtains
>>               the items
>>                              but obtains
>>                              =EF=BF=BD =EF=BF=BDthe same items
>>                              =EF=BF=BD =EF=BF=BD> as everyone else. =EF=
=BF=BDThat does indeed
>>        provide a
>>                              greater guarantee of
>>                              =EF=BF=BD =EF=BF=BD> consistency than a dep=
loyment in
>>        which the
>>               region
>>                              only passes
>>                              =EF=BF=BD =EF=BF=BDasset URIs to
>>                              =EF=BF=BD =EF=BF=BD> clients who then fetch=
 the items from
>>               asset services
>>                              =EF=BF=BD =EF=BF=BDseparately. =EF=BF=BDAs =
always
>>                              =EF=BF=BD =EF=BF=BD> though, it's a trade-o=
ff, since the
>>        proxied
>>                              design has very
>>                              =EF=BF=BD =EF=BF=BDpoor scalability
>>                              =EF=BF=BD =EF=BF=BD> compared to the distri=
buted one.
>>                              =EF=BF=BD =EF=BF=BD>
>>                              =EF=BF=BD =EF=BF=BD> If we're going to warn=
 users of the
>>               potential for
>>                              inconsistency
>>                              =EF=BF=BD =EF=BF=BDin the
>>                              =EF=BF=BD =EF=BF=BD> distributed deployment=
 as you
>>        suggest, are we
>>                              also going to
>>                              =EF=BF=BD =EF=BF=BDwarn them of
>>                              =EF=BF=BD =EF=BF=BD> non-scalability in the=
 proxied one?
>>        =EF=BF=BDI really
>>                              don't see much
>>                              =EF=BF=BD =EF=BF=BDmerit in the
>>                              =EF=BF=BD =EF=BF=BD> idea of warning about =
design choices.
>>               =EF=BF=BDMany such
>>                              choices are
>>                              =EF=BF=BD =EF=BF=BDtechnical, and
>>                              =EF=BF=BD =EF=BF=BD> the issues are quite l=
ikely to be
>>        of little
>>                              interest to
>>                              =EF=BF=BD =EF=BF=BDnon-technical users
>>                              =EF=BF=BD =EF=BF=BD> anyway. =EF=BF=BDIn an=
y case, the better
>>        services are
>>                              likely to provide
>>                              =EF=BF=BD =EF=BF=BDsuch
>>                              =EF=BF=BD =EF=BF=BD> information in their o=
nline
>>        documentation, I
>>                              would guess.
>>                              =EF=BF=BD =EF=BF=BD>
>>                              =EF=BF=BD =EF=BF=BD> You mentioned users "v=
oting with their
>>               feet" or
>>                              choosing to
>>                              =EF=BF=BD =EF=BF=BDaccept the risk
>>                              =EF=BF=BD =EF=BF=BD> of inconsistency. =EF=
=BF=BDWell that will
>>        happen
>>               anyway,
>>                              when services
>>                              =EF=BF=BD =EF=BF=BDfail and
>>                              =EF=BF=BD =EF=BF=BD> users get annoyed. =EF=
=BF=BDIf some asset
>>        services
>>               refuse
>>                              to send the
>>                              =EF=BF=BD =EF=BF=BDrequested
>>                              =EF=BF=BD =EF=BF=BD> items to some users, t=
hose services
>>        will get a
>>                              bad reputation
>>                              =EF=BF=BD =EF=BF=BDand people
>>                              =EF=BF=BD =EF=BF=BD> will choose different =
asset
>>        services instead.
>>                              =EF=BF=BDLikewise, if a
>>                              =EF=BF=BD =EF=BF=BDworld service
>>                              =EF=BF=BD =EF=BF=BD> proxies everything and=
 so it can't
>>        handle
>>               a large
>>                              number of
>>                              =EF=BF=BD =EF=BF=BDassets or of
>>                              =EF=BF=BD =EF=BF=BD> people, users will get=
 annoyed at
>>        the lag
>>               and will go
>>                              =EF=BF=BD =EF=BF=BDelsewhere. =EF=BF=BDThis=
 user
>>                              =EF=BF=BD =EF=BF=BD> evaluation and "voting=
 with their feet"
>>               happens
>>                              already with
>>                              =EF=BF=BD =EF=BF=BDonline services
>>                              =EF=BF=BD =EF=BF=BD> all over the Internet,=
 and I am
>>        sure that this
>>                              human process
>>                              =EF=BF=BD =EF=BF=BDwill continue
>>                              =EF=BF=BD =EF=BF=BD> to work when the servi=
ces are asset
>>        and region
>>                              services.
>>                              =EF=BF=BD =EF=BF=BD>
>>                              =EF=BF=BD =EF=BF=BD> Back in September 2010=
, I wrote
>>        this post
>>               which
>>                              proposes that
>>                              =EF=BF=BD =EF=BF=BDwe use in
>>                              =EF=BF=BD =EF=BF=BD> VWRAP a form of asset =
addressing
>>        that provides
>>                              massive
>>                              =EF=BF=BD =EF=BF=BDscalability at the
>>                              =EF=BF=BD =EF=BF=BD> same time as a very hi=
gh degree of
>>               resilience --
>>                              =EF=BF=BD =EF=BF=BD>
>>                              =EF=BF=BD
>>                                            =EF=BF=BD
>> http://www.ietf.org/mail-archive/web/vwrap/current/msg00463.html
>>                              =EF=BF=BD =EF=BF=BD. =EF=BF=BDIt is
>>                              =EF=BF=BD =EF=BF=BD> based on the concept o=
f the URI
>>        containing
>>               a host
>>                              part and a
>>                              =EF=BF=BD =EF=BF=BDhash part,
>>                              =EF=BF=BD =EF=BF=BD> where the hash is gene=
rated (once,
>>        at the
>>               time of
>>                              storage to
>>                              =EF=BF=BD =EF=BF=BDthe asset
>>                              =EF=BF=BD =EF=BF=BD> service) using a speci=
fied digest
>>               algorithm over
>>                              the content of
>>                              =EF=BF=BD =EF=BF=BDthe asset
>>                              =EF=BF=BD =EF=BF=BD> being referenced. =EF=
=BF=BDYou may wish to note
>>               that if
>>                              this design
>>                              =EF=BF=BD =EF=BF=BDwere used, the
>>                              =EF=BF=BD =EF=BF=BD> failure of an asset se=
rvice to
>>        deliver a
>>                              requested item would
>>                              =EF=BF=BD =EF=BF=BDresult in a
>>                              =EF=BF=BD =EF=BF=BD> failover request for t=
he item to
>>        one or more
>>                              backup services,
>>                              =EF=BF=BD =EF=BF=BDusing the same
>>                              =EF=BF=BD =EF=BF=BD> hash part but with a d=
ifferent host
>>        address.
>>                              =EF=BF=BD =EF=BF=BD>
>>                              =EF=BF=BD =EF=BF=BD> This can go some way t=
owards
>>        overcoming the
>>                              problem that you
>>                              =EF=BF=BD =EF=BF=BDthink might
>>                              =EF=BF=BD =EF=BF=BD> occur when assets are =
fetched by
>>        clients from
>>                              asset services
>>                              =EF=BF=BD =EF=BF=BDdirectly.
>>                              =EF=BF=BD =EF=BF=BD> Although it won't help=
 when the missing
>>               item is
>>                              available from
>>                              =EF=BF=BD =EF=BF=BDonly a single
>>                              =EF=BF=BD =EF=BF=BD> asset service, it will=
 help in many
>>        other
>>               cases,
>>                              and it will
>>                              =EF=BF=BD =EF=BF=BDcompensate for
>>                              =EF=BF=BD =EF=BF=BD> service failures and n=
etwork outages
>>                              automatically at the same
>>                              =EF=BF=BD =EF=BF=BDtime.
>>                              =EF=BF=BD =EF=BF=BD>
>>                              =EF=BF=BD =EF=BF=BD> PS. This design for ha=
sh-based asset
>>               addressing
>>                              is already
>>                              =EF=BF=BD =EF=BF=BDbeing tested by
>>                              =EF=BF=BD =EF=BF=BD> Mojito Sorbet in her e=
xperimental
>>        world and
>>                              client. =EF=BF=BDIt would give
>>                              =EF=BF=BD =EF=BF=BD> VWRAP-based worlds an =
improved level of
>>               service
>>                              availability,
>>                              =EF=BF=BD =EF=BF=BDso I think it
>>                              =EF=BF=BD =EF=BF=BD> should be a core featu=
re of our
>>        protocol.
>>                              =EF=BF=BD =EF=BF=BD>
>>                              =EF=BF=BD =EF=BF=BD>
>>                              =EF=BF=BD =EF=BF=BD> Morgaine.
>>                              =EF=BF=BD =EF=BF=BD>
>>                              =EF=BF=BD =EF=BF=BD>
>>                              =EF=BF=BD =EF=BF=BD>
>>                              =EF=BF=BD =EF=BF=BD>
>>                              =EF=BF=BD =EF=BF=BD> =3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D
>>                              =EF=BF=BD =EF=BF=BD>
>>                              =EF=BF=BD =EF=BF=BD> On Fri, Apr 1, 2011 at=
 11:17 PM,
>>        Vaughn Deluca
>>                              =EF=BF=BD =EF=BF=BD<vaughn.deluca@gmail.com
>>        <mailto:vaughn.deluca@gmail.com>
>>               <mailto:vaughn.deluca@gmail.com
>>        <mailto:vaughn.deluca@gmail.com>>
>>                              <mailto:vaughn.deluca@gmail.com
>>        <mailto:vaughn.deluca@gmail.com>
>>               <mailto:vaughn.deluca@gmail.com
>>        <mailto:vaughn.deluca@gmail.com>>>
>>                              <mailto:vaughn.deluca@gmail.com
>>        <mailto:vaughn.deluca@gmail.com>
>>               <mailto:vaughn.deluca@gmail.com
>>        <mailto:vaughn.deluca@gmail.com>>
>>                              <mailto:vaughn.deluca@gmail.com
>>        <mailto:vaughn.deluca@gmail.com>
>>               <mailto:vaughn.deluca@gmail.com
>>        <mailto:vaughn.deluca@gmail.com>>>>>
>>                              =EF=BF=BD =EF=BF=BD> wrote:
>>                              =EF=BF=BD =EF=BF=BD>>
>>                              =EF=BF=BD =EF=BF=BD>> This is a question i =
discussed
>>        with Morgaine
>>                              off-list a while
>>                              =EF=BF=BD =EF=BF=BDago (I
>>                              =EF=BF=BD =EF=BF=BD>> intended to send it t=
o the list but
>>               pushed the
>>                              wrong button...) I
>>                              =EF=BF=BD =EF=BF=BD>> think we need to addr=
ess this
>>        problem, and
>>                              decide how to deal
>>                              =EF=BF=BD =EF=BF=BDwith it.
>>                              =EF=BF=BD =EF=BF=BD>>
>>                              =EF=BF=BD =EF=BF=BD>> =EF=BF=BDIn Davids de=
ployment draft, section
>>               7.3.1.1 an
>>                              overview is
>>                              =EF=BF=BD =EF=BF=BDgiven van
>>                              =EF=BF=BD =EF=BF=BD>> ways to deliver conte=
nt to the region.
>>               One way
>>                              is only passing a
>>                              =EF=BF=BD =EF=BF=BD>> capability that allow=
s access to (part
>>               of) the
>>                              resource:
>>                              =EF=BF=BD =EF=BF=BD>>
>>                              =EF=BF=BD =EF=BF=BD>> =EF=BF=BD =EF=BF=BD =
=EF=BF=BD =EF=BF=BD =EF=BF=BD 7.3.1.1. =EF=BF=BDContent
>>        delivery models
>>                              =EF=BF=BD =EF=BF=BD>> =EF=BF=BD =EF=BF=BD =
=EF=BF=BD =EF=BF=BD =EF=BF=BD A range of possible
>>               represenations can
>>                              be passed to
>>                              =EF=BF=BD =EF=BF=BDa region for
>>                              =EF=BF=BD =EF=BF=BD>> =EF=BF=BD =EF=BF=BD =
=EF=BF=BD =EF=BF=BD =EF=BF=BD simulation. [...] The
>>        other end
>>               of the
>>                              delivery spectrum
>>                              =EF=BF=BD =EF=BF=BD>> involves passing
>>                              =EF=BF=BD =EF=BF=BD>> =EF=BF=BD =EF=BF=BD =
=EF=BF=BD =EF=BF=BD =EF=BF=BD only a URI or capability
>>        used to
>>                              access the rendering
>>                              =EF=BF=BD =EF=BF=BD>> information and a
>>                              =EF=BF=BD =EF=BF=BD>> =EF=BF=BD =EF=BF=BD =
=EF=BF=BD =EF=BF=BD =EF=BF=BD collision mesh,and
>>        related data for
>>                              physical simulation.
>>                              =EF=BF=BD =EF=BF=BD>> =EF=BF=BD =EF=BF=BD =
=EF=BF=BD =EF=BF=BD =EF=BF=BD In such a model, the
>>        client is
>>                              responsible for
>>                              =EF=BF=BD =EF=BF=BDfetching the
>>                              =EF=BF=BD =EF=BF=BD>> additional
>>                              =EF=BF=BD =EF=BF=BD>> =EF=BF=BD =EF=BF=BD =
=EF=BF=BD =EF=BF=BD =EF=BF=BD information needed to
>>        render the
>>                              item's visual
>>                              =EF=BF=BD =EF=BF=BDpresence from a
>>                              =EF=BF=BD =EF=BF=BD>> separate
>>                              =EF=BF=BD =EF=BF=BD>> =EF=BF=BD =EF=BF=BD =
=EF=BF=BD =EF=BF=BD =EF=BF=BD service. =EF=BF=BDThis fetch can
>>        be done
>>                              *under the
>>                              =EF=BF=BD =EF=BF=BDcredentials of the
>>                              =EF=BF=BD =EF=BF=BD>> end user*
>>                              =EF=BF=BD =EF=BF=BD>> =EF=BF=BD =EF=BF=BD =
=EF=BF=BD =EF=BF=BD =EF=BF=BD viewing the material [my
>>               emphasis--VD]
>>                              , and
>>                              =EF=BF=BD =EF=BF=BDdivorces the
>>                              =EF=BF=BD =EF=BF=BD>> simulation from
>>                              =EF=BF=BD =EF=BF=BD>> =EF=BF=BD =EF=BF=BD =
=EF=BF=BD =EF=BF=BD =EF=BF=BD the trust chain needed
>>        to manage
>>                              content. =EF=BF=BDAny
>>                              =EF=BF=BD =EF=BF=BDautomation
>>                              =EF=BF=BD =EF=BF=BD>> is done on a
>>                              =EF=BF=BD =EF=BF=BD>> =EF=BF=BD =EF=BF=BD =
=EF=BF=BD =EF=BF=BD =EF=BF=BD separate host which the
>>        content
>>                              creator or owner trusts,
>>                              =EF=BF=BD =EF=BF=BD>> interacting with the
>>                              =EF=BF=BD =EF=BF=BD>> =EF=BF=BD =EF=BF=BD =
=EF=BF=BD =EF=BF=BD =EF=BF=BD object through remoted
>>        interfaces.
>>                              =EF=BF=BD =EF=BF=BD>>
>>                              =EF=BF=BD =EF=BF=BD>> =EF=BF=BDI can see th=
e need for such a setup,
>>               however, i
>>                              feel we are
>>                              =EF=BF=BD =EF=BF=BD>> unpleasantly close to=
 a situation
>>        were the
>>                              coherence of the
>>                              =EF=BF=BD =EF=BF=BDsimulation
>>                              =EF=BF=BD =EF=BF=BD>> falls apart.
>>                              =EF=BF=BD =EF=BF=BD>> In this deployment pa=
ttern the region
>>               advertises
>>                              the presence
>>                              =EF=BF=BD =EF=BF=BDof the
>>                              =EF=BF=BD =EF=BF=BD>> asset, and *some* cli=
ents will be
>>        able to
>>               get it
>>                              as expected,
>>                              =EF=BF=BD =EF=BF=BDwhile
>>                              =EF=BF=BD =EF=BF=BD>> -based on the arbitra=
ry whims of
>>        the asset
>>                              service- others
>>                              =EF=BF=BD =EF=BF=BDmight not.
>>                              =EF=BF=BD =EF=BF=BD>>
>>                              =EF=BF=BD =EF=BF=BD>> My hope would be that=
 after the
>>        asset server
>>                              provides the
>>                              =EF=BF=BD =EF=BF=BDregion with
>>                              =EF=BF=BD =EF=BF=BD>> the capability to get=
 the asset,
>>        it gives up
>>                              control. That
>>                              =EF=BF=BD =EF=BF=BDwould mean
>>                              =EF=BF=BD =EF=BF=BD>> that if the client fi=
nds the inventory
>>               server is
>>                              unwilling to
>>                              =EF=BF=BD =EF=BF=BDserve
>>                              =EF=BF=BD =EF=BF=BD>> the content - in spir=
e of the region
>>               saying it
>>                              is present-,
>>                              =EF=BF=BD =EF=BF=BDthe client
>>                              =EF=BF=BD =EF=BF=BD>> should be able to tur=
n around ask the
>>               *region*
>>                              for the asset,
>>                              =EF=BF=BD =EF=BF=BD(and get
>>                              =EF=BF=BD =EF=BF=BD>> is after all).
>>                              =EF=BF=BD =EF=BF=BD>>
>>                              =EF=BF=BD =EF=BF=BD>> =EF=BF=BDIf that is n=
ot the case, -and
>>        there are
>>                              probably good reasons
>>                              =EF=BF=BD =EF=BF=BDfor the
>>                              =EF=BF=BD =EF=BF=BD>> deployment pattern as=
 described-
>>               =EF=BF=BDshouldn't we
>>                              *warn* clients
>>                              =EF=BF=BD =EF=BF=BDthat the
>>                              =EF=BF=BD =EF=BF=BD>> region might be incon=
sistent, so
>>        the users
>>                              behind the client
>>                              =EF=BF=BD =EF=BF=BDcan vote
>>                              =EF=BF=BD =EF=BF=BD>> with their feet, (or =
take the risk)?
>>                              =EF=BF=BD =EF=BF=BD>>
>>                              =EF=BF=BD =EF=BF=BD>> --Vaughn
>>                              =EF=BF=BD =EF=BF=BD>>
>>               _______________________________________________
>>                              =EF=BF=BD =EF=BF=BD>> vwrap mailing list
>>                              =EF=BF=BD =EF=BF=BD>> vwrap@ietf.org
>>        <mailto:vwrap@ietf.org> <mailto:vwrap@ietf.org
>>        <mailto:vwrap@ietf.org>>
>>               <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>
>>        <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>>>
>>                              <mailto:vwrap@ietf.org
>>        <mailto:vwrap@ietf.org> <mailto:vwrap@ietf.org
>>        <mailto:vwrap@ietf.org>>
>>               <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>
>>        <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>>>>
>>
>>                              =EF=BF=BD =EF=BF=BD>>
>>        https://www.ietf.org/mailman/listinfo/vwrap
>>                              =EF=BF=BD =EF=BF=BD>
>>                              =EF=BF=BD =EF=BF=BD>
>>                              =EF=BF=BD =EF=BF=BD>
>>               _______________________________________________
>>                              =EF=BF=BD =EF=BF=BD> vwrap mailing list
>>                              =EF=BF=BD =EF=BF=BD> vwrap@ietf.org
>>        <mailto:vwrap@ietf.org> <mailto:vwrap@ietf.org
>>        <mailto:vwrap@ietf.org>>
>>               <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>
>>        <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>>>
>>                              <mailto:vwrap@ietf.org
>>        <mailto:vwrap@ietf.org> <mailto:vwrap@ietf.org
>>        <mailto:vwrap@ietf.org>>
>>               <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>
>>        <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>>>>
>>
>>                              =EF=BF=BD =EF=BF=BD>
>>        https://www.ietf.org/mailman/listinfo/vwrap
>>                              =EF=BF=BD =EF=BF=BD>
>>                              =EF=BF=BD =EF=BF=BD>
>>
>>
>>
>>
>>  -----------------------------------------------------------------------=
-
>>
>>                          _______________________________________________
>>                          vwrap mailing list
>>                          vwrap@ietf.org <mailto:vwrap@ietf.org>
>>        <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>>
>>               <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>
>>        <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>>>
>>                          https://www.ietf.org/mailman/listinfo/vwrap
>>                          =EF=BF=BD
>>
>>
>>
>>
>>
>>                  --     --- https://twitter.com/Dzonatas_Sol ---
>>                  Web Development, Software Engineering, Virtual Reality,
>>               Consultant
>>
>>                  _______________________________________________
>>                  vwrap mailing list
>>                  vwrap@ietf.org <mailto:vwrap@ietf.org>
>>        <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>>
>>               <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>
>>        <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>>>
>>                  https://www.ietf.org/mailman/listinfo/vwrap
>>
>>
>>
>>
>>           --     --- https://twitter.com/Dzonatas_Sol ---
>>           Web Development, Software Engineering, Virtual Reality,
>>        Consultant
>>
>>           _______________________________________________
>>           vwrap mailing list
>>           vwrap@ietf.org <mailto:vwrap@ietf.org>
>>        <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>>
>>           https://www.ietf.org/mailman/listinfo/vwrap
>>
>>
>>
>>  -----------------------------------------------------------------------=
-
>>
>>
>>
>>
>>        _______________________________________________
>>        vwrap mailing list
>>        vwrap@ietf.org <mailto:vwrap@ietf.org>
>>        https://www.ietf.org/mailman/listinfo/vwrap
>>
>>
>>
>>    --     --- https://twitter.com/Dzonatas_Sol ---
>>    Web Development, Software Engineering, Virtual Reality, Consultant
>>
>>
>> ------------------------------------------------------------------------
>>
>> _______________________________________________
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>
>
> --
> --- https://twitter.com/Dzonatas_Sol ---
> Web Development, Software Engineering, Virtual Reality, Consultant
>
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Date: Sun, 03 Apr 2011 13:08:57 -0700
From: Dzonatas Sol <dzonatas@gmail.com>
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Subject: Re: [vwrap] [wvrap] Simulation consistency
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As stated, "it didn't happen." The concepts and ideas are still iconic 
natured and useful as such. It's iconic usefulness as like that of 
infinite tense that all English teachers want their students to write in 
& with figure-of-speech, its the wrong way. That is the nature of 
English infinite tense. All other tenses are correct, and teachers 
expect you to "correct" infinite tense, yet they don't teach that. 
That's the basis of sentience. Infinite tense is logically always in error.

Now with that in mind, "we" did not misunderstand the issues. Don't 
blame others until you look in the mirror more. What makes sense to you 
doesn't guarantee it makes sense to everybody else. The "graphic form" 
does not denote sense to visual people! Don't assume this! Like I said, 
visual people need complete ideas. Visual people don't remember 
dictionary definitions as much as auditory people don't remember graphic 
notations. It's because 60% of the people are auditory (they remember 
active speech) they are at constant battle with themselves in attempts 
to help the other 40% everywhere they don't need help -- is why there is 
ANY miscomprehension.

Visual people find it completely dumb idea to have dictionaries full 
words that have any prefixes or suffixes, as that is wasted resources. 
Only the root words with possible prefixes and suffixes are of need. The 
reason why they don't exist this way is because of "figure-of-speech" 
and proof of that 60%. Unless you are somehow smarter than the best and 
the brightest, I doubt you can solely point out bad ideas such as 
dictionaries that list every combination of root words with every 
possible suffix and prefix individually such that basically kills us off 
slowly with lack of symbiotic flow due to trees used for the numerous 
pages published as scholarly works. It's a killing.


Morgaine wrote:
> I'm afraid you misunderstand the issue, Dzonatas.  I'll add a bit of 
> background.
>
> This has nothing to do with visual versus graphical presentation.  I'm 
> a big fan of both, and like yourself I think spatially most of the 
> time about architectures, which is a graphic form.  Likewise, it has 
> nothing to do with accessibility whatsoever, of which I've been a very 
> enthusiastic proponent in Second Life for many years.
>
> The only thing with which the "domain" argument is concerned is 
> whether the concept reflects something useful in VWRAP that we can 
> observe, query, interact with, or design a protocol around.  The 
> answer is "No" on all these counts for "Agent Domain" in VWRAP, 
> because it refers to a concept in OGP that denied interop, and it does 
> not apply to us.
>
> As a result, far from helping anyone to understand the VWRAP 
> architecture, all it does is increase the amount of confusion 
> surrounding VWRAP, because it does not reflect anything useful about 
> what we are trying to implement.
>
> The nearest we get in VWRAP to something that might have been 
> conceived originally as the "Agent Domain" in OGP is roughly "The set 
> of places and items and resources that this world will permit an agent 
> to visit or interact with ", which is approximately the same thing as 
> saying "the closed walled garden".  It is a singularly 
> counter-productive concept for a group that has the important goal of 
> achieving interop between worlds.
>
> So no, it's not helpful, either visually or otherwise.  The term is 
> just another obstacle on the road to VW interop.  That OGP whiteboard 
> never had other fluffy clouds on it labeled "Virtual world B", 
> "Virtual world C", and so on.  The concept of interop between worlds 
> was denied, because Agent Domain controlled access to Region Domains, 
> and so nothing outside AD+RD existed in OGP.
>
> But we are not designing OGP, we are designing VWRAP, a set of 
> protocols that embraces interoperation between worlds as well.  That 
> is why the Agent Domain does not exist as a useful concept in this 
> work.  It elevates world closure, negates interoperation, and does not 
> even admit other worlds into the picture, because Agent Domain is 
> defined to exclude them.
>
> It's a very bad idea, both in text and as fluffy clouds.
>
>
> Morgaine.

-- 
--- https://twitter.com/Dzonatas_Sol ---
Web Development, Software Engineering, Virtual Reality, Consultant


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From: Dzonatas Sol <dzonatas@gmail.com>
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Subject: Re: [vwrap] [wvrap] Simulation consistency
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One more thing, in regards to "It's a killing..."...  why do you think 
automation and virtual worlds exist in the first place?

If your answer is anything near virtualization in ways that become 
turtles upon turtles (or VWs in VWs)... well... readjust your 
perspective back to "save the environment" and reboot from there.

Being able to model and manufacturer without paperwork and without 
environmental damage has and remains the #1 reason (despite LL's call 
for "Fast, Fun, S...").

 From that perspective, "asset" has wide-range of meanings that often 
get narrowed carelessly for the "fun of it". Many often go backwards 
before they know all meaning of assets. Any system that demonstrates 
single-entry derived bank automation is obviously backwards; it is quick 
to implement, costs too much in the end to upgrade, and always fails.

Dzonatas Sol wrote:
> As stated, "it didn't happen." The concepts and ideas are still iconic 
> natured and useful as such. It's iconic usefulness as like that of 
> infinite tense that all English teachers want their students to write 
> in & with figure-of-speech, its the wrong way. That is the nature of 
> English infinite tense. All other tenses are correct, and teachers 
> expect you to "correct" infinite tense, yet they don't teach that. 
> That's the basis of sentience. Infinite tense is logically always in 
> error.
>
> Now with that in mind, "we" did not misunderstand the issues. Don't 
> blame others until you look in the mirror more. What makes sense to 
> you doesn't guarantee it makes sense to everybody else. The "graphic 
> form" does not denote sense to visual people! Don't assume this! Like 
> I said, visual people need complete ideas. Visual people don't 
> remember dictionary definitions as much as auditory people don't 
> remember graphic notations. It's because 60% of the people are 
> auditory (they remember active speech) they are at constant battle 
> with themselves in attempts to help the other 40% everywhere they 
> don't need help -- is why there is ANY miscomprehension.
>
> Visual people find it completely dumb idea to have dictionaries full 
> words that have any prefixes or suffixes, as that is wasted resources. 
> Only the root words with possible prefixes and suffixes are of need. 
> The reason why they don't exist this way is because of 
> "figure-of-speech" and proof of that 60%. Unless you are somehow 
> smarter than the best and the brightest, I doubt you can solely point 
> out bad ideas such as dictionaries that list every combination of root 
> words with every possible suffix and prefix individually such that 
> basically kills us off slowly with lack of symbiotic flow due to trees 
> used for the numerous pages published as scholarly works. It's a killing.
>
>
> Morgaine wrote:
>> I'm afraid you misunderstand the issue, Dzonatas.  I'll add a bit of 
>> background.
>>
>> This has nothing to do with visual versus graphical presentation.  
>> I'm a big fan of both, and like yourself I think spatially most of 
>> the time about architectures, which is a graphic form.  Likewise, it 
>> has nothing to do with accessibility whatsoever, of which I've been a 
>> very enthusiastic proponent in Second Life for many years.
>>
>> The only thing with which the "domain" argument is concerned is 
>> whether the concept reflects something useful in VWRAP that we can 
>> observe, query, interact with, or design a protocol around.  The 
>> answer is "No" on all these counts for "Agent Domain" in VWRAP, 
>> because it refers to a concept in OGP that denied interop, and it 
>> does not apply to us.
>>
>> As a result, far from helping anyone to understand the VWRAP 
>> architecture, all it does is increase the amount of confusion 
>> surrounding VWRAP, because it does not reflect anything useful about 
>> what we are trying to implement.
>>
>> The nearest we get in VWRAP to something that might have been 
>> conceived originally as the "Agent Domain" in OGP is roughly "The set 
>> of places and items and resources that this world will permit an 
>> agent to visit or interact with ", which is approximately the same 
>> thing as saying "the closed walled garden".  It is a singularly 
>> counter-productive concept for a group that has the important goal of 
>> achieving interop between worlds.
>>
>> So no, it's not helpful, either visually or otherwise.  The term is 
>> just another obstacle on the road to VW interop.  That OGP whiteboard 
>> never had other fluffy clouds on it labeled "Virtual world B", 
>> "Virtual world C", and so on.  The concept of interop between worlds 
>> was denied, because Agent Domain controlled access to Region Domains, 
>> and so nothing outside AD+RD existed in OGP.
>>
>> But we are not designing OGP, we are designing VWRAP, a set of 
>> protocols that embraces interoperation between worlds as well.  That 
>> is why the Agent Domain does not exist as a useful concept in this 
>> work.  It elevates world closure, negates interoperation, and does 
>> not even admit other worlds into the picture, because Agent Domain is 
>> defined to exclude them.
>>
>> It's a very bad idea, both in text and as fluffy clouds.
>>
>>
>> Morgaine.
>


-- 
--- https://twitter.com/Dzonatas_Sol ---
Web Development, Software Engineering, Virtual Reality, Consultant


From morgaine.dinova@googlemail.com  Sun Apr  3 13:44:31 2011
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Very good points made by Meadhbh, and I agree 100%.

It's an unfortunate reality that a puzzlingly large proportion of users have
a hard time grasping the total absence of content security in a platform
architecture which sends nearly all content types to client machines by
design.  It was designed that way for very good reasons, and those reasons
are as valid today as they were at the time that it was being designed, but
it can be hard to get across that this is how it is intended to be and not a
fault.  Some people's aspirations are destined to be forever unsatisfied
because this does not reflect their concept of digital reality.

It doesn't matter how much machinery of trust or security or encryption or
DRM or VPN or anything else we employ, at the end of the day the client
endpoint has open data at its disposal which it needs to get its job done,
and no technical barriers against doing with it whatever else it wishes.

It's incongruous that we speak of "trust domains" (it's those fluffy clouds
again) when all we really have are cryptographically assured endpoint
identification and no trust at all.  You can't trust someone whom you don't
know as a person, and it's a fiction to claim that trust has been obtained.
We would be more honest if we exchanged "Trust Placebo Tokens", and then we
could at least laugh at our own eclectic joke, while openly admitting that
we are not actually providing anything of value beyond knowledge of the
endpoint.

As you say, there is nothing we can actually do about this, because all we
can do is exchange messages containing structured information, and we can't
control people.  "Trust" about what happens beyond the endpoint is something
that our technology cannot convey, and really using terms that suggest
otherwise just deludes people who don't have the background to know better.

We should avoid doing that, even when a phrase sounds too sexy to give up.


Morgaine.





=========================

On Sun, Apr 3, 2011 at 8:36 PM, Meadhbh Hamrick <ohmeadhbh@gmail.com> wrote:

> there is no way for a protocol to enforce the processing behavior on
> either end of a connection unless you want to mandate the use of MAC
> or DRM.
>
> the reason you "trust" someone is that you can't complete a
> transaction without trusting them. in the original VWRAP model, we
> assumed assets were bits of data and meta-data that could be securely
> moved around. "license" was just another bit of meta-data, as was
> "distribution." the protocol didn't require you to add either of these
> fields. neither did the protocol require you to honor them.
>
> that's because there's no way a protocol can REQUIRE a consumer of
> information do anything with that info.
>
> instead, we provided a mechanism to communicate structured information
> and described the processing expectations. but ultimately, if a "bad
> actor" that wants to steal digital content participates in a protocol
> transaction, it won't matter that the protocol will say "honor
> permissions metadata." there is nothing magical about protocols that
> require adherence to specified processing expectations.
>
> -cheers
> -meadhbh
>
>
> --
> meadhbh hamrick * it's pronounced "maeve"
> @OhMeadhbh * http://meadhbh.org/ * OhMeadhbh@gmail.com
>
>
>
> On Sat, Apr 2, 2011 at 10:48 AM, Carlo Wood <carlo@alinoe.com> wrote:
> > On Sat, 2 Apr 2011 10:01:43 -0700
> > Meadhbh Hamrick <ohmeadhbh@gmail.com> wrote:
> >
> > This is not exactly what I was refering too :p
> > What I meant is that it should be possible to tag
> > a creation as "GPL-ed" or "Common Creations" etc,
> > and that the result is that that thing stays that
> > way. That it is not possible to accidently break
> > such free licenses by making it 'no mod' because
> > someone forgot to check a box.
> >
> > Although this seems to be a client-side issue,
> > and thus something internally to grid (and thus
> > not related to VWRAP), it DOES mean that such
> > information has to be supported at all levels:
> > the fact that something IS explicitely allowed
> > to be copied etc, has to be stored in asset
> > servers and be transported to others who obtain
> > a copy if it.
> >
> > If everyone is willing to work as hard on guaranteeing
> > support for such free product as on the use case
> > for proprietary products, then I'm willing to think
> > hard of ways to support the latter.
> >
> >> yes. there is something missing in the protocol. it's trust. you don't
> >> put "trust" in a protocol, you put "security" in a protocol. at the
> >> end of the day, the people using this protocol will need to decide
> >> whom they trust. this is why there was a security model and the
> >> ability of the protocol to "securely carry trust."
> >>
> >> the idea is that the protocol would carry cryptographically
> >> unforgeable attestations of an endpoint's identity. this identity
> >> would then be evaluated by protocol participants to see if it is
> >> "trusted."
> >>
> >> there's no place in the protocol that says "you must trust a specific
> >> entity," but rather a mechanism deployers can use to carry the
> >> identity of people wishing to be trusted.
> >>
> >> at the end of the day, an asset service should only barf up assets to
> >> trusted simulation services. simulators SHOULD only allow people on
> >> the grid they trust (for some definition of the word "trust.")
> >>
> >> if you're a company like Linden that needs to respond to DMCA takedown
> >> requests, you're likely to require the client trust knob turned up a
> >> bit. if you're an enterprise, you're going to want that trust knob
> >> turned all the way up. if you're the pirate bay, you're going to
> >> intentionally want that trust knob turned all the way down.
> >>
> >> as protocol developers, it's our duty to create a protocol that meets
> >> everyone's use cases. so... i mean... feel free to try to define a
> >> protocol that mandates the use of DRM or blesses a particular trust
> >> point, but the likelihood of it being widely supported is..
> >> approximately nil.
> >>
> >> my recommendation has always been... "define mechanism, not policy."
> >>
> >> -cheers
> >> -meadhbh
> >> --
> >> meadhbh hamrick * it's pronounced "maeve"
> >> @OhMeadhbh * http://meadhbh.org/ * OhMeadhbh@gmail.com
> >>
> >>
> >>
> >> On Sat, Apr 2, 2011 at 8:19 AM, Carlo Wood <carlo@alinoe.com> wrote:
> >> > On Sat, 2 Apr 2011 14:12:59 GMT
> >> > "dyerbrookme@juno.com" <dyerbrookme@juno.com> wrote:
> >> >
> >> >> BTW, the Red Zone statistics of 9 million  scans with only 78,000
> >> >> rogue viewers captured lets us know that this  problem is
> >> >> exaggerated -- and usually by engineers who claim there is no
> >> >>  technical solution.
> >> >
> >> > Just for the record, from a hacker/engineer: there is no technical
> >> > solution. It is possible to copy everything (and without being
> >> > detected by a "Red Zone" which can only detect rogue viewers that
> >> > were released to the public and explicitly make a point of being
> >> > detectable in the first place (call that bragging: no fun in
> >> > releasing a "k3wl" viewer if others (or even the coder himself)
> >> > can't see that it is being used.) So, there is a psychological
> >> > advantage for the detectors, but not really a technical one.
> >> >
> >> > Lets concentrate on textures for the moment to explain this.
> >> >
> >> > In order to see an object, or clothing, with the appropriate
> >> > textures, those textures have to be downloadable for the viewer.
> >> > There is nothing you can do about that short of running the whole
> >> > viewer server-side and providing a video. But even in that case it
> >> > would technically be possible to rip the textures: they are still
> >> > visible (ie, you could make a screenshot of the surface of a wall).
> >> > I don't consider the video-broadcast to even be remotely
> >> > interesting, certainly not from the viewpoint of VWRAP so lets
> >> > forget that for the moment and just accept that it is possible for
> >> > anyone to store whatever they SEE to their harddisk.
> >> >
> >> > Secondly, if the first creator could upload this texture then so can
> >> > the ripper. And don't tell me software exists that can detect if
> >> > an uploaded texture "looks like" one of the already existing billion
> >> > textures that were uploaded before. If the texture is converted
> >> > twice, ie from jpeg2000 to jpg to tga and then uploaded, then you'd
> >> > need a human to look at the original and the newly uploaded texture
> >> > at the same time to judge that it is MAYBE a copy - which then can
> >> > only be proved in court if the original creator can prove that his
> >> > original textures are 100% his own and not, for example, downloaded
> >> > from the internet somewhere (because in that case the other
> >> > uploader could have used the same source).
> >> >
> >> > A real problem, currently in SL, is imho the complete lack of
> >> > support for FREE things. The amount of restriction (for people with
> >> > honest viewers) is tremendous: if you're not an expert or do not pay
> >> > attention for a second, then your creation is not truely free
> >> > anymore. Everything defaults to very copyleft unfriendly settings.
> >> > I'm trying to get my friends, who are very willing in that regard,
> >> > to only create full permission stuff, but it's simply near
> >> > impossible to keep something full permission and often we're stuck
> >> > with something nobody else can change or edit because the creator
> >> > forgot to set the bit of the contents of an object after changing
> >> > the group etc blah blah...
> >> >
> >> > For example, last a good friend of me wanted my help with making a
> >> > large amount of changes on his sim: hunderds of objects had to be
> >> > adjusted... He was willing to:
> >> > 1) Add me to any group necessary.
> >> > 2) Give me his build rights
> >> > 3) Transfer any object to me (temporary ownership transfer)
> >> > 4) Make any adjustments to the objects and the objects contents
> >> >   needed to allow me to access what I needed to access.
> >> > etc etc
> >> >
> >> > The end result: He had to do it all by himself. It was impossible to
> >> > give me enough access to help him (for those who don't believe that,
> >> > one of things involved changing the "anyone can move" bit of an
> >> > object in the contents of objects: it is not possible to take
> >> > anything out of the contents (ie copy it to your inventory) when
> >> > it's no transfer, and therefore you can't edit it, even though it's
> >> > modify and you get all the rights that the owner can give you).
> >> >
> >> > Sorry, but that is unacceptable; and it CLEARLY shows that
> >> > something is missing from the protocol.
> >> >
> >> > Now the above example doesn't show that a free object is not
> >> > supported, it only make clear that non-free objects can be very
> >> > annoying even in situations where the owner has all the rights to
> >> > do what he wants to do. There are many other such examples. Hence,
> >> > it shows that it is very annoying that an object is non-free by
> >> > default at so many levels that you need an IQ of over 140 to create
> >> > one and those permissions erode quickly to non-free. Even the so
> >> > called "freebies" are non-free by the way: they are almost always
> >> > no transfer. Hell, even the default shape that you can when you
> >> > create a new account is no transfer, what kind of insanity is that?!
> >> >
> >> > I think you might find a lot of people, like myself, a lot more
> >> > willing to help out with thinking of ways on how to protect
> >> > property in virtual worlds when first it is assured that those who
> >> > want to create things that are FREE are equally supported as the
> >> > commercial guys out there.
> >> >
> >> > --
> >> > Carlo Wood <carlo@alinoe.com>
> >> > _______________________________________________
> >> > vwrap mailing list
> >> > vwrap@ietf.org
> >> > https://www.ietf.org/mailman/listinfo/vwrap
> >> >
> >
> >
> >
> > --
> > Carlo Wood <carlo@alinoe.com>
> > _______________________________________________
> > vwrap mailing list
> > vwrap@ietf.org
> > https://www.ietf.org/mailman/listinfo/vwrap
> >
> _______________________________________________
> vwrap mailing list
> vwrap@ietf.org
> https://www.ietf.org/mailman/listinfo/vwrap
>

--00235429d8f4a2a52404a009bb4d
Content-Type: text/html; charset=ISO-8859-1
Content-Transfer-Encoding: quoted-printable

Very good points made by Meadhbh, and I agree 100%.<br><br>It&#39;s an unfo=
rtunate reality that a puzzlingly large proportion of users have a hard tim=
e grasping the total absence of content security in a platform architecture=
 which sends nearly all content types to client machines by design.=A0 It w=
as designed that way for very good reasons, and those reasons are as valid =
today as they were at the time that it was being designed, but it can be ha=
rd to get across that this is how it is intended to be and not a fault.=A0 =
Some people&#39;s aspirations are destined to be forever unsatisfied becaus=
e this does not reflect their concept of digital reality.<br>

<br>It doesn&#39;t matter how much machinery of trust or security or encryp=
tion or DRM or VPN or anything else we employ, at the end of the day the cl=
ient endpoint has open data at its disposal which it needs to get its job d=
one, and no technical barriers against doing with it whatever else it wishe=
s.<br>

<br>It&#39;s incongruous that we speak of &quot;trust domains&quot; (it&#39=
;s those fluffy clouds again) when all we really have are cryptographically=
 assured endpoint identification and no trust at all.=A0 You can&#39;t trus=
t someone whom you don&#39;t know as a person, and it&#39;s a fiction to cl=
aim that trust has been obtained.=A0 We would be more honest if we exchange=
d &quot;Trust Placebo Tokens&quot;, and then we could at least laugh at our=
 own eclectic joke, while openly admitting that we are not actually providi=
ng anything of value beyond knowledge of the endpoint.<br>
<br>As you say, there is nothing we can actually do about this, because all=
 we can do is exchange messages containing structured information, and we c=
an&#39;t control people.=A0 &quot;Trust&quot; about what happens beyond the=
 endpoint is something that our technology cannot convey, and really using =
terms that suggest otherwise just deludes people who don&#39;t have the bac=
kground to know better.<br>
<br>We should avoid doing that, even when a phrase sounds too sexy to give =
up.<br><br><br>Morgaine.<br><br><br><br><br><br>=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D<br><br><div class=3D"gmail=
_quote">
On Sun, Apr 3, 2011 at 8:36 PM, Meadhbh Hamrick <span dir=3D"ltr">&lt;<a hr=
ef=3D"mailto:ohmeadhbh@gmail.com" target=3D"_blank">ohmeadhbh@gmail.com</a>=
&gt;</span> wrote:<br><blockquote class=3D"gmail_quote" style=3D"margin: 0p=
t 0pt 0pt 0.8ex; border-left: 1px solid rgb(204, 204, 204); padding-left: 1=
ex;">

there is no way for a protocol to enforce the processing behavior on<br>
either end of a connection unless you want to mandate the use of MAC<br>
or DRM.<br>
<br>
the reason you &quot;trust&quot; someone is that you can&#39;t complete a<b=
r>
transaction without trusting them. in the original VWRAP model, we<br>
assumed assets were bits of data and meta-data that could be securely<br>
moved around. &quot;license&quot; was just another bit of meta-data, as was=
<br>
&quot;distribution.&quot; the protocol didn&#39;t require you to add either=
 of these<br>
fields. neither did the protocol require you to honor them.<br>
<br>
that&#39;s because there&#39;s no way a protocol can REQUIRE a consumer of<=
br>
information do anything with that info.<br>
<br>
instead, we provided a mechanism to communicate structured information<br>
and described the processing expectations. but ultimately, if a &quot;bad<b=
r>
actor&quot; that wants to steal digital content participates in a protocol<=
br>
transaction, it won&#39;t matter that the protocol will say &quot;honor<br>
permissions metadata.&quot; there is nothing magical about protocols that<b=
r>
require adherence to specified processing expectations.<br>
<div><br>
-cheers<br>
-meadhbh<br>
<br>
<br>
--<br>
meadhbh hamrick * it&#39;s pronounced &quot;maeve&quot;<br>
@OhMeadhbh * <a href=3D"http://meadhbh.org/" target=3D"_blank">http://meadh=
bh.org/</a> * <a href=3D"mailto:OhMeadhbh@gmail.com" target=3D"_blank">OhMe=
adhbh@gmail.com</a><br>
<br>
<br>
<br>
</div><div><div></div><div>On Sat, Apr 2, 2011 at 10:48 AM, Carlo Wood &lt;=
<a href=3D"mailto:carlo@alinoe.com" target=3D"_blank">carlo@alinoe.com</a>&=
gt; wrote:<br>
&gt; On Sat, 2 Apr 2011 10:01:43 -0700<br>
&gt; Meadhbh Hamrick &lt;<a href=3D"mailto:ohmeadhbh@gmail.com" target=3D"_=
blank">ohmeadhbh@gmail.com</a>&gt; wrote:<br>
&gt;<br>
&gt; This is not exactly what I was refering too :p<br>
&gt; What I meant is that it should be possible to tag<br>
&gt; a creation as &quot;GPL-ed&quot; or &quot;Common Creations&quot; etc,<=
br>
&gt; and that the result is that that thing stays that<br>
&gt; way. That it is not possible to accidently break<br>
&gt; such free licenses by making it &#39;no mod&#39; because<br>
&gt; someone forgot to check a box.<br>
&gt;<br>
&gt; Although this seems to be a client-side issue,<br>
&gt; and thus something internally to grid (and thus<br>
&gt; not related to VWRAP), it DOES mean that such<br>
&gt; information has to be supported at all levels:<br>
&gt; the fact that something IS explicitely allowed<br>
&gt; to be copied etc, has to be stored in asset<br>
&gt; servers and be transported to others who obtain<br>
&gt; a copy if it.<br>
&gt;<br>
&gt; If everyone is willing to work as hard on guaranteeing<br>
&gt; support for such free product as on the use case<br>
&gt; for proprietary products, then I&#39;m willing to think<br>
&gt; hard of ways to support the latter.<br>
&gt;<br>
&gt;&gt; yes. there is something missing in the protocol. it&#39;s trust. y=
ou don&#39;t<br>
&gt;&gt; put &quot;trust&quot; in a protocol, you put &quot;security&quot; =
in a protocol. at the<br>
&gt;&gt; end of the day, the people using this protocol will need to decide=
<br>
&gt;&gt; whom they trust. this is why there was a security model and the<br=
>
&gt;&gt; ability of the protocol to &quot;securely carry trust.&quot;<br>
&gt;&gt;<br>
&gt;&gt; the idea is that the protocol would carry cryptographically<br>
&gt;&gt; unforgeable attestations of an endpoint&#39;s identity. this ident=
ity<br>
&gt;&gt; would then be evaluated by protocol participants to see if it is<b=
r>
&gt;&gt; &quot;trusted.&quot;<br>
&gt;&gt;<br>
&gt;&gt; there&#39;s no place in the protocol that says &quot;you must trus=
t a specific<br>
&gt;&gt; entity,&quot; but rather a mechanism deployers can use to carry th=
e<br>
&gt;&gt; identity of people wishing to be trusted.<br>
&gt;&gt;<br>
&gt;&gt; at the end of the day, an asset service should only barf up assets=
 to<br>
&gt;&gt; trusted simulation services. simulators SHOULD only allow people o=
n<br>
&gt;&gt; the grid they trust (for some definition of the word &quot;trust.&=
quot;)<br>
&gt;&gt;<br>
&gt;&gt; if you&#39;re a company like Linden that needs to respond to DMCA =
takedown<br>
&gt;&gt; requests, you&#39;re likely to require the client trust knob turne=
d up a<br>
&gt;&gt; bit. if you&#39;re an enterprise, you&#39;re going to want that tr=
ust knob<br>
&gt;&gt; turned all the way up. if you&#39;re the pirate bay, you&#39;re go=
ing to<br>
&gt;&gt; intentionally want that trust knob turned all the way down.<br>
&gt;&gt;<br>
&gt;&gt; as protocol developers, it&#39;s our duty to create a protocol tha=
t meets<br>
&gt;&gt; everyone&#39;s use cases. so... i mean... feel free to try to defi=
ne a<br>
&gt;&gt; protocol that mandates the use of DRM or blesses a particular trus=
t<br>
&gt;&gt; point, but the likelihood of it being widely supported is..<br>
&gt;&gt; approximately nil.<br>
&gt;&gt;<br>
&gt;&gt; my recommendation has always been... &quot;define mechanism, not p=
olicy.&quot;<br>
&gt;&gt;<br>
&gt;&gt; -cheers<br>
&gt;&gt; -meadhbh<br>
&gt;&gt; --<br>
&gt;&gt; meadhbh hamrick * it&#39;s pronounced &quot;maeve&quot;<br>
&gt;&gt; @OhMeadhbh * <a href=3D"http://meadhbh.org/" target=3D"_blank">htt=
p://meadhbh.org/</a> * <a href=3D"mailto:OhMeadhbh@gmail.com" target=3D"_bl=
ank">OhMeadhbh@gmail.com</a><br>
&gt;&gt;<br>
&gt;&gt;<br>
&gt;&gt;<br>
&gt;&gt; On Sat, Apr 2, 2011 at 8:19 AM, Carlo Wood &lt;<a href=3D"mailto:c=
arlo@alinoe.com" target=3D"_blank">carlo@alinoe.com</a>&gt; wrote:<br>
&gt;&gt; &gt; On Sat, 2 Apr 2011 14:12:59 GMT<br>
&gt;&gt; &gt; &quot;<a href=3D"mailto:dyerbrookme@juno.com" target=3D"_blan=
k">dyerbrookme@juno.com</a>&quot; &lt;<a href=3D"mailto:dyerbrookme@juno.co=
m" target=3D"_blank">dyerbrookme@juno.com</a>&gt; wrote:<br>
&gt;&gt; &gt;<br>
&gt;&gt; &gt;&gt; BTW, the Red Zone statistics of 9 million =A0scans with o=
nly 78,000<br>
&gt;&gt; &gt;&gt; rogue viewers captured lets us know that this =A0problem =
is<br>
&gt;&gt; &gt;&gt; exaggerated -- and usually by engineers who claim there i=
s no<br>
&gt;&gt; &gt;&gt; =A0technical solution.<br>
&gt;&gt; &gt;<br>
&gt;&gt; &gt; Just for the record, from a hacker/engineer: there is no tech=
nical<br>
&gt;&gt; &gt; solution. It is possible to copy everything (and without bein=
g<br>
&gt;&gt; &gt; detected by a &quot;Red Zone&quot; which can only detect rogu=
e viewers that<br>
&gt;&gt; &gt; were released to the public and explicitly make a point of be=
ing<br>
&gt;&gt; &gt; detectable in the first place (call that bragging: no fun in<=
br>
&gt;&gt; &gt; releasing a &quot;k3wl&quot; viewer if others (or even the co=
der himself)<br>
&gt;&gt; &gt; can&#39;t see that it is being used.) So, there is a psycholo=
gical<br>
&gt;&gt; &gt; advantage for the detectors, but not really a technical one.<=
br>
&gt;&gt; &gt;<br>
&gt;&gt; &gt; Lets concentrate on textures for the moment to explain this.<=
br>
&gt;&gt; &gt;<br>
&gt;&gt; &gt; In order to see an object, or clothing, with the appropriate<=
br>
&gt;&gt; &gt; textures, those textures have to be downloadable for the view=
er.<br>
&gt;&gt; &gt; There is nothing you can do about that short of running the w=
hole<br>
&gt;&gt; &gt; viewer server-side and providing a video. But even in that ca=
se it<br>
&gt;&gt; &gt; would technically be possible to rip the textures: they are s=
till<br>
&gt;&gt; &gt; visible (ie, you could make a screenshot of the surface of a =
wall).<br>
&gt;&gt; &gt; I don&#39;t consider the video-broadcast to even be remotely<=
br>
&gt;&gt; &gt; interesting, certainly not from the viewpoint of VWRAP so let=
s<br>
&gt;&gt; &gt; forget that for the moment and just accept that it is possibl=
e for<br>
&gt;&gt; &gt; anyone to store whatever they SEE to their harddisk.<br>
&gt;&gt; &gt;<br>
&gt;&gt; &gt; Secondly, if the first creator could upload this texture then=
 so can<br>
&gt;&gt; &gt; the ripper. And don&#39;t tell me software exists that can de=
tect if<br>
&gt;&gt; &gt; an uploaded texture &quot;looks like&quot; one of the already=
 existing billion<br>
&gt;&gt; &gt; textures that were uploaded before. If the texture is convert=
ed<br>
&gt;&gt; &gt; twice, ie from jpeg2000 to jpg to tga and then uploaded, then=
 you&#39;d<br>
&gt;&gt; &gt; need a human to look at the original and the newly uploaded t=
exture<br>
&gt;&gt; &gt; at the same time to judge that it is MAYBE a copy - which the=
n can<br>
&gt;&gt; &gt; only be proved in court if the original creator can prove tha=
t his<br>
&gt;&gt; &gt; original textures are 100% his own and not, for example, down=
loaded<br>
&gt;&gt; &gt; from the internet somewhere (because in that case the other<b=
r>
&gt;&gt; &gt; uploader could have used the same source).<br>
&gt;&gt; &gt;<br>
&gt;&gt; &gt; A real problem, currently in SL, is imho the complete lack of=
<br>
&gt;&gt; &gt; support for FREE things. The amount of restriction (for peopl=
e with<br>
&gt;&gt; &gt; honest viewers) is tremendous: if you&#39;re not an expert or=
 do not pay<br>
&gt;&gt; &gt; attention for a second, then your creation is not truely free=
<br>
&gt;&gt; &gt; anymore. Everything defaults to very copyleft unfriendly sett=
ings.<br>
&gt;&gt; &gt; I&#39;m trying to get my friends, who are very willing in tha=
t regard,<br>
&gt;&gt; &gt; to only create full permission stuff, but it&#39;s simply nea=
r<br>
&gt;&gt; &gt; impossible to keep something full permission and often we&#39=
;re stuck<br>
&gt;&gt; &gt; with something nobody else can change or edit because the cre=
ator<br>
&gt;&gt; &gt; forgot to set the bit of the contents of an object after chan=
ging<br>
&gt;&gt; &gt; the group etc blah blah...<br>
&gt;&gt; &gt;<br>
&gt;&gt; &gt; For example, last a good friend of me wanted my help with mak=
ing a<br>
&gt;&gt; &gt; large amount of changes on his sim: hunderds of objects had t=
o be<br>
&gt;&gt; &gt; adjusted... He was willing to:<br>
&gt;&gt; &gt; 1) Add me to any group necessary.<br>
&gt;&gt; &gt; 2) Give me his build rights<br>
&gt;&gt; &gt; 3) Transfer any object to me (temporary ownership transfer)<b=
r>
&gt;&gt; &gt; 4) Make any adjustments to the objects and the objects conten=
ts<br>
&gt;&gt; &gt; =A0 needed to allow me to access what I needed to access.<br>
&gt;&gt; &gt; etc etc<br>
&gt;&gt; &gt;<br>
&gt;&gt; &gt; The end result: He had to do it all by himself. It was imposs=
ible to<br>
&gt;&gt; &gt; give me enough access to help him (for those who don&#39;t be=
lieve that,<br>
&gt;&gt; &gt; one of things involved changing the &quot;anyone can move&quo=
t; bit of an<br>
&gt;&gt; &gt; object in the contents of objects: it is not possible to take=
<br>
&gt;&gt; &gt; anything out of the contents (ie copy it to your inventory) w=
hen<br>
&gt;&gt; &gt; it&#39;s no transfer, and therefore you can&#39;t edit it, ev=
en though it&#39;s<br>
&gt;&gt; &gt; modify and you get all the rights that the owner can give you=
).<br>
&gt;&gt; &gt;<br>
&gt;&gt; &gt; Sorry, but that is unacceptable; and it CLEARLY shows that<br=
>
&gt;&gt; &gt; something is missing from the protocol.<br>
&gt;&gt; &gt;<br>
&gt;&gt; &gt; Now the above example doesn&#39;t show that a free object is =
not<br>
&gt;&gt; &gt; supported, it only make clear that non-free objects can be ve=
ry<br>
&gt;&gt; &gt; annoying even in situations where the owner has all the right=
s to<br>
&gt;&gt; &gt; do what he wants to do. There are many other such examples. H=
ence,<br>
&gt;&gt; &gt; it shows that it is very annoying that an object is non-free =
by<br>
&gt;&gt; &gt; default at so many levels that you need an IQ of over 140 to =
create<br>
&gt;&gt; &gt; one and those permissions erode quickly to non-free. Even the=
 so<br>
&gt;&gt; &gt; called &quot;freebies&quot; are non-free by the way: they are=
 almost always<br>
&gt;&gt; &gt; no transfer. Hell, even the default shape that you can when y=
ou<br>
&gt;&gt; &gt; create a new account is no transfer, what kind of insanity is=
 that?!<br>
&gt;&gt; &gt;<br>
&gt;&gt; &gt; I think you might find a lot of people, like myself, a lot mo=
re<br>
&gt;&gt; &gt; willing to help out with thinking of ways on how to protect<b=
r>
&gt;&gt; &gt; property in virtual worlds when first it is assured that thos=
e who<br>
&gt;&gt; &gt; want to create things that are FREE are equally supported as =
the<br>
&gt;&gt; &gt; commercial guys out there.<br>
&gt;&gt; &gt;<br>
&gt;&gt; &gt; --<br>
&gt;&gt; &gt; Carlo Wood &lt;<a href=3D"mailto:carlo@alinoe.com" target=3D"=
_blank">carlo@alinoe.com</a>&gt;<br>
&gt;&gt; &gt; _______________________________________________<br>
&gt;&gt; &gt; vwrap mailing list<br>
&gt;&gt; &gt; <a href=3D"mailto:vwrap@ietf.org" target=3D"_blank">vwrap@iet=
f.org</a><br>
&gt;&gt; &gt; <a href=3D"https://www.ietf.org/mailman/listinfo/vwrap" targe=
t=3D"_blank">https://www.ietf.org/mailman/listinfo/vwrap</a><br>
&gt;&gt; &gt;<br>
&gt;<br>
&gt;<br>
&gt;<br>
&gt; --<br>
&gt; Carlo Wood &lt;<a href=3D"mailto:carlo@alinoe.com" target=3D"_blank">c=
arlo@alinoe.com</a>&gt;<br>
&gt; _______________________________________________<br>
&gt; vwrap mailing list<br>
&gt; <a href=3D"mailto:vwrap@ietf.org" target=3D"_blank">vwrap@ietf.org</a>=
<br>
&gt; <a href=3D"https://www.ietf.org/mailman/listinfo/vwrap" target=3D"_bla=
nk">https://www.ietf.org/mailman/listinfo/vwrap</a><br>
&gt;<br>
_______________________________________________<br>
vwrap mailing list<br>
<a href=3D"mailto:vwrap@ietf.org" target=3D"_blank">vwrap@ietf.org</a><br>
<a href=3D"https://www.ietf.org/mailman/listinfo/vwrap" target=3D"_blank">h=
ttps://www.ietf.org/mailman/listinfo/vwrap</a><br>
</div></div></blockquote></div><br>

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From dzonatas@gmail.com  Sun Apr  3 14:07:38 2011
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Date: Sun, 03 Apr 2011 14:10:03 -0700
From: Dzonatas Sol <dzonatas@gmail.com>
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Subject: Re: [vwrap] Simulation consistency
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You mock fluffy clouds, yet you wrote "It was designed". To not write 
even close to formal English, when you made use of subject-less 
sentences, and complained about meanings and (glossary) usage, is 
incongruous.

Just state you don't like the word "domain". There is no need to mock me 
or anybody else to win points.

Morgaine wrote:
> Very good points made by Meadhbh, and I agree 100%.
>
> It's an unfortunate reality that a puzzlingly large proportion of 
> users have a hard time grasping the total absence of content security 
> in a platform architecture which sends nearly all content types to 
> client machines by design.� It was designed that way for very good 
> reasons, and those reasons are as valid today as they were at the time 
> that it was being designed, but it can be hard to get across that this 
> is how it is intended to be and not a fault.� Some people's 
> aspirations are destined to be forever unsatisfied because this does 
> not reflect their concept of digital reality.
>
> It doesn't matter how much machinery of trust or security or 
> encryption or DRM or VPN or anything else we employ, at the end of the 
> day the client endpoint has open data at its disposal which it needs 
> to get its job done, and no technical barriers against doing with it 
> whatever else it wishes.
>
> It's incongruous that we speak of "trust domains" (it's those fluffy 
> clouds again) when all we really have are cryptographically assured 
> endpoint identification and no trust at all.� You can't trust someone 
> whom you don't know as a person, and it's a fiction to claim that 
> trust has been obtained.� We would be more honest if we exchanged 
> "Trust Placebo Tokens", and then we could at least laugh at our own 
> eclectic joke, while openly admitting that we are not actually 
> providing anything of value beyond knowledge of the endpoint.
>
> As you say, there is nothing we can actually do about this, because 
> all we can do is exchange messages containing structured information, 
> and we can't control people.� "Trust" about what happens beyond the 
> endpoint is something that our technology cannot convey, and really 
> using terms that suggest otherwise just deludes people who don't have 
> the background to know better.
>
> We should avoid doing that, even when a phrase sounds too sexy to give up.
>
>
> Morgaine.
>
>
>
>
>
> =========================
>
> On Sun, Apr 3, 2011 at 8:36 PM, Meadhbh Hamrick <ohmeadhbh@gmail.com 
> <mailto:ohmeadhbh@gmail.com>> wrote:
>
>     there is no way for a protocol to enforce the processing behavior on
>     either end of a connection unless you want to mandate the use of MAC
>     or DRM.
>
>     the reason you "trust" someone is that you can't complete a
>     transaction without trusting them. in the original VWRAP model, we
>     assumed assets were bits of data and meta-data that could be securely
>     moved around. "license" was just another bit of meta-data, as was
>     "distribution." the protocol didn't require you to add either of these
>     fields. neither did the protocol require you to honor them.
>
>     that's because there's no way a protocol can REQUIRE a consumer of
>     information do anything with that info.
>
>     instead, we provided a mechanism to communicate structured information
>     and described the processing expectations. but ultimately, if a "bad
>     actor" that wants to steal digital content participates in a protocol
>     transaction, it won't matter that the protocol will say "honor
>     permissions metadata." there is nothing magical about protocols that
>     require adherence to specified processing expectations.
>
>     -cheers
>     -meadhbh
>
>
>     --
>     meadhbh hamrick * it's pronounced "maeve"
>     @OhMeadhbh * http://meadhbh.org/ * OhMeadhbh@gmail.com
>     <mailto:OhMeadhbh@gmail.com>
>
>
>
>     On Sat, Apr 2, 2011 at 10:48 AM, Carlo Wood <carlo@alinoe.com
>     <mailto:carlo@alinoe.com>> wrote:
>     > On Sat, 2 Apr 2011 10:01:43 -0700
>     > Meadhbh Hamrick <ohmeadhbh@gmail.com
>     <mailto:ohmeadhbh@gmail.com>> wrote:
>     >
>     > This is not exactly what I was refering too :p
>     > What I meant is that it should be possible to tag
>     > a creation as "GPL-ed" or "Common Creations" etc,
>     > and that the result is that that thing stays that
>     > way. That it is not possible to accidently break
>     > such free licenses by making it 'no mod' because
>     > someone forgot to check a box.
>     >
>     > Although this seems to be a client-side issue,
>     > and thus something internally to grid (and thus
>     > not related to VWRAP), it DOES mean that such
>     > information has to be supported at all levels:
>     > the fact that something IS explicitely allowed
>     > to be copied etc, has to be stored in asset
>     > servers and be transported to others who obtain
>     > a copy if it.
>     >
>     > If everyone is willing to work as hard on guaranteeing
>     > support for such free product as on the use case
>     > for proprietary products, then I'm willing to think
>     > hard of ways to support the latter.
>     >
>     >> yes. there is something missing in the protocol. it's trust.
>     you don't
>     >> put "trust" in a protocol, you put "security" in a protocol. at the
>     >> end of the day, the people using this protocol will need to decide
>     >> whom they trust. this is why there was a security model and the
>     >> ability of the protocol to "securely carry trust."
>     >>
>     >> the idea is that the protocol would carry cryptographically
>     >> unforgeable attestations of an endpoint's identity. this identity
>     >> would then be evaluated by protocol participants to see if it is
>     >> "trusted."
>     >>
>     >> there's no place in the protocol that says "you must trust a
>     specific
>     >> entity," but rather a mechanism deployers can use to carry the
>     >> identity of people wishing to be trusted.
>     >>
>     >> at the end of the day, an asset service should only barf up
>     assets to
>     >> trusted simulation services. simulators SHOULD only allow people on
>     >> the grid they trust (for some definition of the word "trust.")
>     >>
>     >> if you're a company like Linden that needs to respond to DMCA
>     takedown
>     >> requests, you're likely to require the client trust knob turned
>     up a
>     >> bit. if you're an enterprise, you're going to want that trust knob
>     >> turned all the way up. if you're the pirate bay, you're going to
>     >> intentionally want that trust knob turned all the way down.
>     >>
>     >> as protocol developers, it's our duty to create a protocol that
>     meets
>     >> everyone's use cases. so... i mean... feel free to try to define a
>     >> protocol that mandates the use of DRM or blesses a particular trust
>     >> point, but the likelihood of it being widely supported is..
>     >> approximately nil.
>     >>
>     >> my recommendation has always been... "define mechanism, not
>     policy."
>     >>
>     >> -cheers
>     >> -meadhbh
>     >> --
>     >> meadhbh hamrick * it's pronounced "maeve"
>     >> @OhMeadhbh * http://meadhbh.org/ * OhMeadhbh@gmail.com
>     <mailto:OhMeadhbh@gmail.com>
>     >>
>     >>
>     >>
>     >> On Sat, Apr 2, 2011 at 8:19 AM, Carlo Wood <carlo@alinoe.com
>     <mailto:carlo@alinoe.com>> wrote:
>     >> > On Sat, 2 Apr 2011 14:12:59 GMT
>     >> > "dyerbrookme@juno.com <mailto:dyerbrookme@juno.com>"
>     <dyerbrookme@juno.com <mailto:dyerbrookme@juno.com>> wrote:
>     >> >
>     >> >> BTW, the Red Zone statistics of 9 million �scans with only
>     78,000
>     >> >> rogue viewers captured lets us know that this �problem is
>     >> >> exaggerated -- and usually by engineers who claim there is no
>     >> >> �technical solution.
>     >> >
>     >> > Just for the record, from a hacker/engineer: there is no
>     technical
>     >> > solution. It is possible to copy everything (and without being
>     >> > detected by a "Red Zone" which can only detect rogue viewers that
>     >> > were released to the public and explicitly make a point of being
>     >> > detectable in the first place (call that bragging: no fun in
>     >> > releasing a "k3wl" viewer if others (or even the coder himself)
>     >> > can't see that it is being used.) So, there is a psychological
>     >> > advantage for the detectors, but not really a technical one.
>     >> >
>     >> > Lets concentrate on textures for the moment to explain this.
>     >> >
>     >> > In order to see an object, or clothing, with the appropriate
>     >> > textures, those textures have to be downloadable for the viewer.
>     >> > There is nothing you can do about that short of running the whole
>     >> > viewer server-side and providing a video. But even in that
>     case it
>     >> > would technically be possible to rip the textures: they are still
>     >> > visible (ie, you could make a screenshot of the surface of a
>     wall).
>     >> > I don't consider the video-broadcast to even be remotely
>     >> > interesting, certainly not from the viewpoint of VWRAP so lets
>     >> > forget that for the moment and just accept that it is
>     possible for
>     >> > anyone to store whatever they SEE to their harddisk.
>     >> >
>     >> > Secondly, if the first creator could upload this texture then
>     so can
>     >> > the ripper. And don't tell me software exists that can detect if
>     >> > an uploaded texture "looks like" one of the already existing
>     billion
>     >> > textures that were uploaded before. If the texture is converted
>     >> > twice, ie from jpeg2000 to jpg to tga and then uploaded, then
>     you'd
>     >> > need a human to look at the original and the newly uploaded
>     texture
>     >> > at the same time to judge that it is MAYBE a copy - which
>     then can
>     >> > only be proved in court if the original creator can prove
>     that his
>     >> > original textures are 100% his own and not, for example,
>     downloaded
>     >> > from the internet somewhere (because in that case the other
>     >> > uploader could have used the same source).
>     >> >
>     >> > A real problem, currently in SL, is imho the complete lack of
>     >> > support for FREE things. The amount of restriction (for
>     people with
>     >> > honest viewers) is tremendous: if you're not an expert or do
>     not pay
>     >> > attention for a second, then your creation is not truely free
>     >> > anymore. Everything defaults to very copyleft unfriendly
>     settings.
>     >> > I'm trying to get my friends, who are very willing in that
>     regard,
>     >> > to only create full permission stuff, but it's simply near
>     >> > impossible to keep something full permission and often we're
>     stuck
>     >> > with something nobody else can change or edit because the creator
>     >> > forgot to set the bit of the contents of an object after changing
>     >> > the group etc blah blah...
>     >> >
>     >> > For example, last a good friend of me wanted my help with
>     making a
>     >> > large amount of changes on his sim: hunderds of objects had to be
>     >> > adjusted... He was willing to:
>     >> > 1) Add me to any group necessary.
>     >> > 2) Give me his build rights
>     >> > 3) Transfer any object to me (temporary ownership transfer)
>     >> > 4) Make any adjustments to the objects and the objects contents
>     >> > � needed to allow me to access what I needed to access.
>     >> > etc etc
>     >> >
>     >> > The end result: He had to do it all by himself. It was
>     impossible to
>     >> > give me enough access to help him (for those who don't
>     believe that,
>     >> > one of things involved changing the "anyone can move" bit of an
>     >> > object in the contents of objects: it is not possible to take
>     >> > anything out of the contents (ie copy it to your inventory) when
>     >> > it's no transfer, and therefore you can't edit it, even
>     though it's
>     >> > modify and you get all the rights that the owner can give you).
>     >> >
>     >> > Sorry, but that is unacceptable; and it CLEARLY shows that
>     >> > something is missing from the protocol.
>     >> >
>     >> > Now the above example doesn't show that a free object is not
>     >> > supported, it only make clear that non-free objects can be very
>     >> > annoying even in situations where the owner has all the rights to
>     >> > do what he wants to do. There are many other such examples.
>     Hence,
>     >> > it shows that it is very annoying that an object is non-free by
>     >> > default at so many levels that you need an IQ of over 140 to
>     create
>     >> > one and those permissions erode quickly to non-free. Even the so
>     >> > called "freebies" are non-free by the way: they are almost always
>     >> > no transfer. Hell, even the default shape that you can when you
>     >> > create a new account is no transfer, what kind of insanity is
>     that?!
>     >> >
>     >> > I think you might find a lot of people, like myself, a lot more
>     >> > willing to help out with thinking of ways on how to protect
>     >> > property in virtual worlds when first it is assured that
>     those who
>     >> > want to create things that are FREE are equally supported as the
>     >> > commercial guys out there.
>     >> >
>     >> > --
>     >> > Carlo Wood <carlo@alinoe.com <mailto:carlo@alinoe.com>>
>     >> > _______________________________________________
>     >> > vwrap mailing list
>     >> > vwrap@ietf.org <mailto:vwrap@ietf.org>
>     >> > https://www.ietf.org/mailman/listinfo/vwrap
>     >> >
>     >
>     >
>     >
>     > --
>     > Carlo Wood <carlo@alinoe.com <mailto:carlo@alinoe.com>>
>     > _______________________________________________
>     > vwrap mailing list
>     > vwrap@ietf.org <mailto:vwrap@ietf.org>
>     > https://www.ietf.org/mailman/listinfo/vwrap
>     >
>     _______________________________________________
>     vwrap mailing list
>     vwrap@ietf.org <mailto:vwrap@ietf.org>
>     https://www.ietf.org/mailman/listinfo/vwrap
>
>
> ------------------------------------------------------------------------
>
> _______________________________________________
> vwrap mailing list
> vwrap@ietf.org
> https://www.ietf.org/mailman/listinfo/vwrap
>   


-- 
--- https://twitter.com/Dzonatas_Sol ---
Web Development, Software Engineering, Virtual Reality, Consultant


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References: <20110402.101259.14412.0@webmail09.vgs.untd.com> <20110402171923.13176462@hikaru.localdomain> <AANLkTinAFea45Kxhqu4mCqtPVZnmkM96rMWepKeTywmt@mail.gmail.com> <20110402194853.20da8238@hikaru.localdomain> <BANLkTi=jKL23qZioCbfZVwNMcEBSgvTjgw@mail.gmail.com> <AANLkTi=9M33vKpYbXfqzKzJGd9y6OtT-Vrd-oJe1_4g4@mail.gmail.com> <4D98E22B.6090203@gmail.com>
Date: Sun, 3 Apr 2011 22:22:00 +0100
Message-ID: <AANLkTi=ae_aiMxS8SgWSN-Qo98ej95T9bZyjA_O9Sssb@mail.gmail.com>
From: Morgaine <morgaine.dinova@googlemail.com>
To: vwrap@ietf.org
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Subject: Re: [vwrap] Simulation consistency
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I like domains, Dzonatas.  I use them thousands of times daily in the Domai=
n
Name System, and such domains have very precise definitions, concrete
services that implement them, a well defined network protocol and many APIs
and bindings.  These domains are something concrete, and productive.

In contrast, Agent Domain and Trust Domain are neither.

I'll leave it at that and let you have the last word, because this
discussion is similarly unhelpful.


Morgaine.



=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D

On Sun, Apr 3, 2011 at 10:10 PM, Dzonatas Sol <dzonatas@gmail.com> wrote:

> You mock fluffy clouds, yet you wrote "It was designed". To not write eve=
n
> close to formal English, when you made use of subject-less sentences, and
> complained about meanings and (glossary) usage, is incongruous.
>
> Just state you don't like the word "domain". There is no need to mock me =
or
> anybody else to win points.
>
> Morgaine wrote:
>
>> Very good points made by Meadhbh, and I agree 100%.
>>
>> It's an unfortunate reality that a puzzlingly large proportion of users
>> have a hard time grasping the total absence of content security in a
>> platform architecture which sends nearly all content types to client
>> machines by design.=EF=BF=BD It was designed that way for very good reas=
ons, and
>> those reasons are as valid today as they were at the time that it was be=
ing
>> designed, but it can be hard to get across that this is how it is intend=
ed
>> to be and not a fault.=EF=BF=BD Some people's aspirations are destined t=
o be forever
>> unsatisfied because this does not reflect their concept of digital reali=
ty.
>>
>> It doesn't matter how much machinery of trust or security or encryption =
or
>> DRM or VPN or anything else we employ, at the end of the day the client
>> endpoint has open data at its disposal which it needs to get its job don=
e,
>> and no technical barriers against doing with it whatever else it wishes.
>>
>> It's incongruous that we speak of "trust domains" (it's those fluffy
>> clouds again) when all we really have are cryptographically assured endp=
oint
>> identification and no trust at all.=EF=BF=BD You can't trust someone who=
m you don't
>> know as a person, and it's a fiction to claim that trust has been obtain=
ed.=EF=BF=BD
>> We would be more honest if we exchanged "Trust Placebo Tokens", and then=
 we
>> could at least laugh at our own eclectic joke, while openly admitting th=
at
>> we are not actually providing anything of value beyond knowledge of the
>> endpoint.
>>
>> As you say, there is nothing we can actually do about this, because all =
we
>> can do is exchange messages containing structured information, and we ca=
n't
>> control people.=EF=BF=BD "Trust" about what happens beyond the endpoint =
is something
>> that our technology cannot convey, and really using terms that suggest
>> otherwise just deludes people who don't have the background to know bett=
er.
>>
>> We should avoid doing that, even when a phrase sounds too sexy to give u=
p.
>>
>>
>> Morgaine.
>>
>>
>>
>>
>>
>> =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D
>>
>> On Sun, Apr 3, 2011 at 8:36 PM, Meadhbh Hamrick <ohmeadhbh@gmail.com<mai=
lto:
>> ohmeadhbh@gmail.com>> wrote:
>>
>>    there is no way for a protocol to enforce the processing behavior on
>>    either end of a connection unless you want to mandate the use of MAC
>>    or DRM.
>>
>>    the reason you "trust" someone is that you can't complete a
>>    transaction without trusting them. in the original VWRAP model, we
>>    assumed assets were bits of data and meta-data that could be securely
>>    moved around. "license" was just another bit of meta-data, as was
>>    "distribution." the protocol didn't require you to add either of thes=
e
>>    fields. neither did the protocol require you to honor them.
>>
>>    that's because there's no way a protocol can REQUIRE a consumer of
>>    information do anything with that info.
>>
>>    instead, we provided a mechanism to communicate structured informatio=
n
>>    and described the processing expectations. but ultimately, if a "bad
>>    actor" that wants to steal digital content participates in a protocol
>>    transaction, it won't matter that the protocol will say "honor
>>    permissions metadata." there is nothing magical about protocols that
>>    require adherence to specified processing expectations.
>>
>>    -cheers
>>    -meadhbh
>>
>>
>>    --
>>    meadhbh hamrick * it's pronounced "maeve"
>>    @OhMeadhbh * http://meadhbh.org/ * OhMeadhbh@gmail.com
>>    <mailto:OhMeadhbh@gmail.com>
>>
>>
>>
>>
>>    On Sat, Apr 2, 2011 at 10:48 AM, Carlo Wood <carlo@alinoe.com
>>    <mailto:carlo@alinoe.com>> wrote:
>>    > On Sat, 2 Apr 2011 10:01:43 -0700
>>    > Meadhbh Hamrick <ohmeadhbh@gmail.com
>>    <mailto:ohmeadhbh@gmail.com>> wrote:
>>    >
>>    > This is not exactly what I was refering too :p
>>    > What I meant is that it should be possible to tag
>>    > a creation as "GPL-ed" or "Common Creations" etc,
>>    > and that the result is that that thing stays that
>>    > way. That it is not possible to accidently break
>>    > such free licenses by making it 'no mod' because
>>    > someone forgot to check a box.
>>    >
>>    > Although this seems to be a client-side issue,
>>    > and thus something internally to grid (and thus
>>    > not related to VWRAP), it DOES mean that such
>>    > information has to be supported at all levels:
>>    > the fact that something IS explicitely allowed
>>    > to be copied etc, has to be stored in asset
>>    > servers and be transported to others who obtain
>>    > a copy if it.
>>    >
>>    > If everyone is willing to work as hard on guaranteeing
>>    > support for such free product as on the use case
>>    > for proprietary products, then I'm willing to think
>>    > hard of ways to support the latter.
>>    >
>>    >> yes. there is something missing in the protocol. it's trust.
>>    you don't
>>    >> put "trust" in a protocol, you put "security" in a protocol. at th=
e
>>    >> end of the day, the people using this protocol will need to decide
>>    >> whom they trust. this is why there was a security model and the
>>    >> ability of the protocol to "securely carry trust."
>>    >>
>>    >> the idea is that the protocol would carry cryptographically
>>    >> unforgeable attestations of an endpoint's identity. this identity
>>    >> would then be evaluated by protocol participants to see if it is
>>    >> "trusted."
>>    >>
>>    >> there's no place in the protocol that says "you must trust a
>>    specific
>>    >> entity," but rather a mechanism deployers can use to carry the
>>    >> identity of people wishing to be trusted.
>>    >>
>>    >> at the end of the day, an asset service should only barf up
>>    assets to
>>    >> trusted simulation services. simulators SHOULD only allow people o=
n
>>    >> the grid they trust (for some definition of the word "trust.")
>>    >>
>>    >> if you're a company like Linden that needs to respond to DMCA
>>    takedown
>>    >> requests, you're likely to require the client trust knob turned
>>    up a
>>    >> bit. if you're an enterprise, you're going to want that trust knob
>>    >> turned all the way up. if you're the pirate bay, you're going to
>>    >> intentionally want that trust knob turned all the way down.
>>    >>
>>    >> as protocol developers, it's our duty to create a protocol that
>>    meets
>>    >> everyone's use cases. so... i mean... feel free to try to define a
>>    >> protocol that mandates the use of DRM or blesses a particular trus=
t
>>    >> point, but the likelihood of it being widely supported is..
>>    >> approximately nil.
>>    >>
>>    >> my recommendation has always been... "define mechanism, not
>>    policy."
>>    >>
>>    >> -cheers
>>    >> -meadhbh
>>    >> --
>>    >> meadhbh hamrick * it's pronounced "maeve"
>>    >> @OhMeadhbh * http://meadhbh.org/ * OhMeadhbh@gmail.com
>>    <mailto:OhMeadhbh@gmail.com>
>>
>>    >>
>>    >>
>>    >>
>>    >> On Sat, Apr 2, 2011 at 8:19 AM, Carlo Wood <carlo@alinoe.com
>>    <mailto:carlo@alinoe.com>> wrote:
>>    >> > On Sat, 2 Apr 2011 14:12:59 GMT
>>    >> > "dyerbrookme@juno.com <mailto:dyerbrookme@juno.com>"
>>
>>    <dyerbrookme@juno.com <mailto:dyerbrookme@juno.com>> wrote:
>>    >> >
>>    >> >> BTW, the Red Zone statistics of 9 million =EF=BF=BDscans with o=
nly
>>    78,000
>>    >> >> rogue viewers captured lets us know that this =EF=BF=BDproblem =
is
>>    >> >> exaggerated -- and usually by engineers who claim there is no
>>    >> >> =EF=BF=BDtechnical solution.
>>    >> >
>>    >> > Just for the record, from a hacker/engineer: there is no
>>    technical
>>    >> > solution. It is possible to copy everything (and without being
>>    >> > detected by a "Red Zone" which can only detect rogue viewers tha=
t
>>    >> > were released to the public and explicitly make a point of being
>>    >> > detectable in the first place (call that bragging: no fun in
>>    >> > releasing a "k3wl" viewer if others (or even the coder himself)
>>    >> > can't see that it is being used.) So, there is a psychological
>>    >> > advantage for the detectors, but not really a technical one.
>>    >> >
>>    >> > Lets concentrate on textures for the moment to explain this.
>>    >> >
>>    >> > In order to see an object, or clothing, with the appropriate
>>    >> > textures, those textures have to be downloadable for the viewer.
>>    >> > There is nothing you can do about that short of running the whol=
e
>>    >> > viewer server-side and providing a video. But even in that
>>    case it
>>    >> > would technically be possible to rip the textures: they are stil=
l
>>    >> > visible (ie, you could make a screenshot of the surface of a
>>    wall).
>>    >> > I don't consider the video-broadcast to even be remotely
>>    >> > interesting, certainly not from the viewpoint of VWRAP so lets
>>    >> > forget that for the moment and just accept that it is
>>    possible for
>>    >> > anyone to store whatever they SEE to their harddisk.
>>    >> >
>>    >> > Secondly, if the first creator could upload this texture then
>>    so can
>>    >> > the ripper. And don't tell me software exists that can detect if
>>    >> > an uploaded texture "looks like" one of the already existing
>>    billion
>>    >> > textures that were uploaded before. If the texture is converted
>>    >> > twice, ie from jpeg2000 to jpg to tga and then uploaded, then
>>    you'd
>>    >> > need a human to look at the original and the newly uploaded
>>    texture
>>    >> > at the same time to judge that it is MAYBE a copy - which
>>    then can
>>    >> > only be proved in court if the original creator can prove
>>    that his
>>    >> > original textures are 100% his own and not, for example,
>>    downloaded
>>    >> > from the internet somewhere (because in that case the other
>>    >> > uploader could have used the same source).
>>    >> >
>>    >> > A real problem, currently in SL, is imho the complete lack of
>>    >> > support for FREE things. The amount of restriction (for
>>    people with
>>    >> > honest viewers) is tremendous: if you're not an expert or do
>>    not pay
>>    >> > attention for a second, then your creation is not truely free
>>    >> > anymore. Everything defaults to very copyleft unfriendly
>>    settings.
>>    >> > I'm trying to get my friends, who are very willing in that
>>    regard,
>>    >> > to only create full permission stuff, but it's simply near
>>    >> > impossible to keep something full permission and often we're
>>    stuck
>>    >> > with something nobody else can change or edit because the creato=
r
>>    >> > forgot to set the bit of the contents of an object after changin=
g
>>    >> > the group etc blah blah...
>>    >> >
>>    >> > For example, last a good friend of me wanted my help with
>>    making a
>>    >> > large amount of changes on his sim: hunderds of objects had to b=
e
>>    >> > adjusted... He was willing to:
>>    >> > 1) Add me to any group necessary.
>>    >> > 2) Give me his build rights
>>    >> > 3) Transfer any object to me (temporary ownership transfer)
>>    >> > 4) Make any adjustments to the objects and the objects contents
>>    >> > =EF=BF=BD needed to allow me to access what I needed to access.
>>    >> > etc etc
>>    >> >
>>    >> > The end result: He had to do it all by himself. It was
>>    impossible to
>>    >> > give me enough access to help him (for those who don't
>>    believe that,
>>    >> > one of things involved changing the "anyone can move" bit of an
>>    >> > object in the contents of objects: it is not possible to take
>>    >> > anything out of the contents (ie copy it to your inventory) when
>>    >> > it's no transfer, and therefore you can't edit it, even
>>    though it's
>>    >> > modify and you get all the rights that the owner can give you).
>>    >> >
>>    >> > Sorry, but that is unacceptable; and it CLEARLY shows that
>>    >> > something is missing from the protocol.
>>    >> >
>>    >> > Now the above example doesn't show that a free object is not
>>    >> > supported, it only make clear that non-free objects can be very
>>    >> > annoying even in situations where the owner has all the rights t=
o
>>    >> > do what he wants to do. There are many other such examples.
>>    Hence,
>>    >> > it shows that it is very annoying that an object is non-free by
>>    >> > default at so many levels that you need an IQ of over 140 to
>>    create
>>    >> > one and those permissions erode quickly to non-free. Even the so
>>    >> > called "freebies" are non-free by the way: they are almost alway=
s
>>    >> > no transfer. Hell, even the default shape that you can when you
>>    >> > create a new account is no transfer, what kind of insanity is
>>    that?!
>>    >> >
>>    >> > I think you might find a lot of people, like myself, a lot more
>>    >> > willing to help out with thinking of ways on how to protect
>>    >> > property in virtual worlds when first it is assured that
>>    those who
>>    >> > want to create things that are FREE are equally supported as the
>>    >> > commercial guys out there.
>>    >> >
>>    >> > --
>>    >> > Carlo Wood <carlo@alinoe.com <mailto:carlo@alinoe.com>>
>>    >> > _______________________________________________
>>    >> > vwrap mailing list
>>    >> > vwrap@ietf.org <mailto:vwrap@ietf.org>
>>
>>    >> > https://www.ietf.org/mailman/listinfo/vwrap
>>    >> >
>>    >
>>    >
>>    >
>>    > --
>>    > Carlo Wood <carlo@alinoe.com <mailto:carlo@alinoe.com>>
>>    > _______________________________________________
>>    > vwrap mailing list
>>    > vwrap@ietf.org <mailto:vwrap@ietf.org>
>>
>>    > https://www.ietf.org/mailman/listinfo/vwrap
>>    >
>>    _______________________________________________
>>    vwrap mailing list
>>    vwrap@ietf.org <mailto:vwrap@ietf.org>
>>
>>    https://www.ietf.org/mailman/listinfo/vwrap
>>
>>
>> ------------------------------------------------------------------------
>>
>> _______________________________________________
>> vwrap mailing list
>> vwrap@ietf.org
>> https://www.ietf.org/mailman/listinfo/vwrap
>>
>>
>
>
> --
> --- https://twitter.com/Dzonatas_Sol ---
> Web Development, Software Engineering, Virtual Reality, Consultant
>
>

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I like domains, Dzonatas.=C2=A0 I use them thousands of times daily in the =
Domain Name System, and such domains have very precise definitions, concret=
e services that implement them, a well defined network protocol and many AP=
Is and bindings.=C2=A0 These domains are something concrete, and productive=
.<br>
<br>In contrast, Agent Domain and Trust Domain are neither.<br><br>I&#39;ll=
 leave it at that and let you have the last word, because this discussion i=
s similarly unhelpful.<br><br><br>Morgaine.<br><br><br><br>=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D<br>
<br><div class=3D"gmail_quote">On Sun, Apr 3, 2011 at 10:10 PM, Dzonatas So=
l <span dir=3D"ltr">&lt;<a href=3D"mailto:dzonatas@gmail.com">dzonatas@gmai=
l.com</a>&gt;</span> wrote:<br><blockquote class=3D"gmail_quote" style=3D"m=
argin: 0pt 0pt 0pt 0.8ex; border-left: 1px solid rgb(204, 204, 204); paddin=
g-left: 1ex;">
You mock fluffy clouds, yet you wrote &quot;It was designed&quot;. To not w=
rite even close to formal English, when you made use of subject-less senten=
ces, and complained about meanings and (glossary) usage, is incongruous.<br=
>

<br>
Just state you don&#39;t like the word &quot;domain&quot;. There is no need=
 to mock me or anybody else to win points.<br>
<br>
Morgaine wrote:<br>
<blockquote class=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt 0.8ex; borde=
r-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;"><div class=3D"im"=
>
Very good points made by Meadhbh, and I agree 100%.<br>
<br>
It&#39;s an unfortunate reality that a puzzlingly large proportion of users=
 have a hard time grasping the total absence of content security in a platf=
orm architecture which sends nearly all content types to client machines by=
 design.=EF=BF=BD It was designed that way for very good reasons, and those=
 reasons are as valid today as they were at the time that it was being desi=
gned, but it can be hard to get across that this is how it is intended to b=
e and not a fault.=EF=BF=BD Some people&#39;s aspirations are destined to b=
e forever unsatisfied because this does not reflect their concept of digita=
l reality.<br>

<br>
It doesn&#39;t matter how much machinery of trust or security or encryption=
 or DRM or VPN or anything else we employ, at the end of the day the client=
 endpoint has open data at its disposal which it needs to get its job done,=
 and no technical barriers against doing with it whatever else it wishes.<b=
r>

<br>
It&#39;s incongruous that we speak of &quot;trust domains&quot; (it&#39;s t=
hose fluffy clouds again) when all we really have are cryptographically ass=
ured endpoint identification and no trust at all.=EF=BF=BD You can&#39;t tr=
ust someone whom you don&#39;t know as a person, and it&#39;s a fiction to =
claim that trust has been obtained.=EF=BF=BD We would be more honest if we =
exchanged &quot;Trust Placebo Tokens&quot;, and then we could at least laug=
h at our own eclectic joke, while openly admitting that we are not actually=
 providing anything of value beyond knowledge of the endpoint.<br>

<br>
As you say, there is nothing we can actually do about this, because all we =
can do is exchange messages containing structured information, and we can&#=
39;t control people.=EF=BF=BD &quot;Trust&quot; about what happens beyond t=
he endpoint is something that our technology cannot convey, and really usin=
g terms that suggest otherwise just deludes people who don&#39;t have the b=
ackground to know better.<br>

<br>
We should avoid doing that, even when a phrase sounds too sexy to give up.<=
br>
<br>
<br>
Morgaine.<br>
<br>
<br>
<br>
<br>
<br>
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
<br>
<br></div><div class=3D"im">
On Sun, Apr 3, 2011 at 8:36 PM, Meadhbh Hamrick &lt;<a href=3D"mailto:ohmea=
dhbh@gmail.com" target=3D"_blank">ohmeadhbh@gmail.com</a> &lt;mailto:<a hre=
f=3D"mailto:ohmeadhbh@gmail.com" target=3D"_blank">ohmeadhbh@gmail.com</a>&=
gt;&gt; wrote:<br>

<br>
 =C2=A0 =C2=A0there is no way for a protocol to enforce the processing beha=
vior on<br>
 =C2=A0 =C2=A0either end of a connection unless you want to mandate the use=
 of MAC<br>
 =C2=A0 =C2=A0or DRM.<br>
<br>
 =C2=A0 =C2=A0the reason you &quot;trust&quot; someone is that you can&#39;=
t complete a<br>
 =C2=A0 =C2=A0transaction without trusting them. in the original VWRAP mode=
l, we<br>
 =C2=A0 =C2=A0assumed assets were bits of data and meta-data that could be =
securely<br>
 =C2=A0 =C2=A0moved around. &quot;license&quot; was just another bit of met=
a-data, as was<br>
 =C2=A0 =C2=A0&quot;distribution.&quot; the protocol didn&#39;t require you=
 to add either of these<br>
 =C2=A0 =C2=A0fields. neither did the protocol require you to honor them.<b=
r>
<br>
 =C2=A0 =C2=A0that&#39;s because there&#39;s no way a protocol can REQUIRE =
a consumer of<br>
 =C2=A0 =C2=A0information do anything with that info.<br>
<br>
 =C2=A0 =C2=A0instead, we provided a mechanism to communicate structured in=
formation<br>
 =C2=A0 =C2=A0and described the processing expectations. but ultimately, if=
 a &quot;bad<br>
 =C2=A0 =C2=A0actor&quot; that wants to steal digital content participates =
in a protocol<br>
 =C2=A0 =C2=A0transaction, it won&#39;t matter that the protocol will say &=
quot;honor<br>
 =C2=A0 =C2=A0permissions metadata.&quot; there is nothing magical about pr=
otocols that<br>
 =C2=A0 =C2=A0require adherence to specified processing expectations.<br>
<br>
 =C2=A0 =C2=A0-cheers<br>
 =C2=A0 =C2=A0-meadhbh<br>
<br>
<br>
 =C2=A0 =C2=A0--<br>
 =C2=A0 =C2=A0meadhbh hamrick * it&#39;s pronounced &quot;maeve&quot;<br>
 =C2=A0 =C2=A0@OhMeadhbh * <a href=3D"http://meadhbh.org/" target=3D"_blank=
">http://meadhbh.org/</a> * <a href=3D"mailto:OhMeadhbh@gmail.com" target=
=3D"_blank">OhMeadhbh@gmail.com</a><br></div>
 =C2=A0 =C2=A0&lt;mailto:<a href=3D"mailto:OhMeadhbh@gmail.com" target=3D"_=
blank">OhMeadhbh@gmail.com</a>&gt;<div class=3D"im"><br>
<br>
<br>
<br>
 =C2=A0 =C2=A0On Sat, Apr 2, 2011 at 10:48 AM, Carlo Wood &lt;<a href=3D"ma=
ilto:carlo@alinoe.com" target=3D"_blank">carlo@alinoe.com</a><br></div><div=
 class=3D"im">
 =C2=A0 =C2=A0&lt;mailto:<a href=3D"mailto:carlo@alinoe.com" target=3D"_bla=
nk">carlo@alinoe.com</a>&gt;&gt; wrote:<br>
 =C2=A0 =C2=A0&gt; On Sat, 2 Apr 2011 10:01:43 -0700<br>
 =C2=A0 =C2=A0&gt; Meadhbh Hamrick &lt;<a href=3D"mailto:ohmeadhbh@gmail.co=
m" target=3D"_blank">ohmeadhbh@gmail.com</a><br></div><div><div></div><div =
class=3D"h5">
 =C2=A0 =C2=A0&lt;mailto:<a href=3D"mailto:ohmeadhbh@gmail.com" target=3D"_=
blank">ohmeadhbh@gmail.com</a>&gt;&gt; wrote:<br>
 =C2=A0 =C2=A0&gt;<br>
 =C2=A0 =C2=A0&gt; This is not exactly what I was refering too :p<br>
 =C2=A0 =C2=A0&gt; What I meant is that it should be possible to tag<br>
 =C2=A0 =C2=A0&gt; a creation as &quot;GPL-ed&quot; or &quot;Common Creatio=
ns&quot; etc,<br>
 =C2=A0 =C2=A0&gt; and that the result is that that thing stays that<br>
 =C2=A0 =C2=A0&gt; way. That it is not possible to accidently break<br>
 =C2=A0 =C2=A0&gt; such free licenses by making it &#39;no mod&#39; because=
<br>
 =C2=A0 =C2=A0&gt; someone forgot to check a box.<br>
 =C2=A0 =C2=A0&gt;<br>
 =C2=A0 =C2=A0&gt; Although this seems to be a client-side issue,<br>
 =C2=A0 =C2=A0&gt; and thus something internally to grid (and thus<br>
 =C2=A0 =C2=A0&gt; not related to VWRAP), it DOES mean that such<br>
 =C2=A0 =C2=A0&gt; information has to be supported at all levels:<br>
 =C2=A0 =C2=A0&gt; the fact that something IS explicitely allowed<br>
 =C2=A0 =C2=A0&gt; to be copied etc, has to be stored in asset<br>
 =C2=A0 =C2=A0&gt; servers and be transported to others who obtain<br>
 =C2=A0 =C2=A0&gt; a copy if it.<br>
 =C2=A0 =C2=A0&gt;<br>
 =C2=A0 =C2=A0&gt; If everyone is willing to work as hard on guaranteeing<b=
r>
 =C2=A0 =C2=A0&gt; support for such free product as on the use case<br>
 =C2=A0 =C2=A0&gt; for proprietary products, then I&#39;m willing to think<=
br>
 =C2=A0 =C2=A0&gt; hard of ways to support the latter.<br>
 =C2=A0 =C2=A0&gt;<br>
 =C2=A0 =C2=A0&gt;&gt; yes. there is something missing in the protocol. it&=
#39;s trust.<br>
 =C2=A0 =C2=A0you don&#39;t<br>
 =C2=A0 =C2=A0&gt;&gt; put &quot;trust&quot; in a protocol, you put &quot;s=
ecurity&quot; in a protocol. at the<br>
 =C2=A0 =C2=A0&gt;&gt; end of the day, the people using this protocol will =
need to decide<br>
 =C2=A0 =C2=A0&gt;&gt; whom they trust. this is why there was a security mo=
del and the<br>
 =C2=A0 =C2=A0&gt;&gt; ability of the protocol to &quot;securely carry trus=
t.&quot;<br>
 =C2=A0 =C2=A0&gt;&gt;<br>
 =C2=A0 =C2=A0&gt;&gt; the idea is that the protocol would carry cryptograp=
hically<br>
 =C2=A0 =C2=A0&gt;&gt; unforgeable attestations of an endpoint&#39;s identi=
ty. this identity<br>
 =C2=A0 =C2=A0&gt;&gt; would then be evaluated by protocol participants to =
see if it is<br>
 =C2=A0 =C2=A0&gt;&gt; &quot;trusted.&quot;<br>
 =C2=A0 =C2=A0&gt;&gt;<br>
 =C2=A0 =C2=A0&gt;&gt; there&#39;s no place in the protocol that says &quot=
;you must trust a<br>
 =C2=A0 =C2=A0specific<br>
 =C2=A0 =C2=A0&gt;&gt; entity,&quot; but rather a mechanism deployers can u=
se to carry the<br>
 =C2=A0 =C2=A0&gt;&gt; identity of people wishing to be trusted.<br>
 =C2=A0 =C2=A0&gt;&gt;<br>
 =C2=A0 =C2=A0&gt;&gt; at the end of the day, an asset service should only =
barf up<br>
 =C2=A0 =C2=A0assets to<br>
 =C2=A0 =C2=A0&gt;&gt; trusted simulation services. simulators SHOULD only =
allow people on<br>
 =C2=A0 =C2=A0&gt;&gt; the grid they trust (for some definition of the word=
 &quot;trust.&quot;)<br>
 =C2=A0 =C2=A0&gt;&gt;<br>
 =C2=A0 =C2=A0&gt;&gt; if you&#39;re a company like Linden that needs to re=
spond to DMCA<br>
 =C2=A0 =C2=A0takedown<br>
 =C2=A0 =C2=A0&gt;&gt; requests, you&#39;re likely to require the client tr=
ust knob turned<br>
 =C2=A0 =C2=A0up a<br>
 =C2=A0 =C2=A0&gt;&gt; bit. if you&#39;re an enterprise, you&#39;re going t=
o want that trust knob<br>
 =C2=A0 =C2=A0&gt;&gt; turned all the way up. if you&#39;re the pirate bay,=
 you&#39;re going to<br>
 =C2=A0 =C2=A0&gt;&gt; intentionally want that trust knob turned all the wa=
y down.<br>
 =C2=A0 =C2=A0&gt;&gt;<br>
 =C2=A0 =C2=A0&gt;&gt; as protocol developers, it&#39;s our duty to create =
a protocol that<br>
 =C2=A0 =C2=A0meets<br>
 =C2=A0 =C2=A0&gt;&gt; everyone&#39;s use cases. so... i mean... feel free =
to try to define a<br>
 =C2=A0 =C2=A0&gt;&gt; protocol that mandates the use of DRM or blesses a p=
articular trust<br>
 =C2=A0 =C2=A0&gt;&gt; point, but the likelihood of it being widely support=
ed is..<br>
 =C2=A0 =C2=A0&gt;&gt; approximately nil.<br>
 =C2=A0 =C2=A0&gt;&gt;<br>
 =C2=A0 =C2=A0&gt;&gt; my recommendation has always been... &quot;define me=
chanism, not<br>
 =C2=A0 =C2=A0policy.&quot;<br>
 =C2=A0 =C2=A0&gt;&gt;<br>
 =C2=A0 =C2=A0&gt;&gt; -cheers<br>
 =C2=A0 =C2=A0&gt;&gt; -meadhbh<br>
 =C2=A0 =C2=A0&gt;&gt; --<br>
 =C2=A0 =C2=A0&gt;&gt; meadhbh hamrick * it&#39;s pronounced &quot;maeve&qu=
ot;<br>
 =C2=A0 =C2=A0&gt;&gt; @OhMeadhbh * <a href=3D"http://meadhbh.org/" target=
=3D"_blank">http://meadhbh.org/</a> * <a href=3D"mailto:OhMeadhbh@gmail.com=
" target=3D"_blank">OhMeadhbh@gmail.com</a><br></div></div>
 =C2=A0 =C2=A0&lt;mailto:<a href=3D"mailto:OhMeadhbh@gmail.com" target=3D"_=
blank">OhMeadhbh@gmail.com</a>&gt;<div class=3D"im"><br>
 =C2=A0 =C2=A0&gt;&gt;<br>
 =C2=A0 =C2=A0&gt;&gt;<br>
 =C2=A0 =C2=A0&gt;&gt;<br>
 =C2=A0 =C2=A0&gt;&gt; On Sat, Apr 2, 2011 at 8:19 AM, Carlo Wood &lt;<a hr=
ef=3D"mailto:carlo@alinoe.com" target=3D"_blank">carlo@alinoe.com</a><br></=
div><div class=3D"im">
 =C2=A0 =C2=A0&lt;mailto:<a href=3D"mailto:carlo@alinoe.com" target=3D"_bla=
nk">carlo@alinoe.com</a>&gt;&gt; wrote:<br>
 =C2=A0 =C2=A0&gt;&gt; &gt; On Sat, 2 Apr 2011 14:12:59 GMT<br></div>
 =C2=A0 =C2=A0&gt;&gt; &gt; &quot;<a href=3D"mailto:dyerbrookme@juno.com" t=
arget=3D"_blank">dyerbrookme@juno.com</a> &lt;mailto:<a href=3D"mailto:dyer=
brookme@juno.com" target=3D"_blank">dyerbrookme@juno.com</a>&gt;&quot;<div>=
<div></div><div class=3D"h5">
<br>
 =C2=A0 =C2=A0&lt;<a href=3D"mailto:dyerbrookme@juno.com" target=3D"_blank"=
>dyerbrookme@juno.com</a> &lt;mailto:<a href=3D"mailto:dyerbrookme@juno.com=
" target=3D"_blank">dyerbrookme@juno.com</a>&gt;&gt; wrote:<br>
 =C2=A0 =C2=A0&gt;&gt; &gt;<br>
 =C2=A0 =C2=A0&gt;&gt; &gt;&gt; BTW, the Red Zone statistics of 9 million =
=EF=BF=BDscans with only<br>
 =C2=A0 =C2=A078,000<br>
 =C2=A0 =C2=A0&gt;&gt; &gt;&gt; rogue viewers captured lets us know that th=
is =EF=BF=BDproblem is<br>
 =C2=A0 =C2=A0&gt;&gt; &gt;&gt; exaggerated -- and usually by engineers who=
 claim there is no<br>
 =C2=A0 =C2=A0&gt;&gt; &gt;&gt; =EF=BF=BDtechnical solution.<br>
 =C2=A0 =C2=A0&gt;&gt; &gt;<br>
 =C2=A0 =C2=A0&gt;&gt; &gt; Just for the record, from a hacker/engineer: th=
ere is no<br>
 =C2=A0 =C2=A0technical<br>
 =C2=A0 =C2=A0&gt;&gt; &gt; solution. It is possible to copy everything (an=
d without being<br>
 =C2=A0 =C2=A0&gt;&gt; &gt; detected by a &quot;Red Zone&quot; which can on=
ly detect rogue viewers that<br>
 =C2=A0 =C2=A0&gt;&gt; &gt; were released to the public and explicitly make=
 a point of being<br>
 =C2=A0 =C2=A0&gt;&gt; &gt; detectable in the first place (call that braggi=
ng: no fun in<br>
 =C2=A0 =C2=A0&gt;&gt; &gt; releasing a &quot;k3wl&quot; viewer if others (=
or even the coder himself)<br>
 =C2=A0 =C2=A0&gt;&gt; &gt; can&#39;t see that it is being used.) So, there=
 is a psychological<br>
 =C2=A0 =C2=A0&gt;&gt; &gt; advantage for the detectors, but not really a t=
echnical one.<br>
 =C2=A0 =C2=A0&gt;&gt; &gt;<br>
 =C2=A0 =C2=A0&gt;&gt; &gt; Lets concentrate on textures for the moment to =
explain this.<br>
 =C2=A0 =C2=A0&gt;&gt; &gt;<br>
 =C2=A0 =C2=A0&gt;&gt; &gt; In order to see an object, or clothing, with th=
e appropriate<br>
 =C2=A0 =C2=A0&gt;&gt; &gt; textures, those textures have to be downloadabl=
e for the viewer.<br>
 =C2=A0 =C2=A0&gt;&gt; &gt; There is nothing you can do about that short of=
 running the whole<br>
 =C2=A0 =C2=A0&gt;&gt; &gt; viewer server-side and providing a video. But e=
ven in that<br>
 =C2=A0 =C2=A0case it<br>
 =C2=A0 =C2=A0&gt;&gt; &gt; would technically be possible to rip the textur=
es: they are still<br>
 =C2=A0 =C2=A0&gt;&gt; &gt; visible (ie, you could make a screenshot of the=
 surface of a<br>
 =C2=A0 =C2=A0wall).<br>
 =C2=A0 =C2=A0&gt;&gt; &gt; I don&#39;t consider the video-broadcast to eve=
n be remotely<br>
 =C2=A0 =C2=A0&gt;&gt; &gt; interesting, certainly not from the viewpoint o=
f VWRAP so lets<br>
 =C2=A0 =C2=A0&gt;&gt; &gt; forget that for the moment and just accept that=
 it is<br>
 =C2=A0 =C2=A0possible for<br>
 =C2=A0 =C2=A0&gt;&gt; &gt; anyone to store whatever they SEE to their hard=
disk.<br>
 =C2=A0 =C2=A0&gt;&gt; &gt;<br>
 =C2=A0 =C2=A0&gt;&gt; &gt; Secondly, if the first creator could upload thi=
s texture then<br>
 =C2=A0 =C2=A0so can<br>
 =C2=A0 =C2=A0&gt;&gt; &gt; the ripper. And don&#39;t tell me software exis=
ts that can detect if<br>
 =C2=A0 =C2=A0&gt;&gt; &gt; an uploaded texture &quot;looks like&quot; one =
of the already existing<br>
 =C2=A0 =C2=A0billion<br>
 =C2=A0 =C2=A0&gt;&gt; &gt; textures that were uploaded before. If the text=
ure is converted<br>
 =C2=A0 =C2=A0&gt;&gt; &gt; twice, ie from jpeg2000 to jpg to tga and then =
uploaded, then<br>
 =C2=A0 =C2=A0you&#39;d<br>
 =C2=A0 =C2=A0&gt;&gt; &gt; need a human to look at the original and the ne=
wly uploaded<br>
 =C2=A0 =C2=A0texture<br>
 =C2=A0 =C2=A0&gt;&gt; &gt; at the same time to judge that it is MAYBE a co=
py - which<br>
 =C2=A0 =C2=A0then can<br>
 =C2=A0 =C2=A0&gt;&gt; &gt; only be proved in court if the original creator=
 can prove<br>
 =C2=A0 =C2=A0that his<br>
 =C2=A0 =C2=A0&gt;&gt; &gt; original textures are 100% his own and not, for=
 example,<br>
 =C2=A0 =C2=A0downloaded<br>
 =C2=A0 =C2=A0&gt;&gt; &gt; from the internet somewhere (because in that ca=
se the other<br>
 =C2=A0 =C2=A0&gt;&gt; &gt; uploader could have used the same source).<br>
 =C2=A0 =C2=A0&gt;&gt; &gt;<br>
 =C2=A0 =C2=A0&gt;&gt; &gt; A real problem, currently in SL, is imho the co=
mplete lack of<br>
 =C2=A0 =C2=A0&gt;&gt; &gt; support for FREE things. The amount of restrict=
ion (for<br>
 =C2=A0 =C2=A0people with<br>
 =C2=A0 =C2=A0&gt;&gt; &gt; honest viewers) is tremendous: if you&#39;re no=
t an expert or do<br>
 =C2=A0 =C2=A0not pay<br>
 =C2=A0 =C2=A0&gt;&gt; &gt; attention for a second, then your creation is n=
ot truely free<br>
 =C2=A0 =C2=A0&gt;&gt; &gt; anymore. Everything defaults to very copyleft u=
nfriendly<br>
 =C2=A0 =C2=A0settings.<br>
 =C2=A0 =C2=A0&gt;&gt; &gt; I&#39;m trying to get my friends, who are very =
willing in that<br>
 =C2=A0 =C2=A0regard,<br>
 =C2=A0 =C2=A0&gt;&gt; &gt; to only create full permission stuff, but it&#3=
9;s simply near<br>
 =C2=A0 =C2=A0&gt;&gt; &gt; impossible to keep something full permission an=
d often we&#39;re<br>
 =C2=A0 =C2=A0stuck<br>
 =C2=A0 =C2=A0&gt;&gt; &gt; with something nobody else can change or edit b=
ecause the creator<br>
 =C2=A0 =C2=A0&gt;&gt; &gt; forgot to set the bit of the contents of an obj=
ect after changing<br>
 =C2=A0 =C2=A0&gt;&gt; &gt; the group etc blah blah...<br>
 =C2=A0 =C2=A0&gt;&gt; &gt;<br>
 =C2=A0 =C2=A0&gt;&gt; &gt; For example, last a good friend of me wanted my=
 help with<br>
 =C2=A0 =C2=A0making a<br>
 =C2=A0 =C2=A0&gt;&gt; &gt; large amount of changes on his sim: hunderds of=
 objects had to be<br>
 =C2=A0 =C2=A0&gt;&gt; &gt; adjusted... He was willing to:<br>
 =C2=A0 =C2=A0&gt;&gt; &gt; 1) Add me to any group necessary.<br>
 =C2=A0 =C2=A0&gt;&gt; &gt; 2) Give me his build rights<br>
 =C2=A0 =C2=A0&gt;&gt; &gt; 3) Transfer any object to me (temporary ownersh=
ip transfer)<br>
 =C2=A0 =C2=A0&gt;&gt; &gt; 4) Make any adjustments to the objects and the =
objects contents<br>
 =C2=A0 =C2=A0&gt;&gt; &gt; =EF=BF=BD needed to allow me to access what I n=
eeded to access.<br>
 =C2=A0 =C2=A0&gt;&gt; &gt; etc etc<br>
 =C2=A0 =C2=A0&gt;&gt; &gt;<br>
 =C2=A0 =C2=A0&gt;&gt; &gt; The end result: He had to do it all by himself.=
 It was<br>
 =C2=A0 =C2=A0impossible to<br>
 =C2=A0 =C2=A0&gt;&gt; &gt; give me enough access to help him (for those wh=
o don&#39;t<br>
 =C2=A0 =C2=A0believe that,<br>
 =C2=A0 =C2=A0&gt;&gt; &gt; one of things involved changing the &quot;anyon=
e can move&quot; bit of an<br>
 =C2=A0 =C2=A0&gt;&gt; &gt; object in the contents of objects: it is not po=
ssible to take<br>
 =C2=A0 =C2=A0&gt;&gt; &gt; anything out of the contents (ie copy it to you=
r inventory) when<br>
 =C2=A0 =C2=A0&gt;&gt; &gt; it&#39;s no transfer, and therefore you can&#39=
;t edit it, even<br>
 =C2=A0 =C2=A0though it&#39;s<br>
 =C2=A0 =C2=A0&gt;&gt; &gt; modify and you get all the rights that the owne=
r can give you).<br>
 =C2=A0 =C2=A0&gt;&gt; &gt;<br>
 =C2=A0 =C2=A0&gt;&gt; &gt; Sorry, but that is unacceptable; and it CLEARLY=
 shows that<br>
 =C2=A0 =C2=A0&gt;&gt; &gt; something is missing from the protocol.<br>
 =C2=A0 =C2=A0&gt;&gt; &gt;<br>
 =C2=A0 =C2=A0&gt;&gt; &gt; Now the above example doesn&#39;t show that a f=
ree object is not<br>
 =C2=A0 =C2=A0&gt;&gt; &gt; supported, it only make clear that non-free obj=
ects can be very<br>
 =C2=A0 =C2=A0&gt;&gt; &gt; annoying even in situations where the owner has=
 all the rights to<br>
 =C2=A0 =C2=A0&gt;&gt; &gt; do what he wants to do. There are many other su=
ch examples.<br>
 =C2=A0 =C2=A0Hence,<br>
 =C2=A0 =C2=A0&gt;&gt; &gt; it shows that it is very annoying that an objec=
t is non-free by<br>
 =C2=A0 =C2=A0&gt;&gt; &gt; default at so many levels that you need an IQ o=
f over 140 to<br>
 =C2=A0 =C2=A0create<br>
 =C2=A0 =C2=A0&gt;&gt; &gt; one and those permissions erode quickly to non-=
free. Even the so<br>
 =C2=A0 =C2=A0&gt;&gt; &gt; called &quot;freebies&quot; are non-free by the=
 way: they are almost always<br>
 =C2=A0 =C2=A0&gt;&gt; &gt; no transfer. Hell, even the default shape that =
you can when you<br>
 =C2=A0 =C2=A0&gt;&gt; &gt; create a new account is no transfer, what kind =
of insanity is<br>
 =C2=A0 =C2=A0that?!<br>
 =C2=A0 =C2=A0&gt;&gt; &gt;<br>
 =C2=A0 =C2=A0&gt;&gt; &gt; I think you might find a lot of people, like my=
self, a lot more<br>
 =C2=A0 =C2=A0&gt;&gt; &gt; willing to help out with thinking of ways on ho=
w to protect<br>
 =C2=A0 =C2=A0&gt;&gt; &gt; property in virtual worlds when first it is ass=
ured that<br>
 =C2=A0 =C2=A0those who<br>
 =C2=A0 =C2=A0&gt;&gt; &gt; want to create things that are FREE are equally=
 supported as the<br>
 =C2=A0 =C2=A0&gt;&gt; &gt; commercial guys out there.<br>
 =C2=A0 =C2=A0&gt;&gt; &gt;<br>
 =C2=A0 =C2=A0&gt;&gt; &gt; --<br></div></div>
 =C2=A0 =C2=A0&gt;&gt; &gt; Carlo Wood &lt;<a href=3D"mailto:carlo@alinoe.c=
om" target=3D"_blank">carlo@alinoe.com</a> &lt;mailto:<a href=3D"mailto:car=
lo@alinoe.com" target=3D"_blank">carlo@alinoe.com</a>&gt;&gt;<br>
 =C2=A0 =C2=A0&gt;&gt; &gt; _______________________________________________=
<br>
 =C2=A0 =C2=A0&gt;&gt; &gt; vwrap mailing list<br>
 =C2=A0 =C2=A0&gt;&gt; &gt; <a href=3D"mailto:vwrap@ietf.org" target=3D"_bl=
ank">vwrap@ietf.org</a> &lt;mailto:<a href=3D"mailto:vwrap@ietf.org" target=
=3D"_blank">vwrap@ietf.org</a>&gt;<div class=3D"im"><br>
 =C2=A0 =C2=A0&gt;&gt; &gt; <a href=3D"https://www.ietf.org/mailman/listinf=
o/vwrap" target=3D"_blank">https://www.ietf.org/mailman/listinfo/vwrap</a><=
br>
 =C2=A0 =C2=A0&gt;&gt; &gt;<br>
 =C2=A0 =C2=A0&gt;<br>
 =C2=A0 =C2=A0&gt;<br>
 =C2=A0 =C2=A0&gt;<br>
 =C2=A0 =C2=A0&gt; --<br></div>
 =C2=A0 =C2=A0&gt; Carlo Wood &lt;<a href=3D"mailto:carlo@alinoe.com" targe=
t=3D"_blank">carlo@alinoe.com</a> &lt;mailto:<a href=3D"mailto:carlo@alinoe=
.com" target=3D"_blank">carlo@alinoe.com</a>&gt;&gt;<br>
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Date: Sun, 03 Apr 2011 15:15:19 -0700
From: Dzonatas Sol <dzonatas@gmail.com>
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Subject: Re: [vwrap] Simulation consistency
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This discussion is very helpful, and this is not about "the last word".

Figure-of-speech like ""It was designed" is not anywhere near any 
complete idea without assumptions. Appeals to common sense are still 
within the realm of figure-of-speech (and obviously does not meet 
accessibility needs). Concrete sense needs complete ideas and neither 
common-sense nor assumptions. Grammatic informal English allows 
assumptions, yet still does not allow incomplete ideas by subject-less 
or ill-verb usage. This all is very helpful knowledge (requirements) in 
documentation that makes sense to everybody. If someone writes totally 
crazy and "lacking" in abilities to type complete sentences, yet they 
write anywhere near formal English with complete ideas, that someone is 
not stupid. That someone might have took all day to write what they day 
compared to what it takes you to write in minutes. How do you think 
someone feels even when slightly mocked under such conditions?

There is no need to mock people (even non-chaletly) due to their 
accessibility needs, which you now appear ignorant about where you wrote 
"because this discussion is similarly unhelpful."

Agent Domain and Trust Domain are use-cases, which have been used as-is 
in past documentation and current glossary entries. If that is the end 
of your discussion then that proves there was no reason to complain 
about past usage of those instances (because "you can't change the 
past"). Those still exist despite the implementations did not happen 
(...publicly).

In contrast, documentation without implementation is not concrete. UNIX 
is the only system, yet, that still remains purely written in 
documentation without implementation. All other implementation based on 
UNIX are derivatives . UNIX proves exactly the depth of documentation 
that needs to exist before any real implementation can exist.

Further, this is the IETF list, and thus not limited to LL/OpenSim only 
politics of what exists and what doesn't.

Morgaine wrote:
> I like domains, Dzonatas.  I use them thousands of times daily in the 
> Domain Name System, and such domains have very precise definitions, 
> concrete services that implement them, a well defined network protocol 
> and many APIs and bindings.  These domains are something concrete, and 
> productive.
>
> In contrast, Agent Domain and Trust Domain are neither.
>
> I'll leave it at that and let you have the last word, because this 
> discussion is similarly unhelpful.
>
>
> Morgaine.
>
>
>
> ========================
>
> On Sun, Apr 3, 2011 at 10:10 PM, Dzonatas Sol <dzonatas@gmail.com 
> <mailto:dzonatas@gmail.com>> wrote:
>
>     You mock fluffy clouds, yet you wrote "It was designed". To not
>     write even close to formal English, when you made use of
>     subject-less sentences, and complained about meanings and
>     (glossary) usage, is incongruous.
>
>     Just state you don't like the word "domain". There is no need to
>     mock me or anybody else to win points.
>
>     Morgaine wrote:
>
>         Very good points made by Meadhbh, and I agree 100%.
>
>         It's an unfortunate reality that a puzzlingly large proportion
>         of users have a hard time grasping the total absence of
>         content security in a platform architecture which sends nearly
>         all content types to client machines by design.� It was
>         designed that way for very good reasons, and those reasons are
>         as valid today as they were at the time that it was being
>         designed, but it can be hard to get across that this is how it
>         is intended to be and not a fault.� Some people's aspirations
>         are destined to be forever unsatisfied because this does not
>         reflect their concept of digital reality.
>
>         It doesn't matter how much machinery of trust or security or
>         encryption or DRM or VPN or anything else we employ, at the
>         end of the day the client endpoint has open data at its
>         disposal which it needs to get its job done, and no technical
>         barriers against doing with it whatever else it wishes.
>
>         It's incongruous that we speak of "trust domains" (it's those
>         fluffy clouds again) when all we really have are
>         cryptographically assured endpoint identification and no trust
>         at all.� You can't trust someone whom you don't know as a
>         person, and it's a fiction to claim that trust has been
>         obtained.� We would be more honest if we exchanged "Trust
>         Placebo Tokens", and then we could at least laugh at our own
>         eclectic joke, while openly admitting that we are not actually
>         providing anything of value beyond knowledge of the endpoint.
>
>         As you say, there is nothing we can actually do about this,
>         because all we can do is exchange messages containing
>         structured information, and we can't control people.� "Trust"
>         about what happens beyond the endpoint is something that our
>         technology cannot convey, and really using terms that suggest
>         otherwise just deludes people who don't have the background to
>         know better.
>
>         We should avoid doing that, even when a phrase sounds too sexy
>         to give up.
>
>
>         Morgaine.
>
>
>
>
>
>         =========================
>
>         On Sun, Apr 3, 2011 at 8:36 PM, Meadhbh Hamrick
>         <ohmeadhbh@gmail.com <mailto:ohmeadhbh@gmail.com>
>         <mailto:ohmeadhbh@gmail.com <mailto:ohmeadhbh@gmail.com>>> wrote:
>
>            there is no way for a protocol to enforce the processing
>         behavior on
>            either end of a connection unless you want to mandate the
>         use of MAC
>            or DRM.
>
>            the reason you "trust" someone is that you can't complete a
>            transaction without trusting them. in the original VWRAP
>         model, we
>            assumed assets were bits of data and meta-data that could
>         be securely
>            moved around. "license" was just another bit of meta-data,
>         as was
>            "distribution." the protocol didn't require you to add
>         either of these
>            fields. neither did the protocol require you to honor them.
>
>            that's because there's no way a protocol can REQUIRE a
>         consumer of
>            information do anything with that info.
>
>            instead, we provided a mechanism to communicate structured
>         information
>            and described the processing expectations. but ultimately,
>         if a "bad
>            actor" that wants to steal digital content participates in
>         a protocol
>            transaction, it won't matter that the protocol will say "honor
>            permissions metadata." there is nothing magical about
>         protocols that
>            require adherence to specified processing expectations.
>
>            -cheers
>            -meadhbh
>
>
>            --
>            meadhbh hamrick * it's pronounced "maeve"
>            @OhMeadhbh * http://meadhbh.org/ * OhMeadhbh@gmail.com
>         <mailto:OhMeadhbh@gmail.com>
>            <mailto:OhMeadhbh@gmail.com <mailto:OhMeadhbh@gmail.com>>
>
>
>
>
>            On Sat, Apr 2, 2011 at 10:48 AM, Carlo Wood
>         <carlo@alinoe.com <mailto:carlo@alinoe.com>
>            <mailto:carlo@alinoe.com <mailto:carlo@alinoe.com>>> wrote:
>            > On Sat, 2 Apr 2011 10:01:43 -0700
>            > Meadhbh Hamrick <ohmeadhbh@gmail.com
>         <mailto:ohmeadhbh@gmail.com>
>            <mailto:ohmeadhbh@gmail.com <mailto:ohmeadhbh@gmail.com>>>
>         wrote:
>            >
>            > This is not exactly what I was refering too :p
>            > What I meant is that it should be possible to tag
>            > a creation as "GPL-ed" or "Common Creations" etc,
>            > and that the result is that that thing stays that
>            > way. That it is not possible to accidently break
>            > such free licenses by making it 'no mod' because
>            > someone forgot to check a box.
>            >
>            > Although this seems to be a client-side issue,
>            > and thus something internally to grid (and thus
>            > not related to VWRAP), it DOES mean that such
>            > information has to be supported at all levels:
>            > the fact that something IS explicitely allowed
>            > to be copied etc, has to be stored in asset
>            > servers and be transported to others who obtain
>            > a copy if it.
>            >
>            > If everyone is willing to work as hard on guaranteeing
>            > support for such free product as on the use case
>            > for proprietary products, then I'm willing to think
>            > hard of ways to support the latter.
>            >
>            >> yes. there is something missing in the protocol. it's trust.
>            you don't
>            >> put "trust" in a protocol, you put "security" in a
>         protocol. at the
>            >> end of the day, the people using this protocol will need
>         to decide
>            >> whom they trust. this is why there was a security model
>         and the
>            >> ability of the protocol to "securely carry trust."
>            >>
>            >> the idea is that the protocol would carry cryptographically
>            >> unforgeable attestations of an endpoint's identity. this
>         identity
>            >> would then be evaluated by protocol participants to see
>         if it is
>            >> "trusted."
>            >>
>            >> there's no place in the protocol that says "you must trust a
>            specific
>            >> entity," but rather a mechanism deployers can use to
>         carry the
>            >> identity of people wishing to be trusted.
>            >>
>            >> at the end of the day, an asset service should only barf up
>            assets to
>            >> trusted simulation services. simulators SHOULD only
>         allow people on
>            >> the grid they trust (for some definition of the word
>         "trust.")
>            >>
>            >> if you're a company like Linden that needs to respond to
>         DMCA
>            takedown
>            >> requests, you're likely to require the client trust knob
>         turned
>            up a
>            >> bit. if you're an enterprise, you're going to want that
>         trust knob
>            >> turned all the way up. if you're the pirate bay, you're
>         going to
>            >> intentionally want that trust knob turned all the way down.
>            >>
>            >> as protocol developers, it's our duty to create a
>         protocol that
>            meets
>            >> everyone's use cases. so... i mean... feel free to try
>         to define a
>            >> protocol that mandates the use of DRM or blesses a
>         particular trust
>            >> point, but the likelihood of it being widely supported is..
>            >> approximately nil.
>            >>
>            >> my recommendation has always been... "define mechanism, not
>            policy."
>            >>
>            >> -cheers
>            >> -meadhbh
>            >> --
>            >> meadhbh hamrick * it's pronounced "maeve"
>            >> @OhMeadhbh * http://meadhbh.org/ * OhMeadhbh@gmail.com
>         <mailto:OhMeadhbh@gmail.com>
>            <mailto:OhMeadhbh@gmail.com <mailto:OhMeadhbh@gmail.com>>
>
>            >>
>            >>
>            >>
>            >> On Sat, Apr 2, 2011 at 8:19 AM, Carlo Wood
>         <carlo@alinoe.com <mailto:carlo@alinoe.com>
>            <mailto:carlo@alinoe.com <mailto:carlo@alinoe.com>>> wrote:
>            >> > On Sat, 2 Apr 2011 14:12:59 GMT
>            >> > "dyerbrookme@juno.com <mailto:dyerbrookme@juno.com>
>         <mailto:dyerbrookme@juno.com <mailto:dyerbrookme@juno.com>>"
>
>            <dyerbrookme@juno.com <mailto:dyerbrookme@juno.com>
>         <mailto:dyerbrookme@juno.com <mailto:dyerbrookme@juno.com>>>
>         wrote:
>            >> >
>            >> >> BTW, the Red Zone statistics of 9 million �scans with
>         only
>            78,000
>            >> >> rogue viewers captured lets us know that this �problem is
>            >> >> exaggerated -- and usually by engineers who claim
>         there is no
>            >> >> �technical solution.
>            >> >
>            >> > Just for the record, from a hacker/engineer: there is no
>            technical
>            >> > solution. It is possible to copy everything (and
>         without being
>            >> > detected by a "Red Zone" which can only detect rogue
>         viewers that
>            >> > were released to the public and explicitly make a
>         point of being
>            >> > detectable in the first place (call that bragging: no
>         fun in
>            >> > releasing a "k3wl" viewer if others (or even the coder
>         himself)
>            >> > can't see that it is being used.) So, there is a
>         psychological
>            >> > advantage for the detectors, but not really a
>         technical one.
>            >> >
>            >> > Lets concentrate on textures for the moment to explain
>         this.
>            >> >
>            >> > In order to see an object, or clothing, with the
>         appropriate
>            >> > textures, those textures have to be downloadable for
>         the viewer.
>            >> > There is nothing you can do about that short of
>         running the whole
>            >> > viewer server-side and providing a video. But even in that
>            case it
>            >> > would technically be possible to rip the textures:
>         they are still
>            >> > visible (ie, you could make a screenshot of the
>         surface of a
>            wall).
>            >> > I don't consider the video-broadcast to even be remotely
>            >> > interesting, certainly not from the viewpoint of VWRAP
>         so lets
>            >> > forget that for the moment and just accept that it is
>            possible for
>            >> > anyone to store whatever they SEE to their harddisk.
>            >> >
>            >> > Secondly, if the first creator could upload this
>         texture then
>            so can
>            >> > the ripper. And don't tell me software exists that can
>         detect if
>            >> > an uploaded texture "looks like" one of the already
>         existing
>            billion
>            >> > textures that were uploaded before. If the texture is
>         converted
>            >> > twice, ie from jpeg2000 to jpg to tga and then
>         uploaded, then
>            you'd
>            >> > need a human to look at the original and the newly
>         uploaded
>            texture
>            >> > at the same time to judge that it is MAYBE a copy - which
>            then can
>            >> > only be proved in court if the original creator can prove
>            that his
>            >> > original textures are 100% his own and not, for example,
>            downloaded
>            >> > from the internet somewhere (because in that case the
>         other
>            >> > uploader could have used the same source).
>            >> >
>            >> > A real problem, currently in SL, is imho the complete
>         lack of
>            >> > support for FREE things. The amount of restriction (for
>            people with
>            >> > honest viewers) is tremendous: if you're not an expert
>         or do
>            not pay
>            >> > attention for a second, then your creation is not
>         truely free
>            >> > anymore. Everything defaults to very copyleft unfriendly
>            settings.
>            >> > I'm trying to get my friends, who are very willing in that
>            regard,
>            >> > to only create full permission stuff, but it's simply near
>            >> > impossible to keep something full permission and often
>         we're
>            stuck
>            >> > with something nobody else can change or edit because
>         the creator
>            >> > forgot to set the bit of the contents of an object
>         after changing
>            >> > the group etc blah blah...
>            >> >
>            >> > For example, last a good friend of me wanted my help with
>            making a
>            >> > large amount of changes on his sim: hunderds of
>         objects had to be
>            >> > adjusted... He was willing to:
>            >> > 1) Add me to any group necessary.
>            >> > 2) Give me his build rights
>            >> > 3) Transfer any object to me (temporary ownership
>         transfer)
>            >> > 4) Make any adjustments to the objects and the objects
>         contents
>            >> > � needed to allow me to access what I needed to access.
>            >> > etc etc
>            >> >
>            >> > The end result: He had to do it all by himself. It was
>            impossible to
>            >> > give me enough access to help him (for those who don't
>            believe that,
>            >> > one of things involved changing the "anyone can move"
>         bit of an
>            >> > object in the contents of objects: it is not possible
>         to take
>            >> > anything out of the contents (ie copy it to your
>         inventory) when
>            >> > it's no transfer, and therefore you can't edit it, even
>            though it's
>            >> > modify and you get all the rights that the owner can
>         give you).
>            >> >
>            >> > Sorry, but that is unacceptable; and it CLEARLY shows that
>            >> > something is missing from the protocol.
>            >> >
>            >> > Now the above example doesn't show that a free object
>         is not
>            >> > supported, it only make clear that non-free objects
>         can be very
>            >> > annoying even in situations where the owner has all
>         the rights to
>            >> > do what he wants to do. There are many other such
>         examples.
>            Hence,
>            >> > it shows that it is very annoying that an object is
>         non-free by
>            >> > default at so many levels that you need an IQ of over
>         140 to
>            create
>            >> > one and those permissions erode quickly to non-free.
>         Even the so
>            >> > called "freebies" are non-free by the way: they are
>         almost always
>            >> > no transfer. Hell, even the default shape that you can
>         when you
>            >> > create a new account is no transfer, what kind of
>         insanity is
>            that?!
>            >> >
>            >> > I think you might find a lot of people, like myself, a
>         lot more
>            >> > willing to help out with thinking of ways on how to
>         protect
>            >> > property in virtual worlds when first it is assured that
>            those who
>            >> > want to create things that are FREE are equally
>         supported as the
>            >> > commercial guys out there.
>            >> >
>            >> > --
>            >> > Carlo Wood <carlo@alinoe.com <mailto:carlo@alinoe.com>
>         <mailto:carlo@alinoe.com <mailto:carlo@alinoe.com>>>
>            >> > _______________________________________________
>            >> > vwrap mailing list
>            >> > vwrap@ietf.org <mailto:vwrap@ietf.org>
>         <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>>
>
>            >> > https://www.ietf.org/mailman/listinfo/vwrap
>            >> >
>            >
>            >
>            >
>            > --
>            > Carlo Wood <carlo@alinoe.com <mailto:carlo@alinoe.com>
>         <mailto:carlo@alinoe.com <mailto:carlo@alinoe.com>>>
>            > _______________________________________________
>            > vwrap mailing list
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>         <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>>
>
>            > https://www.ietf.org/mailman/listinfo/vwrap
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Web Development, Software Engineering, Virtual Reality, Consultant


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Date: Sun, 3 Apr 2011 20:02:17 -0400
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From: Fleep Tuque <fleep513@gmail.com>
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On a purely academic side note, the theory of "learning styles" has been
disputed and some would even say debunked.  Current research shows that
depending upon the context and activity we're involved with and our specific
physical abilities, people generally all learn in visual, auditory,
kinesthetic, etc. ways.  Unfortunately the website for the primary journal
article I wanted to reference appears to be down at the moment, but see
http://chronicle.com/article/Matching-Teaching-Style-to-/49497/ for a pretty
good explanation.

I admit that I don't know enough VWRAP history to fully understand the crux
of this debate, but I'm having a hard time drawing the connection between
criticism of how a term term like "Agent Domain" has been/is being used and
how that relates to accessibility issues.  I hope moving forward we're all
careful about being critical of ideas versus criticizing a person's
abilities and perhaps we can dial back the rhetoric a bit to keep the
discussion focused and positive.


Sincerely,

- Chris/Fleep


Chris M. Collins (SL: Fleep Tuque)
Project Manager, UC Second Life
Second Life Ambassador, Ohio Learning Network
UCit Instructional & Research Computing
University of Cincinnati
406E Zimmer Hall
PO Box 210088
Cincinnati, OH 45221-0088
(513)556-3018
chris.collins@uc.edu

UC Second Life:   http://homepages.uc.edu/secondlife
OLN Second Life: http://www.oln.org/emerging_technologies/emtech.php





On Sun, Apr 3, 2011 at 4:08 PM, Dzonatas Sol <dzonatas@gmail.com> wrote:

> As stated, "it didn't happen." The concepts and ideas are still iconic
> natured and useful as such. It's iconic usefulness as like that of infinite
> tense that all English teachers want their students to write in & with
> figure-of-speech, its the wrong way. That is the nature of English infinite
> tense. All other tenses are correct, and teachers expect you to "correct"
> infinite tense, yet they don't teach that. That's the basis of sentience.
> Infinite tense is logically always in error.
>
> Now with that in mind, "we" did not misunderstand the issues. Don't blame
> others until you look in the mirror more. What makes sense to you doesn't
> guarantee it makes sense to everybody else. The "graphic form" does not
> denote sense to visual people! Don't assume this! Like I said, visual people
> need complete ideas. Visual people don't remember dictionary definitions as
> much as auditory people don't remember graphic notations. It's because 60%
> of the people are auditory (they remember active speech) they are at
> constant battle with themselves in attempts to help the other 40% everywhere
> they don't need help -- is why there is ANY miscomprehension.
>
> Visual people find it completely dumb idea to have dictionaries full words
> that have any prefixes or suffixes, as that is wasted resources. Only the
> root words with possible prefixes and suffixes are of need. The reason why
> they don't exist this way is because of "figure-of-speech" and proof of that
> 60%. Unless you are somehow smarter than the best and the brightest, I doubt
> you can solely point out bad ideas such as dictionaries that list every
> combination of root words with every possible suffix and prefix individually
> such that basically kills us off slowly with lack of symbiotic flow due to
> trees used for the numerous pages published as scholarly works. It's a
> killing.
>
>
>
> Morgaine wrote:
>
>> I'm afraid you misunderstand the issue, Dzonatas.  I'll add a bit of
>> background.
>>
>> This has nothing to do with visual versus graphical presentation.  I'm a
>> big fan of both, and like yourself I think spatially most of the time about
>> architectures, which is a graphic form.  Likewise, it has nothing to do with
>> accessibility whatsoever, of which I've been a very enthusiastic proponent
>> in Second Life for many years.
>>
>> The only thing with which the "domain" argument is concerned is whether
>> the concept reflects something useful in VWRAP that we can observe, query,
>> interact with, or design a protocol around.  The answer is "No" on all these
>> counts for "Agent Domain" in VWRAP, because it refers to a concept in OGP
>> that denied interop, and it does not apply to us.
>>
>> As a result, far from helping anyone to understand the VWRAP architecture,
>> all it does is increase the amount of confusion surrounding VWRAP, because
>> it does not reflect anything useful about what we are trying to implement.
>>
>> The nearest we get in VWRAP to something that might have been conceived
>> originally as the "Agent Domain" in OGP is roughly "The set of places and
>> items and resources that this world will permit an agent to visit or
>> interact with ", which is approximately the same thing as saying "the closed
>> walled garden".  It is a singularly counter-productive concept for a group
>> that has the important goal of achieving interop between worlds.
>>
>> So no, it's not helpful, either visually or otherwise.  The term is just
>> another obstacle on the road to VW interop.  That OGP whiteboard never had
>> other fluffy clouds on it labeled "Virtual world B", "Virtual world C", and
>> so on.  The concept of interop between worlds was denied, because Agent
>> Domain controlled access to Region Domains, and so nothing outside AD+RD
>> existed in OGP.
>>
>> But we are not designing OGP, we are designing VWRAP, a set of protocols
>> that embraces interoperation between worlds as well.  That is why the Agent
>> Domain does not exist as a useful concept in this work.  It elevates world
>> closure, negates interoperation, and does not even admit other worlds into
>> the picture, because Agent Domain is defined to exclude them.
>>
>> It's a very bad idea, both in text and as fluffy clouds.
>>
>>
>> Morgaine.
>>
>
> --
> --- https://twitter.com/Dzonatas_Sol ---
> Web Development, Software Engineering, Virtual Reality, Consultant
>
> _______________________________________________
> vwrap mailing list
> vwrap@ietf.org
> https://www.ietf.org/mailman/listinfo/vwrap
>

--0016362848b409508904a00c790b
Content-Type: text/html; charset=ISO-8859-1
Content-Transfer-Encoding: quoted-printable

On a purely academic side note, the theory of &quot;learning styles&quot; h=
as been disputed and some would even say debunked. =A0Current research show=
s that depending upon the context and activity we&#39;re involved with and =
our specific physical abilities, people generally all learn in visual, audi=
tory, kinesthetic, etc. ways. =A0Unfortunately the website for the primary =
journal article I wanted to reference appears to be down at the moment, but=
 see=A0<a href=3D"http://chronicle.com/article/Matching-Teaching-Style-to-/=
49497/">http://chronicle.com/article/Matching-Teaching-Style-to-/49497/</a>=
=A0for a pretty good explanation. =A0<div>
<br></div><div>I admit that I don&#39;t know enough VWRAP history to fully =
understand the crux of this debate, but=A0I&#39;m having a hard time drawin=
g the connection between criticism of how a term term like &quot;Agent Doma=
in&quot; has been/is being used and how that relates to accessibility issue=
s. =A0I hope moving forward we&#39;re all careful about being critical of i=
deas versus criticizing a person&#39;s abilities and perhaps we can dial ba=
ck the rhetoric a bit to keep the discussion focused and positive.<div>
<div><br></div><div><div><br></div><div>Sincerely,</div><div><br></div><div=
>- Chris/Fleep</div><div><br></div><div><br></div><div>Chris M. Collins (SL=
: Fleep Tuque)</div><div>Project Manager, UC Second Life=A0</div><div>Secon=
d Life Ambassador, Ohio Learning Network=A0</div>
<div>UCit Instructional &amp; Research Computing</div><div>University of Ci=
ncinnati=A0</div><div>406E Zimmer Hall</div><div>PO Box 210088</div><div>Ci=
ncinnati, OH 45221-0088</div><div>(513)556-3018</div><div><a href=3D"mailto=
:chris.collins@uc.edu">chris.collins@uc.edu</a></div>
<div><br></div><div>UC Second Life: =A0 <a href=3D"http://homepages.uc.edu/=
secondlife">http://homepages.uc.edu/secondlife</a></div><div>OLN Second Lif=
e: <a href=3D"http://www.oln.org/emerging_technologies/emtech.php">http://w=
ww.oln.org/emerging_technologies/emtech.php</a></div>
<div><br></div><div><br></div><div><br></div><div><br><br><div class=3D"gma=
il_quote">On Sun, Apr 3, 2011 at 4:08 PM, Dzonatas Sol <span dir=3D"ltr">&l=
t;<a href=3D"mailto:dzonatas@gmail.com">dzonatas@gmail.com</a>&gt;</span> w=
rote:<br>
<blockquote class=3D"gmail_quote" style=3D"margin:0 0 0 .8ex;border-left:1p=
x #ccc solid;padding-left:1ex;">As stated, &quot;it didn&#39;t happen.&quot=
; The concepts and ideas are still iconic natured and useful as such. It&#3=
9;s iconic usefulness as like that of infinite tense that all English teach=
ers want their students to write in &amp; with figure-of-speech, its the wr=
ong way. That is the nature of English infinite tense. All other tenses are=
 correct, and teachers expect you to &quot;correct&quot; infinite tense, ye=
t they don&#39;t teach that. That&#39;s the basis of sentience. Infinite te=
nse is logically always in error.<br>

<br>
Now with that in mind, &quot;we&quot; did not misunderstand the issues. Don=
&#39;t blame others until you look in the mirror more. What makes sense to =
you doesn&#39;t guarantee it makes sense to everybody else. The &quot;graph=
ic form&quot; does not denote sense to visual people! Don&#39;t assume this=
! Like I said, visual people need complete ideas. Visual people don&#39;t r=
emember dictionary definitions as much as auditory people don&#39;t remembe=
r graphic notations. It&#39;s because 60% of the people are auditory (they =
remember active speech) they are at constant battle with themselves in atte=
mpts to help the other 40% everywhere they don&#39;t need help -- is why th=
ere is ANY miscomprehension.<br>

<br>
Visual people find it completely dumb idea to have dictionaries full words =
that have any prefixes or suffixes, as that is wasted resources. Only the r=
oot words with possible prefixes and suffixes are of need. The reason why t=
hey don&#39;t exist this way is because of &quot;figure-of-speech&quot; and=
 proof of that 60%. Unless you are somehow smarter than the best and the br=
ightest, I doubt you can solely point out bad ideas such as dictionaries th=
at list every combination of root words with every possible suffix and pref=
ix individually such that basically kills us off slowly with lack of symbio=
tic flow due to trees used for the numerous pages published as scholarly wo=
rks. It&#39;s a killing.<div class=3D"im">
<br>
<br>
<br>
Morgaine wrote:<br>
<blockquote class=3D"gmail_quote" style=3D"margin:0 0 0 .8ex;border-left:1p=
x #ccc solid;padding-left:1ex">
I&#39;m afraid you misunderstand the issue, Dzonatas. =A0I&#39;ll add a bit=
 of background.<br>
<br>
This has nothing to do with visual versus graphical presentation. =A0I&#39;=
m a big fan of both, and like yourself I think spatially most of the time a=
bout architectures, which is a graphic form. =A0Likewise, it has nothing to=
 do with accessibility whatsoever, of which I&#39;ve been a very enthusiast=
ic proponent in Second Life for many years.<br>

<br>
The only thing with which the &quot;domain&quot; argument is concerned is w=
hether the concept reflects something useful in VWRAP that we can observe, =
query, interact with, or design a protocol around. =A0The answer is &quot;N=
o&quot; on all these counts for &quot;Agent Domain&quot; in VWRAP, because =
it refers to a concept in OGP that denied interop, and it does not apply to=
 us.<br>

<br>
As a result, far from helping anyone to understand the VWRAP architecture, =
all it does is increase the amount of confusion surrounding VWRAP, because =
it does not reflect anything useful about what we are trying to implement.<=
br>

<br>
The nearest we get in VWRAP to something that might have been conceived ori=
ginally as the &quot;Agent Domain&quot; in OGP is roughly &quot;The set of =
places and items and resources that this world will permit an agent to visi=
t or interact with &quot;, which is approximately the same thing as saying =
&quot;the closed walled garden&quot;. =A0It is a singularly counter-product=
ive concept for a group that has the important goal of achieving interop be=
tween worlds.<br>

<br>
So no, it&#39;s not helpful, either visually or otherwise. =A0The term is j=
ust another obstacle on the road to VW interop. =A0That OGP whiteboard neve=
r had other fluffy clouds on it labeled &quot;Virtual world B&quot;, &quot;=
Virtual world C&quot;, and so on. =A0The concept of interop between worlds =
was denied, because Agent Domain controlled access to Region Domains, and s=
o nothing outside AD+RD existed in OGP.<br>

<br>
But we are not designing OGP, we are designing VWRAP, a set of protocols th=
at embraces interoperation between worlds as well. =A0That is why the Agent=
 Domain does not exist as a useful concept in this work. =A0It elevates wor=
ld closure, negates interoperation, and does not even admit other worlds in=
to the picture, because Agent Domain is defined to exclude them.<br>

<br>
It&#39;s a very bad idea, both in text and as fluffy clouds.<br>
<br>
<br>
Morgaine.<br>
</blockquote>
<br></div><div><div></div><div class=3D"h5">
-- <br>
--- <a href=3D"https://twitter.com/Dzonatas_Sol" target=3D"_blank">https://=
twitter.com/Dzonatas_Sol</a> ---<br>
Web Development, Software Engineering, Virtual Reality, Consultant<br>
<br>
_______________________________________________<br>
vwrap mailing list<br>
<a href=3D"mailto:vwrap@ietf.org" target=3D"_blank">vwrap@ietf.org</a><br>
<a href=3D"https://www.ietf.org/mailman/listinfo/vwrap" target=3D"_blank">h=
ttps://www.ietf.org/mailman/listinfo/vwrap</a><br>
</div></div></blockquote></div><br></div></div></div></div>

--0016362848b409508904a00c790b--

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Date: Sun, 03 Apr 2011 17:42:43 -0700
From: Dzonatas Sol <dzonatas@gmail.com>
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References: <BANLkTint6CiMRZWj59sEYM2j7VoKgz4-Bw@mail.gmail.com>	<AANLkTimuVubm5Becx8cg_Uq2Gdj8EjHL7maMyqWOeYCJ@mail.gmail.com>	<AANLkTi=0iBKxo0_yv2LWsExzrKUjJLqP5Ua2uHB=M_7d@mail.gmail.com>	<AANLkTi=QH+c-19PvavnXU+pgWyaqpAA0F5G5SMd6h4JR@mail.gmail.com>	<5365485D-FFAE-46CA-B04E-D413E85FB1D1@gmail.com>	<4D97E7FE.7010104@gmail.com> <4D97EEC1.7020207@gmail.com>	<BANLkTi=9CXCtb=ryFtMuyG2w9ifb-2urkA@mail.gmail.com>	<4D98AC5F.70501@gmail.com>	<AANLkTikLQSxvf0tH+pH7+CT2Xvydpt+UDdcS5wSV70QU@mail.gmail.com>	<4D98B07E.8090601@gmail.com>	<AANLkTinS4hNPUG8hHV53E0O98w8RRG5T23PcAaoSAdP0@mail.gmail.com>	<4D98C11D.5050208@gmail.com>	<AANLkTimAPKyRiQFq7G3eYjOCLgrCnw8wck_jByvV2yR_@mail.gmail.com>	<4D98D3D9.2060307@gmail.com> <BANLkTi=GpYDPMFYqLkohMcBCdvprX9Rygg@mail.gmail.com>
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Cc: vwrap@ietf.org
Subject: Re: [vwrap] [wvrap] Simulation consistency
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It's hard to consider deaf and blind people as only theoritically deaf 
and theoretically blind. The differences between sight & sound is beyond 
theory.

Consider that many have tried to falsify "learning styles" or other 
nature of such visual, auditory, kinetic, and kinesthetic, and believed 
they have debunked such issues, only makes it official science. Science 
is based on falsifiable claims and not unfalsifiable claims. Every 
scientist either goes through such evil or checks out with their PhD 
(the universities' gamble/gambits), as their claims are philosophy until 
otherwise official. Those are the obvious limits of science.

Usual "learning styles" only relate to the first 20 years (applied 
limits), and then after that more official science backs up the cases. 
It's just not easy to debunk real world experiences outside of 
educational institutions. Either people are born as experts as beings 
that learn the same way, or we are all learn different. Neither have 
been proven, and the link you gave doesn't debunk either. There are 
"strength" groups defined, however. By the tried and proven tests 
(psychology) that 60% auditory is very definitive. Given that majority 
rules usually means auditory wins@>50%, its hard for any other 
"strength" group to make their case. That's enough signifigant enough to 
remain useful weight in various cases in court where it is mainly based 
on "hearings". Court only gives interpreters to those that are obvious 
in need of them. Any effort to debunk these differences only make it 
harder for those that are not so obviously different from "hearing" 
enabled. Given that courts still haven't changed, it remains that 'hard 
to draw such connections' even in such cases.

Otherwise, more back on track, VWs have helped in many areas in regards 
to accessibilities. I just hate to detail every reason and make 
examples. Carefully, hope...

Fleep Tuque wrote:
> On a purely academic side note, the theory of "learning styles" has 
> been disputed and some would even say debunked. �Current research 
> shows that depending upon the context and activity we're involved with 
> and our specific physical abilities, people generally all learn in 
> visual, auditory, kinesthetic, etc. ways. �Unfortunately the website 
> for the primary journal article I wanted to reference appears to be 
> down at the moment, but 
> see�http://chronicle.com/article/Matching-Teaching-Style-to-/49497/�for 
> a pretty good explanation. �
>
> I admit that I don't know enough VWRAP history to fully understand the 
> crux of this debate, but�I'm having a hard time drawing the connection 
> between criticism of how a term term like "Agent Domain" has been/is 
> being used and how that relates to accessibility issues. �I hope 
> moving forward we're all careful about being critical of ideas versus 
> criticizing a person's abilities and perhaps we can dial back the 
> rhetoric a bit to keep the discussion focused and positive.
>
>
> Sincerely,
>
> - Chris/Fleep
>
>
> Chris M. Collins (SL: Fleep Tuque)
> Project Manager, UC Second Life�
> Second Life Ambassador, Ohio Learning Network�
> UCit Instructional & Research Computing
> University of Cincinnati�
> 406E Zimmer Hall
> PO Box 210088
> Cincinnati, OH 45221-0088
> (513)556-3018
> chris.collins@uc.edu <mailto:chris.collins@uc.edu>
>
> UC Second Life: � http://homepages.uc.edu/secondlife
> OLN Second Life: http://www.oln.org/emerging_technologies/emtech.php
>
>
>
>
>
> On Sun, Apr 3, 2011 at 4:08 PM, Dzonatas Sol <dzonatas@gmail.com 
> <mailto:dzonatas@gmail.com>> wrote:
>
>     As stated, "it didn't happen." The concepts and ideas are still
>     iconic natured and useful as such. It's iconic usefulness as like
>     that of infinite tense that all English teachers want their
>     students to write in & with figure-of-speech, its the wrong way.
>     That is the nature of English infinite tense. All other tenses are
>     correct, and teachers expect you to "correct" infinite tense, yet
>     they don't teach that. That's the basis of sentience. Infinite
>     tense is logically always in error.
>
>     Now with that in mind, "we" did not misunderstand the issues.
>     Don't blame others until you look in the mirror more. What makes
>     sense to you doesn't guarantee it makes sense to everybody else.
>     The "graphic form" does not denote sense to visual people! Don't
>     assume this! Like I said, visual people need complete ideas.
>     Visual people don't remember dictionary definitions as much as
>     auditory people don't remember graphic notations. It's because 60%
>     of the people are auditory (they remember active speech) they are
>     at constant battle with themselves in attempts to help the other
>     40% everywhere they don't need help -- is why there is ANY
>     miscomprehension.
>
>     Visual people find it completely dumb idea to have dictionaries
>     full words that have any prefixes or suffixes, as that is wasted
>     resources. Only the root words with possible prefixes and suffixes
>     are of need. The reason why they don't exist this way is because
>     of "figure-of-speech" and proof of that 60%. Unless you are
>     somehow smarter than the best and the brightest, I doubt you can
>     solely point out bad ideas such as dictionaries that list every
>     combination of root words with every possible suffix and prefix
>     individually such that basically kills us off slowly with lack of
>     symbiotic flow due to trees used for the numerous pages published
>     as scholarly works. It's a killing.
>
>
>
>     Morgaine wrote:
>
>         I'm afraid you misunderstand the issue, Dzonatas. �I'll add a
>         bit of background.
>
>         This has nothing to do with visual versus graphical
>         presentation. �I'm a big fan of both, and like yourself I
>         think spatially most of the time about architectures, which is
>         a graphic form. �Likewise, it has nothing to do with
>         accessibility whatsoever, of which I've been a very
>         enthusiastic proponent in Second Life for many years.
>
>         The only thing with which the "domain" argument is concerned
>         is whether the concept reflects something useful in VWRAP that
>         we can observe, query, interact with, or design a protocol
>         around. �The answer is "No" on all these counts for "Agent
>         Domain" in VWRAP, because it refers to a concept in OGP that
>         denied interop, and it does not apply to us.
>
>         As a result, far from helping anyone to understand the VWRAP
>         architecture, all it does is increase the amount of confusion
>         surrounding VWRAP, because it does not reflect anything useful
>         about what we are trying to implement.
>
>         The nearest we get in VWRAP to something that might have been
>         conceived originally as the "Agent Domain" in OGP is roughly
>         "The set of places and items and resources that this world
>         will permit an agent to visit or interact with ", which is
>         approximately the same thing as saying "the closed walled
>         garden". �It is a singularly counter-productive concept for a
>         group that has the important goal of achieving interop between
>         worlds.
>
>         So no, it's not helpful, either visually or otherwise. �The
>         term is just another obstacle on the road to VW interop. �That
>         OGP whiteboard never had other fluffy clouds on it labeled
>         "Virtual world B", "Virtual world C", and so on. �The concept
>         of interop between worlds was denied, because Agent Domain
>         controlled access to Region Domains, and so nothing outside
>         AD+RD existed in OGP.
>
>         But we are not designing OGP, we are designing VWRAP, a set of
>         protocols that embraces interoperation between worlds as well.
>         �That is why the Agent Domain does not exist as a useful
>         concept in this work. �It elevates world closure, negates
>         interoperation, and does not even admit other worlds into the
>         picture, because Agent Domain is defined to exclude them.
>
>         It's a very bad idea, both in text and as fluffy clouds.
>
>
>         Morgaine.
>
>
>     -- 
>     --- https://twitter.com/Dzonatas_Sol ---
>     Web Development, Software Engineering, Virtual Reality, Consultant
>
>     _______________________________________________
>     vwrap mailing list
>     vwrap@ietf.org <mailto:vwrap@ietf.org>
>     https://www.ietf.org/mailman/listinfo/vwrap
>
>
> ------------------------------------------------------------------------
>
> _______________________________________________
> vwrap mailing list
> vwrap@ietf.org
> https://www.ietf.org/mailman/listinfo/vwrap
>   


-- 
--- https://twitter.com/Dzonatas_Sol ---
Web Development, Software Engineering, Virtual Reality, Consultant


From dzonatas@gmail.com  Sun Apr  3 17:57:33 2011
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Message-ID: <4D99180F.5060100@gmail.com>
Date: Sun, 03 Apr 2011 17:59:59 -0700
From: Dzonatas Sol <dzonatas@gmail.com>
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To: Dzonatas Sol <dzonatas@gmail.com>
References: <BANLkTint6CiMRZWj59sEYM2j7VoKgz4-Bw@mail.gmail.com>	<AANLkTimuVubm5Becx8cg_Uq2Gdj8EjHL7maMyqWOeYCJ@mail.gmail.com>	<AANLkTi=0iBKxo0_yv2LWsExzrKUjJLqP5Ua2uHB=M_7d@mail.gmail.com>	<AANLkTi=QH+c-19PvavnXU+pgWyaqpAA0F5G5SMd6h4JR@mail.gmail.com>	<5365485D-FFAE-46CA-B04E-D413E85FB1D1@gmail.com>	<4D97E7FE.7010104@gmail.com> <4D97EEC1.7020207@gmail.com>	<BANLkTi=9CXCtb=ryFtMuyG2w9ifb-2urkA@mail.gmail.com>	<4D98AC5F.70501@gmail.com>	<AANLkTikLQSxvf0tH+pH7+CT2Xvydpt+UDdcS5wSV70QU@mail.gmail.com>	<4D98B07E.8090601@gmail.com>	<AANLkTinS4hNPUG8hHV53E0O98w8RRG5T23PcAaoSAdP0@mail.gmail.com>	<4D98C11D.5050208@gmail.com>	<AANLkTimAPKyRiQFq7G3eYjOCLgrCnw8wck_jByvV2yR_@mail.gmail.com>	<4D98D3D9.2060307@gmail.com> <BANLkTi=GpYDPMFYqLkohMcBCdvprX9Rygg@mail.gmail.com> <4D991403.9000700@gmail.com>
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Cc: vwrap@ietf.org
Subject: Re: [vwrap] [wvrap] Simulation consistency
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Maybe I should note I'm also eager to see some VW that makes it possible 
for the deaf or of any such degree can use the VW as the courtroom and 
not have to deal with anything in terms of "hearing", that meaning, or 
anything that would be regarded as interpretation or translations. I 
know I'm not the only one, especially when people are serious to create 
such practice instead feel so alienated. (Or, feel alienated by any need 
to having to explain oneself... to any disability).

Of course, security is kept in mind between VWs & simulations.

Dzonatas Sol wrote:
> It's hard to consider deaf and blind people as only theoritically deaf 
> and theoretically blind. The differences between sight & sound is 
> beyond theory.
>
> Consider that many have tried to falsify "learning styles" or other 
> nature of such visual, auditory, kinetic, and kinesthetic, and 
> believed they have debunked such issues, only makes it official 
> science. Science is based on falsifiable claims and not unfalsifiable 
> claims. Every scientist either goes through such evil or checks out 
> with their PhD (the universities' gamble/gambits), as their claims are 
> philosophy until otherwise official. Those are the obvious limits of 
> science.
>
> Usual "learning styles" only relate to the first 20 years (applied 
> limits), and then after that more official science backs up the cases. 
> It's just not easy to debunk real world experiences outside of 
> educational institutions. Either people are born as experts as beings 
> that learn the same way, or we are all learn different. Neither have 
> been proven, and the link you gave doesn't debunk either. There are 
> "strength" groups defined, however. By the tried and proven tests 
> (psychology) that 60% auditory is very definitive. Given that majority 
> rules usually means auditory wins@>50%, its hard for any other 
> "strength" group to make their case. That's enough signifigant enough 
> to remain useful weight in various cases in court where it is mainly 
> based on "hearings". Court only gives interpreters to those that are 
> obvious in need of them. Any effort to debunk these differences only 
> make it harder for those that are not so obviously different from 
> "hearing" enabled. Given that courts still haven't changed, it remains 
> that 'hard to draw such connections' even in such cases.
>
> Otherwise, more back on track, VWs have helped in many areas in 
> regards to accessibilities. I just hate to detail every reason and 
> make examples. Carefully, hope...
>
> Fleep Tuque wrote:
>> On a purely academic side note, the theory of "learning styles" has 
>> been disputed and some would even say debunked. �Current research 
>> shows that depending upon the context and activity we're involved 
>> with and our specific physical abilities, people generally all learn 
>> in visual, auditory, kinesthetic, etc. ways. �Unfortunately the 
>> website for the primary journal article I wanted to reference appears 
>> to be down at the moment, but 
>> see�http://chronicle.com/article/Matching-Teaching-Style-to-/49497/�for 
>> a pretty good explanation. �
>>
>> I admit that I don't know enough VWRAP history to fully understand 
>> the crux of this debate, but�I'm having a hard time drawing the 
>> connection between criticism of how a term term like "Agent Domain" 
>> has been/is being used and how that relates to accessibility issues. 
>> �I hope moving forward we're all careful about being critical of 
>> ideas versus criticizing a person's abilities and perhaps we can dial 
>> back the rhetoric a bit to keep the discussion focused and positive.
>>
>>
>> Sincerely,
>>
>> - Chris/Fleep
>>
>>
>> Chris M. Collins (SL: Fleep Tuque)
>> Project Manager, UC Second Life�
>> Second Life Ambassador, Ohio Learning Network�
>> UCit Instructional & Research Computing
>> University of Cincinnati�
>> 406E Zimmer Hall
>> PO Box 210088
>> Cincinnati, OH 45221-0088
>> (513)556-3018
>> chris.collins@uc.edu <mailto:chris.collins@uc.edu>
>>
>> UC Second Life: � http://homepages.uc.edu/secondlife
>> OLN Second Life: http://www.oln.org/emerging_technologies/emtech.php
>>
>>
>>
>>
>>
>> On Sun, Apr 3, 2011 at 4:08 PM, Dzonatas Sol <dzonatas@gmail.com 
>> <mailto:dzonatas@gmail.com>> wrote:
>>
>>     As stated, "it didn't happen." The concepts and ideas are still
>>     iconic natured and useful as such. It's iconic usefulness as like
>>     that of infinite tense that all English teachers want their
>>     students to write in & with figure-of-speech, its the wrong way.
>>     That is the nature of English infinite tense. All other tenses are
>>     correct, and teachers expect you to "correct" infinite tense, yet
>>     they don't teach that. That's the basis of sentience. Infinite
>>     tense is logically always in error.
>>
>>     Now with that in mind, "we" did not misunderstand the issues.
>>     Don't blame others until you look in the mirror more. What makes
>>     sense to you doesn't guarantee it makes sense to everybody else.
>>     The "graphic form" does not denote sense to visual people! Don't
>>     assume this! Like I said, visual people need complete ideas.
>>     Visual people don't remember dictionary definitions as much as
>>     auditory people don't remember graphic notations. It's because 60%
>>     of the people are auditory (they remember active speech) they are
>>     at constant battle with themselves in attempts to help the other
>>     40% everywhere they don't need help -- is why there is ANY
>>     miscomprehension.
>>
>>     Visual people find it completely dumb idea to have dictionaries
>>     full words that have any prefixes or suffixes, as that is wasted
>>     resources. Only the root words with possible prefixes and suffixes
>>     are of need. The reason why they don't exist this way is because
>>     of "figure-of-speech" and proof of that 60%. Unless you are
>>     somehow smarter than the best and the brightest, I doubt you can
>>     solely point out bad ideas such as dictionaries that list every
>>     combination of root words with every possible suffix and prefix
>>     individually such that basically kills us off slowly with lack of
>>     symbiotic flow due to trees used for the numerous pages published
>>     as scholarly works. It's a killing.
>>
>>
>>
>>     Morgaine wrote:
>>
>>         I'm afraid you misunderstand the issue, Dzonatas. �I'll add a
>>         bit of background.
>>
>>         This has nothing to do with visual versus graphical
>>         presentation. �I'm a big fan of both, and like yourself I
>>         think spatially most of the time about architectures, which is
>>         a graphic form. �Likewise, it has nothing to do with
>>         accessibility whatsoever, of which I've been a very
>>         enthusiastic proponent in Second Life for many years.
>>
>>         The only thing with which the "domain" argument is concerned
>>         is whether the concept reflects something useful in VWRAP that
>>         we can observe, query, interact with, or design a protocol
>>         around. �The answer is "No" on all these counts for "Agent
>>         Domain" in VWRAP, because it refers to a concept in OGP that
>>         denied interop, and it does not apply to us.
>>
>>         As a result, far from helping anyone to understand the VWRAP
>>         architecture, all it does is increase the amount of confusion
>>         surrounding VWRAP, because it does not reflect anything useful
>>         about what we are trying to implement.
>>
>>         The nearest we get in VWRAP to something that might have been
>>         conceived originally as the "Agent Domain" in OGP is roughly
>>         "The set of places and items and resources that this world
>>         will permit an agent to visit or interact with ", which is
>>         approximately the same thing as saying "the closed walled
>>         garden". �It is a singularly counter-productive concept for a
>>         group that has the important goal of achieving interop between
>>         worlds.
>>
>>         So no, it's not helpful, either visually or otherwise. �The
>>         term is just another obstacle on the road to VW interop. �That
>>         OGP whiteboard never had other fluffy clouds on it labeled
>>         "Virtual world B", "Virtual world C", and so on. �The concept
>>         of interop between worlds was denied, because Agent Domain
>>         controlled access to Region Domains, and so nothing outside
>>         AD+RD existed in OGP.
>>
>>         But we are not designing OGP, we are designing VWRAP, a set of
>>         protocols that embraces interoperation between worlds as well.
>>         �That is why the Agent Domain does not exist as a useful
>>         concept in this work. �It elevates world closure, negates
>>         interoperation, and does not even admit other worlds into the
>>         picture, because Agent Domain is defined to exclude them.
>>
>>         It's a very bad idea, both in text and as fluffy clouds.
>>
>>
>>         Morgaine.
>>
>>
>>     --     --- https://twitter.com/Dzonatas_Sol ---
>>     Web Development, Software Engineering, Virtual Reality, Consultant
>>
>>     _______________________________________________
>>     vwrap mailing list
>>     vwrap@ietf.org <mailto:vwrap@ietf.org>
>>     https://www.ietf.org/mailman/listinfo/vwrap
>>
>>
>> ------------------------------------------------------------------------
>>
>> _______________________________________________
>> vwrap mailing list
>> vwrap@ietf.org
>> https://www.ietf.org/mailman/listinfo/vwrap
>>   
>
>


-- 
--- https://twitter.com/Dzonatas_Sol ---
Web Development, Software Engineering, Virtual Reality, Consultant


From carlo@alinoe.com  Mon Apr  4 05:09:49 2011
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From: Carlo Wood <carlo@alinoe.com>
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Subject: Re: [vwrap] [wvrap] Simulation consistency
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On Sat, 2 Apr 2011 20:12:42 GMT
"dyerbrookme@juno.com" <dyerbrookme@juno.com> wrote:

> Dear Patnad, I post on this list about twice a year. My post is not a
> rant, it is not a flame, it is not a troll, it is not a personal
> attack.

For the record, whatever it was.. I choose deliberately
to ignore it (not reply) and I stopped reading somewhere
halfway when it was clear what kind of person was writing
it.

So call it what you want, you might want to reconsider your
diplomatic skills.

-- 
Carlo Wood <carlo@alinoe.com>

From izzyalanis@gmail.com  Mon Apr  4 20:00:34 2011
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Subject: Re: [vwrap] Statements of Consensus. Flexibity First.
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I applaud the effort to further the documentation... but, what does it
mean to say "then that change is accepted as part of VWRAP"?

> * Whenever a change X in the protocol is proposed (which might be
> an addition, a change of existing protocol or even deletion: any
> change, making the protocol > *# (VWRAP) go from A --> B), then
> that change is accepted as part of VWRAP provided that:
> *# Protocol B can do everything that A could do.
> *# Good use-case justification for B is provided.
> *# Implementation requirements of B are listed.

Things that have *consensus* become part of the protocol. If changes
meet reasonable criteria (such as the above), they will be more likely
have consensus. Changes that do things like break backwards
compatibility or limit 'flexibility' will likely be hard to get
consensus on.

But I agree with Mike when he said "We don't need to make a process
that forces agreement under a set of terms...".

That's not an argument against flexibility. But I do question why we
need to have consensus on this abstract meta-issue? Do we really need
explicit written consensus on overly general principles like
"flexibility is good", or "scalability is good" or "sunshine and
puppies are good" to make progress? Specific features and details will
or will not become part of the protocol based on their merits.

If a minority interest (a potential "vetoer") has no interest in a
particular use case, and their concerns are resolved or mitigated --
by limiting the impact to their implementation of the previous version
of the protocol, making the change/proposed feature optional, etc --
then we can still reach consensus. Consensus doesn't mean unanimity.



On Fri, Apr 1, 2011 at 11:01 AM, Morgaine
<morgaine.dinova@googlemail.com> wrote:
> I agree 100% with every point made by Carlo in this post.
>
> Please note that I have extended Carlo's 2-clause proposal from his earli=
er
> email, because in his original formulation, flexibility in the protocol i=
s
> easily vetoed by backward-looking detractors or vested interests.
>
> My formulation is here --
> http://www.ietf.org/mail-archive/web/vwrap/current/msg00637.html .=A0 I a=
m
> sure it can be improved still further.
>
> My goal is that (i) new areas of flexibility should be justified by use
> cases and supported by engineering solutions, and (ii) not subject to vet=
o
> by those who are not interested in those use cases.=A0 That's how you mak=
e
> technical progress.
>
>
> Morgaine.
>
>
>
>
> =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D
>
> On Fri, Apr 1, 2011 at 3:13 PM, Carlo Wood <carlo@alinoe.com> wrote:
>>
>> On Wed, 30 Mar 2011 14:27:27 +0000
>> "Dickson, Mike (ISS Software)" <mike.dickson@hp.com> wrote:
>>
>> > We don't need to make a process that forces agreement under a set of
>> > terms. =A0That's not how the IETF works. =A0We need consensus and
>> > documents.
>>
>> Nobody forces you to anything. I'm asking if there is consensus
>> about this point. Frankly, I'm disappointed that you disagree
>> already - at THIS level of abstraction. Perhaps it's caused by
>> a false sense of fear that you would be forced to accept things
>> into the protocol: you clearly want control. You want to decide
>> on a case by case basis if you like it or not.
>>
>> But hell, that is NOT possible at this abstraction level.
>> Please rethink carefully what the proposal means: do you REALLY
>> want to reject the Ideal of an open protocol that doesn't deny
>> support for use-cases that YOU don't want?
>>
>> > =A0As a contributor I'll choose to agree or disagree based
>> > on the topic. =A0And in some cases I'm not sure I'd choose flexibility
>> > over stability, etc.
>>
>> I don't see the 'etc' here. And IF the minimal support that
>> an implementer would have to add who does NOT needed X would
>> lead to instability then surely you wouldn't be able to speak
>> of "No substantial extra demands are being made"!
>>
>> If implementation is so difficult, even for implementers NOT
>> needing it, that it causes the danger of instability then you
>> have EVER possibility to go against it, even if now you agree
>> with the Principle of trying to be flexible.
>>
>> > It seems to me we've sorted drifted to a point we're there are 2
>> > camps and a proposal was made for how to deal with it. =A0There are
>> > those that want to work on service level interop. =A0And others want t=
o
>> > define the whole concept of virtual world interop. IMO we need to
>> > either agree that seperation exists and arrange the docs so it
>> > describes the 2 work streams or agree that we can't agree and
>> > disband. =A0The service level interop. is a subset of the other and
>> > given our track record I prefer to walk rather than run.
>>
>> I am not really sure how this applies to making the choice if
>> you want to be flexible, or - put differently - want to cripple
>> the protocol to make certain applications of it impossible.
>>
>> > =A0And I don't buy the "evil corporate interests" argument.
>>
>> ... unless this is the case. And you just want to win a battle
>> before it started.
>>
>> > =A0Ideally if we do this right there *should* be some participation
>> > from business interests that are looking at the space.
>>
>> A flexible protocol would be superset of what those businesses
>> need (see point 1: Protocol B can do everything that A could do).
>> So, if they would be interested when the protocol can only do A,
>> please explain why they won't be interested anymore when it
>> can do B?
>>
>> > Mike (speaking as me and not for HP)
>>
>> --
>> Carlo Wood <carlo@alinoe.com>
>> _______________________________________________
>> vwrap mailing list
>> vwrap@ietf.org
>> https://www.ietf.org/mailman/listinfo/vwrap
>
>
> _______________________________________________
> vwrap mailing list
> vwrap@ietf.org
> https://www.ietf.org/mailman/listinfo/vwrap
>
>

From morgaine.dinova@googlemail.com  Mon Apr  4 21:28:49 2011
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Subject: Re: [vwrap] Statements of Consensus. Flexibity First.
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I expect that Carlo wanted prior agreement on the principle of generally
accepting superset requirements simply to avoid perpetual wrangling between
progressives and regressives.  Or if that term is disliked (nobody likes to
admit that they are regressive after all), between those who want to design
for tomorrow and those who want to design for today.

And it's not only a theoretical worry either, because we've already seen
several instances of participants not wanting to design for tomorrow, for
example in not wanting the open metaverse of VW tourism, or arguing against
open extensibility, or rejecting IPv6-specific enhancements.

I'm on the "design for tomorrow" platform, but I do recognize that if you
want the cart pulled in a specific direction then you have to be the
principle puller yourself.  You can't expect others who don't share your
interest to pull it for you.

This is why I added points #2 and #3 so that the onus is on the people who
have the superset requirements to justify them and do the design legwork for
them.

Point #1 is just as important though.  As long as a new requirement results
in a protocol that is a superset of the previous one, detractors argue
against it either because they see very strong engineering reasons why it is
bad or else they argue unconvincingly, because having your requirement
included but vetoing someone else's requirement just because you don't want
it is unacceptable.  This is why supersets are important:  they replace
one-side-wins either/or arguments by both-sides-win either/and arguments,
which gain agreement much more easily.

Funnily enough, we've already heard arguments against the motherhood and
apple pie of scalability, so I had to chuckle when I read your penultimate
paragraph. :-)

I support Carlo's suggestion very strongly.  These are such early days in
the evolution of virtual worlds that designing for today seems just plain
silly to me, and I would like to see "design for tomorrow" enshrined by
agreement.


Morgaine.





===============================


On Tue, Apr 5, 2011 at 4:02 AM, Izzy Alanis <izzyalanis@gmail.com> wrote:

> I applaud the effort to further the documentation... but, what does it
> mean to say "then that change is accepted as part of VWRAP"?
>
> > * Whenever a change X in the protocol is proposed (which might be
> > an addition, a change of existing protocol or even deletion: any
> > change, making the protocol > *# (VWRAP) go from A --> B), then
> > that change is accepted as part of VWRAP provided that:
> > *# Protocol B can do everything that A could do.
> > *# Good use-case justification for B is provided.
> > *# Implementation requirements of B are listed.
>
> Things that have *consensus* become part of the protocol. If changes
> meet reasonable criteria (such as the above), they will be more likely
> have consensus. Changes that do things like break backwards
> compatibility or limit 'flexibility' will likely be hard to get
> consensus on.
>
> But I agree with Mike when he said "We don't need to make a process
> that forces agreement under a set of terms...".
>
> That's not an argument against flexibility. But I do question why we
> need to have consensus on this abstract meta-issue? Do we really need
> explicit written consensus on overly general principles like
> "flexibility is good", or "scalability is good" or "sunshine and
> puppies are good" to make progress? Specific features and details will
> or will not become part of the protocol based on their merits.
>
> If a minority interest (a potential "vetoer") has no interest in a
> particular use case, and their concerns are resolved or mitigated --
> by limiting the impact to their implementation of the previous version
> of the protocol, making the change/proposed feature optional, etc --
> then we can still reach consensus. Consensus doesn't mean unanimity.
>
>
>
> On Fri, Apr 1, 2011 at 11:01 AM, Morgaine
> <morgaine.dinova@googlemail.com> wrote:
> > I agree 100% with every point made by Carlo in this post.
> >
> > Please note that I have extended Carlo's 2-clause proposal from his
> earlier
> > email, because in his original formulation, flexibility in the protocol
> is
> > easily vetoed by backward-looking detractors or vested interests.
> >
> > My formulation is here --
> > http://www.ietf.org/mail-archive/web/vwrap/current/msg00637.html .  I am
> > sure it can be improved still further.
> >
> > My goal is that (i) new areas of flexibility should be justified by use
> > cases and supported by engineering solutions, and (ii) not subject to
> veto
> > by those who are not interested in those use cases.  That's how you make
> > technical progress.
> >
> >
> > Morgaine.
> >
> >
> >
> >
> > =====================
> >
> > On Fri, Apr 1, 2011 at 3:13 PM, Carlo Wood <carlo@alinoe.com> wrote:
> >>
> >> On Wed, 30 Mar 2011 14:27:27 +0000
> >> "Dickson, Mike (ISS Software)" <mike.dickson@hp.com> wrote:
> >>
> >> > We don't need to make a process that forces agreement under a set of
> >> > terms.  That's not how the IETF works.  We need consensus and
> >> > documents.
> >>
> >> Nobody forces you to anything. I'm asking if there is consensus
> >> about this point. Frankly, I'm disappointed that you disagree
> >> already - at THIS level of abstraction. Perhaps it's caused by
> >> a false sense of fear that you would be forced to accept things
> >> into the protocol: you clearly want control. You want to decide
> >> on a case by case basis if you like it or not.
> >>
> >> But hell, that is NOT possible at this abstraction level.
> >> Please rethink carefully what the proposal means: do you REALLY
> >> want to reject the Ideal of an open protocol that doesn't deny
> >> support for use-cases that YOU don't want?
> >>
> >> >  As a contributor I'll choose to agree or disagree based
> >> > on the topic.  And in some cases I'm not sure I'd choose flexibility
> >> > over stability, etc.
> >>
> >> I don't see the 'etc' here. And IF the minimal support that
> >> an implementer would have to add who does NOT needed X would
> >> lead to instability then surely you wouldn't be able to speak
> >> of "No substantial extra demands are being made"!
> >>
> >> If implementation is so difficult, even for implementers NOT
> >> needing it, that it causes the danger of instability then you
> >> have EVER possibility to go against it, even if now you agree
> >> with the Principle of trying to be flexible.
> >>
> >> > It seems to me we've sorted drifted to a point we're there are 2
> >> > camps and a proposal was made for how to deal with it.  There are
> >> > those that want to work on service level interop.  And others want to
> >> > define the whole concept of virtual world interop. IMO we need to
> >> > either agree that seperation exists and arrange the docs so it
> >> > describes the 2 work streams or agree that we can't agree and
> >> > disband.  The service level interop. is a subset of the other and
> >> > given our track record I prefer to walk rather than run.
> >>
> >> I am not really sure how this applies to making the choice if
> >> you want to be flexible, or - put differently - want to cripple
> >> the protocol to make certain applications of it impossible.
> >>
> >> >  And I don't buy the "evil corporate interests" argument.
> >>
> >> ... unless this is the case. And you just want to win a battle
> >> before it started.
> >>
> >> >  Ideally if we do this right there *should* be some participation
> >> > from business interests that are looking at the space.
> >>
> >> A flexible protocol would be superset of what those businesses
> >> need (see point 1: Protocol B can do everything that A could do).
> >> So, if they would be interested when the protocol can only do A,
> >> please explain why they won't be interested anymore when it
> >> can do B?
> >>
> >> > Mike (speaking as me and not for HP)
> >>
> >> --
> >> Carlo Wood <carlo@alinoe.com>
> >> _______________________________________________
> >> vwrap mailing list
> >> vwrap@ietf.org
> >> https://www.ietf.org/mailman/listinfo/vwrap
> >
> >
> > _______________________________________________
> > vwrap mailing list
> > vwrap@ietf.org
> > https://www.ietf.org/mailman/listinfo/vwrap
> >
> >
>

--000e0cd25caef986f504a0245530
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I expect that Carlo wanted prior agreement on the principle of generally ac=
cepting superset requirements simply to avoid perpetual wrangling between p=
rogressives and regressives.=A0 Or if that term is disliked (nobody likes t=
o admit that they are regressive after all), between those who want to desi=
gn for tomorrow and those who want to design for today.<br>
<br>And it&#39;s not only a theoretical worry either, because we&#39;ve alr=
eady seen several instances of participants not wanting to design for tomor=
row, for example in not wanting the open metaverse of VW tourism, or arguin=
g against open extensibility, or rejecting IPv6-specific enhancements.<br>
<br>I&#39;m on the &quot;design for tomorrow&quot; platform, but I do recog=
nize that if you want the cart pulled in a specific direction then you have=
 to be the principle puller yourself.=A0 You can&#39;t expect others who do=
n&#39;t share your interest to pull it for you.<br>
<br>This is why I added points #2 and #3 so that the onus is on the people =
who have the superset requirements to justify them and do the design legwor=
k for them.<br><br>Point #1 is just as important though.=A0 As long as a ne=
w requirement results in a protocol that is a superset of the previous one,=
 detractors argue against it either because they see very strong engineerin=
g reasons why it is bad or else they argue unconvincingly, because having y=
our requirement included but vetoing someone else&#39;s requirement just be=
cause you don&#39;t want it is unacceptable.=A0 This is why supersets are i=
mportant:=A0 they replace one-side-wins either/or arguments by both-sides-w=
in either/and arguments, which gain agreement much more easily.<br>
<br>Funnily enough, we&#39;ve already heard arguments against the motherhoo=
d and apple pie of scalability, so I had to chuckle when I read your penult=
imate paragraph. :-)<br><br>I support Carlo&#39;s suggestion very strongly.=
=A0 These are such early days in the evolution of virtual worlds that desig=
ning for today seems just plain silly to me, and I would like to see &quot;=
design for tomorrow&quot; enshrined by agreement.<br>
<br><br>Morgaine.<br><br><br><br><br><br>=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D<br><br><br><di=
v class=3D"gmail_quote">On Tue, Apr 5, 2011 at 4:02 AM, Izzy Alanis <span d=
ir=3D"ltr">&lt;<a href=3D"mailto:izzyalanis@gmail.com">izzyalanis@gmail.com=
</a>&gt;</span> wrote:<br>
<blockquote class=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt 0.8ex; borde=
r-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;">I applaud the eff=
ort to further the documentation... but, what does it<br>
mean to say &quot;then that change is accepted as part of VWRAP&quot;?<br>
<div class=3D"im"><br>
&gt; * Whenever a change X in the protocol is proposed (which might be<br>
&gt; an addition, a change of existing protocol or even deletion: any<br>
&gt; change, making the protocol &gt; *# (VWRAP) go from A --&gt; B), then<=
br>
&gt; that change is accepted as part of VWRAP provided that:<br>
</div>&gt; *# Protocol B can do everything that A could do.<br>
&gt; *# Good use-case justification for B is provided.<br>
&gt; *# Implementation requirements of B are listed.<br>
<br>
Things that have *consensus* become part of the protocol. If changes<br>
meet reasonable criteria (such as the above), they will be more likely<br>
have consensus. Changes that do things like break backwards<br>
compatibility or limit &#39;flexibility&#39; will likely be hard to get<br>
consensus on.<br>
<br>
But I agree with Mike when he said &quot;We don&#39;t need to make a proces=
s<br>
<div class=3D"im">that forces agreement under a set of terms...&quot;.<br>
<br>
</div>That&#39;s not an argument against flexibility. But I do question why=
 we<br>
need to have consensus on this abstract meta-issue? Do we really need<br>
explicit written consensus on overly general principles like<br>
&quot;flexibility is good&quot;, or &quot;scalability is good&quot; or &quo=
t;sunshine and<br>
puppies are good&quot; to make progress? Specific features and details will=
<br>
or will not become part of the protocol based on their merits.<br>
<br>
If a minority interest (a potential &quot;vetoer&quot;) has no interest in =
a<br>
particular use case, and their concerns are resolved or mitigated --<br>
by limiting the impact to their implementation of the previous version<br>
of the protocol, making the change/proposed feature optional, etc --<br>
then we can still reach consensus. Consensus doesn&#39;t mean unanimity.<br=
>
<br>
<br>
<br>
On Fri, Apr 1, 2011 at 11:01 AM, Morgaine<br>
<div class=3D"im">&lt;<a href=3D"mailto:morgaine.dinova@googlemail.com">mor=
gaine.dinova@googlemail.com</a>&gt; wrote:<br>
</div><div><div></div><div class=3D"h5">&gt; I agree 100% with every point =
made by Carlo in this post.<br>
&gt;<br>
&gt; Please note that I have extended Carlo&#39;s 2-clause proposal from hi=
s earlier<br>
&gt; email, because in his original formulation, flexibility in the protoco=
l is<br>
&gt; easily vetoed by backward-looking detractors or vested interests.<br>
&gt;<br>
&gt; My formulation is here --<br>
&gt; <a href=3D"http://www.ietf.org/mail-archive/web/vwrap/current/msg00637=
.html" target=3D"_blank">http://www.ietf.org/mail-archive/web/vwrap/current=
/msg00637.html</a> .=A0 I am<br>
&gt; sure it can be improved still further.<br>
&gt;<br>
&gt; My goal is that (i) new areas of flexibility should be justified by us=
e<br>
&gt; cases and supported by engineering solutions, and (ii) not subject to =
veto<br>
&gt; by those who are not interested in those use cases.=A0 That&#39;s how =
you make<br>
&gt; technical progress.<br>
&gt;<br>
&gt;<br>
&gt; Morgaine.<br>
&gt;<br>
&gt;<br>
&gt;<br>
&gt;<br>
&gt; =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D<br>
&gt;<br>
&gt; On Fri, Apr 1, 2011 at 3:13 PM, Carlo Wood &lt;<a href=3D"mailto:carlo=
@alinoe.com">carlo@alinoe.com</a>&gt; wrote:<br>
&gt;&gt;<br>
&gt;&gt; On Wed, 30 Mar 2011 14:27:27 +0000<br>
&gt;&gt; &quot;Dickson, Mike (ISS Software)&quot; &lt;<a href=3D"mailto:mik=
e.dickson@hp.com">mike.dickson@hp.com</a>&gt; wrote:<br>
&gt;&gt;<br>
&gt;&gt; &gt; We don&#39;t need to make a process that forces agreement und=
er a set of<br>
&gt;&gt; &gt; terms. =A0That&#39;s not how the IETF works. =A0We need conse=
nsus and<br>
&gt;&gt; &gt; documents.<br>
&gt;&gt;<br>
&gt;&gt; Nobody forces you to anything. I&#39;m asking if there is consensu=
s<br>
&gt;&gt; about this point. Frankly, I&#39;m disappointed that you disagree<=
br>
&gt;&gt; already - at THIS level of abstraction. Perhaps it&#39;s caused by=
<br>
&gt;&gt; a false sense of fear that you would be forced to accept things<br=
>
&gt;&gt; into the protocol: you clearly want control. You want to decide<br=
>
&gt;&gt; on a case by case basis if you like it or not.<br>
&gt;&gt;<br>
&gt;&gt; But hell, that is NOT possible at this abstraction level.<br>
&gt;&gt; Please rethink carefully what the proposal means: do you REALLY<br=
>
&gt;&gt; want to reject the Ideal of an open protocol that doesn&#39;t deny=
<br>
&gt;&gt; support for use-cases that YOU don&#39;t want?<br>
&gt;&gt;<br>
&gt;&gt; &gt; =A0As a contributor I&#39;ll choose to agree or disagree base=
d<br>
&gt;&gt; &gt; on the topic. =A0And in some cases I&#39;m not sure I&#39;d c=
hoose flexibility<br>
&gt;&gt; &gt; over stability, etc.<br>
&gt;&gt;<br>
&gt;&gt; I don&#39;t see the &#39;etc&#39; here. And IF the minimal support=
 that<br>
&gt;&gt; an implementer would have to add who does NOT needed X would<br>
&gt;&gt; lead to instability then surely you wouldn&#39;t be able to speak<=
br>
&gt;&gt; of &quot;No substantial extra demands are being made&quot;!<br>
&gt;&gt;<br>
&gt;&gt; If implementation is so difficult, even for implementers NOT<br>
&gt;&gt; needing it, that it causes the danger of instability then you<br>
&gt;&gt; have EVER possibility to go against it, even if now you agree<br>
&gt;&gt; with the Principle of trying to be flexible.<br>
&gt;&gt;<br>
&gt;&gt; &gt; It seems to me we&#39;ve sorted drifted to a point we&#39;re =
there are 2<br>
&gt;&gt; &gt; camps and a proposal was made for how to deal with it. =A0The=
re are<br>
&gt;&gt; &gt; those that want to work on service level interop. =A0And othe=
rs want to<br>
&gt;&gt; &gt; define the whole concept of virtual world interop. IMO we nee=
d to<br>
&gt;&gt; &gt; either agree that seperation exists and arrange the docs so i=
t<br>
&gt;&gt; &gt; describes the 2 work streams or agree that we can&#39;t agree=
 and<br>
&gt;&gt; &gt; disband. =A0The service level interop. is a subset of the oth=
er and<br>
&gt;&gt; &gt; given our track record I prefer to walk rather than run.<br>
&gt;&gt;<br>
&gt;&gt; I am not really sure how this applies to making the choice if<br>
&gt;&gt; you want to be flexible, or - put differently - want to cripple<br=
>
&gt;&gt; the protocol to make certain applications of it impossible.<br>
&gt;&gt;<br>
&gt;&gt; &gt; =A0And I don&#39;t buy the &quot;evil corporate interests&quo=
t; argument.<br>
&gt;&gt;<br>
&gt;&gt; ... unless this is the case. And you just want to win a battle<br>
&gt;&gt; before it started.<br>
&gt;&gt;<br>
&gt;&gt; &gt; =A0Ideally if we do this right there *should* be some partici=
pation<br>
&gt;&gt; &gt; from business interests that are looking at the space.<br>
&gt;&gt;<br>
&gt;&gt; A flexible protocol would be superset of what those businesses<br>
&gt;&gt; need (see point 1: Protocol B can do everything that A could do).<=
br>
&gt;&gt; So, if they would be interested when the protocol can only do A,<b=
r>
&gt;&gt; please explain why they won&#39;t be interested anymore when it<br=
>
&gt;&gt; can do B?<br>
&gt;&gt;<br>
&gt;&gt; &gt; Mike (speaking as me and not for HP)<br>
&gt;&gt;<br>
&gt;&gt; --<br>
&gt;&gt; Carlo Wood &lt;<a href=3D"mailto:carlo@alinoe.com">carlo@alinoe.co=
m</a>&gt;<br>
&gt;&gt; _______________________________________________<br>
&gt;&gt; vwrap mailing list<br>
&gt;&gt; <a href=3D"mailto:vwrap@ietf.org">vwrap@ietf.org</a><br>
&gt;&gt; <a href=3D"https://www.ietf.org/mailman/listinfo/vwrap" target=3D"=
_blank">https://www.ietf.org/mailman/listinfo/vwrap</a><br>
&gt;<br>
&gt;<br>
&gt; _______________________________________________<br>
&gt; vwrap mailing list<br>
&gt; <a href=3D"mailto:vwrap@ietf.org">vwrap@ietf.org</a><br>
&gt; <a href=3D"https://www.ietf.org/mailman/listinfo/vwrap" target=3D"_bla=
nk">https://www.ietf.org/mailman/listinfo/vwrap</a><br>
&gt;<br>
&gt;<br>
</div></div></blockquote></div><br>

--000e0cd25caef986f504a0245530--

From carlo@alinoe.com  Tue Apr  5 06:18:53 2011
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Subject: Re: [vwrap] Statements of Consensus. Flexibity First.
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On Mon, 4 Apr 2011 23:02:14 -0400
Izzy Alanis <izzyalanis@gmail.com> wrote:
> That's not an argument against flexibility. But I do question why we
> need to have consensus on this abstract meta-issue? Do we really need
> explicit written consensus on overly general principles like
> "flexibility is good", or "scalability is good" or "sunshine and
> puppies are good" to make progress? Specific features and details will
> or will not become part of the protocol based on their merits.

Clearly we do: we already can't reach consensus on
something as logical (aka Spock) and trivial as my very first
meta-issue as you call it. That baffles me, and to be
honest, that alone is reason again for me to abandon this
project.

It is ridiculous that not everyone just said: Aye / Ok / Of course /
trivial!

I can only guess to the reasons (varying from stupidity (you'd never
see such reactions on a mailinglist with math researchers) to paranoia),
but it definitely is working against any progress.

The discussions (and non-progress) on this mailinglist makes me
think of a book I once called read, "Surely you're joking, Mr.Feynman"
(http://buffman.net/ebooks/Richard_P_Feynman-Surely_Youre_Joking_Mr_Feynman_v5.pdf
about page 67, starting with "This committee had men like Compton and
Tolman...").

-- 
Carlo Wood <carlo@alinoe.com>

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Subject: Re: [vwrap] Statements of Consensus. Flexibity First.
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Well said. A lot less specific and "mathematical" but
I agree that the phrase "design for tomorrow" captures
a great deal of the idea behind it.

As I said a few times before now... We can impossibly
know what the future will bring, or require. In fact,
we will very likely be unable to design the protocol
the Right Way for today either, on our first attempt.

We should realize this and think ahead: flexibility is
the only way to deal with that in the future. [For the
not so "great men": the picture I have in my head with
this is several large virtual worlds that are using VWRAP,
with hundred of thousands of users. Then we discover
that something is inefficient or just can't be gotten
right. There is a solution but it would require to
change the definition of VWRAP. This IS going
to happen. Don't ignore it until it's too late (until
that day where already thousands are using the protocol)]

On Tue, 5 Apr 2011 05:30:28 +0100
Morgaine <morgaine.dinova@googlemail.com> wrote:
> I support Carlo's suggestion very strongly.  These are such early
> days in the evolution of virtual worlds that designing for today
> seems just plain silly to me, and I would like to see "design for
> tomorrow" enshrined by agreement.
>
> Morgaine.

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Carlo,

Do you think we are ready to implement some asset services now, 
with/without complete documentation?

What more do you think is needed?


Carlo Wood wrote:
> On Mon, 4 Apr 2011 23:02:14 -0400
> Izzy Alanis <izzyalanis@gmail.com> wrote:
>   
>> That's not an argument against flexibility. But I do question why we
>> need to have consensus on this abstract meta-issue? Do we really need
>> explicit written consensus on overly general principles like
>> "flexibility is good", or "scalability is good" or "sunshine and
>> puppies are good" to make progress? Specific features and details will
>> or will not become part of the protocol based on their merits.
>>     
>
> Clearly we do: we already can't reach consensus on
> something as logical (aka Spock) and trivial as my very first
> meta-issue as you call it. That baffles me, and to be
> honest, that alone is reason again for me to abandon this
> project.
>
> It is ridiculous that not everyone just said: Aye / Ok / Of course /
> trivial!
>
> I can only guess to the reasons (varying from stupidity (you'd never
> see such reactions on a mailinglist with math researchers) to paranoia),
> but it definitely is working against any progress.
>
> The discussions (and non-progress) on this mailinglist makes me
> think of a book I once called read, "Surely you're joking, Mr.Feynman"
> (http://buffman.net/ebooks/Richard_P_Feynman-Surely_Youre_Joking_Mr_Feynman_v5.pdf
> about page 67, starting with "This committee had men like Compton and
> Tolman...").
>
>   


-- 
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Izzy,

After the months that have gone by I would like to see what we can 
implement. I pointed out asset services as the obvious piece we can 
unitize somehow.

I think we got the login process documented enough to move in this 
direction. It just seems stuck at the actual transfer of assets due to 
the load of comments about this main task.

Some implementation would help us take further steps to document more.

Izzy Alanis wrote:
> Things that have *consensus* become part of the protocol. If changes
> meet reasonable criteria (such as the above), they will be more likely
> have consensus. Changes that do things like break backwards
> compatibility or limit 'flexibility' will likely be hard to get
> consensus on.


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I'm not against the "design for tomorrow" platform. I'm pro-"design
for tomorrow", but I believe the proposition, as currently worded,
does not appropriately communicate those intentions.

I could agree with the following wording (though I still don't believe
it communicates your 'design for tomorrow intentions'):

* Whenever a change X in the protocol is proposed (which might be
an addition, a change of existing protocol or even deletion: any
change, making the protocol > *# (VWRAP) go from A --> B), then
*# Protocol B SHOULD do everything that A could do.
*# Good use-case justification for B MUST be provided.
*# Implementation requirements of B MUST be listed.


On Tue, Apr 5, 2011 at 12:30 AM, Morgaine
<morgaine.dinova@googlemail.com> wrote:
> I expect that Carlo wanted prior agreement on the principle of generally
> accepting superset requirements simply to avoid perpetual wrangling betwe=
en
> progressives and regressives.=A0 Or if that term is disliked (nobody like=
s to
> admit that they are regressive after all), between those who want to desi=
gn
> for tomorrow and those who want to design for today.
>
> And it's not only a theoretical worry either, because we've already seen
> several instances of participants not wanting to design for tomorrow, for
> example in not wanting the open metaverse of VW tourism, or arguing again=
st
> open extensibility, or rejecting IPv6-specific enhancements.
>
> I'm on the "design for tomorrow" platform, but I do recognize that if you
> want the cart pulled in a specific direction then you have to be the
> principle puller yourself.=A0 You can't expect others who don't share you=
r
> interest to pull it for you.
>
> This is why I added points #2 and #3 so that the onus is on the people wh=
o
> have the superset requirements to justify them and do the design legwork =
for
> them.
>
> Point #1 is just as important though.=A0 As long as a new requirement res=
ults
> in a protocol that is a superset of the previous one, detractors argue
> against it either because they see very strong engineering reasons why it=
 is
> bad or else they argue unconvincingly, because having your requirement
> included but vetoing someone else's requirement just because you don't wa=
nt
> it is unacceptable.=A0 This is why supersets are important:=A0 they repla=
ce
> one-side-wins either/or arguments by both-sides-win either/and arguments,
> which gain agreement much more easily.
>
> Funnily enough, we've already heard arguments against the motherhood and
> apple pie of scalability, so I had to chuckle when I read your penultimat=
e
> paragraph. :-)
>
> I support Carlo's suggestion very strongly.=A0 These are such early days =
in
> the evolution of virtual worlds that designing for today seems just plain
> silly to me, and I would like to see "design for tomorrow" enshrined by
> agreement.
>
>
> Morgaine.
>
>
>
>
>
> =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D
>
>
> On Tue, Apr 5, 2011 at 4:02 AM, Izzy Alanis <izzyalanis@gmail.com> wrote:
>>
>> I applaud the effort to further the documentation... but, what does it
>> mean to say "then that change is accepted as part of VWRAP"?
>>
>> > * Whenever a change X in the protocol is proposed (which might be
>> > an addition, a change of existing protocol or even deletion: any
>> > change, making the protocol > *# (VWRAP) go from A --> B), then
>> > that change is accepted as part of VWRAP provided that:
>> > *# Protocol B can do everything that A could do.
>> > *# Good use-case justification for B is provided.
>> > *# Implementation requirements of B are listed.
>>
>> Things that have *consensus* become part of the protocol. If changes
>> meet reasonable criteria (such as the above), they will be more likely
>> have consensus. Changes that do things like break backwards
>> compatibility or limit 'flexibility' will likely be hard to get
>> consensus on.
>>
>> But I agree with Mike when he said "We don't need to make a process
>> that forces agreement under a set of terms...".
>>
>> That's not an argument against flexibility. But I do question why we
>> need to have consensus on this abstract meta-issue? Do we really need
>> explicit written consensus on overly general principles like
>> "flexibility is good", or "scalability is good" or "sunshine and
>> puppies are good" to make progress? Specific features and details will
>> or will not become part of the protocol based on their merits.
>>
>> If a minority interest (a potential "vetoer") has no interest in a
>> particular use case, and their concerns are resolved or mitigated --
>> by limiting the impact to their implementation of the previous version
>> of the protocol, making the change/proposed feature optional, etc --
>> then we can still reach consensus. Consensus doesn't mean unanimity.
>>
>>
>>
>> On Fri, Apr 1, 2011 at 11:01 AM, Morgaine
>> <morgaine.dinova@googlemail.com> wrote:
>> > I agree 100% with every point made by Carlo in this post.
>> >
>> > Please note that I have extended Carlo's 2-clause proposal from his
>> > earlier
>> > email, because in his original formulation, flexibility in the protoco=
l
>> > is
>> > easily vetoed by backward-looking detractors or vested interests.
>> >
>> > My formulation is here --
>> > http://www.ietf.org/mail-archive/web/vwrap/current/msg00637.html .=A0 =
I am
>> > sure it can be improved still further.
>> >
>> > My goal is that (i) new areas of flexibility should be justified by us=
e
>> > cases and supported by engineering solutions, and (ii) not subject to
>> > veto
>> > by those who are not interested in those use cases.=A0 That's how you =
make
>> > technical progress.
>> >
>> >
>> > Morgaine.
>> >
>> >
>> >
>> >
>> > =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D
>> >
>> > On Fri, Apr 1, 2011 at 3:13 PM, Carlo Wood <carlo@alinoe.com> wrote:
>> >>
>> >> On Wed, 30 Mar 2011 14:27:27 +0000
>> >> "Dickson, Mike (ISS Software)" <mike.dickson@hp.com> wrote:
>> >>
>> >> > We don't need to make a process that forces agreement under a set o=
f
>> >> > terms. =A0That's not how the IETF works. =A0We need consensus and
>> >> > documents.
>> >>
>> >> Nobody forces you to anything. I'm asking if there is consensus
>> >> about this point. Frankly, I'm disappointed that you disagree
>> >> already - at THIS level of abstraction. Perhaps it's caused by
>> >> a false sense of fear that you would be forced to accept things
>> >> into the protocol: you clearly want control. You want to decide
>> >> on a case by case basis if you like it or not.
>> >>
>> >> But hell, that is NOT possible at this abstraction level.
>> >> Please rethink carefully what the proposal means: do you REALLY
>> >> want to reject the Ideal of an open protocol that doesn't deny
>> >> support for use-cases that YOU don't want?
>> >>
>> >> > =A0As a contributor I'll choose to agree or disagree based
>> >> > on the topic. =A0And in some cases I'm not sure I'd choose flexibil=
ity
>> >> > over stability, etc.
>> >>
>> >> I don't see the 'etc' here. And IF the minimal support that
>> >> an implementer would have to add who does NOT needed X would
>> >> lead to instability then surely you wouldn't be able to speak
>> >> of "No substantial extra demands are being made"!
>> >>
>> >> If implementation is so difficult, even for implementers NOT
>> >> needing it, that it causes the danger of instability then you
>> >> have EVER possibility to go against it, even if now you agree
>> >> with the Principle of trying to be flexible.
>> >>
>> >> > It seems to me we've sorted drifted to a point we're there are 2
>> >> > camps and a proposal was made for how to deal with it. =A0There are
>> >> > those that want to work on service level interop. =A0And others wan=
t to
>> >> > define the whole concept of virtual world interop. IMO we need to
>> >> > either agree that seperation exists and arrange the docs so it
>> >> > describes the 2 work streams or agree that we can't agree and
>> >> > disband. =A0The service level interop. is a subset of the other and
>> >> > given our track record I prefer to walk rather than run.
>> >>
>> >> I am not really sure how this applies to making the choice if
>> >> you want to be flexible, or - put differently - want to cripple
>> >> the protocol to make certain applications of it impossible.
>> >>
>> >> > =A0And I don't buy the "evil corporate interests" argument.
>> >>
>> >> ... unless this is the case. And you just want to win a battle
>> >> before it started.
>> >>
>> >> > =A0Ideally if we do this right there *should* be some participation
>> >> > from business interests that are looking at the space.
>> >>
>> >> A flexible protocol would be superset of what those businesses
>> >> need (see point 1: Protocol B can do everything that A could do).
>> >> So, if they would be interested when the protocol can only do A,
>> >> please explain why they won't be interested anymore when it
>> >> can do B?
>> >>
>> >> > Mike (speaking as me and not for HP)
>> >>
>> >> --
>> >> Carlo Wood <carlo@alinoe.com>
>> >> _______________________________________________
>> >> vwrap mailing list
>> >> vwrap@ietf.org
>> >> https://www.ietf.org/mailman/listinfo/vwrap
>> >
>> >
>> > _______________________________________________
>> > vwrap mailing list
>> > vwrap@ietf.org
>> > https://www.ietf.org/mailman/listinfo/vwrap
>> >
>> >
>
>

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Date: Tue, 05 Apr 2011 11:39:16 -0700
From: Dzonatas Sol <dzonatas@gmail.com>
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Subject: Re: [vwrap] informal description of the DSD interface description language
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Some notes... in line...

Meadhbh Hamrick wrote:
> hey peeps, it shouldn't be shocking to anyone i'm not a big fan of 
> lentczner's "little" interface description language, llidl. while it 
> can be argued it's "condensed" format is easy enough to use, once 
> mastered, i prefer something mildly more expressive. when i was 
> working on the last version of the LLSD draft, i solicited comments 
> from several implementers inside and outside Linden, and they all said 
> the same thing: "LLIDL is cool enough, but it looks like line noise if 
> you don't know what you're looking at."
>
> i came up with the following interface description language to address 
> the "looks like line noise" critique. this is the IDL that's going in 
> the DSD draft, since that's what we're using at sl8.us <http://sl8.us> 
> and various sensor projects that are using DSD. i'm assuming you've 
> read and understand the LLIDL section of the most recent type system 
> draft.
>
> again, i have no idea if this will be relevant since no one's stepped 
> up to be an document author for future revisions of this group's docs 
> or an editor to re-draft a new charter. but on the off chance people 
> do this and still want to work on the type system, these are the 
> changes recommended by several LLIDL users and implementers.

Be sure to see review these to see how I based off LLIDL:
http://wiki.secondlife.com/wiki/User:Dzonatas_Sol/SNOW-375#Queries_.26_Type_System
http://wiki.secondlife.com/wiki/User:Dzonatas_Sol/SNOW-375_Resources/Asset
http://wiki.secondlife.com/wiki/User:Dzonatas_Sol/SNOW-375_Resources/Interface
(and others there)

Note that I used more of what is in regards to ReST than only LLIDL.

>
> *item 0 : disentangling resources from interfaces.*
>
> LLIDL sort of conflated a resource (something to be accessed) with the 
> method of accessing it. there was no way to "officially" define a 
> "resource" independent of the semantics to access it. DSD says that 
> RESOURCEs are just data definitions. INTERFACEs define how they're used.

As I see "resource", it manly is untranslated to any particalar 
implementation. Some still think there is an obvious implementation due 
to common resources being used by HTTP. I think you have some like C#'s 
interface in mind?


>
> *item 1 : say good-bye to the di-graphs.*
>
> several people noted that LLIDL, at first glance, looks like line 
> noise. this is because of the use of digraphs to represent messaging 
> semantics. cast your memory back to the LLIDL resource description for 
> the seed cap:
>
>     %% seed
>       -> { capabilities: [ string, ... ] }
>       <- { capabilities: { $: uri } }
>
>
> the '%%' digraph means 'start of resource description'. the '->' means 
> 'this is what i'm going to send you' and the '<-' digraph means 'i 
> expect you to send me this back'.
>
> instead of digraphs, the DSD resource description language uses the 
> keyword "RESOURCE" to begin a resource. it also terminates the 
> resource definition with a semi colon. so a resource declaration would 
> look something like this:
>
> RESOURCE <resource name> [resource definition] ;
>
> resource DEFINITIONs look more or less like they used to. for example, 
> here's a RESOURCE definition for a typical error response:
>
>     # Resource description for a typical error resource
>     RESOURCE error_simple {
>        success     : false,    # clients check the success element to
>     see if there was an error
>        errno       : integer,  # this is a numeric code representing
>     the error
>        error       : string,   # this is a text description of the error
>        description : uri       # this is a URL that points to a HTML
>     web page describing the error
>     };
>

Think we discussed this before, which I said wasn't much of the worry 
since the what is pivotal is more significant. That said, however, be 
sure to keep in mind that anything like digraphs make it easier to use 
non-English only keywords.

We seem to agree in structure.



>
> *item 2 : the use of type literals instead of type names*
>
> in the example above, we used 'false' instead of 'boolean' as the type 
> definition for the 'success' element of the error resource. DSD 
> resource definitions can use type literals to imply that the element 
> should exist, and should have a specific value. so if you wanted to 
> define a resource that represented the origin of a 3d space, you could 
> use:
>
>     # Point in a 3D rectangular space 
>     RESOURCE cartesian_point [
>        real,  # x coordinate
>        real,  # y coordinate
>        real   # z coordinate
>     ];
>
>     # Origin of a rectangular (cartesian) space
>     RESOURCE cartesian_origin [ 0.0, 0.0, 0.0 ];
>

Good idea, I'm just not quite sure if it is so obvious in practice.


>
> *item 3 : type specifiers use the same names as the elements inside 
> the XML serialization.*
>
> instead of using "int", we use "integer." ditto for other types. so 
> the resource definition. here's a resource definition for something 
> with an integer in it:
>
>     # Random resource definition of a map with an integer in it
>     RESOURCE whatever {
>        element : integer
>     };
>

This is made obvious by the default use of LLSD, still. Notice SNOW-375 
I did have a few extras for optional fields and proprietary fields. We 
know they are there, but probably won't have an public definition of 
such structures. Guess we need that tidbit formalized.


>
> *item 4 : DSD variant declarations don't suck for beginners*
>
> i always thought repeated '&' definitions to denote variants was sort 
> of snobbish. it makes sense to peeps who've sat through classes on 
> regular grammars and ABNF, but i wouldn't mind it too much if someone 
> with a basic understanding of procedural coding could understand what 
> was going on. so i came up with the VARIANT keyword. it looks like this:
>
> VARIANT <variant-name> : <variant-type> { <variants> }
>
> so here's an example:
>
> # Enhanced Error resource
>
>     RESOURCE error_enhanced VARIANT error_type : string {
>         'number' : {
>           success : false,
>           errno : integer
>        },
>        'string' : {
>           success : false,
>           error : string
>        },
>        'url' : {
>           success : false,
>           description : uri
>        }
>     };
>
>
> what this means is that the "error_enhanced" resource has three valid 
> forms, that look like:
>
>     RESOURCE error_enhanced {
>        error_type : 'number',
>        success : false,
>        errno : integer
>     };
>
>     RESOURCE error_enhanced {
>        error_type : 'string',
>        success : false,
>        error : string
>     }
>
>     RESOURCE error_enhanced {
>        error_type : 'url',
>        success : false,
>        description : uri
>     }
>
>
> so the <variant name> shows up as an element in each of the valid 
> forms as an literal element of type <variant-type>.

Did I find any significant use for such? I mean is there somewhere in 
specific that that variant structure is more helpful than what I used? I 
think as we get into more specific usage and documentation of that usage 
we do need simplified ways makes some redundancy obvious. I just used 
wiki markup for that for now, I think.


>
> *item 5 : say good by to HTTP verbs.*
>
> LLIDL as specified is pretty much intertwined with HTTP. many people 
> thought that was a bad idea. In creating an interface, DSD uses five 
> abstract "interaction semantics": CREATE, READ, UPDATE, DELETE and EVENT.
>
> the first four do what you expect them to do while the last one 
> describes the form or "shape" of an unsolicited message coming from 
> the event queue.
>
> so if you wanted to login, you might use the following interface
>
>     INTERFACE CREATE session_factory {
>        username : string,
>        secret : binary
>     } RESPONSE VARIANT success : boolean {
>        false : {
>           errno : integer,
>           err : string,
>           description : uri
>        },
>        true : {
>           seed : uri
>        }
>     };
>
>
> or, you could do the following:
>
>     RESOURCE error {
>        errno : integer,
>        err : string,
>        description : uri
>     };
>
>     INTERFACE CREATE session_factory {
>        username : string,
>        secret : binary
>     } RESPONSE VARIANT success : boolean {
>        false : error,
>        true : {
>           seed : uri
>        }
>     };
>
>
> so anyway, i'm writing up this stuff in the DSD type system draft. 
> feel free to comment. as things stand, if VWRAP continues as a working 
> group, i'll integrate your comments on the draft. if not, i'll modify 
> the draft so as to remain compatibility with existing DSD 
> implementations and publish it a an individual / informational draft 
> for the purpose of registering the mime types.
As long as usage doesn't fall out of ReST than it'll work. Remember that 
ReST doesn't have to use HTTP. If you see my implementation, there is 
the ReST queue being full of tasks and part of those task relate to HTTP 
methods. People don't seem to often split ReST queries as different than 
HTTP verbs, but I do. I guess that is like resource/interface differences.

I thought I saw another submitted document to review, yet couldn't find 
it. Was there a newer version?



-- 
--- https://twitter.com/Dzonatas_Sol ---
Web Development, Software Engineering, Virtual Reality, Consultant


From morgaine.dinova@googlemail.com  Tue Apr  5 11:54:43 2011
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Date: Tue, 5 Apr 2011 19:56:21 +0100
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Subject: Re: [vwrap] Statements of Consensus. Flexibity First.
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On Tue, Apr 5, 2011 at 5:38 PM, Dzonatas Sol <dzonatas@gmail.com> wrote:

>
> Do you think we are ready to implement some asset services now,
> with/without complete documentation?
>
> What more do you think is needed?
>
>
> Two or three things seem to be needed:


   - Defining the asset addressing concept is an extremely important matter,
   almost certainly the most important matter of all, because that determines
   how robust and scalable our worlds will be.  I've already examined
   alternatives for that in some depth, and the design with the best
   engineering properties so far seems to be universal hash-based addressing.
   I first described that approach on the list here ---
   http://www.ietf.org/mail-archive/web/vwrap/current/msg00463.html , and
   referred to it in various subsequent discussions.


   - Defining the data flows between regions, clients, and asset services
   and which parameters control the flows needs to be done before a test asset
   service can be implemented.  Without that, an asset service is just a
   network-accessible storage service, not an asset service in the VWRAP
   sense.  Network storage services exist already, so just implementing one of
   those would not advance VWRAP.


   - We need to examine how various deployment patterns will use the asset
   services, and how the *multiple* asset services that interop introduces
   are handled.  I am working on this currently.


None of the above is particularly hard.  I think it won't be long before we
have a scheme worked out and are ready for some implementation work.


Morgaine.

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On Tue, Apr 5, 2011 at 5:38 PM, Dzonatas Sol <span dir=3D"ltr">&lt;<a href=
=3D"mailto:dzonatas@gmail.com">dzonatas@gmail.com</a>&gt;</span> wrote:<br>=
<div class=3D"gmail_quote"><blockquote class=3D"gmail_quote" style=3D"margi=
n: 0pt 0pt 0pt 0.8ex; border-left: 1px solid rgb(204, 204, 204); padding-le=
ft: 1ex;">

<br>
Do you think we are ready to implement some asset services now, with/withou=
t complete documentation?<br>
<br>
What more do you think is needed?<div class=3D"im"><br>
<br></div></blockquote><div>Two or three things seem to be needed:<br><br><=
ul><li>Defining the asset addressing concept is an extremely important matt=
er, almost certainly the most important matter of all, because that determi=
nes how robust and scalable our worlds will be.=A0 I&#39;ve already examine=
d alternatives for that in some depth, and the design with the best enginee=
ring properties so far seems to be universal hash-based addressing.=A0 I fi=
rst described that approach on the list here --- <a href=3D"http://www.ietf=
.org/mail-archive/web/vwrap/current/msg00463.html">http://www.ietf.org/mail=
-archive/web/vwrap/current/msg00463.html</a> , and referred to it in variou=
s subsequent discussions.<br>
</li></ul><ul><li>Defining the data flows between regions, clients, and ass=
et services and which parameters control the flows needs to be done before =
a test asset service can be implemented.=A0 Without that, an asset service =
is just a network-accessible storage service, not an asset service in the V=
WRAP sense.=A0 Network storage services exist already, so just implementing=
 one of those would not advance VWRAP.</li>
</ul><ul><li>We need to examine how various deployment patterns will use th=
e asset services, and how the <i>multiple</i> asset services that interop i=
ntroduces are handled.=A0 I am working on this currently.</li></ul><br>None=
 of the above is particularly hard.=A0 I think it won&#39;t be long before =
we have a scheme worked out and are ready for some implementation work.<br>
<br><br>Morgaine.<br><br><br><br><br></div></div>

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From dzonatas@gmail.com  Tue Apr  5 12:04:44 2011
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From: Dzonatas Sol <dzonatas@gmail.com>
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Cc: vwrap@ietf.org, Meadhbh Hamrick <ohmeadhbh@gmail.com>
Subject: Re: [vwrap] informal description of the DSD interface description language
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There are two(/three) significant touches I made:

First, burst mode. Already as people upgrade to capabilities rather than 
the older UDP style we can see they complain about bottlenecks due to 
individual requests being made. This is more of fault of the 
implementators not doing full ReST rather than the limits of 
capabilities. I denote "burst mode" to make sure full ReST is being 
implemented.  This is where RESOURCES & INTERFACES keep the very basic 
object oriented message paradigm. Then capabilities then can become used 
for specific individual queries to combined multiple resource queries. 
This alleviates the individual connections per item into the non-issue 
bit-bucket. The only new issue with "burst mode" is limits on how many 
items can be combined (length of overall body and parts).

Second, public resources. The significance I put on "resources" is that 
these are the public names being referred to for any such related 
message and/or method. Already implemented are the private version of 
these resources. Maybe there needs to be some syntax to note that the 
resources appear as something else under specific conditions. The 
current private URIs are just a digest of given capabilities present 
(used by lookup tables). Internally, only the public resources are of 
need, yet the private URI may contain something in regards to the basic 
object oriented message paradigm. It's not that complicated once one 
separates the ReST paradigm from HTTP methods and implements the full 
ReST paradigm internally. When the implementator relies on HTTP as the 
queue, then they don't have a true ReST paradigm, only something 
compatible (for quick implementation).

Third, private resources, as above and already implemented by LL 
(stateless). We haven't got into stateful tranfer connections. *sigh* 
These would be ideal for the keep-alive, long-poll, and bust mode options.


Dzonatas Sol wrote:
> Some notes... in line...
>
> Meadhbh Hamrick wrote:
>> hey peeps, it shouldn't be shocking to anyone i'm not a big fan of 
>> lentczner's "little" interface description language, llidl. while it 
>> can be argued it's "condensed" format is easy enough to use, once 
>> mastered, i prefer something mildly more expressive. when i was 
>> working on the last version of the LLSD draft, i solicited comments 
>> from several implementers inside and outside Linden, and they all 
>> said the same thing: "LLIDL is cool enough, but it looks like line 
>> noise if you don't know what you're looking at."
>>
>> i came up with the following interface description language to 
>> address the "looks like line noise" critique. this is the IDL that's 
>> going in the DSD draft, since that's what we're using at sl8.us 
>> <http://sl8.us> and various sensor projects that are using DSD. i'm 
>> assuming you've read and understand the LLIDL section of the most 
>> recent type system draft.
>>
>> again, i have no idea if this will be relevant since no one's stepped 
>> up to be an document author for future revisions of this group's docs 
>> or an editor to re-draft a new charter. but on the off chance people 
>> do this and still want to work on the type system, these are the 
>> changes recommended by several LLIDL users and implementers.
>
> Be sure to see review these to see how I based off LLIDL:
> http://wiki.secondlife.com/wiki/User:Dzonatas_Sol/SNOW-375#Queries_.26_Type_System 
>
> http://wiki.secondlife.com/wiki/User:Dzonatas_Sol/SNOW-375_Resources/Asset 
>
> http://wiki.secondlife.com/wiki/User:Dzonatas_Sol/SNOW-375_Resources/Interface 
>
> (and others there)
>
> Note that I used more of what is in regards to ReST than only LLIDL.
>
>>
>> *item 0 : disentangling resources from interfaces.*
>>
>> LLIDL sort of conflated a resource (something to be accessed) with 
>> the method of accessing it. there was no way to "officially" define a 
>> "resource" independent of the semantics to access it. DSD says that 
>> RESOURCEs are just data definitions. INTERFACEs define how they're used.
>
> As I see "resource", it manly is untranslated to any particalar 
> implementation. Some still think there is an obvious implementation 
> due to common resources being used by HTTP. I think you have some like 
> C#'s interface in mind?
>
>
>>
>> *item 1 : say good-bye to the di-graphs.*
>>
>> several people noted that LLIDL, at first glance, looks like line 
>> noise. this is because of the use of digraphs to represent messaging 
>> semantics. cast your memory back to the LLIDL resource description 
>> for the seed cap:
>>
>>     %% seed
>>       -> { capabilities: [ string, ... ] }
>>       <- { capabilities: { $: uri } }
>>
>>
>> the '%%' digraph means 'start of resource description'. the '->' 
>> means 'this is what i'm going to send you' and the '<-' digraph means 
>> 'i expect you to send me this back'.
>>
>> instead of digraphs, the DSD resource description language uses the 
>> keyword "RESOURCE" to begin a resource. it also terminates the 
>> resource definition with a semi colon. so a resource declaration 
>> would look something like this:
>>
>> RESOURCE <resource name> [resource definition] ;
>>
>> resource DEFINITIONs look more or less like they used to. for 
>> example, here's a RESOURCE definition for a typical error response:
>>
>>     # Resource description for a typical error resource
>>     RESOURCE error_simple {
>>        success     : false,    # clients check the success element to
>>     see if there was an error
>>        errno       : integer,  # this is a numeric code representing
>>     the error
>>        error       : string,   # this is a text description of the error
>>        description : uri       # this is a URL that points to a HTML
>>     web page describing the error
>>     };
>>
>
> Think we discussed this before, which I said wasn't much of the worry 
> since the what is pivotal is more significant. That said, however, be 
> sure to keep in mind that anything like digraphs make it easier to use 
> non-English only keywords.
>
> We seem to agree in structure.
>
>
>
>>
>> *item 2 : the use of type literals instead of type names*
>>
>> in the example above, we used 'false' instead of 'boolean' as the 
>> type definition for the 'success' element of the error resource. DSD 
>> resource definitions can use type literals to imply that the element 
>> should exist, and should have a specific value. so if you wanted to 
>> define a resource that represented the origin of a 3d space, you 
>> could use:
>>
>>     # Point in a 3D rectangular space     RESOURCE cartesian_point [
>>        real,  # x coordinate
>>        real,  # y coordinate
>>        real   # z coordinate
>>     ];
>>
>>     # Origin of a rectangular (cartesian) space
>>     RESOURCE cartesian_origin [ 0.0, 0.0, 0.0 ];
>>
>
> Good idea, I'm just not quite sure if it is so obvious in practice.
>
>
>>
>> *item 3 : type specifiers use the same names as the elements inside 
>> the XML serialization.*
>>
>> instead of using "int", we use "integer." ditto for other types. so 
>> the resource definition. here's a resource definition for something 
>> with an integer in it:
>>
>>     # Random resource definition of a map with an integer in it
>>     RESOURCE whatever {
>>        element : integer
>>     };
>>
>
> This is made obvious by the default use of LLSD, still. Notice 
> SNOW-375 I did have a few extras for optional fields and proprietary 
> fields. We know they are there, but probably won't have an public 
> definition of such structures. Guess we need that tidbit formalized.
>
>
>>
>> *item 4 : DSD variant declarations don't suck for beginners*
>>
>> i always thought repeated '&' definitions to denote variants was sort 
>> of snobbish. it makes sense to peeps who've sat through classes on 
>> regular grammars and ABNF, but i wouldn't mind it too much if someone 
>> with a basic understanding of procedural coding could understand what 
>> was going on. so i came up with the VARIANT keyword. it looks like this:
>>
>> VARIANT <variant-name> : <variant-type> { <variants> }
>>
>> so here's an example:
>>
>> # Enhanced Error resource
>>
>>     RESOURCE error_enhanced VARIANT error_type : string {
>>         'number' : {
>>           success : false,
>>           errno : integer
>>        },
>>        'string' : {
>>           success : false,
>>           error : string
>>        },
>>        'url' : {
>>           success : false,
>>           description : uri
>>        }
>>     };
>>
>>
>> what this means is that the "error_enhanced" resource has three valid 
>> forms, that look like:
>>
>>     RESOURCE error_enhanced {
>>        error_type : 'number',
>>        success : false,
>>        errno : integer
>>     };
>>
>>     RESOURCE error_enhanced {
>>        error_type : 'string',
>>        success : false,
>>        error : string
>>     }
>>
>>     RESOURCE error_enhanced {
>>        error_type : 'url',
>>        success : false,
>>        description : uri
>>     }
>>
>>
>> so the <variant name> shows up as an element in each of the valid 
>> forms as an literal element of type <variant-type>.
>
> Did I find any significant use for such? I mean is there somewhere in 
> specific that that variant structure is more helpful than what I used? 
> I think as we get into more specific usage and documentation of that 
> usage we do need simplified ways makes some redundancy obvious. I just 
> used wiki markup for that for now, I think.
>
>
>>
>> *item 5 : say good by to HTTP verbs.*
>>
>> LLIDL as specified is pretty much intertwined with HTTP. many people 
>> thought that was a bad idea. In creating an interface, DSD uses five 
>> abstract "interaction semantics": CREATE, READ, UPDATE, DELETE and 
>> EVENT.
>>
>> the first four do what you expect them to do while the last one 
>> describes the form or "shape" of an unsolicited message coming from 
>> the event queue.
>>
>> so if you wanted to login, you might use the following interface
>>
>>     INTERFACE CREATE session_factory {
>>        username : string,
>>        secret : binary
>>     } RESPONSE VARIANT success : boolean {
>>        false : {
>>           errno : integer,
>>           err : string,
>>           description : uri
>>        },
>>        true : {
>>           seed : uri
>>        }
>>     };
>>
>>
>> or, you could do the following:
>>
>>     RESOURCE error {
>>        errno : integer,
>>        err : string,
>>        description : uri
>>     };
>>
>>     INTERFACE CREATE session_factory {
>>        username : string,
>>        secret : binary
>>     } RESPONSE VARIANT success : boolean {
>>        false : error,
>>        true : {
>>           seed : uri
>>        }
>>     };
>>
>>
>> so anyway, i'm writing up this stuff in the DSD type system draft. 
>> feel free to comment. as things stand, if VWRAP continues as a 
>> working group, i'll integrate your comments on the draft. if not, 
>> i'll modify the draft so as to remain compatibility with existing DSD 
>> implementations and publish it a an individual / informational draft 
>> for the purpose of registering the mime types.
> As long as usage doesn't fall out of ReST than it'll work. Remember 
> that ReST doesn't have to use HTTP. If you see my implementation, 
> there is the ReST queue being full of tasks and part of those task 
> relate to HTTP methods. People don't seem to often split ReST queries 
> as different than HTTP verbs, but I do. I guess that is like 
> resource/interface differences.
>
> I thought I saw another submitted document to review, yet couldn't 
> find it. Was there a newer version?
>
>
>


-- 
--- https://twitter.com/Dzonatas_Sol ---
Web Development, Software Engineering, Virtual Reality, Consultant


From dzonatas@gmail.com  Tue Apr  5 12:26:21 2011
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From: Dzonatas Sol <dzonatas@gmail.com>
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Cc: vwrap@ietf.org, Meadhbh Hamrick <ohmeadhbh@gmail.com>
Subject: Re: [vwrap] informal description of the DSD interface description language
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Re: "bust mode" or "combined"

See the syntax I used here: 
http://wiki.secondlife.com/wiki/User:Dzonatas_Sol/SNOW-375_Resources/Asset

I used the the curly brackets {} with ellipses to show what kind of data 
can be combine as an array in LLSD. Here note that the UUID moves from 
the RESOURCE into the array as the individual items are combined, such 
that indivual requests for:

/Asset/Notecard/|00000000-0000-0000-0000-000000000001|
/Asset/Notecard/|00000000-0000-0000-0000-000000000002|
/Asset/Notecard/|00000000-0000-0000-0000-000000000003|
/Asset/Notecard/|00000000-0000-0000-0000-000000000004

become

|/Asset/Notecard/s
{
|00000000-0000-0000-0000-000000000001,
||00000000-0000-0000-0000-000000000002,
||00000000-0000-0000-0000-000000000003,
||00000000-0000-0000-0000-000000000004
}
||
The combined reply may look like:

|/Asset/Notecard/s
{
|00000000-0000-0000-0000-000000000001, { asset-data... }
||00000000-0000-0000-0000-000000000002, ||{ asset-data... }|
|00000000-0000-0000-0000-000000000003, ||{ asset-data... }|
|00000000-0000-0000-0000-000000000004  ||{ asset-data... }|
|}
||
|Handling assets not immediately available are easy, I just stick the 
individual response codes in the array instead of expect it as an httpcode.



Dzonatas Sol wrote:
> There are two(/three) significant touches I made:
>
> First, burst mode. Already as people upgrade to capabilities rather 
> than the older UDP style we can see they complain about bottlenecks 
> due to individual requests being made. This is more of fault of the 
> implementators not doing full ReST rather than the limits of 
> capabilities. I denote "burst mode" to make sure full ReST is being 
> implemented.  This is where RESOURCES & INTERFACES keep the very basic 
> object oriented message paradigm. Then capabilities then can become 
> used for specific individual queries to combined multiple resource 
> queries. This alleviates the individual connections per item into the 
> non-issue bit-bucket. The only new issue with "burst mode" is limits 
> on how many items can be combined (length of overall body and parts).
>
> Second, public resources. The significance I put on "resources" is 
> that these are the public names being referred to for any such related 
> message and/or method. Already implemented are the private version of 
> these resources. Maybe there needs to be some syntax to note that the 
> resources appear as something else under specific conditions. The 
> current private URIs are just a digest of given capabilities present 
> (used by lookup tables). Internally, only the public resources are of 
> need, yet the private URI may contain something in regards to the 
> basic object oriented message paradigm. It's not that complicated once 
> one separates the ReST paradigm from HTTP methods and implements the 
> full ReST paradigm internally. When the implementator relies on HTTP 
> as the queue, then they don't have a true ReST paradigm, only 
> something compatible (for quick implementation).
>
> Third, private resources, as above and already implemented by LL 
> (stateless). We haven't got into stateful tranfer connections. *sigh* 
> These would be ideal for the keep-alive, long-poll, and bust mode 
> options.
>
>
> Dzonatas Sol wrote:
>> Some notes... in line...
>>
>> Meadhbh Hamrick wrote:
>>> hey peeps, it shouldn't be shocking to anyone i'm not a big fan of 
>>> lentczner's "little" interface description language, llidl. while it 
>>> can be argued it's "condensed" format is easy enough to use, once 
>>> mastered, i prefer something mildly more expressive. when i was 
>>> working on the last version of the LLSD draft, i solicited comments 
>>> from several implementers inside and outside Linden, and they all 
>>> said the same thing: "LLIDL is cool enough, but it looks like line 
>>> noise if you don't know what you're looking at."
>>>
>>> i came up with the following interface description language to 
>>> address the "looks like line noise" critique. this is the IDL that's 
>>> going in the DSD draft, since that's what we're using at sl8.us 
>>> <http://sl8.us> and various sensor projects that are using DSD. i'm 
>>> assuming you've read and understand the LLIDL section of the most 
>>> recent type system draft.
>>>
>>> again, i have no idea if this will be relevant since no one's 
>>> stepped up to be an document author for future revisions of this 
>>> group's docs or an editor to re-draft a new charter. but on the off 
>>> chance people do this and still want to work on the type system, 
>>> these are the changes recommended by several LLIDL users and 
>>> implementers.
>>
>> Be sure to see review these to see how I based off LLIDL:
>> http://wiki.secondlife.com/wiki/User:Dzonatas_Sol/SNOW-375#Queries_.26_Type_System 
>>
>> http://wiki.secondlife.com/wiki/User:Dzonatas_Sol/SNOW-375_Resources/Asset 
>>
>> http://wiki.secondlife.com/wiki/User:Dzonatas_Sol/SNOW-375_Resources/Interface 
>>
>> (and others there)
>>
>> Note that I used more of what is in regards to ReST than only LLIDL.
>>
>>>
>>> *item 0 : disentangling resources from interfaces.*
>>>
>>> LLIDL sort of conflated a resource (something to be accessed) with 
>>> the method of accessing it. there was no way to "officially" define 
>>> a "resource" independent of the semantics to access it. DSD says 
>>> that RESOURCEs are just data definitions. INTERFACEs define how 
>>> they're used.
>>
>> As I see "resource", it manly is untranslated to any particalar 
>> implementation. Some still think there is an obvious implementation 
>> due to common resources being used by HTTP. I think you have some 
>> like C#'s interface in mind?
>>
>>
>>>
>>> *item 1 : say good-bye to the di-graphs.*
>>>
>>> several people noted that LLIDL, at first glance, looks like line 
>>> noise. this is because of the use of digraphs to represent messaging 
>>> semantics. cast your memory back to the LLIDL resource description 
>>> for the seed cap:
>>>
>>>     %% seed
>>>       -> { capabilities: [ string, ... ] }
>>>       <- { capabilities: { $: uri } }
>>>
>>>
>>> the '%%' digraph means 'start of resource description'. the '->' 
>>> means 'this is what i'm going to send you' and the '<-' digraph 
>>> means 'i expect you to send me this back'.
>>>
>>> instead of digraphs, the DSD resource description language uses the 
>>> keyword "RESOURCE" to begin a resource. it also terminates the 
>>> resource definition with a semi colon. so a resource declaration 
>>> would look something like this:
>>>
>>> RESOURCE <resource name> [resource definition] ;
>>>
>>> resource DEFINITIONs look more or less like they used to. for 
>>> example, here's a RESOURCE definition for a typical error response:
>>>
>>>     # Resource description for a typical error resource
>>>     RESOURCE error_simple {
>>>        success     : false,    # clients check the success element to
>>>     see if there was an error
>>>        errno       : integer,  # this is a numeric code representing
>>>     the error
>>>        error       : string,   # this is a text description of the 
>>> error
>>>        description : uri       # this is a URL that points to a HTML
>>>     web page describing the error
>>>     };
>>>
>>
>> Think we discussed this before, which I said wasn't much of the worry 
>> since the what is pivotal is more significant. That said, however, be 
>> sure to keep in mind that anything like digraphs make it easier to 
>> use non-English only keywords.
>>
>> We seem to agree in structure.
>>
>>
>>
>>>
>>> *item 2 : the use of type literals instead of type names*
>>>
>>> in the example above, we used 'false' instead of 'boolean' as the 
>>> type definition for the 'success' element of the error resource. DSD 
>>> resource definitions can use type literals to imply that the element 
>>> should exist, and should have a specific value. so if you wanted to 
>>> define a resource that represented the origin of a 3d space, you 
>>> could use:
>>>
>>>     # Point in a 3D rectangular space     RESOURCE cartesian_point [
>>>        real,  # x coordinate
>>>        real,  # y coordinate
>>>        real   # z coordinate
>>>     ];
>>>
>>>     # Origin of a rectangular (cartesian) space
>>>     RESOURCE cartesian_origin [ 0.0, 0.0, 0.0 ];
>>>
>>
>> Good idea, I'm just not quite sure if it is so obvious in practice.
>>
>>
>>>
>>> *item 3 : type specifiers use the same names as the elements inside 
>>> the XML serialization.*
>>>
>>> instead of using "int", we use "integer." ditto for other types. so 
>>> the resource definition. here's a resource definition for something 
>>> with an integer in it:
>>>
>>>     # Random resource definition of a map with an integer in it
>>>     RESOURCE whatever {
>>>        element : integer
>>>     };
>>>
>>
>> This is made obvious by the default use of LLSD, still. Notice 
>> SNOW-375 I did have a few extras for optional fields and proprietary 
>> fields. We know they are there, but probably won't have an public 
>> definition of such structures. Guess we need that tidbit formalized.
>>
>>
>>>
>>> *item 4 : DSD variant declarations don't suck for beginners*
>>>
>>> i always thought repeated '&' definitions to denote variants was 
>>> sort of snobbish. it makes sense to peeps who've sat through classes 
>>> on regular grammars and ABNF, but i wouldn't mind it too much if 
>>> someone with a basic understanding of procedural coding could 
>>> understand what was going on. so i came up with the VARIANT keyword. 
>>> it looks like this:
>>>
>>> VARIANT <variant-name> : <variant-type> { <variants> }
>>>
>>> so here's an example:
>>>
>>> # Enhanced Error resource
>>>
>>>     RESOURCE error_enhanced VARIANT error_type : string {
>>>         'number' : {
>>>           success : false,
>>>           errno : integer
>>>        },
>>>        'string' : {
>>>           success : false,
>>>           error : string
>>>        },
>>>        'url' : {
>>>           success : false,
>>>           description : uri
>>>        }
>>>     };
>>>
>>>
>>> what this means is that the "error_enhanced" resource has three 
>>> valid forms, that look like:
>>>
>>>     RESOURCE error_enhanced {
>>>        error_type : 'number',
>>>        success : false,
>>>        errno : integer
>>>     };
>>>
>>>     RESOURCE error_enhanced {
>>>        error_type : 'string',
>>>        success : false,
>>>        error : string
>>>     }
>>>
>>>     RESOURCE error_enhanced {
>>>        error_type : 'url',
>>>        success : false,
>>>        description : uri
>>>     }
>>>
>>>
>>> so the <variant name> shows up as an element in each of the valid 
>>> forms as an literal element of type <variant-type>.
>>
>> Did I find any significant use for such? I mean is there somewhere in 
>> specific that that variant structure is more helpful than what I 
>> used? I think as we get into more specific usage and documentation of 
>> that usage we do need simplified ways makes some redundancy obvious. 
>> I just used wiki markup for that for now, I think.
>>
>>
>>>
>>> *item 5 : say good by to HTTP verbs.*
>>>
>>> LLIDL as specified is pretty much intertwined with HTTP. many people 
>>> thought that was a bad idea. In creating an interface, DSD uses five 
>>> abstract "interaction semantics": CREATE, READ, UPDATE, DELETE and 
>>> EVENT.
>>>
>>> the first four do what you expect them to do while the last one 
>>> describes the form or "shape" of an unsolicited message coming from 
>>> the event queue.
>>>
>>> so if you wanted to login, you might use the following interface
>>>
>>>     INTERFACE CREATE session_factory {
>>>        username : string,
>>>        secret : binary
>>>     } RESPONSE VARIANT success : boolean {
>>>        false : {
>>>           errno : integer,
>>>           err : string,
>>>           description : uri
>>>        },
>>>        true : {
>>>           seed : uri
>>>        }
>>>     };
>>>
>>>
>>> or, you could do the following:
>>>
>>>     RESOURCE error {
>>>        errno : integer,
>>>        err : string,
>>>        description : uri
>>>     };
>>>
>>>     INTERFACE CREATE session_factory {
>>>        username : string,
>>>        secret : binary
>>>     } RESPONSE VARIANT success : boolean {
>>>        false : error,
>>>        true : {
>>>           seed : uri
>>>        }
>>>     };
>>>
>>>
>>> so anyway, i'm writing up this stuff in the DSD type system draft. 
>>> feel free to comment. as things stand, if VWRAP continues as a 
>>> working group, i'll integrate your comments on the draft. if not, 
>>> i'll modify the draft so as to remain compatibility with existing 
>>> DSD implementations and publish it a an individual / informational 
>>> draft for the purpose of registering the mime types.
>> As long as usage doesn't fall out of ReST than it'll work. Remember 
>> that ReST doesn't have to use HTTP. If you see my implementation, 
>> there is the ReST queue being full of tasks and part of those task 
>> relate to HTTP methods. People don't seem to often split ReST queries 
>> as different than HTTP verbs, but I do. I guess that is like 
>> resource/interface differences.
>>
>> I thought I saw another submitted document to review, yet couldn't 
>> find it. Was there a newer version?
>>
>>
>>
>
>


-- 
--- https://twitter.com/Dzonatas_Sol ---
Web Development, Software Engineering, Virtual Reality, Consultant


From dzonatas@gmail.com  Tue Apr  5 12:32:09 2011
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Date: Tue, 05 Apr 2011 12:34:38 -0700
From: Dzonatas Sol <dzonatas@gmail.com>
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Subject: Re: [vwrap] informal description of the DSD interface description language
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Let me reformat...  there were extra chars (processed):

Re: "bust mode" or "combined"

See the syntax I used here: 
http://wiki.secondlife.com/wiki/User:Dzonatas_Sol/SNOW-375_Resources/Asset

I used the the curly brackets {} with ellipses to show what kind of data 
can be combine as an array in LLSD. Here note that the UUID moves from 
the RESOURCE into the array as the individual items are combined, such 
that indivual requests for:

 /Asset/Notecard/00000000-0000-0000-0000-000000000001
 /Asset/Notecard/00000000-0000-0000-0000-000000000002
 /Asset/Notecard/00000000-0000-0000-0000-000000000003
 /Asset/Notecard/00000000-0000-0000-0000-000000000004

become

 /Asset/Notecard/s
 {
 00000000-0000-0000-0000-000000000001,
 00000000-0000-0000-0000-000000000002,
 00000000-0000-0000-0000-000000000003,
 00000000-0000-0000-0000-000000000004
 }

The combined reply may look like:

 /Asset/Notecard/s
 {
 00000000-0000-0000-0000-000000000001, { asset-data... }
 00000000-0000-0000-0000-000000000002, { asset-data... }
 00000000-0000-0000-0000-000000000003, { asset-data... }
 00000000-0000-0000-0000-000000000004  { asset-data... }
 }

Handling assets not immediately available are easy, I just stick the 
individual response codes in the array instead of expect it as an httpcode.

Dzonatas Sol wrote:
>
> Dzonatas Sol wrote:
>> There are two(/three) significant touches I made:
>>
>> First, burst mode. Already as people upgrade to capabilities rather 
>> than the older UDP style we can see they complain about bottlenecks 
>> due to individual requests being made. This is more of fault of the 
>> implementators not doing full ReST rather than the limits of 
>> capabilities. I denote "burst mode" to make sure full ReST is being 
>> implemented.  This is where RESOURCES & INTERFACES keep the very 
>> basic object oriented message paradigm. Then capabilities then can 
>> become used for specific individual queries to combined multiple 
>> resource queries. This alleviates the individual connections per item 
>> into the non-issue bit-bucket. The only new issue with "burst mode" 
>> is limits on how many items can be combined (length of overall body 
>> and parts).
>>
>> Second, public resources. The significance I put on "resources" is 
>> that these are the public names being referred to for any such 
>> related message and/or method. Already implemented are the private 
>> version of these resources. Maybe there needs to be some syntax to 
>> note that the resources appear as something else under specific 
>> conditions. The current private URIs are just a digest of given 
>> capabilities present (used by lookup tables). Internally, only the 
>> public resources are of need, yet the private URI may contain 
>> something in regards to the basic object oriented message paradigm. 
>> It's not that complicated once one separates the ReST paradigm from 
>> HTTP methods and implements the full ReST paradigm internally. When 
>> the implementator relies on HTTP as the queue, then they don't have a 
>> true ReST paradigm, only something compatible (for quick 
>> implementation).
>>
>> Third, private resources, as above and already implemented by LL 
>> (stateless). We haven't got into stateful tranfer connections. *sigh* 
>> These would be ideal for the keep-alive, long-poll, and bust mode 
>> options.
>>
>>
>> Dzonatas Sol wrote:
>>> Some notes... in line...
>>>
>>> Meadhbh Hamrick wrote:
>>>> hey peeps, it shouldn't be shocking to anyone i'm not a big fan of 
>>>> lentczner's "little" interface description language, llidl. while 
>>>> it can be argued it's "condensed" format is easy enough to use, 
>>>> once mastered, i prefer something mildly more expressive. when i 
>>>> was working on the last version of the LLSD draft, i solicited 
>>>> comments from several implementers inside and outside Linden, and 
>>>> they all said the same thing: "LLIDL is cool enough, but it looks 
>>>> like line noise if you don't know what you're looking at."
>>>>
>>>> i came up with the following interface description language to 
>>>> address the "looks like line noise" critique. this is the IDL 
>>>> that's going in the DSD draft, since that's what we're using at 
>>>> sl8.us <http://sl8.us> and various sensor projects that are using 
>>>> DSD. i'm assuming you've read and understand the LLIDL section of 
>>>> the most recent type system draft.
>>>>
>>>> again, i have no idea if this will be relevant since no one's 
>>>> stepped up to be an document author for future revisions of this 
>>>> group's docs or an editor to re-draft a new charter. but on the off 
>>>> chance people do this and still want to work on the type system, 
>>>> these are the changes recommended by several LLIDL users and 
>>>> implementers.
>>>
>>> Be sure to see review these to see how I based off LLIDL:
>>> http://wiki.secondlife.com/wiki/User:Dzonatas_Sol/SNOW-375#Queries_.26_Type_System 
>>>
>>> http://wiki.secondlife.com/wiki/User:Dzonatas_Sol/SNOW-375_Resources/Asset 
>>>
>>> http://wiki.secondlife.com/wiki/User:Dzonatas_Sol/SNOW-375_Resources/Interface 
>>>
>>> (and others there)
>>>
>>> Note that I used more of what is in regards to ReST than only LLIDL.
>>>
>>>>
>>>> *item 0 : disentangling resources from interfaces.*
>>>>
>>>> LLIDL sort of conflated a resource (something to be accessed) with 
>>>> the method of accessing it. there was no way to "officially" define 
>>>> a "resource" independent of the semantics to access it. DSD says 
>>>> that RESOURCEs are just data definitions. INTERFACEs define how 
>>>> they're used.
>>>
>>> As I see "resource", it manly is untranslated to any particalar 
>>> implementation. Some still think there is an obvious implementation 
>>> due to common resources being used by HTTP. I think you have some 
>>> like C#'s interface in mind?
>>>
>>>
>>>>
>>>> *item 1 : say good-bye to the di-graphs.*
>>>>
>>>> several people noted that LLIDL, at first glance, looks like line 
>>>> noise. this is because of the use of digraphs to represent 
>>>> messaging semantics. cast your memory back to the LLIDL resource 
>>>> description for the seed cap:
>>>>
>>>>     %% seed
>>>>       -> { capabilities: [ string, ... ] }
>>>>       <- { capabilities: { $: uri } }
>>>>
>>>>
>>>> the '%%' digraph means 'start of resource description'. the '->' 
>>>> means 'this is what i'm going to send you' and the '<-' digraph 
>>>> means 'i expect you to send me this back'.
>>>>
>>>> instead of digraphs, the DSD resource description language uses the 
>>>> keyword "RESOURCE" to begin a resource. it also terminates the 
>>>> resource definition with a semi colon. so a resource declaration 
>>>> would look something like this:
>>>>
>>>> RESOURCE <resource name> [resource definition] ;
>>>>
>>>> resource DEFINITIONs look more or less like they used to. for 
>>>> example, here's a RESOURCE definition for a typical error response:
>>>>
>>>>     # Resource description for a typical error resource
>>>>     RESOURCE error_simple {
>>>>        success     : false,    # clients check the success element to
>>>>     see if there was an error
>>>>        errno       : integer,  # this is a numeric code representing
>>>>     the error
>>>>        error       : string,   # this is a text description of the 
>>>> error
>>>>        description : uri       # this is a URL that points to a HTML
>>>>     web page describing the error
>>>>     };
>>>>
>>>
>>> Think we discussed this before, which I said wasn't much of the 
>>> worry since the what is pivotal is more significant. That said, 
>>> however, be sure to keep in mind that anything like digraphs make it 
>>> easier to use non-English only keywords.
>>>
>>> We seem to agree in structure.
>>>
>>>
>>>
>>>>
>>>> *item 2 : the use of type literals instead of type names*
>>>>
>>>> in the example above, we used 'false' instead of 'boolean' as the 
>>>> type definition for the 'success' element of the error resource. 
>>>> DSD resource definitions can use type literals to imply that the 
>>>> element should exist, and should have a specific value. so if you 
>>>> wanted to define a resource that represented the origin of a 3d 
>>>> space, you could use:
>>>>
>>>>     # Point in a 3D rectangular space     RESOURCE cartesian_point [
>>>>        real,  # x coordinate
>>>>        real,  # y coordinate
>>>>        real   # z coordinate
>>>>     ];
>>>>
>>>>     # Origin of a rectangular (cartesian) space
>>>>     RESOURCE cartesian_origin [ 0.0, 0.0, 0.0 ];
>>>>
>>>
>>> Good idea, I'm just not quite sure if it is so obvious in practice.
>>>
>>>
>>>>
>>>> *item 3 : type specifiers use the same names as the elements inside 
>>>> the XML serialization.*
>>>>
>>>> instead of using "int", we use "integer." ditto for other types. so 
>>>> the resource definition. here's a resource definition for something 
>>>> with an integer in it:
>>>>
>>>>     # Random resource definition of a map with an integer in it
>>>>     RESOURCE whatever {
>>>>        element : integer
>>>>     };
>>>>
>>>
>>> This is made obvious by the default use of LLSD, still. Notice 
>>> SNOW-375 I did have a few extras for optional fields and proprietary 
>>> fields. We know they are there, but probably won't have an public 
>>> definition of such structures. Guess we need that tidbit formalized.
>>>
>>>
>>>>
>>>> *item 4 : DSD variant declarations don't suck for beginners*
>>>>
>>>> i always thought repeated '&' definitions to denote variants was 
>>>> sort of snobbish. it makes sense to peeps who've sat through 
>>>> classes on regular grammars and ABNF, but i wouldn't mind it too 
>>>> much if someone with a basic understanding of procedural coding 
>>>> could understand what was going on. so i came up with the VARIANT 
>>>> keyword. it looks like this:
>>>>
>>>> VARIANT <variant-name> : <variant-type> { <variants> }
>>>>
>>>> so here's an example:
>>>>
>>>> # Enhanced Error resource
>>>>
>>>>     RESOURCE error_enhanced VARIANT error_type : string {
>>>>         'number' : {
>>>>           success : false,
>>>>           errno : integer
>>>>        },
>>>>        'string' : {
>>>>           success : false,
>>>>           error : string
>>>>        },
>>>>        'url' : {
>>>>           success : false,
>>>>           description : uri
>>>>        }
>>>>     };
>>>>
>>>>
>>>> what this means is that the "error_enhanced" resource has three 
>>>> valid forms, that look like:
>>>>
>>>>     RESOURCE error_enhanced {
>>>>        error_type : 'number',
>>>>        success : false,
>>>>        errno : integer
>>>>     };
>>>>
>>>>     RESOURCE error_enhanced {
>>>>        error_type : 'string',
>>>>        success : false,
>>>>        error : string
>>>>     }
>>>>
>>>>     RESOURCE error_enhanced {
>>>>        error_type : 'url',
>>>>        success : false,
>>>>        description : uri
>>>>     }
>>>>
>>>>
>>>> so the <variant name> shows up as an element in each of the valid 
>>>> forms as an literal element of type <variant-type>.
>>>
>>> Did I find any significant use for such? I mean is there somewhere 
>>> in specific that that variant structure is more helpful than what I 
>>> used? I think as we get into more specific usage and documentation 
>>> of that usage we do need simplified ways makes some redundancy 
>>> obvious. I just used wiki markup for that for now, I think.
>>>
>>>
>>>>
>>>> *item 5 : say good by to HTTP verbs.*
>>>>
>>>> LLIDL as specified is pretty much intertwined with HTTP. many 
>>>> people thought that was a bad idea. In creating an interface, DSD 
>>>> uses five abstract "interaction semantics": CREATE, READ, UPDATE, 
>>>> DELETE and EVENT.
>>>>
>>>> the first four do what you expect them to do while the last one 
>>>> describes the form or "shape" of an unsolicited message coming from 
>>>> the event queue.
>>>>
>>>> so if you wanted to login, you might use the following interface
>>>>
>>>>     INTERFACE CREATE session_factory {
>>>>        username : string,
>>>>        secret : binary
>>>>     } RESPONSE VARIANT success : boolean {
>>>>        false : {
>>>>           errno : integer,
>>>>           err : string,
>>>>           description : uri
>>>>        },
>>>>        true : {
>>>>           seed : uri
>>>>        }
>>>>     };
>>>>
>>>>
>>>> or, you could do the following:
>>>>
>>>>     RESOURCE error {
>>>>        errno : integer,
>>>>        err : string,
>>>>        description : uri
>>>>     };
>>>>
>>>>     INTERFACE CREATE session_factory {
>>>>        username : string,
>>>>        secret : binary
>>>>     } RESPONSE VARIANT success : boolean {
>>>>        false : error,
>>>>        true : {
>>>>           seed : uri
>>>>        }
>>>>     };
>>>>
>>>>
>>>> so anyway, i'm writing up this stuff in the DSD type system draft. 
>>>> feel free to comment. as things stand, if VWRAP continues as a 
>>>> working group, i'll integrate your comments on the draft. if not, 
>>>> i'll modify the draft so as to remain compatibility with existing 
>>>> DSD implementations and publish it a an individual / informational 
>>>> draft for the purpose of registering the mime types.
>>> As long as usage doesn't fall out of ReST than it'll work. Remember 
>>> that ReST doesn't have to use HTTP. If you see my implementation, 
>>> there is the ReST queue being full of tasks and part of those task 
>>> relate to HTTP methods. People don't seem to often split ReST 
>>> queries as different than HTTP verbs, but I do. I guess that is like 
>>> resource/interface differences.
>>>
>>> I thought I saw another submitted document to review, yet couldn't 
>>> find it. Was there a newer version?
>>>
>>>
>>>
>>
>>
>
>


-- 
--- https://twitter.com/Dzonatas_Sol ---
Web Development, Software Engineering, Virtual Reality, Consultant


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From: Dzonatas Sol <dzonatas@gmail.com>
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Subject: Re: [vwrap] Statements of Consensus. Flexibity First.
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Morgaine, we mooted your hash-based idea. This does nothing to help 
implement asset services. The only significant point you made is some 
expression for optimization, not correct functionality, which is needed 
first

As for your other two, we can summarize those with public resources and 
flow (forward/reverse). Any more specific network topology than that 
only makes it harder to address. The only thing to worry about is 
already custom resources that overlap with newer public resources.

Morgaine wrote:
> On Tue, Apr 5, 2011 at 5:38 PM, Dzonatas Sol <dzonatas@gmail.com 
> <mailto:dzonatas@gmail.com>> wrote:
>
>
>     Do you think we are ready to implement some asset services now,
>     with/without complete documentation?
>
>     What more do you think is needed?
>
>
> Two or three things seem to be needed:
>
>     * Defining the asset addressing concept is an extremely important
>       matter, almost certainly the most important matter of all,
>       because that determines how robust and scalable our worlds will
>       be.� I've already examined alternatives for that in some depth,
>       and the design with the best engineering properties so far seems
>       to be universal hash-based addressing.� I first described that
>       approach on the list here ---
>       http://www.ietf.org/mail-archive/web/vwrap/current/msg00463.html
>       , and referred to it in various subsequent discussions.
>
>     * Defining the data flows between regions, clients, and asset
>       services and which parameters control the flows needs to be done
>       before a test asset service can be implemented.� Without that,
>       an asset service is just a network-accessible storage service,
>       not an asset service in the VWRAP sense.� Network storage
>       services exist already, so just implementing one of those would
>       not advance VWRAP.
>
>     * We need to examine how various deployment patterns will use the
>       asset services, and how the /multiple/ asset services that
>       interop introduces are handled.� I am working on this currently.
>
>
> None of the above is particularly hard.� I think it won't be long 
> before we have a scheme worked out and are ready for some 
> implementation work.
>
>
> Morgaine.
>
>
>
>
> ------------------------------------------------------------------------
>
> _______________________________________________
> vwrap mailing list
> vwrap@ietf.org
> https://www.ietf.org/mailman/listinfo/vwrap
>   


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From dzonatas@gmail.com  Tue Apr  5 13:07:25 2011
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Cc: vwrap@ietf.org, Meadhbh Hamrick <ohmeadhbh@gmail.com>
Subject: Re: [vwrap] informal description of the DSD interface description language
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Further,

I wanted to give more details about mime-parts used in instead of LLSD 
array for combined formats. To describe mime-parts seems like an 
overdose: xml-org-ietf-vwrap-* where * becomes the public resource. Need 
to uncompress the overall idea we're stuck at here. Mime-parts seems 
ideal for keep-alive and long-poll while LLSD arrays seem ideal otherwise.


Dzonatas Sol wrote:
> Let me reformat...  there were extra chars (processed):
>
> Re: "bust mode" or "combined"
>
> See the syntax I used here: 
> http://wiki.secondlife.com/wiki/User:Dzonatas_Sol/SNOW-375_Resources/Asset 
>
>
> I used the the curly brackets {} with ellipses to show what kind of 
> data can be combine as an array in LLSD. Here note that the UUID moves 
> from the RESOURCE into the array as the individual items are combined, 
> such that indivual requests for:
>
> /Asset/Notecard/00000000-0000-0000-0000-000000000001
> /Asset/Notecard/00000000-0000-0000-0000-000000000002
> /Asset/Notecard/00000000-0000-0000-0000-000000000003
> /Asset/Notecard/00000000-0000-0000-0000-000000000004
>
> become
>
> /Asset/Notecard/s
> {
> 00000000-0000-0000-0000-000000000001,
> 00000000-0000-0000-0000-000000000002,
> 00000000-0000-0000-0000-000000000003,
> 00000000-0000-0000-0000-000000000004
> }
>
> The combined reply may look like:
>
> /Asset/Notecard/s
> {
> 00000000-0000-0000-0000-000000000001, { asset-data... }
> 00000000-0000-0000-0000-000000000002, { asset-data... }
> 00000000-0000-0000-0000-000000000003, { asset-data... }
> 00000000-0000-0000-0000-000000000004  { asset-data... }
> }
>
> Handling assets not immediately available are easy, I just stick the 
> individual response codes in the array instead of expect it as an 
> httpcode.
>
> Dzonatas Sol wrote:
>>
>> Dzonatas Sol wrote:
>>> There are two(/three) significant touches I made:
>>>
>>> First, burst mode. Already as people upgrade to capabilities rather 
>>> than the older UDP style we can see they complain about bottlenecks 
>>> due to individual requests being made. This is more of fault of the 
>>> implementators not doing full ReST rather than the limits of 
>>> capabilities. I denote "burst mode" to make sure full ReST is being 
>>> implemented.  This is where RESOURCES & INTERFACES keep the very 
>>> basic object oriented message paradigm. Then capabilities then can 
>>> become used for specific individual queries to combined multiple 
>>> resource queries. This alleviates the individual connections per 
>>> item into the non-issue bit-bucket. The only new issue with "burst 
>>> mode" is limits on how many items can be combined (length of overall 
>>> body and parts).
>>>
>>> Second, public resources. The significance I put on "resources" is 
>>> that these are the public names being referred to for any such 
>>> related message and/or method. Already implemented are the private 
>>> version of these resources. Maybe there needs to be some syntax to 
>>> note that the resources appear as something else under specific 
>>> conditions. The current private URIs are just a digest of given 
>>> capabilities present (used by lookup tables). Internally, only the 
>>> public resources are of need, yet the private URI may contain 
>>> something in regards to the basic object oriented message paradigm. 
>>> It's not that complicated once one separates the ReST paradigm from 
>>> HTTP methods and implements the full ReST paradigm internally. When 
>>> the implementator relies on HTTP as the queue, then they don't have 
>>> a true ReST paradigm, only something compatible (for quick 
>>> implementation).
>>>
>>> Third, private resources, as above and already implemented by LL 
>>> (stateless). We haven't got into stateful tranfer connections. 
>>> *sigh* These would be ideal for the keep-alive, long-poll, and bust 
>>> mode options.
>>>
>>>
>>> Dzonatas Sol wrote:
>>>> Some notes... in line...
>>>>
>>>> Meadhbh Hamrick wrote:
>>>>> hey peeps, it shouldn't be shocking to anyone i'm not a big fan of 
>>>>> lentczner's "little" interface description language, llidl. while 
>>>>> it can be argued it's "condensed" format is easy enough to use, 
>>>>> once mastered, i prefer something mildly more expressive. when i 
>>>>> was working on the last version of the LLSD draft, i solicited 
>>>>> comments from several implementers inside and outside Linden, and 
>>>>> they all said the same thing: "LLIDL is cool enough, but it looks 
>>>>> like line noise if you don't know what you're looking at."
>>>>>
>>>>> i came up with the following interface description language to 
>>>>> address the "looks like line noise" critique. this is the IDL 
>>>>> that's going in the DSD draft, since that's what we're using at 
>>>>> sl8.us <http://sl8.us> and various sensor projects that are using 
>>>>> DSD. i'm assuming you've read and understand the LLIDL section of 
>>>>> the most recent type system draft.
>>>>>
>>>>> again, i have no idea if this will be relevant since no one's 
>>>>> stepped up to be an document author for future revisions of this 
>>>>> group's docs or an editor to re-draft a new charter. but on the 
>>>>> off chance people do this and still want to work on the type 
>>>>> system, these are the changes recommended by several LLIDL users 
>>>>> and implementers.
>>>>
>>>> Be sure to see review these to see how I based off LLIDL:
>>>> http://wiki.secondlife.com/wiki/User:Dzonatas_Sol/SNOW-375#Queries_.26_Type_System 
>>>>
>>>> http://wiki.secondlife.com/wiki/User:Dzonatas_Sol/SNOW-375_Resources/Asset 
>>>>
>>>> http://wiki.secondlife.com/wiki/User:Dzonatas_Sol/SNOW-375_Resources/Interface 
>>>>
>>>> (and others there)
>>>>
>>>> Note that I used more of what is in regards to ReST than only LLIDL.
>>>>
>>>>>
>>>>> *item 0 : disentangling resources from interfaces.*
>>>>>
>>>>> LLIDL sort of conflated a resource (something to be accessed) with 
>>>>> the method of accessing it. there was no way to "officially" 
>>>>> define a "resource" independent of the semantics to access it. DSD 
>>>>> says that RESOURCEs are just data definitions. INTERFACEs define 
>>>>> how they're used.
>>>>
>>>> As I see "resource", it manly is untranslated to any particalar 
>>>> implementation. Some still think there is an obvious implementation 
>>>> due to common resources being used by HTTP. I think you have some 
>>>> like C#'s interface in mind?
>>>>
>>>>
>>>>>
>>>>> *item 1 : say good-bye to the di-graphs.*
>>>>>
>>>>> several people noted that LLIDL, at first glance, looks like line 
>>>>> noise. this is because of the use of digraphs to represent 
>>>>> messaging semantics. cast your memory back to the LLIDL resource 
>>>>> description for the seed cap:
>>>>>
>>>>>     %% seed
>>>>>       -> { capabilities: [ string, ... ] }
>>>>>       <- { capabilities: { $: uri } }
>>>>>
>>>>>
>>>>> the '%%' digraph means 'start of resource description'. the '->' 
>>>>> means 'this is what i'm going to send you' and the '<-' digraph 
>>>>> means 'i expect you to send me this back'.
>>>>>
>>>>> instead of digraphs, the DSD resource description language uses 
>>>>> the keyword "RESOURCE" to begin a resource. it also terminates the 
>>>>> resource definition with a semi colon. so a resource declaration 
>>>>> would look something like this:
>>>>>
>>>>> RESOURCE <resource name> [resource definition] ;
>>>>>
>>>>> resource DEFINITIONs look more or less like they used to. for 
>>>>> example, here's a RESOURCE definition for a typical error response:
>>>>>
>>>>>     # Resource description for a typical error resource
>>>>>     RESOURCE error_simple {
>>>>>        success     : false,    # clients check the success element to
>>>>>     see if there was an error
>>>>>        errno       : integer,  # this is a numeric code representing
>>>>>     the error
>>>>>        error       : string,   # this is a text description of the 
>>>>> error
>>>>>        description : uri       # this is a URL that points to a HTML
>>>>>     web page describing the error
>>>>>     };
>>>>>
>>>>
>>>> Think we discussed this before, which I said wasn't much of the 
>>>> worry since the what is pivotal is more significant. That said, 
>>>> however, be sure to keep in mind that anything like digraphs make 
>>>> it easier to use non-English only keywords.
>>>>
>>>> We seem to agree in structure.
>>>>
>>>>
>>>>
>>>>>
>>>>> *item 2 : the use of type literals instead of type names*
>>>>>
>>>>> in the example above, we used 'false' instead of 'boolean' as the 
>>>>> type definition for the 'success' element of the error resource. 
>>>>> DSD resource definitions can use type literals to imply that the 
>>>>> element should exist, and should have a specific value. so if you 
>>>>> wanted to define a resource that represented the origin of a 3d 
>>>>> space, you could use:
>>>>>
>>>>>     # Point in a 3D rectangular space     RESOURCE cartesian_point [
>>>>>        real,  # x coordinate
>>>>>        real,  # y coordinate
>>>>>        real   # z coordinate
>>>>>     ];
>>>>>
>>>>>     # Origin of a rectangular (cartesian) space
>>>>>     RESOURCE cartesian_origin [ 0.0, 0.0, 0.0 ];
>>>>>
>>>>
>>>> Good idea, I'm just not quite sure if it is so obvious in practice.
>>>>
>>>>
>>>>>
>>>>> *item 3 : type specifiers use the same names as the elements 
>>>>> inside the XML serialization.*
>>>>>
>>>>> instead of using "int", we use "integer." ditto for other types. 
>>>>> so the resource definition. here's a resource definition for 
>>>>> something with an integer in it:
>>>>>
>>>>>     # Random resource definition of a map with an integer in it
>>>>>     RESOURCE whatever {
>>>>>        element : integer
>>>>>     };
>>>>>
>>>>
>>>> This is made obvious by the default use of LLSD, still. Notice 
>>>> SNOW-375 I did have a few extras for optional fields and 
>>>> proprietary fields. We know they are there, but probably won't have 
>>>> an public definition of such structures. Guess we need that tidbit 
>>>> formalized.
>>>>
>>>>
>>>>>
>>>>> *item 4 : DSD variant declarations don't suck for beginners*
>>>>>
>>>>> i always thought repeated '&' definitions to denote variants was 
>>>>> sort of snobbish. it makes sense to peeps who've sat through 
>>>>> classes on regular grammars and ABNF, but i wouldn't mind it too 
>>>>> much if someone with a basic understanding of procedural coding 
>>>>> could understand what was going on. so i came up with the VARIANT 
>>>>> keyword. it looks like this:
>>>>>
>>>>> VARIANT <variant-name> : <variant-type> { <variants> }
>>>>>
>>>>> so here's an example:
>>>>>
>>>>> # Enhanced Error resource
>>>>>
>>>>>     RESOURCE error_enhanced VARIANT error_type : string {
>>>>>         'number' : {
>>>>>           success : false,
>>>>>           errno : integer
>>>>>        },
>>>>>        'string' : {
>>>>>           success : false,
>>>>>           error : string
>>>>>        },
>>>>>        'url' : {
>>>>>           success : false,
>>>>>           description : uri
>>>>>        }
>>>>>     };
>>>>>
>>>>>
>>>>> what this means is that the "error_enhanced" resource has three 
>>>>> valid forms, that look like:
>>>>>
>>>>>     RESOURCE error_enhanced {
>>>>>        error_type : 'number',
>>>>>        success : false,
>>>>>        errno : integer
>>>>>     };
>>>>>
>>>>>     RESOURCE error_enhanced {
>>>>>        error_type : 'string',
>>>>>        success : false,
>>>>>        error : string
>>>>>     }
>>>>>
>>>>>     RESOURCE error_enhanced {
>>>>>        error_type : 'url',
>>>>>        success : false,
>>>>>        description : uri
>>>>>     }
>>>>>
>>>>>
>>>>> so the <variant name> shows up as an element in each of the valid 
>>>>> forms as an literal element of type <variant-type>.
>>>>
>>>> Did I find any significant use for such? I mean is there somewhere 
>>>> in specific that that variant structure is more helpful than what I 
>>>> used? I think as we get into more specific usage and documentation 
>>>> of that usage we do need simplified ways makes some redundancy 
>>>> obvious. I just used wiki markup for that for now, I think.
>>>>
>>>>
>>>>>
>>>>> *item 5 : say good by to HTTP verbs.*
>>>>>
>>>>> LLIDL as specified is pretty much intertwined with HTTP. many 
>>>>> people thought that was a bad idea. In creating an interface, DSD 
>>>>> uses five abstract "interaction semantics": CREATE, READ, UPDATE, 
>>>>> DELETE and EVENT.
>>>>>
>>>>> the first four do what you expect them to do while the last one 
>>>>> describes the form or "shape" of an unsolicited message coming 
>>>>> from the event queue.
>>>>>
>>>>> so if you wanted to login, you might use the following interface
>>>>>
>>>>>     INTERFACE CREATE session_factory {
>>>>>        username : string,
>>>>>        secret : binary
>>>>>     } RESPONSE VARIANT success : boolean {
>>>>>        false : {
>>>>>           errno : integer,
>>>>>           err : string,
>>>>>           description : uri
>>>>>        },
>>>>>        true : {
>>>>>           seed : uri
>>>>>        }
>>>>>     };
>>>>>
>>>>>
>>>>> or, you could do the following:
>>>>>
>>>>>     RESOURCE error {
>>>>>        errno : integer,
>>>>>        err : string,
>>>>>        description : uri
>>>>>     };
>>>>>
>>>>>     INTERFACE CREATE session_factory {
>>>>>        username : string,
>>>>>        secret : binary
>>>>>     } RESPONSE VARIANT success : boolean {
>>>>>        false : error,
>>>>>        true : {
>>>>>           seed : uri
>>>>>        }
>>>>>     };
>>>>>
>>>>>
>>>>> so anyway, i'm writing up this stuff in the DSD type system draft. 
>>>>> feel free to comment. as things stand, if VWRAP continues as a 
>>>>> working group, i'll integrate your comments on the draft. if not, 
>>>>> i'll modify the draft so as to remain compatibility with existing 
>>>>> DSD implementations and publish it a an individual / informational 
>>>>> draft for the purpose of registering the mime types.
>>>> As long as usage doesn't fall out of ReST than it'll work. Remember 
>>>> that ReST doesn't have to use HTTP. If you see my implementation, 
>>>> there is the ReST queue being full of tasks and part of those task 
>>>> relate to HTTP methods. People don't seem to often split ReST 
>>>> queries as different than HTTP verbs, but I do. I guess that is 
>>>> like resource/interface differences.
>>>>
>>>> I thought I saw another submitted document to review, yet couldn't 
>>>> find it. Was there a newer version?
>>>>
>>>>
>>>>
>>>
>>>
>>
>>
>
>


-- 
--- https://twitter.com/Dzonatas_Sol ---
Web Development, Software Engineering, Virtual Reality, Consultant


From ohmeadhbh@gmail.com  Tue Apr  5 13:09:17 2011
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From: Meadhbh Hamrick <ohmeadhbh@gmail.com>
Date: Tue, 5 Apr 2011 13:10:32 -0700
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To: Dzonatas Sol <dzonatas@gmail.com>
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Subject: Re: [vwrap] informal description of the DSD interface description language
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actually, you can find more notes on DSD at
http://blog.meadhbh.org/2010/07/abstract-resource-definitions-vs-llidl.html

though i am likely abandoning it since there's no telling what's
happening with this group. if this group continues, i'll be happy to
submit it as a draft here. if this group disbands, i'll likely submit
it as an informational individual submission to the RFC editor so
existing sites that use DSD (sl8.us, etc.) can take the X- off their
content type headers.

-cheers
-meadhbh
--
meadhbh hamrick * it's pronounced "maeve"
@OhMeadhbh * http://meadhbh.org/ * OhMeadhbh@gmail.com



On Tue, Apr 5, 2011 at 12:34 PM, Dzonatas Sol <dzonatas@gmail.com> wrote:
> Let me reformat... =A0there were extra chars (processed):
>
> Re: "bust mode" or "combined"
>
> See the syntax I used here:
> http://wiki.secondlife.com/wiki/User:Dzonatas_Sol/SNOW-375_Resources/Asse=
t
>
> I used the the curly brackets {} with ellipses to show what kind of data =
can
> be combine as an array in LLSD. Here note that the UUID moves from the
> RESOURCE into the array as the individual items are combined, such that
> indivual requests for:
>
> /Asset/Notecard/00000000-0000-0000-0000-000000000001
> /Asset/Notecard/00000000-0000-0000-0000-000000000002
> /Asset/Notecard/00000000-0000-0000-0000-000000000003
> /Asset/Notecard/00000000-0000-0000-0000-000000000004
>
> become
>
> /Asset/Notecard/s
> {
> 00000000-0000-0000-0000-000000000001,
> 00000000-0000-0000-0000-000000000002,
> 00000000-0000-0000-0000-000000000003,
> 00000000-0000-0000-0000-000000000004
> }
>
> The combined reply may look like:
>
> /Asset/Notecard/s
> {
> 00000000-0000-0000-0000-000000000001, { asset-data... }
> 00000000-0000-0000-0000-000000000002, { asset-data... }
> 00000000-0000-0000-0000-000000000003, { asset-data... }
> 00000000-0000-0000-0000-000000000004 =A0{ asset-data... }
> }
>
> Handling assets not immediately available are easy, I just stick the
> individual response codes in the array instead of expect it as an httpcod=
e.
>
> Dzonatas Sol wrote:
>>
>> Dzonatas Sol wrote:
>>>
>>> There are two(/three) significant touches I made:
>>>
>>> First, burst mode. Already as people upgrade to capabilities rather tha=
n
>>> the older UDP style we can see they complain about bottlenecks due to
>>> individual requests being made. This is more of fault of the implementa=
tors
>>> not doing full ReST rather than the limits of capabilities. I denote "b=
urst
>>> mode" to make sure full ReST is being implemented. =A0This is where RES=
OURCES
>>> & INTERFACES keep the very basic object oriented message paradigm. Then
>>> capabilities then can become used for specific individual queries to
>>> combined multiple resource queries. This alleviates the individual
>>> connections per item into the non-issue bit-bucket. The only new issue =
with
>>> "burst mode" is limits on how many items can be combined (length of ove=
rall
>>> body and parts).
>>>
>>> Second, public resources. The significance I put on "resources" is that
>>> these are the public names being referred to for any such related messa=
ge
>>> and/or method. Already implemented are the private version of these
>>> resources. Maybe there needs to be some syntax to note that the resourc=
es
>>> appear as something else under specific conditions. The current private=
 URIs
>>> are just a digest of given capabilities present (used by lookup tables)=
.
>>> Internally, only the public resources are of need, yet the private URI =
may
>>> contain something in regards to the basic object oriented message parad=
igm.
>>> It's not that complicated once one separates the ReST paradigm from HTT=
P
>>> methods and implements the full ReST paradigm internally. When the
>>> implementator relies on HTTP as the queue, then they don't have a true =
ReST
>>> paradigm, only something compatible (for quick implementation).
>>>
>>> Third, private resources, as above and already implemented by LL
>>> (stateless). We haven't got into stateful tranfer connections. *sigh* T=
hese
>>> would be ideal for the keep-alive, long-poll, and bust mode options.
>>>
>>>
>>> Dzonatas Sol wrote:
>>>>
>>>> Some notes... in line...
>>>>
>>>> Meadhbh Hamrick wrote:
>>>>>
>>>>> hey peeps, it shouldn't be shocking to anyone i'm not a big fan of
>>>>> lentczner's "little" interface description language, llidl. while it =
can be
>>>>> argued it's "condensed" format is easy enough to use, once mastered, =
i
>>>>> prefer something mildly more expressive. when i was working on the la=
st
>>>>> version of the LLSD draft, i solicited comments from several implemen=
ters
>>>>> inside and outside Linden, and they all said the same thing: "LLIDL i=
s cool
>>>>> enough, but it looks like line noise if you don't know what you're lo=
oking
>>>>> at."
>>>>>
>>>>> i came up with the following interface description language to addres=
s
>>>>> the "looks like line noise" critique. this is the IDL that's going in=
 the
>>>>> DSD draft, since that's what we're using at sl8.us <http://sl8.us> an=
d
>>>>> various sensor projects that are using DSD. i'm assuming you've read =
and
>>>>> understand the LLIDL section of the most recent type system draft.
>>>>>
>>>>> again, i have no idea if this will be relevant since no one's stepped
>>>>> up to be an document author for future revisions of this group's docs=
 or an
>>>>> editor to re-draft a new charter. but on the off chance people do thi=
s and
>>>>> still want to work on the type system, these are the changes recommen=
ded by
>>>>> several LLIDL users and implementers.
>>>>
>>>> Be sure to see review these to see how I based off LLIDL:
>>>>
>>>> http://wiki.secondlife.com/wiki/User:Dzonatas_Sol/SNOW-375#Queries_.26=
_Type_System
>>>>
>>>> http://wiki.secondlife.com/wiki/User:Dzonatas_Sol/SNOW-375_Resources/A=
sset
>>>>
>>>> http://wiki.secondlife.com/wiki/User:Dzonatas_Sol/SNOW-375_Resources/I=
nterface
>>>> (and others there)
>>>>
>>>> Note that I used more of what is in regards to ReST than only LLIDL.
>>>>
>>>>>
>>>>> *item 0 : disentangling resources from interfaces.*
>>>>>
>>>>> LLIDL sort of conflated a resource (something to be accessed) with th=
e
>>>>> method of accessing it. there was no way to "officially" define a "re=
source"
>>>>> independent of the semantics to access it. DSD says that RESOURCEs ar=
e just
>>>>> data definitions. INTERFACEs define how they're used.
>>>>
>>>> As I see "resource", it manly is untranslated to any particalar
>>>> implementation. Some still think there is an obvious implementation du=
e to
>>>> common resources being used by HTTP. I think you have some like C#'s
>>>> interface in mind?
>>>>
>>>>
>>>>>
>>>>> *item 1 : say good-bye to the di-graphs.*
>>>>>
>>>>> several people noted that LLIDL, at first glance, looks like line
>>>>> noise. this is because of the use of digraphs to represent messaging
>>>>> semantics. cast your memory back to the LLIDL resource description fo=
r the
>>>>> seed cap:
>>>>>
>>>>> =A0 =A0%% seed
>>>>> =A0 =A0 =A0-> { capabilities: [ string, ... ] }
>>>>> =A0 =A0 =A0<- { capabilities: { $: uri } }
>>>>>
>>>>>
>>>>> the '%%' digraph means 'start of resource description'. the '->' mean=
s
>>>>> 'this is what i'm going to send you' and the '<-' digraph means 'i ex=
pect
>>>>> you to send me this back'.
>>>>>
>>>>> instead of digraphs, the DSD resource description language uses the
>>>>> keyword "RESOURCE" to begin a resource. it also terminates the resour=
ce
>>>>> definition with a semi colon. so a resource declaration would look so=
mething
>>>>> like this:
>>>>>
>>>>> RESOURCE <resource name> [resource definition] ;
>>>>>
>>>>> resource DEFINITIONs look more or less like they used to. for example=
,
>>>>> here's a RESOURCE definition for a typical error response:
>>>>>
>>>>> =A0 =A0# Resource description for a typical error resource
>>>>> =A0 =A0RESOURCE error_simple {
>>>>> =A0 =A0 =A0 success =A0 =A0 : false, =A0 =A0# clients check the succe=
ss element to
>>>>> =A0 =A0see if there was an error
>>>>> =A0 =A0 =A0 errno =A0 =A0 =A0 : integer, =A0# this is a numeric code =
representing
>>>>> =A0 =A0the error
>>>>> =A0 =A0 =A0 error =A0 =A0 =A0 : string, =A0 # this is a text descript=
ion of the error
>>>>> =A0 =A0 =A0 description : uri =A0 =A0 =A0 # this is a URL that points=
 to a HTML
>>>>> =A0 =A0web page describing the error
>>>>> =A0 =A0};
>>>>>
>>>>
>>>> Think we discussed this before, which I said wasn't much of the worry
>>>> since the what is pivotal is more significant. That said, however, be =
sure
>>>> to keep in mind that anything like digraphs make it easier to use
>>>> non-English only keywords.
>>>>
>>>> We seem to agree in structure.
>>>>
>>>>
>>>>
>>>>>
>>>>> *item 2 : the use of type literals instead of type names*
>>>>>
>>>>> in the example above, we used 'false' instead of 'boolean' as the typ=
e
>>>>> definition for the 'success' element of the error resource. DSD resou=
rce
>>>>> definitions can use type literals to imply that the element should ex=
ist,
>>>>> and should have a specific value. so if you wanted to define a resour=
ce that
>>>>> represented the origin of a 3d space, you could use:
>>>>>
>>>>> =A0 =A0# Point in a 3D rectangular space =A0 =A0 RESOURCE cartesian_p=
oint [
>>>>> =A0 =A0 =A0 real, =A0# x coordinate
>>>>> =A0 =A0 =A0 real, =A0# y coordinate
>>>>> =A0 =A0 =A0 real =A0 # z coordinate
>>>>> =A0 =A0];
>>>>>
>>>>> =A0 =A0# Origin of a rectangular (cartesian) space
>>>>> =A0 =A0RESOURCE cartesian_origin [ 0.0, 0.0, 0.0 ];
>>>>>
>>>>
>>>> Good idea, I'm just not quite sure if it is so obvious in practice.
>>>>
>>>>
>>>>>
>>>>> *item 3 : type specifiers use the same names as the elements inside t=
he
>>>>> XML serialization.*
>>>>>
>>>>> instead of using "int", we use "integer." ditto for other types. so t=
he
>>>>> resource definition. here's a resource definition for something with =
an
>>>>> integer in it:
>>>>>
>>>>> =A0 =A0# Random resource definition of a map with an integer in it
>>>>> =A0 =A0RESOURCE whatever {
>>>>> =A0 =A0 =A0 element : integer
>>>>> =A0 =A0};
>>>>>
>>>>
>>>> This is made obvious by the default use of LLSD, still. Notice SNOW-37=
5
>>>> I did have a few extras for optional fields and proprietary fields. We=
 know
>>>> they are there, but probably won't have an public definition of such
>>>> structures. Guess we need that tidbit formalized.
>>>>
>>>>
>>>>>
>>>>> *item 4 : DSD variant declarations don't suck for beginners*
>>>>>
>>>>> i always thought repeated '&' definitions to denote variants was sort
>>>>> of snobbish. it makes sense to peeps who've sat through classes on re=
gular
>>>>> grammars and ABNF, but i wouldn't mind it too much if someone with a =
basic
>>>>> understanding of procedural coding could understand what was going on=
. so i
>>>>> came up with the VARIANT keyword. it looks like this:
>>>>>
>>>>> VARIANT <variant-name> : <variant-type> { <variants> }
>>>>>
>>>>> so here's an example:
>>>>>
>>>>> # Enhanced Error resource
>>>>>
>>>>> =A0 =A0RESOURCE error_enhanced VARIANT error_type : string {
>>>>> =A0 =A0 =A0 =A0'number' : {
>>>>> =A0 =A0 =A0 =A0 =A0success : false,
>>>>> =A0 =A0 =A0 =A0 =A0errno : integer
>>>>> =A0 =A0 =A0 },
>>>>> =A0 =A0 =A0 'string' : {
>>>>> =A0 =A0 =A0 =A0 =A0success : false,
>>>>> =A0 =A0 =A0 =A0 =A0error : string
>>>>> =A0 =A0 =A0 },
>>>>> =A0 =A0 =A0 'url' : {
>>>>> =A0 =A0 =A0 =A0 =A0success : false,
>>>>> =A0 =A0 =A0 =A0 =A0description : uri
>>>>> =A0 =A0 =A0 }
>>>>> =A0 =A0};
>>>>>
>>>>>
>>>>> what this means is that the "error_enhanced" resource has three valid
>>>>> forms, that look like:
>>>>>
>>>>> =A0 =A0RESOURCE error_enhanced {
>>>>> =A0 =A0 =A0 error_type : 'number',
>>>>> =A0 =A0 =A0 success : false,
>>>>> =A0 =A0 =A0 errno : integer
>>>>> =A0 =A0};
>>>>>
>>>>> =A0 =A0RESOURCE error_enhanced {
>>>>> =A0 =A0 =A0 error_type : 'string',
>>>>> =A0 =A0 =A0 success : false,
>>>>> =A0 =A0 =A0 error : string
>>>>> =A0 =A0}
>>>>>
>>>>> =A0 =A0RESOURCE error_enhanced {
>>>>> =A0 =A0 =A0 error_type : 'url',
>>>>> =A0 =A0 =A0 success : false,
>>>>> =A0 =A0 =A0 description : uri
>>>>> =A0 =A0}
>>>>>
>>>>>
>>>>> so the <variant name> shows up as an element in each of the valid for=
ms
>>>>> as an literal element of type <variant-type>.
>>>>
>>>> Did I find any significant use for such? I mean is there somewhere in
>>>> specific that that variant structure is more helpful than what I used?=
 I
>>>> think as we get into more specific usage and documentation of that usa=
ge we
>>>> do need simplified ways makes some redundancy obvious. I just used wik=
i
>>>> markup for that for now, I think.
>>>>
>>>>
>>>>>
>>>>> *item 5 : say good by to HTTP verbs.*
>>>>>
>>>>> LLIDL as specified is pretty much intertwined with HTTP. many people
>>>>> thought that was a bad idea. In creating an interface, DSD uses five
>>>>> abstract "interaction semantics": CREATE, READ, UPDATE, DELETE and EV=
ENT.
>>>>>
>>>>> the first four do what you expect them to do while the last one
>>>>> describes the form or "shape" of an unsolicited message coming from t=
he
>>>>> event queue.
>>>>>
>>>>> so if you wanted to login, you might use the following interface
>>>>>
>>>>> =A0 =A0INTERFACE CREATE session_factory {
>>>>> =A0 =A0 =A0 username : string,
>>>>> =A0 =A0 =A0 secret : binary
>>>>> =A0 =A0} RESPONSE VARIANT success : boolean {
>>>>> =A0 =A0 =A0 false : {
>>>>> =A0 =A0 =A0 =A0 =A0errno : integer,
>>>>> =A0 =A0 =A0 =A0 =A0err : string,
>>>>> =A0 =A0 =A0 =A0 =A0description : uri
>>>>> =A0 =A0 =A0 },
>>>>> =A0 =A0 =A0 true : {
>>>>> =A0 =A0 =A0 =A0 =A0seed : uri
>>>>> =A0 =A0 =A0 }
>>>>> =A0 =A0};
>>>>>
>>>>>
>>>>> or, you could do the following:
>>>>>
>>>>> =A0 =A0RESOURCE error {
>>>>> =A0 =A0 =A0 errno : integer,
>>>>> =A0 =A0 =A0 err : string,
>>>>> =A0 =A0 =A0 description : uri
>>>>> =A0 =A0};
>>>>>
>>>>> =A0 =A0INTERFACE CREATE session_factory {
>>>>> =A0 =A0 =A0 username : string,
>>>>> =A0 =A0 =A0 secret : binary
>>>>> =A0 =A0} RESPONSE VARIANT success : boolean {
>>>>> =A0 =A0 =A0 false : error,
>>>>> =A0 =A0 =A0 true : {
>>>>> =A0 =A0 =A0 =A0 =A0seed : uri
>>>>> =A0 =A0 =A0 }
>>>>> =A0 =A0};
>>>>>
>>>>>
>>>>> so anyway, i'm writing up this stuff in the DSD type system draft. fe=
el
>>>>> free to comment. as things stand, if VWRAP continues as a working gro=
up,
>>>>> i'll integrate your comments on the draft. if not, i'll modify the dr=
aft so
>>>>> as to remain compatibility with existing DSD implementations and publ=
ish it
>>>>> a an individual / informational draft for the purpose of registering =
the
>>>>> mime types.
>>>>
>>>> As long as usage doesn't fall out of ReST than it'll work. Remember th=
at
>>>> ReST doesn't have to use HTTP. If you see my implementation, there is =
the
>>>> ReST queue being full of tasks and part of those task relate to HTTP
>>>> methods. People don't seem to often split ReST queries as different th=
an
>>>> HTTP verbs, but I do. I guess that is like resource/interface differen=
ces.
>>>>
>>>> I thought I saw another submitted document to review, yet couldn't fin=
d
>>>> it. Was there a newer version?
>>>>
>>>>
>>>>
>>>
>>>
>>
>>
>
>
> --
> --- https://twitter.com/Dzonatas_Sol ---
> Web Development, Software Engineering, Virtual Reality, Consultant
>
>

From ohmeadhbh@gmail.com  Tue Apr  5 13:11:01 2011
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References: <AANLkTikEn2OGSe1C6+C2BRjPi9Mrae4gY8nxKNjLxw6S@mail.gmail.com> <4D9B61D4.3000906@gmail.com> <4D9B6861.4030704@gmail.com> <4D9B6D71.5030400@gmail.com> <4D9B6ECE.9000705@gmail.com> <4D9B770D.4050207@gmail.com>
From: Meadhbh Hamrick <ohmeadhbh@gmail.com>
Date: Tue, 5 Apr 2011 13:12:10 -0700
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To: Dzonatas Sol <dzonatas@gmail.com>
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Subject: Re: [vwrap] informal description of the DSD interface description language
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also. in terms of nomenclature... LLSD is the abstract type system
under consideration here. DSD is an extension to LLSD i put together
for my personal projects. ergo... DSD is probably outside the scope of
this effort, LLSD is not.

-cheers
-meadhbh
--
meadhbh hamrick * it's pronounced "maeve"
@OhMeadhbh * http://meadhbh.org/ * OhMeadhbh@gmail.com



On Tue, Apr 5, 2011 at 1:09 PM, Dzonatas Sol <dzonatas@gmail.com> wrote:
> Further,
>
> I wanted to give more details about mime-parts used in instead of LLSD ar=
ray
> for combined formats. To describe mime-parts seems like an overdose:
> xml-org-ietf-vwrap-* where * becomes the public resource. Need to uncompr=
ess
> the overall idea we're stuck at here. Mime-parts seems ideal for keep-ali=
ve
> and long-poll while LLSD arrays seem ideal otherwise.
>
>
> Dzonatas Sol wrote:
>>
>> Let me reformat... =A0there were extra chars (processed):
>>
>> Re: "bust mode" or "combined"
>>
>> See the syntax I used here:
>> http://wiki.secondlife.com/wiki/User:Dzonatas_Sol/SNOW-375_Resources/Ass=
et
>>
>> I used the the curly brackets {} with ellipses to show what kind of data
>> can be combine as an array in LLSD. Here note that the UUID moves from t=
he
>> RESOURCE into the array as the individual items are combined, such that
>> indivual requests for:
>>
>> /Asset/Notecard/00000000-0000-0000-0000-000000000001
>> /Asset/Notecard/00000000-0000-0000-0000-000000000002
>> /Asset/Notecard/00000000-0000-0000-0000-000000000003
>> /Asset/Notecard/00000000-0000-0000-0000-000000000004
>>
>> become
>>
>> /Asset/Notecard/s
>> {
>> 00000000-0000-0000-0000-000000000001,
>> 00000000-0000-0000-0000-000000000002,
>> 00000000-0000-0000-0000-000000000003,
>> 00000000-0000-0000-0000-000000000004
>> }
>>
>> The combined reply may look like:
>>
>> /Asset/Notecard/s
>> {
>> 00000000-0000-0000-0000-000000000001, { asset-data... }
>> 00000000-0000-0000-0000-000000000002, { asset-data... }
>> 00000000-0000-0000-0000-000000000003, { asset-data... }
>> 00000000-0000-0000-0000-000000000004 =A0{ asset-data... }
>> }
>>
>> Handling assets not immediately available are easy, I just stick the
>> individual response codes in the array instead of expect it as an httpco=
de.
>>
>> Dzonatas Sol wrote:
>>>
>>> Dzonatas Sol wrote:
>>>>
>>>> There are two(/three) significant touches I made:
>>>>
>>>> First, burst mode. Already as people upgrade to capabilities rather th=
an
>>>> the older UDP style we can see they complain about bottlenecks due to
>>>> individual requests being made. This is more of fault of the implement=
ators
>>>> not doing full ReST rather than the limits of capabilities. I denote "=
burst
>>>> mode" to make sure full ReST is being implemented. =A0This is where RE=
SOURCES
>>>> & INTERFACES keep the very basic object oriented message paradigm. The=
n
>>>> capabilities then can become used for specific individual queries to
>>>> combined multiple resource queries. This alleviates the individual
>>>> connections per item into the non-issue bit-bucket. The only new issue=
 with
>>>> "burst mode" is limits on how many items can be combined (length of ov=
erall
>>>> body and parts).
>>>>
>>>> Second, public resources. The significance I put on "resources" is tha=
t
>>>> these are the public names being referred to for any such related mess=
age
>>>> and/or method. Already implemented are the private version of these
>>>> resources. Maybe there needs to be some syntax to note that the resour=
ces
>>>> appear as something else under specific conditions. The current privat=
e URIs
>>>> are just a digest of given capabilities present (used by lookup tables=
).
>>>> Internally, only the public resources are of need, yet the private URI=
 may
>>>> contain something in regards to the basic object oriented message para=
digm.
>>>> It's not that complicated once one separates the ReST paradigm from HT=
TP
>>>> methods and implements the full ReST paradigm internally. When the
>>>> implementator relies on HTTP as the queue, then they don't have a true=
 ReST
>>>> paradigm, only something compatible (for quick implementation).
>>>>
>>>> Third, private resources, as above and already implemented by LL
>>>> (stateless). We haven't got into stateful tranfer connections. *sigh* =
These
>>>> would be ideal for the keep-alive, long-poll, and bust mode options.
>>>>
>>>>
>>>> Dzonatas Sol wrote:
>>>>>
>>>>> Some notes... in line...
>>>>>
>>>>> Meadhbh Hamrick wrote:
>>>>>>
>>>>>> hey peeps, it shouldn't be shocking to anyone i'm not a big fan of
>>>>>> lentczner's "little" interface description language, llidl. while it=
 can be
>>>>>> argued it's "condensed" format is easy enough to use, once mastered,=
 i
>>>>>> prefer something mildly more expressive. when i was working on the l=
ast
>>>>>> version of the LLSD draft, i solicited comments from several impleme=
nters
>>>>>> inside and outside Linden, and they all said the same thing: "LLIDL =
is cool
>>>>>> enough, but it looks like line noise if you don't know what you're l=
ooking
>>>>>> at."
>>>>>>
>>>>>> i came up with the following interface description language to addre=
ss
>>>>>> the "looks like line noise" critique. this is the IDL that's going i=
n the
>>>>>> DSD draft, since that's what we're using at sl8.us <http://sl8.us> a=
nd
>>>>>> various sensor projects that are using DSD. i'm assuming you've read=
 and
>>>>>> understand the LLIDL section of the most recent type system draft.
>>>>>>
>>>>>> again, i have no idea if this will be relevant since no one's steppe=
d
>>>>>> up to be an document author for future revisions of this group's doc=
s or an
>>>>>> editor to re-draft a new charter. but on the off chance people do th=
is and
>>>>>> still want to work on the type system, these are the changes recomme=
nded by
>>>>>> several LLIDL users and implementers.
>>>>>
>>>>> Be sure to see review these to see how I based off LLIDL:
>>>>>
>>>>> http://wiki.secondlife.com/wiki/User:Dzonatas_Sol/SNOW-375#Queries_.2=
6_Type_System
>>>>>
>>>>> http://wiki.secondlife.com/wiki/User:Dzonatas_Sol/SNOW-375_Resources/=
Asset
>>>>>
>>>>> http://wiki.secondlife.com/wiki/User:Dzonatas_Sol/SNOW-375_Resources/=
Interface
>>>>> (and others there)
>>>>>
>>>>> Note that I used more of what is in regards to ReST than only LLIDL.
>>>>>
>>>>>>
>>>>>> *item 0 : disentangling resources from interfaces.*
>>>>>>
>>>>>> LLIDL sort of conflated a resource (something to be accessed) with t=
he
>>>>>> method of accessing it. there was no way to "officially" define a "r=
esource"
>>>>>> independent of the semantics to access it. DSD says that RESOURCEs a=
re just
>>>>>> data definitions. INTERFACEs define how they're used.
>>>>>
>>>>> As I see "resource", it manly is untranslated to any particalar
>>>>> implementation. Some still think there is an obvious implementation d=
ue to
>>>>> common resources being used by HTTP. I think you have some like C#'s
>>>>> interface in mind?
>>>>>
>>>>>
>>>>>>
>>>>>> *item 1 : say good-bye to the di-graphs.*
>>>>>>
>>>>>> several people noted that LLIDL, at first glance, looks like line
>>>>>> noise. this is because of the use of digraphs to represent messaging
>>>>>> semantics. cast your memory back to the LLIDL resource description f=
or the
>>>>>> seed cap:
>>>>>>
>>>>>> =A0 =A0%% seed
>>>>>> =A0 =A0 =A0-> { capabilities: [ string, ... ] }
>>>>>> =A0 =A0 =A0<- { capabilities: { $: uri } }
>>>>>>
>>>>>>
>>>>>> the '%%' digraph means 'start of resource description'. the '->' mea=
ns
>>>>>> 'this is what i'm going to send you' and the '<-' digraph means 'i e=
xpect
>>>>>> you to send me this back'.
>>>>>>
>>>>>> instead of digraphs, the DSD resource description language uses the
>>>>>> keyword "RESOURCE" to begin a resource. it also terminates the resou=
rce
>>>>>> definition with a semi colon. so a resource declaration would look s=
omething
>>>>>> like this:
>>>>>>
>>>>>> RESOURCE <resource name> [resource definition] ;
>>>>>>
>>>>>> resource DEFINITIONs look more or less like they used to. for exampl=
e,
>>>>>> here's a RESOURCE definition for a typical error response:
>>>>>>
>>>>>> =A0 =A0# Resource description for a typical error resource
>>>>>> =A0 =A0RESOURCE error_simple {
>>>>>> =A0 =A0 =A0 success =A0 =A0 : false, =A0 =A0# clients check the succ=
ess element to
>>>>>> =A0 =A0see if there was an error
>>>>>> =A0 =A0 =A0 errno =A0 =A0 =A0 : integer, =A0# this is a numeric code=
 representing
>>>>>> =A0 =A0the error
>>>>>> =A0 =A0 =A0 error =A0 =A0 =A0 : string, =A0 # this is a text descrip=
tion of the
>>>>>> error
>>>>>> =A0 =A0 =A0 description : uri =A0 =A0 =A0 # this is a URL that point=
s to a HTML
>>>>>> =A0 =A0web page describing the error
>>>>>> =A0 =A0};
>>>>>>
>>>>>
>>>>> Think we discussed this before, which I said wasn't much of the worry
>>>>> since the what is pivotal is more significant. That said, however, be=
 sure
>>>>> to keep in mind that anything like digraphs make it easier to use
>>>>> non-English only keywords.
>>>>>
>>>>> We seem to agree in structure.
>>>>>
>>>>>
>>>>>
>>>>>>
>>>>>> *item 2 : the use of type literals instead of type names*
>>>>>>
>>>>>> in the example above, we used 'false' instead of 'boolean' as the ty=
pe
>>>>>> definition for the 'success' element of the error resource. DSD reso=
urce
>>>>>> definitions can use type literals to imply that the element should e=
xist,
>>>>>> and should have a specific value. so if you wanted to define a resou=
rce that
>>>>>> represented the origin of a 3d space, you could use:
>>>>>>
>>>>>> =A0 =A0# Point in a 3D rectangular space =A0 =A0 RESOURCE cartesian_=
point [
>>>>>> =A0 =A0 =A0 real, =A0# x coordinate
>>>>>> =A0 =A0 =A0 real, =A0# y coordinate
>>>>>> =A0 =A0 =A0 real =A0 # z coordinate
>>>>>> =A0 =A0];
>>>>>>
>>>>>> =A0 =A0# Origin of a rectangular (cartesian) space
>>>>>> =A0 =A0RESOURCE cartesian_origin [ 0.0, 0.0, 0.0 ];
>>>>>>
>>>>>
>>>>> Good idea, I'm just not quite sure if it is so obvious in practice.
>>>>>
>>>>>
>>>>>>
>>>>>> *item 3 : type specifiers use the same names as the elements inside
>>>>>> the XML serialization.*
>>>>>>
>>>>>> instead of using "int", we use "integer." ditto for other types. so
>>>>>> the resource definition. here's a resource definition for something =
with an
>>>>>> integer in it:
>>>>>>
>>>>>> =A0 =A0# Random resource definition of a map with an integer in it
>>>>>> =A0 =A0RESOURCE whatever {
>>>>>> =A0 =A0 =A0 element : integer
>>>>>> =A0 =A0};
>>>>>>
>>>>>
>>>>> This is made obvious by the default use of LLSD, still. Notice SNOW-3=
75
>>>>> I did have a few extras for optional fields and proprietary fields. W=
e know
>>>>> they are there, but probably won't have an public definition of such
>>>>> structures. Guess we need that tidbit formalized.
>>>>>
>>>>>
>>>>>>
>>>>>> *item 4 : DSD variant declarations don't suck for beginners*
>>>>>>
>>>>>> i always thought repeated '&' definitions to denote variants was sor=
t
>>>>>> of snobbish. it makes sense to peeps who've sat through classes on r=
egular
>>>>>> grammars and ABNF, but i wouldn't mind it too much if someone with a=
 basic
>>>>>> understanding of procedural coding could understand what was going o=
n. so i
>>>>>> came up with the VARIANT keyword. it looks like this:
>>>>>>
>>>>>> VARIANT <variant-name> : <variant-type> { <variants> }
>>>>>>
>>>>>> so here's an example:
>>>>>>
>>>>>> # Enhanced Error resource
>>>>>>
>>>>>> =A0 =A0RESOURCE error_enhanced VARIANT error_type : string {
>>>>>> =A0 =A0 =A0 =A0'number' : {
>>>>>> =A0 =A0 =A0 =A0 =A0success : false,
>>>>>> =A0 =A0 =A0 =A0 =A0errno : integer
>>>>>> =A0 =A0 =A0 },
>>>>>> =A0 =A0 =A0 'string' : {
>>>>>> =A0 =A0 =A0 =A0 =A0success : false,
>>>>>> =A0 =A0 =A0 =A0 =A0error : string
>>>>>> =A0 =A0 =A0 },
>>>>>> =A0 =A0 =A0 'url' : {
>>>>>> =A0 =A0 =A0 =A0 =A0success : false,
>>>>>> =A0 =A0 =A0 =A0 =A0description : uri
>>>>>> =A0 =A0 =A0 }
>>>>>> =A0 =A0};
>>>>>>
>>>>>>
>>>>>> what this means is that the "error_enhanced" resource has three vali=
d
>>>>>> forms, that look like:
>>>>>>
>>>>>> =A0 =A0RESOURCE error_enhanced {
>>>>>> =A0 =A0 =A0 error_type : 'number',
>>>>>> =A0 =A0 =A0 success : false,
>>>>>> =A0 =A0 =A0 errno : integer
>>>>>> =A0 =A0};
>>>>>>
>>>>>> =A0 =A0RESOURCE error_enhanced {
>>>>>> =A0 =A0 =A0 error_type : 'string',
>>>>>> =A0 =A0 =A0 success : false,
>>>>>> =A0 =A0 =A0 error : string
>>>>>> =A0 =A0}
>>>>>>
>>>>>> =A0 =A0RESOURCE error_enhanced {
>>>>>> =A0 =A0 =A0 error_type : 'url',
>>>>>> =A0 =A0 =A0 success : false,
>>>>>> =A0 =A0 =A0 description : uri
>>>>>> =A0 =A0}
>>>>>>
>>>>>>
>>>>>> so the <variant name> shows up as an element in each of the valid
>>>>>> forms as an literal element of type <variant-type>.
>>>>>
>>>>> Did I find any significant use for such? I mean is there somewhere in
>>>>> specific that that variant structure is more helpful than what I used=
? I
>>>>> think as we get into more specific usage and documentation of that us=
age we
>>>>> do need simplified ways makes some redundancy obvious. I just used wi=
ki
>>>>> markup for that for now, I think.
>>>>>
>>>>>
>>>>>>
>>>>>> *item 5 : say good by to HTTP verbs.*
>>>>>>
>>>>>> LLIDL as specified is pretty much intertwined with HTTP. many people
>>>>>> thought that was a bad idea. In creating an interface, DSD uses five
>>>>>> abstract "interaction semantics": CREATE, READ, UPDATE, DELETE and E=
VENT.
>>>>>>
>>>>>> the first four do what you expect them to do while the last one
>>>>>> describes the form or "shape" of an unsolicited message coming from =
the
>>>>>> event queue.
>>>>>>
>>>>>> so if you wanted to login, you might use the following interface
>>>>>>
>>>>>> =A0 =A0INTERFACE CREATE session_factory {
>>>>>> =A0 =A0 =A0 username : string,
>>>>>> =A0 =A0 =A0 secret : binary
>>>>>> =A0 =A0} RESPONSE VARIANT success : boolean {
>>>>>> =A0 =A0 =A0 false : {
>>>>>> =A0 =A0 =A0 =A0 =A0errno : integer,
>>>>>> =A0 =A0 =A0 =A0 =A0err : string,
>>>>>> =A0 =A0 =A0 =A0 =A0description : uri
>>>>>> =A0 =A0 =A0 },
>>>>>> =A0 =A0 =A0 true : {
>>>>>> =A0 =A0 =A0 =A0 =A0seed : uri
>>>>>> =A0 =A0 =A0 }
>>>>>> =A0 =A0};
>>>>>>
>>>>>>
>>>>>> or, you could do the following:
>>>>>>
>>>>>> =A0 =A0RESOURCE error {
>>>>>> =A0 =A0 =A0 errno : integer,
>>>>>> =A0 =A0 =A0 err : string,
>>>>>> =A0 =A0 =A0 description : uri
>>>>>> =A0 =A0};
>>>>>>
>>>>>> =A0 =A0INTERFACE CREATE session_factory {
>>>>>> =A0 =A0 =A0 username : string,
>>>>>> =A0 =A0 =A0 secret : binary
>>>>>> =A0 =A0} RESPONSE VARIANT success : boolean {
>>>>>> =A0 =A0 =A0 false : error,
>>>>>> =A0 =A0 =A0 true : {
>>>>>> =A0 =A0 =A0 =A0 =A0seed : uri
>>>>>> =A0 =A0 =A0 }
>>>>>> =A0 =A0};
>>>>>>
>>>>>>
>>>>>> so anyway, i'm writing up this stuff in the DSD type system draft.
>>>>>> feel free to comment. as things stand, if VWRAP continues as a worki=
ng
>>>>>> group, i'll integrate your comments on the draft. if not, i'll modif=
y the
>>>>>> draft so as to remain compatibility with existing DSD implementation=
s and
>>>>>> publish it a an individual / informational draft for the purpose of
>>>>>> registering the mime types.
>>>>>
>>>>> As long as usage doesn't fall out of ReST than it'll work. Remember
>>>>> that ReST doesn't have to use HTTP. If you see my implementation, the=
re is
>>>>> the ReST queue being full of tasks and part of those task relate to H=
TTP
>>>>> methods. People don't seem to often split ReST queries as different t=
han
>>>>> HTTP verbs, but I do. I guess that is like resource/interface differe=
nces.
>>>>>
>>>>> I thought I saw another submitted document to review, yet couldn't fi=
nd
>>>>> it. Was there a newer version?
>>>>>
>>>>>
>>>>>
>>>>
>>>>
>>>
>>>
>>
>>
>
>
> --
> --- https://twitter.com/Dzonatas_Sol ---
> Web Development, Software Engineering, Virtual Reality, Consultant
>
>

From carlo@alinoe.com  Tue Apr  5 14:10:05 2011
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Date: Tue, 5 Apr 2011 23:11:44 +0200
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Subject: Re: [vwrap] Statements of Consensus. Flexibity First.
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On Tue, 5 Apr 2011 13:03:36 -0400
Izzy Alanis <izzyalanis@gmail.com> wrote:
> I'm not against the "design for tomorrow" platform. I'm pro-"design
> for tomorrow", but I believe the proposition, as currently worded,
> does not appropriately communicate those intentions.
> 
> I could agree with the following wording (though I still don't believe
> it communicates your 'design for tomorrow intentions'):
> 
> * Whenever a change X in the protocol is proposed (which might be
> an addition, a change of existing protocol or even deletion: any
> change, making the protocol (VWRAP) go from A --> B), then
> *# Protocol B SHOULD do everything that A could do.
> *# Good use-case justification for B MUST be provided.
> *# Implementation requirements of B MUST be listed.

That completely changes the whole intent of the proposal:
to make progress by reaching consensus on an (abstract) goal.

My goal is to have less discussion about whether or not something
should be supported by making clear that if there is even a single
use case, maybe, that might need it, then why not? Then people wont
have to defend anymore why that use case is essential, or morally ok,
or not endangering the private agenda of someone. Then it's just
clear from the start that "Oh yes, someone might want that, so VWRAP
HAS to support that"... There shouldn't be any discussion about
something like that.

In your bullet points, I don't see that goal back at all anymore.

Worse, I oppose to it.  If A then B is NOT the same as if B then A.
You changed the meaning completely. What you are saying that it
is forbidden to even make a proposal for a change unless the result can
still do exactly what it could be before that. That means we can't make
any real CHANGES anymore. Everything we have done so far is set in
stone and apparently holy (correct, without errors).

-- 
Carlo Wood <carlo@alinoe.com>

From morgaine.dinova@googlemail.com  Tue Apr  5 14:20:10 2011
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References: <20110330011458.GB8908@alinoe.com> <4D931434.2030206@boroon.dasgupta.ch> <4646639E08F58B42836FAC24C94624DD92FDE22F3F@GVW0433EXB.americas.hpqcorp.net> <20110401161332.37ca0f9e@hikaru.localdomain> <AANLkTimcMbrJzXYTvs0cszn+rhH4ygEPvzvLwu94gr-4@mail.gmail.com> <BANLkTi=hL5YTAW9_V7EA3C3fiknU0o_ARA@mail.gmail.com> <20110405152025.26ba8f77@hikaru.localdomain> <4D9B4586.9080004@gmail.com> <BANLkTi=hX1ne=hvFqPh_EwTV_Urryxbp_A@mail.gmail.com> <4D9B73D5.4000809@gmail.com>
Date: Tue, 5 Apr 2011 22:21:51 +0100
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From: Morgaine <morgaine.dinova@googlemail.com>
To: vwrap@ietf.org
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Subject: Re: [vwrap] Statements of Consensus. Flexibity First.
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Unfortunately your response was devoid of technical content, Dzonatas.

If you have something technical to say about hash-based addressing, I would
love to hear it.

I have detailed in some depth the many benefits of hash-based addressing in
the article I linked, and subsequently.  If other good schemes exist, we
should of course analyze them for technical merit and compare their benefit=
s
against those of hash-based addressing.

That's the engineering process for making VWRAP as good as it can be.


Morgaine.




=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D

On Tue, Apr 5, 2011 at 8:56 PM, Dzonatas Sol <dzonatas@gmail.com> wrote:

> Morgaine, we mooted your hash-based idea. This does nothing to help
> implement asset services. The only significant point you made is some
> expression for optimization, not correct functionality, which is needed
> first
>
> As for your other two, we can summarize those with public resources and
> flow (forward/reverse). Any more specific network topology than that only
> makes it harder to address. The only thing to worry about is already cust=
om
> resources that overlap with newer public resources.
>
> Morgaine wrote:
>
>> On Tue, Apr 5, 2011 at 5:38 PM, Dzonatas Sol <dzonatas@gmail.com <mailto=
:
>> dzonatas@gmail.com>> wrote:
>>
>>
>>    Do you think we are ready to implement some asset services now,
>>    with/without complete documentation?
>>
>>    What more do you think is needed?
>>
>>
>> Two or three things seem to be needed:
>>
>>    * Defining the asset addressing concept is an extremely important
>>      matter, almost certainly the most important matter of all,
>>      because that determines how robust and scalable our worlds will
>>      be.=EF=BF=BD I've already examined alternatives for that in some de=
pth,
>>      and the design with the best engineering properties so far seems
>>      to be universal hash-based addressing.=EF=BF=BD I first described t=
hat
>>      approach on the list here ---
>>      http://www.ietf.org/mail-archive/web/vwrap/current/msg00463.html
>>      , and referred to it in various subsequent discussions.
>>
>>    * Defining the data flows between regions, clients, and asset
>>      services and which parameters control the flows needs to be done
>>      before a test asset service can be implemented.=EF=BF=BD Without th=
at,
>>      an asset service is just a network-accessible storage service,
>>      not an asset service in the VWRAP sense.=EF=BF=BD Network storage
>>      services exist already, so just implementing one of those would
>>      not advance VWRAP.
>>
>>    * We need to examine how various deployment patterns will use the
>>      asset services, and how the /multiple/ asset services that
>>      interop introduces are handled.=EF=BF=BD I am working on this curre=
ntly.
>>
>>
>> None of the above is particularly hard.=EF=BF=BD I think it won't be lon=
g before
>> we have a scheme worked out and are ready for some implementation work.
>>
>>
>> Morgaine.
>>
>>
>>
>>
>> ------------------------------------------------------------------------
>>
>>
>> _______________________________________________
>> vwrap mailing list
>> vwrap@ietf.org
>> https://www.ietf.org/mailman/listinfo/vwrap
>>
>>
>
>
> --
> --- https://twitter.com/Dzonatas_Sol ---
> Web Development, Software Engineering, Virtual Reality, Consultant
>
>

--000e0cd2e1ecfeb99b04a03276b3
Content-Type: text/html; charset=UTF-8
Content-Transfer-Encoding: quoted-printable

Unfortunately your response was devoid of technical content, Dzonatas.<br><=
br>If you have something technical to say about hash-based addressing, I wo=
uld love to hear it.<br><br>I have detailed in some depth the many benefits=
 of hash-based addressing in the article I linked, and subsequently.=C2=A0 =
If other good schemes exist, we should of course analyze them for technical=
 merit and compare their benefits against those of hash-based addressing.<b=
r>
<br>That&#39;s the engineering process for making VWRAP as good as it can b=
e.<br><br><br>Morgaine.<br><br><br><br><br>=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D<br><br><div class=3D"gmail_qu=
ote">On Tue, Apr 5, 2011 at 8:56 PM, Dzonatas Sol <span dir=3D"ltr">&lt;<a =
href=3D"mailto:dzonatas@gmail.com">dzonatas@gmail.com</a>&gt;</span> wrote:=
<br>
<blockquote class=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt 0.8ex; borde=
r-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;">Morgaine, we moot=
ed your hash-based idea. This does nothing to help implement asset services=
. The only significant point you made is some expression for optimization, =
not correct functionality, which is needed first<br>

<br>
As for your other two, we can summarize those with public resources and flo=
w (forward/reverse). Any more specific network topology than that only make=
s it harder to address. The only thing to worry about is already custom res=
ources that overlap with newer public resources.<br>

<br>
Morgaine wrote:<br>
<blockquote class=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt 0.8ex; borde=
r-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;"><div><div></div><=
div class=3D"h5">
On Tue, Apr 5, 2011 at 5:38 PM, Dzonatas Sol &lt;<a href=3D"mailto:dzonatas=
@gmail.com" target=3D"_blank">dzonatas@gmail.com</a> &lt;mailto:<a href=3D"=
mailto:dzonatas@gmail.com" target=3D"_blank">dzonatas@gmail.com</a>&gt;&gt;=
 wrote:<br>

<br>
<br>
 =C2=A0 =C2=A0Do you think we are ready to implement some asset services no=
w,<br>
 =C2=A0 =C2=A0with/without complete documentation?<br>
<br>
 =C2=A0 =C2=A0What more do you think is needed?<br>
<br>
<br>
Two or three things seem to be needed:<br>
<br>
 =C2=A0 =C2=A0* Defining the asset addressing concept is an extremely impor=
tant<br>
 =C2=A0 =C2=A0 =C2=A0matter, almost certainly the most important matter of =
all,<br>
 =C2=A0 =C2=A0 =C2=A0because that determines how robust and scalable our wo=
rlds will<br>
 =C2=A0 =C2=A0 =C2=A0be.=EF=BF=BD I&#39;ve already examined alternatives fo=
r that in some depth,<br>
 =C2=A0 =C2=A0 =C2=A0and the design with the best engineering properties so=
 far seems<br>
 =C2=A0 =C2=A0 =C2=A0to be universal hash-based addressing.=EF=BF=BD I firs=
t described that<br>
 =C2=A0 =C2=A0 =C2=A0approach on the list here ---<br>
 =C2=A0 =C2=A0 =C2=A0<a href=3D"http://www.ietf.org/mail-archive/web/vwrap/=
current/msg00463.html" target=3D"_blank">http://www.ietf.org/mail-archive/w=
eb/vwrap/current/msg00463.html</a><br>
 =C2=A0 =C2=A0 =C2=A0, and referred to it in various subsequent discussions=
.<br>
<br>
 =C2=A0 =C2=A0* Defining the data flows between regions, clients, and asset=
<br>
 =C2=A0 =C2=A0 =C2=A0services and which parameters control the flows needs =
to be done<br>
 =C2=A0 =C2=A0 =C2=A0before a test asset service can be implemented.=EF=BF=
=BD Without that,<br>
 =C2=A0 =C2=A0 =C2=A0an asset service is just a network-accessible storage =
service,<br>
 =C2=A0 =C2=A0 =C2=A0not an asset service in the VWRAP sense.=EF=BF=BD Netw=
ork storage<br>
 =C2=A0 =C2=A0 =C2=A0services exist already, so just implementing one of th=
ose would<br>
 =C2=A0 =C2=A0 =C2=A0not advance VWRAP.<br>
<br>
 =C2=A0 =C2=A0* We need to examine how various deployment patterns will use=
 the<br>
 =C2=A0 =C2=A0 =C2=A0asset services, and how the /multiple/ asset services =
that<br>
 =C2=A0 =C2=A0 =C2=A0interop introduces are handled.=EF=BF=BD I am working =
on this currently.<br>
<br>
<br>
None of the above is particularly hard.=EF=BF=BD I think it won&#39;t be lo=
ng before we have a scheme worked out and are ready for some implementation=
 work.<br>
<br>
<br>
Morgaine.<br>
<br>
<br>
<br>
<br></div></div>
------------------------------------------------------------------------<di=
v class=3D"im"><br>
<br>
_______________________________________________<br>
vwrap mailing list<br>
<a href=3D"mailto:vwrap@ietf.org" target=3D"_blank">vwrap@ietf.org</a><br>
<a href=3D"https://www.ietf.org/mailman/listinfo/vwrap" target=3D"_blank">h=
ttps://www.ietf.org/mailman/listinfo/vwrap</a><br>
 =C2=A0<br>
</div></blockquote><div><div></div><div class=3D"h5">
<br>
<br>
-- <br>
--- <a href=3D"https://twitter.com/Dzonatas_Sol" target=3D"_blank">https://=
twitter.com/Dzonatas_Sol</a> ---<br>
Web Development, Software Engineering, Virtual Reality, Consultant<br>
<br>
</div></div></blockquote></div><br>

--000e0cd2e1ecfeb99b04a03276b3--

From dzonatas@gmail.com  Tue Apr  5 14:31:48 2011
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Date: Tue, 05 Apr 2011 14:34:18 -0700
From: Dzonatas Sol <dzonatas@gmail.com>
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To: Morgaine <morgaine.dinova@googlemail.com>
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Subject: Re: [vwrap] Statements of Consensus. Flexibity First.
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Again Morgaine, your appeals alone don't support themselves, and your 
ridicule is unwelcome. If you can not honestly make any serious 
response, please move on and don't reply to my posts just to further 
ridicule. It's very RUDE.

If you have any implementation of your hash-based idea or actual 
technical detailed documentation ready for implementation, then 
introduce it. Until then, it's stuck in your head, and sounds other's 
ideas just with your name on it. Plus security by obscurity makes it as 
moot point.

Documentation... ?

Remember people tried to take one temp variable away from the JPEG2000 
int multiple/divide routine because the idea it looks good (on paper) 
with one less variable. Actual implementation reveals, with timed tests, 
it is slower when anybody takes away that one temp variable.

Morgaine wrote:
> Unfortunately your response was devoid of technical content, Dzonatas.
>
> If you have something technical to say about hash-based addressing, I 
> would love to hear it.
>
> I have detailed in some depth the many benefits of hash-based 
> addressing in the article I linked, and subsequently.  If other good 
> schemes exist, we should of course analyze them for technical merit 
> and compare their benefits against those of hash-based addressing.
>
> That's the engineering process for making VWRAP as good as it can be.
>
>
> Morgaine.
>
>
>
>
> =========================
>
> On Tue, Apr 5, 2011 at 8:56 PM, Dzonatas Sol <dzonatas@gmail.com 
> <mailto:dzonatas@gmail.com>> wrote:
>
>     Morgaine, we mooted your hash-based idea. This does nothing to
>     help implement asset services. The only significant point you made
>     is some expression for optimization, not correct functionality,
>     which is needed first
>
>     As for your other two, we can summarize those with public
>     resources and flow (forward/reverse). Any more specific network
>     topology than that only makes it harder to address. The only thing
>     to worry about is already custom resources that overlap with newer
>     public resources.
>
>     Morgaine wrote:
>
>         On Tue, Apr 5, 2011 at 5:38 PM, Dzonatas Sol
>         <dzonatas@gmail.com <mailto:dzonatas@gmail.com>
>         <mailto:dzonatas@gmail.com <mailto:dzonatas@gmail.com>>> wrote:
>
>
>            Do you think we are ready to implement some asset services now,
>            with/without complete documentation?
>
>            What more do you think is needed?
>
>
>         Two or three things seem to be needed:
>
>            * Defining the asset addressing concept is an extremely
>         important
>              matter, almost certainly the most important matter of all,
>              because that determines how robust and scalable our
>         worlds will
>              be.� I've already examined alternatives for that in some
>         depth,
>              and the design with the best engineering properties so
>         far seems
>              to be universal hash-based addressing.� I first described
>         that
>              approach on the list here ---
>            
>          http://www.ietf.org/mail-archive/web/vwrap/current/msg00463.html
>              , and referred to it in various subsequent discussions.
>
>            * Defining the data flows between regions, clients, and asset
>              services and which parameters control the flows needs to
>         be done
>              before a test asset service can be implemented.� Without
>         that,
>              an asset service is just a network-accessible storage
>         service,
>              not an asset service in the VWRAP sense.� Network storage
>              services exist already, so just implementing one of those
>         would
>              not advance VWRAP.
>
>            * We need to examine how various deployment patterns will
>         use the
>              asset services, and how the /multiple/ asset services that
>              interop introduces are handled.� I am working on this
>         currently.
>
>
>         None of the above is particularly hard.� I think it won't be
>         long before we have a scheme worked out and are ready for some
>         implementation work.
>
>
>         Morgaine.
>
>
>
>
>         ------------------------------------------------------------------------
>
>
>
>         _______________________________________________
>         vwrap mailing list
>         vwrap@ietf.org <mailto:vwrap@ietf.org>
>         https://www.ietf.org/mailman/listinfo/vwrap
>          
>
>
>
>     -- 
>     --- https://twitter.com/Dzonatas_Sol ---
>     Web Development, Software Engineering, Virtual Reality, Consultant
>
>
> ------------------------------------------------------------------------
>
> _______________________________________________
> vwrap mailing list
> vwrap@ietf.org
> https://www.ietf.org/mailman/listinfo/vwrap
>   


-- 
--- https://twitter.com/Dzonatas_Sol ---
Web Development, Software Engineering, Virtual Reality, Consultant


From morgaine.dinova@googlemail.com  Tue Apr  5 14:46:53 2011
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Date: Tue, 5 Apr 2011 22:48:32 +0100
Message-ID: <BANLkTimgdU6mzu+Vz-yUU_33cm9VrdHR0w@mail.gmail.com>
From: Morgaine <morgaine.dinova@googlemail.com>
To: vwrap@ietf.org
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Subject: Re: [vwrap] Statements of Consensus. Flexibity First.
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--0016368340c06d2d9b04a032d6fc
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How hash-based addressing works and is how the addresses are structured and
used in URIs is fully specified in my first article, Dzonatas.

The only element of the design not specified is *WHICH* particular hash
digest algorithm is employed, since the choice is not particularly
significant.  The merits of the design are attained regardless of the
particular digest chosen.  Because we are trying to achieve extensibility
for future proofing, a good approach would be to use an URI style that make=
s
choice of digest algorithm explicit.

As for implementations, a test implementation is already running in Mojito
Sorbet's experimental world and client, which are open source.

I welcome analysis of this addressing scheme, and of alternative addressing
schemes.  I haven't yet seen one with engineering properties that are
anywhere near as good as this, as I detailed in the article.  Hash-based
addressing sets the merit bar very high.


Morgaine.





=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D

On Tue, Apr 5, 2011 at 10:34 PM, Dzonatas Sol <dzonatas@gmail.com> wrote:

> Again Morgaine, your appeals alone don't support themselves, and your
> ridicule is unwelcome. If you can not honestly make any serious response,
> please move on and don't reply to my posts just to further ridicule. It's
> very RUDE.
>
> If you have any implementation of your hash-based idea or actual technica=
l
> detailed documentation ready for implementation, then introduce it. Until
> then, it's stuck in your head, and sounds other's ideas just with your na=
me
> on it. Plus security by obscurity makes it as moot point.
>
> Documentation... ?
>
> Remember people tried to take one temp variable away from the JPEG2000 in=
t
> multiple/divide routine because the idea it looks good (on paper) with on=
e
> less variable. Actual implementation reveals, with timed tests, it is slo=
wer
> when anybody takes away that one temp variable.
>
> Morgaine wrote:
>
>> Unfortunately your response was devoid of technical content, Dzonatas.
>>
>> If you have something technical to say about hash-based addressing, I
>> would love to hear it.
>>
>> I have detailed in some depth the many benefits of hash-based addressing
>> in the article I linked, and subsequently.  If other good schemes exist,=
 we
>> should of course analyze them for technical merit and compare their bene=
fits
>> against those of hash-based addressing.
>>
>> That's the engineering process for making VWRAP as good as it can be.
>>
>>
>> Morgaine.
>>
>>
>>
>>
>> =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D
>>
>> On Tue, Apr 5, 2011 at 8:56 PM, Dzonatas Sol <dzonatas@gmail.com <mailto=
:
>> dzonatas@gmail.com>> wrote:
>>
>>    Morgaine, we mooted your hash-based idea. This does nothing to
>>    help implement asset services. The only significant point you made
>>    is some expression for optimization, not correct functionality,
>>    which is needed first
>>
>>    As for your other two, we can summarize those with public
>>    resources and flow (forward/reverse). Any more specific network
>>    topology than that only makes it harder to address. The only thing
>>    to worry about is already custom resources that overlap with newer
>>    public resources.
>>
>>    Morgaine wrote:
>>
>>        On Tue, Apr 5, 2011 at 5:38 PM, Dzonatas Sol
>>        <dzonatas@gmail.com <mailto:dzonatas@gmail.com>
>>        <mailto:dzonatas@gmail.com <mailto:dzonatas@gmail.com>>> wrote:
>>
>>
>>           Do you think we are ready to implement some asset services now=
,
>>           with/without complete documentation?
>>
>>           What more do you think is needed?
>>
>>
>>        Two or three things seem to be needed:
>>
>>           * Defining the asset addressing concept is an extremely
>>        important
>>             matter, almost certainly the most important matter of all,
>>             because that determines how robust and scalable our
>>        worlds will
>>             be.=EF=BF=BD I've already examined alternatives for that in =
some
>>        depth,
>>             and the design with the best engineering properties so
>>        far seems
>>             to be universal hash-based addressing.=EF=BF=BD I first desc=
ribed
>>        that
>>             approach on the list here ---
>>
>> http://www.ietf.org/mail-archive/web/vwrap/current/msg00463.html
>>             , and referred to it in various subsequent discussions.
>>
>>           * Defining the data flows between regions, clients, and asset
>>             services and which parameters control the flows needs to
>>        be done
>>             before a test asset service can be implemented.=EF=BF=BD Wit=
hout
>>        that,
>>             an asset service is just a network-accessible storage
>>        service,
>>             not an asset service in the VWRAP sense.=EF=BF=BD Network st=
orage
>>             services exist already, so just implementing one of those
>>        would
>>             not advance VWRAP.
>>
>>           * We need to examine how various deployment patterns will
>>        use the
>>             asset services, and how the /multiple/ asset services that
>>             interop introduces are handled.=EF=BF=BD I am working on thi=
s
>>        currently.
>>
>>
>>        None of the above is particularly hard.=EF=BF=BD I think it won't=
 be
>>        long before we have a scheme worked out and are ready for some
>>        implementation work.
>>
>>
>>        Morgaine.
>>
>>
>>
>>
>>
>>  -----------------------------------------------------------------------=
-
>>
>>
>>
>>        _______________________________________________
>>        vwrap mailing list
>>        vwrap@ietf.org <mailto:vwrap@ietf.org>
>>
>>        https://www.ietf.org/mailman/listinfo/vwrap
>>
>>
>>
>>    --     --- https://twitter.com/Dzonatas_Sol ---
>>    Web Development, Software Engineering, Virtual Reality, Consultant
>>
>>
>> ------------------------------------------------------------------------
>>
>> _______________________________________________
>> vwrap mailing list
>> vwrap@ietf.org
>> https://www.ietf.org/mailman/listinfo/vwrap
>>
>>
>
>
> --
> --- https://twitter.com/Dzonatas_Sol ---
> Web Development, Software Engineering, Virtual Reality, Consultant
>
>

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Content-Type: text/html; charset=UTF-8
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How hash-based addressing works and is how the addresses are structured and=
 used in URIs is fully specified in my first article, Dzonatas.<br><br>The =
only element of the design not specified is <b>WHICH</b> particular hash di=
gest algorithm is employed, since the choice is not particularly significan=
t.=C2=A0 The merits of the design are attained regardless of the particular=
 digest chosen.=C2=A0 Because we are trying to achieve extensibility for fu=
ture proofing, a good approach would be to use an URI style that makes choi=
ce of digest algorithm explicit.<br>
<br>As for implementations, a test implementation is already running in Moj=
ito Sorbet&#39;s experimental world and client, which are open source.<br><=
br>I welcome analysis of this addressing scheme, and of alternative address=
ing schemes.=C2=A0 I haven&#39;t yet seen one with engineering properties t=
hat are anywhere near as good as this, as I detailed in the article.=C2=A0 =
Hash-based addressing sets the merit bar very high.<br>
<br><br>Morgaine.<br><br><br><br><br><br>=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D<br><br><div class=3D"gmail_quote">On Tue, Apr 5, 2011=
 at 10:34 PM, Dzonatas Sol <span dir=3D"ltr">&lt;<a href=3D"mailto:dzonatas=
@gmail.com">dzonatas@gmail.com</a>&gt;</span> wrote:<br>
<blockquote class=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt 0.8ex; borde=
r-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;">Again Morgaine, y=
our appeals alone don&#39;t support themselves, and your ridicule is unwelc=
ome. If you can not honestly make any serious response, please move on and =
don&#39;t reply to my posts just to further ridicule. It&#39;s very RUDE.<b=
r>

<br>
If you have any implementation of your hash-based idea or actual technical =
detailed documentation ready for implementation, then introduce it. Until t=
hen, it&#39;s stuck in your head, and sounds other&#39;s ideas just with yo=
ur name on it. Plus security by obscurity makes it as moot point.<br>

<br>
Documentation... ?<br>
<br>
Remember people tried to take one temp variable away from the JPEG2000 int =
multiple/divide routine because the idea it looks good (on paper) with one =
less variable. Actual implementation reveals, with timed tests, it is slowe=
r when anybody takes away that one temp variable.<br>

<br>
Morgaine wrote:<br>
<blockquote class=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt 0.8ex; borde=
r-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;"><div class=3D"im"=
>
Unfortunately your response was devoid of technical content, Dzonatas.<br>
<br>
If you have something technical to say about hash-based addressing, I would=
 love to hear it.<br>
<br>
I have detailed in some depth the many benefits of hash-based addressing in=
 the article I linked, and subsequently. =C2=A0If other good schemes exist,=
 we should of course analyze them for technical merit and compare their ben=
efits against those of hash-based addressing.<br>

<br>
That&#39;s the engineering process for making VWRAP as good as it can be.<b=
r>
<br>
<br>
Morgaine.<br>
<br>
<br>
<br>
<br>
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
<br>
<br></div><div class=3D"im">
On Tue, Apr 5, 2011 at 8:56 PM, Dzonatas Sol &lt;<a href=3D"mailto:dzonatas=
@gmail.com" target=3D"_blank">dzonatas@gmail.com</a> &lt;mailto:<a href=3D"=
mailto:dzonatas@gmail.com" target=3D"_blank">dzonatas@gmail.com</a>&gt;&gt;=
 wrote:<br>

<br>
 =C2=A0 =C2=A0Morgaine, we mooted your hash-based idea. This does nothing t=
o<br>
 =C2=A0 =C2=A0help implement asset services. The only significant point you=
 made<br>
 =C2=A0 =C2=A0is some expression for optimization, not correct functionalit=
y,<br>
 =C2=A0 =C2=A0which is needed first<br>
<br>
 =C2=A0 =C2=A0As for your other two, we can summarize those with public<br>
 =C2=A0 =C2=A0resources and flow (forward/reverse). Any more specific netwo=
rk<br>
 =C2=A0 =C2=A0topology than that only makes it harder to address. The only =
thing<br>
 =C2=A0 =C2=A0to worry about is already custom resources that overlap with =
newer<br>
 =C2=A0 =C2=A0public resources.<br>
<br>
 =C2=A0 =C2=A0Morgaine wrote:<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0On Tue, Apr 5, 2011 at 5:38 PM, Dzonatas Sol<br=
>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0&lt;<a href=3D"mailto:dzonatas@gmail.com" targe=
t=3D"_blank">dzonatas@gmail.com</a> &lt;mailto:<a href=3D"mailto:dzonatas@g=
mail.com" target=3D"_blank">dzonatas@gmail.com</a>&gt;<br></div><div><div><=
/div><div class=3D"h5">
 =C2=A0 =C2=A0 =C2=A0 =C2=A0&lt;mailto:<a href=3D"mailto:dzonatas@gmail.com=
" target=3D"_blank">dzonatas@gmail.com</a> &lt;mailto:<a href=3D"mailto:dzo=
natas@gmail.com" target=3D"_blank">dzonatas@gmail.com</a>&gt;&gt;&gt; wrote=
:<br>
<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 Do you think we are ready to implement =
some asset services now,<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 with/without complete documentation?<br=
>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 What more do you think is needed?<br>
<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0Two or three things seem to be needed:<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 * Defining the asset addressing concept=
 is an extremely<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0important<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 matter, almost certainly the mos=
t important matter of all,<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 because that determines how robu=
st and scalable our<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0worlds will<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 be.=EF=BF=BD I&#39;ve already ex=
amined alternatives for that in some<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0depth,<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 and the design with the best eng=
ineering properties so<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0far seems<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 to be universal hash-based addre=
ssing.=EF=BF=BD I first described<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0that<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 approach on the list here ---<br=
>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0<a hr=
ef=3D"http://www.ietf.org/mail-archive/web/vwrap/current/msg00463.html" tar=
get=3D"_blank">http://www.ietf.org/mail-archive/web/vwrap/current/msg00463.=
html</a><br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 , and referred to it in various =
subsequent discussions.<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 * Defining the data flows between regio=
ns, clients, and asset<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 services and which parameters co=
ntrol the flows needs to<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0be done<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 before a test asset service can =
be implemented.=EF=BF=BD Without<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0that,<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 an asset service is just a netwo=
rk-accessible storage<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0service,<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 not an asset service in the VWRA=
P sense.=EF=BF=BD Network storage<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 services exist already, so just =
implementing one of those<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0would<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 not advance VWRAP.<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 * We need to examine how various deploy=
ment patterns will<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0use the<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 asset services, and how the /mul=
tiple/ asset services that<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 interop introduces are handled.=
=EF=BF=BD I am working on this<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0currently.<br>
<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0None of the above is particularly hard.=EF=BF=
=BD I think it won&#39;t be<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0long before we have a scheme worked out and are=
 ready for some<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0implementation work.<br>
<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0Morgaine.<br>
<br>
<br>
<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0-----------------------------------------------=
-------------------------<br>
<br>
<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0_______________________________________________=
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0vwrap mailing list<br></div></div>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0<a href=3D"mailto:vwrap@ietf.org" target=3D"_bl=
ank">vwrap@ietf.org</a> &lt;mailto:<a href=3D"mailto:vwrap@ietf.org" target=
=3D"_blank">vwrap@ietf.org</a>&gt;<div class=3D"im"><br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0<a href=3D"https://www.ietf.org/mailman/listinf=
o/vwrap" target=3D"_blank">https://www.ietf.org/mailman/listinfo/vwrap</a><=
br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 <br>
<br>
<br>
 =C2=A0 =C2=A0-- =C2=A0 =C2=A0 --- <a href=3D"https://twitter.com/Dzonatas_=
Sol" target=3D"_blank">https://twitter.com/Dzonatas_Sol</a> ---<br>
 =C2=A0 =C2=A0Web Development, Software Engineering, Virtual Reality, Consu=
ltant<br>
<br>
<br>
------------------------------------------------------------------------<br=
>
<br>
_______________________________________________<br>
vwrap mailing list<br>
<a href=3D"mailto:vwrap@ietf.org" target=3D"_blank">vwrap@ietf.org</a><br>
<a href=3D"https://www.ietf.org/mailman/listinfo/vwrap" target=3D"_blank">h=
ttps://www.ietf.org/mailman/listinfo/vwrap</a><br>
 =C2=A0<br>
</div></blockquote><div><div></div><div class=3D"h5">
<br>
<br>
-- <br>
--- <a href=3D"https://twitter.com/Dzonatas_Sol" target=3D"_blank">https://=
twitter.com/Dzonatas_Sol</a> ---<br>
Web Development, Software Engineering, Virtual Reality, Consultant<br>
<br>
</div></div></blockquote></div><br>

--0016368340c06d2d9b04a032d6fc--

From dzonatas@gmail.com  Tue Apr  5 14:47:01 2011
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From: Dzonatas Sol <dzonatas@gmail.com>
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Subject: Re: [vwrap] Statements of Consensus. Flexibity First.
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IETF seems to already have this nailed down on the political side. The 
working groups help.

Any proposal needs documentation, so that is where any consensus happens 
aside from implementation (actual or attempted).

We can assume succession of RFCs.

Carlo Wood wrote:
> On Tue, 5 Apr 2011 13:03:36 -0400
> Izzy Alanis <izzyalanis@gmail.com> wrote:
>   
>> I'm not against the "design for tomorrow" platform. I'm pro-"design
>> for tomorrow", but I believe the proposition, as currently worded,
>> does not appropriately communicate those intentions.
>>
>> I could agree with the following wording (though I still don't believe
>> it communicates your 'design for tomorrow intentions'):
>>
>> * Whenever a change X in the protocol is proposed (which might be
>> an addition, a change of existing protocol or even deletion: any
>> change, making the protocol (VWRAP) go from A --> B), then
>> *# Protocol B SHOULD do everything that A could do.
>> *# Good use-case justification for B MUST be provided.
>> *# Implementation requirements of B MUST be listed.
>>     
>
> That completely changes the whole intent of the proposal:
> to make progress by reaching consensus on an (abstract) goal.
>
> My goal is to have less discussion about whether or not something
> should be supported by making clear that if there is even a single
> use case, maybe, that might need it, then why not? Then people wont
> have to defend anymore why that use case is essential, or morally ok,
> or not endangering the private agenda of someone. Then it's just
> clear from the start that "Oh yes, someone might want that, so VWRAP
> HAS to support that"... There shouldn't be any discussion about
> something like that.
>
> In your bullet points, I don't see that goal back at all anymore.
>
> Worse, I oppose to it.  If A then B is NOT the same as if B then A.
> You changed the meaning completely. What you are saying that it
> is forbidden to even make a proposal for a change unless the result can
> still do exactly what it could be before that. That means we can't make
> any real CHANGES anymore. Everything we have done so far is set in
> stone and apparently holy (correct, without errors).
>
>   


-- 
--- https://twitter.com/Dzonatas_Sol ---
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From dzonatas@gmail.com  Tue Apr  5 15:08:37 2011
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Subject: Re: [vwrap] Statements of Consensus. Flexibity First.
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I don't see any description of LLIDL or anything trivially like it being 
described or based on documents now provided on the ietf vwrap wiki. 
Therefore, documentation incomplete. Moot point.

Local cache is still internal design, so what happen internally for 
cache optimizations does not mean all other aspect of the network are 
"the best design" by default. Again, correct functionality first. Local 
cache is not part of vwrap.

Digest URIs seem similar to the combined resources I already implemented 
and used even a year before you wrote that. Despite that, it seems like 
the age old IHAVE/SENDME protocols you can find RFCs dated before the 
late 80s. IHAVE/SENDME just didn't have to deal with public resource 
(combinable), as I have implemented: 
http://wiki.secondlife.com/wiki/User:Dzonatas_Sol/SNOW-375

Your approach, besides exploitations, has the typical problem to assume 
asset IDs are only needed and are hash-able. I don't think you 
comprehend the moot point here, and thus probably have an agenda. 
(whatever it is... the ridicule and mockery make it apparent)

I think what you really want is the same thing I described with 
asset-"manafacturing", universal identifiers in URIs. Simple, it looks 
like "UUID:UUID", like any basic public key.

Documentation...?

Morgaine wrote:
> How hash-based addressing works and is how the addresses are 
> structured and used in URIs is fully specified in my first article, 
> Dzonatas.
>
> The only element of the design not specified is *WHICH* particular 
> hash digest algorithm is employed, since the choice is not 
> particularly significant.  The merits of the design are attained 
> regardless of the particular digest chosen.  Because we are trying to 
> achieve extensibility for future proofing, a good approach would be to 
> use an URI style that makes choice of digest algorithm explicit.
>
> As for implementations, a test implementation is already running in 
> Mojito Sorbet's experimental world and client, which are open source.
>
> I welcome analysis of this addressing scheme, and of alternative 
> addressing schemes.  I haven't yet seen one with engineering 
> properties that are anywhere near as good as this, as I detailed in 
> the article.  Hash-based addressing sets the merit bar very high.
>
>
> Morgaine.
>
>
>
>
>
> ==================
>
> On Tue, Apr 5, 2011 at 10:34 PM, Dzonatas Sol <dzonatas@gmail.com 
> <mailto:dzonatas@gmail.com>> wrote:
>
>     Again Morgaine, your appeals alone don't support themselves, and
>     your ridicule is unwelcome. If you can not honestly make any
>     serious response, please move on and don't reply to my posts just
>     to further ridicule. It's very RUDE.
>
>     If you have any implementation of your hash-based idea or actual
>     technical detailed documentation ready for implementation, then
>     introduce it. Until then, it's stuck in your head, and sounds
>     other's ideas just with your name on it. Plus security by
>     obscurity makes it as moot point.
>
>     Documentation... ?
>
>     Remember people tried to take one temp variable away from the
>     JPEG2000 int multiple/divide routine because the idea it looks
>     good (on paper) with one less variable. Actual implementation
>     reveals, with timed tests, it is slower when anybody takes away
>     that one temp variable.
>
>     Morgaine wrote:
>
>         Unfortunately your response was devoid of technical content,
>         Dzonatas.
>
>         If you have something technical to say about hash-based
>         addressing, I would love to hear it.
>
>         I have detailed in some depth the many benefits of hash-based
>         addressing in the article I linked, and subsequently.  If
>         other good schemes exist, we should of course analyze them for
>         technical merit and compare their benefits against those of
>         hash-based addressing.
>
>         That's the engineering process for making VWRAP as good as it
>         can be.
>
>
>         Morgaine.
>
>
>
>
>         =========================
>
>         On Tue, Apr 5, 2011 at 8:56 PM, Dzonatas Sol
>         <dzonatas@gmail.com <mailto:dzonatas@gmail.com>
>         <mailto:dzonatas@gmail.com <mailto:dzonatas@gmail.com>>> wrote:
>
>            Morgaine, we mooted your hash-based idea. This does nothing to
>            help implement asset services. The only significant point
>         you made
>            is some expression for optimization, not correct functionality,
>            which is needed first
>
>            As for your other two, we can summarize those with public
>            resources and flow (forward/reverse). Any more specific network
>            topology than that only makes it harder to address. The
>         only thing
>            to worry about is already custom resources that overlap
>         with newer
>            public resources.
>
>            Morgaine wrote:
>
>                On Tue, Apr 5, 2011 at 5:38 PM, Dzonatas Sol
>                <dzonatas@gmail.com <mailto:dzonatas@gmail.com>
>         <mailto:dzonatas@gmail.com <mailto:dzonatas@gmail.com>>
>                <mailto:dzonatas@gmail.com <mailto:dzonatas@gmail.com>
>         <mailto:dzonatas@gmail.com <mailto:dzonatas@gmail.com>>>> wrote:
>
>
>                   Do you think we are ready to implement some asset
>         services now,
>                   with/without complete documentation?
>
>                   What more do you think is needed?
>
>
>                Two or three things seem to be needed:
>
>                   * Defining the asset addressing concept is an extremely
>                important
>                     matter, almost certainly the most important matter
>         of all,
>                     because that determines how robust and scalable our
>                worlds will
>                     be.� I've already examined alternatives for that
>         in some
>                depth,
>                     and the design with the best engineering properties so
>                far seems
>                     to be universal hash-based addressing.� I first
>         described
>                that
>                     approach on the list here ---
>                          
>          http://www.ietf.org/mail-archive/web/vwrap/current/msg00463.html
>                     , and referred to it in various subsequent
>         discussions.
>
>                   * Defining the data flows between regions, clients,
>         and asset
>                     services and which parameters control the flows
>         needs to
>                be done
>                     before a test asset service can be implemented.�
>         Without
>                that,
>                     an asset service is just a network-accessible storage
>                service,
>                     not an asset service in the VWRAP sense.� Network
>         storage
>                     services exist already, so just implementing one
>         of those
>                would
>                     not advance VWRAP.
>
>                   * We need to examine how various deployment patterns
>         will
>                use the
>                     asset services, and how the /multiple/ asset
>         services that
>                     interop introduces are handled.� I am working on this
>                currently.
>
>
>                None of the above is particularly hard.� I think it
>         won't be
>                long before we have a scheme worked out and are ready
>         for some
>                implementation work.
>
>
>                Morgaine.
>
>
>
>
>              
>          ------------------------------------------------------------------------
>
>
>
>                _______________________________________________
>                vwrap mailing list
>                vwrap@ietf.org <mailto:vwrap@ietf.org>
>         <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>>
>
>                https://www.ietf.org/mailman/listinfo/vwrap
>                
>
>
>            --     --- https://twitter.com/Dzonatas_Sol ---
>            Web Development, Software Engineering, Virtual Reality,
>         Consultant
>
>
>         ------------------------------------------------------------------------
>
>         _______________________________________________
>         vwrap mailing list
>         vwrap@ietf.org <mailto:vwrap@ietf.org>
>         https://www.ietf.org/mailman/listinfo/vwrap
>          
>
>
>
>     -- 
>     --- https://twitter.com/Dzonatas_Sol ---
>     Web Development, Software Engineering, Virtual Reality, Consultant
>
>
> ------------------------------------------------------------------------
>
> _______________________________________________
> vwrap mailing list
> vwrap@ietf.org
> https://www.ietf.org/mailman/listinfo/vwrap
>   


-- 
--- https://twitter.com/Dzonatas_Sol ---
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From morgaine.dinova@googlemail.com  Tue Apr  5 15:22:35 2011
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References: <20110330011458.GB8908@alinoe.com> <4D931434.2030206@boroon.dasgupta.ch> <4646639E08F58B42836FAC24C94624DD92FDE22F3F@GVW0433EXB.americas.hpqcorp.net> <20110401161332.37ca0f9e@hikaru.localdomain> <AANLkTimcMbrJzXYTvs0cszn+rhH4ygEPvzvLwu94gr-4@mail.gmail.com> <BANLkTi=hL5YTAW9_V7EA3C3fiknU0o_ARA@mail.gmail.com> <20110405152025.26ba8f77@hikaru.localdomain> <4D9B4586.9080004@gmail.com> <BANLkTi=hX1ne=hvFqPh_EwTV_Urryxbp_A@mail.gmail.com> <4D9B73D5.4000809@gmail.com> <BANLkTikO5qY+ZOJuMkBfMRT2Y3HjtPCLYw@mail.gmail.com> <4D9B8ADA.9000106@gmail.com> <BANLkTimgdU6mzu+Vz-yUU_33cm9VrdHR0w@mail.gmail.com> <4D9B937C.1040403@gmail.com>
Date: Tue, 5 Apr 2011 23:24:13 +0100
Message-ID: <BANLkTik+V6xfbrx07eQO-zNq9r1v03j6CQ@mail.gmail.com>
From: Morgaine <morgaine.dinova@googlemail.com>
To: vwrap@ietf.org
Content-Type: multipart/alternative; boundary=00235429d8f40338f404a03356b2
Subject: Re: [vwrap] Statements of Consensus. Flexibity First.
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On Tue, Apr 5, 2011 at 11:11 PM, Dzonatas Sol <dzonatas@gmail.com> wrote:

>
> Your approach, besides exploitations, has the typical problem to assume
> asset IDs are only needed and are hash-able.
>


Asset IDs are not hash-able, it is the asset data that is hashed.  The asse=
t
identifier is the hash of the asset data using a defined hash digest
algorithm.  The asset identifier is not guessable unless you already have
access to the asset.


Morgaine.




=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D

>
>>
>> =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D
>>
>> On Tue, Apr 5, 2011 at 10:34 PM, Dzonatas Sol <dzonatas@gmail.com<mailto=
:
>> dzonatas@gmail.com>> wrote:
>>
>>    Again Morgaine, your appeals alone don't support themselves, and
>>    your ridicule is unwelcome. If you can not honestly make any
>>    serious response, please move on and don't reply to my posts just
>>    to further ridicule. It's very RUDE.
>>
>>    If you have any implementation of your hash-based idea or actual
>>    technical detailed documentation ready for implementation, then
>>    introduce it. Until then, it's stuck in your head, and sounds
>>    other's ideas just with your name on it. Plus security by
>>    obscurity makes it as moot point.
>>
>>    Documentation... ?
>>
>>    Remember people tried to take one temp variable away from the
>>    JPEG2000 int multiple/divide routine because the idea it looks
>>    good (on paper) with one less variable. Actual implementation
>>    reveals, with timed tests, it is slower when anybody takes away
>>    that one temp variable.
>>
>>    Morgaine wrote:
>>
>>        Unfortunately your response was devoid of technical content,
>>        Dzonatas.
>>
>>        If you have something technical to say about hash-based
>>        addressing, I would love to hear it.
>>
>>        I have detailed in some depth the many benefits of hash-based
>>        addressing in the article I linked, and subsequently.  If
>>        other good schemes exist, we should of course analyze them for
>>        technical merit and compare their benefits against those of
>>        hash-based addressing.
>>
>>        That's the engineering process for making VWRAP as good as it
>>        can be.
>>
>>
>>        Morgaine.
>>
>>
>>
>>
>>        =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D
>>
>>        On Tue, Apr 5, 2011 at 8:56 PM, Dzonatas Sol
>>        <dzonatas@gmail.com <mailto:dzonatas@gmail.com>
>>        <mailto:dzonatas@gmail.com <mailto:dzonatas@gmail.com>>> wrote:
>>
>>           Morgaine, we mooted your hash-based idea. This does nothing to
>>           help implement asset services. The only significant point
>>        you made
>>           is some expression for optimization, not correct functionality=
,
>>           which is needed first
>>
>>           As for your other two, we can summarize those with public
>>           resources and flow (forward/reverse). Any more specific networ=
k
>>           topology than that only makes it harder to address. The
>>        only thing
>>           to worry about is already custom resources that overlap
>>        with newer
>>           public resources.
>>
>>           Morgaine wrote:
>>
>>               On Tue, Apr 5, 2011 at 5:38 PM, Dzonatas Sol
>>               <dzonatas@gmail.com <mailto:dzonatas@gmail.com>
>>        <mailto:dzonatas@gmail.com <mailto:dzonatas@gmail.com>>
>>               <mailto:dzonatas@gmail.com <mailto:dzonatas@gmail.com>
>>        <mailto:dzonatas@gmail.com <mailto:dzonatas@gmail.com>>>> wrote:
>>
>>
>>                  Do you think we are ready to implement some asset
>>        services now,
>>                  with/without complete documentation?
>>
>>                  What more do you think is needed?
>>
>>
>>               Two or three things seem to be needed:
>>
>>                  * Defining the asset addressing concept is an extremely
>>               important
>>                    matter, almost certainly the most important matter
>>        of all,
>>                    because that determines how robust and scalable our
>>               worlds will
>>                    be.=EF=BF=BD I've already examined alternatives for t=
hat
>>        in some
>>               depth,
>>                    and the design with the best engineering properties s=
o
>>               far seems
>>                    to be universal hash-based addressing.=EF=BF=BD I fir=
st
>>        described
>>               that
>>                    approach on the list here ---
>>
>> http://www.ietf.org/mail-archive/web/vwrap/current/msg00463.html
>>                    , and referred to it in various subsequent
>>        discussions.
>>
>>                  * Defining the data flows between regions, clients,
>>        and asset
>>                    services and which parameters control the flows
>>        needs to
>>               be done
>>                    before a test asset service can be implemented.=EF=BF=
=BD
>>        Without
>>               that,
>>                    an asset service is just a network-accessible storage
>>               service,
>>                    not an asset service in the VWRAP sense.=EF=BF=BD Net=
work
>>        storage
>>                    services exist already, so just implementing one
>>        of those
>>               would
>>                    not advance VWRAP.
>>
>>                  * We need to examine how various deployment patterns
>>        will
>>               use the
>>                    asset services, and how the /multiple/ asset
>>        services that
>>                    interop introduces are handled.=EF=BF=BD I am working=
 on this
>>               currently.
>>
>>
>>               None of the above is particularly hard.=EF=BF=BD I think i=
t
>>        won't be
>>               long before we have a scheme worked out and are ready
>>        for some
>>               implementation work.
>>
>>
>>               Morgaine.
>>
>>
>>
>>
>>
>>  -----------------------------------------------------------------------=
-
>>
>>
>>
>>               _______________________________________________
>>               vwrap mailing list
>>               vwrap@ietf.org <mailto:vwrap@ietf.org>
>>        <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>>
>>
>>
>>               https://www.ietf.org/mailman/listinfo/vwrap
>>
>>
>>           --     --- https://twitter.com/Dzonatas_Sol ---
>>           Web Development, Software Engineering, Virtual Reality,
>>        Consultant
>>
>>
>>
>>  -----------------------------------------------------------------------=
-
>>
>>        _______________________________________________
>>        vwrap mailing list
>>        vwrap@ietf.org <mailto:vwrap@ietf.org>
>>        https://www.ietf.org/mailman/listinfo/vwrap
>>
>>
>>
>>    --     --- https://twitter.com/Dzonatas_Sol ---
>>    Web Development, Software Engineering, Virtual Reality, Consultant
>>
>>
>> ------------------------------------------------------------------------
>>
>> _______________________________________________
>> vwrap mailing list
>> vwrap@ietf.org
>> https://www.ietf.org/mailman/listinfo/vwrap
>>
>>
>
>
> --
> --- https://twitter.com/Dzonatas_Sol ---
> Web Development, Software Engineering, Virtual Reality, Consultant
>
>

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On Tue, Apr 5, 2011 at 11:11 PM, Dzonatas Sol <span dir=3D"ltr">&lt;<a href=
=3D"mailto:dzonatas@gmail.com">dzonatas@gmail.com</a>&gt;</span> wrote:<br>=
<div class=3D"gmail_quote"><blockquote class=3D"gmail_quote" style=3D"margi=
n: 0pt 0pt 0pt 0.8ex; border-left: 1px solid rgb(204, 204, 204); padding-le=
ft: 1ex;">

<br>
Your approach, besides exploitations, has the typical problem to assume ass=
et IDs are only needed and are hash-able.<br></blockquote><div><br><br>Asse=
t IDs are not hash-able, it is the asset data that is hashed.=C2=A0 The ass=
et identifier is the hash of the asset data using a defined hash digest alg=
orithm.=C2=A0 The asset identifier is not guessable unless you already have=
 access to the asset.<br>
<br><br>Morgaine.<br><br><br><br><br>=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D<br></div><blockquote cl=
ass=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt 0.8ex; border-left: 1px so=
lid rgb(204, 204, 204); padding-left: 1ex;"><blockquote class=3D"gmail_quot=
e" style=3D"margin: 0pt 0pt 0pt 0.8ex; border-left: 1px solid rgb(204, 204,=
 204); padding-left: 1ex;">
<div class=3D"im">
<br>
<br>
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D<br>
<br></div><div><div></div><div class=3D"h5">
On Tue, Apr 5, 2011 at 10:34 PM, Dzonatas Sol &lt;<a href=3D"mailto:dzonata=
s@gmail.com" target=3D"_blank">dzonatas@gmail.com</a> &lt;mailto:<a href=3D=
"mailto:dzonatas@gmail.com" target=3D"_blank">dzonatas@gmail.com</a>&gt;&gt=
; wrote:<br>

<br>
 =C2=A0 =C2=A0Again Morgaine, your appeals alone don&#39;t support themselv=
es, and<br>
 =C2=A0 =C2=A0your ridicule is unwelcome. If you can not honestly make any<=
br>
 =C2=A0 =C2=A0serious response, please move on and don&#39;t reply to my po=
sts just<br>
 =C2=A0 =C2=A0to further ridicule. It&#39;s very RUDE.<br>
<br>
 =C2=A0 =C2=A0If you have any implementation of your hash-based idea or act=
ual<br>
 =C2=A0 =C2=A0technical detailed documentation ready for implementation, th=
en<br>
 =C2=A0 =C2=A0introduce it. Until then, it&#39;s stuck in your head, and so=
unds<br>
 =C2=A0 =C2=A0other&#39;s ideas just with your name on it. Plus security by=
<br>
 =C2=A0 =C2=A0obscurity makes it as moot point.<br>
<br>
 =C2=A0 =C2=A0Documentation... ?<br>
<br>
 =C2=A0 =C2=A0Remember people tried to take one temp variable away from the=
<br>
 =C2=A0 =C2=A0JPEG2000 int multiple/divide routine because the idea it look=
s<br>
 =C2=A0 =C2=A0good (on paper) with one less variable. Actual implementation=
<br>
 =C2=A0 =C2=A0reveals, with timed tests, it is slower when anybody takes aw=
ay<br>
 =C2=A0 =C2=A0that one temp variable.<br>
<br>
 =C2=A0 =C2=A0Morgaine wrote:<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0Unfortunately your response was devoid of techn=
ical content,<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0Dzonatas.<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0If you have something technical to say about ha=
sh-based<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0addressing, I would love to hear it.<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0I have detailed in some depth the many benefits=
 of hash-based<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0addressing in the article I linked, and subsequ=
ently. =C2=A0If<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0other good schemes exist, we should of course a=
nalyze them for<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0technical merit and compare their benefits agai=
nst those of<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0hash-based addressing.<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0That&#39;s the engineering process for making V=
WRAP as good as it<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0can be.<br>
<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0Morgaine.<br>
<br>
<br>
<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0On Tue, Apr 5, 2011 at 8:56 PM, Dzonatas Sol<br=
>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0&lt;<a href=3D"mailto:dzonatas@gmail.com" targe=
t=3D"_blank">dzonatas@gmail.com</a> &lt;mailto:<a href=3D"mailto:dzonatas@g=
mail.com" target=3D"_blank">dzonatas@gmail.com</a>&gt;<br></div></div><div>=
<div></div><div class=3D"h5">

 =C2=A0 =C2=A0 =C2=A0 =C2=A0&lt;mailto:<a href=3D"mailto:dzonatas@gmail.com=
" target=3D"_blank">dzonatas@gmail.com</a> &lt;mailto:<a href=3D"mailto:dzo=
natas@gmail.com" target=3D"_blank">dzonatas@gmail.com</a>&gt;&gt;&gt; wrote=
:<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 Morgaine, we mooted your hash-based ide=
a. This does nothing to<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 help implement asset services. The only=
 significant point<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0you made<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 is some expression for optimization, no=
t correct functionality,<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 which is needed first<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 As for your other two, we can summarize=
 those with public<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 resources and flow (forward/reverse). A=
ny more specific network<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 topology than that only makes it harder=
 to address. The<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0only thing<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 to worry about is already custom resour=
ces that overlap<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0with newer<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 public resources.<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 Morgaine wrote:<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 On Tue, Apr 5, 2011 at 5:=
38 PM, Dzonatas Sol<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 &lt;<a href=3D"mailto:dzo=
natas@gmail.com" target=3D"_blank">dzonatas@gmail.com</a> &lt;mailto:<a hre=
f=3D"mailto:dzonatas@gmail.com" target=3D"_blank">dzonatas@gmail.com</a>&gt=
;<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0&lt;mailto:<a href=3D"mailto:dzonatas@gmail.com=
" target=3D"_blank">dzonatas@gmail.com</a> &lt;mailto:<a href=3D"mailto:dzo=
natas@gmail.com" target=3D"_blank">dzonatas@gmail.com</a>&gt;&gt;<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 &lt;mailto:<a href=3D"mai=
lto:dzonatas@gmail.com" target=3D"_blank">dzonatas@gmail.com</a> &lt;mailto=
:<a href=3D"mailto:dzonatas@gmail.com" target=3D"_blank">dzonatas@gmail.com=
</a>&gt;<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0&lt;mailto:<a href=3D"mailto:dzonatas@gmail.com=
" target=3D"_blank">dzonatas@gmail.com</a> &lt;mailto:<a href=3D"mailto:dzo=
natas@gmail.com" target=3D"_blank">dzonatas@gmail.com</a>&gt;&gt;&gt;&gt; w=
rote:<br>
<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0Do you think=
 we are ready to implement some asset<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0services now,<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0with/without=
 complete documentation?<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0What more do=
 you think is needed?<br>
<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 Two or three things seem =
to be needed:<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0* Defining t=
he asset addressing concept is an extremely<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 important<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0matte=
r, almost certainly the most important matter<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0of all,<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0becau=
se that determines how robust and scalable our<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 worlds will<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0be.=
=EF=BF=BD I&#39;ve already examined alternatives for that<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0in some<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 depth,<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0and t=
he design with the best engineering properties so<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 far seems<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0to be=
 universal hash-based addressing.=EF=BF=BD I first<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0described<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 that<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0appro=
ach on the list here ---<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0<a href=3D"http://www.ietf.org=
/mail-archive/web/vwrap/current/msg00463.html" target=3D"_blank">http://www=
.ietf.org/mail-archive/web/vwrap/current/msg00463.html</a><br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0, and=
 referred to it in various subsequent<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0discussions.<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0* Defining t=
he data flows between regions, clients,<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0and asset<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0servi=
ces and which parameters control the flows<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0needs to<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 be done<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0befor=
e a test asset service can be implemented.=EF=BF=BD<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0Without<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 that,<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0an as=
set service is just a network-accessible storage<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 service,<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0not a=
n asset service in the VWRAP sense.=EF=BF=BD Network<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0storage<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0servi=
ces exist already, so just implementing one<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0of those<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 would<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0not a=
dvance VWRAP.<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0* We need to=
 examine how various deployment patterns<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0will<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 use the<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0asset=
 services, and how the /multiple/ asset<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0services that<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0inter=
op introduces are handled.=EF=BF=BD I am working on this<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 currently.<br>
<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 None of the above is part=
icularly hard.=EF=BF=BD I think it<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0won&#39;t be<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 long before we have a sch=
eme worked out and are ready<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0for some<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 implementation work.<br>
<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 Morgaine.<br>
<br>
<br>
<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0------------------------------------------------------------------------=
<br>
<br>
<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 _________________________=
______________________<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 vwrap mailing list<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 <a href=3D"mailto:vwrap@i=
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 =C2=A0 =C2=A0 =C2=A0 =C2=A0&lt;mailto:<a href=3D"mailto:vwrap@ietf.org" ta=
rget=3D"_blank">vwrap@ietf.org</a> &lt;mailto:<a href=3D"mailto:vwrap@ietf.=
org" target=3D"_blank">vwrap@ietf.org</a>&gt;&gt;<div class=3D"im"><br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 <a href=3D"https://www.ie=
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 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 <br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 -- =C2=A0 =C2=A0 --- <a href=3D"https:/=
/twitter.com/Dzonatas_Sol" target=3D"_blank">https://twitter.com/Dzonatas_S=
ol</a> ---<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 Web Development, Software Engineering, =
Virtual Reality,<br>
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<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0-----------------------------------------------=
-------------------------<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0_______________________________________________=
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0vwrap mailing list<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0<a href=3D"mailto:vwrap@ietf.org" target=3D"_bl=
ank">vwrap@ietf.org</a> &lt;mailto:<a href=3D"mailto:vwrap@ietf.org" target=
=3D"_blank">vwrap@ietf.org</a>&gt;<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0<a href=3D"https://www.ietf.org/mailman/listinf=
o/vwrap" target=3D"_blank">https://www.ietf.org/mailman/listinfo/vwrap</a><=
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 =C2=A0 =C2=A0 =C2=A0 =C2=A0 <br>
<br>
<br>
 =C2=A0 =C2=A0-- =C2=A0 =C2=A0 --- <a href=3D"https://twitter.com/Dzonatas_=
Sol" target=3D"_blank">https://twitter.com/Dzonatas_Sol</a> ---<br>
 =C2=A0 =C2=A0Web Development, Software Engineering, Virtual Reality, Consu=
ltant<br>
<br>
<br>
------------------------------------------------------------------------<br=
>
<br>
_______________________________________________<br>
vwrap mailing list<br>
<a href=3D"mailto:vwrap@ietf.org" target=3D"_blank">vwrap@ietf.org</a><br>
<a href=3D"https://www.ietf.org/mailman/listinfo/vwrap" target=3D"_blank">h=
ttps://www.ietf.org/mailman/listinfo/vwrap</a><br>
 =C2=A0<br>
</div></blockquote><div><div></div><div class=3D"h5">
<br>
<br>
-- <br>
--- <a href=3D"https://twitter.com/Dzonatas_Sol" target=3D"_blank">https://=
twitter.com/Dzonatas_Sol</a> ---<br>
Web Development, Software Engineering, Virtual Reality, Consultant<br>
<br>
</div></div></blockquote></div><br>

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From dzonatas@gmail.com  Tue Apr  5 15:50:28 2011
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Date: Tue, 05 Apr 2011 15:52:58 -0700
From: Dzonatas Sol <dzonatas@gmail.com>
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Subject: Re: [vwrap] Statements of Consensus. Flexibity First.
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And... still local cache.. not vwrap.

I think it would be more wise to go with the implementations of Google's 
and/or Siemens object identification to RFID codes. At least we know 
this part won't exploit content.

It has further advantages than just that. I went into detail awhile ago, 
yet with basic QM: 
http://icyspherical.blogspot.com/2010/07/optimizing-simulations-with-basic.html

No, even given the possibilities presented, I don't think your idea 
comes close to anything new in regards to the best. It's just your 
preference.

Morgaine wrote:
> On Tue, Apr 5, 2011 at 11:11 PM, Dzonatas Sol <dzonatas@gmail.com 
> <mailto:dzonatas@gmail.com>> wrote:
>
>
>     Your approach, besides exploitations, has the typical problem to
>     assume asset IDs are only needed and are hash-able.
>
>
>
> Asset IDs are not hash-able, it is the asset data that is hashed.  The 
> asset identifier is the hash of the asset data using a defined hash 
> digest algorithm.  The asset identifier is not guessable unless you 
> already have access to the asset.
>
>
> Morgaine.
>
>
>
>
> =============================
>
>
>
>         ==================
>
>         On Tue, Apr 5, 2011 at 10:34 PM, Dzonatas Sol
>         <dzonatas@gmail.com <mailto:dzonatas@gmail.com>
>         <mailto:dzonatas@gmail.com <mailto:dzonatas@gmail.com>>> wrote:
>
>            Again Morgaine, your appeals alone don't support
>         themselves, and
>            your ridicule is unwelcome. If you can not honestly make any
>            serious response, please move on and don't reply to my
>         posts just
>            to further ridicule. It's very RUDE.
>
>            If you have any implementation of your hash-based idea or
>         actual
>            technical detailed documentation ready for implementation, then
>            introduce it. Until then, it's stuck in your head, and sounds
>            other's ideas just with your name on it. Plus security by
>            obscurity makes it as moot point.
>
>            Documentation... ?
>
>            Remember people tried to take one temp variable away from the
>            JPEG2000 int multiple/divide routine because the idea it looks
>            good (on paper) with one less variable. Actual implementation
>            reveals, with timed tests, it is slower when anybody takes away
>            that one temp variable.
>
>            Morgaine wrote:
>
>                Unfortunately your response was devoid of technical
>         content,
>                Dzonatas.
>
>                If you have something technical to say about hash-based
>                addressing, I would love to hear it.
>
>                I have detailed in some depth the many benefits of
>         hash-based
>                addressing in the article I linked, and subsequently.  If
>                other good schemes exist, we should of course analyze
>         them for
>                technical merit and compare their benefits against those of
>                hash-based addressing.
>
>                That's the engineering process for making VWRAP as good
>         as it
>                can be.
>
>
>                Morgaine.
>
>
>
>
>                =========================
>
>                On Tue, Apr 5, 2011 at 8:56 PM, Dzonatas Sol
>                <dzonatas@gmail.com <mailto:dzonatas@gmail.com>
>         <mailto:dzonatas@gmail.com <mailto:dzonatas@gmail.com>>
>                <mailto:dzonatas@gmail.com <mailto:dzonatas@gmail.com>
>         <mailto:dzonatas@gmail.com <mailto:dzonatas@gmail.com>>>> wrote:
>
>                   Morgaine, we mooted your hash-based idea. This does
>         nothing to
>                   help implement asset services. The only significant
>         point
>                you made
>                   is some expression for optimization, not correct
>         functionality,
>                   which is needed first
>
>                   As for your other two, we can summarize those with
>         public
>                   resources and flow (forward/reverse). Any more
>         specific network
>                   topology than that only makes it harder to address. The
>                only thing
>                   to worry about is already custom resources that overlap
>                with newer
>                   public resources.
>
>                   Morgaine wrote:
>
>                       On Tue, Apr 5, 2011 at 5:38 PM, Dzonatas Sol
>                       <dzonatas@gmail.com <mailto:dzonatas@gmail.com>
>         <mailto:dzonatas@gmail.com <mailto:dzonatas@gmail.com>>
>                <mailto:dzonatas@gmail.com <mailto:dzonatas@gmail.com>
>         <mailto:dzonatas@gmail.com <mailto:dzonatas@gmail.com>>>
>                       <mailto:dzonatas@gmail.com
>         <mailto:dzonatas@gmail.com> <mailto:dzonatas@gmail.com
>         <mailto:dzonatas@gmail.com>>
>                <mailto:dzonatas@gmail.com <mailto:dzonatas@gmail.com>
>         <mailto:dzonatas@gmail.com <mailto:dzonatas@gmail.com>>>>> wrote:
>
>
>                          Do you think we are ready to implement some asset
>                services now,
>                          with/without complete documentation?
>
>                          What more do you think is needed?
>
>
>                       Two or three things seem to be needed:
>
>                          * Defining the asset addressing concept is an
>         extremely
>                       important
>                            matter, almost certainly the most important
>         matter
>                of all,
>                            because that determines how robust and
>         scalable our
>                       worlds will
>                            be.� I've already examined alternatives for
>         that
>                in some
>                       depth,
>                            and the design with the best engineering
>         properties so
>                       far seems
>                            to be universal hash-based addressing.� I first
>                described
>                       that
>                            approach on the list here ---
>                                        
>          http://www.ietf.org/mail-archive/web/vwrap/current/msg00463.html
>                            , and referred to it in various subsequent
>                discussions.
>
>                          * Defining the data flows between regions,
>         clients,
>                and asset
>                            services and which parameters control the flows
>                needs to
>                       be done
>                            before a test asset service can be
>         implemented.�
>                Without
>                       that,
>                            an asset service is just a
>         network-accessible storage
>                       service,
>                            not an asset service in the VWRAP sense.�
>         Network
>                storage
>                            services exist already, so just
>         implementing one
>                of those
>                       would
>                            not advance VWRAP.
>
>                          * We need to examine how various deployment
>         patterns
>                will
>                       use the
>                            asset services, and how the /multiple/ asset
>                services that
>                            interop introduces are handled.� I am
>         working on this
>                       currently.
>
>
>                       None of the above is particularly hard.� I think it
>                won't be
>                       long before we have a scheme worked out and are
>         ready
>                for some
>                       implementation work.
>
>
>                       Morgaine.
>
>
>
>
>                            
>          ------------------------------------------------------------------------
>
>
>
>                       _______________________________________________
>                       vwrap mailing list
>                       vwrap@ietf.org <mailto:vwrap@ietf.org>
>         <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>>
>                <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>
>         <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>>>
>
>
>                       https://www.ietf.org/mailman/listinfo/vwrap
>                      
>
>                   --     --- https://twitter.com/Dzonatas_Sol ---
>                   Web Development, Software Engineering, Virtual Reality,
>                Consultant
>
>
>              
>          ------------------------------------------------------------------------
>
>                _______________________________________________
>                vwrap mailing list
>                vwrap@ietf.org <mailto:vwrap@ietf.org>
>         <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>>
>                https://www.ietf.org/mailman/listinfo/vwrap
>                
>
>
>            --     --- https://twitter.com/Dzonatas_Sol ---
>            Web Development, Software Engineering, Virtual Reality,
>         Consultant
>
>
>         ------------------------------------------------------------------------
>
>         _______________________________________________
>         vwrap mailing list
>         vwrap@ietf.org <mailto:vwrap@ietf.org>
>         https://www.ietf.org/mailman/listinfo/vwrap
>          
>
>
>
>     -- 
>     --- https://twitter.com/Dzonatas_Sol ---
>     Web Development, Software Engineering, Virtual Reality, Consultant
>
>
> ------------------------------------------------------------------------
>
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> vwrap mailing list
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>   


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Web Development, Software Engineering, Virtual Reality, Consultant


From morgaine.dinova@googlemail.com  Tue Apr  5 16:30:13 2011
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Date: Wed, 6 Apr 2011 00:31:52 +0100
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From: Morgaine <morgaine.dinova@googlemail.com>
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Subject: Re: [vwrap] Statements of Consensus. Flexibity First.
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Before those 3 bullet points that I listed earlier disappear from immediate
scope, I would like to point out an important issue that fits under bullet
point #2 about data flows and fetch queries.

The parameters that need to be supplied to an asset service when a
particular asset is requested will not be the same in all cases.  There are
at least two different issues that will result in variations in fetch
parameters:


   - Firstly, different VWRAP deployment patterns may affect the nature of
   the query.  For example, in a deployment pattern that proxies all asset
   accesses, the query parameters all come from a server-side host (typically
   but not necessarily the region simulator), and the region credentials are
   quite likely to be implicit in the session between region and asset
   service.  In contrast, in a deployment in which the client issues fetch
   requests to asset services directly, the region credentials are likely to
   take the form of an extra parameter supplied in each fetch request, and in
   addition, other user-oriented credentials may need to be supplied by the
   client.  Other deployments may result in still different query
   parametrization to reflect the varying architecture.  This is an area which
   we have not yet examined against different forms of deployment.


   - Secondly, different types of asset can require different types of query
   parametrization.  For example, all the usual open content licenses (taking
   the Creative Commons licenses as an example) share the common property that
   the licenses are non-revocable and that the covered content is
   redistributable to all parties without exception in perpetuity.  As a
   result, there is no point in supplying a credential of any kind in order to
   fetch such an asset, and therefore the fetch operation can be made slimmer
   and hence more efficient.  The burden of encrypted sessions and endpoint
   identification certificates can be omitted entirely.  This saves both time
   and other resources, and applies similarly to queries from both the client
   and the server side.  It is easy to foresee that some community asset
   services will choose to serve open-licensed content only, as a matter of
   principle, in the same way that some Linux distribution provide only
   free/libre software as a matter of principle.  Such asset services will not
   need the mechanisms of authorization that commercial or proprietary services
   are likely to require, and will gain a simplification and a performance gain
   as a result.



Although the issues in this area are fairly straightforward, it will require
quite a lot of work to catch all the likely deployments.  Since we do not
have advocates for more than 2 or 3 common deployments in this group, we had
better make sure that the protocol machinery we provide is extensible to
cater for others that are bound to emerge.


Morgaine.





======================

On Tue, Apr 5, 2011 at 7:56 PM, Morgaine <morgaine.dinova@googlemail.com>wrote:

> On Tue, Apr 5, 2011 at 5:38 PM, Dzonatas Sol <dzonatas@gmail.com> wrote:
>
>>
>> Do you think we are ready to implement some asset services now,
>> with/without complete documentation?
>>
>> What more do you think is needed?
>>
>>
>> Two or three things seem to be needed:
>
>
>    - Defining the asset addressing concept is an extremely important
>    matter, almost certainly the most important matter of all, because that
>    determines how robust and scalable our worlds will be.  I've already
>    examined alternatives for that in some depth, and the design with the best
>    engineering properties so far seems to be universal hash-based addressing.
>    I first described that approach on the list here ---
>    http://www.ietf.org/mail-archive/web/vwrap/current/msg00463.html , and
>    referred to it in various subsequent discussions.
>
>
>    - Defining the data flows between regions, clients, and asset services
>    and which parameters control the flows needs to be done before a test asset
>    service can be implemented.  Without that, an asset service is just a
>    network-accessible storage service, not an asset service in the VWRAP
>    sense.  Network storage services exist already, so just implementing one of
>    those would not advance VWRAP.
>
>
>    - We need to examine how various deployment patterns will use the asset
>    services, and how the *multiple* asset services that interop introduces
>    are handled.  I am working on this currently.
>
>
> None of the above is particularly hard.  I think it won't be long before we
> have a scheme worked out and are ready for some implementation work.
>
>
> Morgaine.
>
>
>
>
>

--000e0cd25caef34b6404a034475c
Content-Type: text/html; charset=ISO-8859-1
Content-Transfer-Encoding: quoted-printable

Before those 3 bullet points that I listed earlier disappear from immediate=
 scope, I would like to point out an important issue that fits under bullet=
 point #2 about data flows and fetch queries.<br><br>The parameters that ne=
ed to be supplied to an asset service when a particular asset is requested =
will not be the same in all cases.=A0 There are at least two different issu=
es that will result in variations in fetch parameters:<br>
<br><ul><li>Firstly, different VWRAP deployment patterns may affect the nat=
ure of the query.=A0 For example, in a deployment pattern that proxies all =
asset accesses, the query parameters all come from a server-side host (typi=
cally but not necessarily the region simulator), and the region credentials=
 are quite likely to be implicit in the session between region and asset se=
rvice.=A0 In contrast, in a deployment in which the client issues fetch req=
uests to asset services directly, the region credentials are likely to take=
 the form of an extra parameter supplied in each fetch request, and in addi=
tion, other user-oriented credentials may need to be supplied by the client=
.=A0 Other deployments may result in still different query parametrization =
to reflect the varying architecture.=A0 This is an area which we have not y=
et examined against different forms of deployment.</li>
</ul><ul><li>Secondly, different types of asset can require different types=
 of query parametrization.=A0 For example, all the usual open content licen=
ses (taking the Creative Commons licenses as an example) share the common p=
roperty that the licenses are non-revocable and that the covered content is=
 redistributable to all parties without exception in perpetuity.=A0 As a re=
sult, there is no point in supplying a credential of any kind in order to f=
etch such an asset, and therefore the fetch operation can be made slimmer a=
nd hence more efficient.=A0 The burden of encrypted sessions and endpoint i=
dentification certificates can be omitted entirely.=A0 This saves both time=
 and other resources, and applies similarly to queries from both the client=
 and the server side.=A0 It is easy to foresee that some community asset se=
rvices will choose to serve open-licensed content only, as a matter of prin=
ciple, in the same way that some Linux distribution provide only free/libre=
 software as a matter of principle.=A0 Such asset services will not need th=
e mechanisms of authorization that commercial or proprietary services are l=
ikely to require, and will gain a simplification and a performance gain as =
a result.</li>
</ul><br><br>Although the issues in this area are fairly straightforward, i=
t will require quite a lot of work to catch all the likely deployments.=A0 =
Since we do not have advocates for more than 2 or 3 common deployments in t=
his group, we had better make sure that the protocol machinery we provide i=
s extensible to cater for others that are bound to emerge.<br>
<br><br>Morgaine.<br><br><br><br><br><br>=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D<br><br><div class=3D"gmail_quote">On Tue,=
 Apr 5, 2011 at 7:56 PM, Morgaine <span dir=3D"ltr">&lt;<a href=3D"mailto:m=
orgaine.dinova@googlemail.com">morgaine.dinova@googlemail.com</a>&gt;</span=
> wrote:<br>
<blockquote class=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt 0.8ex; borde=
r-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;"><div class=3D"im"=
>On Tue, Apr 5, 2011 at 5:38 PM, Dzonatas Sol <span dir=3D"ltr">&lt;<a href=
=3D"mailto:dzonatas@gmail.com" target=3D"_blank">dzonatas@gmail.com</a>&gt;=
</span> wrote:<br>
</div><div class=3D"gmail_quote"><div class=3D"im"><blockquote class=3D"gma=
il_quote" style=3D"margin: 0pt 0pt 0pt 0.8ex; border-left: 1px solid rgb(20=
4, 204, 204); padding-left: 1ex;">

<br>
Do you think we are ready to implement some asset services now, with/withou=
t complete documentation?<br>
<br>
What more do you think is needed?<div><br>
<br></div></blockquote></div><div>Two or three things seem to be needed:<br=
><br><ul><li>Defining the asset addressing concept is an extremely importan=
t matter, almost certainly the most important matter of all, because that d=
etermines how robust and scalable our worlds will be.=A0 I&#39;ve already e=
xamined alternatives for that in some depth, and the design with the best e=
ngineering properties so far seems to be universal hash-based addressing.=
=A0 I first described that approach on the list here --- <a href=3D"http://=
www.ietf.org/mail-archive/web/vwrap/current/msg00463.html" target=3D"_blank=
">http://www.ietf.org/mail-archive/web/vwrap/current/msg00463.html</a> , an=
d referred to it in various subsequent discussions.<br>

</li></ul><ul><li>Defining the data flows between regions, clients, and ass=
et services and which parameters control the flows needs to be done before =
a test asset service can be implemented.=A0 Without that, an asset service =
is just a network-accessible storage service, not an asset service in the V=
WRAP sense.=A0 Network storage services exist already, so just implementing=
 one of those would not advance VWRAP.</li>

</ul><ul><li>We need to examine how various deployment patterns will use th=
e asset services, and how the <i>multiple</i> asset services that interop i=
ntroduces are handled.=A0 I am working on this currently.</li></ul><br>None=
 of the above is particularly hard.=A0 I think it won&#39;t be long before =
we have a scheme worked out and are ready for some implementation work.<br>

<br><br>Morgaine.<br><br><br><br><br></div></div>
</blockquote></div><br>

--000e0cd25caef34b6404a034475c--

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Date: Wed, 6 Apr 2011 01:04:20 +0100
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From: Morgaine <morgaine.dinova@googlemail.com>
To: vwrap@ietf.org
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Subject: Re: [vwrap] Statements of Consensus. Flexibity First.
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The asset fetch performance gain of a protocol in which asset identifiers
make cross-world assets cacheable versus a protocol whose asset identifiers
do not allow this is an extremely large factor of *many orders of
magnitude*on all but the first occurrence of an asset.  For all
intents and purposes,
avoiding the need to fetch an asset over the network represents a gain of
infinity, and this gain may be repeated many times over.

I think it's pretty uncontestable that giving VWRAP an asset addressing
scheme which is orders of magnitude more efficient than any other scheme
that has yet been proposed would be an important benefit for the protocol,
and highly likely to make it popular.  Conversely, if it lacks this benefit
then another protocol will use it and will hugely out-perform VWRAP.

We were talking about designing for the future.  Hash-based asset addressin=
g
is a case in point, and how we handle this proposal is apparently our first
test case.


Morgaine.





=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D


On Tue, Apr 5, 2011 at 11:52 PM, Dzonatas Sol <dzonatas@gmail.com> wrote:

> And... still local cache.. not vwrap.
>
> I think it would be more wise to go with the implementations of Google's
> and/or Siemens object identification to RFID codes. At least we know this
> part won't exploit content.
>
> It has further advantages than just that. I went into detail awhile ago,
> yet with basic QM:
> http://icyspherical.blogspot.com/2010/07/optimizing-simulations-with-basi=
c.html
>
> No, even given the possibilities presented, I don't think your idea comes
> close to anything new in regards to the best. It's just your preference.
>
> Morgaine wrote:
>
>> On Tue, Apr 5, 2011 at 11:11 PM, Dzonatas Sol <dzonatas@gmail.com<mailto=
:
>> dzonatas@gmail.com>> wrote:
>>
>>
>>    Your approach, besides exploitations, has the typical problem to
>>    assume asset IDs are only needed and are hash-able.
>>
>>
>>
>> Asset IDs are not hash-able, it is the asset data that is hashed.  The
>> asset identifier is the hash of the asset data using a defined hash dige=
st
>> algorithm.  The asset identifier is not guessable unless you already hav=
e
>> access to the asset.
>>
>>
>> Morgaine.
>>
>>
>>
>>
>> =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D
>>
>>
>>
>>        =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D
>>
>>        On Tue, Apr 5, 2011 at 10:34 PM, Dzonatas Sol
>>        <dzonatas@gmail.com <mailto:dzonatas@gmail.com>
>>        <mailto:dzonatas@gmail.com <mailto:dzonatas@gmail.com>>> wrote:
>>
>>           Again Morgaine, your appeals alone don't support
>>        themselves, and
>>           your ridicule is unwelcome. If you can not honestly make any
>>           serious response, please move on and don't reply to my
>>        posts just
>>           to further ridicule. It's very RUDE.
>>
>>           If you have any implementation of your hash-based idea or
>>        actual
>>           technical detailed documentation ready for implementation, the=
n
>>           introduce it. Until then, it's stuck in your head, and sounds
>>           other's ideas just with your name on it. Plus security by
>>           obscurity makes it as moot point.
>>
>>           Documentation... ?
>>
>>           Remember people tried to take one temp variable away from the
>>           JPEG2000 int multiple/divide routine because the idea it looks
>>           good (on paper) with one less variable. Actual implementation
>>           reveals, with timed tests, it is slower when anybody takes awa=
y
>>           that one temp variable.
>>
>>           Morgaine wrote:
>>
>>               Unfortunately your response was devoid of technical
>>        content,
>>               Dzonatas.
>>
>>               If you have something technical to say about hash-based
>>               addressing, I would love to hear it.
>>
>>               I have detailed in some depth the many benefits of
>>        hash-based
>>               addressing in the article I linked, and subsequently.  If
>>               other good schemes exist, we should of course analyze
>>        them for
>>               technical merit and compare their benefits against those o=
f
>>               hash-based addressing.
>>
>>               That's the engineering process for making VWRAP as good
>>        as it
>>               can be.
>>
>>
>>               Morgaine.
>>
>>
>>
>>
>>               =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D
>>
>>               On Tue, Apr 5, 2011 at 8:56 PM, Dzonatas Sol
>>               <dzonatas@gmail.com <mailto:dzonatas@gmail.com>
>>        <mailto:dzonatas@gmail.com <mailto:dzonatas@gmail.com>>
>>               <mailto:dzonatas@gmail.com <mailto:dzonatas@gmail.com>
>>        <mailto:dzonatas@gmail.com <mailto:dzonatas@gmail.com>>>> wrote:
>>
>>                  Morgaine, we mooted your hash-based idea. This does
>>        nothing to
>>                  help implement asset services. The only significant
>>        point
>>               you made
>>                  is some expression for optimization, not correct
>>        functionality,
>>                  which is needed first
>>
>>                  As for your other two, we can summarize those with
>>        public
>>                  resources and flow (forward/reverse). Any more
>>        specific network
>>                  topology than that only makes it harder to address. The
>>               only thing
>>                  to worry about is already custom resources that overlap
>>               with newer
>>                  public resources.
>>
>>                  Morgaine wrote:
>>
>>                      On Tue, Apr 5, 2011 at 5:38 PM, Dzonatas Sol
>>                      <dzonatas@gmail.com <mailto:dzonatas@gmail.com>
>>        <mailto:dzonatas@gmail.com <mailto:dzonatas@gmail.com>>
>>               <mailto:dzonatas@gmail.com <mailto:dzonatas@gmail.com>
>>        <mailto:dzonatas@gmail.com <mailto:dzonatas@gmail.com>>>
>>                      <mailto:dzonatas@gmail.com
>>        <mailto:dzonatas@gmail.com> <mailto:dzonatas@gmail.com
>>        <mailto:dzonatas@gmail.com>>
>>               <mailto:dzonatas@gmail.com <mailto:dzonatas@gmail.com>
>>        <mailto:dzonatas@gmail.com <mailto:dzonatas@gmail.com>>>>> wrote:
>>
>>
>>                         Do you think we are ready to implement some asse=
t
>>               services now,
>>                         with/without complete documentation?
>>
>>                         What more do you think is needed?
>>
>>
>>                      Two or three things seem to be needed:
>>
>>                         * Defining the asset addressing concept is an
>>        extremely
>>                      important
>>                           matter, almost certainly the most important
>>        matter
>>               of all,
>>                           because that determines how robust and
>>        scalable our
>>                      worlds will
>>                           be.=EF=BF=BD I've already examined alternative=
s for
>>        that
>>               in some
>>                      depth,
>>                           and the design with the best engineering
>>        properties so
>>                      far seems
>>                           to be universal hash-based addressing.=EF=BF=
=BD I first
>>               described
>>                      that
>>                           approach on the list here ---
>>
>> http://www.ietf.org/mail-archive/web/vwrap/current/msg00463.html
>>                           , and referred to it in various subsequent
>>               discussions.
>>
>>                         * Defining the data flows between regions,
>>        clients,
>>               and asset
>>                           services and which parameters control the flow=
s
>>               needs to
>>                      be done
>>                           before a test asset service can be
>>        implemented.=EF=BF=BD
>>               Without
>>                      that,
>>                           an asset service is just a
>>        network-accessible storage
>>                      service,
>>                           not an asset service in the VWRAP sense.=EF=BF=
=BD
>>        Network
>>               storage
>>                           services exist already, so just
>>        implementing one
>>               of those
>>                      would
>>                           not advance VWRAP.
>>
>>                         * We need to examine how various deployment
>>        patterns
>>               will
>>                      use the
>>                           asset services, and how the /multiple/ asset
>>               services that
>>                           interop introduces are handled.=EF=BF=BD I am
>>        working on this
>>                      currently.
>>
>>
>>                      None of the above is particularly hard.=EF=BF=BD I =
think it
>>               won't be
>>                      long before we have a scheme worked out and are
>>        ready
>>               for some
>>                      implementation work.
>>
>>
>>                      Morgaine.
>>
>>
>>
>>
>>
>>  -----------------------------------------------------------------------=
-
>>
>>
>>
>>                      _______________________________________________
>>                      vwrap mailing list
>>                      vwrap@ietf.org <mailto:vwrap@ietf.org>
>>        <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>>
>>               <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>
>>        <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>>>
>>
>>
>>                      https://www.ietf.org/mailman/listinfo/vwrap
>>
>>                  --     --- https://twitter.com/Dzonatas_Sol ---
>>                  Web Development, Software Engineering, Virtual Reality,
>>               Consultant
>>
>>
>>
>>  -----------------------------------------------------------------------=
-
>>
>>               _______________________________________________
>>               vwrap mailing list
>>               vwrap@ietf.org <mailto:vwrap@ietf.org>
>>        <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>>
>>               https://www.ietf.org/mailman/listinfo/vwrap
>>
>>
>>           --     --- https://twitter.com/Dzonatas_Sol ---
>>           Web Development, Software Engineering, Virtual Reality,
>>        Consultant
>>
>>
>>
>>  -----------------------------------------------------------------------=
-
>>
>>        _______________________________________________
>>        vwrap mailing list
>>        vwrap@ietf.org <mailto:vwrap@ietf.org>
>>        https://www.ietf.org/mailman/listinfo/vwrap
>>
>>
>>
>>    --     --- https://twitter.com/Dzonatas_Sol ---
>>    Web Development, Software Engineering, Virtual Reality, Consultant
>>
>>
>> ------------------------------------------------------------------------
>>
>> _______________________________________________
>> vwrap mailing list
>> vwrap@ietf.org
>> https://www.ietf.org/mailman/listinfo/vwrap
>>
>>
>
>
> --
> --- https://twitter.com/Dzonatas_Sol ---
> Web Development, Software Engineering, Virtual Reality, Consultant
>
>

--0016368340c017b90204a034bc95
Content-Type: text/html; charset=UTF-8
Content-Transfer-Encoding: quoted-printable

The asset fetch performance gain of a protocol in which asset identifiers m=
ake cross-world assets cacheable versus a protocol whose asset identifiers =
do not allow this is an extremely large factor of <b>many orders of magnitu=
de</b> on all but the first occurrence of an asset.=C2=A0 For all intents a=
nd purposes, avoiding the need to fetch an asset over the network represent=
s a gain of infinity, and this gain may be repeated many times over.<br>
<br>I think it&#39;s pretty uncontestable that giving VWRAP an asset addres=
sing scheme which is orders of magnitude more efficient than any other sche=
me that has yet been proposed would be an important benefit for the protoco=
l, and highly likely to make it popular.=C2=A0 Conversely, if it lacks this=
 benefit then another protocol will use it and will hugely out-perform VWRA=
P.<br>
<br>We were talking about designing for the future.=C2=A0 Hash-based asset =
addressing is a case in point, and how we handle this proposal is apparentl=
y our first test case.<br><br><br>Morgaine.<br><br><br><br><br><br>=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D<br>
<br><br><div class=3D"gmail_quote">On Tue, Apr 5, 2011 at 11:52 PM, Dzonata=
s Sol <span dir=3D"ltr">&lt;<a href=3D"mailto:dzonatas@gmail.com">dzonatas@=
gmail.com</a>&gt;</span> wrote:<br><blockquote class=3D"gmail_quote" style=
=3D"margin: 0pt 0pt 0pt 0.8ex; border-left: 1px solid rgb(204, 204, 204); p=
adding-left: 1ex;">
And... still local cache.. not vwrap.<br>
<br>
I think it would be more wise to go with the implementations of Google&#39;=
s and/or Siemens object identification to RFID codes. At least we know this=
 part won&#39;t exploit content.<br>
<br>
It has further advantages than just that. I went into detail awhile ago, ye=
t with basic QM: <a href=3D"http://icyspherical.blogspot.com/2010/07/optimi=
zing-simulations-with-basic.html" target=3D"_blank">http://icyspherical.blo=
gspot.com/2010/07/optimizing-simulations-with-basic.html</a><br>

<br>
No, even given the possibilities presented, I don&#39;t think your idea com=
es close to anything new in regards to the best. It&#39;s just your prefere=
nce.<br>
<br>
Morgaine wrote:<br>
<blockquote class=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt 0.8ex; borde=
r-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;"><div class=3D"im"=
>
On Tue, Apr 5, 2011 at 11:11 PM, Dzonatas Sol &lt;<a href=3D"mailto:dzonata=
s@gmail.com" target=3D"_blank">dzonatas@gmail.com</a> &lt;mailto:<a href=3D=
"mailto:dzonatas@gmail.com" target=3D"_blank">dzonatas@gmail.com</a>&gt;&gt=
; wrote:<br>

<br>
<br>
 =C2=A0 =C2=A0Your approach, besides exploitations, has the typical problem=
 to<br>
 =C2=A0 =C2=A0assume asset IDs are only needed and are hash-able.<br>
<br>
<br>
<br>
Asset IDs are not hash-able, it is the asset data that is hashed. =C2=A0The=
 asset identifier is the hash of the asset data using a defined hash digest=
 algorithm. =C2=A0The asset identifier is not guessable unless you already =
have access to the asset.<br>

<br>
<br>
Morgaine.<br>
<br>
<br>
<br>
<br>
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D<br>
<br>
<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0On Tue, Apr 5, 2011 at 10:34 PM, Dzonatas Sol<b=
r>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0&lt;<a href=3D"mailto:dzonatas@gmail.com" targe=
t=3D"_blank">dzonatas@gmail.com</a> &lt;mailto:<a href=3D"mailto:dzonatas@g=
mail.com" target=3D"_blank">dzonatas@gmail.com</a>&gt;<br></div><div><div><=
/div><div class=3D"h5">
 =C2=A0 =C2=A0 =C2=A0 =C2=A0&lt;mailto:<a href=3D"mailto:dzonatas@gmail.com=
" target=3D"_blank">dzonatas@gmail.com</a> &lt;mailto:<a href=3D"mailto:dzo=
natas@gmail.com" target=3D"_blank">dzonatas@gmail.com</a>&gt;&gt;&gt; wrote=
:<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 Again Morgaine, your appeals alone don&=
#39;t support<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0themselves, and<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 your ridicule is unwelcome. If you can =
not honestly make any<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 serious response, please move on and do=
n&#39;t reply to my<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0posts just<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 to further ridicule. It&#39;s very RUDE=
.<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 If you have any implementation of your =
hash-based idea or<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0actual<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 technical detailed documentation ready =
for implementation, then<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 introduce it. Until then, it&#39;s stuc=
k in your head, and sounds<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 other&#39;s ideas just with your name o=
n it. Plus security by<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 obscurity makes it as moot point.<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 Documentation... ?<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 Remember people tried to take one temp =
variable away from the<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 JPEG2000 int multiple/divide routine be=
cause the idea it looks<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 good (on paper) with one less variable.=
 Actual implementation<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 reveals, with timed tests, it is slower=
 when anybody takes away<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 that one temp variable.<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 Morgaine wrote:<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 Unfortunately your respon=
se was devoid of technical<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0content,<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 Dzonatas.<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 If you have something tec=
hnical to say about hash-based<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 addressing, I would love =
to hear it.<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 I have detailed in some d=
epth the many benefits of<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0hash-based<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 addressing in the article=
 I linked, and subsequently. =C2=A0If<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 other good schemes exist,=
 we should of course analyze<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0them for<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 technical merit and compa=
re their benefits against those of<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 hash-based addressing.<br=
>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 That&#39;s the engineerin=
g process for making VWRAP as good<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0as it<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 can be.<br>
<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 Morgaine.<br>
<br>
<br>
<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 On Tue, Apr 5, 2011 at 8:=
56 PM, Dzonatas Sol<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 &lt;<a href=3D"mailto:dzo=
natas@gmail.com" target=3D"_blank">dzonatas@gmail.com</a> &lt;mailto:<a hre=
f=3D"mailto:dzonatas@gmail.com" target=3D"_blank">dzonatas@gmail.com</a>&gt=
;<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0&lt;mailto:<a href=3D"mailto:dzonatas@gmail.com=
" target=3D"_blank">dzonatas@gmail.com</a> &lt;mailto:<a href=3D"mailto:dzo=
natas@gmail.com" target=3D"_blank">dzonatas@gmail.com</a>&gt;&gt;<br></div>=
</div><div><div></div><div class=3D"h5">

 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 &lt;mailto:<a href=3D"mai=
lto:dzonatas@gmail.com" target=3D"_blank">dzonatas@gmail.com</a> &lt;mailto=
:<a href=3D"mailto:dzonatas@gmail.com" target=3D"_blank">dzonatas@gmail.com=
</a>&gt;<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0&lt;mailto:<a href=3D"mailto:dzonatas@gmail.com=
" target=3D"_blank">dzonatas@gmail.com</a> &lt;mailto:<a href=3D"mailto:dzo=
natas@gmail.com" target=3D"_blank">dzonatas@gmail.com</a>&gt;&gt;&gt;&gt; w=
rote:<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0Morgaine, we=
 mooted your hash-based idea. This does<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0nothing to<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0help impleme=
nt asset services. The only significant<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0point<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 you made<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0is some expr=
ession for optimization, not correct<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0functionality,<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0which is nee=
ded first<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0As for your =
other two, we can summarize those with<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0public<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0resources an=
d flow (forward/reverse). Any more<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0specific network<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0topology tha=
n that only makes it harder to address. The<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 only thing<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0to worry abo=
ut is already custom resources that overlap<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 with newer<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0public resou=
rces.<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0Morgaine wro=
te:<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0On Tue, Apr 5, 2011 at 5:38 PM, Dzonatas Sol<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0&lt;<a href=3D"mailto:dzonatas@gmail.com" target=3D"_blank">dzonatas@gma=
il.com</a> &lt;mailto:<a href=3D"mailto:dzonatas@gmail.com" target=3D"_blan=
k">dzonatas@gmail.com</a>&gt;<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0&lt;mailto:<a href=3D"mailto:dzonatas@gmail.com=
" target=3D"_blank">dzonatas@gmail.com</a> &lt;mailto:<a href=3D"mailto:dzo=
natas@gmail.com" target=3D"_blank">dzonatas@gmail.com</a>&gt;&gt;<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 &lt;mailto:<a href=3D"mai=
lto:dzonatas@gmail.com" target=3D"_blank">dzonatas@gmail.com</a> &lt;mailto=
:<a href=3D"mailto:dzonatas@gmail.com" target=3D"_blank">dzonatas@gmail.com=
</a>&gt;<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0&lt;mailto:<a href=3D"mailto:dzonatas@gmail.com=
" target=3D"_blank">dzonatas@gmail.com</a> &lt;mailto:<a href=3D"mailto:dzo=
natas@gmail.com" target=3D"_blank">dzonatas@gmail.com</a>&gt;&gt;&gt;<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0&lt;mailto:<a href=3D"mailto:dzonatas@gmail.com" target=3D"_blank">dzona=
tas@gmail.com</a><br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0&lt;mailto:<a href=3D"mailto:dzonatas@gmail.com=
" target=3D"_blank">dzonatas@gmail.com</a>&gt; &lt;mailto:<a href=3D"mailto=
:dzonatas@gmail.com" target=3D"_blank">dzonatas@gmail.com</a><br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0&lt;mailto:<a href=3D"mailto:dzonatas@gmail.com=
" target=3D"_blank">dzonatas@gmail.com</a>&gt;&gt;<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 &lt;mailto:<a href=3D"mai=
lto:dzonatas@gmail.com" target=3D"_blank">dzonatas@gmail.com</a> &lt;mailto=
:<a href=3D"mailto:dzonatas@gmail.com" target=3D"_blank">dzonatas@gmail.com=
</a>&gt;<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0&lt;mailto:<a href=3D"mailto:dzonatas@gmail.com=
" target=3D"_blank">dzonatas@gmail.com</a> &lt;mailto:<a href=3D"mailto:dzo=
natas@gmail.com" target=3D"_blank">dzonatas@gmail.com</a>&gt;&gt;&gt;&gt;&g=
t; wrote:<br>
<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0 =C2=A0 Do you think we are ready to implement some asset<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 services now,<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0 =C2=A0 with/without complete documentation?<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0 =C2=A0 What more do you think is needed?<br>
<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0Two or three things seem to be needed:<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0 =C2=A0 * Defining the asset addressing concept is an<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0extremely<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0important<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0 =C2=A0 =C2=A0 matter, almost certainly the most important<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0matter<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 of all,<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0 =C2=A0 =C2=A0 because that determines how robust and<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0scalable our<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0worlds will<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0 =C2=A0 =C2=A0 be.=EF=BF=BD I&#39;ve already examined alternatives for<b=
r>
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 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 in some<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0depth,<br>
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=A0 =C2=A0 =C2=A0 and the design with the best engineering<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0properties so<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0far seems<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0 =C2=A0 =C2=A0 to be universal hash-based addressing.=EF=BF=BD I first<b=
r>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 described<br>
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=A0that<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0 =C2=A0 =C2=A0 approach on the list here ---<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =
=C2=A0 =C2=A0 =C2=A0<a href=3D"http://www.ietf.org/mail-archive/web/vwrap/c=
urrent/msg00463.html" target=3D"_blank">http://www.ietf.org/mail-archive/we=
b/vwrap/current/msg00463.html</a><br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0 =C2=A0 =C2=A0 , and referred to it in various subsequent<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 discussions.<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0 =C2=A0 * Defining the data flows between regions,<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0clients,<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 and asset<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0 =C2=A0 =C2=A0 services and which parameters control the flows<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 needs to<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0be done<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0 =C2=A0 =C2=A0 before a test asset service can be<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0implemented.=EF=BF=BD<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 Without<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0that,<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0 =C2=A0 =C2=A0 an asset service is just a<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0network-accessible storage<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0service,<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0 =C2=A0 =C2=A0 not an asset service in the VWRAP sense.=EF=BF=BD<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0Network<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 storage<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0 =C2=A0 =C2=A0 services exist already, so just<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0implementing one<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 of those<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0would<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0 =C2=A0 =C2=A0 not advance VWRAP.<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0 =C2=A0 * We need to examine how various deployment<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0patterns<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 will<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0use the<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0 =C2=A0 =C2=A0 asset services, and how the /multiple/ asset<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 services that<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0 =C2=A0 =C2=A0 interop introduces are handled.=EF=BF=BD I am<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0working on this<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0currently.<br>
<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0None of the above is particularly hard.=EF=BF=BD I think it<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 won&#39;t be<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0long before we have a scheme worked out and are<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0ready<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 for some<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0implementation work.<br>
<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0Morgaine.<br>
<br>
<br>
<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0-----------------------=
-------------------------------------------------<br>
<br>
<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0_______________________________________________<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0vwrap mailing list<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0<a href=3D"mailto:vwrap@ietf.org" target=3D"_blank">vwrap@ietf.org</a> &=
lt;mailto:<a href=3D"mailto:vwrap@ietf.org" target=3D"_blank">vwrap@ietf.or=
g</a>&gt;<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0&lt;mailto:<a href=3D"mailto:vwrap@ietf.org" ta=
rget=3D"_blank">vwrap@ietf.org</a> &lt;mailto:<a href=3D"mailto:vwrap@ietf.=
org" target=3D"_blank">vwrap@ietf.org</a>&gt;&gt;<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 &lt;mailto:<a href=3D"mai=
lto:vwrap@ietf.org" target=3D"_blank">vwrap@ietf.org</a> &lt;mailto:<a href=
=3D"mailto:vwrap@ietf.org" target=3D"_blank">vwrap@ietf.org</a>&gt;<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0&lt;mailto:<a href=3D"mailto:vwrap@ietf.org" ta=
rget=3D"_blank">vwrap@ietf.org</a> &lt;mailto:<a href=3D"mailto:vwrap@ietf.=
org" target=3D"_blank">vwrap@ietf.org</a>&gt;&gt;&gt;<br>
<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0<a href=3D"https://www.ietf.org/mailman/listinfo/vwrap" target=3D"_blank=
">https://www.ietf.org/mailman/listinfo/vwrap</a><br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 <br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0-- =C2=A0 =
=C2=A0 --- <a href=3D"https://twitter.com/Dzonatas_Sol" target=3D"_blank">h=
ttps://twitter.com/Dzonatas_Sol</a> ---<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0Web Developm=
ent, Software Engineering, Virtual Reality,<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 Consultant<br>
<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0------------------------------------------------------------------------=
<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 _________________________=
______________________<br>
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etf.org" target=3D"_blank">vwrap@ietf.org</a> &lt;mailto:<a href=3D"mailto:=
vwrap@ietf.org" target=3D"_blank">vwrap@ietf.org</a>&gt;<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0&lt;mailto:<a href=3D"mailto:vwrap@ietf.org" ta=
rget=3D"_blank">vwrap@ietf.org</a> &lt;mailto:<a href=3D"mailto:vwrap@ietf.=
org" target=3D"_blank">vwrap@ietf.org</a>&gt;&gt;<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 <a href=3D"https://www.ie=
tf.org/mailman/listinfo/vwrap" target=3D"_blank">https://www.ietf.org/mailm=
an/listinfo/vwrap</a><br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 <br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 -- =C2=A0 =C2=A0 --- <a href=3D"https:/=
/twitter.com/Dzonatas_Sol" target=3D"_blank">https://twitter.com/Dzonatas_S=
ol</a> ---<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 Web Development, Software Engineering, =
Virtual Reality,<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0Consultant<br>
<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0-----------------------------------------------=
-------------------------<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0_______________________________________________=
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0vwrap mailing list<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0<a href=3D"mailto:vwrap@ietf.org" target=3D"_bl=
ank">vwrap@ietf.org</a> &lt;mailto:<a href=3D"mailto:vwrap@ietf.org" target=
=3D"_blank">vwrap@ietf.org</a>&gt;<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0<a href=3D"https://www.ietf.org/mailman/listinf=
o/vwrap" target=3D"_blank">https://www.ietf.org/mailman/listinfo/vwrap</a><=
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 =C2=A0 =C2=A0 =C2=A0 =C2=A0 <br>
<br>
<br>
 =C2=A0 =C2=A0-- =C2=A0 =C2=A0 --- <a href=3D"https://twitter.com/Dzonatas_=
Sol" target=3D"_blank">https://twitter.com/Dzonatas_Sol</a> ---<br>
 =C2=A0 =C2=A0Web Development, Software Engineering, Virtual Reality, Consu=
ltant<br>
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------------------------------------------------------------------------<br=
>
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_______________________________________________<br>
vwrap mailing list<br>
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ttps://www.ietf.org/mailman/listinfo/vwrap</a><br>
 =C2=A0<br>
</div></div></blockquote><div><div></div><div class=3D"h5">
<br>
<br>
-- <br>
--- <a href=3D"https://twitter.com/Dzonatas_Sol" target=3D"_blank">https://=
twitter.com/Dzonatas_Sol</a> ---<br>
Web Development, Software Engineering, Virtual Reality, Consultant<br>
<br>
</div></div></blockquote></div><br>

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From: Izzy Alanis <izzyalanis@gmail.com>
Date: Tue, 5 Apr 2011 20:09:13 -0400
To: Dzonatas Sol <dzonatas@gmail.com>
Cc: "vwrap@ietf.org" <vwrap@ietf.org>
Subject: Re: [vwrap] Statements of Consensus. Flexibity First.
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I agree, this is a purely academic exercise, but I think Carlo wanted to pra=
ctice attempting to reach a consensus. Proposal, counter proposal, discuss t=
he ramifications of specific verbiage, etc... ;)

  - Izzy


On Apr 5, 2011, at 5:49 PM, Dzonatas Sol <dzonatas@gmail.com> wrote:

> IETF seems to already have this nailed down on the political side. The wor=
king groups help.
>=20
> Any proposal needs documentation, so that is where any consensus happens a=
side from implementation (actual or attempted).
>=20
> We can assume succession of RFCs.
>=20
> Carlo Wood wrote:
>> On Tue, 5 Apr 2011 13:03:36 -0400
>> Izzy Alanis <izzyalanis@gmail.com> wrote:
>> =20
>>> I'm not against the "design for tomorrow" platform. I'm pro-"design
>>> for tomorrow", but I believe the proposition, as currently worded,
>>> does not appropriately communicate those intentions.
>>>=20
>>> I could agree with the following wording (though I still don't believe
>>> it communicates your 'design for tomorrow intentions'):
>>>=20
>>> * Whenever a change X in the protocol is proposed (which might be
>>> an addition, a change of existing protocol or even deletion: any
>>> change, making the protocol (VWRAP) go from A --> B), then
>>> *# Protocol B SHOULD do everything that A could do.
>>> *# Good use-case justification for B MUST be provided.
>>> *# Implementation requirements of B MUST be listed.
>>>   =20
>>=20
>> That completely changes the whole intent of the proposal:
>> to make progress by reaching consensus on an (abstract) goal.
>>=20
>> My goal is to have less discussion about whether or not something
>> should be supported by making clear that if there is even a single
>> use case, maybe, that might need it, then why not? Then people wont
>> have to defend anymore why that use case is essential, or morally ok,
>> or not endangering the private agenda of someone. Then it's just
>> clear from the start that "Oh yes, someone might want that, so VWRAP
>> HAS to support that"... There shouldn't be any discussion about
>> something like that.
>>=20
>> In your bullet points, I don't see that goal back at all anymore.
>>=20
>> Worse, I oppose to it.  If A then B is NOT the same as if B then A.
>> You changed the meaning completely. What you are saying that it
>> is forbidden to even make a proposal for a change unless the result can
>> still do exactly what it could be before that. That means we can't make
>> any real CHANGES anymore. Everything we have done so far is set in
>> stone and apparently holy (correct, without errors).
>>=20
>> =20
>=20
>=20
> --=20
> --- https://twitter.com/Dzonatas_Sol ---
> Web Development, Software Engineering, Virtual Reality, Consultant
>=20
> _______________________________________________
> vwrap mailing list
> vwrap@ietf.org
> https://www.ietf.org/mailman/listinfo/vwrap

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Date: Tue, 05 Apr 2011 17:26:42 -0700
From: Dzonatas Sol <dzonatas@gmail.com>
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To: Morgaine <morgaine.dinova@googlemail.com>
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Cc: vwrap@ietf.org
Subject: Re: [vwrap] Statements of Consensus. Flexibity First.
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We were and still are in discussion about VWRAP documents.

As someone that implements, they don't want to read anything like "many 
orders of magnitude" or "the best idea" or such exaggerated adjectives. 
Don't expect your ideas ever to get implemented based on such language.

Need just the facts, and the documents. Please, stop with how great you 
think your idea is and produce the documents! Please include specific 
use of the resources, LLIDL, DSD, etc.

If this continues to be just discussion and neither documentation nor 
implementation than I'm with the chair(s) to disband.

Morgaine wrote:
> The asset fetch performance gain of a protocol in which asset 
> identifiers make cross-world assets cacheable versus a protocol whose 
> asset identifiers do not allow this is an extremely large factor of 
> *many orders of magnitude* on all but the first occurrence of an 
> asset.  For all intents and purposes, avoiding the need to fetch an 
> asset over the network represents a gain of infinity, and this gain 
> may be repeated many times over.
>
> I think it's pretty uncontestable that giving VWRAP an asset 
> addressing scheme which is orders of magnitude more efficient than any 
> other scheme that has yet been proposed would be an important benefit 
> for the protocol, and highly likely to make it popular.  Conversely, 
> if it lacks this benefit then another protocol will use it and will 
> hugely out-perform VWRAP.
>
> We were talking about designing for the future.  Hash-based asset 
> addressing is a case in point, and how we handle this proposal is 
> apparently our first test case.
>
>
> Morgaine.
>
>
>
>
>
> ===============================
>
>
> On Tue, Apr 5, 2011 at 11:52 PM, Dzonatas Sol <dzonatas@gmail.com 
> <mailto:dzonatas@gmail.com>> wrote:
>
>     And... still local cache.. not vwrap.
>
>     I think it would be more wise to go with the implementations of
>     Google's and/or Siemens object identification to RFID codes. At
>     least we know this part won't exploit content.
>
>     It has further advantages than just that. I went into detail
>     awhile ago, yet with basic QM:
>     http://icyspherical.blogspot.com/2010/07/optimizing-simulations-with-basic.html
>
>     No, even given the possibilities presented, I don't think your
>     idea comes close to anything new in regards to the best. It's just
>     your preference.
>
>     Morgaine wrote:
>
>         On Tue, Apr 5, 2011 at 11:11 PM, Dzonatas Sol
>         <dzonatas@gmail.com <mailto:dzonatas@gmail.com>
>         <mailto:dzonatas@gmail.com <mailto:dzonatas@gmail.com>>> wrote:
>
>
>            Your approach, besides exploitations, has the typical
>         problem to
>            assume asset IDs are only needed and are hash-able.
>
>
>
>         Asset IDs are not hash-able, it is the asset data that is
>         hashed.  The asset identifier is the hash of the asset data
>         using a defined hash digest algorithm.  The asset identifier
>         is not guessable unless you already have access to the asset.
>
>
>         Morgaine.
>
>
>
>
>         =============================
>
>
>
>                ==================
>
>                On Tue, Apr 5, 2011 at 10:34 PM, Dzonatas Sol
>                <dzonatas@gmail.com <mailto:dzonatas@gmail.com>
>         <mailto:dzonatas@gmail.com <mailto:dzonatas@gmail.com>>
>                <mailto:dzonatas@gmail.com <mailto:dzonatas@gmail.com>
>         <mailto:dzonatas@gmail.com <mailto:dzonatas@gmail.com>>>> wrote:
>
>                   Again Morgaine, your appeals alone don't support
>                themselves, and
>                   your ridicule is unwelcome. If you can not honestly
>         make any
>                   serious response, please move on and don't reply to my
>                posts just
>                   to further ridicule. It's very RUDE.
>
>                   If you have any implementation of your hash-based
>         idea or
>                actual
>                   technical detailed documentation ready for
>         implementation, then
>                   introduce it. Until then, it's stuck in your head,
>         and sounds
>                   other's ideas just with your name on it. Plus
>         security by
>                   obscurity makes it as moot point.
>
>                   Documentation... ?
>
>                   Remember people tried to take one temp variable away
>         from the
>                   JPEG2000 int multiple/divide routine because the
>         idea it looks
>                   good (on paper) with one less variable. Actual
>         implementation
>                   reveals, with timed tests, it is slower when anybody
>         takes away
>                   that one temp variable.
>
>                   Morgaine wrote:
>
>                       Unfortunately your response was devoid of technical
>                content,
>                       Dzonatas.
>
>                       If you have something technical to say about
>         hash-based
>                       addressing, I would love to hear it.
>
>                       I have detailed in some depth the many benefits of
>                hash-based
>                       addressing in the article I linked, and
>         subsequently.  If
>                       other good schemes exist, we should of course
>         analyze
>                them for
>                       technical merit and compare their benefits
>         against those of
>                       hash-based addressing.
>
>                       That's the engineering process for making VWRAP
>         as good
>                as it
>                       can be.
>
>
>                       Morgaine.
>
>
>
>
>                       =========================
>
>                       On Tue, Apr 5, 2011 at 8:56 PM, Dzonatas Sol
>                       <dzonatas@gmail.com <mailto:dzonatas@gmail.com>
>         <mailto:dzonatas@gmail.com <mailto:dzonatas@gmail.com>>
>                <mailto:dzonatas@gmail.com <mailto:dzonatas@gmail.com>
>         <mailto:dzonatas@gmail.com <mailto:dzonatas@gmail.com>>>
>                       <mailto:dzonatas@gmail.com
>         <mailto:dzonatas@gmail.com> <mailto:dzonatas@gmail.com
>         <mailto:dzonatas@gmail.com>>
>                <mailto:dzonatas@gmail.com <mailto:dzonatas@gmail.com>
>         <mailto:dzonatas@gmail.com <mailto:dzonatas@gmail.com>>>>> wrote:
>
>                          Morgaine, we mooted your hash-based idea.
>         This does
>                nothing to
>                          help implement asset services. The only
>         significant
>                point
>                       you made
>                          is some expression for optimization, not correct
>                functionality,
>                          which is needed first
>
>                          As for your other two, we can summarize those
>         with
>                public
>                          resources and flow (forward/reverse). Any more
>                specific network
>                          topology than that only makes it harder to
>         address. The
>                       only thing
>                          to worry about is already custom resources
>         that overlap
>                       with newer
>                          public resources.
>
>                          Morgaine wrote:
>
>                              On Tue, Apr 5, 2011 at 5:38 PM, Dzonatas Sol
>                              <dzonatas@gmail.com
>         <mailto:dzonatas@gmail.com> <mailto:dzonatas@gmail.com
>         <mailto:dzonatas@gmail.com>>
>                <mailto:dzonatas@gmail.com <mailto:dzonatas@gmail.com>
>         <mailto:dzonatas@gmail.com <mailto:dzonatas@gmail.com>>>
>                       <mailto:dzonatas@gmail.com
>         <mailto:dzonatas@gmail.com> <mailto:dzonatas@gmail.com
>         <mailto:dzonatas@gmail.com>>
>                <mailto:dzonatas@gmail.com <mailto:dzonatas@gmail.com>
>         <mailto:dzonatas@gmail.com <mailto:dzonatas@gmail.com>>>>
>                              <mailto:dzonatas@gmail.com
>         <mailto:dzonatas@gmail.com>
>                <mailto:dzonatas@gmail.com <mailto:dzonatas@gmail.com>>
>         <mailto:dzonatas@gmail.com <mailto:dzonatas@gmail.com>
>                <mailto:dzonatas@gmail.com <mailto:dzonatas@gmail.com>>>
>                       <mailto:dzonatas@gmail.com
>         <mailto:dzonatas@gmail.com> <mailto:dzonatas@gmail.com
>         <mailto:dzonatas@gmail.com>>
>                <mailto:dzonatas@gmail.com <mailto:dzonatas@gmail.com>
>         <mailto:dzonatas@gmail.com <mailto:dzonatas@gmail.com>>>>>> wrote:
>
>
>                                 Do you think we are ready to implement
>         some asset
>                       services now,
>                                 with/without complete documentation?
>
>                                 What more do you think is needed?
>
>
>                              Two or three things seem to be needed:
>
>                                 * Defining the asset addressing
>         concept is an
>                extremely
>                              important
>                                   matter, almost certainly the most
>         important
>                matter
>                       of all,
>                                   because that determines how robust and
>                scalable our
>                              worlds will
>                                   be.� I've already examined
>         alternatives for
>                that
>                       in some
>                              depth,
>                                   and the design with the best engineering
>                properties so
>                              far seems
>                                   to be universal hash-based
>         addressing.� I first
>                       described
>                              that
>                                   approach on the list here ---
>                                                      
>          http://www.ietf.org/mail-archive/web/vwrap/current/msg00463.html
>                                   , and referred to it in various
>         subsequent
>                       discussions.
>
>                                 * Defining the data flows between regions,
>                clients,
>                       and asset
>                                   services and which parameters
>         control the flows
>                       needs to
>                              be done
>                                   before a test asset service can be
>                implemented.�
>                       Without
>                              that,
>                                   an asset service is just a
>                network-accessible storage
>                              service,
>                                   not an asset service in the VWRAP
>         sense.�
>                Network
>                       storage
>                                   services exist already, so just
>                implementing one
>                       of those
>                              would
>                                   not advance VWRAP.
>
>                                 * We need to examine how various
>         deployment
>                patterns
>                       will
>                              use the
>                                   asset services, and how the
>         /multiple/ asset
>                       services that
>                                   interop introduces are handled.� I am
>                working on this
>                              currently.
>
>
>                              None of the above is particularly hard.�
>         I think it
>                       won't be
>                              long before we have a scheme worked out
>         and are
>                ready
>                       for some
>                              implementation work.
>
>
>                              Morgaine.
>
>
>
>
>                                          
>          ------------------------------------------------------------------------
>
>
>
>                            
>          _______________________________________________
>                              vwrap mailing list
>                              vwrap@ietf.org <mailto:vwrap@ietf.org>
>         <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>>
>                <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>
>         <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>>>
>                       <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>
>         <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>>
>                <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>
>         <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>>>>
>
>
>                              https://www.ietf.org/mailman/listinfo/vwrap
>                            
>                          --     --- https://twitter.com/Dzonatas_Sol ---
>                          Web Development, Software Engineering,
>         Virtual Reality,
>                       Consultant
>
>
>                            
>          ------------------------------------------------------------------------
>
>                       _______________________________________________
>                       vwrap mailing list
>                       vwrap@ietf.org <mailto:vwrap@ietf.org>
>         <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>>
>                <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>
>         <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>>>
>                       https://www.ietf.org/mailman/listinfo/vwrap
>                      
>
>                   --     --- https://twitter.com/Dzonatas_Sol ---
>                   Web Development, Software Engineering, Virtual Reality,
>                Consultant
>
>
>              
>          ------------------------------------------------------------------------
>
>                _______________________________________________
>                vwrap mailing list
>                vwrap@ietf.org <mailto:vwrap@ietf.org>
>         <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>>
>                https://www.ietf.org/mailman/listinfo/vwrap
>                
>
>
>            --     --- https://twitter.com/Dzonatas_Sol ---
>            Web Development, Software Engineering, Virtual Reality,
>         Consultant
>
>
>         ------------------------------------------------------------------------
>
>         _______________________________________________
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>
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--- https://twitter.com/Dzonatas_Sol ---
Web Development, Software Engineering, Virtual Reality, Consultant


From morgaine.dinova@googlemail.com  Tue Apr  5 17:59:24 2011
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References: <20110330011458.GB8908@alinoe.com> <4D931434.2030206@boroon.dasgupta.ch> <4646639E08F58B42836FAC24C94624DD92FDE22F3F@GVW0433EXB.americas.hpqcorp.net> <20110401161332.37ca0f9e@hikaru.localdomain> <AANLkTimcMbrJzXYTvs0cszn+rhH4ygEPvzvLwu94gr-4@mail.gmail.com> <BANLkTi=hL5YTAW9_V7EA3C3fiknU0o_ARA@mail.gmail.com> <20110405152025.26ba8f77@hikaru.localdomain> <4D9B4586.9080004@gmail.com> <BANLkTi=hX1ne=hvFqPh_EwTV_Urryxbp_A@mail.gmail.com> <4D9B73D5.4000809@gmail.com> <BANLkTikO5qY+ZOJuMkBfMRT2Y3HjtPCLYw@mail.gmail.com> <4D9B8ADA.9000106@gmail.com> <BANLkTimgdU6mzu+Vz-yUU_33cm9VrdHR0w@mail.gmail.com> <4D9B937C.1040403@gmail.com> <BANLkTik+V6xfbrx07eQO-zNq9r1v03j6CQ@mail.gmail.com> <4D9B9D4A.7050006@gmail.com> <BANLkTi=zpAKKDzGiiNLG_Q=SDCgrS0t48w@mail.gmail.com> <4D9BB342.7020607@gmail.com>
Date: Wed, 6 Apr 2011 02:01:03 +0100
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From: Morgaine <morgaine.dinova@googlemail.com>
To: vwrap@ietf.org
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Subject: Re: [vwrap] Statements of Consensus. Flexibity First.
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*"Facts and documents*":  Link already provided.  Hash-based asset
addressing is just one protocol design element out of many hundreds in
VWRAP, and it would appear as a small technical detail in a future VWRAP
document, not a VWRAP document in its own right.

"*Many orders of magnitude*":  Performance Gain =3D (time to fetch an asset
over the network) / (time to fetch an asset from client cache with no
network access required) .  This could easily be 5 orders of magnitude unde=
r
normal operation, and a lot more under conditions of service congestion.


Morgaine.



=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D

On Wed, Apr 6, 2011 at 1:26 AM, Dzonatas Sol <dzonatas@gmail.com> wrote:

> We were and still are in discussion about VWRAP documents.
>
> As someone that implements, they don't want to read anything like "many
> orders of magnitude" or "the best idea" or such exaggerated adjectives.
> Don't expect your ideas ever to get implemented based on such language.
>
> Need just the facts, and the documents. Please, stop with how great you
> think your idea is and produce the documents! Please include specific use=
 of
> the resources, LLIDL, DSD, etc.
>
> If this continues to be just discussion and neither documentation nor
> implementation than I'm with the chair(s) to disband.
>
> Morgaine wrote:
>
>> The asset fetch performance gain of a protocol in which asset identifier=
s
>> make cross-world assets cacheable versus a protocol whose asset identifi=
ers
>> do not allow this is an extremely large factor of *many orders of magnit=
ude*
>> on all but the first occurrence of an asset.  For all intents and purpos=
es,
>> avoiding the need to fetch an asset over the network represents a gain o=
f
>> infinity, and this gain may be repeated many times over.
>>
>> I think it's pretty uncontestable that giving VWRAP an asset addressing
>> scheme which is orders of magnitude more efficient than any other scheme
>> that has yet been proposed would be an important benefit for the protoco=
l,
>> and highly likely to make it popular.  Conversely, if it lacks this bene=
fit
>> then another protocol will use it and will hugely out-perform VWRAP.
>>
>> We were talking about designing for the future.  Hash-based asset
>> addressing is a case in point, and how we handle this proposal is appare=
ntly
>> our first test case.
>>
>>
>> Morgaine.
>>
>>
>>
>>
>>
>> =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D
>>
>>
>> On Tue, Apr 5, 2011 at 11:52 PM, Dzonatas Sol <dzonatas@gmail.com<mailto=
:
>> dzonatas@gmail.com>> wrote:
>>
>>    And... still local cache.. not vwrap.
>>
>>    I think it would be more wise to go with the implementations of
>>    Google's and/or Siemens object identification to RFID codes. At
>>    least we know this part won't exploit content.
>>
>>    It has further advantages than just that. I went into detail
>>    awhile ago, yet with basic QM:
>>
>> http://icyspherical.blogspot.com/2010/07/optimizing-simulations-with-bas=
ic.html
>>
>>    No, even given the possibilities presented, I don't think your
>>    idea comes close to anything new in regards to the best. It's just
>>    your preference.
>>
>>    Morgaine wrote:
>>
>>        On Tue, Apr 5, 2011 at 11:11 PM, Dzonatas Sol
>>        <dzonatas@gmail.com <mailto:dzonatas@gmail.com>
>>        <mailto:dzonatas@gmail.com <mailto:dzonatas@gmail.com>>> wrote:
>>
>>
>>           Your approach, besides exploitations, has the typical
>>        problem to
>>           assume asset IDs are only needed and are hash-able.
>>
>>
>>
>>        Asset IDs are not hash-able, it is the asset data that is
>>        hashed.  The asset identifier is the hash of the asset data
>>        using a defined hash digest algorithm.  The asset identifier
>>        is not guessable unless you already have access to the asset.
>>
>>
>>        Morgaine.
>>
>>
>>
>>
>>        =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D
>>
>>
>>
>>               =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D
>>
>>               On Tue, Apr 5, 2011 at 10:34 PM, Dzonatas Sol
>>               <dzonatas@gmail.com <mailto:dzonatas@gmail.com>
>>        <mailto:dzonatas@gmail.com <mailto:dzonatas@gmail.com>>
>>               <mailto:dzonatas@gmail.com <mailto:dzonatas@gmail.com>
>>        <mailto:dzonatas@gmail.com <mailto:dzonatas@gmail.com>>>> wrote:
>>
>>                  Again Morgaine, your appeals alone don't support
>>               themselves, and
>>                  your ridicule is unwelcome. If you can not honestly
>>        make any
>>                  serious response, please move on and don't reply to my
>>               posts just
>>                  to further ridicule. It's very RUDE.
>>
>>                  If you have any implementation of your hash-based
>>        idea or
>>               actual
>>                  technical detailed documentation ready for
>>        implementation, then
>>                  introduce it. Until then, it's stuck in your head,
>>        and sounds
>>                  other's ideas just with your name on it. Plus
>>        security by
>>                  obscurity makes it as moot point.
>>
>>                  Documentation... ?
>>
>>                  Remember people tried to take one temp variable away
>>        from the
>>                  JPEG2000 int multiple/divide routine because the
>>        idea it looks
>>                  good (on paper) with one less variable. Actual
>>        implementation
>>                  reveals, with timed tests, it is slower when anybody
>>        takes away
>>                  that one temp variable.
>>
>>                  Morgaine wrote:
>>
>>                      Unfortunately your response was devoid of technical
>>               content,
>>                      Dzonatas.
>>
>>                      If you have something technical to say about
>>        hash-based
>>                      addressing, I would love to hear it.
>>
>>                      I have detailed in some depth the many benefits of
>>               hash-based
>>                      addressing in the article I linked, and
>>        subsequently.  If
>>                      other good schemes exist, we should of course
>>        analyze
>>               them for
>>                      technical merit and compare their benefits
>>        against those of
>>                      hash-based addressing.
>>
>>                      That's the engineering process for making VWRAP
>>        as good
>>               as it
>>                      can be.
>>
>>
>>                      Morgaine.
>>
>>
>>
>>
>>                      =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D
>>
>>                      On Tue, Apr 5, 2011 at 8:56 PM, Dzonatas Sol
>>                      <dzonatas@gmail.com <mailto:dzonatas@gmail.com>
>>        <mailto:dzonatas@gmail.com <mailto:dzonatas@gmail.com>>
>>               <mailto:dzonatas@gmail.com <mailto:dzonatas@gmail.com>
>>        <mailto:dzonatas@gmail.com <mailto:dzonatas@gmail.com>>>
>>                      <mailto:dzonatas@gmail.com
>>        <mailto:dzonatas@gmail.com> <mailto:dzonatas@gmail.com
>>        <mailto:dzonatas@gmail.com>>
>>               <mailto:dzonatas@gmail.com <mailto:dzonatas@gmail.com>
>>        <mailto:dzonatas@gmail.com <mailto:dzonatas@gmail.com>>>>> wrote:
>>
>>                         Morgaine, we mooted your hash-based idea.
>>        This does
>>               nothing to
>>                         help implement asset services. The only
>>        significant
>>               point
>>                      you made
>>                         is some expression for optimization, not correct
>>               functionality,
>>                         which is needed first
>>
>>                         As for your other two, we can summarize those
>>        with
>>               public
>>                         resources and flow (forward/reverse). Any more
>>               specific network
>>                         topology than that only makes it harder to
>>        address. The
>>                      only thing
>>                         to worry about is already custom resources
>>        that overlap
>>                      with newer
>>                         public resources.
>>
>>                         Morgaine wrote:
>>
>>                             On Tue, Apr 5, 2011 at 5:38 PM, Dzonatas Sol
>>                             <dzonatas@gmail.com
>>        <mailto:dzonatas@gmail.com> <mailto:dzonatas@gmail.com
>>        <mailto:dzonatas@gmail.com>>
>>               <mailto:dzonatas@gmail.com <mailto:dzonatas@gmail.com>
>>        <mailto:dzonatas@gmail.com <mailto:dzonatas@gmail.com>>>
>>                      <mailto:dzonatas@gmail.com
>>        <mailto:dzonatas@gmail.com> <mailto:dzonatas@gmail.com
>>        <mailto:dzonatas@gmail.com>>
>>               <mailto:dzonatas@gmail.com <mailto:dzonatas@gmail.com>
>>        <mailto:dzonatas@gmail.com <mailto:dzonatas@gmail.com>>>>
>>                             <mailto:dzonatas@gmail.com
>>        <mailto:dzonatas@gmail.com>
>>               <mailto:dzonatas@gmail.com <mailto:dzonatas@gmail.com>>
>>        <mailto:dzonatas@gmail.com <mailto:dzonatas@gmail.com>
>>               <mailto:dzonatas@gmail.com <mailto:dzonatas@gmail.com>>>
>>                      <mailto:dzonatas@gmail.com
>>        <mailto:dzonatas@gmail.com> <mailto:dzonatas@gmail.com
>>        <mailto:dzonatas@gmail.com>>
>>               <mailto:dzonatas@gmail.com <mailto:dzonatas@gmail.com>
>>        <mailto:dzonatas@gmail.com <mailto:dzonatas@gmail.com>>>>>> wrote=
:
>>
>>
>>                                Do you think we are ready to implement
>>        some asset
>>                      services now,
>>                                with/without complete documentation?
>>
>>                                What more do you think is needed?
>>
>>
>>                             Two or three things seem to be needed:
>>
>>                                * Defining the asset addressing
>>        concept is an
>>               extremely
>>                             important
>>                                  matter, almost certainly the most
>>        important
>>               matter
>>                      of all,
>>                                  because that determines how robust and
>>               scalable our
>>                             worlds will
>>                                  be.=EF=BF=BD I've already examined
>>        alternatives for
>>               that
>>                      in some
>>                             depth,
>>                                  and the design with the best engineerin=
g
>>               properties so
>>                             far seems
>>                                  to be universal hash-based
>>        addressing.=EF=BF=BD I first
>>                      described
>>                             that
>>                                  approach on the list here ---
>>
>> http://www.ietf.org/mail-archive/web/vwrap/current/msg00463.html
>>                                  , and referred to it in various
>>        subsequent
>>                      discussions.
>>
>>                                * Defining the data flows between regions=
,
>>               clients,
>>                      and asset
>>                                  services and which parameters
>>        control the flows
>>                      needs to
>>                             be done
>>                                  before a test asset service can be
>>               implemented.=EF=BF=BD
>>                      Without
>>                             that,
>>                                  an asset service is just a
>>               network-accessible storage
>>                             service,
>>                                  not an asset service in the VWRAP
>>        sense.=EF=BF=BD
>>               Network
>>                      storage
>>                                  services exist already, so just
>>               implementing one
>>                      of those
>>                             would
>>                                  not advance VWRAP.
>>
>>                                * We need to examine how various
>>        deployment
>>               patterns
>>                      will
>>                             use the
>>                                  asset services, and how the
>>        /multiple/ asset
>>                      services that
>>                                  interop introduces are handled.=EF=BF=
=BD I am
>>               working on this
>>                             currently.
>>
>>
>>                             None of the above is particularly hard.=EF=
=BF=BD
>>        I think it
>>                      won't be
>>                             long before we have a scheme worked out
>>        and are
>>               ready
>>                      for some
>>                             implementation work.
>>
>>
>>                             Morgaine.
>>
>>
>>
>>
>>
>>  -----------------------------------------------------------------------=
-
>>
>>
>>
>>
>>  _______________________________________________
>>                             vwrap mailing list
>>                             vwrap@ietf.org <mailto:vwrap@ietf.org>
>>        <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>>
>>               <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>
>>        <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>>>
>>                      <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>
>>        <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>>
>>               <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>
>>        <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>>>>
>>
>>
>>                             https://www.ietf.org/mailman/listinfo/vwrap
>>                                                    --     ---
>> https://twitter.com/Dzonatas_Sol ---
>>                         Web Development, Software Engineering,
>>        Virtual Reality,
>>                      Consultant
>>
>>
>>
>>  -----------------------------------------------------------------------=
-
>>
>>                      _______________________________________________
>>                      vwrap mailing list
>>                      vwrap@ietf.org <mailto:vwrap@ietf.org>
>>        <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>>
>>               <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>
>>        <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>>>
>>                      https://www.ietf.org/mailman/listinfo/vwrap
>>
>>                  --     --- https://twitter.com/Dzonatas_Sol ---
>>                  Web Development, Software Engineering, Virtual Reality,
>>               Consultant
>>
>>
>>
>>  -----------------------------------------------------------------------=
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>>
>>               _______________________________________________
>>               vwrap mailing list
>>               vwrap@ietf.org <mailto:vwrap@ietf.org>
>>        <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>>
>>               https://www.ietf.org/mailman/listinfo/vwrap
>>
>>
>>           --     --- https://twitter.com/Dzonatas_Sol ---
>>           Web Development, Software Engineering, Virtual Reality,
>>        Consultant
>>
>>
>>
>>  -----------------------------------------------------------------------=
-
>>
>>        _______________________________________________
>>        vwrap mailing list
>>        vwrap@ietf.org <mailto:vwrap@ietf.org>
>>        https://www.ietf.org/mailman/listinfo/vwrap
>>
>>
>>
>>    --     --- https://twitter.com/Dzonatas_Sol ---
>>    Web Development, Software Engineering, Virtual Reality, Consultant
>>
>>
>> ------------------------------------------------------------------------
>>
>> _______________________________________________
>> vwrap mailing list
>> vwrap@ietf.org
>> https://www.ietf.org/mailman/listinfo/vwrap
>>
>>
>
>
> --
> --- https://twitter.com/Dzonatas_Sol ---
> Web Development, Software Engineering, Virtual Reality, Consultant
>
>

--00235429d8f4e0524a04a0358691
Content-Type: text/html; charset=UTF-8
Content-Transfer-Encoding: quoted-printable

<b>&quot;Facts and documents</b>&quot;:=C2=A0 Link already provided.=C2=A0 =
Hash-based asset addressing is just one protocol design element out of many=
 hundreds in VWRAP, and it would appear as a small technical detail in a fu=
ture VWRAP document, not a VWRAP document in its own right.<br>
<br>&quot;<b>Many orders of magnitude</b>&quot;:=C2=A0 Performance Gain =3D=
 (time to fetch an asset over the network) / (time to fetch an asset from c=
lient cache with no network access required) .=C2=A0 This could easily be 5=
 orders of magnitude under normal operation, and a lot more under condition=
s of service congestion.<br>
<br><br>Morgaine.<br><br><br><br>=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D<br><br><div class=3D"gmail_quote">On Wed, Apr 6, 2011 at=
 1:26 AM, Dzonatas Sol <span dir=3D"ltr">&lt;<a href=3D"mailto:dzonatas@gma=
il.com">dzonatas@gmail.com</a>&gt;</span> wrote:<br>
<blockquote class=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt 0.8ex; borde=
r-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;">We were and still=
 are in discussion about VWRAP documents.<br>
<br>
As someone that implements, they don&#39;t want to read anything like &quot=
;many orders of magnitude&quot; or &quot;the best idea&quot; or such exagge=
rated adjectives. Don&#39;t expect your ideas ever to get implemented based=
 on such language.<br>

<br>
Need just the facts, and the documents. Please, stop with how great you thi=
nk your idea is and produce the documents! Please include specific use of t=
he resources, LLIDL, DSD, etc.<br>
<br>
If this continues to be just discussion and neither documentation nor imple=
mentation than I&#39;m with the chair(s) to disband.<br>
<br>
Morgaine wrote:<br>
<blockquote class=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt 0.8ex; borde=
r-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;"><div class=3D"im"=
>
The asset fetch performance gain of a protocol in which asset identifiers m=
ake cross-world assets cacheable versus a protocol whose asset identifiers =
do not allow this is an extremely large factor of *many orders of magnitude=
* on all but the first occurrence of an asset. =C2=A0For all intents and pu=
rposes, avoiding the need to fetch an asset over the network represents a g=
ain of infinity, and this gain may be repeated many times over.<br>

<br>
I think it&#39;s pretty uncontestable that giving VWRAP an asset addressing=
 scheme which is orders of magnitude more efficient than any other scheme t=
hat has yet been proposed would be an important benefit for the protocol, a=
nd highly likely to make it popular. =C2=A0Conversely, if it lacks this ben=
efit then another protocol will use it and will hugely out-perform VWRAP.<b=
r>

<br>
We were talking about designing for the future. =C2=A0Hash-based asset addr=
essing is a case in point, and how we handle this proposal is apparently ou=
r first test case.<br>
<br>
<br>
Morgaine.<br>
<br>
<br>
<br>
<br>
<br>
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D<br>
<br>
<br></div><div class=3D"im">
On Tue, Apr 5, 2011 at 11:52 PM, Dzonatas Sol &lt;<a href=3D"mailto:dzonata=
s@gmail.com" target=3D"_blank">dzonatas@gmail.com</a> &lt;mailto:<a href=3D=
"mailto:dzonatas@gmail.com" target=3D"_blank">dzonatas@gmail.com</a>&gt;&gt=
; wrote:<br>

<br>
 =C2=A0 =C2=A0And... still local cache.. not vwrap.<br>
<br>
 =C2=A0 =C2=A0I think it would be more wise to go with the implementations =
of<br>
 =C2=A0 =C2=A0Google&#39;s and/or Siemens object identification to RFID cod=
es. At<br>
 =C2=A0 =C2=A0least we know this part won&#39;t exploit content.<br>
<br>
 =C2=A0 =C2=A0It has further advantages than just that. I went into detail<=
br>
 =C2=A0 =C2=A0awhile ago, yet with basic QM:<br>
 =C2=A0 =C2=A0<a href=3D"http://icyspherical.blogspot.com/2010/07/optimizin=
g-simulations-with-basic.html" target=3D"_blank">http://icyspherical.blogsp=
ot.com/2010/07/optimizing-simulations-with-basic.html</a><br>
<br>
 =C2=A0 =C2=A0No, even given the possibilities presented, I don&#39;t think=
 your<br>
 =C2=A0 =C2=A0idea comes close to anything new in regards to the best. It&#=
39;s just<br>
 =C2=A0 =C2=A0your preference.<br>
<br>
 =C2=A0 =C2=A0Morgaine wrote:<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0On Tue, Apr 5, 2011 at 11:11 PM, Dzonatas Sol<b=
r>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0&lt;<a href=3D"mailto:dzonatas@gmail.com" targe=
t=3D"_blank">dzonatas@gmail.com</a> &lt;mailto:<a href=3D"mailto:dzonatas@g=
mail.com" target=3D"_blank">dzonatas@gmail.com</a>&gt;<br></div><div class=
=3D"im">
 =C2=A0 =C2=A0 =C2=A0 =C2=A0&lt;mailto:<a href=3D"mailto:dzonatas@gmail.com=
" target=3D"_blank">dzonatas@gmail.com</a> &lt;mailto:<a href=3D"mailto:dzo=
natas@gmail.com" target=3D"_blank">dzonatas@gmail.com</a>&gt;&gt;&gt; wrote=
:<br>
<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 Your approach, besides exploitations, h=
as the typical<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0problem to<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 assume asset IDs are only needed and ar=
e hash-able.<br>
<br>
<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0Asset IDs are not hash-able, it is the asset da=
ta that is<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0hashed. =C2=A0The asset identifier is the hash =
of the asset data<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0using a defined hash digest algorithm. =C2=A0Th=
e asset identifier<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0is not guessable unless you already have access=
 to the asset.<br>
<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0Morgaine.<br>
<br>
<br>
<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D<br>
<br>
<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 On Tue, Apr 5, 2011 at 10=
:34 PM, Dzonatas Sol<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 &lt;<a href=3D"mailto:dzo=
natas@gmail.com" target=3D"_blank">dzonatas@gmail.com</a> &lt;mailto:<a hre=
f=3D"mailto:dzonatas@gmail.com" target=3D"_blank">dzonatas@gmail.com</a>&gt=
;<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0&lt;mailto:<a href=3D"mailto:dzonatas@gmail.com=
" target=3D"_blank">dzonatas@gmail.com</a> &lt;mailto:<a href=3D"mailto:dzo=
natas@gmail.com" target=3D"_blank">dzonatas@gmail.com</a>&gt;&gt;<br></div>=
<div><div></div><div class=3D"h5">

 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 &lt;mailto:<a href=3D"mai=
lto:dzonatas@gmail.com" target=3D"_blank">dzonatas@gmail.com</a> &lt;mailto=
:<a href=3D"mailto:dzonatas@gmail.com" target=3D"_blank">dzonatas@gmail.com=
</a>&gt;<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0&lt;mailto:<a href=3D"mailto:dzonatas@gmail.com=
" target=3D"_blank">dzonatas@gmail.com</a> &lt;mailto:<a href=3D"mailto:dzo=
natas@gmail.com" target=3D"_blank">dzonatas@gmail.com</a>&gt;&gt;&gt;&gt; w=
rote:<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0Again Morgai=
ne, your appeals alone don&#39;t support<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 themselves, and<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0your ridicul=
e is unwelcome. If you can not honestly<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0make any<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0serious resp=
onse, please move on and don&#39;t reply to my<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 posts just<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0to further r=
idicule. It&#39;s very RUDE.<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0If you have =
any implementation of your hash-based<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0idea or<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 actual<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0technical de=
tailed documentation ready for<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0implementation, then<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0introduce it=
. Until then, it&#39;s stuck in your head,<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0and sounds<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0other&#39;s =
ideas just with your name on it. Plus<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0security by<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0obscurity ma=
kes it as moot point.<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0Documentatio=
n... ?<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0Remember peo=
ple tried to take one temp variable away<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0from the<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0JPEG2000 int=
 multiple/divide routine because the<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0idea it looks<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0good (on pap=
er) with one less variable. Actual<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0implementation<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0reveals, wit=
h timed tests, it is slower when anybody<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0takes away<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0that one tem=
p variable.<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0Morgaine wro=
te:<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0Unfortunately your response was devoid of technical<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 content,<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0Dzonatas.<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0If you have something technical to say about<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0hash-based<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0addressing, I would love to hear it.<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0I have detailed in some depth the many benefits of<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 hash-based<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0addressing in the article I linked, and<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0subsequently. =C2=A0If<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0other good schemes exist, we should of course<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0analyze<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 them for<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0technical merit and compare their benefits<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0against those of<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0hash-based addressing.<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0That&#39;s the engineering process for making VWRAP<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0as good<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 as it<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0can be.<br>
<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0Morgaine.<br>
<br>
<br>
<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0On Tue, Apr 5, 2011 at 8:56 PM, Dzonatas Sol<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0&lt;<a href=3D"mailto:dzonatas@gmail.com" target=3D"_blank">dzonatas@gma=
il.com</a> &lt;mailto:<a href=3D"mailto:dzonatas@gmail.com" target=3D"_blan=
k">dzonatas@gmail.com</a>&gt;<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0&lt;mailto:<a href=3D"mailto:dzonatas@gmail.com=
" target=3D"_blank">dzonatas@gmail.com</a> &lt;mailto:<a href=3D"mailto:dzo=
natas@gmail.com" target=3D"_blank">dzonatas@gmail.com</a>&gt;&gt;<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 &lt;mailto:<a href=3D"mai=
lto:dzonatas@gmail.com" target=3D"_blank">dzonatas@gmail.com</a> &lt;mailto=
:<a href=3D"mailto:dzonatas@gmail.com" target=3D"_blank">dzonatas@gmail.com=
</a>&gt;<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0&lt;mailto:<a href=3D"mailto:dzonatas@gmail.com=
" target=3D"_blank">dzonatas@gmail.com</a> &lt;mailto:<a href=3D"mailto:dzo=
natas@gmail.com" target=3D"_blank">dzonatas@gmail.com</a>&gt;&gt;&gt;<br></=
div></div><div><div></div>
<div class=3D"h5">
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0&lt;mailto:<a href=3D"mailto:dzonatas@gmail.com" target=3D"_blank">dzona=
tas@gmail.com</a><br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0&lt;mailto:<a href=3D"mailto:dzonatas@gmail.com=
" target=3D"_blank">dzonatas@gmail.com</a>&gt; &lt;mailto:<a href=3D"mailto=
:dzonatas@gmail.com" target=3D"_blank">dzonatas@gmail.com</a><br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0&lt;mailto:<a href=3D"mailto:dzonatas@gmail.com=
" target=3D"_blank">dzonatas@gmail.com</a>&gt;&gt;<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 &lt;mailto:<a href=3D"mai=
lto:dzonatas@gmail.com" target=3D"_blank">dzonatas@gmail.com</a> &lt;mailto=
:<a href=3D"mailto:dzonatas@gmail.com" target=3D"_blank">dzonatas@gmail.com=
</a>&gt;<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0&lt;mailto:<a href=3D"mailto:dzonatas@gmail.com=
" target=3D"_blank">dzonatas@gmail.com</a> &lt;mailto:<a href=3D"mailto:dzo=
natas@gmail.com" target=3D"_blank">dzonatas@gmail.com</a>&gt;&gt;&gt;&gt;&g=
t; wrote:<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0 =C2=A0 Morgaine, we mooted your hash-based idea.<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0This does<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 nothing to<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0 =C2=A0 help implement asset services. The only<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0significant<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 point<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0you made<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0 =C2=A0 is some expression for optimization, not correct<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 functionality,<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0 =C2=A0 which is needed first<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0 =C2=A0 As for your other two, we can summarize those<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0with<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 public<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0 =C2=A0 resources and flow (forward/reverse). Any more<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 specific network<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0 =C2=A0 topology than that only makes it harder to<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0address. The<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0only thing<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0 =C2=A0 to worry about is already custom resources<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0that overlap<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0with newer<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0 =C2=A0 public resources.<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0 =C2=A0 Morgaine wrote:<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0 =C2=A0 =C2=A0 =C2=A0 On Tue, Apr 5, 2011 at 5:38 PM, Dzonatas Sol<br>
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=A0 =C2=A0 =C2=A0 =C2=A0 &lt;<a href=3D"mailto:dzonatas@gmail.com" target=
=3D"_blank">dzonatas@gmail.com</a><br>
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" target=3D"_blank">dzonatas@gmail.com</a>&gt; &lt;mailto:<a href=3D"mailto=
:dzonatas@gmail.com" target=3D"_blank">dzonatas@gmail.com</a><br>
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</a>&gt;<br>
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natas@gmail.com" target=3D"_blank">dzonatas@gmail.com</a>&gt;&gt;&gt;<br>
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lto:dzonatas@gmail.com" target=3D"_blank">dzonatas@gmail.com</a> &lt;mailto=
:<a href=3D"mailto:dzonatas@gmail.com" target=3D"_blank">dzonatas@gmail.com=
</a>&gt;<br>
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natas@gmail.com" target=3D"_blank">dzonatas@gmail.com</a>&gt;&gt;&gt;&gt;<b=
r>
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=A0 =C2=A0 =C2=A0 =C2=A0 &lt;mailto:<a href=3D"mailto:dzonatas@gmail.com" t=
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lto:dzonatas@gmail.com" target=3D"_blank">dzonatas@gmail.com</a> &lt;mailto=
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</a>&gt;&gt;<br>
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natas@gmail.com" target=3D"_blank">dzonatas@gmail.com</a>&gt;<br>
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" target=3D"_blank">dzonatas@gmail.com</a>&gt;&gt;<br>
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lto:dzonatas@gmail.com" target=3D"_blank">dzonatas@gmail.com</a> &lt;mailto=
:<a href=3D"mailto:dzonatas@gmail.com" target=3D"_blank">dzonatas@gmail.com=
</a>&gt;<br>
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natas@gmail.com" target=3D"_blank">dzonatas@gmail.com</a>&gt;&gt;&gt;&gt;&g=
t;&gt; wrote:<br>
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=A0services now,<br>
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br>
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=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0What more do you think is needed?<br>
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et=3D"_blank">http://www.ietf.org/mail-archive/web/vwrap/current/msg00463.h=
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.=EF=BF=BD I am<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 working on this<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0 =C2=A0 =C2=A0 =C2=A0 currently.<br>
<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0 =C2=A0 =C2=A0 =C2=A0 None of the above is particularly hard.=EF=BF=BD<b=
r>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0I think it<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0won&#39;t be<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0 =C2=A0 =C2=A0 =C2=A0 long before we have a scheme worked out<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0and are<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 ready<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0for some<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0 =C2=A0 =C2=A0 =C2=A0 implementation work.<br>
<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0 =C2=A0 =C2=A0 =C2=A0 Morgaine.<br>
<br>
<br>
<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =
=C2=A0 =C2=A0 =C2=A0 =C2=A0------------------------------------------------=
------------------------<br>
<br>
<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0_______________________=
________________________<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
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 =C2=A0 =C2=A0 =C2=A0 =C2=A0&lt;mailto:<a href=3D"mailto:vwrap@ietf.org" ta=
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org" target=3D"_blank">vwrap@ietf.org</a>&gt;&gt;<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 &lt;mailto:<a href=3D"mai=
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 =C2=A0 =C2=A0 =C2=A0 =C2=A0&lt;mailto:<a href=3D"mailto:vwrap@ietf.org" ta=
rget=3D"_blank">vwrap@ietf.org</a> &lt;mailto:<a href=3D"mailto:vwrap@ietf.=
org" target=3D"_blank">vwrap@ietf.org</a>&gt;&gt;&gt;<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
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f.org</a> &lt;mailto:<a href=3D"mailto:vwrap@ietf.org" target=3D"_blank">vw=
rap@ietf.org</a>&gt;<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0&lt;mailto:<a href=3D"mailto:vwrap@ietf.org" ta=
rget=3D"_blank">vwrap@ietf.org</a> &lt;mailto:<a href=3D"mailto:vwrap@ietf.=
org" target=3D"_blank">vwrap@ietf.org</a>&gt;&gt;<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 &lt;mailto:<a href=3D"mai=
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=3D"mailto:vwrap@ietf.org" target=3D"_blank">vwrap@ietf.org</a>&gt;<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0&lt;mailto:<a href=3D"mailto:vwrap@ietf.org" ta=
rget=3D"_blank">vwrap@ietf.org</a> &lt;mailto:<a href=3D"mailto:vwrap@ietf.=
org" target=3D"_blank">vwrap@ietf.org</a>&gt;&gt;&gt;&gt;<br>
<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
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 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
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=C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0-- =C2=A0 =C2=A0 --- <a href=3D"https://t=
witter.com/Dzonatas_Sol" target=3D"_blank">https://twitter.com/Dzonatas_Sol=
</a> ---<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0 =C2=A0 Web Development, Software Engineering,<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0Virtual Reality,<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0Consultant<br>
<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0-----------------------=
-------------------------------------------------<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0_______________________________________________<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
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=A0<a href=3D"mailto:vwrap@ietf.org" target=3D"_blank">vwrap@ietf.org</a> &=
lt;mailto:<a href=3D"mailto:vwrap@ietf.org" target=3D"_blank">vwrap@ietf.or=
g</a>&gt;<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0&lt;mailto:<a href=3D"mailto:vwrap@ietf.org" ta=
rget=3D"_blank">vwrap@ietf.org</a> &lt;mailto:<a href=3D"mailto:vwrap@ietf.=
org" target=3D"_blank">vwrap@ietf.org</a>&gt;&gt;<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 &lt;mailto:<a href=3D"mai=
lto:vwrap@ietf.org" target=3D"_blank">vwrap@ietf.org</a> &lt;mailto:<a href=
=3D"mailto:vwrap@ietf.org" target=3D"_blank">vwrap@ietf.org</a>&gt;<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0&lt;mailto:<a href=3D"mailto:vwrap@ietf.org" ta=
rget=3D"_blank">vwrap@ietf.org</a> &lt;mailto:<a href=3D"mailto:vwrap@ietf.=
org" target=3D"_blank">vwrap@ietf.org</a>&gt;&gt;&gt;<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0<a href=3D"https://www.ietf.org/mailman/listinfo/vwrap" target=3D"_blank=
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 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 <br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0-- =C2=A0 =
=C2=A0 --- <a href=3D"https://twitter.com/Dzonatas_Sol" target=3D"_blank">h=
ttps://twitter.com/Dzonatas_Sol</a> ---<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0Web Developm=
ent, Software Engineering, Virtual Reality,<br>
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<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0------------------------------------------------------------------------=
<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 _________________________=
______________________<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 vwrap mailing list<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 <a href=3D"mailto:vwrap@i=
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vwrap@ietf.org" target=3D"_blank">vwrap@ietf.org</a>&gt;<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0&lt;mailto:<a href=3D"mailto:vwrap@ietf.org" ta=
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org" target=3D"_blank">vwrap@ietf.org</a>&gt;&gt;<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 <a href=3D"https://www.ie=
tf.org/mailman/listinfo/vwrap" target=3D"_blank">https://www.ietf.org/mailm=
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 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 <br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 -- =C2=A0 =C2=A0 --- <a href=3D"https:/=
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ol</a> ---<br>
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Virtual Reality,<br>
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<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0-----------------------------------------------=
-------------------------<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0_______________________________________________=
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 =C2=A0 =C2=A0 =C2=A0 =C2=A0<a href=3D"mailto:vwrap@ietf.org" target=3D"_bl=
ank">vwrap@ietf.org</a> &lt;mailto:<a href=3D"mailto:vwrap@ietf.org" target=
=3D"_blank">vwrap@ietf.org</a>&gt;<br>
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o/vwrap" target=3D"_blank">https://www.ietf.org/mailman/listinfo/vwrap</a><=
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 =C2=A0 =C2=A0Web Development, Software Engineering, Virtual Reality, Consu=
ltant<br>
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<br>
------------------------------------------------------------------------<br=
>
<br>
_______________________________________________<br>
vwrap mailing list<br>
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 =C2=A0<br>
</div></div></blockquote><div><div></div><div class=3D"h5">
<br>
<br>
-- <br>
--- <a href=3D"https://twitter.com/Dzonatas_Sol" target=3D"_blank">https://=
twitter.com/Dzonatas_Sol</a> ---<br>
Web Development, Software Engineering, Virtual Reality, Consultant<br>
<br>
</div></div></blockquote></div><br>

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References: <20110330011458.GB8908@alinoe.com> <4D931434.2030206@boroon.dasgupta.ch> <4646639E08F58B42836FAC24C94624DD92FDE22F3F@GVW0433EXB.americas.hpqcorp.net> <20110401161332.37ca0f9e@hikaru.localdomain> <AANLkTimcMbrJzXYTvs0cszn+rhH4ygEPvzvLwu94gr-4@mail.gmail.com> <BANLkTi=hL5YTAW9_V7EA3C3fiknU0o_ARA@mail.gmail.com> <20110405152025.26ba8f77@hikaru.localdomain> <4D9B4586.9080004@gmail.com> <BANLkTi=hX1ne=hvFqPh_EwTV_Urryxbp_A@mail.gmail.com> <4D9B73D5.4000809@gmail.com> <BANLkTikO5qY+ZOJuMkBfMRT2Y3HjtPCLYw@mail.gmail.com> <4D9B8ADA.9000106@gmail.com> <BANLkTimgdU6mzu+Vz-yUU_33cm9VrdHR0w@mail.gmail.com> <4D9B937C.1040403@gmail.com> <BANLkTik+V6xfbrx07eQO-zNq9r1v03j6CQ@mail.gmail.com> <4D9B9D4A.7050006@gmail.com> <BANLkTi=zpAKKDzGiiNLG_Q=SDCgrS0t48w@mail.gmail.com> <4D9BB342.7020607@gmail.com>
Date: Tue, 5 Apr 2011 21:24:56 -0400
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From: Izzy Alanis <izzyalanis@gmail.com>
To: Dzonatas Sol <dzonatas@gmail.com>
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Subject: Re: [vwrap] Statements of Consensus. Flexibity First.
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Date: Wed, 6 Apr 2011 03:12:03 +0100
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From: Morgaine <morgaine.dinova@googlemail.com>
To: vwrap@ietf.org
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Subject: Re: [vwrap] Statements of Consensus. Flexibity First.
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I'm not sure at what stage you joined us Izzy, but support for flexibility
and extensibility in the protocol has been preached by us regularly
throughout the entire lifetime of the MMOX, OGPX and now VWRAP groups, so
it's nothing new, really.  It could be said to have been lip service before
though, seeing as no new features ever materialized from it.

The only significant difference now is that Carlo has tried to turn that li=
p
service into an agreed process for promoting proposals that are aimed at
providing extra flexibility and extensibility.  The fact that this idea
hasn't received much support is a bit worrying.

It wouldn't matter at all if the group was by its nature strongly focused o=
n
creating a protocol "designed for the future", eagerly selecting the ideas
with the best outlook for a massively scaled and buoyant metaverse, a
protocol that recognizes that virtual worlds will evolve rapidly once they
gain synergy from interoperation.  Indeed, Carlo's a priori agreement would
then be entirely superfluous.  But instead of eagerly welcoming
forward-looking proposals with excellent engineering merits, the few we've
had so far seem to be greeted with intense resistance and avoidance of
technical discussion.  It's an uphill struggle.

I can see why Carlo was so highly despondent in his last post.  Conditions
aren't too encouraging at the moment for an advanced, extensible protocol.

And perhaps there is no solution.  You can't make a horse drink, even when
there is plenty of water provided.


Morgaine.





=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D

On Wed, Apr 6, 2011 at 2:24 AM, Izzy Alanis <izzyalanis@gmail.com> wrote:

> Along the lines of documentation... are we salvaging the last draft
> intro doc or scrapping it? If we're scrapping it, what about it didn't
> we like, what about it was good? The work on shoring up definitions is
> directly applicable to the intro doc, but the minute details of asset
> addressability and cacheability are leading us down a rat hole -- it's
> interesting conversation, but just not productive right now.
>
> Toward Carlo's mission of 'flexibility first': how would a statement
> about the flexibility of the protocol appear in such a document?
>
> - Izzy
>
>
> On Tue, Apr 5, 2011 at 8:26 PM, Dzonatas Sol <dzonatas@gmail.com> wrote:
> > We were and still are in discussion about VWRAP documents.
> >
> > As someone that implements, they don't want to read anything like "many
> > orders of magnitude" or "the best idea" or such exaggerated adjectives.
> > Don't expect your ideas ever to get implemented based on such language.
> >
> > Need just the facts, and the documents. Please, stop with how great you
> > think your idea is and produce the documents! Please include specific u=
se
> of
> > the resources, LLIDL, DSD, etc.
> >
> > If this continues to be just discussion and neither documentation nor
> > implementation than I'm with the chair(s) to disband.
> >
> > Morgaine wrote:
> >>
> >> The asset fetch performance gain of a protocol in which asset
> identifiers
> >> make cross-world assets cacheable versus a protocol whose asset
> identifiers
> >> do not allow this is an extremely large factor of *many orders of
> magnitude*
> >> on all but the first occurrence of an asset.  For all intents and
> purposes,
> >> avoiding the need to fetch an asset over the network represents a gain
> of
> >> infinity, and this gain may be repeated many times over.
> >>
> >> I think it's pretty uncontestable that giving VWRAP an asset addressin=
g
> >> scheme which is orders of magnitude more efficient than any other sche=
me
> >> that has yet been proposed would be an important benefit for the
> protocol,
> >> and highly likely to make it popular.  Conversely, if it lacks this
> benefit
> >> then another protocol will use it and will hugely out-perform VWRAP.
> >>
> >> We were talking about designing for the future.  Hash-based asset
> >> addressing is a case in point, and how we handle this proposal is
> apparently
> >> our first test case.
> >>
> >>
> >> Morgaine.
> >>
> >>
> >>
> >>
> >>
> >> =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D
> >>
> >>
> >> On Tue, Apr 5, 2011 at 11:52 PM, Dzonatas Sol <dzonatas@gmail.com
> >> <mailto:dzonatas@gmail.com>> wrote:
> >>
> >>    And... still local cache.. not vwrap.
> >>
> >>    I think it would be more wise to go with the implementations of
> >>    Google's and/or Siemens object identification to RFID codes. At
> >>    least we know this part won't exploit content.
> >>
> >>    It has further advantages than just that. I went into detail
> >>    awhile ago, yet with basic QM:
> >>
> >>
> http://icyspherical.blogspot.com/2010/07/optimizing-simulations-with-basi=
c.html
> >>
> >>    No, even given the possibilities presented, I don't think your
> >>    idea comes close to anything new in regards to the best. It's just
> >>    your preference.
> >>
> >>    Morgaine wrote:
> >>
> >>        On Tue, Apr 5, 2011 at 11:11 PM, Dzonatas Sol
> >>        <dzonatas@gmail.com <mailto:dzonatas@gmail.com>
> >>        <mailto:dzonatas@gmail.com <mailto:dzonatas@gmail.com>>> wrote:
> >>
> >>
> >>           Your approach, besides exploitations, has the typical
> >>        problem to
> >>           assume asset IDs are only needed and are hash-able.
> >>
> >>
> >>
> >>        Asset IDs are not hash-able, it is the asset data that is
> >>        hashed.  The asset identifier is the hash of the asset data
> >>        using a defined hash digest algorithm.  The asset identifier
> >>        is not guessable unless you already have access to the asset.
> >>
> >>
> >>        Morgaine.
> >>
> >>
> >>
> >>
> >>        =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D
> >>
> >>
> >>
> >>               =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D
> >>
> >>               On Tue, Apr 5, 2011 at 10:34 PM, Dzonatas Sol
> >>               <dzonatas@gmail.com <mailto:dzonatas@gmail.com>
> >>        <mailto:dzonatas@gmail.com <mailto:dzonatas@gmail.com>>
> >>               <mailto:dzonatas@gmail.com <mailto:dzonatas@gmail.com>
> >>        <mailto:dzonatas@gmail.com <mailto:dzonatas@gmail.com>>>> wrote=
:
> >>
> >>                  Again Morgaine, your appeals alone don't support
> >>               themselves, and
> >>                  your ridicule is unwelcome. If you can not honestly
> >>        make any
> >>                  serious response, please move on and don't reply to m=
y
> >>               posts just
> >>                  to further ridicule. It's very RUDE.
> >>
> >>                  If you have any implementation of your hash-based
> >>        idea or
> >>               actual
> >>                  technical detailed documentation ready for
> >>        implementation, then
> >>                  introduce it. Until then, it's stuck in your head,
> >>        and sounds
> >>                  other's ideas just with your name on it. Plus
> >>        security by
> >>                  obscurity makes it as moot point.
> >>
> >>                  Documentation... ?
> >>
> >>                  Remember people tried to take one temp variable away
> >>        from the
> >>                  JPEG2000 int multiple/divide routine because the
> >>        idea it looks
> >>                  good (on paper) with one less variable. Actual
> >>        implementation
> >>                  reveals, with timed tests, it is slower when anybody
> >>        takes away
> >>                  that one temp variable.
> >>
> >>                  Morgaine wrote:
> >>
> >>                      Unfortunately your response was devoid of technic=
al
> >>               content,
> >>                      Dzonatas.
> >>
> >>                      If you have something technical to say about
> >>        hash-based
> >>                      addressing, I would love to hear it.
> >>
> >>                      I have detailed in some depth the many benefits o=
f
> >>               hash-based
> >>                      addressing in the article I linked, and
> >>        subsequently.  If
> >>                      other good schemes exist, we should of course
> >>        analyze
> >>               them for
> >>                      technical merit and compare their benefits
> >>        against those of
> >>                      hash-based addressing.
> >>
> >>                      That's the engineering process for making VWRAP
> >>        as good
> >>               as it
> >>                      can be.
> >>
> >>
> >>                      Morgaine.
> >>
> >>
> >>
> >>
> >>                      =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D
> >>
> >>                      On Tue, Apr 5, 2011 at 8:56 PM, Dzonatas Sol
> >>                      <dzonatas@gmail.com <mailto:dzonatas@gmail.com>
> >>        <mailto:dzonatas@gmail.com <mailto:dzonatas@gmail.com>>
> >>               <mailto:dzonatas@gmail.com <mailto:dzonatas@gmail.com>
> >>        <mailto:dzonatas@gmail.com <mailto:dzonatas@gmail.com>>>
> >>                      <mailto:dzonatas@gmail.com
> >>        <mailto:dzonatas@gmail.com> <mailto:dzonatas@gmail.com
> >>        <mailto:dzonatas@gmail.com>>
> >>               <mailto:dzonatas@gmail.com <mailto:dzonatas@gmail.com>
> >>        <mailto:dzonatas@gmail.com <mailto:dzonatas@gmail.com>>>>>
> wrote:
> >>
> >>                         Morgaine, we mooted your hash-based idea.
> >>        This does
> >>               nothing to
> >>                         help implement asset services. The only
> >>        significant
> >>               point
> >>                      you made
> >>                         is some expression for optimization, not corre=
ct
> >>               functionality,
> >>                         which is needed first
> >>
> >>                         As for your other two, we can summarize those
> >>        with
> >>               public
> >>                         resources and flow (forward/reverse). Any more
> >>               specific network
> >>                         topology than that only makes it harder to
> >>        address. The
> >>                      only thing
> >>                         to worry about is already custom resources
> >>        that overlap
> >>                      with newer
> >>                         public resources.
> >>
> >>                         Morgaine wrote:
> >>
> >>                             On Tue, Apr 5, 2011 at 5:38 PM, Dzonatas S=
ol
> >>                             <dzonatas@gmail.com
> >>        <mailto:dzonatas@gmail.com> <mailto:dzonatas@gmail.com
> >>        <mailto:dzonatas@gmail.com>>
> >>               <mailto:dzonatas@gmail.com <mailto:dzonatas@gmail.com>
> >>        <mailto:dzonatas@gmail.com <mailto:dzonatas@gmail.com>>>
> >>                      <mailto:dzonatas@gmail.com
> >>        <mailto:dzonatas@gmail.com> <mailto:dzonatas@gmail.com
> >>        <mailto:dzonatas@gmail.com>>
> >>               <mailto:dzonatas@gmail.com <mailto:dzonatas@gmail.com>
> >>        <mailto:dzonatas@gmail.com <mailto:dzonatas@gmail.com>>>>
> >>                             <mailto:dzonatas@gmail.com
> >>        <mailto:dzonatas@gmail.com>
> >>               <mailto:dzonatas@gmail.com <mailto:dzonatas@gmail.com>>
> >>        <mailto:dzonatas@gmail.com <mailto:dzonatas@gmail.com>
> >>               <mailto:dzonatas@gmail.com <mailto:dzonatas@gmail.com>>>
> >>                      <mailto:dzonatas@gmail.com
> >>        <mailto:dzonatas@gmail.com> <mailto:dzonatas@gmail.com
> >>        <mailto:dzonatas@gmail.com>>
> >>               <mailto:dzonatas@gmail.com <mailto:dzonatas@gmail.com>
> >>        <mailto:dzonatas@gmail.com <mailto:dzonatas@gmail.com>>>>>>
> wrote:
> >>
> >>
> >>                                Do you think we are ready to implement
> >>        some asset
> >>                      services now,
> >>                                with/without complete documentation?
> >>
> >>                                What more do you think is needed?
> >>
> >>
> >>                             Two or three things seem to be needed:
> >>
> >>                                * Defining the asset addressing
> >>        concept is an
> >>               extremely
> >>                             important
> >>                                  matter, almost certainly the most
> >>        important
> >>               matter
> >>                      of all,
> >>                                  because that determines how robust an=
d
> >>               scalable our
> >>                             worlds will
> >>                                  be.=EF=BF=BD I've already examined
> >>        alternatives for
> >>               that
> >>                      in some
> >>                             depth,
> >>                                  and the design with the best
> engineering
> >>               properties so
> >>                             far seems
> >>                                  to be universal hash-based
> >>        addressing.=EF=BF=BD I first
> >>                      described
> >>                             that
> >>                                  approach on the list here ---
> >>
> >>  http://www.ietf.org/mail-archive/web/vwrap/current/msg00463.html
> >>                                  , and referred to it in various
> >>        subsequent
> >>                      discussions.
> >>
> >>                                * Defining the data flows between
> regions,
> >>               clients,
> >>                      and asset
> >>                                  services and which parameters
> >>        control the flows
> >>                      needs to
> >>                             be done
> >>                                  before a test asset service can be
> >>               implemented.=EF=BF=BD
> >>                      Without
> >>                             that,
> >>                                  an asset service is just a
> >>               network-accessible storage
> >>                             service,
> >>                                  not an asset service in the VWRAP
> >>        sense.=EF=BF=BD
> >>               Network
> >>                      storage
> >>                                  services exist already, so just
> >>               implementing one
> >>                      of those
> >>                             would
> >>                                  not advance VWRAP.
> >>
> >>                                * We need to examine how various
> >>        deployment
> >>               patterns
> >>                      will
> >>                             use the
> >>                                  asset services, and how the
> >>        /multiple/ asset
> >>                      services that
> >>                                  interop introduces are handled.=EF=BF=
=BD I am
> >>               working on this
> >>                             currently.
> >>
> >>
> >>                             None of the above is particularly hard.=EF=
=BF=BD
> >>        I think it
> >>                      won't be
> >>                             long before we have a scheme worked out
> >>        and are
> >>               ready
> >>                      for some
> >>                             implementation work.
> >>
> >>
> >>                             Morgaine.
> >>
> >>
> >>
> >>
> >>
> >>
>  ------------------------------------------------------------------------
> >>
> >>
> >>
> >>
> >>  _______________________________________________
> >>                             vwrap mailing list
> >>                             vwrap@ietf.org <mailto:vwrap@ietf.org>
> >>        <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>>
> >>               <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>
> >>        <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>>>
> >>                      <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>
> >>        <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>>
> >>               <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>
> >>        <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>>>>
> >>
> >>
> >>                             https://www.ietf.org/mailman/listinfo/vwra=
p
> >>                                                    --     ---
> >> https://twitter.com/Dzonatas_Sol ---
> >>                         Web Development, Software Engineering,
> >>        Virtual Reality,
> >>                      Consultant
> >>
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> >>
> >>
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> >>
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> >>        <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>>>
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> >>
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y,
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>  ------------------------------------------------------------------------
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> >>
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> >>           Web Development, Software Engineering, Virtual Reality,
> >>        Consultant
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--0016367d4f04cd50cb04a036841b
Content-Type: text/html; charset=UTF-8
Content-Transfer-Encoding: quoted-printable

I&#39;m not sure at what stage you joined us Izzy, but support for flexibil=
ity and extensibility in the protocol has been preached by us regularly thr=
oughout the entire lifetime of the MMOX, OGPX and now VWRAP groups, so it&#=
39;s nothing new, really.=C2=A0 It could be said to have been lip service b=
efore though, seeing as no new features ever materialized from it.<br>
<br>The only significant difference now is that Carlo has tried to turn tha=
t lip service into an agreed process for promoting proposals that are aimed=
 at providing extra flexibility and extensibility.=C2=A0 The fact that this=
 idea hasn&#39;t received much support is a bit worrying.<br>
<br>It wouldn&#39;t matter at all if the group was by its nature strongly f=
ocused on creating a protocol &quot;designed for the future&quot;, eagerly =
selecting the ideas with the best outlook for a massively scaled and buoyan=
t metaverse, a protocol that recognizes that virtual worlds will evolve rap=
idly once they gain synergy from interoperation.=C2=A0 Indeed, Carlo&#39;s =
a priori agreement would then be entirely superfluous.=C2=A0 But instead of=
 eagerly welcoming forward-looking proposals with excellent engineering mer=
its, the few we&#39;ve had so far seem to be greeted with intense resistanc=
e and avoidance of technical discussion.=C2=A0 It&#39;s an uphill struggle.=
<br>
<br>I can see why Carlo was so highly despondent in his last post.=C2=A0 Co=
nditions aren&#39;t too encouraging at the moment for an advanced, extensib=
le protocol.<br><br>And perhaps there is no solution.=C2=A0 You can&#39;t m=
ake a horse drink, even when there is plenty of water provided.<br>
<br><br>Morgaine.<br><br><br><br><br><br>=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D<br><br><div class=3D"gmail_quote">On W=
ed, Apr 6, 2011 at 2:24 AM, Izzy Alanis <span dir=3D"ltr">&lt;<a href=3D"ma=
ilto:izzyalanis@gmail.com">izzyalanis@gmail.com</a>&gt;</span> wrote:<br>
<blockquote class=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt 0.8ex; borde=
r-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;">Along the lines o=
f documentation... are we salvaging the last draft<br>
intro doc or scrapping it? If we&#39;re scrapping it, what about it didn&#3=
9;t<br>
we like, what about it was good? The work on shoring up definitions is<br>
directly applicable to the intro doc, but the minute details of asset<br>
addressability and cacheability are leading us down a rat hole -- it&#39;s<=
br>
interesting conversation, but just not productive right now.<br>
<br>
Toward Carlo&#39;s mission of &#39;flexibility first&#39;: how would a stat=
ement<br>
about the flexibility of the protocol appear in such a document?<br>
<font color=3D"#888888"><br>
- Izzy<br>
</font><div><div></div><div class=3D"h5"><br>
<br>
On Tue, Apr 5, 2011 at 8:26 PM, Dzonatas Sol &lt;<a href=3D"mailto:dzonatas=
@gmail.com">dzonatas@gmail.com</a>&gt; wrote:<br>
&gt; We were and still are in discussion about VWRAP documents.<br>
&gt;<br>
&gt; As someone that implements, they don&#39;t want to read anything like =
&quot;many<br>
&gt; orders of magnitude&quot; or &quot;the best idea&quot; or such exagger=
ated adjectives.<br>
&gt; Don&#39;t expect your ideas ever to get implemented based on such lang=
uage.<br>
&gt;<br>
&gt; Need just the facts, and the documents. Please, stop with how great yo=
u<br>
&gt; think your idea is and produce the documents! Please include specific =
use of<br>
&gt; the resources, LLIDL, DSD, etc.<br>
&gt;<br>
&gt; If this continues to be just discussion and neither documentation nor<=
br>
&gt; implementation than I&#39;m with the chair(s) to disband.<br>
&gt;<br>
&gt; Morgaine wrote:<br>
&gt;&gt;<br>
&gt;&gt; The asset fetch performance gain of a protocol in which asset iden=
tifiers<br>
&gt;&gt; make cross-world assets cacheable versus a protocol whose asset id=
entifiers<br>
&gt;&gt; do not allow this is an extremely large factor of *many orders of =
magnitude*<br>
&gt;&gt; on all but the first occurrence of an asset. =C2=A0For all intents=
 and purposes,<br>
&gt;&gt; avoiding the need to fetch an asset over the network represents a =
gain of<br>
&gt;&gt; infinity, and this gain may be repeated many times over.<br>
&gt;&gt;<br>
&gt;&gt; I think it&#39;s pretty uncontestable that giving VWRAP an asset a=
ddressing<br>
&gt;&gt; scheme which is orders of magnitude more efficient than any other =
scheme<br>
&gt;&gt; that has yet been proposed would be an important benefit for the p=
rotocol,<br>
&gt;&gt; and highly likely to make it popular. =C2=A0Conversely, if it lack=
s this benefit<br>
&gt;&gt; then another protocol will use it and will hugely out-perform VWRA=
P.<br>
&gt;&gt;<br>
&gt;&gt; We were talking about designing for the future. =C2=A0Hash-based a=
sset<br>
&gt;&gt; addressing is a case in point, and how we handle this proposal is =
apparently<br>
&gt;&gt; our first test case.<br>
&gt;&gt;<br>
&gt;&gt;<br>
&gt;&gt; Morgaine.<br>
&gt;&gt;<br>
&gt;&gt;<br>
&gt;&gt;<br>
&gt;&gt;<br>
&gt;&gt;<br>
&gt;&gt; =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D<br>
&gt;&gt;<br>
&gt;&gt;<br>
&gt;&gt; On Tue, Apr 5, 2011 at 11:52 PM, Dzonatas Sol &lt;<a href=3D"mailt=
o:dzonatas@gmail.com">dzonatas@gmail.com</a><br>
&gt;&gt; &lt;mailto:<a href=3D"mailto:dzonatas@gmail.com">dzonatas@gmail.co=
m</a>&gt;&gt; wrote:<br>
&gt;&gt;<br>
&gt;&gt; =C2=A0 =C2=A0And... still local cache.. not vwrap.<br>
&gt;&gt;<br>
&gt;&gt; =C2=A0 =C2=A0I think it would be more wise to go with the implemen=
tations of<br>
&gt;&gt; =C2=A0 =C2=A0Google&#39;s and/or Siemens object identification to =
RFID codes. At<br>
&gt;&gt; =C2=A0 =C2=A0least we know this part won&#39;t exploit content.<br=
>
&gt;&gt;<br>
&gt;&gt; =C2=A0 =C2=A0It has further advantages than just that. I went into=
 detail<br>
&gt;&gt; =C2=A0 =C2=A0awhile ago, yet with basic QM:<br>
&gt;&gt;<br>
&gt;&gt; =C2=A0<a href=3D"http://icyspherical.blogspot.com/2010/07/optimizi=
ng-simulations-with-basic.html" target=3D"_blank">http://icyspherical.blogs=
pot.com/2010/07/optimizing-simulations-with-basic.html</a><br>
&gt;&gt;<br>
&gt;&gt; =C2=A0 =C2=A0No, even given the possibilities presented, I don&#39=
;t think your<br>
&gt;&gt; =C2=A0 =C2=A0idea comes close to anything new in regards to the be=
st. It&#39;s just<br>
&gt;&gt; =C2=A0 =C2=A0your preference.<br>
&gt;&gt;<br>
&gt;&gt; =C2=A0 =C2=A0Morgaine wrote:<br>
&gt;&gt;<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0On Tue, Apr 5, 2011 at 11:11 PM, Dzonat=
as Sol<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0&lt;<a href=3D"mailto:dzonatas@gmail.co=
m">dzonatas@gmail.com</a> &lt;mailto:<a href=3D"mailto:dzonatas@gmail.com">=
dzonatas@gmail.com</a>&gt;<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0&lt;mailto:<a href=3D"mailto:dzonatas@g=
mail.com">dzonatas@gmail.com</a> &lt;mailto:<a href=3D"mailto:dzonatas@gmai=
l.com">dzonatas@gmail.com</a>&gt;&gt;&gt; wrote:<br>
&gt;&gt;<br>
&gt;&gt;<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 Your approach, besides exploita=
tions, has the typical<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0problem to<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 assume asset IDs are only neede=
d and are hash-able.<br>
&gt;&gt;<br>
&gt;&gt;<br>
&gt;&gt;<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0Asset IDs are not hash-able, it is the =
asset data that is<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0hashed. =C2=A0The asset identifier is t=
he hash of the asset data<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0using a defined hash digest algorithm. =
=C2=A0The asset identifier<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0is not guessable unless you already hav=
e access to the asset.<br>
&gt;&gt;<br>
&gt;&gt;<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0Morgaine.<br>
&gt;&gt;<br>
&gt;&gt;<br>
&gt;&gt;<br>
&gt;&gt;<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D<br>
&gt;&gt;<br>
&gt;&gt;<br>
&gt;&gt;<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D<br>
&gt;&gt;<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 On Tue, Apr 5, 20=
11 at 10:34 PM, Dzonatas Sol<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 &lt;<a href=3D"ma=
ilto:dzonatas@gmail.com">dzonatas@gmail.com</a> &lt;mailto:<a href=3D"mailt=
o:dzonatas@gmail.com">dzonatas@gmail.com</a>&gt;<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0&lt;mailto:<a href=3D"mailto:dzonatas@g=
mail.com">dzonatas@gmail.com</a> &lt;mailto:<a href=3D"mailto:dzonatas@gmai=
l.com">dzonatas@gmail.com</a>&gt;&gt;<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 &lt;mailto:<a hre=
f=3D"mailto:dzonatas@gmail.com">dzonatas@gmail.com</a> &lt;mailto:<a href=
=3D"mailto:dzonatas@gmail.com">dzonatas@gmail.com</a>&gt;<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0&lt;mailto:<a href=3D"mailto:dzonatas@g=
mail.com">dzonatas@gmail.com</a> &lt;mailto:<a href=3D"mailto:dzonatas@gmai=
l.com">dzonatas@gmail.com</a>&gt;&gt;&gt;&gt; wrote:<br>
&gt;&gt;<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0Agai=
n Morgaine, your appeals alone don&#39;t support<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 themselves, and<b=
r>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0your=
 ridicule is unwelcome. If you can not honestly<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0make any<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0seri=
ous response, please move on and don&#39;t reply to my<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 posts just<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0to f=
urther ridicule. It&#39;s very RUDE.<br>
&gt;&gt;<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0If y=
ou have any implementation of your hash-based<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0idea or<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 actual<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0tech=
nical detailed documentation ready for<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0implementation, then<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0intr=
oduce it. Until then, it&#39;s stuck in your head,<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0and sounds<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0othe=
r&#39;s ideas just with your name on it. Plus<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0security by<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0obsc=
urity makes it as moot point.<br>
&gt;&gt;<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0Docu=
mentation... ?<br>
&gt;&gt;<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0Reme=
mber people tried to take one temp variable away<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0from the<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0JPEG=
2000 int multiple/divide routine because the<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0idea it looks<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0good=
 (on paper) with one less variable. Actual<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0implementation<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0reve=
als, with timed tests, it is slower when anybody<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0takes away<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0that=
 one temp variable.<br>
&gt;&gt;<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0Morg=
aine wrote:<br>
&gt;&gt;<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0 =C2=A0Unfortunately your response was devoid of technical<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 content,<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0 =C2=A0Dzonatas.<br>
&gt;&gt;<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0 =C2=A0If you have something technical to say about<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0hash-based<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0 =C2=A0addressing, I would love to hear it.<br>
&gt;&gt;<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0 =C2=A0I have detailed in some depth the many benefits of<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 hash-based<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0 =C2=A0addressing in the article I linked, and<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0subsequently. =C2=A0If<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0 =C2=A0other good schemes exist, we should of course<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0analyze<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 them for<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0 =C2=A0technical merit and compare their benefits<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0against those of<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0 =C2=A0hash-based addressing.<br>
&gt;&gt;<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0 =C2=A0That&#39;s the engineering process for making VWRAP<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0as good<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 as it<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0 =C2=A0can be.<br>
&gt;&gt;<br>
&gt;&gt;<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0 =C2=A0Morgaine.<br>
&gt;&gt;<br>
&gt;&gt;<br>
&gt;&gt;<br>
&gt;&gt;<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0 =C2=A0=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D<br>
&gt;&gt;<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0 =C2=A0On Tue, Apr 5, 2011 at 8:56 PM, Dzonatas Sol<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0 =C2=A0&lt;<a href=3D"mailto:dzonatas@gmail.com">dzonatas@gmail.com</a> =
&lt;mailto:<a href=3D"mailto:dzonatas@gmail.com">dzonatas@gmail.com</a>&gt;=
<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0&lt;mailto:<a href=3D"mailto:dzonatas@g=
mail.com">dzonatas@gmail.com</a> &lt;mailto:<a href=3D"mailto:dzonatas@gmai=
l.com">dzonatas@gmail.com</a>&gt;&gt;<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 &lt;mailto:<a hre=
f=3D"mailto:dzonatas@gmail.com">dzonatas@gmail.com</a> &lt;mailto:<a href=
=3D"mailto:dzonatas@gmail.com">dzonatas@gmail.com</a>&gt;<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0&lt;mailto:<a href=3D"mailto:dzonatas@g=
mail.com">dzonatas@gmail.com</a> &lt;mailto:<a href=3D"mailto:dzonatas@gmai=
l.com">dzonatas@gmail.com</a>&gt;&gt;&gt;<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0 =C2=A0&lt;mailto:<a href=3D"mailto:dzonatas@gmail.com">dzonatas@gmail.c=
om</a><br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0&lt;mailto:<a href=3D"mailto:dzonatas@g=
mail.com">dzonatas@gmail.com</a>&gt; &lt;mailto:<a href=3D"mailto:dzonatas@=
gmail.com">dzonatas@gmail.com</a><br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0&lt;mailto:<a href=3D"mailto:dzonatas@g=
mail.com">dzonatas@gmail.com</a>&gt;&gt;<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 &lt;mailto:<a hre=
f=3D"mailto:dzonatas@gmail.com">dzonatas@gmail.com</a> &lt;mailto:<a href=
=3D"mailto:dzonatas@gmail.com">dzonatas@gmail.com</a>&gt;<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0&lt;mailto:<a href=3D"mailto:dzonatas@g=
mail.com">dzonatas@gmail.com</a> &lt;mailto:<a href=3D"mailto:dzonatas@gmai=
l.com">dzonatas@gmail.com</a>&gt;&gt;&gt;&gt;&gt; wrote:<br>
&gt;&gt;<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0 =C2=A0 =C2=A0 Morgaine, we mooted your hash-based idea.<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0This does<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 nothing to<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0 =C2=A0 =C2=A0 help implement asset services. The only<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0significant<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 point<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0 =C2=A0you made<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0 =C2=A0 =C2=A0 is some expression for optimization, not correct<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 functionality,<br=
>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0 =C2=A0 =C2=A0 which is needed first<br>
&gt;&gt;<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0 =C2=A0 =C2=A0 As for your other two, we can summarize those<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0with<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 public<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0 =C2=A0 =C2=A0 resources and flow (forward/reverse). Any more<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 specific network<=
br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0 =C2=A0 =C2=A0 topology than that only makes it harder to<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0address. The<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0 =C2=A0only thing<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0 =C2=A0 =C2=A0 to worry about is already custom resources<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0that overlap<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0 =C2=A0with newer<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0 =C2=A0 =C2=A0 public resources.<br>
&gt;&gt;<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0 =C2=A0 =C2=A0 Morgaine wrote:<br>
&gt;&gt;<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 On Tue, Apr 5, 2011 at 5:38 PM, Dzonatas So=
l<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 &lt;<a href=3D"mailto:dzonatas@gmail.com">d=
zonatas@gmail.com</a><br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0&lt;mailto:<a href=3D"mailto:dzonatas@g=
mail.com">dzonatas@gmail.com</a>&gt; &lt;mailto:<a href=3D"mailto:dzonatas@=
gmail.com">dzonatas@gmail.com</a><br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0&lt;mailto:<a href=3D"mailto:dzonatas@g=
mail.com">dzonatas@gmail.com</a>&gt;&gt;<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 &lt;mailto:<a hre=
f=3D"mailto:dzonatas@gmail.com">dzonatas@gmail.com</a> &lt;mailto:<a href=
=3D"mailto:dzonatas@gmail.com">dzonatas@gmail.com</a>&gt;<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0&lt;mailto:<a href=3D"mailto:dzonatas@g=
mail.com">dzonatas@gmail.com</a> &lt;mailto:<a href=3D"mailto:dzonatas@gmai=
l.com">dzonatas@gmail.com</a>&gt;&gt;&gt;<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0 =C2=A0&lt;mailto:<a href=3D"mailto:dzonatas@gmail.com">dzonatas@gmail.c=
om</a><br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0&lt;mailto:<a href=3D"mailto:dzonatas@g=
mail.com">dzonatas@gmail.com</a>&gt; &lt;mailto:<a href=3D"mailto:dzonatas@=
gmail.com">dzonatas@gmail.com</a><br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0&lt;mailto:<a href=3D"mailto:dzonatas@g=
mail.com">dzonatas@gmail.com</a>&gt;&gt;<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 &lt;mailto:<a hre=
f=3D"mailto:dzonatas@gmail.com">dzonatas@gmail.com</a> &lt;mailto:<a href=
=3D"mailto:dzonatas@gmail.com">dzonatas@gmail.com</a>&gt;<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0&lt;mailto:<a href=3D"mailto:dzonatas@g=
mail.com">dzonatas@gmail.com</a> &lt;mailto:<a href=3D"mailto:dzonatas@gmai=
l.com">dzonatas@gmail.com</a>&gt;&gt;&gt;&gt;<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 &lt;mailto:<a href=3D"mailto:dzonatas@gmail=
.com">dzonatas@gmail.com</a><br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0&lt;mailto:<a href=3D"mailto:dzonatas@g=
mail.com">dzonatas@gmail.com</a>&gt;<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 &lt;mailto:<a hre=
f=3D"mailto:dzonatas@gmail.com">dzonatas@gmail.com</a> &lt;mailto:<a href=
=3D"mailto:dzonatas@gmail.com">dzonatas@gmail.com</a>&gt;&gt;<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0&lt;mailto:<a href=3D"mailto:dzonatas@g=
mail.com">dzonatas@gmail.com</a> &lt;mailto:<a href=3D"mailto:dzonatas@gmai=
l.com">dzonatas@gmail.com</a>&gt;<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 &lt;mailto:<a hre=
f=3D"mailto:dzonatas@gmail.com">dzonatas@gmail.com</a> &lt;mailto:<a href=
=3D"mailto:dzonatas@gmail.com">dzonatas@gmail.com</a>&gt;&gt;&gt;<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0 =C2=A0&lt;mailto:<a href=3D"mailto:dzonatas@gmail.com">dzonatas@gmail.c=
om</a><br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0&lt;mailto:<a href=3D"mailto:dzonatas@g=
mail.com">dzonatas@gmail.com</a>&gt; &lt;mailto:<a href=3D"mailto:dzonatas@=
gmail.com">dzonatas@gmail.com</a><br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0&lt;mailto:<a href=3D"mailto:dzonatas@g=
mail.com">dzonatas@gmail.com</a>&gt;&gt;<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 &lt;mailto:<a hre=
f=3D"mailto:dzonatas@gmail.com">dzonatas@gmail.com</a> &lt;mailto:<a href=
=3D"mailto:dzonatas@gmail.com">dzonatas@gmail.com</a>&gt;<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0&lt;mailto:<a href=3D"mailto:dzonatas@g=
mail.com">dzonatas@gmail.com</a> &lt;mailto:<a href=3D"mailto:dzonatas@gmai=
l.com">dzonatas@gmail.com</a>&gt;&gt;&gt;&gt;&gt;&gt; wrote:<br>
&gt;&gt;<br>
&gt;&gt;<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0Do you think we are ready to i=
mplement<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0some asset<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0 =C2=A0services now,<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0with/without complete document=
ation?<br>
&gt;&gt;<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0What more do you think is need=
ed?<br>
&gt;&gt;<br>
&gt;&gt;<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 Two or three things seem to be needed:<br>
&gt;&gt;<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0* Defining the asset addressin=
g<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0concept is an<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 extremely<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 important<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0matter, almost certainl=
y the most<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0important<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 matter<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0 =C2=A0of all,<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0because that determines=
 how robust and<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 scalable our<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 worlds will<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0be.=EF=BF=BD I&#39;ve a=
lready examined<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0alternatives for<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 that<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0 =C2=A0in some<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 depth,<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0and the design with the=
 best engineering<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 properties so<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 far seems<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0to be universal hash-ba=
sed<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0addressing.=EF=BF=BD I first<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0 =C2=A0described<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 that<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0approach on the list he=
re ---<br>
&gt;&gt;<br>
&gt;&gt; =C2=A0<a href=3D"http://www.ietf.org/mail-archive/web/vwrap/curren=
t/msg00463.html" target=3D"_blank">http://www.ietf.org/mail-archive/web/vwr=
ap/current/msg00463.html</a><br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0, and referred to it in=
 various<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0subsequent<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0 =C2=A0discussions.<br>
&gt;&gt;<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0* Defining the data flows betw=
een regions,<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 clients,<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0 =C2=A0and asset<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0services and which para=
meters<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0control the flows<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0 =C2=A0needs to<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 be done<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0before a test asset ser=
vice can be<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 implemented.=EF=
=BF=BD<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0 =C2=A0Without<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 that,<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0an asset service is jus=
t a<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 network-accessibl=
e storage<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 service,<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0not an asset service in=
 the VWRAP<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0sense.=EF=BF=BD<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 Network<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0 =C2=A0storage<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0services exist already,=
 so just<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 implementing one<=
br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0 =C2=A0of those<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 would<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0not advance VWRAP.<br>
&gt;&gt;<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0* We need to examine how vario=
us<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0deployment<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 patterns<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0 =C2=A0will<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 use the<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0asset services, and how=
 the<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0/multiple/ asset<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0 =C2=A0services that<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0interop introduces are =
handled.=EF=BF=BD I am<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 working on this<b=
r>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 currently.<br>
&gt;&gt;<br>
&gt;&gt;<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 None of the above is particularly hard.=EF=
=BF=BD<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0I think it<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0 =C2=A0won&#39;t be<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 long before we have a scheme worked out<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0and are<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 ready<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0 =C2=A0for some<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 implementation work.<br>
&gt;&gt;<br>
&gt;&gt;<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 Morgaine.<br>
&gt;&gt;<br>
&gt;&gt;<br>
&gt;&gt;<br>
&gt;&gt;<br>
&gt;&gt;<br>
&gt;&gt; =C2=A0------------------------------------------------------------=
------------<br>
&gt;&gt;<br>
&gt;&gt;<br>
&gt;&gt;<br>
&gt;&gt;<br>
&gt;&gt; =C2=A0_______________________________________________<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 vwrap mailing list<br>
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=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 <a href=3D"mailto:vwrap@ietf.org">vwrap@iet=
f.org</a> &lt;mailto:<a href=3D"mailto:vwrap@ietf.org">vwrap@ietf.org</a>&g=
t;<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0&lt;mailto:<a href=3D"mailto:vwrap@ietf=
.org">vwrap@ietf.org</a> &lt;mailto:<a href=3D"mailto:vwrap@ietf.org">vwrap=
@ietf.org</a>&gt;&gt;<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 &lt;mailto:<a hre=
f=3D"mailto:vwrap@ietf.org">vwrap@ietf.org</a> &lt;mailto:<a href=3D"mailto=
:vwrap@ietf.org">vwrap@ietf.org</a>&gt;<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0&lt;mailto:<a href=3D"mailto:vwrap@ietf=
.org">vwrap@ietf.org</a> &lt;mailto:<a href=3D"mailto:vwrap@ietf.org">vwrap=
@ietf.org</a>&gt;&gt;&gt;<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0 =C2=A0&lt;mailto:<a href=3D"mailto:vwrap@ietf.org">vwrap@ietf.org</a> &=
lt;mailto:<a href=3D"mailto:vwrap@ietf.org">vwrap@ietf.org</a>&gt;<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0&lt;mailto:<a href=3D"mailto:vwrap@ietf=
.org">vwrap@ietf.org</a> &lt;mailto:<a href=3D"mailto:vwrap@ietf.org">vwrap=
@ietf.org</a>&gt;&gt;<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 &lt;mailto:<a hre=
f=3D"mailto:vwrap@ietf.org">vwrap@ietf.org</a> &lt;mailto:<a href=3D"mailto=
:vwrap@ietf.org">vwrap@ietf.org</a>&gt;<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0&lt;mailto:<a href=3D"mailto:vwrap@ietf=
.org">vwrap@ietf.org</a> &lt;mailto:<a href=3D"mailto:vwrap@ietf.org">vwrap=
@ietf.org</a>&gt;&gt;&gt;&gt;<br>
&gt;&gt;<br>
&gt;&gt;<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 <a href=3D"https://www.ietf.org/mailman/lis=
tinfo/vwrap" target=3D"_blank">https://www.ietf.org/mailman/listinfo/vwrap<=
/a><br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =
=C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0-- =C2=A0 =C2=A0 ---<br>
&gt;&gt; <a href=3D"https://twitter.com/Dzonatas_Sol" target=3D"_blank">htt=
ps://twitter.com/Dzonatas_Sol</a> ---<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0 =C2=A0 =C2=A0 Web Development, Software Engineering,<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0Virtual Reality,<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0 =C2=A0Consultant<br>
&gt;&gt;<br>
&gt;&gt;<br>
&gt;&gt;<br>
&gt;&gt; =C2=A0------------------------------------------------------------=
------------<br>
&gt;&gt;<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0 =C2=A0_______________________________________________<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
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=A0 =C2=A0<a href=3D"mailto:vwrap@ietf.org">vwrap@ietf.org</a> &lt;mailto:<=
a href=3D"mailto:vwrap@ietf.org">vwrap@ietf.org</a>&gt;<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0&lt;mailto:<a href=3D"mailto:vwrap@ietf=
.org">vwrap@ietf.org</a> &lt;mailto:<a href=3D"mailto:vwrap@ietf.org">vwrap=
@ietf.org</a>&gt;&gt;<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 &lt;mailto:<a hre=
f=3D"mailto:vwrap@ietf.org">vwrap@ietf.org</a> &lt;mailto:<a href=3D"mailto=
:vwrap@ietf.org">vwrap@ietf.org</a>&gt;<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0&lt;mailto:<a href=3D"mailto:vwrap@ietf=
.org">vwrap@ietf.org</a> &lt;mailto:<a href=3D"mailto:vwrap@ietf.org">vwrap=
@ietf.org</a>&gt;&gt;&gt;<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=
=A0 =C2=A0<a href=3D"https://www.ietf.org/mailman/listinfo/vwrap" target=3D=
"_blank">https://www.ietf.org/mailman/listinfo/vwrap</a><br>
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&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0-- =
=C2=A0 =C2=A0 --- <a href=3D"https://twitter.com/Dzonatas_Sol" target=3D"_b=
lank">https://twitter.com/Dzonatas_Sol</a> ---<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0Web =
Development, Software Engineering, Virtual Reality,<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 Consultant<br>
&gt;&gt;<br>
&gt;&gt;<br>
&gt;&gt;<br>
&gt;&gt; =C2=A0------------------------------------------------------------=
------------<br>
&gt;&gt;<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 _________________=
______________________________<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 vwrap mailing lis=
t<br>
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:vwrap@ietf.org">vwrap@ietf.org</a> &lt;mailto:<a href=3D"mailto:vwrap@ietf=
.org">vwrap@ietf.org</a>&gt;<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0&lt;mailto:<a href=3D"mailto:vwrap@ietf=
.org">vwrap@ietf.org</a> &lt;mailto:<a href=3D"mailto:vwrap@ietf.org">vwrap=
@ietf.org</a>&gt;&gt;<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 <a href=3D"https:=
//www.ietf.org/mailman/listinfo/vwrap" target=3D"_blank">https://www.ietf.o=
rg/mailman/listinfo/vwrap</a><br>
&gt;&gt;<br>
&gt;&gt;<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 -- =C2=A0 =C2=A0 --- <a href=3D=
"https://twitter.com/Dzonatas_Sol" target=3D"_blank">https://twitter.com/Dz=
onatas_Sol</a> ---<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 Web Development, Software Engin=
eering, Virtual Reality,<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0Consultant<br>
&gt;&gt;<br>
&gt;&gt;<br>
&gt;&gt;<br>
&gt;&gt; =C2=A0------------------------------------------------------------=
------------<br>
&gt;&gt;<br>
&gt;&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0_______________________________________=
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Date: Tue, 05 Apr 2011 19:28:48 -0700
From: Dzonatas Sol <dzonatas@gmail.com>
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Subject: Re: [vwrap] Statements of Consensus. Flexibity First.
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I'm interested in in implementation of the asset services, even 
completely fake, with mainly login like the simulators now. This is 
something just to give backbone to the current documents combined with 
implementations since then without any specific group behind the 
backbone. It doesn't have to support real simulator details, it could 
just forward proxy if it really want to turn into something. That's just 
the scrape for implementation sake. We need something like this, yet to 
justify it beyond people's agendas is... not productive.

I mainly wanted asset services unitized in order to support the 
multi-point/multi-client perspective, yet, like last year, I'm tired of 
being harassed by... agendas. We could always fallback to the proxy 
being on the viewer-side. *sigh*

On the documentation side, I think we could take the current proposed 
RFCs and simplify the type system into split documents instead one (that 
mainly reflects the monolithic design). That way we could come back 
later and easily update the more simplified versions. Just my 2 cents on 
the current state of them...

Izzy Alanis wrote:
> Along the lines of documentation... are we salvaging the last draft
> intro doc or scrapping it? If we're scrapping it, what about it didn't
> we like, what about it was good? The work on shoring up definitions is
> directly applicable to the intro doc, but the minute details of asset
> addressability and cacheability are leading us down a rat hole -- it's
> interesting conversation, but just not productive right now.
>
> Toward Carlo's mission of 'flexibility first': how would a statement
> about the flexibility of the protocol appear in such a document?
>
> - Izzy
>
>
> On Tue, Apr 5, 2011 at 8:26 PM, Dzonatas Sol <dzonatas@gmail.com> wrote:
>   
>> We were and still are in discussion about VWRAP documents.
>>
>> As someone that implements, they don't want to read anything like "many
>> orders of magnitude" or "the best idea" or such exaggerated adjectives.
>> Don't expect your ideas ever to get implemented based on such language.
>>
>> Need just the facts, and the documents. Please, stop with how great you
>> think your idea is and produce the documents! Please include specific use of
>> the resources, LLIDL, DSD, etc.
>>
>> If this continues to be just discussion and neither documentation nor
>> implementation than I'm with the chair(s) to disband.
>>
>> Morgaine wrote:
>>     
>>> The asset fetch performance gain of a protocol in which asset identifiers
>>> make cross-world assets cacheable versus a protocol whose asset identifiers
>>> do not allow this is an extremely large factor of *many orders of magnitude*
>>> on all but the first occurrence of an asset.  For all intents and purposes,
>>> avoiding the need to fetch an asset over the network represents a gain of
>>> infinity, and this gain may be repeated many times over.
>>>
>>> I think it's pretty uncontestable that giving VWRAP an asset addressing
>>> scheme which is orders of magnitude more efficient than any other scheme
>>> that has yet been proposed would be an important benefit for the protocol,
>>> and highly likely to make it popular.  Conversely, if it lacks this benefit
>>> then another protocol will use it and will hugely out-perform VWRAP.
>>>
>>> We were talking about designing for the future.  Hash-based asset
>>> addressing is a case in point, and how we handle this proposal is apparently
>>> our first test case.
>>>
>>>
>>> Morgaine.
>>>
>>>
>>>
>>>
>>>
>>> ===============================
>>>
>>>
>>> On Tue, Apr 5, 2011 at 11:52 PM, Dzonatas Sol <dzonatas@gmail.com
>>> <mailto:dzonatas@gmail.com>> wrote:
>>>
>>>    And... still local cache.. not vwrap.
>>>
>>>    I think it would be more wise to go with the implementations of
>>>    Google's and/or Siemens object identification to RFID codes. At
>>>    least we know this part won't exploit content.
>>>
>>>    It has further advantages than just that. I went into detail
>>>    awhile ago, yet with basic QM:
>>>
>>>  http://icyspherical.blogspot.com/2010/07/optimizing-simulations-with-basic.html
>>>
>>>    No, even given the possibilities presented, I don't think your
>>>    idea comes close to anything new in regards to the best. It's just
>>>    your preference.
>>>
>>>    Morgaine wrote:
>>>
>>>        On Tue, Apr 5, 2011 at 11:11 PM, Dzonatas Sol
>>>        <dzonatas@gmail.com <mailto:dzonatas@gmail.com>
>>>        <mailto:dzonatas@gmail.com <mailto:dzonatas@gmail.com>>> wrote:
>>>
>>>
>>>           Your approach, besides exploitations, has the typical
>>>        problem to
>>>           assume asset IDs are only needed and are hash-able.
>>>
>>>
>>>
>>>        Asset IDs are not hash-able, it is the asset data that is
>>>        hashed.  The asset identifier is the hash of the asset data
>>>        using a defined hash digest algorithm.  The asset identifier
>>>        is not guessable unless you already have access to the asset.
>>>
>>>
>>>        Morgaine.
>>>
>>>
>>>
>>>
>>>        =============================
>>>
>>>
>>>
>>>               ==================
>>>
>>>               On Tue, Apr 5, 2011 at 10:34 PM, Dzonatas Sol
>>>               <dzonatas@gmail.com <mailto:dzonatas@gmail.com>
>>>        <mailto:dzonatas@gmail.com <mailto:dzonatas@gmail.com>>
>>>               <mailto:dzonatas@gmail.com <mailto:dzonatas@gmail.com>
>>>        <mailto:dzonatas@gmail.com <mailto:dzonatas@gmail.com>>>> wrote:
>>>
>>>                  Again Morgaine, your appeals alone don't support
>>>               themselves, and
>>>                  your ridicule is unwelcome. If you can not honestly
>>>        make any
>>>                  serious response, please move on and don't reply to my
>>>               posts just
>>>                  to further ridicule. It's very RUDE.
>>>
>>>                  If you have any implementation of your hash-based
>>>        idea or
>>>               actual
>>>                  technical detailed documentation ready for
>>>        implementation, then
>>>                  introduce it. Until then, it's stuck in your head,
>>>        and sounds
>>>                  other's ideas just with your name on it. Plus
>>>        security by
>>>                  obscurity makes it as moot point.
>>>
>>>                  Documentation... ?
>>>
>>>                  Remember people tried to take one temp variable away
>>>        from the
>>>                  JPEG2000 int multiple/divide routine because the
>>>        idea it looks
>>>                  good (on paper) with one less variable. Actual
>>>        implementation
>>>                  reveals, with timed tests, it is slower when anybody
>>>        takes away
>>>                  that one temp variable.
>>>
>>>                  Morgaine wrote:
>>>
>>>                      Unfortunately your response was devoid of technical
>>>               content,
>>>                      Dzonatas.
>>>
>>>                      If you have something technical to say about
>>>        hash-based
>>>                      addressing, I would love to hear it.
>>>
>>>                      I have detailed in some depth the many benefits of
>>>               hash-based
>>>                      addressing in the article I linked, and
>>>        subsequently.  If
>>>                      other good schemes exist, we should of course
>>>        analyze
>>>               them for
>>>                      technical merit and compare their benefits
>>>        against those of
>>>                      hash-based addressing.
>>>
>>>                      That's the engineering process for making VWRAP
>>>        as good
>>>               as it
>>>                      can be.
>>>
>>>
>>>                      Morgaine.
>>>
>>>
>>>
>>>
>>>                      =========================
>>>
>>>                      On Tue, Apr 5, 2011 at 8:56 PM, Dzonatas Sol
>>>                      <dzonatas@gmail.com <mailto:dzonatas@gmail.com>
>>>        <mailto:dzonatas@gmail.com <mailto:dzonatas@gmail.com>>
>>>               <mailto:dzonatas@gmail.com <mailto:dzonatas@gmail.com>
>>>        <mailto:dzonatas@gmail.com <mailto:dzonatas@gmail.com>>>
>>>                      <mailto:dzonatas@gmail.com
>>>        <mailto:dzonatas@gmail.com> <mailto:dzonatas@gmail.com
>>>        <mailto:dzonatas@gmail.com>>
>>>               <mailto:dzonatas@gmail.com <mailto:dzonatas@gmail.com>
>>>        <mailto:dzonatas@gmail.com <mailto:dzonatas@gmail.com>>>>> wrote:
>>>
>>>                         Morgaine, we mooted your hash-based idea.
>>>        This does
>>>               nothing to
>>>                         help implement asset services. The only
>>>        significant
>>>               point
>>>                      you made
>>>                         is some expression for optimization, not correct
>>>               functionality,
>>>                         which is needed first
>>>
>>>                         As for your other two, we can summarize those
>>>        with
>>>               public
>>>                         resources and flow (forward/reverse). Any more
>>>               specific network
>>>                         topology than that only makes it harder to
>>>        address. The
>>>                      only thing
>>>                         to worry about is already custom resources
>>>        that overlap
>>>                      with newer
>>>                         public resources.
>>>
>>>                         Morgaine wrote:
>>>
>>>                             On Tue, Apr 5, 2011 at 5:38 PM, Dzonatas Sol
>>>                             <dzonatas@gmail.com
>>>        <mailto:dzonatas@gmail.com> <mailto:dzonatas@gmail.com
>>>        <mailto:dzonatas@gmail.com>>
>>>               <mailto:dzonatas@gmail.com <mailto:dzonatas@gmail.com>
>>>        <mailto:dzonatas@gmail.com <mailto:dzonatas@gmail.com>>>
>>>                      <mailto:dzonatas@gmail.com
>>>        <mailto:dzonatas@gmail.com> <mailto:dzonatas@gmail.com
>>>        <mailto:dzonatas@gmail.com>>
>>>               <mailto:dzonatas@gmail.com <mailto:dzonatas@gmail.com>
>>>        <mailto:dzonatas@gmail.com <mailto:dzonatas@gmail.com>>>>
>>>                             <mailto:dzonatas@gmail.com
>>>        <mailto:dzonatas@gmail.com>
>>>               <mailto:dzonatas@gmail.com <mailto:dzonatas@gmail.com>>
>>>        <mailto:dzonatas@gmail.com <mailto:dzonatas@gmail.com>
>>>               <mailto:dzonatas@gmail.com <mailto:dzonatas@gmail.com>>>
>>>                      <mailto:dzonatas@gmail.com
>>>        <mailto:dzonatas@gmail.com> <mailto:dzonatas@gmail.com
>>>        <mailto:dzonatas@gmail.com>>
>>>               <mailto:dzonatas@gmail.com <mailto:dzonatas@gmail.com>
>>>        <mailto:dzonatas@gmail.com <mailto:dzonatas@gmail.com>>>>>> wrote:
>>>
>>>
>>>                                Do you think we are ready to implement
>>>        some asset
>>>                      services now,
>>>                                with/without complete documentation?
>>>
>>>                                What more do you think is needed?
>>>
>>>
>>>                             Two or three things seem to be needed:
>>>
>>>                                * Defining the asset addressing
>>>        concept is an
>>>               extremely
>>>                             important
>>>                                  matter, almost certainly the most
>>>        important
>>>               matter
>>>                      of all,
>>>                                  because that determines how robust and
>>>               scalable our
>>>                             worlds will
>>>                                  be.� I've already examined
>>>        alternatives for
>>>               that
>>>                      in some
>>>                             depth,
>>>                                  and the design with the best engineering
>>>               properties so
>>>                             far seems
>>>                                  to be universal hash-based
>>>        addressing.� I first
>>>                      described
>>>                             that
>>>                                  approach on the list here ---
>>>
>>>  http://www.ietf.org/mail-archive/web/vwrap/current/msg00463.html
>>>                                  , and referred to it in various
>>>        subsequent
>>>                      discussions.
>>>
>>>                                * Defining the data flows between regions,
>>>               clients,
>>>                      and asset
>>>                                  services and which parameters
>>>        control the flows
>>>                      needs to
>>>                             be done
>>>                                  before a test asset service can be
>>>               implemented.�
>>>                      Without
>>>                             that,
>>>                                  an asset service is just a
>>>               network-accessible storage
>>>                             service,
>>>                                  not an asset service in the VWRAP
>>>        sense.�
>>>               Network
>>>                      storage
>>>                                  services exist already, so just
>>>               implementing one
>>>                      of those
>>>                             would
>>>                                  not advance VWRAP.
>>>
>>>                                * We need to examine how various
>>>        deployment
>>>               patterns
>>>                      will
>>>                             use the
>>>                                  asset services, and how the
>>>        /multiple/ asset
>>>                      services that
>>>                                  interop introduces are handled.� I am
>>>               working on this
>>>                             currently.
>>>
>>>
>>>                             None of the above is particularly hard.�
>>>        I think it
>>>                      won't be
>>>                             long before we have a scheme worked out
>>>        and are
>>>               ready
>>>                      for some
>>>                             implementation work.
>>>
>>>
>>>                             Morgaine.
>>>
>>>
>>>
>>>
>>>
>>>  ------------------------------------------------------------------------
>>>
>>>
>>>
>>>
>>>  _______________________________________________
>>>                             vwrap mailing list
>>>                             vwrap@ietf.org <mailto:vwrap@ietf.org>
>>>        <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>>
>>>               <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>
>>>        <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>>>
>>>                      <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>
>>>        <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>>
>>>               <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>
>>>        <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>>>>
>>>
>>>
>>>                             https://www.ietf.org/mailman/listinfo/vwrap
>>>                                                    --     ---
>>> https://twitter.com/Dzonatas_Sol ---
>>>                         Web Development, Software Engineering,
>>>        Virtual Reality,
>>>                      Consultant
>>>
>>>
>>>
>>>  ------------------------------------------------------------------------
>>>
>>>                      _______________________________________________
>>>                      vwrap mailing list
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>>>        <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>>
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>>>        <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>>>
>>>                      https://www.ietf.org/mailman/listinfo/vwrap
>>>
>>>                  --     --- https://twitter.com/Dzonatas_Sol ---
>>>                  Web Development, Software Engineering, Virtual Reality,
>>>               Consultant
>>>
>>>
>>>
>>>  ------------------------------------------------------------------------
>>>
>>>               _______________________________________________
>>>               vwrap mailing list
>>>               vwrap@ietf.org <mailto:vwrap@ietf.org>
>>>        <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>>
>>>               https://www.ietf.org/mailman/listinfo/vwrap
>>>
>>>
>>>           --     --- https://twitter.com/Dzonatas_Sol ---
>>>           Web Development, Software Engineering, Virtual Reality,
>>>        Consultant
>>>
>>>
>>>
>>>  ------------------------------------------------------------------------
>>>
>>>        _______________________________________________
>>>        vwrap mailing list
>>>        vwrap@ietf.org <mailto:vwrap@ietf.org>
>>>        https://www.ietf.org/mailman/listinfo/vwrap
>>>
>>>
>>>
>>>    --     --- https://twitter.com/Dzonatas_Sol ---
>>>    Web Development, Software Engineering, Virtual Reality, Consultant
>>>
>>>
>>> ------------------------------------------------------------------------
>>>
>>> _______________________________________________
>>> vwrap mailing list
>>> vwrap@ietf.org
>>> https://www.ietf.org/mailman/listinfo/vwrap
>>>
>>>       
>> --
>> --- https://twitter.com/Dzonatas_Sol ---
>> Web Development, Software Engineering, Virtual Reality, Consultant
>>
>> _______________________________________________
>> vwrap mailing list
>> vwrap@ietf.org
>> https://www.ietf.org/mailman/listinfo/vwrap
>>
>>     


-- 
--- https://twitter.com/Dzonatas_Sol ---
Web Development, Software Engineering, Virtual Reality, Consultant


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From: Izzy Alanis <izzyalanis@gmail.com>
Date: Wed, 6 Apr 2011 23:30:47 -0400
To: Morgaine <morgaine.dinova@googlemail.com>
Cc: "vwrap@ietf.org" <vwrap@ietf.org>
Subject: Re: [vwrap] Statements of Consensus. Flexibity First.
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Yes, yes, yes... The question was more about how you want those ideas reflec=
ted in the documents.

- Izzy

On Apr 5, 2011, at 10:12 PM, Morgaine <morgaine.dinova@googlemail.com> wrote=
:

> I'm not sure at what stage you joined us Izzy, but support for flexibility=
 and extensibility in the protocol has been preached by us regularly through=
out the entire lifetime of the MMOX, OGPX and now VWRAP groups, so it's noth=
ing new, really.  It could be said to have been lip service before though, s=
eeing as no new features ever materialized from it.
>=20
> The only significant difference now is that Carlo has tried to turn that l=
ip service into an agreed process for promoting proposals that are aimed at p=
roviding extra flexibility and extensibility.  The fact that this idea hasn'=
t received much support is a bit worrying.
>=20
> It wouldn't matter at all if the group was by its nature strongly focused o=
n creating a protocol "designed for the future", eagerly selecting the ideas=
 with the best outlook for a massively scaled and buoyant metaverse, a proto=
col that recognizes that virtual worlds will evolve rapidly once they gain s=
ynergy from interoperation.  Indeed, Carlo's a priori agreement would then b=
e entirely superfluous.  But instead of eagerly welcoming forward-looking pr=
oposals with excellent engineering merits, the few we've had so far seem to b=
e greeted with intense resistance and avoidance of technical discussion.  It=
's an uphill struggle.
>=20
> I can see why Carlo was so highly despondent in his last post.  Conditions=
 aren't too encouraging at the moment for an advanced, extensible protocol.
>=20
> And perhaps there is no solution.  You can't make a horse drink, even when=
 there is plenty of water provided.
>=20
>=20
> Morgaine.
>=20
>=20
>=20
>=20
>=20
> =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D
>=20
> On Wed, Apr 6, 2011 at 2:24 AM, Izzy Alanis <izzyalanis@gmail.com> wrote:
> Along the lines of documentation... are we salvaging the last draft
> intro doc or scrapping it? If we're scrapping it, what about it didn't
> we like, what about it was good? The work on shoring up definitions is
> directly applicable to the intro doc, but the minute details of asset
> addressability and cacheability are leading us down a rat hole -- it's
> interesting conversation, but just not productive right now.
>=20
> Toward Carlo's mission of 'flexibility first': how would a statement
> about the flexibility of the protocol appear in such a document?
>=20
> - Izzy
>=20
>=20
> On Tue, Apr 5, 2011 at 8:26 PM, Dzonatas Sol <dzonatas@gmail.com> wrote:
> > We were and still are in discussion about VWRAP documents.
> >
> > As someone that implements, they don't want to read anything like "many
> > orders of magnitude" or "the best idea" or such exaggerated adjectives.
> > Don't expect your ideas ever to get implemented based on such language.
> >
> > Need just the facts, and the documents. Please, stop with how great you
> > think your idea is and produce the documents! Please include specific us=
e of
> > the resources, LLIDL, DSD, etc.
> >
> > If this continues to be just discussion and neither documentation nor
> > implementation than I'm with the chair(s) to disband.
> >
> > Morgaine wrote:
> >>
> >> The asset fetch performance gain of a protocol in which asset identifie=
rs
> >> make cross-world assets cacheable versus a protocol whose asset identif=
iers
> >> do not allow this is an extremely large factor of *many orders of magni=
tude*
> >> on all but the first occurrence of an asset.  For all intents and purpo=
ses,
> >> avoiding the need to fetch an asset over the network represents a gain o=
f
> >> infinity, and this gain may be repeated many times over.
> >>
> >> I think it's pretty uncontestable that giving VWRAP an asset addressing=

> >> scheme which is orders of magnitude more efficient than any other schem=
e
> >> that has yet been proposed would be an important benefit for the protoc=
ol,
> >> and highly likely to make it popular.  Conversely, if it lacks this ben=
efit
> >> then another protocol will use it and will hugely out-perform VWRAP.
> >>
> >> We were talking about designing for the future.  Hash-based asset
> >> addressing is a case in point, and how we handle this proposal is appar=
ently
> >> our first test case.
> >>
> >>
> >> Morgaine.
> >>
> >>
> >>
> >>
> >>
> >> =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D
> >>
> >>
> >> On Tue, Apr 5, 2011 at 11:52 PM, Dzonatas Sol <dzonatas@gmail.com
> >> <mailto:dzonatas@gmail.com>> wrote:
> >>
> >>    And... still local cache.. not vwrap.
> >>
> >>    I think it would be more wise to go with the implementations of
> >>    Google's and/or Siemens object identification to RFID codes. At
> >>    least we know this part won't exploit content.
> >>
> >>    It has further advantages than just that. I went into detail
> >>    awhile ago, yet with basic QM:
> >>
> >>  http://icyspherical.blogspot.com/2010/07/optimizing-simulations-with-b=
asic.html
> >>
> >>    No, even given the possibilities presented, I don't think your
> >>    idea comes close to anything new in regards to the best. It's just
> >>    your preference.
> >>
> >>    Morgaine wrote:
> >>
> >>        On Tue, Apr 5, 2011 at 11:11 PM, Dzonatas Sol
> >>        <dzonatas@gmail.com <mailto:dzonatas@gmail.com>
> >>        <mailto:dzonatas@gmail.com <mailto:dzonatas@gmail.com>>> wrote:
> >>
> >>
> >>           Your approach, besides exploitations, has the typical
> >>        problem to
> >>           assume asset IDs are only needed and are hash-able.
> >>
> >>
> >>
> >>        Asset IDs are not hash-able, it is the asset data that is
> >>        hashed.  The asset identifier is the hash of the asset data
> >>        using a defined hash digest algorithm.  The asset identifier
> >>        is not guessable unless you already have access to the asset.
> >>
> >>
> >>        Morgaine.
> >>
> >>
> >>
> >>
> >>        =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D
> >>
> >>
> >>
> >>               =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D
> >>
> >>               On Tue, Apr 5, 2011 at 10:34 PM, Dzonatas Sol
> >>               <dzonatas@gmail.com <mailto:dzonatas@gmail.com>
> >>        <mailto:dzonatas@gmail.com <mailto:dzonatas@gmail.com>>
> >>               <mailto:dzonatas@gmail.com <mailto:dzonatas@gmail.com>
> >>        <mailto:dzonatas@gmail.com <mailto:dzonatas@gmail.com>>>> wrote:=

> >>
> >>                  Again Morgaine, your appeals alone don't support
> >>               themselves, and
> >>                  your ridicule is unwelcome. If you can not honestly
> >>        make any
> >>                  serious response, please move on and don't reply to my=

> >>               posts just
> >>                  to further ridicule. It's very RUDE.
> >>
> >>                  If you have any implementation of your hash-based
> >>        idea or
> >>               actual
> >>                  technical detailed documentation ready for
> >>        implementation, then
> >>                  introduce it. Until then, it's stuck in your head,
> >>        and sounds
> >>                  other's ideas just with your name on it. Plus
> >>        security by
> >>                  obscurity makes it as moot point.
> >>
> >>                  Documentation... ?
> >>
> >>                  Remember people tried to take one temp variable away
> >>        from the
> >>                  JPEG2000 int multiple/divide routine because the
> >>        idea it looks
> >>                  good (on paper) with one less variable. Actual
> >>        implementation
> >>                  reveals, with timed tests, it is slower when anybody
> >>        takes away
> >>                  that one temp variable.
> >>
> >>                  Morgaine wrote:
> >>
> >>                      Unfortunately your response was devoid of technica=
l
> >>               content,
> >>                      Dzonatas.
> >>
> >>                      If you have something technical to say about
> >>        hash-based
> >>                      addressing, I would love to hear it.
> >>
> >>                      I have detailed in some depth the many benefits of=

> >>               hash-based
> >>                      addressing in the article I linked, and
> >>        subsequently.  If
> >>                      other good schemes exist, we should of course
> >>        analyze
> >>               them for
> >>                      technical merit and compare their benefits
> >>        against those of
> >>                      hash-based addressing.
> >>
> >>                      That's the engineering process for making VWRAP
> >>        as good
> >>               as it
> >>                      can be.
> >>
> >>
> >>                      Morgaine.
> >>
> >>
> >>
> >>
> >>                      =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D
> >>
> >>                      On Tue, Apr 5, 2011 at 8:56 PM, Dzonatas Sol
> >>                      <dzonatas@gmail.com <mailto:dzonatas@gmail.com>
> >>        <mailto:dzonatas@gmail.com <mailto:dzonatas@gmail.com>>
> >>               <mailto:dzonatas@gmail.com <mailto:dzonatas@gmail.com>
> >>        <mailto:dzonatas@gmail.com <mailto:dzonatas@gmail.com>>>
> >>                      <mailto:dzonatas@gmail.com
> >>        <mailto:dzonatas@gmail.com> <mailto:dzonatas@gmail.com
> >>        <mailto:dzonatas@gmail.com>>
> >>               <mailto:dzonatas@gmail.com <mailto:dzonatas@gmail.com>
> >>        <mailto:dzonatas@gmail.com <mailto:dzonatas@gmail.com>>>>> wrote=
:
> >>
> >>                         Morgaine, we mooted your hash-based idea.
> >>        This does
> >>               nothing to
> >>                         help implement asset services. The only
> >>        significant
> >>               point
> >>                      you made
> >>                         is some expression for optimization, not correc=
t
> >>               functionality,
> >>                         which is needed first
> >>
> >>                         As for your other two, we can summarize those
> >>        with
> >>               public
> >>                         resources and flow (forward/reverse). Any more
> >>               specific network
> >>                         topology than that only makes it harder to
> >>        address. The
> >>                      only thing
> >>                         to worry about is already custom resources
> >>        that overlap
> >>                      with newer
> >>                         public resources.
> >>
> >>                         Morgaine wrote:
> >>
> >>                             On Tue, Apr 5, 2011 at 5:38 PM, Dzonatas So=
l
> >>                             <dzonatas@gmail.com
> >>        <mailto:dzonatas@gmail.com> <mailto:dzonatas@gmail.com
> >>        <mailto:dzonatas@gmail.com>>
> >>               <mailto:dzonatas@gmail.com <mailto:dzonatas@gmail.com>
> >>        <mailto:dzonatas@gmail.com <mailto:dzonatas@gmail.com>>>
> >>                      <mailto:dzonatas@gmail.com
> >>        <mailto:dzonatas@gmail.com> <mailto:dzonatas@gmail.com
> >>        <mailto:dzonatas@gmail.com>>
> >>               <mailto:dzonatas@gmail.com <mailto:dzonatas@gmail.com>
> >>        <mailto:dzonatas@gmail.com <mailto:dzonatas@gmail.com>>>>
> >>                             <mailto:dzonatas@gmail.com
> >>        <mailto:dzonatas@gmail.com>
> >>               <mailto:dzonatas@gmail.com <mailto:dzonatas@gmail.com>>
> >>        <mailto:dzonatas@gmail.com <mailto:dzonatas@gmail.com>
> >>               <mailto:dzonatas@gmail.com <mailto:dzonatas@gmail.com>>>
> >>                      <mailto:dzonatas@gmail.com
> >>        <mailto:dzonatas@gmail.com> <mailto:dzonatas@gmail.com
> >>        <mailto:dzonatas@gmail.com>>
> >>               <mailto:dzonatas@gmail.com <mailto:dzonatas@gmail.com>
> >>        <mailto:dzonatas@gmail.com <mailto:dzonatas@gmail.com>>>>>> wrot=
e:
> >>
> >>
> >>                                Do you think we are ready to implement
> >>        some asset
> >>                      services now,
> >>                                with/without complete documentation?
> >>
> >>                                What more do you think is needed?
> >>
> >>
> >>                             Two or three things seem to be needed:
> >>
> >>                                * Defining the asset addressing
> >>        concept is an
> >>               extremely
> >>                             important
> >>                                  matter, almost certainly the most
> >>        important
> >>               matter
> >>                      of all,
> >>                                  because that determines how robust and=

> >>               scalable our
> >>                             worlds will
> >>                                  be.=EF=BF=BD I've already examined
> >>        alternatives for
> >>               that
> >>                      in some
> >>                             depth,
> >>                                  and the design with the best engineeri=
ng
> >>               properties so
> >>                             far seems
> >>                                  to be universal hash-based
> >>        addressing.=EF=BF=BD I first
> >>                      described
> >>                             that
> >>                                  approach on the list here ---
> >>
> >>  http://www.ietf.org/mail-archive/web/vwrap/current/msg00463.html
> >>                                  , and referred to it in various
> >>        subsequent
> >>                      discussions.
> >>
> >>                                * Defining the data flows between region=
s,
> >>               clients,
> >>                      and asset
> >>                                  services and which parameters
> >>        control the flows
> >>                      needs to
> >>                             be done
> >>                                  before a test asset service can be
> >>               implemented.=EF=BF=BD
> >>                      Without
> >>                             that,
> >>                                  an asset service is just a
> >>               network-accessible storage
> >>                             service,
> >>                                  not an asset service in the VWRAP
> >>        sense.=EF=BF=BD
> >>               Network
> >>                      storage
> >>                                  services exist already, so just
> >>               implementing one
> >>                      of those
> >>                             would
> >>                                  not advance VWRAP.
> >>
> >>                                * We need to examine how various
> >>        deployment
> >>               patterns
> >>                      will
> >>                             use the
> >>                                  asset services, and how the
> >>        /multiple/ asset
> >>                      services that
> >>                                  interop introduces are handled.=EF=BF=BD=
 I am
> >>               working on this
> >>                             currently.
> >>
> >>
> >>                             None of the above is particularly hard.=EF=BF=
=BD
> >>        I think it
> >>                      won't be
> >>                             long before we have a scheme worked out
> >>        and are
> >>               ready
> >>                      for some
> >>                             implementation work.
> >>
> >>
> >>                             Morgaine.
> >>
> >>
> >>
> >>
> >>
> >>  ----------------------------------------------------------------------=
--
> >>
> >>
> >>
> >>
> >>  _______________________________________________
> >>                             vwrap mailing list
> >>                             vwrap@ietf.org <mailto:vwrap@ietf.org>
> >>        <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>>
> >>               <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>
> >>        <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>>>
> >>                      <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>
> >>        <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>>
> >>               <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>
> >>        <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>>>>
> >>
> >>
> >>                             https://www.ietf.org/mailman/listinfo/vwrap=

> >>                                                    --     ---
> >> https://twitter.com/Dzonatas_Sol ---
> >>                         Web Development, Software Engineering,
> >>        Virtual Reality,
> >>                      Consultant
> >>
> >>
> >>
> >>  ----------------------------------------------------------------------=
--
> >>
> >>                      _______________________________________________
> >>                      vwrap mailing list
> >>                      vwrap@ietf.org <mailto:vwrap@ietf.org>
> >>        <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>>
> >>               <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>
> >>        <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>>>
> >>                      https://www.ietf.org/mailman/listinfo/vwrap
> >>
> >>                  --     --- https://twitter.com/Dzonatas_Sol ---
> >>                  Web Development, Software Engineering, Virtual Reality=
,
> >>               Consultant
> >>
> >>
> >>
> >>  ----------------------------------------------------------------------=
--
> >>
> >>               _______________________________________________
> >>               vwrap mailing list
> >>               vwrap@ietf.org <mailto:vwrap@ietf.org>
> >>        <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>>
> >>               https://www.ietf.org/mailman/listinfo/vwrap
> >>
> >>
> >>           --     --- https://twitter.com/Dzonatas_Sol ---
> >>           Web Development, Software Engineering, Virtual Reality,
> >>        Consultant
> >>
> >>
> >>
> >>  ----------------------------------------------------------------------=
--
> >>
> >>        _______________________________________________
> >>        vwrap mailing list
> >>        vwrap@ietf.org <mailto:vwrap@ietf.org>
> >>        https://www.ietf.org/mailman/listinfo/vwrap
> >>
> >>
> >>
> >>    --     --- https://twitter.com/Dzonatas_Sol ---
> >>    Web Development, Software Engineering, Virtual Reality, Consultant
> >>
> >>
> >> -----------------------------------------------------------------------=
-
> >>
> >> _______________________________________________
> >> vwrap mailing list
> >> vwrap@ietf.org
> >> https://www.ietf.org/mailman/listinfo/vwrap
> >>
> >
> >
> > --
> > --- https://twitter.com/Dzonatas_Sol ---
> > Web Development, Software Engineering, Virtual Reality, Consultant
> >
> > _______________________________________________
> > vwrap mailing list
> > vwrap@ietf.org
> > https://www.ietf.org/mailman/listinfo/vwrap
> >
>=20
> _______________________________________________
> vwrap mailing list
> vwrap@ietf.org
> https://www.ietf.org/mailman/listinfo/vwrap

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<html><body bgcolor=3D"#FFFFFF"><div>Yes, yes, yes... The question was more a=
bout how you want those ideas reflected in the documents.<br><br>- Izzy</div=
><div><br>On Apr 5, 2011, at 10:12 PM, Morgaine &lt;<a href=3D"mailto:morgai=
ne.dinova@googlemail.com">morgaine.dinova@googlemail.com</a>&gt; wrote:<br><=
br></div><div></div><blockquote type=3D"cite"><div>I'm not sure at what stag=
e you joined us Izzy, but support for flexibility and extensibility in the p=
rotocol has been preached by us regularly throughout the entire lifetime of t=
he MMOX, OGPX and now VWRAP groups, so it's nothing new, really.&nbsp; It co=
uld be said to have been lip service before though, seeing as no new feature=
s ever materialized from it.<br>
<br>The only significant difference now is that Carlo has tried to turn that=
 lip service into an agreed process for promoting proposals that are aimed a=
t providing extra flexibility and extensibility.&nbsp; The fact that this id=
ea hasn't received much support is a bit worrying.<br>
<br>It wouldn't matter at all if the group was by its nature strongly focuse=
d on creating a protocol "designed for the future", eagerly selecting the id=
eas with the best outlook for a massively scaled and buoyant metaverse, a pr=
otocol that recognizes that virtual worlds will evolve rapidly once they gai=
n synergy from interoperation.&nbsp; Indeed, Carlo's a priori agreement woul=
d then be entirely superfluous.&nbsp; But instead of eagerly welcoming forwa=
rd-looking proposals with excellent engineering merits, the few we've had so=
 far seem to be greeted with intense resistance and avoidance of technical d=
iscussion.&nbsp; It's an uphill struggle.<br>
<br>I can see why Carlo was so highly despondent in his last post.&nbsp; Con=
ditions aren't too encouraging at the moment for an advanced, extensible pro=
tocol.<br><br>And perhaps there is no solution.&nbsp; You can't make a horse=
 drink, even when there is plenty of water provided.<br>
<br><br>Morgaine.<br><br><br><br><br><br>=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D<br><br><div class=3D"gmail_quote">On Wed, A=
pr 6, 2011 at 2:24 AM, Izzy Alanis <span dir=3D"ltr">&lt;<a href=3D"mailto:i=
zzyalanis@gmail.com"><a href=3D"mailto:izzyalanis@gmail.com">izzyalanis@gmai=
l.com</a></a>&gt;</span> wrote:<br>
<blockquote class=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt 0.8ex; border=
-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;">Along the lines of d=
ocumentation... are we salvaging the last draft<br>
intro doc or scrapping it? If we're scrapping it, what about it didn't<br>
we like, what about it was good? The work on shoring up definitions is<br>
directly applicable to the intro doc, but the minute details of asset<br>
addressability and cacheability are leading us down a rat hole -- it's<br>
interesting conversation, but just not productive right now.<br>
<br>
Toward Carlo's mission of 'flexibility first': how would a statement<br>
about the flexibility of the protocol appear in such a document?<br>
<font color=3D"#888888"><br>
- Izzy<br>
</font><div><div></div><div class=3D"h5"><br>
<br>
On Tue, Apr 5, 2011 at 8:26 PM, Dzonatas Sol &lt;<a href=3D"mailto:dzonatas@=
gmail.com"><a href=3D"mailto:dzonatas@gmail.com">dzonatas@gmail.com</a></a>&=
gt; wrote:<br>
&gt; We were and still are in discussion about VWRAP documents.<br>
&gt;<br>
&gt; As someone that implements, they don't want to read anything like "many=
<br>
&gt; orders of magnitude" or "the best idea" or such exaggerated adjectives.=
<br>
&gt; Don't expect your ideas ever to get implemented based on such language.=
<br>
&gt;<br>
&gt; Need just the facts, and the documents. Please, stop with how great you=
<br>
&gt; think your idea is and produce the documents! Please include specific u=
se of<br>
&gt; the resources, LLIDL, DSD, etc.<br>
&gt;<br>
&gt; If this continues to be just discussion and neither documentation nor<b=
r>
&gt; implementation than I'm with the chair(s) to disband.<br>
&gt;<br>
&gt; Morgaine wrote:<br>
&gt;&gt;<br>
&gt;&gt; The asset fetch performance gain of a protocol in which asset ident=
ifiers<br>
&gt;&gt; make cross-world assets cacheable versus a protocol whose asset ide=
ntifiers<br>
&gt;&gt; do not allow this is an extremely large factor of *many orders of m=
agnitude*<br>
&gt;&gt; on all but the first occurrence of an asset. &nbsp;For all intents a=
nd purposes,<br>
&gt;&gt; avoiding the need to fetch an asset over the network represents a g=
ain of<br>
&gt;&gt; infinity, and this gain may be repeated many times over.<br>
&gt;&gt;<br>
&gt;&gt; I think it's pretty uncontestable that giving VWRAP an asset addres=
sing<br>
&gt;&gt; scheme which is orders of magnitude more efficient than any other s=
cheme<br>
&gt;&gt; that has yet been proposed would be an important benefit for the pr=
otocol,<br>
&gt;&gt; and highly likely to make it popular. &nbsp;Conversely, if it lacks=
 this benefit<br>
&gt;&gt; then another protocol will use it and will hugely out-perform VWRAP=
.<br>
&gt;&gt;<br>
&gt;&gt; We were talking about designing for the future. &nbsp;Hash-based as=
set<br>
&gt;&gt; addressing is a case in point, and how we handle this proposal is a=
pparently<br>
&gt;&gt; our first test case.<br>
&gt;&gt;<br>
&gt;&gt;<br>
&gt;&gt; Morgaine.<br>
&gt;&gt;<br>
&gt;&gt;<br>
&gt;&gt;<br>
&gt;&gt;<br>
&gt;&gt;<br>
&gt;&gt; =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D<br>
&gt;&gt;<br>
&gt;&gt;<br>
&gt;&gt; On Tue, Apr 5, 2011 at 11:52 PM, Dzonatas Sol &lt;<a href=3D"mailto=
:dzonatas@gmail.com"><a href=3D"mailto:dzonatas@gmail.com">dzonatas@gmail.co=
m</a></a><br>
&gt;&gt; &lt;mailto:<a href=3D"mailto:dzonatas@gmail.com"><a href=3D"mailto:=
dzonatas@gmail.com">dzonatas@gmail.com</a></a>&gt;&gt; wrote:<br>
&gt;&gt;<br>
&gt;&gt; &nbsp; &nbsp;And... still local cache.. not vwrap.<br>
&gt;&gt;<br>
&gt;&gt; &nbsp; &nbsp;I think it would be more wise to go with the implement=
ations of<br>
&gt;&gt; &nbsp; &nbsp;Google's and/or Siemens object identification to RFID c=
odes. At<br>
&gt;&gt; &nbsp; &nbsp;least we know this part won't exploit content.<br>
&gt;&gt;<br>
&gt;&gt; &nbsp; &nbsp;It has further advantages than just that. I went into d=
etail<br>
&gt;&gt; &nbsp; &nbsp;awhile ago, yet with basic QM:<br>
&gt;&gt;<br>
&gt;&gt; &nbsp;<a href=3D"http://icyspherical.blogspot.com/2010/07/optimizin=
g-simulations-with-basic.html" target=3D"_blank"><a href=3D"http://icyspheri=
cal.blogspot.com/2010/07/optimizing-simulations-with-basic.html">http://icys=
pherical.blogspot.com/2010/07/optimizing-simulations-with-basic.html</a></a>=
<br>
&gt;&gt;<br>
&gt;&gt; &nbsp; &nbsp;No, even given the possibilities presented, I don't th=
ink your<br>
&gt;&gt; &nbsp; &nbsp;idea comes close to anything new in regards to the bes=
t. It's just<br>
&gt;&gt; &nbsp; &nbsp;your preference.<br>
&gt;&gt;<br>
&gt;&gt; &nbsp; &nbsp;Morgaine wrote:<br>
&gt;&gt;<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp;On Tue, Apr 5, 2011 at 11:11 PM, Dzonata=
s Sol<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp;&lt;<a href=3D"mailto:dzonatas@gmail.com=
"><a href=3D"mailto:dzonatas@gmail.com">dzonatas@gmail.com</a></a> &lt;mailt=
o:<a href=3D"mailto:dzonatas@gmail.com"><a href=3D"mailto:dzonatas@gmail.com=
">dzonatas@gmail.com</a></a>&gt;<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp;&lt;mailto:<a href=3D"mailto:dzonatas@gm=
ail.com"><a href=3D"mailto:dzonatas@gmail.com">dzonatas@gmail.com</a></a> &l=
t;mailto:<a href=3D"mailto:dzonatas@gmail.com"><a href=3D"mailto:dzonatas@gm=
ail.com">dzonatas@gmail.com</a></a>&gt;&gt;&gt; wrote:<br>
&gt;&gt;<br>
&gt;&gt;<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; Your approach, besides exploitat=
ions, has the typical<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp;problem to<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; assume asset IDs are only needed=
 and are hash-able.<br>
&gt;&gt;<br>
&gt;&gt;<br>
&gt;&gt;<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp;Asset IDs are not hash-able, it is the a=
sset data that is<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp;hashed. &nbsp;The asset identifier is th=
e hash of the asset data<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp;using a defined hash digest algorithm. &=
nbsp;The asset identifier<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp;is not guessable unless you already have=
 access to the asset.<br>
&gt;&gt;<br>
&gt;&gt;<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp;Morgaine.<br>
&gt;&gt;<br>
&gt;&gt;<br>
&gt;&gt;<br>
&gt;&gt;<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp;=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D<br>
&gt;&gt;<br>
&gt;&gt;<br>
&gt;&gt;<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; =3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D<br>
&gt;&gt;<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; On Tue, Apr 5, 201=
1 at 10:34 PM, Dzonatas Sol<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &lt;<a href=3D"mai=
lto:dzonatas@gmail.com"><a href=3D"mailto:dzonatas@gmail.com">dzonatas@gmail=
.com</a></a> &lt;mailto:<a href=3D"mailto:dzonatas@gmail.com"><a href=3D"mai=
lto:dzonatas@gmail.com">dzonatas@gmail.com</a></a>&gt;<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp;&lt;mailto:<a href=3D"mailto:dzonatas@gm=
ail.com"><a href=3D"mailto:dzonatas@gmail.com">dzonatas@gmail.com</a></a> &l=
t;mailto:<a href=3D"mailto:dzonatas@gmail.com"><a href=3D"mailto:dzonatas@gm=
ail.com">dzonatas@gmail.com</a></a>&gt;&gt;<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &lt;mailto:<a href=
=3D"mailto:dzonatas@gmail.com"><a href=3D"mailto:dzonatas@gmail.com">dzonata=
s@gmail.com</a></a> &lt;mailto:<a href=3D"mailto:dzonatas@gmail.com"><a href=
=3D"mailto:dzonatas@gmail.com">dzonatas@gmail.com</a></a>&gt;<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp;&lt;mailto:<a href=3D"mailto:dzonatas@gm=
ail.com"><a href=3D"mailto:dzonatas@gmail.com">dzonatas@gmail.com</a></a> &l=
t;mailto:<a href=3D"mailto:dzonatas@gmail.com"><a href=3D"mailto:dzonatas@gm=
ail.com">dzonatas@gmail.com</a></a>&gt;&gt;&gt;&gt; wrote:<br>
&gt;&gt;<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;Again=
 Morgaine, your appeals alone don't support<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; themselves, and<br=
>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;your r=
idicule is unwelcome. If you can not honestly<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp;make any<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;serio=
us response, please move on and don't reply to my<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; posts just<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;to fu=
rther ridicule. It's very RUDE.<br>
&gt;&gt;<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;If yo=
u have any implementation of your hash-based<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp;idea or<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; actual<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;techn=
ical detailed documentation ready for<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp;implementation, then<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;intro=
duce it. Until then, it's stuck in your head,<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp;and sounds<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;other=
's ideas just with your name on it. Plus<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp;security by<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;obscu=
rity makes it as moot point.<br>
&gt;&gt;<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;Docum=
entation... ?<br>
&gt;&gt;<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;Remem=
ber people tried to take one temp variable away<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp;from the<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;JPEG2=
000 int multiple/divide routine because the<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp;idea it looks<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;good (=
on paper) with one less variable. Actual<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp;implementation<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;revea=
ls, with timed tests, it is slower when anybody<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp;takes away<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;that o=
ne temp variable.<br>
&gt;&gt;<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;Morga=
ine wrote:<br>
&gt;&gt;<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbs=
p; &nbsp;Unfortunately your response was devoid of technical<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; content,<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbs=
p; &nbsp;Dzonatas.<br>
&gt;&gt;<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbs=
p; &nbsp;If you have something technical to say about<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp;hash-based<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbs=
p; &nbsp;addressing, I would love to hear it.<br>
&gt;&gt;<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbs=
p; &nbsp;I have detailed in some depth the many benefits of<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; hash-based<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbs=
p; &nbsp;addressing in the article I linked, and<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp;subsequently. &nbsp;If<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbs=
p; &nbsp;other good schemes exist, we should of course<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp;analyze<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; them for<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbs=
p; &nbsp;technical merit and compare their benefits<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp;against those of<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbs=
p; &nbsp;hash-based addressing.<br>
&gt;&gt;<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbs=
p; &nbsp;That's the engineering process for making VWRAP<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp;as good<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; as it<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbs=
p; &nbsp;can be.<br>
&gt;&gt;<br>
&gt;&gt;<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbs=
p; &nbsp;Morgaine.<br>
&gt;&gt;<br>
&gt;&gt;<br>
&gt;&gt;<br>
&gt;&gt;<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbs=
p; &nbsp;=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D<br>
&gt;&gt;<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbs=
p; &nbsp;On Tue, Apr 5, 2011 at 8:56 PM, Dzonatas Sol<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbs=
p; &nbsp;&lt;<a href=3D"mailto:dzonatas@gmail.com"><a href=3D"mailto:dzonata=
s@gmail.com">dzonatas@gmail.com</a></a> &lt;mailto:<a href=3D"mailto:dzonata=
s@gmail.com"><a href=3D"mailto:dzonatas@gmail.com">dzonatas@gmail.com</a></a=
>&gt;<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp;&lt;mailto:<a href=3D"mailto:dzonatas@gm=
ail.com"><a href=3D"mailto:dzonatas@gmail.com">dzonatas@gmail.com</a></a> &l=
t;mailto:<a href=3D"mailto:dzonatas@gmail.com"><a href=3D"mailto:dzonatas@gm=
ail.com">dzonatas@gmail.com</a></a>&gt;&gt;<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &lt;mailto:<a href=
=3D"mailto:dzonatas@gmail.com"><a href=3D"mailto:dzonatas@gmail.com">dzonata=
s@gmail.com</a></a> &lt;mailto:<a href=3D"mailto:dzonatas@gmail.com"><a href=
=3D"mailto:dzonatas@gmail.com">dzonatas@gmail.com</a></a>&gt;<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp;&lt;mailto:<a href=3D"mailto:dzonatas@gm=
ail.com"><a href=3D"mailto:dzonatas@gmail.com">dzonatas@gmail.com</a></a> &l=
t;mailto:<a href=3D"mailto:dzonatas@gmail.com"><a href=3D"mailto:dzonatas@gm=
ail.com">dzonatas@gmail.com</a></a>&gt;&gt;&gt;<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbs=
p; &nbsp;&lt;mailto:<a href=3D"mailto:dzonatas@gmail.com"><a href=3D"mailto:=
dzonatas@gmail.com">dzonatas@gmail.com</a></a><br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp;&lt;mailto:<a href=3D"mailto:dzonatas@gm=
ail.com"><a href=3D"mailto:dzonatas@gmail.com">dzonatas@gmail.com</a></a>&gt=
; &lt;mailto:<a href=3D"mailto:dzonatas@gmail.com"><a href=3D"mailto:dzonata=
s@gmail.com">dzonatas@gmail.com</a></a><br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp;&lt;mailto:<a href=3D"mailto:dzonatas@gm=
ail.com"><a href=3D"mailto:dzonatas@gmail.com">dzonatas@gmail.com</a></a>&gt=
;&gt;<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &lt;mailto:<a href=
=3D"mailto:dzonatas@gmail.com"><a href=3D"mailto:dzonatas@gmail.com">dzonata=
s@gmail.com</a></a> &lt;mailto:<a href=3D"mailto:dzonatas@gmail.com"><a href=
=3D"mailto:dzonatas@gmail.com">dzonatas@gmail.com</a></a>&gt;<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp;&lt;mailto:<a href=3D"mailto:dzonatas@gm=
ail.com"><a href=3D"mailto:dzonatas@gmail.com">dzonatas@gmail.com</a></a> &l=
t;mailto:<a href=3D"mailto:dzonatas@gmail.com"><a href=3D"mailto:dzonatas@gm=
ail.com">dzonatas@gmail.com</a></a>&gt;&gt;&gt;&gt;&gt; wrote:<br>
&gt;&gt;<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbs=
p; &nbsp; &nbsp; Morgaine, we mooted your hash-based idea.<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp;This does<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; nothing to<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbs=
p; &nbsp; &nbsp; help implement asset services. The only<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp;significant<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; point<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbs=
p; &nbsp;you made<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbs=
p; &nbsp; &nbsp; is some expression for optimization, not correct<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; functionality,<br>=

&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbs=
p; &nbsp; &nbsp; which is needed first<br>
&gt;&gt;<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbs=
p; &nbsp; &nbsp; As for your other two, we can summarize those<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp;with<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; public<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbs=
p; &nbsp; &nbsp; resources and flow (forward/reverse). Any more<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; specific network<b=
r>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbs=
p; &nbsp; &nbsp; topology than that only makes it harder to<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp;address. The<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbs=
p; &nbsp;only thing<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbs=
p; &nbsp; &nbsp; to worry about is already custom resources<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp;that overlap<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbs=
p; &nbsp;with newer<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbs=
p; &nbsp; &nbsp; public resources.<br>
&gt;&gt;<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbs=
p; &nbsp; &nbsp; Morgaine wrote:<br>
&gt;&gt;<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbs=
p; &nbsp; &nbsp; &nbsp; &nbsp; On Tue, Apr 5, 2011 at 5:38 PM, Dzonatas Sol<=
br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbs=
p; &nbsp; &nbsp; &nbsp; &nbsp; &lt;<a href=3D"mailto:dzonatas@gmail.com"><a h=
ref=3D"mailto:dzonatas@gmail.com">dzonatas@gmail.com</a></a><br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp;&lt;mailto:<a href=3D"mailto:dzonatas@gm=
ail.com"><a href=3D"mailto:dzonatas@gmail.com">dzonatas@gmail.com</a></a>&gt=
; &lt;mailto:<a href=3D"mailto:dzonatas@gmail.com"><a href=3D"mailto:dzonata=
s@gmail.com">dzonatas@gmail.com</a></a><br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp;&lt;mailto:<a href=3D"mailto:dzonatas@gm=
ail.com"><a href=3D"mailto:dzonatas@gmail.com">dzonatas@gmail.com</a></a>&gt=
;&gt;<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &lt;mailto:<a href=
=3D"mailto:dzonatas@gmail.com"><a href=3D"mailto:dzonatas@gmail.com">dzonata=
s@gmail.com</a></a> &lt;mailto:<a href=3D"mailto:dzonatas@gmail.com"><a href=
=3D"mailto:dzonatas@gmail.com">dzonatas@gmail.com</a></a>&gt;<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp;&lt;mailto:<a href=3D"mailto:dzonatas@gm=
ail.com"><a href=3D"mailto:dzonatas@gmail.com">dzonatas@gmail.com</a></a> &l=
t;mailto:<a href=3D"mailto:dzonatas@gmail.com"><a href=3D"mailto:dzonatas@gm=
ail.com">dzonatas@gmail.com</a></a>&gt;&gt;&gt;<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbs=
p; &nbsp;&lt;mailto:<a href=3D"mailto:dzonatas@gmail.com"><a href=3D"mailto:=
dzonatas@gmail.com">dzonatas@gmail.com</a></a><br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp;&lt;mailto:<a href=3D"mailto:dzonatas@gm=
ail.com"><a href=3D"mailto:dzonatas@gmail.com">dzonatas@gmail.com</a></a>&gt=
; &lt;mailto:<a href=3D"mailto:dzonatas@gmail.com"><a href=3D"mailto:dzonata=
s@gmail.com">dzonatas@gmail.com</a></a><br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp;&lt;mailto:<a href=3D"mailto:dzonatas@gm=
ail.com"><a href=3D"mailto:dzonatas@gmail.com">dzonatas@gmail.com</a></a>&gt=
;&gt;<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &lt;mailto:<a href=
=3D"mailto:dzonatas@gmail.com"><a href=3D"mailto:dzonatas@gmail.com">dzonata=
s@gmail.com</a></a> &lt;mailto:<a href=3D"mailto:dzonatas@gmail.com"><a href=
=3D"mailto:dzonatas@gmail.com">dzonatas@gmail.com</a></a>&gt;<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp;&lt;mailto:<a href=3D"mailto:dzonatas@gm=
ail.com"><a href=3D"mailto:dzonatas@gmail.com">dzonatas@gmail.com</a></a> &l=
t;mailto:<a href=3D"mailto:dzonatas@gmail.com"><a href=3D"mailto:dzonatas@gm=
ail.com">dzonatas@gmail.com</a></a>&gt;&gt;&gt;&gt;<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbs=
p; &nbsp; &nbsp; &nbsp; &nbsp; &lt;mailto:<a href=3D"mailto:dzonatas@gmail.c=
om"><a href=3D"mailto:dzonatas@gmail.com">dzonatas@gmail.com</a></a><br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp;&lt;mailto:<a href=3D"mailto:dzonatas@gm=
ail.com"><a href=3D"mailto:dzonatas@gmail.com">dzonatas@gmail.com</a></a>&gt=
;<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &lt;mailto:<a href=
=3D"mailto:dzonatas@gmail.com"><a href=3D"mailto:dzonatas@gmail.com">dzonata=
s@gmail.com</a></a> &lt;mailto:<a href=3D"mailto:dzonatas@gmail.com"><a href=
=3D"mailto:dzonatas@gmail.com">dzonatas@gmail.com</a></a>&gt;&gt;<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp;&lt;mailto:<a href=3D"mailto:dzonatas@gm=
ail.com"><a href=3D"mailto:dzonatas@gmail.com">dzonatas@gmail.com</a></a> &l=
t;mailto:<a href=3D"mailto:dzonatas@gmail.com"><a href=3D"mailto:dzonatas@gm=
ail.com">dzonatas@gmail.com</a></a>&gt;<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &lt;mailto:<a href=
=3D"mailto:dzonatas@gmail.com"><a href=3D"mailto:dzonatas@gmail.com">dzonata=
s@gmail.com</a></a> &lt;mailto:<a href=3D"mailto:dzonatas@gmail.com"><a href=
=3D"mailto:dzonatas@gmail.com">dzonatas@gmail.com</a></a>&gt;&gt;&gt;<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbs=
p; &nbsp;&lt;mailto:<a href=3D"mailto:dzonatas@gmail.com"><a href=3D"mailto:=
dzonatas@gmail.com">dzonatas@gmail.com</a></a><br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp;&lt;mailto:<a href=3D"mailto:dzonatas@gm=
ail.com"><a href=3D"mailto:dzonatas@gmail.com">dzonatas@gmail.com</a></a>&gt=
; &lt;mailto:<a href=3D"mailto:dzonatas@gmail.com"><a href=3D"mailto:dzonata=
s@gmail.com">dzonatas@gmail.com</a></a><br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp;&lt;mailto:<a href=3D"mailto:dzonatas@gm=
ail.com"><a href=3D"mailto:dzonatas@gmail.com">dzonatas@gmail.com</a></a>&gt=
;&gt;<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &lt;mailto:<a href=
=3D"mailto:dzonatas@gmail.com"><a href=3D"mailto:dzonatas@gmail.com">dzonata=
s@gmail.com</a></a> &lt;mailto:<a href=3D"mailto:dzonatas@gmail.com"><a href=
=3D"mailto:dzonatas@gmail.com">dzonatas@gmail.com</a></a>&gt;<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp;&lt;mailto:<a href=3D"mailto:dzonatas@gm=
ail.com"><a href=3D"mailto:dzonatas@gmail.com">dzonatas@gmail.com</a></a> &l=
t;mailto:<a href=3D"mailto:dzonatas@gmail.com"><a href=3D"mailto:dzonatas@gm=
ail.com">dzonatas@gmail.com</a></a>&gt;&gt;&gt;&gt;&gt;&gt; wrote:<br>
&gt;&gt;<br>
&gt;&gt;<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbs=
p; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;Do you think we are ready to imp=
lement<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp;some asset<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbs=
p; &nbsp;services now,<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbs=
p; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;with/without complete documentat=
ion?<br>
&gt;&gt;<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbs=
p; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;What more do you think is needed=
?<br>
&gt;&gt;<br>
&gt;&gt;<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbs=
p; &nbsp; &nbsp; &nbsp; &nbsp; Two or three things seem to be needed:<br>
&gt;&gt;<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbs=
p; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;* Defining the asset addressing<=
br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp;concept is an<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; extremely<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbs=
p; &nbsp; &nbsp; &nbsp; &nbsp; important<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbs=
p; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;matter, almost certainly t=
he most<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp;important<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; matter<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbs=
p; &nbsp;of all,<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbs=
p; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;because that determines h=
ow robust and<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; scalable our<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbs=
p; &nbsp; &nbsp; &nbsp; &nbsp; worlds will<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbs=
p; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;be.=EF=BF=BD I've already=
 examined<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp;alternatives for<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; that<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbs=
p; &nbsp;in some<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbs=
p; &nbsp; &nbsp; &nbsp; &nbsp; depth,<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbs=
p; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;and the design with the b=
est engineering<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; properties so<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbs=
p; &nbsp; &nbsp; &nbsp; &nbsp; far seems<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbs=
p; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;to be universal hash-base=
d<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp;addressing.=EF=BF=BD I first<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbs=
p; &nbsp;described<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbs=
p; &nbsp; &nbsp; &nbsp; &nbsp; that<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbs=
p; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;approach on the list here=
 ---<br>
&gt;&gt;<br>
&gt;&gt; &nbsp;<a href=3D"http://www.ietf.org/mail-archive/web/vwrap/current=
/msg00463.html" target=3D"_blank"><a href=3D"http://www.ietf.org/mail-archiv=
e/web/vwrap/current/msg00463.html">http://www.ietf.org/mail-archive/web/vwra=
p/current/msg00463.html</a></a><br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbs=
p; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;, and referred to it in v=
arious<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp;subsequent<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbs=
p; &nbsp;discussions.<br>
&gt;&gt;<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbs=
p; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;* Defining the data flows betwee=
n regions,<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; clients,<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbs=
p; &nbsp;and asset<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbs=
p; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;services and which parame=
ters<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp;control the flows<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbs=
p; &nbsp;needs to<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbs=
p; &nbsp; &nbsp; &nbsp; &nbsp; be done<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbs=
p; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;before a test asset servi=
ce can be<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; implemented.=EF=BF=
=BD<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbs=
p; &nbsp;Without<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbs=
p; &nbsp; &nbsp; &nbsp; &nbsp; that,<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbs=
p; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;an asset service is just a=
<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; network-accessible=
 storage<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbs=
p; &nbsp; &nbsp; &nbsp; &nbsp; service,<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbs=
p; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;not an asset service in t=
he VWRAP<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp;sense.=EF=BF=BD<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; Network<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbs=
p; &nbsp;storage<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbs=
p; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;services exist already, s=
o just<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; implementing one<b=
r>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbs=
p; &nbsp;of those<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbs=
p; &nbsp; &nbsp; &nbsp; &nbsp; would<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbs=
p; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;not advance VWRAP.<br>
&gt;&gt;<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbs=
p; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;* We need to examine how various=
<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp;deployment<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; patterns<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbs=
p; &nbsp;will<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbs=
p; &nbsp; &nbsp; &nbsp; &nbsp; use the<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbs=
p; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;asset services, and how t=
he<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp;/multiple/ asset<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbs=
p; &nbsp;services that<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbs=
p; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;interop introduces are ha=
ndled.=EF=BF=BD I am<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; working on this<br=
>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbs=
p; &nbsp; &nbsp; &nbsp; &nbsp; currently.<br>
&gt;&gt;<br>
&gt;&gt;<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbs=
p; &nbsp; &nbsp; &nbsp; &nbsp; None of the above is particularly hard.=EF=BF=
=BD<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp;I think it<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbs=
p; &nbsp;won't be<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbs=
p; &nbsp; &nbsp; &nbsp; &nbsp; long before we have a scheme worked out<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp;and are<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ready<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbs=
p; &nbsp;for some<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbs=
p; &nbsp; &nbsp; &nbsp; &nbsp; implementation work.<br>
&gt;&gt;<br>
&gt;&gt;<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbs=
p; &nbsp; &nbsp; &nbsp; &nbsp; Morgaine.<br>
&gt;&gt;<br>
&gt;&gt;<br>
&gt;&gt;<br>
&gt;&gt;<br>
&gt;&gt;<br>
&gt;&gt; &nbsp;-------------------------------------------------------------=
-----------<br>
&gt;&gt;<br>
&gt;&gt;<br>
&gt;&gt;<br>
&gt;&gt;<br>
&gt;&gt; &nbsp;_______________________________________________<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbs=
p; &nbsp; &nbsp; &nbsp; &nbsp; vwrap mailing list<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbs=
p; &nbsp; &nbsp; &nbsp; &nbsp; <a href=3D"mailto:vwrap@ietf.org"><a href=3D"=
mailto:vwrap@ietf.org">vwrap@ietf.org</a></a> &lt;mailto:<a href=3D"mailto:v=
wrap@ietf.org"><a href=3D"mailto:vwrap@ietf.org">vwrap@ietf.org</a></a>&gt;<=
br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp;&lt;mailto:<a href=3D"mailto:vwrap@ietf.=
org"><a href=3D"mailto:vwrap@ietf.org">vwrap@ietf.org</a></a> &lt;mailto:<a h=
ref=3D"mailto:vwrap@ietf.org"><a href=3D"mailto:vwrap@ietf.org">vwrap@ietf.o=
rg</a></a>&gt;&gt;<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &lt;mailto:<a href=
=3D"mailto:vwrap@ietf.org"><a href=3D"mailto:vwrap@ietf.org">vwrap@ietf.org<=
/a></a> &lt;mailto:<a href=3D"mailto:vwrap@ietf.org"><a href=3D"mailto:vwrap=
@ietf.org">vwrap@ietf.org</a></a>&gt;<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp;&lt;mailto:<a href=3D"mailto:vwrap@ietf.=
org"><a href=3D"mailto:vwrap@ietf.org">vwrap@ietf.org</a></a> &lt;mailto:<a h=
ref=3D"mailto:vwrap@ietf.org"><a href=3D"mailto:vwrap@ietf.org">vwrap@ietf.o=
rg</a></a>&gt;&gt;&gt;<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbs=
p; &nbsp;&lt;mailto:<a href=3D"mailto:vwrap@ietf.org"><a href=3D"mailto:vwra=
p@ietf.org">vwrap@ietf.org</a></a> &lt;mailto:<a href=3D"mailto:vwrap@ietf.o=
rg"><a href=3D"mailto:vwrap@ietf.org">vwrap@ietf.org</a></a>&gt;<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp;&lt;mailto:<a href=3D"mailto:vwrap@ietf.=
org"><a href=3D"mailto:vwrap@ietf.org">vwrap@ietf.org</a></a> &lt;mailto:<a h=
ref=3D"mailto:vwrap@ietf.org"><a href=3D"mailto:vwrap@ietf.org">vwrap@ietf.o=
rg</a></a>&gt;&gt;<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &lt;mailto:<a href=
=3D"mailto:vwrap@ietf.org"><a href=3D"mailto:vwrap@ietf.org">vwrap@ietf.org<=
/a></a> &lt;mailto:<a href=3D"mailto:vwrap@ietf.org"><a href=3D"mailto:vwrap=
@ietf.org">vwrap@ietf.org</a></a>&gt;<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp;&lt;mailto:<a href=3D"mailto:vwrap@ietf.=
org"><a href=3D"mailto:vwrap@ietf.org">vwrap@ietf.org</a></a> &lt;mailto:<a h=
ref=3D"mailto:vwrap@ietf.org"><a href=3D"mailto:vwrap@ietf.org">vwrap@ietf.o=
rg</a></a>&gt;&gt;&gt;&gt;<br>
&gt;&gt;<br>
&gt;&gt;<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbs=
p; &nbsp; &nbsp; &nbsp; &nbsp; <a href=3D"https://www.ietf.org/mailman/listi=
nfo/vwrap" target=3D"_blank"><a href=3D"https://www.ietf.org/mailman/listinf=
o/vwrap">https://www.ietf.org/mailman/listinfo/vwrap</a></a><br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbs=
p; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nb=
sp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;-- &nbsp; &nbsp; ---<br>
&gt;&gt; <a href=3D"https://twitter.com/Dzonatas_Sol" target=3D"_blank"><a h=
ref=3D"https://twitter.com/Dzonatas_Sol">https://twitter.com/Dzonatas_Sol</a=
></a> ---<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbs=
p; &nbsp; &nbsp; Web Development, Software Engineering,<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp;Virtual Reality,<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbs=
p; &nbsp;Consultant<br>
&gt;&gt;<br>
&gt;&gt;<br>
&gt;&gt;<br>
&gt;&gt; &nbsp;-------------------------------------------------------------=
-----------<br>
&gt;&gt;<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbs=
p; &nbsp;_______________________________________________<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbs=
p; &nbsp;vwrap mailing list<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbs=
p; &nbsp;<a href=3D"mailto:vwrap@ietf.org"><a href=3D"mailto:vwrap@ietf.org"=
>vwrap@ietf.org</a></a> &lt;mailto:<a href=3D"mailto:vwrap@ietf.org"><a href=
=3D"mailto:vwrap@ietf.org">vwrap@ietf.org</a></a>&gt;<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp;&lt;mailto:<a href=3D"mailto:vwrap@ietf.=
org"><a href=3D"mailto:vwrap@ietf.org">vwrap@ietf.org</a></a> &lt;mailto:<a h=
ref=3D"mailto:vwrap@ietf.org"><a href=3D"mailto:vwrap@ietf.org">vwrap@ietf.o=
rg</a></a>&gt;&gt;<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &lt;mailto:<a href=
=3D"mailto:vwrap@ietf.org"><a href=3D"mailto:vwrap@ietf.org">vwrap@ietf.org<=
/a></a> &lt;mailto:<a href=3D"mailto:vwrap@ietf.org"><a href=3D"mailto:vwrap=
@ietf.org">vwrap@ietf.org</a></a>&gt;<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp;&lt;mailto:<a href=3D"mailto:vwrap@ietf.=
org"><a href=3D"mailto:vwrap@ietf.org">vwrap@ietf.org</a></a> &lt;mailto:<a h=
ref=3D"mailto:vwrap@ietf.org"><a href=3D"mailto:vwrap@ietf.org">vwrap@ietf.o=
rg</a></a>&gt;&gt;&gt;<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbs=
p; &nbsp;<a href=3D"https://www.ietf.org/mailman/listinfo/vwrap" target=3D"_=
blank"><a href=3D"https://www.ietf.org/mailman/listinfo/vwrap">https://www.i=
etf.org/mailman/listinfo/vwrap</a></a><br>
&gt;&gt;<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;-- &n=
bsp; &nbsp; --- <a href=3D"https://twitter.com/Dzonatas_Sol" target=3D"_blan=
k"><a href=3D"https://twitter.com/Dzonatas_Sol">https://twitter.com/Dzonatas=
_Sol</a></a> ---<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;Web D=
evelopment, Software Engineering, Virtual Reality,<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; Consultant<br>
&gt;&gt;<br>
&gt;&gt;<br>
&gt;&gt;<br>
&gt;&gt; &nbsp;-------------------------------------------------------------=
-----------<br>
&gt;&gt;<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; __________________=
_____________________________<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; vwrap mailing list=
<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <a href=3D"mailto:=
vwrap@ietf.org"><a href=3D"mailto:vwrap@ietf.org">vwrap@ietf.org</a></a> &lt=
;mailto:<a href=3D"mailto:vwrap@ietf.org"><a href=3D"mailto:vwrap@ietf.org">=
vwrap@ietf.org</a></a>&gt;<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp;&lt;mailto:<a href=3D"mailto:vwrap@ietf.=
org"><a href=3D"mailto:vwrap@ietf.org">vwrap@ietf.org</a></a> &lt;mailto:<a h=
ref=3D"mailto:vwrap@ietf.org"><a href=3D"mailto:vwrap@ietf.org">vwrap@ietf.o=
rg</a></a>&gt;&gt;<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <a href=3D"https:/=
/www.ietf.org/mailman/listinfo/vwrap" target=3D"_blank"><a href=3D"https://w=
ww.ietf.org/mailman/listinfo/vwrap">https://www.ietf.org/mailman/listinfo/vw=
rap</a></a><br>
&gt;&gt;<br>
&gt;&gt;<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; -- &nbsp; &nbsp; --- <a href=3D"=
https://twitter.com/Dzonatas_Sol" target=3D"_blank"><a href=3D"https://twitt=
er.com/Dzonatas_Sol">https://twitter.com/Dzonatas_Sol</a></a> ---<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; Web Development, Software Engine=
ering, Virtual Reality,<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp;Consultant<br>
&gt;&gt;<br>
&gt;&gt;<br>
&gt;&gt;<br>
&gt;&gt; &nbsp;-------------------------------------------------------------=
-----------<br>
&gt;&gt;<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp;________________________________________=
_______<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp;vwrap mailing list<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp;<a href=3D"mailto:vwrap@ietf.org"><a hre=
f=3D"mailto:vwrap@ietf.org">vwrap@ietf.org</a></a> &lt;mailto:<a href=3D"mai=
lto:vwrap@ietf.org"><a href=3D"mailto:vwrap@ietf.org">vwrap@ietf.org</a></a>=
&gt;<br>
&gt;&gt; &nbsp; &nbsp; &nbsp; &nbsp;<a href=3D"https://www.ietf.org/mailman/=
listinfo/vwrap" target=3D"_blank"><a href=3D"https://www.ietf.org/mailman/li=
stinfo/vwrap">https://www.ietf.org/mailman/listinfo/vwrap</a></a><br>
&gt;&gt;<br>
&gt;&gt;<br>
&gt;&gt;<br>
&gt;&gt; &nbsp; &nbsp;-- &nbsp; &nbsp; --- <a href=3D"https://twitter.com/Dz=
onatas_Sol" target=3D"_blank"><a href=3D"https://twitter.com/Dzonatas_Sol">h=
ttps://twitter.com/Dzonatas_Sol</a></a> ---<br>
&gt;&gt; &nbsp; &nbsp;Web Development, Software Engineering, Virtual Reality=
, Consultant<br>
&gt;&gt;<br>
&gt;&gt;<br>
&gt;&gt; -------------------------------------------------------------------=
-----<br>
&gt;&gt;<br>
&gt;&gt; _______________________________________________<br>
&gt;&gt; vwrap mailing list<br>
&gt;&gt; <a href=3D"mailto:vwrap@ietf.org"><a href=3D"mailto:vwrap@ietf.org"=
>vwrap@ietf.org</a></a><br>
&gt;&gt; <a href=3D"https://www.ietf.org/mailman/listinfo/vwrap" target=3D"_=
blank"><a href=3D"https://www.ietf.org/mailman/listinfo/vwrap">https://www.i=
etf.org/mailman/listinfo/vwrap</a></a><br>
&gt;&gt;<br>
&gt;<br>
&gt;<br>
&gt; --<br>
&gt; --- <a href=3D"https://twitter.com/Dzonatas_Sol" target=3D"_blank"><a h=
ref=3D"https://twitter.com/Dzonatas_Sol">https://twitter.com/Dzonatas_Sol</a=
></a> ---<br>
&gt; Web Development, Software Engineering, Virtual Reality, Consultant<br>
&gt;<br>
&gt; _______________________________________________<br>
&gt; vwrap mailing list<br>
&gt; <a href=3D"mailto:vwrap@ietf.org"><a href=3D"mailto:vwrap@ietf.org">vwr=
ap@ietf.org</a></a><br>
&gt; <a href=3D"https://www.ietf.org/mailman/listinfo/vwrap" target=3D"_blan=
k"><a href=3D"https://www.ietf.org/mailman/listinfo/vwrap">https://www.ietf.=
org/mailman/listinfo/vwrap</a></a><br>
&gt;<br>
</div></div></blockquote></div><br>
</div></blockquote><blockquote type=3D"cite"><div><span>____________________=
___________________________</span><br><span>vwrap mailing list</span><br><sp=
an><a href=3D"mailto:vwrap@ietf.org">vwrap@ietf.org</a></span><br><span><a h=
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lman/listinfo/vwrap</a></span><br></div></blockquote></body></html>=

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VWRAP services high level message flow (preliminary diagram draft) see

http://trac.tools.ietf.org/wg/vwrap/trac/attachment/wiki/Diagrams/VWRAP_Flo=
wExample_VD1.pdf

The main reason that i am submitting this in spite of my lack of formal
expertise is that the group in my view badly needs a solid basis for
discussion and preventing endless repeating loops. This example is probably
wrong in many ways, but its better than what we have publicly available on
interop now (although Morgaine is working on something along the lines of
the recent discussions here)

I hope this diagram will give us a base for discussion. I could have done m=
y
homework better by researching the old OGP stuff in more depth, and i
probably  will do so in the future , but for now I just tried to followed
the general principles as far as i understand them, to see what response
that yields from the group. In other words,I try to let the group educate m=
e
:p

Note that in  my view all services are equal, in principle it does not
matter in what "domain" they run, since trust and policy are fully
localized. It is however very possible to have internal shortcuts in the
services to speed up processing.

In the example I opted for an external Agent service, but I could as well
have incorporated that in the set of local services. As indicated above all
services could also be run by different organisations, true to what VWRAP
stands for. Its all up to the deployer, including a user at home who might
want to run a full world for family and friends. Those friends might try to
use that agent service to venture out in the virtual universe.
I envision that the final identity  provider is external, using OpenID and
OAut  or whatever other  magic that I do not yet fully understand exists ou=
t
there.

The  example has 3 main purposes:
-  Provide a reference for discussion
- Illustrates the use case of tourism, and *true* interop.
- Illustrate consistency problems along the lines discussed  here higher up
in this tread, as well as the "slashdot" problem that Morgaine outlined so
clearly.

The message flow assumes an avatar already present in some region, (a small
scale local home region in this case, but that is by no means essential, it
could be a build in region in the viewer or a big commercial region). The
user is preparing for a trip to immersive world, and after some outfit
adjustments moves over.

Finally i apologize for for the simplistic notation used here. I simply add
the most relevant parameters passed in square brackets to a keyword
specifying the nature of the message. Please improve on that where needed.

So here we go, the avatar is  prepare for a visit to "immersive world"
0)  Viewer, here is an update of the state of the world your agent is in,
please render.
1)  Agent service, I will go in my Zodiac dress that i keep in the  "Amazin=
g
assets" service.
2)  Asset service A, please send a cap for Z, here are my credentials
3)  Your fine, here is the cap
4)  Local region, can you please put this on my agent, i included the cap.
5)  Hello asset service A, i need Z, here is the cap
6)  Cap is good, data coming up, have fun.
7)  Agent service, your agent is now wearing Z
8)  Viewer, your avatar is now wearing Z
    User: Hmm, amazing inventory has not been *that* amazing lately. 'll
make a backup, just in case
9)  Hello asset service A, please send me a cap for Z, here are my
credentials
10) Your fine, here is the cap
11) Local asset storage, please store Z for me, here is the cap to get it
12) Hello asset service A, i want Z, here is the cap
13) Cap is good, data coming up, have fun.
14) Viewer, Z is now stored for you
    User: I am Ready!, Lets try to get to immersive world!
15) Hello immersive world, can i get in? Here are my credentials, and a lis=
t
of my stuff.
16) Asset service A, please send me a cap for X, here are my credentials (I
want this cap for consistency)
17) Your fine, here is the cap
18) Asset service B, please send me a cap for Y, here are my credentials (I
want this cap for consistency)
19) Very sorry, but your not one of us, you can't have Y
20) Asset service B, please send me a cap for Z, here are my credentials (I
want a cap for consistency)
[Region service: Timeout... amazing inventory must be overloaded.. oh
well... ]
21) Agent service, you wanted to send somebody over, here are your
permissions.
22) Viewer, you asked for a transfer try, here are your results
     User thinks:  Crap! Big asset service does not allow  me to take my
yellow stockings! And Amazing assets  failed to deliver my zodiac dress. At
least i made a backup of that dress!
23) 'll take the yellow stockings off...
24) ... done ('ll trash them here and now, forever, who needs stuff you
can't use!)
25) The zodiac dress was not delivered by Big assets service, but i have a
local copy!
26) Local Asset service, please send me Z, here are my credentials
27) I dont know you, but I 'll trust you, here is the cap, but you better
store the data, its single use, i need to protect myself.
28) Local region, can you please put this on my agent, i include the cap.
29) Local Asset service, i need Z, here is the cap
30) Cap is good, data coming up, have fun.
31) Cap was only good for one time, I made a copy, but my policy is to only
grant you fair use rights, at a later time i might even tell you to replace
the dress.
32) Viewer, you can wear Z for now, but the asset service granted only fair
use, i might ask you to replace the dress at a later time.
33) Ready at last! Off to immersive world!, I hope its not to crowded there
or 'll loose my dress...
34) Hello immersive world, here are my credentials, and a list of stuff i
want to bring
35) Hello asset service A, please send me a cap for X, here are my
credentials
    [darn, I should have kept that cap from last time..]
36) Your fine, here is the cap.
   [Region service finds fair-use warning on Z and decides to make its own
copy]
37) Hello Local region, can i still have Z? Here is the cap
38) Cap is still good, data coming up, have fun.
   [Region service stores asset in private storage, providing a cap to
replace the fair use one]
39) Agent service, you wanted to send somebody over, here are your
permissions & info.
40) Hello immersive world, just  get me there, and use what you can
41) Placement done, Z is currently buffered by us as wel, you need to get
details for X, have fun.
42) You are now in immersive world, your dress is buffered there as well,
but you need to get X!
43) Hello asset service A, i want X, here is the cap
44) Cap is good, data coming up, have fun.
45) Viewer, here is an update of the state of the world your agent is in,
please render.

As far as I can see this conforms fully to our charter, and i hope it is
possible to use large portions of the existing code bases. However, as said
above, i did not really try to capture the old thinking, and I also might
have misconceptions about the way to do these things in general.
Looking forward to constructive comments.

-- Vaughn

On Sun, Apr 3, 2011 at 8:38 PM, Vaughn Deluca <vaughn.deluca@gmail.com>wrot=
e:

> Thanks for the pointers.  I have a  busy week in RL in front of me, so i
> wont have to much time to respond the next few days, however, i intend to
> start doing the following things:
>
> - Produce a visual that reflects my thinking, i.e. an illustration of my
> response to Morgaine's itemlist  above.
> - Read up on the older notes, as well as  more reading in the list archiv=
e
> - Try to make a summary for the wiki
>
> Regarding the use of domain, I think services are eventually what counts,
> but its all terminology. The way I read the AWG diagrams is that the agen=
t
> domain is actually a cluster of tightly integrated services. When the
> functionality of each sub-service is described properly and with uniform
> interfaces the domain will slowly dissolve. But let not get ahead of out
> selfs. We should put up some clear descriptions on the wiki for our views=
 on
> this, and *after* that we can decide what we need and what can go.
>
> Its been a very useful and illuminating weekend for me, and i am a lot mo=
re
> optimistic about the future of vwrap than two weeks ago.
>
> -- Vaughn
>
>
>
> On Sun, Apr 3, 2011 at 7:20 PM, Dzonatas Sol <dzonatas@gmail.com> wrote:
>
>> Probably easy as suggested in other terms here on this list, as how the
>> client contacts the asset services now in the regions. The newer issue i=
s to
>> unitize that asset services. Since their is proprietary (legacy) code th=
en
>> we can't expect that to change, and some form of proxy is of need. Whate=
ver
>> works best, I tried to narrow it down to suggestions here.
>>
>> Eventually, the agent domain is ideal to handle the direction of the ass=
et
>> services. This concept, unfortunately, ended support awhile ago with cha=
nges
>> in LL.
>> Also see; http://wiki.secondlife.com/wiki/Agent_Domain
>> And: http://wiki.secondlife.com/wiki/User:Dzonatas_Sol/AWG_Asset (warn:
>> unstructured collaborative notes, dumped on me and I tried to fix)
>>
>> I tried to find previous visuals.
>>
>> I'd imagine the agent domain could grow out of unitized versions of asse=
t
>> services. Despite that, I think that concept helps view where we were at=
 in
>> discussion and what didn't happen.
>>
>> Vaughn Deluca wrote:
>>
>>> Hi=EF=BF=BDDzonatas
>>>
>>> Can you expand on that, what would be needed for legacy support in VWAP
>>> terms=EF=BF=BD?,
>>> If i want to read up on how the=EF=BF=BDasset server may proxy the simu=
lator,
>>> what would you recommend me to read?
>>>
>>> -- Vaughn
>>>
>>> On Sun, Apr 3, 2011 at 5:51 AM, Dzonatas Sol <dzonatas@gmail.com<mailto=
:
>>> dzonatas@gmail.com>> wrote:
>>>
>>>    Some stated the proxy-to-asset-server is built into the sim;
>>>    however, keep in mind possible legacy support where the asset
>>>    server may proxy the simulator.
>>>
>>>
>>>    Dzonatas Sol wrote:
>>>
>>>        Somehow I feel the basic asset server being able to login and
>>>        download assets is now priority, yet I also wondered the best
>>>        way to patch this into the current mode of viewers.
>>>
>>>        Maybe offer (1) by proxy (sim-side) and (2) by patch
>>>        (viewer-side) that either of these two are optional and
>>>        neither are mandatory for now. Thoughts?
>>>
>>>        Israel Alanis wrote:
>>>
>>>
>>>            > when designing for scalability, the model to bear in
>>>            mind is ...
>>>
>>>            Well, there are a lot of different models to keep in mind,
>>>            and many different use cases. One particular use case to
>>>            keep in mind is: "User acquires new outfit, and wants to
>>>            'show it off' in a highly populated region".
>>>
>>>            > Both worlds and asset services may include commercial,
>>>            community, and personal services
>>>
>>>            Yes, yes and yes. I'm particularly concerned about how the
>>>            model affects the ability to host personal asset services.
>>>
>>>            > a proxying region, which would get slammed for every
>>>            asset worn by every avatar present.
>>>
>>>            Granted the collection of services that are provided by
>>>            the region need to be scaled to meet the demands of that
>>>            region. That's all part of capacity planning.
>>>
>>>            > regions run many different CPU-intensive tasks,
>>>            including physics simulation and server-side scripting,
>>>            and absolutely cannot afford to serve assets too
>>>            Well... who said the same CPU's have to do proxying,
>>>            physics simulation and server-side scripting? Asset
>>>            proxying is a different service than physics simulation
>>>            and can be on separate hardware, could make use of
>>>            geographically distributed caching, and in certain
>>>            deployment patterns, the same caching services could be
>>>            shared by different regions. (Server-side scripting is a
>>>            discussion for another day).
>>>
>>>            > This is why we have to go parallel...
>>>
>>>            Totally agree, and a proxying model could and should also
>>>            take advantage of parallelism.
>>>
>>>            > I think you're wrong that it has to cost much money. ?vs?
>>>            > It costs money to host a high performance and scalable
>>>            asset service and a high bandwidth network to handle the
>>>            traffic. =EF=BF=BDA *lot* of money.
>>>            I think what you're saying is: "It costs a lot of money to
>>>            build a scalable asset service, but if assets are spread
>>>            throughout the internet they don't have to be scalable."
>>>            But that's not quite right. You're opening up every asset
>>>            server to the VW equivalent of being slashdotted, so are
>>>            you sure you're not forcing *every* asset service to be
>>>            scalable and handle a lot of bandwith and network traffic?
>>>            It's the exact opposite of your intention, but I think
>>>            that's the result, all the same.
>>>
>>>            This particular design decision has a big effect on the
>>>            economics of the VW infrastructure. I'd rather the
>>>            economics to work out such that a region provider who
>>>            wishes to build a region that supports a small population,
>>>            can do so economically. A region that wants to host a
>>>            *large* population has to bear that cost of providing that
>>>            scalable asset service.
>>>            I want the economics of hosting a small asset service to
>>>            be a non-issue (as to best promote creation and
>>>            creativity). Creating a high bar to provide asset services
>>>            will mean that service will cost money and people
>>>            shouldn't have to pay money just to create or own VW
>>>            objects (I'm using 'own' here to refer to maintaining
>>>            their existence, I'm not trying to make a
>>>            'leftist'/'communist' statement about ownership ;)
>>>
>>>            - Izzy
>>>
>>>
>>>            On Apr 2, 2011, at 3:58 PM, Morgaine wrote:
>>>
>>>                Izzy, when designing for scalability, the model to
>>>                bear in mind is that of seasoned virtual world
>>>                travelers whose inventories contain assets from many
>>>                different worlds, those assets being served by many
>>>                different asset services. =EF=BF=BDBoth worlds and asset
>>>                services may include commercial, community, and
>>>                personal services, and as the metaverse grows, that
>>>                set is highly likely to become progressively less
>>>                clustered and more diverse.
>>>
>>>                When those seasoned travelers click on an advertised
>>>                VW link and perform an inter-world teleport to one
>>>                particular world's region to share an experience,
>>>                their "worn" assets (the only ones of interest to the
>>>                region) will contain references to asset services
>>>                spread widely across the Internet. =EF=BF=BDThe fetches =
by the
>>>                travelers' clients occur over many parallel paths from
>>>                clients to asset services, so one can reasonably
>>>                expect reduced network contention and reduced asset
>>>                server loading because they are both spread out over
>>>                however many asset services are being referenced by
>>>                the overall set of assets in the region.
>>>
>>>                This is very different to the case of a proxying
>>>                region, which would get slammed for every asset worn
>>>                by every avatar present. =EF=BF=BDIn our current archite=
cture,
>>>                regions run many different CPU-intensive tasks,
>>>                including physics simulation and server-side
>>>                scripting, and absolutely cannot afford to serve
>>>                assets too unless your scalability requirements are
>>>                very low indeed, ie. just a few dozen avatars of
>>>                today's kind. =EF=BF=BDWe've hit the ceiling already on =
region
>>>                scalability done that way. =EF=BF=BDThere is nowhere to =
go in
>>>                that direction at all beyond improving the code like
>>>                Intel demonstrated, and that work is subject to a law
>>>                of diminishing returns.
>>>
>>>                This is why we have to go parallel, and I think you're
>>>                wrong that it has to cost much money. =EF=BF=BDAs we spr=
ead
>>>                the load across more and more asset services, we are
>>>                simply better utilizing all the hardware that's
>>>                already out there on the Internet, at least in respect
>>>                of community and private resources. =EF=BF=BDBut add to =
the
>>>                community and private resources the commercial asset
>>>                services that are likely to appear to exploit this
>>>                opportunity, and not only will the number of asset
>>>                services leap, but the power of each one will rocket
>>>                too, because, after all, these businesses will be
>>>                heavily optimized for the job.
>>>
>>>                As to why a world would want clients to access
>>>                external asset services instead of providing its own
>>>                implementation, that's an easy question. =EF=BF=BDIt cos=
ts
>>>                money to host a high performance and scalable asset
>>>                service and a high bandwidth network to handle the
>>>                traffic. =EF=BF=BDA *lot* of money. =EF=BF=BDIn contrast=
, it costs a
>>>                world nothing to let others serve the assets to
>>>                clients. =EF=BF=BDAnd that matters to the bottom line.
>>>
>>>
>>>                Morgaine.
>>>
>>>
>>>
>>>
>>>                =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D
>>>
>>>                On Sat, Apr 2, 2011 at 7:05 PM, Izzy Alanis
>>>                <izzyalanis@gmail.com <mailto:izzyalanis@gmail.com>
>>>                <mailto:izzyalanis@gmail.com
>>>
>>>                <mailto:izzyalanis@gmail.com>>> wrote:
>>>
>>>                =EF=BF=BD =EF=BF=BD> As always though, it's a trade-off,=
 since the
>>>                proxied design
>>>                =EF=BF=BD =EF=BF=BDhas very poor scalability compared to=
 the
>>>                distributed one.
>>>
>>>                =EF=BF=BD =EF=BF=BDI don't agree with that... If a user =
enters a
>>>                highly populated
>>>                =EF=BF=BD =EF=BF=BDregion,
>>>                =EF=BF=BD =EF=BF=BDevery other client is going to (could=
 and should be
>>>                trying to)
>>>                =EF=BF=BD =EF=BF=BDhit the
>>>                =EF=BF=BD =EF=BF=BDasset server(s) for the assets that t=
he user is
>>>                wearing (assuming
>>>                =EF=BF=BD =EF=BF=BDthey're not cached locally). =EF=BF=
=BDEvery asset server
>>>                has to be scaled up
>>>                =EF=BF=BD =EF=BF=BDto the point that it can handle that =
load from all
>>>                over...
>>>
>>>                =EF=BF=BD =EF=BF=BDIf I'm hosting a region that supports=
 10s of
>>>                thousands of
>>>                =EF=BF=BD =EF=BF=BDsimultaneous
>>>                =EF=BF=BD =EF=BF=BDusers (thinking of the future), I alr=
eady have to
>>>                scale to meet that
>>>                =EF=BF=BD =EF=BF=BDdemand. If the region is proxying the=
 assets, then,
>>>                yes the
>>>                =EF=BF=BD =EF=BF=BDregion has
>>>                =EF=BF=BD =EF=BF=BDto be scaled to meet that asset deman=
d too, but it
>>>                already has to be
>>>                =EF=BF=BD =EF=BF=BDscaled to meet other demands of being=
 a region
>>>                server... and why is
>>>                =EF=BF=BD =EF=BF=BDscaling those asset proxy services ha=
rd? =EF=BF=BDIt's
>>>                going to cost $,
>>>                =EF=BF=BD =EF=BF=BDbut is
>>>                =EF=BF=BD =EF=BF=BDnot technically challenging. So, if I=
 want to host
>>>                a region like
>>>                =EF=BF=BD =EF=BF=BDthat... sure it will cost me, but the=
 simulation
>>>                will be consistent
>>>                =EF=BF=BD =EF=BF=BDand users will be able to participate=
 equally,
>>>                regardless of the
>>>                =EF=BF=BD =EF=BF=BDcapabilities of their individual asse=
t services.
>>>
>>>
>>>
>>>
>>>                =EF=BF=BD =EF=BF=BDOn Fri, Apr 1, 2011 at 11:55 PM, Morg=
aine
>>>                =EF=BF=BD =EF=BF=BD<morgaine.dinova@googlemail.com
>>>                <mailto:morgaine.dinova@googlemail.com>
>>>                =EF=BF=BD =EF=BF=BD<mailto:morgaine.dinova@googlemail.co=
m
>>>
>>>                <mailto:morgaine.dinova@googlemail.com>>> wrote:
>>>                =EF=BF=BD =EF=BF=BD> Every design choice results in a tr=
ade-off,
>>>                Vaughn, improving
>>>                =EF=BF=BD =EF=BF=BDone thing at
>>>                =EF=BF=BD =EF=BF=BD> the expense of something else. =EF=
=BF=BDIf every time we
>>>                offered a
>>>                =EF=BF=BD =EF=BF=BDservice we had to
>>>                =EF=BF=BD =EF=BF=BD> inform its users about the downside=
s of all the
>>>                trade-offs we
>>>                =EF=BF=BD =EF=BF=BDhave made,
>>>                =EF=BF=BD =EF=BF=BD> they would have an awful lot to rea=
d. ;-)
>>>                =EF=BF=BD =EF=BF=BD>
>>>                =EF=BF=BD =EF=BF=BD> The specific trade-off that you are=
 discussing is no
>>>                =EF=BF=BD =EF=BF=BDdifferent. =EF=BF=BDA region
>>>                =EF=BF=BD =EF=BF=BD> that proxies all content has the "b=
enefit" of
>>>                acquiring control
>>>                =EF=BF=BD =EF=BF=BDfrom the
>>>                =EF=BF=BD =EF=BF=BD> asset servers over the items in the=
 region, so
>>>                that it can
>>>                =EF=BF=BD =EF=BF=BDensure that
>>>                =EF=BF=BD =EF=BF=BD> everyone in the region not only obt=
ains the items
>>>                but obtains
>>>                =EF=BF=BD =EF=BF=BDthe same items
>>>                =EF=BF=BD =EF=BF=BD> as everyone else. =EF=BF=BDThat doe=
s indeed provide a
>>>                greater guarantee of
>>>                =EF=BF=BD =EF=BF=BD> consistency than a deployment in wh=
ich the region
>>>                only passes
>>>                =EF=BF=BD =EF=BF=BDasset URIs to
>>>                =EF=BF=BD =EF=BF=BD> clients who then fetch the items fr=
om asset services
>>>                =EF=BF=BD =EF=BF=BDseparately. =EF=BF=BDAs always
>>>                =EF=BF=BD =EF=BF=BD> though, it's a trade-off, since the=
 proxied
>>>                design has very
>>>                =EF=BF=BD =EF=BF=BDpoor scalability
>>>                =EF=BF=BD =EF=BF=BD> compared to the distributed one.
>>>                =EF=BF=BD =EF=BF=BD>
>>>                =EF=BF=BD =EF=BF=BD> If we're going to warn users of the=
 potential for
>>>                inconsistency
>>>                =EF=BF=BD =EF=BF=BDin the
>>>                =EF=BF=BD =EF=BF=BD> distributed deployment as you sugge=
st, are we
>>>                also going to
>>>                =EF=BF=BD =EF=BF=BDwarn them of
>>>                =EF=BF=BD =EF=BF=BD> non-scalability in the proxied one?=
 =EF=BF=BDI really
>>>                don't see much
>>>                =EF=BF=BD =EF=BF=BDmerit in the
>>>                =EF=BF=BD =EF=BF=BD> idea of warning about design choice=
s. =EF=BF=BDMany such
>>>                choices are
>>>                =EF=BF=BD =EF=BF=BDtechnical, and
>>>                =EF=BF=BD =EF=BF=BD> the issues are quite likely to be o=
f little
>>>                interest to
>>>                =EF=BF=BD =EF=BF=BDnon-technical users
>>>                =EF=BF=BD =EF=BF=BD> anyway. =EF=BF=BDIn any case, the b=
etter services are
>>>                likely to provide
>>>                =EF=BF=BD =EF=BF=BDsuch
>>>                =EF=BF=BD =EF=BF=BD> information in their online documen=
tation, I
>>>                would guess.
>>>                =EF=BF=BD =EF=BF=BD>
>>>                =EF=BF=BD =EF=BF=BD> You mentioned users "voting with th=
eir feet" or
>>>                choosing to
>>>                =EF=BF=BD =EF=BF=BDaccept the risk
>>>                =EF=BF=BD =EF=BF=BD> of inconsistency. =EF=BF=BDWell tha=
t will happen anyway,
>>>                when services
>>>                =EF=BF=BD =EF=BF=BDfail and
>>>                =EF=BF=BD =EF=BF=BD> users get annoyed. =EF=BF=BDIf some=
 asset services refuse
>>>                to send the
>>>                =EF=BF=BD =EF=BF=BDrequested
>>>                =EF=BF=BD =EF=BF=BD> items to some users, those services=
 will get a
>>>                bad reputation
>>>                =EF=BF=BD =EF=BF=BDand people
>>>                =EF=BF=BD =EF=BF=BD> will choose different asset service=
s instead.
>>>                =EF=BF=BDLikewise, if a
>>>                =EF=BF=BD =EF=BF=BDworld service
>>>                =EF=BF=BD =EF=BF=BD> proxies everything and so it can't =
handle a large
>>>                number of
>>>                =EF=BF=BD =EF=BF=BDassets or of
>>>                =EF=BF=BD =EF=BF=BD> people, users will get annoyed at t=
he lag and will go
>>>                =EF=BF=BD =EF=BF=BDelsewhere. =EF=BF=BDThis user
>>>                =EF=BF=BD =EF=BF=BD> evaluation and "voting with their f=
eet" happens
>>>                already with
>>>                =EF=BF=BD =EF=BF=BDonline services
>>>                =EF=BF=BD =EF=BF=BD> all over the Internet, and I am sur=
e that this
>>>                human process
>>>                =EF=BF=BD =EF=BF=BDwill continue
>>>                =EF=BF=BD =EF=BF=BD> to work when the services are asset=
 and region
>>>                services.
>>>                =EF=BF=BD =EF=BF=BD>
>>>                =EF=BF=BD =EF=BF=BD> Back in September 2010, I wrote thi=
s post which
>>>                proposes that
>>>                =EF=BF=BD =EF=BF=BDwe use in
>>>                =EF=BF=BD =EF=BF=BD> VWRAP a form of asset addressing th=
at provides
>>>                massive
>>>                =EF=BF=BD =EF=BF=BDscalability at the
>>>                =EF=BF=BD =EF=BF=BD> same time as a very high degree of =
resilience --
>>>                =EF=BF=BD =EF=BF=BD>
>>>                =EF=BF=BD
>>>                =EF=BF=BD
>>> http://www.ietf.org/mail-archive/web/vwrap/current/msg00463.html
>>>                =EF=BF=BD =EF=BF=BD. =EF=BF=BDIt is
>>>                =EF=BF=BD =EF=BF=BD> based on the concept of the URI con=
taining a host
>>>                part and a
>>>                =EF=BF=BD =EF=BF=BDhash part,
>>>                =EF=BF=BD =EF=BF=BD> where the hash is generated (once, =
at the time of
>>>                storage to
>>>                =EF=BF=BD =EF=BF=BDthe asset
>>>                =EF=BF=BD =EF=BF=BD> service) using a specified digest a=
lgorithm over
>>>                the content of
>>>                =EF=BF=BD =EF=BF=BDthe asset
>>>                =EF=BF=BD =EF=BF=BD> being referenced. =EF=BF=BDYou may =
wish to note that if
>>>                this design
>>>                =EF=BF=BD =EF=BF=BDwere used, the
>>>                =EF=BF=BD =EF=BF=BD> failure of an asset service to deli=
ver a
>>>                requested item would
>>>                =EF=BF=BD =EF=BF=BDresult in a
>>>                =EF=BF=BD =EF=BF=BD> failover request for the item to on=
e or more
>>>                backup services,
>>>                =EF=BF=BD =EF=BF=BDusing the same
>>>                =EF=BF=BD =EF=BF=BD> hash part but with a different host=
 address.
>>>                =EF=BF=BD =EF=BF=BD>
>>>                =EF=BF=BD =EF=BF=BD> This can go some way towards overco=
ming the
>>>                problem that you
>>>                =EF=BF=BD =EF=BF=BDthink might
>>>                =EF=BF=BD =EF=BF=BD> occur when assets are fetched by cl=
ients from
>>>                asset services
>>>                =EF=BF=BD =EF=BF=BDdirectly.
>>>                =EF=BF=BD =EF=BF=BD> Although it won't help when the mis=
sing item is
>>>                available from
>>>                =EF=BF=BD =EF=BF=BDonly a single
>>>                =EF=BF=BD =EF=BF=BD> asset service, it will help in many=
 other cases,
>>>                and it will
>>>                =EF=BF=BD =EF=BF=BDcompensate for
>>>                =EF=BF=BD =EF=BF=BD> service failures and network outage=
s
>>>                automatically at the same
>>>                =EF=BF=BD =EF=BF=BDtime.
>>>                =EF=BF=BD =EF=BF=BD>
>>>                =EF=BF=BD =EF=BF=BD> PS. This design for hash-based asse=
t addressing
>>>                is already
>>>                =EF=BF=BD =EF=BF=BDbeing tested by
>>>                =EF=BF=BD =EF=BF=BD> Mojito Sorbet in her experimental w=
orld and
>>>                client. =EF=BF=BDIt would give
>>>                =EF=BF=BD =EF=BF=BD> VWRAP-based worlds an improved leve=
l of service
>>>                availability,
>>>                =EF=BF=BD =EF=BF=BDso I think it
>>>                =EF=BF=BD =EF=BF=BD> should be a core feature of our pro=
tocol.
>>>                =EF=BF=BD =EF=BF=BD>
>>>                =EF=BF=BD =EF=BF=BD>
>>>                =EF=BF=BD =EF=BF=BD> Morgaine.
>>>                =EF=BF=BD =EF=BF=BD>
>>>                =EF=BF=BD =EF=BF=BD>
>>>                =EF=BF=BD =EF=BF=BD>
>>>                =EF=BF=BD =EF=BF=BD>
>>>                =EF=BF=BD =EF=BF=BD> =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D
>>>                =EF=BF=BD =EF=BF=BD>
>>>                =EF=BF=BD =EF=BF=BD> On Fri, Apr 1, 2011 at 11:17 PM, Va=
ughn Deluca
>>>                =EF=BF=BD =EF=BF=BD<vaughn.deluca@gmail.com
>>>                <mailto:vaughn.deluca@gmail.com>
>>>                <mailto:vaughn.deluca@gmail.com
>>>                <mailto:vaughn.deluca@gmail.com>>>
>>>                =EF=BF=BD =EF=BF=BD> wrote:
>>>                =EF=BF=BD =EF=BF=BD>>
>>>                =EF=BF=BD =EF=BF=BD>> This is a question i discussed wit=
h Morgaine
>>>                off-list a while
>>>                =EF=BF=BD =EF=BF=BDago (I
>>>                =EF=BF=BD =EF=BF=BD>> intended to send it to the list bu=
t pushed the
>>>                wrong button...) I
>>>                =EF=BF=BD =EF=BF=BD>> think we need to address this prob=
lem, and
>>>                decide how to deal
>>>                =EF=BF=BD =EF=BF=BDwith it.
>>>                =EF=BF=BD =EF=BF=BD>>
>>>                =EF=BF=BD =EF=BF=BD>> =EF=BF=BDIn Davids deployment draf=
t, section 7.3.1.1 an
>>>                overview is
>>>                =EF=BF=BD =EF=BF=BDgiven van
>>>                =EF=BF=BD =EF=BF=BD>> ways to deliver content to the reg=
ion. One way
>>>                is only passing a
>>>                =EF=BF=BD =EF=BF=BD>> capability that allows access to (=
part of) the
>>>                resource:
>>>                =EF=BF=BD =EF=BF=BD>>
>>>                =EF=BF=BD =EF=BF=BD>> =EF=BF=BD =EF=BF=BD =EF=BF=BD =EF=
=BF=BD =EF=BF=BD 7.3.1.1. =EF=BF=BDContent delivery models
>>>                =EF=BF=BD =EF=BF=BD>> =EF=BF=BD =EF=BF=BD =EF=BF=BD =EF=
=BF=BD =EF=BF=BD A range of possible represenations can
>>>                be passed to
>>>                =EF=BF=BD =EF=BF=BDa region for
>>>                =EF=BF=BD =EF=BF=BD>> =EF=BF=BD =EF=BF=BD =EF=BF=BD =EF=
=BF=BD =EF=BF=BD simulation. [...] The other end of the
>>>                delivery spectrum
>>>                =EF=BF=BD =EF=BF=BD>> involves passing
>>>                =EF=BF=BD =EF=BF=BD>> =EF=BF=BD =EF=BF=BD =EF=BF=BD =EF=
=BF=BD =EF=BF=BD only a URI or capability used to
>>>                access the rendering
>>>                =EF=BF=BD =EF=BF=BD>> information and a
>>>                =EF=BF=BD =EF=BF=BD>> =EF=BF=BD =EF=BF=BD =EF=BF=BD =EF=
=BF=BD =EF=BF=BD collision mesh,and related data for
>>>                physical simulation.
>>>                =EF=BF=BD =EF=BF=BD>> =EF=BF=BD =EF=BF=BD =EF=BF=BD =EF=
=BF=BD =EF=BF=BD In such a model, the client is
>>>                responsible for
>>>                =EF=BF=BD =EF=BF=BDfetching the
>>>                =EF=BF=BD =EF=BF=BD>> additional
>>>                =EF=BF=BD =EF=BF=BD>> =EF=BF=BD =EF=BF=BD =EF=BF=BD =EF=
=BF=BD =EF=BF=BD information needed to render the
>>>                item's visual
>>>                =EF=BF=BD =EF=BF=BDpresence from a
>>>                =EF=BF=BD =EF=BF=BD>> separate
>>>                =EF=BF=BD =EF=BF=BD>> =EF=BF=BD =EF=BF=BD =EF=BF=BD =EF=
=BF=BD =EF=BF=BD service. =EF=BF=BDThis fetch can be done
>>>                *under the
>>>                =EF=BF=BD =EF=BF=BDcredentials of the
>>>                =EF=BF=BD =EF=BF=BD>> end user*
>>>                =EF=BF=BD =EF=BF=BD>> =EF=BF=BD =EF=BF=BD =EF=BF=BD =EF=
=BF=BD =EF=BF=BD viewing the material [my emphasis--VD]
>>>                , and
>>>                =EF=BF=BD =EF=BF=BDdivorces the
>>>                =EF=BF=BD =EF=BF=BD>> simulation from
>>>                =EF=BF=BD =EF=BF=BD>> =EF=BF=BD =EF=BF=BD =EF=BF=BD =EF=
=BF=BD =EF=BF=BD the trust chain needed to manage
>>>                content. =EF=BF=BDAny
>>>                =EF=BF=BD =EF=BF=BDautomation
>>>                =EF=BF=BD =EF=BF=BD>> is done on a
>>>                =EF=BF=BD =EF=BF=BD>> =EF=BF=BD =EF=BF=BD =EF=BF=BD =EF=
=BF=BD =EF=BF=BD separate host which the content
>>>                creator or owner trusts,
>>>                =EF=BF=BD =EF=BF=BD>> interacting with the
>>>                =EF=BF=BD =EF=BF=BD>> =EF=BF=BD =EF=BF=BD =EF=BF=BD =EF=
=BF=BD =EF=BF=BD object through remoted interfaces.
>>>                =EF=BF=BD =EF=BF=BD>>
>>>                =EF=BF=BD =EF=BF=BD>> =EF=BF=BDI can see the need for su=
ch a setup, however, i
>>>                feel we are
>>>                =EF=BF=BD =EF=BF=BD>> unpleasantly close to a situation =
were the
>>>                coherence of the
>>>                =EF=BF=BD =EF=BF=BDsimulation
>>>                =EF=BF=BD =EF=BF=BD>> falls apart.
>>>                =EF=BF=BD =EF=BF=BD>> In this deployment pattern the reg=
ion advertises
>>>                the presence
>>>                =EF=BF=BD =EF=BF=BDof the
>>>                =EF=BF=BD =EF=BF=BD>> asset, and *some* clients will be =
able to get it
>>>                as expected,
>>>                =EF=BF=BD =EF=BF=BDwhile
>>>                =EF=BF=BD =EF=BF=BD>> -based on the arbitrary whims of t=
he asset
>>>                service- others
>>>                =EF=BF=BD =EF=BF=BDmight not.
>>>                =EF=BF=BD =EF=BF=BD>>
>>>                =EF=BF=BD =EF=BF=BD>> My hope would be that after the as=
set server
>>>                provides the
>>>                =EF=BF=BD =EF=BF=BDregion with
>>>                =EF=BF=BD =EF=BF=BD>> the capability to get the asset, i=
t gives up
>>>                control. That
>>>                =EF=BF=BD =EF=BF=BDwould mean
>>>                =EF=BF=BD =EF=BF=BD>> that if the client finds the inven=
tory server is
>>>                unwilling to
>>>                =EF=BF=BD =EF=BF=BDserve
>>>                =EF=BF=BD =EF=BF=BD>> the content - in spire of the regi=
on saying it
>>>                is present-,
>>>                =EF=BF=BD =EF=BF=BDthe client
>>>                =EF=BF=BD =EF=BF=BD>> should be able to turn around ask =
the *region*
>>>                for the asset,
>>>                =EF=BF=BD =EF=BF=BD(and get
>>>                =EF=BF=BD =EF=BF=BD>> is after all).
>>>                =EF=BF=BD =EF=BF=BD>>
>>>                =EF=BF=BD =EF=BF=BD>> =EF=BF=BDIf that is not the case, =
-and there are
>>>                probably good reasons
>>>                =EF=BF=BD =EF=BF=BDfor the
>>>                =EF=BF=BD =EF=BF=BD>> deployment pattern as described- =
=EF=BF=BDshouldn't we
>>>                *warn* clients
>>>                =EF=BF=BD =EF=BF=BDthat the
>>>                =EF=BF=BD =EF=BF=BD>> region might be inconsistent, so t=
he users
>>>                behind the client
>>>                =EF=BF=BD =EF=BF=BDcan vote
>>>                =EF=BF=BD =EF=BF=BD>> with their feet, (or take the risk=
)?
>>>                =EF=BF=BD =EF=BF=BD>>
>>>                =EF=BF=BD =EF=BF=BD>> --Vaughn
>>>                =EF=BF=BD =EF=BF=BD>> __________________________________=
_____________
>>>                =EF=BF=BD =EF=BF=BD>> vwrap mailing list
>>>                =EF=BF=BD =EF=BF=BD>> vwrap@ietf.org <mailto:vwrap@ietf.=
org>
>>>                <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>>
>>>
>>>                =EF=BF=BD =EF=BF=BD>> https://www.ietf.org/mailman/listi=
nfo/vwrap
>>>                =EF=BF=BD =EF=BF=BD>
>>>                =EF=BF=BD =EF=BF=BD>
>>>                =EF=BF=BD =EF=BF=BD> ___________________________________=
____________
>>>                =EF=BF=BD =EF=BF=BD> vwrap mailing list
>>>                =EF=BF=BD =EF=BF=BD> vwrap@ietf.org <mailto:vwrap@ietf.o=
rg>
>>>                <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>>
>>>
>>>                =EF=BF=BD =EF=BF=BD> https://www.ietf.org/mailman/listin=
fo/vwrap
>>>                =EF=BF=BD =EF=BF=BD>
>>>                =EF=BF=BD =EF=BF=BD>
>>>
>>>
>>>
>>>
>>>  ----------------------------------------------------------------------=
--
>>>
>>>            _______________________________________________
>>>            vwrap mailing list
>>>            vwrap@ietf.org <mailto:vwrap@ietf.org>
>>>            https://www.ietf.org/mailman/listinfo/vwrap
>>>            =EF=BF=BD
>>>
>>>
>>>
>>>
>>>
>>>    --     --- https://twitter.com/Dzonatas_Sol ---
>>>    Web Development, Software Engineering, Virtual Reality, Consultant
>>>
>>>    _______________________________________________
>>>    vwrap mailing list
>>>    vwrap@ietf.org <mailto:vwrap@ietf.org>
>>>    https://www.ietf.org/mailman/listinfo/vwrap
>>>
>>>
>>>
>>
>> --
>> --- https://twitter.com/Dzonatas_Sol ---
>> Web Development, Software Engineering, Virtual Reality, Consultant
>>
>>
>

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From: Vaughn Deluca <vaughn.deluca@gmail.com>
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Subject: Re: [vwrap] [wvrap] Simulation consistency
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Drat!, I already found two editing mistakes, step 20 should address A, not =
B
and should read:
20) Asset service A, please send me a cap for Z, here are my credentials (I
want a cap for consistency)

And the same mixup in step 25: "Amzing Assets" should be mentioned instead
of "Big assets":
25) The zodiac dress was not delivered by Amzing assets, but i have a local
copy!

I will add an updated version of the description on the vwrap wiki

-- Vaughn

On Fri, Apr 8, 2011 at 6:40 PM, Vaughn Deluca <vaughn.deluca@gmail.com>wrot=
e:

> VWRAP services high level message flow (preliminary diagram draft) see
>
>
> http://trac.tools.ietf.org/wg/vwrap/trac/attachment/wiki/Diagrams/VWRAP_F=
lowExample_VD1.pdf
>
> The main reason that i am submitting this in spite of my lack of formal
> expertise is that the group in my view badly needs a solid basis for
> discussion and preventing endless repeating loops. This example is probab=
ly
> wrong in many ways, but its better than what we have publicly available o=
n
> interop now (although Morgaine is working on something along the lines of
> the recent discussions here)
>
> I hope this diagram will give us a base for discussion. I could have done
> my homework better by researching the old OGP stuff in more depth, and i
> probably  will do so in the future , but for now I just tried to followed
> the general principles as far as i understand them, to see what response
> that yields from the group. In other words,I try to let the group educate=
 me
> :p
>
> Note that in  my view all services are equal, in principle it does not
> matter in what "domain" they run, since trust and policy are fully
> localized. It is however very possible to have internal shortcuts in the
> services to speed up processing.
>
> In the example I opted for an external Agent service, but I could as well
> have incorporated that in the set of local services. As indicated above a=
ll
> services could also be run by different organisations, true to what VWRAP
> stands for. Its all up to the deployer, including a user at home who migh=
t
> want to run a full world for family and friends. Those friends might try =
to
> use that agent service to venture out in the virtual universe.
> I envision that the final identity  provider is external, using OpenID an=
d
> OAut  or whatever other  magic that I do not yet fully understand exists =
out
> there.
>
> The  example has 3 main purposes:
> -  Provide a reference for discussion
> - Illustrates the use case of tourism, and *true* interop.
> - Illustrate consistency problems along the lines discussed  here higher =
up
> in this tread, as well as the "slashdot" problem that Morgaine outlined s=
o
> clearly.
>
> The message flow assumes an avatar already present in some region, (a sma=
ll
> scale local home region in this case, but that is by no means essential, =
it
> could be a build in region in the viewer or a big commercial region). The
> user is preparing for a trip to immersive world, and after some outfit
> adjustments moves over.
>
> Finally i apologize for for the simplistic notation used here. I simply a=
dd
> the most relevant parameters passed in square brackets to a keyword
> specifying the nature of the message. Please improve on that where needed=
.
>
> So here we go, the avatar is  prepare for a visit to "immersive world"
> 0)  Viewer, here is an update of the state of the world your agent is in,
> please render.
> 1)  Agent service, I will go in my Zodiac dress that i keep in the
>  "Amazing assets" service.
> 2)  Asset service A, please send a cap for Z, here are my credentials
> 3)  Your fine, here is the cap
> 4)  Local region, can you please put this on my agent, i included the cap=
.
> 5)  Hello asset service A, i need Z, here is the cap
> 6)  Cap is good, data coming up, have fun.
> 7)  Agent service, your agent is now wearing Z
> 8)  Viewer, your avatar is now wearing Z
>     User: Hmm, amazing inventory has not been *that* amazing lately. 'll
> make a backup, just in case
> 9)  Hello asset service A, please send me a cap for Z, here are my
> credentials
> 10) Your fine, here is the cap
> 11) Local asset storage, please store Z for me, here is the cap to get it
> 12) Hello asset service A, i want Z, here is the cap
> 13) Cap is good, data coming up, have fun.
> 14) Viewer, Z is now stored for you
>     User: I am Ready!, Lets try to get to immersive world!
> 15) Hello immersive world, can i get in? Here are my credentials, and a
> list of my stuff.
> 16) Asset service A, please send me a cap for X, here are my credentials =
(I
> want this cap for consistency)
> 17) Your fine, here is the cap
> 18) Asset service B, please send me a cap for Y, here are my credentials =
(I
> want this cap for consistency)
> 19) Very sorry, but your not one of us, you can't have Y
> 20) Asset service B, please send me a cap for Z, here are my credentials =
(I
> want a cap for consistency)
> [Region service: Timeout... amazing inventory must be overloaded.. oh
> well... ]
> 21) Agent service, you wanted to send somebody over, here are your
> permissions.
> 22) Viewer, you asked for a transfer try, here are your results
>      User thinks:  Crap! Big asset service does not allow  me to take my
> yellow stockings! And Amazing assets  failed to deliver my zodiac dress. =
At
> least i made a backup of that dress!
> 23) 'll take the yellow stockings off...
> 24) ... done ('ll trash them here and now, forever, who needs stuff you
> can't use!)
> 25) The zodiac dress was not delivered by Big assets service, but i have =
a
> local copy!
> 26) Local Asset service, please send me Z, here are my credentials
> 27) I dont know you, but I 'll trust you, here is the cap, but you better
> store the data, its single use, i need to protect myself.
> 28) Local region, can you please put this on my agent, i include the cap.
> 29) Local Asset service, i need Z, here is the cap
> 30) Cap is good, data coming up, have fun.
> 31) Cap was only good for one time, I made a copy, but my policy is to on=
ly
> grant you fair use rights, at a later time i might even tell you to repla=
ce
> the dress.
> 32) Viewer, you can wear Z for now, but the asset service granted only fa=
ir
> use, i might ask you to replace the dress at a later time.
> 33) Ready at last! Off to immersive world!, I hope its not to crowded the=
re
> or 'll loose my dress...
> 34) Hello immersive world, here are my credentials, and a list of stuff i
> want to bring
> 35) Hello asset service A, please send me a cap for X, here are my
> credentials
>     [darn, I should have kept that cap from last time..]
> 36) Your fine, here is the cap.
>    [Region service finds fair-use warning on Z and decides to make its ow=
n
> copy]
> 37) Hello Local region, can i still have Z? Here is the cap
> 38) Cap is still good, data coming up, have fun.
>    [Region service stores asset in private storage, providing a cap to
> replace the fair use one]
> 39) Agent service, you wanted to send somebody over, here are your
> permissions & info.
> 40) Hello immersive world, just  get me there, and use what you can
> 41) Placement done, Z is currently buffered by us as wel, you need to get
> details for X, have fun.
> 42) You are now in immersive world, your dress is buffered there as well,
> but you need to get X!
> 43) Hello asset service A, i want X, here is the cap
> 44) Cap is good, data coming up, have fun.
> 45) Viewer, here is an update of the state of the world your agent is in,
> please render.
>
> As far as I can see this conforms fully to our charter, and i hope it is
> possible to use large portions of the existing code bases. However, as sa=
id
> above, i did not really try to capture the old thinking, and I also might
> have misconceptions about the way to do these things in general.
> Looking forward to constructive comments.
>
> -- Vaughn
>
> On Sun, Apr 3, 2011 at 8:38 PM, Vaughn Deluca <vaughn.deluca@gmail.com>wr=
ote:
>
>> Thanks for the pointers.  I have a  busy week in RL in front of me, so i
>> wont have to much time to respond the next few days, however, i intend t=
o
>> start doing the following things:
>>
>> - Produce a visual that reflects my thinking, i.e. an illustration of my
>> response to Morgaine's itemlist  above.
>> - Read up on the older notes, as well as  more reading in the list archi=
ve
>> - Try to make a summary for the wiki
>>
>> Regarding the use of domain, I think services are eventually what counts=
,
>> but its all terminology. The way I read the AWG diagrams is that the age=
nt
>> domain is actually a cluster of tightly integrated services. When the
>> functionality of each sub-service is described properly and with uniform
>> interfaces the domain will slowly dissolve. But let not get ahead of out
>> selfs. We should put up some clear descriptions on the wiki for our view=
s on
>> this, and *after* that we can decide what we need and what can go.
>>
>> Its been a very useful and illuminating weekend for me, and i am a lot
>> more optimistic about the future of vwrap than two weeks ago.
>>
>> -- Vaughn
>>
>>
>>
>> On Sun, Apr 3, 2011 at 7:20 PM, Dzonatas Sol <dzonatas@gmail.com> wrote:
>>
>>> Probably easy as suggested in other terms here on this list, as how the
>>> client contacts the asset services now in the regions. The newer issue =
is to
>>> unitize that asset services. Since their is proprietary (legacy) code t=
hen
>>> we can't expect that to change, and some form of proxy is of need. What=
ever
>>> works best, I tried to narrow it down to suggestions here.
>>>
>>> Eventually, the agent domain is ideal to handle the direction of the
>>> asset services. This concept, unfortunately, ended support awhile ago w=
ith
>>> changes in LL.
>>> Also see; http://wiki.secondlife.com/wiki/Agent_Domain
>>> And: http://wiki.secondlife.com/wiki/User:Dzonatas_Sol/AWG_Asset (warn:
>>> unstructured collaborative notes, dumped on me and I tried to fix)
>>>
>>> I tried to find previous visuals.
>>>
>>> I'd imagine the agent domain could grow out of unitized versions of ass=
et
>>> services. Despite that, I think that concept helps view where we were a=
t in
>>> discussion and what didn't happen.
>>>
>>> Vaughn Deluca wrote:
>>>
>>>> Hi=EF=BF=BDDzonatas
>>>>
>>>> Can you expand on that, what would be needed for legacy support in VWA=
P
>>>> terms=EF=BF=BD?,
>>>> If i want to read up on how the=EF=BF=BDasset server may proxy the sim=
ulator,
>>>> what would you recommend me to read?
>>>>
>>>> -- Vaughn
>>>>
>>>> On Sun, Apr 3, 2011 at 5:51 AM, Dzonatas Sol <dzonatas@gmail.com<mailt=
o:
>>>> dzonatas@gmail.com>> wrote:
>>>>
>>>>    Some stated the proxy-to-asset-server is built into the sim;
>>>>    however, keep in mind possible legacy support where the asset
>>>>    server may proxy the simulator.
>>>>
>>>>
>>>>    Dzonatas Sol wrote:
>>>>
>>>>        Somehow I feel the basic asset server being able to login and
>>>>        download assets is now priority, yet I also wondered the best
>>>>        way to patch this into the current mode of viewers.
>>>>
>>>>        Maybe offer (1) by proxy (sim-side) and (2) by patch
>>>>        (viewer-side) that either of these two are optional and
>>>>        neither are mandatory for now. Thoughts?
>>>>
>>>>        Israel Alanis wrote:
>>>>
>>>>
>>>>            > when designing for scalability, the model to bear in
>>>>            mind is ...
>>>>
>>>>            Well, there are a lot of different models to keep in mind,
>>>>            and many different use cases. One particular use case to
>>>>            keep in mind is: "User acquires new outfit, and wants to
>>>>            'show it off' in a highly populated region".
>>>>
>>>>            > Both worlds and asset services may include commercial,
>>>>            community, and personal services
>>>>
>>>>            Yes, yes and yes. I'm particularly concerned about how the
>>>>            model affects the ability to host personal asset services.
>>>>
>>>>            > a proxying region, which would get slammed for every
>>>>            asset worn by every avatar present.
>>>>
>>>>            Granted the collection of services that are provided by
>>>>            the region need to be scaled to meet the demands of that
>>>>            region. That's all part of capacity planning.
>>>>
>>>>            > regions run many different CPU-intensive tasks,
>>>>            including physics simulation and server-side scripting,
>>>>            and absolutely cannot afford to serve assets too
>>>>            Well... who said the same CPU's have to do proxying,
>>>>            physics simulation and server-side scripting? Asset
>>>>            proxying is a different service than physics simulation
>>>>            and can be on separate hardware, could make use of
>>>>            geographically distributed caching, and in certain
>>>>            deployment patterns, the same caching services could be
>>>>            shared by different regions. (Server-side scripting is a
>>>>            discussion for another day).
>>>>
>>>>            > This is why we have to go parallel...
>>>>
>>>>            Totally agree, and a proxying model could and should also
>>>>            take advantage of parallelism.
>>>>
>>>>            > I think you're wrong that it has to cost much money. ?vs?
>>>>            > It costs money to host a high performance and scalable
>>>>            asset service and a high bandwidth network to handle the
>>>>            traffic. =EF=BF=BDA *lot* of money.
>>>>            I think what you're saying is: "It costs a lot of money to
>>>>            build a scalable asset service, but if assets are spread
>>>>            throughout the internet they don't have to be scalable."
>>>>            But that's not quite right. You're opening up every asset
>>>>            server to the VW equivalent of being slashdotted, so are
>>>>            you sure you're not forcing *every* asset service to be
>>>>            scalable and handle a lot of bandwith and network traffic?
>>>>            It's the exact opposite of your intention, but I think
>>>>            that's the result, all the same.
>>>>
>>>>            This particular design decision has a big effect on the
>>>>            economics of the VW infrastructure. I'd rather the
>>>>            economics to work out such that a region provider who
>>>>            wishes to build a region that supports a small population,
>>>>            can do so economically. A region that wants to host a
>>>>            *large* population has to bear that cost of providing that
>>>>            scalable asset service.
>>>>            I want the economics of hosting a small asset service to
>>>>            be a non-issue (as to best promote creation and
>>>>            creativity). Creating a high bar to provide asset services
>>>>            will mean that service will cost money and people
>>>>            shouldn't have to pay money just to create or own VW
>>>>            objects (I'm using 'own' here to refer to maintaining
>>>>            their existence, I'm not trying to make a
>>>>            'leftist'/'communist' statement about ownership ;)
>>>>
>>>>            - Izzy
>>>>
>>>>
>>>>            On Apr 2, 2011, at 3:58 PM, Morgaine wrote:
>>>>
>>>>                Izzy, when designing for scalability, the model to
>>>>                bear in mind is that of seasoned virtual world
>>>>                travelers whose inventories contain assets from many
>>>>                different worlds, those assets being served by many
>>>>                different asset services. =EF=BF=BDBoth worlds and asse=
t
>>>>                services may include commercial, community, and
>>>>                personal services, and as the metaverse grows, that
>>>>                set is highly likely to become progressively less
>>>>                clustered and more diverse.
>>>>
>>>>                When those seasoned travelers click on an advertised
>>>>                VW link and perform an inter-world teleport to one
>>>>                particular world's region to share an experience,
>>>>                their "worn" assets (the only ones of interest to the
>>>>                region) will contain references to asset services
>>>>                spread widely across the Internet. =EF=BF=BDThe fetches=
 by the
>>>>                travelers' clients occur over many parallel paths from
>>>>                clients to asset services, so one can reasonably
>>>>                expect reduced network contention and reduced asset
>>>>                server loading because they are both spread out over
>>>>                however many asset services are being referenced by
>>>>                the overall set of assets in the region.
>>>>
>>>>                This is very different to the case of a proxying
>>>>                region, which would get slammed for every asset worn
>>>>                by every avatar present. =EF=BF=BDIn our current archit=
ecture,
>>>>                regions run many different CPU-intensive tasks,
>>>>                including physics simulation and server-side
>>>>                scripting, and absolutely cannot afford to serve
>>>>                assets too unless your scalability requirements are
>>>>                very low indeed, ie. just a few dozen avatars of
>>>>                today's kind. =EF=BF=BDWe've hit the ceiling already on=
 region
>>>>                scalability done that way. =EF=BF=BDThere is nowhere to=
 go in
>>>>                that direction at all beyond improving the code like
>>>>                Intel demonstrated, and that work is subject to a law
>>>>                of diminishing returns.
>>>>
>>>>                This is why we have to go parallel, and I think you're
>>>>                wrong that it has to cost much money. =EF=BF=BDAs we sp=
read
>>>>                the load across more and more asset services, we are
>>>>                simply better utilizing all the hardware that's
>>>>                already out there on the Internet, at least in respect
>>>>                of community and private resources. =EF=BF=BDBut add to=
 the
>>>>                community and private resources the commercial asset
>>>>                services that are likely to appear to exploit this
>>>>                opportunity, and not only will the number of asset
>>>>                services leap, but the power of each one will rocket
>>>>                too, because, after all, these businesses will be
>>>>                heavily optimized for the job.
>>>>
>>>>                As to why a world would want clients to access
>>>>                external asset services instead of providing its own
>>>>                implementation, that's an easy question. =EF=BF=BDIt co=
sts
>>>>                money to host a high performance and scalable asset
>>>>                service and a high bandwidth network to handle the
>>>>                traffic. =EF=BF=BDA *lot* of money. =EF=BF=BDIn contras=
t, it costs a
>>>>                world nothing to let others serve the assets to
>>>>                clients. =EF=BF=BDAnd that matters to the bottom line.
>>>>
>>>>
>>>>                Morgaine.
>>>>
>>>>
>>>>
>>>>
>>>>                =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D
>>>>
>>>>                On Sat, Apr 2, 2011 at 7:05 PM, Izzy Alanis
>>>>                <izzyalanis@gmail.com <mailto:izzyalanis@gmail.com>
>>>>                <mailto:izzyalanis@gmail.com
>>>>
>>>>                <mailto:izzyalanis@gmail.com>>> wrote:
>>>>
>>>>                =EF=BF=BD =EF=BF=BD> As always though, it's a trade-off=
, since the
>>>>                proxied design
>>>>                =EF=BF=BD =EF=BF=BDhas very poor scalability compared t=
o the
>>>>                distributed one.
>>>>
>>>>                =EF=BF=BD =EF=BF=BDI don't agree with that... If a user=
 enters a
>>>>                highly populated
>>>>                =EF=BF=BD =EF=BF=BDregion,
>>>>                =EF=BF=BD =EF=BF=BDevery other client is going to (coul=
d and should be
>>>>                trying to)
>>>>                =EF=BF=BD =EF=BF=BDhit the
>>>>                =EF=BF=BD =EF=BF=BDasset server(s) for the assets that =
the user is
>>>>                wearing (assuming
>>>>                =EF=BF=BD =EF=BF=BDthey're not cached locally). =EF=BF=
=BDEvery asset server
>>>>                has to be scaled up
>>>>                =EF=BF=BD =EF=BF=BDto the point that it can handle that=
 load from all
>>>>                over...
>>>>
>>>>                =EF=BF=BD =EF=BF=BDIf I'm hosting a region that support=
s 10s of
>>>>                thousands of
>>>>                =EF=BF=BD =EF=BF=BDsimultaneous
>>>>                =EF=BF=BD =EF=BF=BDusers (thinking of the future), I al=
ready have to
>>>>                scale to meet that
>>>>                =EF=BF=BD =EF=BF=BDdemand. If the region is proxying th=
e assets, then,
>>>>                yes the
>>>>                =EF=BF=BD =EF=BF=BDregion has
>>>>                =EF=BF=BD =EF=BF=BDto be scaled to meet that asset dema=
nd too, but it
>>>>                already has to be
>>>>                =EF=BF=BD =EF=BF=BDscaled to meet other demands of bein=
g a region
>>>>                server... and why is
>>>>                =EF=BF=BD =EF=BF=BDscaling those asset proxy services h=
ard? =EF=BF=BDIt's
>>>>                going to cost $,
>>>>                =EF=BF=BD =EF=BF=BDbut is
>>>>                =EF=BF=BD =EF=BF=BDnot technically challenging. So, if =
I want to host
>>>>                a region like
>>>>                =EF=BF=BD =EF=BF=BDthat... sure it will cost me, but th=
e simulation
>>>>                will be consistent
>>>>                =EF=BF=BD =EF=BF=BDand users will be able to participat=
e equally,
>>>>                regardless of the
>>>>                =EF=BF=BD =EF=BF=BDcapabilities of their individual ass=
et services.
>>>>
>>>>
>>>>
>>>>
>>>>                =EF=BF=BD =EF=BF=BDOn Fri, Apr 1, 2011 at 11:55 PM, Mor=
gaine
>>>>                =EF=BF=BD =EF=BF=BD<morgaine.dinova@googlemail.com
>>>>                <mailto:morgaine.dinova@googlemail.com>
>>>>                =EF=BF=BD =EF=BF=BD<mailto:morgaine.dinova@googlemail.c=
om
>>>>
>>>>                <mailto:morgaine.dinova@googlemail.com>>> wrote:
>>>>                =EF=BF=BD =EF=BF=BD> Every design choice results in a t=
rade-off,
>>>>                Vaughn, improving
>>>>                =EF=BF=BD =EF=BF=BDone thing at
>>>>                =EF=BF=BD =EF=BF=BD> the expense of something else. =EF=
=BF=BDIf every time we
>>>>                offered a
>>>>                =EF=BF=BD =EF=BF=BDservice we had to
>>>>                =EF=BF=BD =EF=BF=BD> inform its users about the downsid=
es of all the
>>>>                trade-offs we
>>>>                =EF=BF=BD =EF=BF=BDhave made,
>>>>                =EF=BF=BD =EF=BF=BD> they would have an awful lot to re=
ad. ;-)
>>>>                =EF=BF=BD =EF=BF=BD>
>>>>                =EF=BF=BD =EF=BF=BD> The specific trade-off that you ar=
e discussing is no
>>>>                =EF=BF=BD =EF=BF=BDdifferent. =EF=BF=BDA region
>>>>                =EF=BF=BD =EF=BF=BD> that proxies all content has the "=
benefit" of
>>>>                acquiring control
>>>>                =EF=BF=BD =EF=BF=BDfrom the
>>>>                =EF=BF=BD =EF=BF=BD> asset servers over the items in th=
e region, so
>>>>                that it can
>>>>                =EF=BF=BD =EF=BF=BDensure that
>>>>                =EF=BF=BD =EF=BF=BD> everyone in the region not only ob=
tains the items
>>>>                but obtains
>>>>                =EF=BF=BD =EF=BF=BDthe same items
>>>>                =EF=BF=BD =EF=BF=BD> as everyone else. =EF=BF=BDThat do=
es indeed provide a
>>>>                greater guarantee of
>>>>                =EF=BF=BD =EF=BF=BD> consistency than a deployment in w=
hich the region
>>>>                only passes
>>>>                =EF=BF=BD =EF=BF=BDasset URIs to
>>>>                =EF=BF=BD =EF=BF=BD> clients who then fetch the items f=
rom asset services
>>>>                =EF=BF=BD =EF=BF=BDseparately. =EF=BF=BDAs always
>>>>                =EF=BF=BD =EF=BF=BD> though, it's a trade-off, since th=
e proxied
>>>>                design has very
>>>>                =EF=BF=BD =EF=BF=BDpoor scalability
>>>>                =EF=BF=BD =EF=BF=BD> compared to the distributed one.
>>>>                =EF=BF=BD =EF=BF=BD>
>>>>                =EF=BF=BD =EF=BF=BD> If we're going to warn users of th=
e potential for
>>>>                inconsistency
>>>>                =EF=BF=BD =EF=BF=BDin the
>>>>                =EF=BF=BD =EF=BF=BD> distributed deployment as you sugg=
est, are we
>>>>                also going to
>>>>                =EF=BF=BD =EF=BF=BDwarn them of
>>>>                =EF=BF=BD =EF=BF=BD> non-scalability in the proxied one=
? =EF=BF=BDI really
>>>>                don't see much
>>>>                =EF=BF=BD =EF=BF=BDmerit in the
>>>>                =EF=BF=BD =EF=BF=BD> idea of warning about design choic=
es. =EF=BF=BDMany such
>>>>                choices are
>>>>                =EF=BF=BD =EF=BF=BDtechnical, and
>>>>                =EF=BF=BD =EF=BF=BD> the issues are quite likely to be =
of little
>>>>                interest to
>>>>                =EF=BF=BD =EF=BF=BDnon-technical users
>>>>                =EF=BF=BD =EF=BF=BD> anyway. =EF=BF=BDIn any case, the =
better services are
>>>>                likely to provide
>>>>                =EF=BF=BD =EF=BF=BDsuch
>>>>                =EF=BF=BD =EF=BF=BD> information in their online docume=
ntation, I
>>>>                would guess.
>>>>                =EF=BF=BD =EF=BF=BD>
>>>>                =EF=BF=BD =EF=BF=BD> You mentioned users "voting with t=
heir feet" or
>>>>                choosing to
>>>>                =EF=BF=BD =EF=BF=BDaccept the risk
>>>>                =EF=BF=BD =EF=BF=BD> of inconsistency. =EF=BF=BDWell th=
at will happen anyway,
>>>>                when services
>>>>                =EF=BF=BD =EF=BF=BDfail and
>>>>                =EF=BF=BD =EF=BF=BD> users get annoyed. =EF=BF=BDIf som=
e asset services refuse
>>>>                to send the
>>>>                =EF=BF=BD =EF=BF=BDrequested
>>>>                =EF=BF=BD =EF=BF=BD> items to some users, those service=
s will get a
>>>>                bad reputation
>>>>                =EF=BF=BD =EF=BF=BDand people
>>>>                =EF=BF=BD =EF=BF=BD> will choose different asset servic=
es instead.
>>>>                =EF=BF=BDLikewise, if a
>>>>                =EF=BF=BD =EF=BF=BDworld service
>>>>                =EF=BF=BD =EF=BF=BD> proxies everything and so it can't=
 handle a large
>>>>                number of
>>>>                =EF=BF=BD =EF=BF=BDassets or of
>>>>                =EF=BF=BD =EF=BF=BD> people, users will get annoyed at =
the lag and will
>>>> go
>>>>                =EF=BF=BD =EF=BF=BDelsewhere. =EF=BF=BDThis user
>>>>                =EF=BF=BD =EF=BF=BD> evaluation and "voting with their =
feet" happens
>>>>                already with
>>>>                =EF=BF=BD =EF=BF=BDonline services
>>>>                =EF=BF=BD =EF=BF=BD> all over the Internet, and I am su=
re that this
>>>>                human process
>>>>                =EF=BF=BD =EF=BF=BDwill continue
>>>>                =EF=BF=BD =EF=BF=BD> to work when the services are asse=
t and region
>>>>                services.
>>>>                =EF=BF=BD =EF=BF=BD>
>>>>                =EF=BF=BD =EF=BF=BD> Back in September 2010, I wrote th=
is post which
>>>>                proposes that
>>>>                =EF=BF=BD =EF=BF=BDwe use in
>>>>                =EF=BF=BD =EF=BF=BD> VWRAP a form of asset addressing t=
hat provides
>>>>                massive
>>>>                =EF=BF=BD =EF=BF=BDscalability at the
>>>>                =EF=BF=BD =EF=BF=BD> same time as a very high degree of=
 resilience --
>>>>                =EF=BF=BD =EF=BF=BD>
>>>>                =EF=BF=BD
>>>>                =EF=BF=BD
>>>> http://www.ietf.org/mail-archive/web/vwrap/current/msg00463.html
>>>>                =EF=BF=BD =EF=BF=BD. =EF=BF=BDIt is
>>>>                =EF=BF=BD =EF=BF=BD> based on the concept of the URI co=
ntaining a host
>>>>                part and a
>>>>                =EF=BF=BD =EF=BF=BDhash part,
>>>>                =EF=BF=BD =EF=BF=BD> where the hash is generated (once,=
 at the time of
>>>>                storage to
>>>>                =EF=BF=BD =EF=BF=BDthe asset
>>>>                =EF=BF=BD =EF=BF=BD> service) using a specified digest =
algorithm over
>>>>                the content of
>>>>                =EF=BF=BD =EF=BF=BDthe asset
>>>>                =EF=BF=BD =EF=BF=BD> being referenced. =EF=BF=BDYou may=
 wish to note that if
>>>>                this design
>>>>                =EF=BF=BD =EF=BF=BDwere used, the
>>>>                =EF=BF=BD =EF=BF=BD> failure of an asset service to del=
iver a
>>>>                requested item would
>>>>                =EF=BF=BD =EF=BF=BDresult in a
>>>>                =EF=BF=BD =EF=BF=BD> failover request for the item to o=
ne or more
>>>>                backup services,
>>>>                =EF=BF=BD =EF=BF=BDusing the same
>>>>                =EF=BF=BD =EF=BF=BD> hash part but with a different hos=
t address.
>>>>                =EF=BF=BD =EF=BF=BD>
>>>>                =EF=BF=BD =EF=BF=BD> This can go some way towards overc=
oming the
>>>>                problem that you
>>>>                =EF=BF=BD =EF=BF=BDthink might
>>>>                =EF=BF=BD =EF=BF=BD> occur when assets are fetched by c=
lients from
>>>>                asset services
>>>>                =EF=BF=BD =EF=BF=BDdirectly.
>>>>                =EF=BF=BD =EF=BF=BD> Although it won't help when the mi=
ssing item is
>>>>                available from
>>>>                =EF=BF=BD =EF=BF=BDonly a single
>>>>                =EF=BF=BD =EF=BF=BD> asset service, it will help in man=
y other cases,
>>>>                and it will
>>>>                =EF=BF=BD =EF=BF=BDcompensate for
>>>>                =EF=BF=BD =EF=BF=BD> service failures and network outag=
es
>>>>                automatically at the same
>>>>                =EF=BF=BD =EF=BF=BDtime.
>>>>                =EF=BF=BD =EF=BF=BD>
>>>>                =EF=BF=BD =EF=BF=BD> PS. This design for hash-based ass=
et addressing
>>>>                is already
>>>>                =EF=BF=BD =EF=BF=BDbeing tested by
>>>>                =EF=BF=BD =EF=BF=BD> Mojito Sorbet in her experimental =
world and
>>>>                client. =EF=BF=BDIt would give
>>>>                =EF=BF=BD =EF=BF=BD> VWRAP-based worlds an improved lev=
el of service
>>>>                availability,
>>>>                =EF=BF=BD =EF=BF=BDso I think it
>>>>                =EF=BF=BD =EF=BF=BD> should be a core feature of our pr=
otocol.
>>>>                =EF=BF=BD =EF=BF=BD>
>>>>                =EF=BF=BD =EF=BF=BD>
>>>>                =EF=BF=BD =EF=BF=BD> Morgaine.
>>>>                =EF=BF=BD =EF=BF=BD>
>>>>                =EF=BF=BD =EF=BF=BD>
>>>>                =EF=BF=BD =EF=BF=BD>
>>>>                =EF=BF=BD =EF=BF=BD>
>>>>                =EF=BF=BD =EF=BF=BD> =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D
>>>>                =EF=BF=BD =EF=BF=BD>
>>>>                =EF=BF=BD =EF=BF=BD> On Fri, Apr 1, 2011 at 11:17 PM, V=
aughn Deluca
>>>>                =EF=BF=BD =EF=BF=BD<vaughn.deluca@gmail.com
>>>>                <mailto:vaughn.deluca@gmail.com>
>>>>                <mailto:vaughn.deluca@gmail.com
>>>>                <mailto:vaughn.deluca@gmail.com>>>
>>>>                =EF=BF=BD =EF=BF=BD> wrote:
>>>>                =EF=BF=BD =EF=BF=BD>>
>>>>                =EF=BF=BD =EF=BF=BD>> This is a question i discussed wi=
th Morgaine
>>>>                off-list a while
>>>>                =EF=BF=BD =EF=BF=BDago (I
>>>>                =EF=BF=BD =EF=BF=BD>> intended to send it to the list b=
ut pushed the
>>>>                wrong button...) I
>>>>                =EF=BF=BD =EF=BF=BD>> think we need to address this pro=
blem, and
>>>>                decide how to deal
>>>>                =EF=BF=BD =EF=BF=BDwith it.
>>>>                =EF=BF=BD =EF=BF=BD>>
>>>>                =EF=BF=BD =EF=BF=BD>> =EF=BF=BDIn Davids deployment dra=
ft, section 7.3.1.1 an
>>>>                overview is
>>>>                =EF=BF=BD =EF=BF=BDgiven van
>>>>                =EF=BF=BD =EF=BF=BD>> ways to deliver content to the re=
gion. One way
>>>>                is only passing a
>>>>                =EF=BF=BD =EF=BF=BD>> capability that allows access to =
(part of) the
>>>>                resource:
>>>>                =EF=BF=BD =EF=BF=BD>>
>>>>                =EF=BF=BD =EF=BF=BD>> =EF=BF=BD =EF=BF=BD =EF=BF=BD =EF=
=BF=BD =EF=BF=BD 7.3.1.1. =EF=BF=BDContent delivery models
>>>>                =EF=BF=BD =EF=BF=BD>> =EF=BF=BD =EF=BF=BD =EF=BF=BD =EF=
=BF=BD =EF=BF=BD A range of possible represenations can
>>>>                be passed to
>>>>                =EF=BF=BD =EF=BF=BDa region for
>>>>                =EF=BF=BD =EF=BF=BD>> =EF=BF=BD =EF=BF=BD =EF=BF=BD =EF=
=BF=BD =EF=BF=BD simulation. [...] The other end of the
>>>>                delivery spectrum
>>>>                =EF=BF=BD =EF=BF=BD>> involves passing
>>>>                =EF=BF=BD =EF=BF=BD>> =EF=BF=BD =EF=BF=BD =EF=BF=BD =EF=
=BF=BD =EF=BF=BD only a URI or capability used to
>>>>                access the rendering
>>>>                =EF=BF=BD =EF=BF=BD>> information and a
>>>>                =EF=BF=BD =EF=BF=BD>> =EF=BF=BD =EF=BF=BD =EF=BF=BD =EF=
=BF=BD =EF=BF=BD collision mesh,and related data for
>>>>                physical simulation.
>>>>                =EF=BF=BD =EF=BF=BD>> =EF=BF=BD =EF=BF=BD =EF=BF=BD =EF=
=BF=BD =EF=BF=BD In such a model, the client is
>>>>                responsible for
>>>>                =EF=BF=BD =EF=BF=BDfetching the
>>>>                =EF=BF=BD =EF=BF=BD>> additional
>>>>                =EF=BF=BD =EF=BF=BD>> =EF=BF=BD =EF=BF=BD =EF=BF=BD =EF=
=BF=BD =EF=BF=BD information needed to render the
>>>>                item's visual
>>>>                =EF=BF=BD =EF=BF=BDpresence from a
>>>>                =EF=BF=BD =EF=BF=BD>> separate
>>>>                =EF=BF=BD =EF=BF=BD>> =EF=BF=BD =EF=BF=BD =EF=BF=BD =EF=
=BF=BD =EF=BF=BD service. =EF=BF=BDThis fetch can be done
>>>>                *under the
>>>>                =EF=BF=BD =EF=BF=BDcredentials of the
>>>>                =EF=BF=BD =EF=BF=BD>> end user*
>>>>                =EF=BF=BD =EF=BF=BD>> =EF=BF=BD =EF=BF=BD =EF=BF=BD =EF=
=BF=BD =EF=BF=BD viewing the material [my emphasis--VD]
>>>>                , and
>>>>                =EF=BF=BD =EF=BF=BDdivorces the
>>>>                =EF=BF=BD =EF=BF=BD>> simulation from
>>>>                =EF=BF=BD =EF=BF=BD>> =EF=BF=BD =EF=BF=BD =EF=BF=BD =EF=
=BF=BD =EF=BF=BD the trust chain needed to manage
>>>>                content. =EF=BF=BDAny
>>>>                =EF=BF=BD =EF=BF=BDautomation
>>>>                =EF=BF=BD =EF=BF=BD>> is done on a
>>>>                =EF=BF=BD =EF=BF=BD>> =EF=BF=BD =EF=BF=BD =EF=BF=BD =EF=
=BF=BD =EF=BF=BD separate host which the content
>>>>                creator or owner trusts,
>>>>                =EF=BF=BD =EF=BF=BD>> interacting with the
>>>>                =EF=BF=BD =EF=BF=BD>> =EF=BF=BD =EF=BF=BD =EF=BF=BD =EF=
=BF=BD =EF=BF=BD object through remoted interfaces.
>>>>                =EF=BF=BD =EF=BF=BD>>
>>>>                =EF=BF=BD =EF=BF=BD>> =EF=BF=BDI can see the need for s=
uch a setup, however, i
>>>>                feel we are
>>>>                =EF=BF=BD =EF=BF=BD>> unpleasantly close to a situation=
 were the
>>>>                coherence of the
>>>>                =EF=BF=BD =EF=BF=BDsimulation
>>>>                =EF=BF=BD =EF=BF=BD>> falls apart.
>>>>                =EF=BF=BD =EF=BF=BD>> In this deployment pattern the re=
gion advertises
>>>>                the presence
>>>>                =EF=BF=BD =EF=BF=BDof the
>>>>                =EF=BF=BD =EF=BF=BD>> asset, and *some* clients will be=
 able to get it
>>>>                as expected,
>>>>                =EF=BF=BD =EF=BF=BDwhile
>>>>                =EF=BF=BD =EF=BF=BD>> -based on the arbitrary whims of =
the asset
>>>>                service- others
>>>>                =EF=BF=BD =EF=BF=BDmight not.
>>>>                =EF=BF=BD =EF=BF=BD>>
>>>>                =EF=BF=BD =EF=BF=BD>> My hope would be that after the a=
sset server
>>>>                provides the
>>>>                =EF=BF=BD =EF=BF=BDregion with
>>>>                =EF=BF=BD =EF=BF=BD>> the capability to get the asset, =
it gives up
>>>>                control. That
>>>>                =EF=BF=BD =EF=BF=BDwould mean
>>>>                =EF=BF=BD =EF=BF=BD>> that if the client finds the inve=
ntory server is
>>>>                unwilling to
>>>>                =EF=BF=BD =EF=BF=BDserve
>>>>                =EF=BF=BD =EF=BF=BD>> the content - in spire of the reg=
ion saying it
>>>>                is present-,
>>>>                =EF=BF=BD =EF=BF=BDthe client
>>>>                =EF=BF=BD =EF=BF=BD>> should be able to turn around ask=
 the *region*
>>>>                for the asset,
>>>>                =EF=BF=BD =EF=BF=BD(and get
>>>>                =EF=BF=BD =EF=BF=BD>> is after all).
>>>>                =EF=BF=BD =EF=BF=BD>>
>>>>                =EF=BF=BD =EF=BF=BD>> =EF=BF=BDIf that is not the case,=
 -and there are
>>>>                probably good reasons
>>>>                =EF=BF=BD =EF=BF=BDfor the
>>>>                =EF=BF=BD =EF=BF=BD>> deployment pattern as described- =
=EF=BF=BDshouldn't we
>>>>                *warn* clients
>>>>                =EF=BF=BD =EF=BF=BDthat the
>>>>                =EF=BF=BD =EF=BF=BD>> region might be inconsistent, so =
the users
>>>>                behind the client
>>>>                =EF=BF=BD =EF=BF=BDcan vote
>>>>                =EF=BF=BD =EF=BF=BD>> with their feet, (or take the ris=
k)?
>>>>                =EF=BF=BD =EF=BF=BD>>
>>>>                =EF=BF=BD =EF=BF=BD>> --Vaughn
>>>>                =EF=BF=BD =EF=BF=BD>> _________________________________=
______________
>>>>                =EF=BF=BD =EF=BF=BD>> vwrap mailing list
>>>>                =EF=BF=BD =EF=BF=BD>> vwrap@ietf.org <mailto:vwrap@ietf=
.org>
>>>>                <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>>
>>>>
>>>>                =EF=BF=BD =EF=BF=BD>> https://www.ietf.org/mailman/list=
info/vwrap
>>>>                =EF=BF=BD =EF=BF=BD>
>>>>                =EF=BF=BD =EF=BF=BD>
>>>>                =EF=BF=BD =EF=BF=BD> __________________________________=
_____________
>>>>                =EF=BF=BD =EF=BF=BD> vwrap mailing list
>>>>                =EF=BF=BD =EF=BF=BD> vwrap@ietf.org <mailto:vwrap@ietf.=
org>
>>>>                <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>>
>>>>
>>>>                =EF=BF=BD =EF=BF=BD> https://www.ietf.org/mailman/listi=
nfo/vwrap
>>>>                =EF=BF=BD =EF=BF=BD>
>>>>                =EF=BF=BD =EF=BF=BD>
>>>>
>>>>
>>>>
>>>>
>>>>  ---------------------------------------------------------------------=
---
>>>>
>>>>            _______________________________________________
>>>>            vwrap mailing list
>>>>            vwrap@ietf.org <mailto:vwrap@ietf.org>
>>>>            https://www.ietf.org/mailman/listinfo/vwrap
>>>>            =EF=BF=BD
>>>>
>>>>
>>>>
>>>>
>>>>
>>>>    --     --- https://twitter.com/Dzonatas_Sol ---
>>>>    Web Development, Software Engineering, Virtual Reality, Consultant
>>>>
>>>>    _______________________________________________
>>>>    vwrap mailing list
>>>>    vwrap@ietf.org <mailto:vwrap@ietf.org>
>>>>    https://www.ietf.org/mailman/listinfo/vwrap
>>>>
>>>>
>>>>
>>>
>>> --
>>> --- https://twitter.com/Dzonatas_Sol ---
>>> Web Development, Software Engineering, Virtual Reality, Consultant
>>>
>>>
>>
>

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Subject: Re: [vwrap] [wvrap] Simulation consistency
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I've read it, and off hand I would say the "flow" needs further 
definition. Not that you did anything wrong, it just something that 
happens more at the transfer layer from ReST and lower. All the arrows 
you have that go from the Local to External let's consider those 
"forward flow" and those that from from external to local as "reverse 
flow." This becomes more obvious for reasons why when firewalls and 
proxies are in the way and connections may need to exist in opposite of 
the flow. Between unidirectional and bidirectional flows is were this 
discussion digresses to vanilla HTTP/caps and not fully ReSTful as desired.

See also this doc on "forward/reverse" how Icesphere handles the 
implementation of bidirectional resources: 
http://wiki.secondlife.com/wiki/User:Dzonatas_Sol/SNOW-375_Resources/Interface

I think you already see the higher-level request to begin capability, 
end capability, and determine if it needs to request capabilities. With 
bidirectional resources, there are less requests for capabilities and 
mainly need for digests of capabilities that begin and end. With 
unidirectional resources, there are needs to request capabilities, that 
(currently on servers) begin as private capabilities. Also with 
unidirectional resources, there are keep-alives and long-poll 
requirements on the resources, which isn't mandatory on bidirectional 
resources. Bidirectional resources can use more ReSTful credentials, so 
there would be no need to request capabilities (only need to know they 
are capable by the digests).

I imagine two big polygons around the Local and External areas on the 
diagrams, yet to further image the arrows on actual flow might not be so 
trivial as the desired flow noted. Then again, split the viewer out for 
local agent services and maybe it will appear trivial.

Vaughn Deluca wrote:
> VWRAP services high level message flow (preliminary diagram draft) see
>
> http://trac.tools.ietf.org/wg/vwrap/trac/attachment/wiki/Diagrams/VWRAP_FlowExample_VD1.pdf
>
> The main reason that i am submitting this in spite of my lack of 
> formal expertise is that the group in my view badly needs a solid 
> basis for discussion and preventing endless repeating loops. This 
> example is probably wrong in many ways, but its better than what we 
> have publicly available on interop now (although Morgaine is working 
> on something along the lines of the recent discussions here) 
>
> I hope this diagram will give us a base for discussion. I could have 
> done my homework better by researching the old OGP stuff in more 
> depth, and i probably  will do so in the future , but for now I just 
> tried to followed the general principles as far as i understand them, 
> to see what response that yields from the group. In other words,I try 
> to let the group educate me :p
>
> Note that in  my view all services are equal, in principle it does not 
> matter in what "domain" they run, since trust and policy are fully 
> localized. It is however very possible to have internal shortcuts in 
> the services to speed up processing. 
>
> In the example I opted for an external Agent service, but I could as 
> well have incorporated that in the set of local services. As indicated 
> above all services could also be run by different organisations, true 
> to what VWRAP stands for. Its all up to the deployer, including a user 
> at home who might want to run a full world for family and friends. 
> Those friends might try to use that agent service to venture out in 
> the virtual universe. 
> I envision that the final identity  provider is external, using OpenID 
> and OAut  or whatever other  magic that I do not yet fully understand 
> exists out there.
>
> The  example has 3 main purposes:
> -  Provide a reference for discussion 
> - Illustrates the use case of tourism, and *true* interop.
> - Illustrate consistency problems along the lines discussed  here 
> higher up in this tread, as well as the "slashdot" problem that 
> Morgaine outlined so clearly.
>
> The message flow assumes an avatar already present in some region, (a 
> small scale local home region in this case, but that is by no means 
> essential, it could be a build in region in the viewer or a big 
> commercial region). The user is preparing for a trip to immersive 
> world, and after some outfit adjustments moves over. 
>
> Finally i apologize for for the simplistic notation used here. I 
> simply add the most relevant parameters passed in square brackets to a 
> keyword specifying the nature of the message. Please improve on that 
> where needed.
>
> So here we go, the avatar is  prepare for a visit to "immersive world"
> 0)  Viewer, here is an update of the state of the world your agent is 
> in, please render.
> 1)  Agent service, I will go in my Zodiac dress that i keep in the 
>  "Amazing assets" service.
> 2)  Asset service A, please send a cap for Z, here are my credentials
> 3)  Your fine, here is the cap
> 4)  Local region, can you please put this on my agent, i included the cap.
> 5)  Hello asset service A, i need Z, here is the cap
> 6)  Cap is good, data coming up, have fun.
> 7)  Agent service, your agent is now wearing Z
> 8)  Viewer, your avatar is now wearing Z
>     User: Hmm, amazing inventory has not been *that* amazing lately. 
> 'll make a backup, just in case
> 9)  Hello asset service A, please send me a cap for Z, here are my 
> credentials
> 10) Your fine, here is the cap
> 11) Local asset storage, please store Z for me, here is the cap to get it
> 12) Hello asset service A, i want Z, here is the cap
> 13) Cap is good, data coming up, have fun.
> 14) Viewer, Z is now stored for you 
>     User: I am Ready!, Lets try to get to immersive world!
> 15) Hello immersive world, can i get in? Here are my credentials, and 
> a list of my stuff.
> 16) Asset service A, please send me a cap for X, here are my 
> credentials (I want this cap for consistency)
> 17) Your fine, here is the cap
> 18) Asset service B, please send me a cap for Y, here are my 
> credentials (I want this cap for consistency)
> 19) Very sorry, but your not one of us, you can't have Y
> 20) Asset service B, please send me a cap for Z, here are my 
> credentials (I want a cap for consistency)
> [Region service: Timeout... amazing inventory must be overloaded.. oh 
> well... ]
> 21) Agent service, you wanted to send somebody over, here are your 
> permissions.
> 22) Viewer, you asked for a transfer try, here are your results
>      User thinks:  Crap! Big asset service does not allow  me to take 
> my yellow stockings! And Amazing assets  failed to deliver my zodiac 
> dress. At least i made a backup of that dress!
> 23) 'll take the yellow stockings off...
> 24) ... done ('ll trash them here and now, forever, who needs stuff 
> you can't use!)
> 25) The zodiac dress was not delivered by Big assets service, but i 
> have a local copy!
> 26) Local Asset service, please send me Z, here are my credentials
> 27) I dont know you, but I 'll trust you, here is the cap, but you 
> better store the data, its single use, i need to protect myself.
> 28) Local region, can you please put this on my agent, i include the cap.
> 29) Local Asset service, i need Z, here is the cap
> 30) Cap is good, data coming up, have fun.
> 31) Cap was only good for one time, I made a copy, but my policy is to 
> only grant you fair use rights, at a later time i might even tell you 
> to replace the dress.
> 32) Viewer, you can wear Z for now, but the asset service granted only 
> fair use, i might ask you to replace the dress at a later time.
> 33) Ready at last! Off to immersive world!, I hope its not to crowded 
> there or 'll loose my dress...
> 34) Hello immersive world, here are my credentials, and a list of 
> stuff i want to bring
> 35) Hello asset service A, please send me a cap for X, here are my 
> credentials 
>     [darn, I should have kept that cap from last time..]
> 36) Your fine, here is the cap.
>    [Region service finds fair-use warning on Z and decides to make its 
> own copy]
> 37) Hello Local region, can i still have Z? Here is the cap 
> 38) Cap is still good, data coming up, have fun.
>    [Region service stores asset in private storage, providing a cap to 
> replace the fair use one]
> 39) Agent service, you wanted to send somebody over, here are your 
> permissions & info.
> 40) Hello immersive world, just  get me there, and use what you can
> 41) Placement done, Z is currently buffered by us as wel, you need to 
> get details for X, have fun.
> 42) You are now in immersive world, your dress is buffered there as 
> well, but you need to get X!
> 43) Hello asset service A, i want X, here is the cap
> 44) Cap is good, data coming up, have fun.
> 45) Viewer, here is an update of the state of the world your agent is 
> in, please render.
>
> As far as I can see this conforms fully to our charter, and i hope it 
> is possible to use large portions of the existing code bases. However, 
> as said above, i did not really try to capture the old thinking, and I 
> also might have misconceptions about the way to do these things in 
> general.
> Looking forward to constructive comments.
>
> -- Vaughn
>
> On Sun, Apr 3, 2011 at 8:38 PM, Vaughn Deluca <vaughn.deluca@gmail.com 
> <mailto:vaughn.deluca@gmail.com>> wrote:
>
>     Thanks for the pointers.  I have a  busy week in RL in front of
>     me, so i wont have to much time to respond the next few days,
>     however, i intend to start doing the following things:
>
>     - Produce a visual that reflects my thinking, i.e. an illustration
>     of my response to Morgaine's itemlist  above.
>     - Read up on the older notes, as well as  more reading in the list
>     archive
>     - Try to make a summary for the wiki
>
>     Regarding the use of domain, I think services are eventually what
>     counts, but its all terminology. The way I read the AWG diagrams
>     is that the agent domain is actually a cluster of tightly
>     integrated services. When the functionality of each sub-service is
>     described properly and with uniform interfaces the domain will
>     slowly dissolve. But let not get ahead of out selfs. We should put
>     up some clear descriptions on the wiki for our views on this, and
>     *after* that we can decide what we need and what can go.
>
>     Its been a very useful and illuminating weekend for me, and i am a
>     lot more optimistic about the future of vwrap than two weeks ago.
>
>     -- Vaughn
>
>
>
>     On Sun, Apr 3, 2011 at 7:20 PM, Dzonatas Sol <dzonatas@gmail.com
>     <mailto:dzonatas@gmail.com>> wrote:
>
>         Probably easy as suggested in other terms here on this list,
>         as how the client contacts the asset services now in the
>         regions. The newer issue is to unitize that asset services.
>         Since their is proprietary (legacy) code then we can't expect
>         that to change, and some form of proxy is of need. Whatever
>         works best, I tried to narrow it down to suggestions here.
>
>         Eventually, the agent domain is ideal to handle the direction
>         of the asset services. This concept, unfortunately, ended
>         support awhile ago with changes in LL.
>         Also see; http://wiki.secondlife.com/wiki/Agent_Domain
>         And:
>         http://wiki.secondlife.com/wiki/User:Dzonatas_Sol/AWG_Asset
>         (warn: unstructured collaborative notes, dumped on me and I
>         tried to fix)
>
>         I tried to find previous visuals.
>
>         I'd imagine the agent domain could grow out of unitized
>         versions of asset services. Despite that, I think that concept
>         helps view where we were at in discussion and what didn't happen.
>
>         Vaughn Deluca wrote:
>
>             Hi�Dzonatas
>
>             Can you expand on that, what would be needed for legacy
>             support in VWAP terms�?,
>             If i want to read up on how the�asset server may proxy the
>             simulator, what would you recommend me to read?
>
>             -- Vaughn
>
>             On Sun, Apr 3, 2011 at 5:51 AM, Dzonatas Sol
>             <dzonatas@gmail.com <mailto:dzonatas@gmail.com>
>             <mailto:dzonatas@gmail.com <mailto:dzonatas@gmail.com>>>
>             wrote:
>
>                Some stated the proxy-to-asset-server is built into the
>             sim;
>                however, keep in mind possible legacy support where the
>             asset
>                server may proxy the simulator.
>
>
>                Dzonatas Sol wrote:
>
>                    Somehow I feel the basic asset server being able to
>             login and
>                    download assets is now priority, yet I also
>             wondered the best
>                    way to patch this into the current mode of viewers.
>
>                    Maybe offer (1) by proxy (sim-side) and (2) by patch
>                    (viewer-side) that either of these two are optional and
>                    neither are mandatory for now. Thoughts?
>
>                    Israel Alanis wrote:
>
>
>                        > when designing for scalability, the model to
>             bear in
>                        mind is ...
>
>                        Well, there are a lot of different models to
>             keep in mind,
>                        and many different use cases. One particular
>             use case to
>                        keep in mind is: "User acquires new outfit, and
>             wants to
>                        'show it off' in a highly populated region".
>
>                        > Both worlds and asset services may include
>             commercial,
>                        community, and personal services
>
>                        Yes, yes and yes. I'm particularly concerned
>             about how the
>                        model affects the ability to host personal
>             asset services.
>
>                        > a proxying region, which would get slammed
>             for every
>                        asset worn by every avatar present.
>
>                        Granted the collection of services that are
>             provided by
>                        the region need to be scaled to meet the
>             demands of that
>                        region. That's all part of capacity planning.
>
>                        > regions run many different CPU-intensive tasks,
>                        including physics simulation and server-side
>             scripting,
>                        and absolutely cannot afford to serve assets too
>                        Well... who said the same CPU's have to do
>             proxying,
>                        physics simulation and server-side scripting? Asset
>                        proxying is a different service than physics
>             simulation
>                        and can be on separate hardware, could make use of
>                        geographically distributed caching, and in certain
>                        deployment patterns, the same caching services
>             could be
>                        shared by different regions. (Server-side
>             scripting is a
>                        discussion for another day).
>
>                        > This is why we have to go parallel...
>
>                        Totally agree, and a proxying model could and
>             should also
>                        take advantage of parallelism.
>
>                        > I think you're wrong that it has to cost much
>             money. ?vs?
>                        > It costs money to host a high performance and
>             scalable
>                        asset service and a high bandwidth network to
>             handle the
>                        traffic. �A *lot* of money.
>                        I think what you're saying is: "It costs a lot
>             of money to
>                        build a scalable asset service, but if assets
>             are spread
>                        throughout the internet they don't have to be
>             scalable."
>                        But that's not quite right. You're opening up
>             every asset
>                        server to the VW equivalent of being
>             slashdotted, so are
>                        you sure you're not forcing *every* asset
>             service to be
>                        scalable and handle a lot of bandwith and
>             network traffic?
>                        It's the exact opposite of your intention, but
>             I think
>                        that's the result, all the same.
>
>                        This particular design decision has a big
>             effect on the
>                        economics of the VW infrastructure. I'd rather the
>                        economics to work out such that a region
>             provider who
>                        wishes to build a region that supports a small
>             population,
>                        can do so economically. A region that wants to
>             host a
>                        *large* population has to bear that cost of
>             providing that
>                        scalable asset service.
>                        I want the economics of hosting a small asset
>             service to
>                        be a non-issue (as to best promote creation and
>                        creativity). Creating a high bar to provide
>             asset services
>                        will mean that service will cost money and people
>                        shouldn't have to pay money just to create or
>             own VW
>                        objects (I'm using 'own' here to refer to
>             maintaining
>                        their existence, I'm not trying to make a
>                        'leftist'/'communist' statement about ownership ;)
>
>                        - Izzy
>
>
>                        On Apr 2, 2011, at 3:58 PM, Morgaine wrote:
>
>                            Izzy, when designing for scalability, the
>             model to
>                            bear in mind is that of seasoned virtual world
>                            travelers whose inventories contain assets
>             from many
>                            different worlds, those assets being served
>             by many
>                            different asset services. �Both worlds and
>             asset
>                            services may include commercial, community, and
>                            personal services, and as the metaverse
>             grows, that
>                            set is highly likely to become
>             progressively less
>                            clustered and more diverse.
>
>                            When those seasoned travelers click on an
>             advertised
>                            VW link and perform an inter-world teleport
>             to one
>                            particular world's region to share an
>             experience,
>                            their "worn" assets (the only ones of
>             interest to the
>                            region) will contain references to asset
>             services
>                            spread widely across the Internet. �The
>             fetches by the
>                            travelers' clients occur over many parallel
>             paths from
>                            clients to asset services, so one can
>             reasonably
>                            expect reduced network contention and
>             reduced asset
>                            server loading because they are both spread
>             out over
>                            however many asset services are being
>             referenced by
>                            the overall set of assets in the region.
>
>                            This is very different to the case of a
>             proxying
>                            region, which would get slammed for every
>             asset worn
>                            by every avatar present. �In our current
>             architecture,
>                            regions run many different CPU-intensive tasks,
>                            including physics simulation and server-side
>                            scripting, and absolutely cannot afford to
>             serve
>                            assets too unless your scalability
>             requirements are
>                            very low indeed, ie. just a few dozen
>             avatars of
>                            today's kind. �We've hit the ceiling
>             already on region
>                            scalability done that way. �There is
>             nowhere to go in
>                            that direction at all beyond improving the
>             code like
>                            Intel demonstrated, and that work is
>             subject to a law
>                            of diminishing returns.
>
>                            This is why we have to go parallel, and I
>             think you're
>                            wrong that it has to cost much money. �As
>             we spread
>                            the load across more and more asset
>             services, we are
>                            simply better utilizing all the hardware that's
>                            already out there on the Internet, at least
>             in respect
>                            of community and private resources. �But
>             add to the
>                            community and private resources the
>             commercial asset
>                            services that are likely to appear to
>             exploit this
>                            opportunity, and not only will the number
>             of asset
>                            services leap, but the power of each one
>             will rocket
>                            too, because, after all, these businesses
>             will be
>                            heavily optimized for the job.
>
>                            As to why a world would want clients to access
>                            external asset services instead of
>             providing its own
>                            implementation, that's an easy question.
>             �It costs
>                            money to host a high performance and
>             scalable asset
>                            service and a high bandwidth network to
>             handle the
>                            traffic. �A *lot* of money. �In contrast,
>             it costs a
>                            world nothing to let others serve the assets to
>                            clients. �And that matters to the bottom line.
>
>
>                            Morgaine.
>
>
>
>
>                            ======================
>
>                            On Sat, Apr 2, 2011 at 7:05 PM, Izzy Alanis
>                            <izzyalanis@gmail.com
>             <mailto:izzyalanis@gmail.com> <mailto:izzyalanis@gmail.com
>             <mailto:izzyalanis@gmail.com>>
>                            <mailto:izzyalanis@gmail.com
>             <mailto:izzyalanis@gmail.com>
>
>                            <mailto:izzyalanis@gmail.com
>             <mailto:izzyalanis@gmail.com>>>> wrote:
>
>                            � �> As always though, it's a trade-off,
>             since the
>                            proxied design
>                            � �has very poor scalability compared to the
>                            distributed one.
>
>                            � �I don't agree with that... If a user
>             enters a
>                            highly populated
>                            � �region,
>                            � �every other client is going to (could
>             and should be
>                            trying to)
>                            � �hit the
>                            � �asset server(s) for the assets that the
>             user is
>                            wearing (assuming
>                            � �they're not cached locally). �Every
>             asset server
>                            has to be scaled up
>                            � �to the point that it can handle that
>             load from all
>                            over...
>
>                            � �If I'm hosting a region that supports 10s of
>                            thousands of
>                            � �simultaneous
>                            � �users (thinking of the future), I
>             already have to
>                            scale to meet that
>                            � �demand. If the region is proxying the
>             assets, then,
>                            yes the
>                            � �region has
>                            � �to be scaled to meet that asset demand
>             too, but it
>                            already has to be
>                            � �scaled to meet other demands of being a
>             region
>                            server... and why is
>                            � �scaling those asset proxy services hard?
>             �It's
>                            going to cost $,
>                            � �but is
>                            � �not technically challenging. So, if I
>             want to host
>                            a region like
>                            � �that... sure it will cost me, but the
>             simulation
>                            will be consistent
>                            � �and users will be able to participate
>             equally,
>                            regardless of the
>                            � �capabilities of their individual asset
>             services.
>
>
>
>
>                            � �On Fri, Apr 1, 2011 at 11:55 PM, Morgaine
>                            � �<morgaine.dinova@googlemail.com
>             <mailto:morgaine.dinova@googlemail.com>
>                            <mailto:morgaine.dinova@googlemail.com
>             <mailto:morgaine.dinova@googlemail.com>>
>                            � �<mailto:morgaine.dinova@googlemail.com
>             <mailto:morgaine.dinova@googlemail.com>
>
>                            <mailto:morgaine.dinova@googlemail.com
>             <mailto:morgaine.dinova@googlemail.com>>>> wrote:
>                            � �> Every design choice results in a
>             trade-off,
>                            Vaughn, improving
>                            � �one thing at
>                            � �> the expense of something else. �If
>             every time we
>                            offered a
>                            � �service we had to
>                            � �> inform its users about the downsides
>             of all the
>                            trade-offs we
>                            � �have made,
>                            � �> they would have an awful lot to read. ;-)
>                            � �>
>                            � �> The specific trade-off that you are
>             discussing is no
>                            � �different. �A region
>                            � �> that proxies all content has the
>             "benefit" of
>                            acquiring control
>                            � �from the
>                            � �> asset servers over the items in the
>             region, so
>                            that it can
>                            � �ensure that
>                            � �> everyone in the region not only
>             obtains the items
>                            but obtains
>                            � �the same items
>                            � �> as everyone else. �That does indeed
>             provide a
>                            greater guarantee of
>                            � �> consistency than a deployment in which
>             the region
>                            only passes
>                            � �asset URIs to
>                            � �> clients who then fetch the items from
>             asset services
>                            � �separately. �As always
>                            � �> though, it's a trade-off, since the
>             proxied
>                            design has very
>                            � �poor scalability
>                            � �> compared to the distributed one.
>                            � �>
>                            � �> If we're going to warn users of the
>             potential for
>                            inconsistency
>                            � �in the
>                            � �> distributed deployment as you suggest,
>             are we
>                            also going to
>                            � �warn them of
>                            � �> non-scalability in the proxied one? �I
>             really
>                            don't see much
>                            � �merit in the
>                            � �> idea of warning about design choices.
>             �Many such
>                            choices are
>                            � �technical, and
>                            � �> the issues are quite likely to be of
>             little
>                            interest to
>                            � �non-technical users
>                            � �> anyway. �In any case, the better
>             services are
>                            likely to provide
>                            � �such
>                            � �> information in their online
>             documentation, I
>                            would guess.
>                            � �>
>                            � �> You mentioned users "voting with their
>             feet" or
>                            choosing to
>                            � �accept the risk
>                            � �> of inconsistency. �Well that will
>             happen anyway,
>                            when services
>                            � �fail and
>                            � �> users get annoyed. �If some asset
>             services refuse
>                            to send the
>                            � �requested
>                            � �> items to some users, those services
>             will get a
>                            bad reputation
>                            � �and people
>                            � �> will choose different asset services
>             instead.
>                            �Likewise, if a
>                            � �world service
>                            � �> proxies everything and so it can't
>             handle a large
>                            number of
>                            � �assets or of
>                            � �> people, users will get annoyed at the
>             lag and will go
>                            � �elsewhere. �This user
>                            � �> evaluation and "voting with their
>             feet" happens
>                            already with
>                            � �online services
>                            � �> all over the Internet, and I am sure
>             that this
>                            human process
>                            � �will continue
>                            � �> to work when the services are asset
>             and region
>                            services.
>                            � �>
>                            � �> Back in September 2010, I wrote this
>             post which
>                            proposes that
>                            � �we use in
>                            � �> VWRAP a form of asset addressing that
>             provides
>                            massive
>                            � �scalability at the
>                            � �> same time as a very high degree of
>             resilience --
>                            � �>
>                            �
>                          
>              �http://www.ietf.org/mail-archive/web/vwrap/current/msg00463.html
>                            � �. �It is
>                            � �> based on the concept of the URI
>             containing a host
>                            part and a
>                            � �hash part,
>                            � �> where the hash is generated (once, at
>             the time of
>                            storage to
>                            � �the asset
>                            � �> service) using a specified digest
>             algorithm over
>                            the content of
>                            � �the asset
>                            � �> being referenced. �You may wish to
>             note that if
>                            this design
>                            � �were used, the
>                            � �> failure of an asset service to deliver a
>                            requested item would
>                            � �result in a
>                            � �> failover request for the item to one
>             or more
>                            backup services,
>                            � �using the same
>                            � �> hash part but with a different host
>             address.
>                            � �>
>                            � �> This can go some way towards
>             overcoming the
>                            problem that you
>                            � �think might
>                            � �> occur when assets are fetched by
>             clients from
>                            asset services
>                            � �directly.
>                            � �> Although it won't help when the
>             missing item is
>                            available from
>                            � �only a single
>                            � �> asset service, it will help in many
>             other cases,
>                            and it will
>                            � �compensate for
>                            � �> service failures and network outages
>                            automatically at the same
>                            � �time.
>                            � �>
>                            � �> PS. This design for hash-based asset
>             addressing
>                            is already
>                            � �being tested by
>                            � �> Mojito Sorbet in her experimental
>             world and
>                            client. �It would give
>                            � �> VWRAP-based worlds an improved level
>             of service
>                            availability,
>                            � �so I think it
>                            � �> should be a core feature of our protocol.
>                            � �>
>                            � �>
>                            � �> Morgaine.
>                            � �>
>                            � �>
>                            � �>
>                            � �>
>                            � �> ===========================
>                            � �>
>                            � �> On Fri, Apr 1, 2011 at 11:17 PM,
>             Vaughn Deluca
>                            � �<vaughn.deluca@gmail.com
>             <mailto:vaughn.deluca@gmail.com>
>                            <mailto:vaughn.deluca@gmail.com
>             <mailto:vaughn.deluca@gmail.com>>
>                            <mailto:vaughn.deluca@gmail.com
>             <mailto:vaughn.deluca@gmail.com>
>                            <mailto:vaughn.deluca@gmail.com
>             <mailto:vaughn.deluca@gmail.com>>>>
>                            � �> wrote:
>                            � �>>
>                            � �>> This is a question i discussed with
>             Morgaine
>                            off-list a while
>                            � �ago (I
>                            � �>> intended to send it to the list but
>             pushed the
>                            wrong button...) I
>                            � �>> think we need to address this
>             problem, and
>                            decide how to deal
>                            � �with it.
>                            � �>>
>                            � �>> �In Davids deployment draft, section
>             7.3.1.1 an
>                            overview is
>                            � �given van
>                            � �>> ways to deliver content to the
>             region. One way
>                            is only passing a
>                            � �>> capability that allows access to
>             (part of) the
>                            resource:
>                            � �>>
>                            � �>> � � � � � 7.3.1.1. �Content delivery
>             models
>                            � �>> � � � � � A range of possible
>             represenations can
>                            be passed to
>                            � �a region for
>                            � �>> � � � � � simulation. [...] The other
>             end of the
>                            delivery spectrum
>                            � �>> involves passing
>                            � �>> � � � � � only a URI or capability
>             used to
>                            access the rendering
>                            � �>> information and a
>                            � �>> � � � � � collision mesh,and related
>             data for
>                            physical simulation.
>                            � �>> � � � � � In such a model, the client is
>                            responsible for
>                            � �fetching the
>                            � �>> additional
>                            � �>> � � � � � information needed to
>             render the
>                            item's visual
>                            � �presence from a
>                            � �>> separate
>                            � �>> � � � � � service. �This fetch can be
>             done
>                            *under the
>                            � �credentials of the
>                            � �>> end user*
>                            � �>> � � � � � viewing the material [my
>             emphasis--VD]
>                            , and
>                            � �divorces the
>                            � �>> simulation from
>                            � �>> � � � � � the trust chain needed to
>             manage
>                            content. �Any
>                            � �automation
>                            � �>> is done on a
>                            � �>> � � � � � separate host which the content
>                            creator or owner trusts,
>                            � �>> interacting with the
>                            � �>> � � � � � object through remoted
>             interfaces.
>                            � �>>
>                            � �>> �I can see the need for such a setup,
>             however, i
>                            feel we are
>                            � �>> unpleasantly close to a situation
>             were the
>                            coherence of the
>                            � �simulation
>                            � �>> falls apart.
>                            � �>> In this deployment pattern the region
>             advertises
>                            the presence
>                            � �of the
>                            � �>> asset, and *some* clients will be
>             able to get it
>                            as expected,
>                            � �while
>                            � �>> -based on the arbitrary whims of the
>             asset
>                            service- others
>                            � �might not.
>                            � �>>
>                            � �>> My hope would be that after the asset
>             server
>                            provides the
>                            � �region with
>                            � �>> the capability to get the asset, it
>             gives up
>                            control. That
>                            � �would mean
>                            � �>> that if the client finds the
>             inventory server is
>                            unwilling to
>                            � �serve
>                            � �>> the content - in spire of the region
>             saying it
>                            is present-,
>                            � �the client
>                            � �>> should be able to turn around ask the
>             *region*
>                            for the asset,
>                            � �(and get
>                            � �>> is after all).
>                            � �>>
>                            � �>> �If that is not the case, -and there are
>                            probably good reasons
>                            � �for the
>                            � �>> deployment pattern as described-
>             �shouldn't we
>                            *warn* clients
>                            � �that the
>                            � �>> region might be inconsistent, so the
>             users
>                            behind the client
>                            � �can vote
>                            � �>> with their feet, (or take the risk)?
>                            � �>>
>                            � �>> --Vaughn
>                            � �>>
>             _______________________________________________
>                            � �>> vwrap mailing list
>                            � �>> vwrap@ietf.org
>             <mailto:vwrap@ietf.org> <mailto:vwrap@ietf.org
>             <mailto:vwrap@ietf.org>>
>                            <mailto:vwrap@ietf.org
>             <mailto:vwrap@ietf.org> <mailto:vwrap@ietf.org
>             <mailto:vwrap@ietf.org>>>
>
>                            � �>>
>             https://www.ietf.org/mailman/listinfo/vwrap
>                            � �>
>                            � �>
>                            � �>
>             _______________________________________________
>                            � �> vwrap mailing list
>                            � �> vwrap@ietf.org <mailto:vwrap@ietf.org>
>             <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>>
>                            <mailto:vwrap@ietf.org
>             <mailto:vwrap@ietf.org> <mailto:vwrap@ietf.org
>             <mailto:vwrap@ietf.org>>>
>
>                            � �>
>             https://www.ietf.org/mailman/listinfo/vwrap
>                            � �>
>                            � �>
>
>
>
>                      
>              ------------------------------------------------------------------------
>
>                        _______________________________________________
>                        vwrap mailing list
>                        vwrap@ietf.org <mailto:vwrap@ietf.org>
>             <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>>
>                        https://www.ietf.org/mailman/listinfo/vwrap
>                        �
>
>
>
>
>
>                --     --- https://twitter.com/Dzonatas_Sol ---
>                Web Development, Software Engineering, Virtual Reality,
>             Consultant
>
>                _______________________________________________
>                vwrap mailing list
>                vwrap@ietf.org <mailto:vwrap@ietf.org>
>             <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>>
>                https://www.ietf.org/mailman/listinfo/vwrap
>
>
>
>
>         -- 
>         --- https://twitter.com/Dzonatas_Sol ---
>         Web Development, Software Engineering, Virtual Reality, Consultant
>
>
>
> ------------------------------------------------------------------------
>
> _______________________________________________
> vwrap mailing list
> vwrap@ietf.org
> https://www.ietf.org/mailman/listinfo/vwrap
>   


-- 
--- https://twitter.com/Dzonatas_Sol ---
Web Development, Software Engineering, Virtual Reality, Consultant


From carlo@alinoe.com  Fri Apr  8 13:32:21 2011
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Date: Fri, 8 Apr 2011 22:34:02 +0200
From: Carlo Wood <carlo@alinoe.com>
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Subject: [vwrap] Is 'Data Z' immutable (like a git snapshot)?
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This is very nice work and I think it clarifies a lot.

I have a few very basic questions.

I see that you request Z from two different Asset servers
(originally A, but also C when a backup has been stored there).

No matter how you look at it, that is distributed storage:
compare it with git or mercurial; if Z on A could be changed
then the backup would be out dated, and that is not what
we want. So, I conclude that 'Z' (or rather, then handle
used to refer to Z when asking for it) therefore refers to
a unmodifiable data (compare git's hex ID's that point to
a snapshot).

1) Is that correct?

If it is correct and the handle for Z used in messages
like "give me a cap for Z" refer to immutable data, then
the most logical thing to do would be to use a (large)
hash value of the data (ie, md5) or an UUID that was
generated when the data was last changed (which is less
good because it would cause duplicated data when something
is changed back to what it was before), or to use an
ID that is less large, but whose uniqueness would be
guaranteed by including a (for that authority unique) ID
of the authority that made the last change. The advantage
of the latter is less bandwidth (smaller ID's) and knowledge
of the authority right into the ID of something (handy
for routing). Disadvantages are: it suffers from the same
as the UUID in that it will duplicate data whenever the
same data is generated and it requires administration to
make sure that every authority has a unique ID (compare
giving people unique IP addresses).

2) Which of those is used? has, UUID or smaller specially
crafted ID?

3) What would happen if someone gets a cap for Z, a
modifiable object; then the object is modified and then
the cap is used? Does the cap have a guaranteed life time?

4) If not every previous state of an object is kept
eternally and after changing some object old caps (and
their static data) disappear - then how will the asset
servers that contain copies know that? They are not
necessarily aware that anything changed at all for
that object, so they can't know what the life time
is. It seems that once you make a copy you are doomed
to keep it forever or do garbage collection for assets
that are never accessed anymore.

5) I can image that at SOME TIME in the future we want
a few bit (or more) that ARE mutable-- despite that the
asset ID (Z) refers to snapshot (immutable) data.
Are we going to build into the protocol a provision for
such mutable bits?

This would mean, in the case that the ID is a hash (ie md5)
that the asset Data exists of a payload that the hash is
taken over plus a mutable part that is not considered for
the hash. Obviously, such data then could get desynced
between assets servers with copies.

-- 
Carlo Wood <carlo@alinoe.com>

From morgaine.dinova@googlemail.com  Fri Apr  8 16:16:33 2011
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From: Morgaine <morgaine.dinova@googlemail.com>
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Subject: Re: [vwrap] [wvrap] Simulation consistency
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Excellent work, Vaughn!

You're right, I am working on something related to this, specifically a
design study for the Tourism use case.  It happens to end with a protocol
sequence diagram presented as a table of text, so I was very pleased to see
your highly relevant diagram.  Yours captures part of my use case, and it's
a lot prettier than my text format. :P

I was particularly impressed by the way you start off with completely
separable services right from the start.  Since separable services can be
put together under a single administrative domain very easily, whereas
separating conjoined services is not easy at all, I think you've started
this off perfectly for the VWRAP approach to services.

Because you have separated the services so well, your suggested protocol
flow could be said to to be targeting some kind of "*superset of all VWRAP
deployments*" deployment. :-)  Although it's logically structured, it's a
sort of worst-case scenario (or lawyer's delight) in which everyone has to
ask everyone else for permission to do anything, regardless of whether
permission is actually required or not.

That's viable, but less than optimal.  Specifically, you are working to the
principle of "The heaviest burden required by anyone must be borne by
everyone."  I have been trying to stick to the opposite principle of "A
burden should be borne only by those whose use case requires it", which is
both fairer and more efficient.

To illustrate this, consider the case of an asset service which serves (by
choice) only Creative Commons licensed assets --- an extremely important us=
e
case which could well become the dominant one in an open metaverse of
community worlds.  Who knows, it could be operated by Debian, or Blender, o=
r
OSgrid, or even Google Warehouse. :P

In such a scenario, because the license on all the assets in the asset
service permits unchecked distribution to all destinations in perpetuity,
the vast majority of all the request-grant protocol flows in your diagram
are superfluous when the assets come from this repository.  By using a
protocol which understands *WHEN* it needs to ask a question, a large amoun=
t
of cumulative round-trip time latency (and its resulting lag) can be avoide=
d
entirely.  This is also true on a per-asset basis if an asset service serve=
s
a mixture of encumbered and freely distributable assets, except that then
the difference would be seen per-asset instead of per asset service.

For such freely distributable assets, the agent service doesn't need to do
anything at all beyond recording the addresses of assets which are currentl=
y
being worn by the agent.  Since you start off your trip (sensibly) by
checking your clothing at home before you leave, you'll notice a broken
asset service locally anyway since your viewer will be trying to fetch it
for local viewing.  The agent service need do nothing at all, beyond record
the addresses of top level items.  (In my design study, I refer to a *Worn
Assets List *which is held by the user's agent service, and which is
entirely separate from any concept of inventory.)

Likewise, region services don't need to fetch the graphic assets normally
either (unless they opt to proxy them), but only pass the addresses of thos=
e
assets around to all the other agents in the corresponding region, so the
request-grant exchanges between regions and asset services can be avoided i=
n
this case.  (Regions will be requesting other server-side data though, for
example the bounding box information or collision mesh of an asset, which
typically the viewer would not be fetching.)

That's not the end of the "*no unnecessary burden*" issue yet though,
because even if you removed all the unnecessary request-grant protocol
flows, you're still making the incorrect assumption that assets *ALL NEED T=
O
BE RESTRICTED* by the mere fact of asking for caps to everything.  This
itself is wrong.  The logic need to first determine whether a cap is needed
for fetching a given asset, and if it's not needed then the fetch can be
done by the viewer or region without this protocol burden at all.

So you see, there is a fundamental assumption in your nicely laid out flows
that all assets must be tied up in heavy red tape by the needs of the most
burdensome use case.  I don't agree with that, neither on principle nor on
engineering grounds.

Many of the flows you have shown are exactly what we need for securing
access to proprietary resources, but not all resources have that burden, an=
d
I would want to elide a number of the flows away entirely when an asset
service allows it.

To put it another way, the data is king, and protocol flows should reflect
the requirements imposed by data, not the other way around.

I need this expressed in your flows, possibly as asset requirement
annotations.


PS.  Great work Vaughn, I think this gives us a wonderful launching point!


Morgaine.




=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D


On Fri, Apr 8, 2011 at 5:40 PM, Vaughn Deluca <vaughn.deluca@gmail.com>wrot=
e:

> VWRAP services high level message flow (preliminary diagram draft) see
>
>
> http://trac.tools.ietf.org/wg/vwrap/trac/attachment/wiki/Diagrams/VWRAP_F=
lowExample_VD1.pdf
>
> The main reason that i am submitting this in spite of my lack of formal
> expertise is that the group in my view badly needs a solid basis for
> discussion and preventing endless repeating loops. This example is probab=
ly
> wrong in many ways, but its better than what we have publicly available o=
n
> interop now (although Morgaine is working on something along the lines of
> the recent discussions here)
>
> I hope this diagram will give us a base for discussion. I could have done
> my homework better by researching the old OGP stuff in more depth, and i
> probably  will do so in the future , but for now I just tried to followed
> the general principles as far as i understand them, to see what response
> that yields from the group. In other words,I try to let the group educate=
 me
> :p
>
> Note that in  my view all services are equal, in principle it does not
> matter in what "domain" they run, since trust and policy are fully
> localized. It is however very possible to have internal shortcuts in the
> services to speed up processing.
>
> In the example I opted for an external Agent service, but I could as well
> have incorporated that in the set of local services. As indicated above a=
ll
> services could also be run by different organisations, true to what VWRAP
> stands for. Its all up to the deployer, including a user at home who migh=
t
> want to run a full world for family and friends. Those friends might try =
to
> use that agent service to venture out in the virtual universe.
> I envision that the final identity  provider is external, using OpenID an=
d
> OAut  or whatever other  magic that I do not yet fully understand exists =
out
> there.
>
> The  example has 3 main purposes:
> -  Provide a reference for discussion
> - Illustrates the use case of tourism, and *true* interop.
> - Illustrate consistency problems along the lines discussed  here higher =
up
> in this tread, as well as the "slashdot" problem that Morgaine outlined s=
o
> clearly.
>
> The message flow assumes an avatar already present in some region, (a sma=
ll
> scale local home region in this case, but that is by no means essential, =
it
> could be a build in region in the viewer or a big commercial region). The
> user is preparing for a trip to immersive world, and after some outfit
> adjustments moves over.
>
> Finally i apologize for for the simplistic notation used here. I simply a=
dd
> the most relevant parameters passed in square brackets to a keyword
> specifying the nature of the message. Please improve on that where needed=
.
>
> So here we go, the avatar is  prepare for a visit to "immersive world"
> 0)  Viewer, here is an update of the state of the world your agent is in,
> please render.
> 1)  Agent service, I will go in my Zodiac dress that i keep in the
>  "Amazing assets" service.
> 2)  Asset service A, please send a cap for Z, here are my credentials
> 3)  Your fine, here is the cap
> 4)  Local region, can you please put this on my agent, i included the cap=
.
> 5)  Hello asset service A, i need Z, here is the cap
> 6)  Cap is good, data coming up, have fun.
> 7)  Agent service, your agent is now wearing Z
> 8)  Viewer, your avatar is now wearing Z
>     User: Hmm, amazing inventory has not been *that* amazing lately. 'll
> make a backup, just in case
> 9)  Hello asset service A, please send me a cap for Z, here are my
> credentials
> 10) Your fine, here is the cap
> 11) Local asset storage, please store Z for me, here is the cap to get it
> 12) Hello asset service A, i want Z, here is the cap
> 13) Cap is good, data coming up, have fun.
> 14) Viewer, Z is now stored for you
>     User: I am Ready!, Lets try to get to immersive world!
> 15) Hello immersive world, can i get in? Here are my credentials, and a
> list of my stuff.
> 16) Asset service A, please send me a cap for X, here are my credentials =
(I
> want this cap for consistency)
> 17) Your fine, here is the cap
> 18) Asset service B, please send me a cap for Y, here are my credentials =
(I
> want this cap for consistency)
> 19) Very sorry, but your not one of us, you can't have Y
> 20) Asset service B, please send me a cap for Z, here are my credentials =
(I
> want a cap for consistency)
> [Region service: Timeout... amazing inventory must be overloaded.. oh
> well... ]
> 21) Agent service, you wanted to send somebody over, here are your
> permissions.
> 22) Viewer, you asked for a transfer try, here are your results
>      User thinks:  Crap! Big asset service does not allow  me to take my
> yellow stockings! And Amazing assets  failed to deliver my zodiac dress. =
At
> least i made a backup of that dress!
> 23) 'll take the yellow stockings off...
> 24) ... done ('ll trash them here and now, forever, who needs stuff you
> can't use!)
> 25) The zodiac dress was not delivered by Big assets service, but i have =
a
> local copy!
> 26) Local Asset service, please send me Z, here are my credentials
> 27) I dont know you, but I 'll trust you, here is the cap, but you better
> store the data, its single use, i need to protect myself.
> 28) Local region, can you please put this on my agent, i include the cap.
> 29) Local Asset service, i need Z, here is the cap
> 30) Cap is good, data coming up, have fun.
> 31) Cap was only good for one time, I made a copy, but my policy is to on=
ly
> grant you fair use rights, at a later time i might even tell you to repla=
ce
> the dress.
> 32) Viewer, you can wear Z for now, but the asset service granted only fa=
ir
> use, i might ask you to replace the dress at a later time.
> 33) Ready at last! Off to immersive world!, I hope its not to crowded the=
re
> or 'll loose my dress...
> 34) Hello immersive world, here are my credentials, and a list of stuff i
> want to bring
> 35) Hello asset service A, please send me a cap for X, here are my
> credentials
>     [darn, I should have kept that cap from last time..]
> 36) Your fine, here is the cap.
>    [Region service finds fair-use warning on Z and decides to make its ow=
n
> copy]
> 37) Hello Local region, can i still have Z? Here is the cap
> 38) Cap is still good, data coming up, have fun.
>    [Region service stores asset in private storage, providing a cap to
> replace the fair use one]
> 39) Agent service, you wanted to send somebody over, here are your
> permissions & info.
> 40) Hello immersive world, just  get me there, and use what you can
> 41) Placement done, Z is currently buffered by us as wel, you need to get
> details for X, have fun.
> 42) You are now in immersive world, your dress is buffered there as well,
> but you need to get X!
> 43) Hello asset service A, i want X, here is the cap
> 44) Cap is good, data coming up, have fun.
> 45) Viewer, here is an update of the state of the world your agent is in,
> please render.
>
> As far as I can see this conforms fully to our charter, and i hope it is
> possible to use large portions of the existing code bases. However, as sa=
id
> above, i did not really try to capture the old thinking, and I also might
> have misconceptions about the way to do these things in general.
> Looking forward to constructive comments.
>
> -- Vaughn
>
> On Sun, Apr 3, 2011 at 8:38 PM, Vaughn Deluca <vaughn.deluca@gmail.com>wr=
ote:
>
>> Thanks for the pointers.  I have a  busy week in RL in front of me, so i
>> wont have to much time to respond the next few days, however, i intend t=
o
>> start doing the following things:
>>
>> - Produce a visual that reflects my thinking, i.e. an illustration of my
>> response to Morgaine's itemlist  above.
>> - Read up on the older notes, as well as  more reading in the list archi=
ve
>> - Try to make a summary for the wiki
>>
>> Regarding the use of domain, I think services are eventually what counts=
,
>> but its all terminology. The way I read the AWG diagrams is that the age=
nt
>> domain is actually a cluster of tightly integrated services. When the
>> functionality of each sub-service is described properly and with uniform
>> interfaces the domain will slowly dissolve. But let not get ahead of out
>> selfs. We should put up some clear descriptions on the wiki for our view=
s on
>> this, and *after* that we can decide what we need and what can go.
>>
>> Its been a very useful and illuminating weekend for me, and i am a lot
>> more optimistic about the future of vwrap than two weeks ago.
>>
>> -- Vaughn
>>
>>
>>
>> On Sun, Apr 3, 2011 at 7:20 PM, Dzonatas Sol <dzonatas@gmail.com> wrote:
>>
>>> Probably easy as suggested in other terms here on this list, as how the
>>> client contacts the asset services now in the regions. The newer issue =
is to
>>> unitize that asset services. Since their is proprietary (legacy) code t=
hen
>>> we can't expect that to change, and some form of proxy is of need. What=
ever
>>> works best, I tried to narrow it down to suggestions here.
>>>
>>> Eventually, the agent domain is ideal to handle the direction of the
>>> asset services. This concept, unfortunately, ended support awhile ago w=
ith
>>> changes in LL.
>>> Also see; http://wiki.secondlife.com/wiki/Agent_Domain
>>> And: http://wiki.secondlife.com/wiki/User:Dzonatas_Sol/AWG_Asset (warn:
>>> unstructured collaborative notes, dumped on me and I tried to fix)
>>>
>>> I tried to find previous visuals.
>>>
>>> I'd imagine the agent domain could grow out of unitized versions of ass=
et
>>> services. Despite that, I think that concept helps view where we were a=
t in
>>> discussion and what didn't happen.
>>>
>>> Vaughn Deluca wrote:
>>>
>>>> Hi=EF=BF=BDDzonatas
>>>>
>>>> Can you expand on that, what would be needed for legacy support in VWA=
P
>>>> terms=EF=BF=BD?,
>>>> If i want to read up on how the=EF=BF=BDasset server may proxy the sim=
ulator,
>>>> what would you recommend me to read?
>>>>
>>>> -- Vaughn
>>>>
>>>> On Sun, Apr 3, 2011 at 5:51 AM, Dzonatas Sol <dzonatas@gmail.com<mailt=
o:
>>>> dzonatas@gmail.com>> wrote:
>>>>
>>>>    Some stated the proxy-to-asset-server is built into the sim;
>>>>    however, keep in mind possible legacy support where the asset
>>>>    server may proxy the simulator.
>>>>
>>>>
>>>>    Dzonatas Sol wrote:
>>>>
>>>>        Somehow I feel the basic asset server being able to login and
>>>>        download assets is now priority, yet I also wondered the best
>>>>        way to patch this into the current mode of viewers.
>>>>
>>>>        Maybe offer (1) by proxy (sim-side) and (2) by patch
>>>>        (viewer-side) that either of these two are optional and
>>>>        neither are mandatory for now. Thoughts?
>>>>
>>>>        Israel Alanis wrote:
>>>>
>>>>
>>>>            > when designing for scalability, the model to bear in
>>>>            mind is ...
>>>>
>>>>            Well, there are a lot of different models to keep in mind,
>>>>            and many different use cases. One particular use case to
>>>>            keep in mind is: "User acquires new outfit, and wants to
>>>>            'show it off' in a highly populated region".
>>>>
>>>>            > Both worlds and asset services may include commercial,
>>>>            community, and personal services
>>>>
>>>>            Yes, yes and yes. I'm particularly concerned about how the
>>>>            model affects the ability to host personal asset services.
>>>>
>>>>            > a proxying region, which would get slammed for every
>>>>            asset worn by every avatar present.
>>>>
>>>>            Granted the collection of services that are provided by
>>>>            the region need to be scaled to meet the demands of that
>>>>            region. That's all part of capacity planning.
>>>>
>>>>            > regions run many different CPU-intensive tasks,
>>>>            including physics simulation and server-side scripting,
>>>>            and absolutely cannot afford to serve assets too
>>>>            Well... who said the same CPU's have to do proxying,
>>>>            physics simulation and server-side scripting? Asset
>>>>            proxying is a different service than physics simulation
>>>>            and can be on separate hardware, could make use of
>>>>            geographically distributed caching, and in certain
>>>>            deployment patterns, the same caching services could be
>>>>            shared by different regions. (Server-side scripting is a
>>>>            discussion for another day).
>>>>
>>>>            > This is why we have to go parallel...
>>>>
>>>>            Totally agree, and a proxying model could and should also
>>>>            take advantage of parallelism.
>>>>
>>>>            > I think you're wrong that it has to cost much money. ?vs?
>>>>            > It costs money to host a high performance and scalable
>>>>            asset service and a high bandwidth network to handle the
>>>>            traffic. =EF=BF=BDA *lot* of money.
>>>>            I think what you're saying is: "It costs a lot of money to
>>>>            build a scalable asset service, but if assets are spread
>>>>            throughout the internet they don't have to be scalable."
>>>>            But that's not quite right. You're opening up every asset
>>>>            server to the VW equivalent of being slashdotted, so are
>>>>            you sure you're not forcing *every* asset service to be
>>>>            scalable and handle a lot of bandwith and network traffic?
>>>>            It's the exact opposite of your intention, but I think
>>>>            that's the result, all the same.
>>>>
>>>>            This particular design decision has a big effect on the
>>>>            economics of the VW infrastructure. I'd rather the
>>>>            economics to work out such that a region provider who
>>>>            wishes to build a region that supports a small population,
>>>>            can do so economically. A region that wants to host a
>>>>            *large* population has to bear that cost of providing that
>>>>            scalable asset service.
>>>>            I want the economics of hosting a small asset service to
>>>>            be a non-issue (as to best promote creation and
>>>>            creativity). Creating a high bar to provide asset services
>>>>            will mean that service will cost money and people
>>>>            shouldn't have to pay money just to create or own VW
>>>>            objects (I'm using 'own' here to refer to maintaining
>>>>            their existence, I'm not trying to make a
>>>>            'leftist'/'communist' statement about ownership ;)
>>>>
>>>>            - Izzy
>>>>
>>>>
>>>>            On Apr 2, 2011, at 3:58 PM, Morgaine wrote:
>>>>
>>>>                Izzy, when designing for scalability, the model to
>>>>                bear in mind is that of seasoned virtual world
>>>>                travelers whose inventories contain assets from many
>>>>                different worlds, those assets being served by many
>>>>                different asset services. =EF=BF=BDBoth worlds and asse=
t
>>>>                services may include commercial, community, and
>>>>                personal services, and as the metaverse grows, that
>>>>                set is highly likely to become progressively less
>>>>                clustered and more diverse.
>>>>
>>>>                When those seasoned travelers click on an advertised
>>>>                VW link and perform an inter-world teleport to one
>>>>                particular world's region to share an experience,
>>>>                their "worn" assets (the only ones of interest to the
>>>>                region) will contain references to asset services
>>>>                spread widely across the Internet. =EF=BF=BDThe fetches=
 by the
>>>>                travelers' clients occur over many parallel paths from
>>>>                clients to asset services, so one can reasonably
>>>>                expect reduced network contention and reduced asset
>>>>                server loading because they are both spread out over
>>>>                however many asset services are being referenced by
>>>>                the overall set of assets in the region.
>>>>
>>>>                This is very different to the case of a proxying
>>>>                region, which would get slammed for every asset worn
>>>>                by every avatar present. =EF=BF=BDIn our current archit=
ecture,
>>>>                regions run many different CPU-intensive tasks,
>>>>                including physics simulation and server-side
>>>>                scripting, and absolutely cannot afford to serve
>>>>                assets too unless your scalability requirements are
>>>>                very low indeed, ie. just a few dozen avatars of
>>>>                today's kind. =EF=BF=BDWe've hit the ceiling already on=
 region
>>>>                scalability done that way. =EF=BF=BDThere is nowhere to=
 go in
>>>>                that direction at all beyond improving the code like
>>>>                Intel demonstrated, and that work is subject to a law
>>>>                of diminishing returns.
>>>>
>>>>                This is why we have to go parallel, and I think you're
>>>>                wrong that it has to cost much money. =EF=BF=BDAs we sp=
read
>>>>                the load across more and more asset services, we are
>>>>                simply better utilizing all the hardware that's
>>>>                already out there on the Internet, at least in respect
>>>>                of community and private resources. =EF=BF=BDBut add to=
 the
>>>>                community and private resources the commercial asset
>>>>                services that are likely to appear to exploit this
>>>>                opportunity, and not only will the number of asset
>>>>                services leap, but the power of each one will rocket
>>>>                too, because, after all, these businesses will be
>>>>                heavily optimized for the job.
>>>>
>>>>                As to why a world would want clients to access
>>>>                external asset services instead of providing its own
>>>>                implementation, that's an easy question. =EF=BF=BDIt co=
sts
>>>>                money to host a high performance and scalable asset
>>>>                service and a high bandwidth network to handle the
>>>>                traffic. =EF=BF=BDA *lot* of money. =EF=BF=BDIn contras=
t, it costs a
>>>>                world nothing to let others serve the assets to
>>>>                clients. =EF=BF=BDAnd that matters to the bottom line.
>>>>
>>>>
>>>>                Morgaine.
>>>>
>>>>
>>>>
>>>>
>>>>                =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D
>>>>
>>>>                On Sat, Apr 2, 2011 at 7:05 PM, Izzy Alanis
>>>>                <izzyalanis@gmail.com <mailto:izzyalanis@gmail.com>
>>>>                <mailto:izzyalanis@gmail.com
>>>>
>>>>                <mailto:izzyalanis@gmail.com>>> wrote:
>>>>
>>>>                =EF=BF=BD =EF=BF=BD> As always though, it's a trade-off=
, since the
>>>>                proxied design
>>>>                =EF=BF=BD =EF=BF=BDhas very poor scalability compared t=
o the
>>>>                distributed one.
>>>>
>>>>                =EF=BF=BD =EF=BF=BDI don't agree with that... If a user=
 enters a
>>>>                highly populated
>>>>                =EF=BF=BD =EF=BF=BDregion,
>>>>                =EF=BF=BD =EF=BF=BDevery other client is going to (coul=
d and should be
>>>>                trying to)
>>>>                =EF=BF=BD =EF=BF=BDhit the
>>>>                =EF=BF=BD =EF=BF=BDasset server(s) for the assets that =
the user is
>>>>                wearing (assuming
>>>>                =EF=BF=BD =EF=BF=BDthey're not cached locally). =EF=BF=
=BDEvery asset server
>>>>                has to be scaled up
>>>>                =EF=BF=BD =EF=BF=BDto the point that it can handle that=
 load from all
>>>>                over...
>>>>
>>>>                =EF=BF=BD =EF=BF=BDIf I'm hosting a region that support=
s 10s of
>>>>                thousands of
>>>>                =EF=BF=BD =EF=BF=BDsimultaneous
>>>>                =EF=BF=BD =EF=BF=BDusers (thinking of the future), I al=
ready have to
>>>>                scale to meet that
>>>>                =EF=BF=BD =EF=BF=BDdemand. If the region is proxying th=
e assets, then,
>>>>                yes the
>>>>                =EF=BF=BD =EF=BF=BDregion has
>>>>                =EF=BF=BD =EF=BF=BDto be scaled to meet that asset dema=
nd too, but it
>>>>                already has to be
>>>>                =EF=BF=BD =EF=BF=BDscaled to meet other demands of bein=
g a region
>>>>                server... and why is
>>>>                =EF=BF=BD =EF=BF=BDscaling those asset proxy services h=
ard? =EF=BF=BDIt's
>>>>                going to cost $,
>>>>                =EF=BF=BD =EF=BF=BDbut is
>>>>                =EF=BF=BD =EF=BF=BDnot technically challenging. So, if =
I want to host
>>>>                a region like
>>>>                =EF=BF=BD =EF=BF=BDthat... sure it will cost me, but th=
e simulation
>>>>                will be consistent
>>>>                =EF=BF=BD =EF=BF=BDand users will be able to participat=
e equally,
>>>>                regardless of the
>>>>                =EF=BF=BD =EF=BF=BDcapabilities of their individual ass=
et services.
>>>>
>>>>
>>>>
>>>>
>>>>                =EF=BF=BD =EF=BF=BDOn Fri, Apr 1, 2011 at 11:55 PM, Mor=
gaine
>>>>                =EF=BF=BD =EF=BF=BD<morgaine.dinova@googlemail.com
>>>>                <mailto:morgaine.dinova@googlemail.com>
>>>>                =EF=BF=BD =EF=BF=BD<mailto:morgaine.dinova@googlemail.c=
om
>>>>
>>>>                <mailto:morgaine.dinova@googlemail.com>>> wrote:
>>>>                =EF=BF=BD =EF=BF=BD> Every design choice results in a t=
rade-off,
>>>>                Vaughn, improving
>>>>                =EF=BF=BD =EF=BF=BDone thing at
>>>>                =EF=BF=BD =EF=BF=BD> the expense of something else. =EF=
=BF=BDIf every time we
>>>>                offered a
>>>>                =EF=BF=BD =EF=BF=BDservice we had to
>>>>                =EF=BF=BD =EF=BF=BD> inform its users about the downsid=
es of all the
>>>>                trade-offs we
>>>>                =EF=BF=BD =EF=BF=BDhave made,
>>>>                =EF=BF=BD =EF=BF=BD> they would have an awful lot to re=
ad. ;-)
>>>>                =EF=BF=BD =EF=BF=BD>
>>>>                =EF=BF=BD =EF=BF=BD> The specific trade-off that you ar=
e discussing is no
>>>>                =EF=BF=BD =EF=BF=BDdifferent. =EF=BF=BDA region
>>>>                =EF=BF=BD =EF=BF=BD> that proxies all content has the "=
benefit" of
>>>>                acquiring control
>>>>                =EF=BF=BD =EF=BF=BDfrom the
>>>>                =EF=BF=BD =EF=BF=BD> asset servers over the items in th=
e region, so
>>>>                that it can
>>>>                =EF=BF=BD =EF=BF=BDensure that
>>>>                =EF=BF=BD =EF=BF=BD> everyone in the region not only ob=
tains the items
>>>>                but obtains
>>>>                =EF=BF=BD =EF=BF=BDthe same items
>>>>                =EF=BF=BD =EF=BF=BD> as everyone else. =EF=BF=BDThat do=
es indeed provide a
>>>>                greater guarantee of
>>>>                =EF=BF=BD =EF=BF=BD> consistency than a deployment in w=
hich the region
>>>>                only passes
>>>>                =EF=BF=BD =EF=BF=BDasset URIs to
>>>>                =EF=BF=BD =EF=BF=BD> clients who then fetch the items f=
rom asset services
>>>>                =EF=BF=BD =EF=BF=BDseparately. =EF=BF=BDAs always
>>>>                =EF=BF=BD =EF=BF=BD> though, it's a trade-off, since th=
e proxied
>>>>                design has very
>>>>                =EF=BF=BD =EF=BF=BDpoor scalability
>>>>                =EF=BF=BD =EF=BF=BD> compared to the distributed one.
>>>>                =EF=BF=BD =EF=BF=BD>
>>>>                =EF=BF=BD =EF=BF=BD> If we're going to warn users of th=
e potential for
>>>>                inconsistency
>>>>                =EF=BF=BD =EF=BF=BDin the
>>>>                =EF=BF=BD =EF=BF=BD> distributed deployment as you sugg=
est, are we
>>>>                also going to
>>>>                =EF=BF=BD =EF=BF=BDwarn them of
>>>>                =EF=BF=BD =EF=BF=BD> non-scalability in the proxied one=
? =EF=BF=BDI really
>>>>                don't see much
>>>>                =EF=BF=BD =EF=BF=BDmerit in the
>>>>                =EF=BF=BD =EF=BF=BD> idea of warning about design choic=
es. =EF=BF=BDMany such
>>>>                choices are
>>>>                =EF=BF=BD =EF=BF=BDtechnical, and
>>>>                =EF=BF=BD =EF=BF=BD> the issues are quite likely to be =
of little
>>>>                interest to
>>>>                =EF=BF=BD =EF=BF=BDnon-technical users
>>>>                =EF=BF=BD =EF=BF=BD> anyway. =EF=BF=BDIn any case, the =
better services are
>>>>                likely to provide
>>>>                =EF=BF=BD =EF=BF=BDsuch
>>>>                =EF=BF=BD =EF=BF=BD> information in their online docume=
ntation, I
>>>>                would guess.
>>>>                =EF=BF=BD =EF=BF=BD>
>>>>                =EF=BF=BD =EF=BF=BD> You mentioned users "voting with t=
heir feet" or
>>>>                choosing to
>>>>                =EF=BF=BD =EF=BF=BDaccept the risk
>>>>                =EF=BF=BD =EF=BF=BD> of inconsistency. =EF=BF=BDWell th=
at will happen anyway,
>>>>                when services
>>>>                =EF=BF=BD =EF=BF=BDfail and
>>>>                =EF=BF=BD =EF=BF=BD> users get annoyed. =EF=BF=BDIf som=
e asset services refuse
>>>>                to send the
>>>>                =EF=BF=BD =EF=BF=BDrequested
>>>>                =EF=BF=BD =EF=BF=BD> items to some users, those service=
s will get a
>>>>                bad reputation
>>>>                =EF=BF=BD =EF=BF=BDand people
>>>>                =EF=BF=BD =EF=BF=BD> will choose different asset servic=
es instead.
>>>>                =EF=BF=BDLikewise, if a
>>>>                =EF=BF=BD =EF=BF=BDworld service
>>>>                =EF=BF=BD =EF=BF=BD> proxies everything and so it can't=
 handle a large
>>>>                number of
>>>>                =EF=BF=BD =EF=BF=BDassets or of
>>>>                =EF=BF=BD =EF=BF=BD> people, users will get annoyed at =
the lag and will
>>>> go
>>>>                =EF=BF=BD =EF=BF=BDelsewhere. =EF=BF=BDThis user
>>>>                =EF=BF=BD =EF=BF=BD> evaluation and "voting with their =
feet" happens
>>>>                already with
>>>>                =EF=BF=BD =EF=BF=BDonline services
>>>>                =EF=BF=BD =EF=BF=BD> all over the Internet, and I am su=
re that this
>>>>                human process
>>>>                =EF=BF=BD =EF=BF=BDwill continue
>>>>                =EF=BF=BD =EF=BF=BD> to work when the services are asse=
t and region
>>>>                services.
>>>>                =EF=BF=BD =EF=BF=BD>
>>>>                =EF=BF=BD =EF=BF=BD> Back in September 2010, I wrote th=
is post which
>>>>                proposes that
>>>>                =EF=BF=BD =EF=BF=BDwe use in
>>>>                =EF=BF=BD =EF=BF=BD> VWRAP a form of asset addressing t=
hat provides
>>>>                massive
>>>>                =EF=BF=BD =EF=BF=BDscalability at the
>>>>                =EF=BF=BD =EF=BF=BD> same time as a very high degree of=
 resilience --
>>>>                =EF=BF=BD =EF=BF=BD>
>>>>                =EF=BF=BD
>>>>                =EF=BF=BD
>>>> http://www.ietf.org/mail-archive/web/vwrap/current/msg00463.html
>>>>                =EF=BF=BD =EF=BF=BD. =EF=BF=BDIt is
>>>>                =EF=BF=BD =EF=BF=BD> based on the concept of the URI co=
ntaining a host
>>>>                part and a
>>>>                =EF=BF=BD =EF=BF=BDhash part,
>>>>                =EF=BF=BD =EF=BF=BD> where the hash is generated (once,=
 at the time of
>>>>                storage to
>>>>                =EF=BF=BD =EF=BF=BDthe asset
>>>>                =EF=BF=BD =EF=BF=BD> service) using a specified digest =
algorithm over
>>>>                the content of
>>>>                =EF=BF=BD =EF=BF=BDthe asset
>>>>                =EF=BF=BD =EF=BF=BD> being referenced. =EF=BF=BDYou may=
 wish to note that if
>>>>                this design
>>>>                =EF=BF=BD =EF=BF=BDwere used, the
>>>>                =EF=BF=BD =EF=BF=BD> failure of an asset service to del=
iver a
>>>>                requested item would
>>>>                =EF=BF=BD =EF=BF=BDresult in a
>>>>                =EF=BF=BD =EF=BF=BD> failover request for the item to o=
ne or more
>>>>                backup services,
>>>>                =EF=BF=BD =EF=BF=BDusing the same
>>>>                =EF=BF=BD =EF=BF=BD> hash part but with a different hos=
t address.
>>>>                =EF=BF=BD =EF=BF=BD>
>>>>                =EF=BF=BD =EF=BF=BD> This can go some way towards overc=
oming the
>>>>                problem that you
>>>>                =EF=BF=BD =EF=BF=BDthink might
>>>>                =EF=BF=BD =EF=BF=BD> occur when assets are fetched by c=
lients from
>>>>                asset services
>>>>                =EF=BF=BD =EF=BF=BDdirectly.
>>>>                =EF=BF=BD =EF=BF=BD> Although it won't help when the mi=
ssing item is
>>>>                available from
>>>>                =EF=BF=BD =EF=BF=BDonly a single
>>>>                =EF=BF=BD =EF=BF=BD> asset service, it will help in man=
y other cases,
>>>>                and it will
>>>>                =EF=BF=BD =EF=BF=BDcompensate for
>>>>                =EF=BF=BD =EF=BF=BD> service failures and network outag=
es
>>>>                automatically at the same
>>>>                =EF=BF=BD =EF=BF=BDtime.
>>>>                =EF=BF=BD =EF=BF=BD>
>>>>                =EF=BF=BD =EF=BF=BD> PS. This design for hash-based ass=
et addressing
>>>>                is already
>>>>                =EF=BF=BD =EF=BF=BDbeing tested by
>>>>                =EF=BF=BD =EF=BF=BD> Mojito Sorbet in her experimental =
world and
>>>>                client. =EF=BF=BDIt would give
>>>>                =EF=BF=BD =EF=BF=BD> VWRAP-based worlds an improved lev=
el of service
>>>>                availability,
>>>>                =EF=BF=BD =EF=BF=BDso I think it
>>>>                =EF=BF=BD =EF=BF=BD> should be a core feature of our pr=
otocol.
>>>>                =EF=BF=BD =EF=BF=BD>
>>>>                =EF=BF=BD =EF=BF=BD>
>>>>                =EF=BF=BD =EF=BF=BD> Morgaine.
>>>>                =EF=BF=BD =EF=BF=BD>
>>>>                =EF=BF=BD =EF=BF=BD>
>>>>                =EF=BF=BD =EF=BF=BD>
>>>>                =EF=BF=BD =EF=BF=BD>
>>>>                =EF=BF=BD =EF=BF=BD> =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D
>>>>                =EF=BF=BD =EF=BF=BD>
>>>>                =EF=BF=BD =EF=BF=BD> On Fri, Apr 1, 2011 at 11:17 PM, V=
aughn Deluca
>>>>                =EF=BF=BD =EF=BF=BD<vaughn.deluca@gmail.com
>>>>                <mailto:vaughn.deluca@gmail.com>
>>>>                <mailto:vaughn.deluca@gmail.com
>>>>                <mailto:vaughn.deluca@gmail.com>>>
>>>>                =EF=BF=BD =EF=BF=BD> wrote:
>>>>                =EF=BF=BD =EF=BF=BD>>
>>>>                =EF=BF=BD =EF=BF=BD>> This is a question i discussed wi=
th Morgaine
>>>>                off-list a while
>>>>                =EF=BF=BD =EF=BF=BDago (I
>>>>                =EF=BF=BD =EF=BF=BD>> intended to send it to the list b=
ut pushed the
>>>>                wrong button...) I
>>>>                =EF=BF=BD =EF=BF=BD>> think we need to address this pro=
blem, and
>>>>                decide how to deal
>>>>                =EF=BF=BD =EF=BF=BDwith it.
>>>>                =EF=BF=BD =EF=BF=BD>>
>>>>                =EF=BF=BD =EF=BF=BD>> =EF=BF=BDIn Davids deployment dra=
ft, section 7.3.1.1 an
>>>>                overview is
>>>>                =EF=BF=BD =EF=BF=BDgiven van
>>>>                =EF=BF=BD =EF=BF=BD>> ways to deliver content to the re=
gion. One way
>>>>                is only passing a
>>>>                =EF=BF=BD =EF=BF=BD>> capability that allows access to =
(part of) the
>>>>                resource:
>>>>                =EF=BF=BD =EF=BF=BD>>
>>>>                =EF=BF=BD =EF=BF=BD>> =EF=BF=BD =EF=BF=BD =EF=BF=BD =EF=
=BF=BD =EF=BF=BD 7.3.1.1. =EF=BF=BDContent delivery models
>>>>                =EF=BF=BD =EF=BF=BD>> =EF=BF=BD =EF=BF=BD =EF=BF=BD =EF=
=BF=BD =EF=BF=BD A range of possible represenations can
>>>>                be passed to
>>>>                =EF=BF=BD =EF=BF=BDa region for
>>>>                =EF=BF=BD =EF=BF=BD>> =EF=BF=BD =EF=BF=BD =EF=BF=BD =EF=
=BF=BD =EF=BF=BD simulation. [...] The other end of the
>>>>                delivery spectrum
>>>>                =EF=BF=BD =EF=BF=BD>> involves passing
>>>>                =EF=BF=BD =EF=BF=BD>> =EF=BF=BD =EF=BF=BD =EF=BF=BD =EF=
=BF=BD =EF=BF=BD only a URI or capability used to
>>>>                access the rendering
>>>>                =EF=BF=BD =EF=BF=BD>> information and a
>>>>                =EF=BF=BD =EF=BF=BD>> =EF=BF=BD =EF=BF=BD =EF=BF=BD =EF=
=BF=BD =EF=BF=BD collision mesh,and related data for
>>>>                physical simulation.
>>>>                =EF=BF=BD =EF=BF=BD>> =EF=BF=BD =EF=BF=BD =EF=BF=BD =EF=
=BF=BD =EF=BF=BD In such a model, the client is
>>>>                responsible for
>>>>                =EF=BF=BD =EF=BF=BDfetching the
>>>>                =EF=BF=BD =EF=BF=BD>> additional
>>>>                =EF=BF=BD =EF=BF=BD>> =EF=BF=BD =EF=BF=BD =EF=BF=BD =EF=
=BF=BD =EF=BF=BD information needed to render the
>>>>                item's visual
>>>>                =EF=BF=BD =EF=BF=BDpresence from a
>>>>                =EF=BF=BD =EF=BF=BD>> separate
>>>>                =EF=BF=BD =EF=BF=BD>> =EF=BF=BD =EF=BF=BD =EF=BF=BD =EF=
=BF=BD =EF=BF=BD service. =EF=BF=BDThis fetch can be done
>>>>                *under the
>>>>                =EF=BF=BD =EF=BF=BDcredentials of the
>>>>                =EF=BF=BD =EF=BF=BD>> end user*
>>>>                =EF=BF=BD =EF=BF=BD>> =EF=BF=BD =EF=BF=BD =EF=BF=BD =EF=
=BF=BD =EF=BF=BD viewing the material [my emphasis--VD]
>>>>                , and
>>>>                =EF=BF=BD =EF=BF=BDdivorces the
>>>>                =EF=BF=BD =EF=BF=BD>> simulation from
>>>>                =EF=BF=BD =EF=BF=BD>> =EF=BF=BD =EF=BF=BD =EF=BF=BD =EF=
=BF=BD =EF=BF=BD the trust chain needed to manage
>>>>                content. =EF=BF=BDAny
>>>>                =EF=BF=BD =EF=BF=BDautomation
>>>>                =EF=BF=BD =EF=BF=BD>> is done on a
>>>>                =EF=BF=BD =EF=BF=BD>> =EF=BF=BD =EF=BF=BD =EF=BF=BD =EF=
=BF=BD =EF=BF=BD separate host which the content
>>>>                creator or owner trusts,
>>>>                =EF=BF=BD =EF=BF=BD>> interacting with the
>>>>                =EF=BF=BD =EF=BF=BD>> =EF=BF=BD =EF=BF=BD =EF=BF=BD =EF=
=BF=BD =EF=BF=BD object through remoted interfaces.
>>>>                =EF=BF=BD =EF=BF=BD>>
>>>>                =EF=BF=BD =EF=BF=BD>> =EF=BF=BDI can see the need for s=
uch a setup, however, i
>>>>                feel we are
>>>>                =EF=BF=BD =EF=BF=BD>> unpleasantly close to a situation=
 were the
>>>>                coherence of the
>>>>                =EF=BF=BD =EF=BF=BDsimulation
>>>>                =EF=BF=BD =EF=BF=BD>> falls apart.
>>>>                =EF=BF=BD =EF=BF=BD>> In this deployment pattern the re=
gion advertises
>>>>                the presence
>>>>                =EF=BF=BD =EF=BF=BDof the
>>>>                =EF=BF=BD =EF=BF=BD>> asset, and *some* clients will be=
 able to get it
>>>>                as expected,
>>>>                =EF=BF=BD =EF=BF=BDwhile
>>>>                =EF=BF=BD =EF=BF=BD>> -based on the arbitrary whims of =
the asset
>>>>                service- others
>>>>                =EF=BF=BD =EF=BF=BDmight not.
>>>>                =EF=BF=BD =EF=BF=BD>>
>>>>                =EF=BF=BD =EF=BF=BD>> My hope would be that after the a=
sset server
>>>>                provides the
>>>>                =EF=BF=BD =EF=BF=BDregion with
>>>>                =EF=BF=BD =EF=BF=BD>> the capability to get the asset, =
it gives up
>>>>                control. That
>>>>                =EF=BF=BD =EF=BF=BDwould mean
>>>>                =EF=BF=BD =EF=BF=BD>> that if the client finds the inve=
ntory server is
>>>>                unwilling to
>>>>                =EF=BF=BD =EF=BF=BDserve
>>>>                =EF=BF=BD =EF=BF=BD>> the content - in spire of the reg=
ion saying it
>>>>                is present-,
>>>>                =EF=BF=BD =EF=BF=BDthe client
>>>>                =EF=BF=BD =EF=BF=BD>> should be able to turn around ask=
 the *region*
>>>>                for the asset,
>>>>                =EF=BF=BD =EF=BF=BD(and get
>>>>                =EF=BF=BD =EF=BF=BD>> is after all).
>>>>                =EF=BF=BD =EF=BF=BD>>
>>>>                =EF=BF=BD =EF=BF=BD>> =EF=BF=BDIf that is not the case,=
 -and there are
>>>>                probably good reasons
>>>>                =EF=BF=BD =EF=BF=BDfor the
>>>>                =EF=BF=BD =EF=BF=BD>> deployment pattern as described- =
=EF=BF=BDshouldn't we
>>>>                *warn* clients
>>>>                =EF=BF=BD =EF=BF=BDthat the
>>>>                =EF=BF=BD =EF=BF=BD>> region might be inconsistent, so =
the users
>>>>                behind the client
>>>>                =EF=BF=BD =EF=BF=BDcan vote
>>>>                =EF=BF=BD =EF=BF=BD>> with their feet, (or take the ris=
k)?
>>>>                =EF=BF=BD =EF=BF=BD>>
>>>>                =EF=BF=BD =EF=BF=BD>> --Vaughn
>>>>                =EF=BF=BD =EF=BF=BD>> _________________________________=
______________
>>>>                =EF=BF=BD =EF=BF=BD>> vwrap mailing list
>>>>                =EF=BF=BD =EF=BF=BD>> vwrap@ietf.org <mailto:vwrap@ietf=
.org>
>>>>                <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>>
>>>>
>>>>                =EF=BF=BD =EF=BF=BD>> https://www.ietf.org/mailman/list=
info/vwrap
>>>>                =EF=BF=BD =EF=BF=BD>
>>>>                =EF=BF=BD =EF=BF=BD>
>>>>                =EF=BF=BD =EF=BF=BD> __________________________________=
_____________
>>>>                =EF=BF=BD =EF=BF=BD> vwrap mailing list
>>>>                =EF=BF=BD =EF=BF=BD> vwrap@ietf.org <mailto:vwrap@ietf.=
org>
>>>>                <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>>
>>>>
>>>>                =EF=BF=BD =EF=BF=BD> https://www.ietf.org/mailman/listi=
nfo/vwrap
>>>>                =EF=BF=BD =EF=BF=BD>
>>>>                =EF=BF=BD =EF=BF=BD>
>>>>
>>>>
>>>>
>>>>
>>>>  ---------------------------------------------------------------------=
---
>>>>
>>>>            _______________________________________________
>>>>            vwrap mailing list
>>>>            vwrap@ietf.org <mailto:vwrap@ietf.org>
>>>>            https://www.ietf.org/mailman/listinfo/vwrap
>>>>            =EF=BF=BD
>>>>
>>>>
>>>>
>>>>
>>>>
>>>>    --     --- https://twitter.com/Dzonatas_Sol ---
>>>>    Web Development, Software Engineering, Virtual Reality, Consultant
>>>>
>>>>    _______________________________________________
>>>>    vwrap mailing list
>>>>    vwrap@ietf.org <mailto:vwrap@ietf.org>
>>>>    https://www.ietf.org/mailman/listinfo/vwrap
>>>>
>>>>
>>>>
>>>
>>> --
>>> --- https://twitter.com/Dzonatas_Sol ---
>>> Web Development, Software Engineering, Virtual Reality, Consultant
>>>
>>>
>>
>
> _______________________________________________
> vwrap mailing list
> vwrap@ietf.org
> https://www.ietf.org/mailman/listinfo/vwrap
>
>

--002354470e608bc08c04a07070ab
Content-Type: text/html; charset=UTF-8
Content-Transfer-Encoding: quoted-printable

Excellent work, Vaughn!<br><br>You&#39;re right, I am working on something =
related to this, specifically a design study for the Tourism use case.=C2=
=A0 It happens to end with a protocol sequence diagram presented as a table=
 of text, so I was very pleased to see your highly relevant diagram.=C2=A0 =
Yours captures part of my use case, and it&#39;s a lot prettier than my tex=
t format. :P<br>
<br>I was particularly impressed by the way you start off with completely s=
eparable services right from the start.=C2=A0 Since separable services can =
be put together under a single administrative domain very easily, whereas s=
eparating conjoined services is not easy at all, I think you&#39;ve started=
 this off perfectly for the VWRAP approach to services.<br>
<br>Because you have separated the services so well, your suggested protoco=
l flow could be said to to be targeting some kind of &quot;<i>superset of a=
ll VWRAP deployments</i>&quot; deployment. :-)=C2=A0 Although it&#39;s logi=
cally structured, it&#39;s a sort of worst-case scenario (or lawyer&#39;s d=
elight) in which everyone has to ask everyone else for permission to do any=
thing, regardless of whether permission is actually required or not.<br>
<br>That&#39;s viable, but less than optimal.=C2=A0 Specifically, you are w=
orking to the principle of &quot;The heaviest burden required by anyone mus=
t be borne by everyone.&quot;=C2=A0 I have been trying to stick to the oppo=
site principle of &quot;A burden should be borne only by those whose use ca=
se requires it&quot;, which is both fairer and more efficient.<br>
<br>To illustrate this, consider the case of an asset service which serves =
(by choice) only Creative Commons licensed assets --- an extremely importan=
t use case which could well become the dominant one in an open metaverse of=
 community worlds.=C2=A0 Who knows, it could be operated by Debian, or Blen=
der, or OSgrid, or even Google Warehouse. :P<br>
<br>In such a scenario, because the license on all the assets in the asset =
service permits unchecked distribution to all destinations in perpetuity, t=
he vast majority of all the request-grant protocol flows in your diagram ar=
e superfluous when the assets come from this repository.=C2=A0 By using a p=
rotocol which understands <b>WHEN</b> it needs to ask a question, a large a=
mount of cumulative round-trip time latency (and its resulting lag) can be =
avoided entirely.=C2=A0 This is also true on a per-asset basis if an asset =
service serves a mixture of encumbered and freely distributable assets, exc=
ept that then the difference would be seen per-asset instead of per asset s=
ervice.<br>
<br>For such freely distributable assets, the agent service doesn&#39;t nee=
d to do anything at all beyond recording the addresses of assets which are =
currently being worn by the agent.=C2=A0 Since you start off your trip (sen=
sibly) by checking your clothing at home before you leave, you&#39;ll notic=
e a broken asset service locally anyway since your viewer will be trying to=
 fetch it for local viewing.=C2=A0 The agent service need do nothing at all=
, beyond record the addresses of top level items.=C2=A0 (In my design study=
, I refer to a <b>Worn Assets List </b>which is held by the user&#39;s agen=
t service, and which is entirely separate from any concept of inventory.)<b=
r>
<br>Likewise, region services don&#39;t need to fetch the graphic assets no=
rmally either (unless they opt to proxy them), but only pass the addresses =
of those assets around to all the other agents in the corresponding region,=
 so the request-grant exchanges between regions and asset services can be a=
voided in this case.=C2=A0 (Regions will be requesting other server-side da=
ta though, for example the bounding box information or collision mesh of an=
 asset, which typically the viewer would not be fetching.)<br>
<br>That&#39;s not the end of the &quot;<i>no unnecessary burden</i>&quot; =
issue yet though, because even if you removed all the unnecessary request-g=
rant protocol flows, you&#39;re still making the incorrect assumption that =
assets <b>ALL NEED TO BE RESTRICTED</b> by the mere fact of asking for caps=
 to everything.=C2=A0 This itself is wrong.=C2=A0 The logic need to first d=
etermine whether a cap is needed for fetching a given asset, and if it&#39;=
s not needed then the fetch can be done by the viewer or region without thi=
s protocol burden at all.<br>
<br>So you see, there is a fundamental assumption in your nicely laid out f=
lows that all assets must be tied up in heavy red tape by the needs of the =
most burdensome use case.=C2=A0 I don&#39;t agree with that, neither on pri=
nciple nor on engineering grounds.<br>
<br>Many of the flows you have shown are exactly what we need for securing =
access to proprietary resources, but not all resources have that burden, an=
d I would want to elide a number of the flows away entirely when an asset s=
ervice allows it.<br>
<br>To put it another way, the data is king, and protocol flows should refl=
ect the requirements imposed by data, not the other way around.<br><br>I ne=
ed this expressed in your flows, possibly as asset requirement annotations.=
<br>
<br><br>PS.=C2=A0 Great work Vaughn, I think this gives us a wonderful laun=
ching point!<br><br><br>Morgaine.<br><br><br><br><br>=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D<br><br><br><div class=3D"gmai=
l_quote">On Fri, Apr 8, 2011 at 5:40 PM, Vaughn Deluca <span dir=3D"ltr">&l=
t;<a href=3D"mailto:vaughn.deluca@gmail.com">vaughn.deluca@gmail.com</a>&gt=
;</span> wrote:<br>
<blockquote class=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt 0.8ex; borde=
r-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;"><div>VWRAP servic=
es high level message flow (preliminary diagram draft) see</div><div><br></=
div>
<div><a href=3D"http://trac.tools.ietf.org/wg/vwrap/trac/attachment/wiki/Di=
agrams/VWRAP_FlowExample_VD1.pdf" target=3D"_blank">http://trac.tools.ietf.=
org/wg/vwrap/trac/attachment/wiki/Diagrams/VWRAP_FlowExample_VD1.pdf</a><br=
>

</div><div><br></div><div>The main reason that i am submitting this in spit=
e of my lack of formal expertise is that the group in my view badly needs a=
 solid basis for discussion and preventing endless repeating loops. This ex=
ample is probably wrong in many ways, but its better than what we have publ=
icly available on interop now (although Morgaine is working on something al=
ong the lines of the recent discussions here)=C2=A0</div>

<div><br></div><div>I hope this diagram will give us a base for discussion.=
 I could have done my homework better by researching the old OGP stuff in m=
ore depth, and i probably =C2=A0will do so in the future , but for now I ju=
st tried to followed the general principles as far as i understand them, to=
 see what response that yields from the group. In other words,I try to let =
the group educate me :p</div>

<div><br></div><div>Note that in =C2=A0my view all services are equal, in p=
rinciple it does not matter in what &quot;domain&quot; they run, since trus=
t and policy are fully localized. It is however very possible to have inter=
nal shortcuts in the services to speed up processing.=C2=A0</div>

<div><br></div><div>In the example I opted for an external Agent service, b=
ut I could as well have incorporated that in the set of local services. As =
indicated above all services could also be run by different organisations, =
true to what VWRAP stands for. Its all up to the deployer, including a user=
 at home who might want to run a full world for family and friends. Those f=
riends might try to use that agent service to venture out in the virtual un=
iverse.=C2=A0</div>

<div>I envision that the final identity =C2=A0provider is external, using O=
penID and OAut =C2=A0or whatever other =C2=A0magic that I do not yet fully =
understand exists out there.</div><div><br></div><div>The =C2=A0example has=
 3 main purposes:</div>

<div>- =C2=A0Provide a reference for discussion=C2=A0</div><div>- Illustrat=
es the use case of tourism, and *true* interop.</div><div>- Illustrate cons=
istency problems along the lines discussed =C2=A0here higher up in this tre=
ad, as well as the &quot;slashdot&quot; problem that Morgaine outlined so c=
learly.</div>

<div><br></div><div>The message flow assumes an avatar already present in s=
ome region, (a small scale local home region in this case, but that is by n=
o means essential, it could be a build in region in the viewer or a big com=
mercial region). The user is preparing for a trip to immersive world, and a=
fter some outfit adjustments moves over.=C2=A0</div>

<div><br></div><div>Finally i apologize for for the simplistic notation use=
d here. I simply add the most relevant parameters passed in square brackets=
 to a keyword specifying the nature of the message. Please improve on that =
where needed.</div>

<div><br></div><div>So here we go, the avatar is =C2=A0prepare for a visit =
to &quot;immersive world&quot;</div><div>0) =C2=A0Viewer, here is an update=
 of the state of the world your agent is in, please render.</div><div>1) =
=C2=A0Agent service, I will go in my Zodiac dress that i keep in the =C2=A0=
&quot;Amazing assets&quot; service.</div>

<div>2) =C2=A0Asset service A, please send a cap for Z, here are my credent=
ials</div><div>3) =C2=A0Your fine, here is the cap</div><div>4) =C2=A0Local=
 region, can you please put this on my agent, i included the cap.</div><div=
>5) =C2=A0Hello asset service A, i need Z, here is the cap</div>

<div>6) =C2=A0Cap is good, data coming up, have fun.</div><div>7) =C2=A0Age=
nt service, your agent is now wearing Z</div><div>8) =C2=A0Viewer, your ava=
tar is now wearing Z</div><div>=C2=A0=C2=A0 =C2=A0User: Hmm, amazing invent=
ory has not been *that* amazing lately. &#39;ll make a backup, just in case=
</div>

<div>9) =C2=A0Hello asset service A, please send me a cap for Z, here are m=
y credentials</div><div>10) Your fine, here is the cap</div><div>11) Local =
asset storage, please store Z for me, here is the cap to get it</div><div>1=
2) Hello asset service A, i want Z, here is the cap</div>

<div>13) Cap is good, data coming up, have fun.</div><div>14) Viewer, Z is =
now stored for you=C2=A0</div><div>=C2=A0=C2=A0 =C2=A0User: I am Ready!, Le=
ts try to get to immersive world!</div><div>15) Hello immersive world, can =
i get in? Here are my credentials, and a list of my stuff.</div>

<div>16) Asset service A, please send me a cap for X, here are my credentia=
ls (I want this cap for consistency)</div><div>17) Your fine, here is the c=
ap</div><div>18) Asset service B, please send me a cap for Y, here are my c=
redentials (I want this cap for consistency)</div>

<div>19) Very sorry, but your not one of us, you can&#39;t have Y</div><div=
>20) Asset service B, please send me a cap for Z, here are my credentials (=
I want a cap for consistency)</div><div>[Region service: Timeout... amazing=
 inventory must be overloaded.. oh well... ]</div>

<div>21) Agent service, you wanted to send somebody over, here are your per=
missions.</div><div>22) Viewer, you asked for a transfer try, here are your=
 results</div><div>=C2=A0=C2=A0 =C2=A0 User thinks: =C2=A0Crap! Big asset s=
ervice does not allow =C2=A0me to take my yellow stockings! And Amazing ass=
ets =C2=A0failed to deliver my zodiac dress. At least i made a backup of th=
at dress!</div>

<div>23) &#39;ll take the yellow stockings off...</div><div>24) ... done (&=
#39;ll trash them here and now, forever, who needs stuff you can&#39;t use!=
)</div><div>25) The zodiac dress was not delivered by Big assets service, b=
ut i have a local copy!</div>

<div>26) Local Asset service, please send me Z, here are my credentials</di=
v><div>27) I dont know you, but I &#39;ll trust you, here is the cap, but y=
ou better store the data, its single use, i need to protect myself.</div>

<div>28) Local region, can you please put this on my agent, i include the c=
ap.</div><div>29) Local Asset service, i need Z, here is the cap</div><div>=
30) Cap is good, data coming up, have fun.</div><div>31) Cap was only good =
for one time, I made a copy, but my policy is to only grant you fair use ri=
ghts, at a later time i might even tell you to replace the dress.</div>

<div>32) Viewer, you can wear Z for now, but the asset service granted only=
 fair use, i might ask you to replace the dress at a later time.</div><div>=
33) Ready at last! Off to immersive world!, I hope its not to crowded there=
 or &#39;ll loose my dress...</div>

<div>34) Hello immersive world, here are my credentials, and a list of stuf=
f i want to bring</div><div>35) Hello asset service A, please send me a cap=
 for X, here are my credentials=C2=A0</div><div>=C2=A0=C2=A0 =C2=A0[darn, I=
 should have kept that cap from last time..]</div>

<div>36) Your fine, here is the cap.</div><div>=C2=A0=C2=A0 [Region service=
 finds fair-use warning on Z and decides to make its own copy]</div><div>37=
) Hello Local region, can i still have Z? Here is the cap=C2=A0</div><div>3=
8) Cap is still good, data coming up, have fun.</div>

<div>=C2=A0=C2=A0 [Region service stores asset in private storage, providin=
g a cap to replace the fair use one]</div><div>39) Agent service, you wante=
d to send somebody over, here are your permissions &amp; info.</div><div>40=
) Hello immersive world, just =C2=A0get me there, and use what you can</div=
>

<div>41) Placement done, Z is currently buffered by us as wel, you need to =
get details for X, have fun.</div><div>42) You are now in immersive world, =
your dress is buffered there as well, but you need to get X!</div><div>

43) Hello asset service A, i want X, here is the cap</div><div>44) Cap is g=
ood, data coming up, have fun.</div><div>45) Viewer, here is an update of t=
he state of the world your agent is in, please render.</div><div><br></div>

<div>As far as I can see this conforms fully to our charter, and i hope it =
is possible to use large portions of the existing code bases. However, as s=
aid above, i did not really try to capture the old thinking, and I also mig=
ht have misconceptions about the way to do these things in general.</div>

<div>Looking forward to constructive comments.</div><div><br></div><font co=
lor=3D"#888888"><div>-- Vaughn</div></font><div><div></div><div class=3D"h5=
"><div><br></div><div class=3D"gmail_quote">On Sun, Apr 3, 2011 at 8:38 PM,=
 Vaughn Deluca <span dir=3D"ltr">&lt;<a href=3D"mailto:vaughn.deluca@gmail.=
com" target=3D"_blank">vaughn.deluca@gmail.com</a>&gt;</span> wrote:<br>

<blockquote class=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt 0.8ex; borde=
r-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;">Thanks for the po=
inters. =C2=A0I have a =C2=A0busy week in RL in front of me, so i wont have=
 to much time to respond the next few days, however, i intend to start doin=
g the following things:<div>

<br></div><div>- Produce a visual that reflects my thinking, i.e. an illust=
ration of my response to Morgaine&#39;s itemlist =C2=A0above.<br>
</div><div><div>- Read up on the older notes, as well as =C2=A0more reading=
 in the list archive</div><div>- Try to make a summary for the wiki</div><d=
iv><br></div></div><div>Regarding the use of domain, I think services are e=
ventually what counts, but its all terminology. The way I read the AWG diag=
rams is that the agent domain is actually a cluster of tightly integrated s=
ervices. When the functionality of each sub-service is described properly a=
nd with uniform interfaces the domain will slowly dissolve. But let not get=
 ahead of out selfs. We should put up some clear descriptions on the wiki f=
or our views on this, and *after* that we can decide what we need and what =
can go.</div>


<div><br></div><div>Its been a very useful and illuminating weekend for me,=
 and i am a lot more optimistic about the future of vwrap than two weeks ag=
o.</div><div><br></div><font color=3D"#888888"><div>-- Vaughn</div></font><=
div>

<div></div><div><div><br></div><div><br></div>
<div><br></div><div><div class=3D"gmail_quote">On Sun, Apr 3, 2011 at 7:20 =
PM, Dzonatas Sol <span dir=3D"ltr">&lt;<a href=3D"mailto:dzonatas@gmail.com=
" target=3D"_blank">dzonatas@gmail.com</a>&gt;</span> wrote:<br><blockquote=
 class=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt 0.8ex; border-left: 1px=
 solid rgb(204, 204, 204); padding-left: 1ex;">


Probably easy as suggested in other terms here on this list, as how the cli=
ent contacts the asset services now in the regions. The newer issue is to u=
nitize that asset services. Since their is proprietary (legacy) code then w=
e can&#39;t expect that to change, and some form of proxy is of need. Whate=
ver works best, I tried to narrow it down to suggestions here.<br>



<br>
Eventually, the agent domain is ideal to handle the direction of the asset =
services. This concept, unfortunately, ended support awhile ago with change=
s in LL.<br>
Also see; <a href=3D"http://wiki.secondlife.com/wiki/Agent_Domain" target=
=3D"_blank">http://wiki.secondlife.com/wiki/Agent_Domain</a><br>
And: <a href=3D"http://wiki.secondlife.com/wiki/User:Dzonatas_Sol/AWG_Asset=
" target=3D"_blank">http://wiki.secondlife.com/wiki/User:Dzonatas_Sol/AWG_A=
sset</a> (warn: unstructured collaborative notes, dumped on me and I tried =
to fix)<br>



<br>
I tried to find previous visuals.<br>
<br>
I&#39;d imagine the agent domain could grow out of unitized versions of ass=
et services. Despite that, I think that concept helps view where we were at=
 in discussion and what didn&#39;t happen.<br>
<br>
Vaughn Deluca wrote:<br>
<blockquote class=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt 0.8ex; borde=
r-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;"><div>
Hi=EF=BF=BDDzonatas<br>
<br>
Can you expand on that, what would be needed for legacy support in VWAP ter=
ms=EF=BF=BD?,<br>
If i want to read up on how the=EF=BF=BDasset server may proxy the simulato=
r, what would you recommend me to read?<br>
<br>
-- Vaughn<br>
<br></div><div><div></div><div>
On Sun, Apr 3, 2011 at 5:51 AM, Dzonatas Sol &lt;<a href=3D"mailto:dzonatas=
@gmail.com" target=3D"_blank">dzonatas@gmail.com</a> &lt;mailto:<a href=3D"=
mailto:dzonatas@gmail.com" target=3D"_blank">dzonatas@gmail.com</a>&gt;&gt;=
 wrote:<br>



<br>
 =C2=A0 =C2=A0Some stated the proxy-to-asset-server is built into the sim;<=
br>
 =C2=A0 =C2=A0however, keep in mind possible legacy support where the asset=
<br>
 =C2=A0 =C2=A0server may proxy the simulator.<br>
<br>
<br>
 =C2=A0 =C2=A0Dzonatas Sol wrote:<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0Somehow I feel the basic asset server being abl=
e to login and<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0download assets is now priority, yet I also won=
dered the best<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0way to patch this into the current mode of view=
ers.<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0Maybe offer (1) by proxy (sim-side) and (2) by =
patch<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0(viewer-side) that either of these two are opti=
onal and<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0neither are mandatory for now. Thoughts?<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0Israel Alanis wrote:<br>
<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0&gt; when designing for scalabili=
ty, the model to bear in<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0mind is ...<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0Well, there are a lot of differen=
t models to keep in mind,<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0and many different use cases. One=
 particular use case to<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0keep in mind is: &quot;User acqui=
res new outfit, and wants to<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0&#39;show it off&#39; in a highly=
 populated region&quot;.<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0&gt; Both worlds and asset servic=
es may include commercial,<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0community, and personal services<=
br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0Yes, yes and yes. I&#39;m particu=
larly concerned about how the<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0model affects the ability to host=
 personal asset services.<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0&gt; a proxying region, which wou=
ld get slammed for every<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0asset worn by every avatar presen=
t.<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0Granted the collection of service=
s that are provided by<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0the region need to be scaled to m=
eet the demands of that<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0region. That&#39;s all part of ca=
pacity planning.<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0&gt; regions run many different C=
PU-intensive tasks,<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0including physics simulation and =
server-side scripting,<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0and absolutely cannot afford to s=
erve assets too<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0Well... who said the same CPU&#39=
;s have to do proxying,<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0physics simulation and server-sid=
e scripting? Asset<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0proxying is a different service t=
han physics simulation<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0and can be on separate hardware, =
could make use of<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0geographically distributed cachin=
g, and in certain<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0deployment patterns, the same cac=
hing services could be<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0shared by different regions. (Ser=
ver-side scripting is a<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0discussion for another day).<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0&gt; This is why we have to go pa=
rallel...<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0Totally agree, and a proxying mod=
el could and should also<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0take advantage of parallelism.<br=
>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0&gt; I think you&#39;re wrong tha=
t it has to cost much money. ?vs?<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0&gt; It costs money to host a hig=
h performance and scalable<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0asset service and a high bandwidt=
h network to handle the<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0traffic. =EF=BF=BDA *lot* of mone=
y.<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0I think what you&#39;re saying is=
: &quot;It costs a lot of money to<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0build a scalable asset service, b=
ut if assets are spread<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0throughout the internet they don&=
#39;t have to be scalable.&quot;<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0But that&#39;s not quite right. Y=
ou&#39;re opening up every asset<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0server to the VW equivalent of be=
ing slashdotted, so are<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0you sure you&#39;re not forcing *=
every* asset service to be<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0scalable and handle a lot of band=
with and network traffic?<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0It&#39;s the exact opposite of yo=
ur intention, but I think<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0that&#39;s the result, all the sa=
me.<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0This particular design decision h=
as a big effect on the<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0economics of the VW infrastructur=
e. I&#39;d rather the<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0economics to work out such that a=
 region provider who<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0wishes to build a region that sup=
ports a small population,<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0can do so economically. A region =
that wants to host a<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0*large* population has to bear th=
at cost of providing that<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0scalable asset service.<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0I want the economics of hosting a=
 small asset service to<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0be a non-issue (as to best promot=
e creation and<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0creativity). Creating a high bar =
to provide asset services<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0will mean that service will cost =
money and people<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0shouldn&#39;t have to pay money j=
ust to create or own VW<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0objects (I&#39;m using &#39;own&#=
39; here to refer to maintaining<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0their existence, I&#39;m not tryi=
ng to make a<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0&#39;leftist&#39;/&#39;communist&=
#39; statement about ownership ;)<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0- Izzy<br>
<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0On Apr 2, 2011, at 3:58 PM, Morga=
ine wrote:<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0Izzy, when designin=
g for scalability, the model to<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0bear in mind is tha=
t of seasoned virtual world<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0travelers whose inv=
entories contain assets from many<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0different worlds, t=
hose assets being served by many<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0different asset ser=
vices. =EF=BF=BDBoth worlds and asset<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0services may includ=
e commercial, community, and<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0personal services, =
and as the metaverse grows, that<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0set is highly likel=
y to become progressively less<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0clustered and more =
diverse.<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0When those seasoned=
 travelers click on an advertised<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0VW link and perform=
 an inter-world teleport to one<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0particular world&#3=
9;s region to share an experience,<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0their &quot;worn&qu=
ot; assets (the only ones of interest to the<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0region) will contai=
n references to asset services<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0spread widely acros=
s the Internet. =EF=BF=BDThe fetches by the<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0travelers&#39; clie=
nts occur over many parallel paths from<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0clients to asset se=
rvices, so one can reasonably<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0expect reduced netw=
ork contention and reduced asset<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0server loading beca=
use they are both spread out over<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0however many asset =
services are being referenced by<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0the overall set of =
assets in the region.<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0This is very differ=
ent to the case of a proxying<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0region, which would=
 get slammed for every asset worn<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0by every avatar pre=
sent. =EF=BF=BDIn our current architecture,<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0regions run many di=
fferent CPU-intensive tasks,<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0including physics s=
imulation and server-side<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0scripting, and abso=
lutely cannot afford to serve<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0assets too unless y=
our scalability requirements are<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0very low indeed, ie=
. just a few dozen avatars of<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0today&#39;s kind. =
=EF=BF=BDWe&#39;ve hit the ceiling already on region<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0scalability done th=
at way. =EF=BF=BDThere is nowhere to go in<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0that direction at a=
ll beyond improving the code like<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0Intel demonstrated,=
 and that work is subject to a law<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0of diminishing retu=
rns.<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0This is why we have=
 to go parallel, and I think you&#39;re<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0wrong that it has t=
o cost much money. =EF=BF=BDAs we spread<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0the load across mor=
e and more asset services, we are<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0simply better utili=
zing all the hardware that&#39;s<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0already out there o=
n the Internet, at least in respect<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0of community and pr=
ivate resources. =EF=BF=BDBut add to the<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0community and priva=
te resources the commercial asset<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0services that are l=
ikely to appear to exploit this<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0opportunity, and no=
t only will the number of asset<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0services leap, but =
the power of each one will rocket<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0too, because, after=
 all, these businesses will be<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0heavily optimized f=
or the job.<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0As to why a world w=
ould want clients to access<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0external asset serv=
ices instead of providing its own<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0implementation, tha=
t&#39;s an easy question. =EF=BF=BDIt costs<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0money to host a hig=
h performance and scalable asset<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0service and a high =
bandwidth network to handle the<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0traffic. =EF=BF=BDA=
 *lot* of money. =EF=BF=BDIn contrast, it costs a<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0world nothing to le=
t others serve the assets to<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0clients. =EF=BF=BDA=
nd that matters to the bottom line.<br>
<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0Morgaine.<br>
<br>
<br>
<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0On Sat, Apr 2, 2011=
 at 7:05 PM, Izzy Alanis<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0&lt;<a href=3D"mail=
to:izzyalanis@gmail.com" target=3D"_blank">izzyalanis@gmail.com</a> &lt;mai=
lto:<a href=3D"mailto:izzyalanis@gmail.com" target=3D"_blank">izzyalanis@gm=
ail.com</a>&gt;<br></div></div>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0&lt;mailto:<a href=
=3D"mailto:izzyalanis@gmail.com" target=3D"_blank">izzyalanis@gmail.com</a>=
<div><div></div><div><br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0&lt;mailto:<a href=
=3D"mailto:izzyalanis@gmail.com" target=3D"_blank">izzyalanis@gmail.com</a>=
&gt;&gt;&gt; wrote:<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; As always though, it&#39;s a trade-off, since the<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0proxied design<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
has very poor scalability compared to the<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0distributed one.<br=
>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
I don&#39;t agree with that... If a user enters a<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0highly populated<br=
>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
region,<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
every other client is going to (could and should be<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0trying to)<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
hit the<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
asset server(s) for the assets that the user is<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0wearing (assuming<b=
r>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
they&#39;re not cached locally). =EF=BF=BDEvery asset server<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0has to be scaled up=
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
to the point that it can handle that load from all<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0over...<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
If I&#39;m hosting a region that supports 10s of<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0thousands of<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
simultaneous<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
users (thinking of the future), I already have to<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0scale to meet that<=
br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
demand. If the region is proxying the assets, then,<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0yes the<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
region has<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
to be scaled to meet that asset demand too, but it<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0already has to be<b=
r>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
scaled to meet other demands of being a region<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0server... and why i=
s<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
scaling those asset proxy services hard? =EF=BF=BDIt&#39;s<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0going to cost $,<br=
>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
but is<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
not technically challenging. So, if I want to host<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0a region like<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
that... sure it will cost me, but the simulation<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0will be consistent<=
br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
and users will be able to participate equally,<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0regardless of the<b=
r>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
capabilities of their individual asset services.<br>
<br>
<br>
<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
On Fri, Apr 1, 2011 at 11:55 PM, Morgaine<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&lt;<a href=3D"mailto:morgaine.dinova@googlemail.com" target=3D"_blank">mor=
gaine.dinova@googlemail.com</a><br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0&lt;mailto:<a href=
=3D"mailto:morgaine.dinova@googlemail.com" target=3D"_blank">morgaine.dinov=
a@googlemail.com</a>&gt;<br></div></div>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&lt;mailto:<a href=3D"mailto:morgaine.dinova@googlemail.com" target=3D"_bla=
nk">morgaine.dinova@googlemail.com</a><div><div></div><div><br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0&lt;mailto:<a href=
=3D"mailto:morgaine.dinova@googlemail.com" target=3D"_blank">morgaine.dinov=
a@googlemail.com</a>&gt;&gt;&gt; wrote:<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; Every design choice results in a trade-off,<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0Vaughn, improving<b=
r>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
one thing at<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; the expense of something else. =EF=BF=BDIf every time we<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0offered a<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
service we had to<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; inform its users about the downsides of all the<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0trade-offs we<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
have made,<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; they would have an awful lot to read. ;-)<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; The specific trade-off that you are discussing is no<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
different. =EF=BF=BDA region<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; that proxies all content has the &quot;benefit&quot; of<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0acquiring control<b=
r>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
from the<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; asset servers over the items in the region, so<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0that it can<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
ensure that<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; everyone in the region not only obtains the items<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0but obtains<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
the same items<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; as everyone else. =EF=BF=BDThat does indeed provide a<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0greater guarantee o=
f<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; consistency than a deployment in which the region<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0only passes<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
asset URIs to<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; clients who then fetch the items from asset services<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
separately. =EF=BF=BDAs always<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; though, it&#39;s a trade-off, since the proxied<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0design has very<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
poor scalability<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; compared to the distributed one.<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; If we&#39;re going to warn users of the potential for<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0inconsistency<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
in the<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; distributed deployment as you suggest, are we<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0also going to<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
warn them of<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; non-scalability in the proxied one? =EF=BF=BDI really<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0don&#39;t see much<=
br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
merit in the<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; idea of warning about design choices. =EF=BF=BDMany such<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0choices are<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
technical, and<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; the issues are quite likely to be of little<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0interest to<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
non-technical users<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; anyway. =EF=BF=BDIn any case, the better services are<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0likely to provide<b=
r>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
such<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; information in their online documentation, I<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0would guess.<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; You mentioned users &quot;voting with their feet&quot; or<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0choosing to<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
accept the risk<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; of inconsistency. =EF=BF=BDWell that will happen anyway,<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0when services<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
fail and<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; users get annoyed. =EF=BF=BDIf some asset services refuse<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0to send the<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
requested<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; items to some users, those services will get a<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0bad reputation<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
and people<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; will choose different asset services instead.<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BDLikewise, =
if a<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
world service<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; proxies everything and so it can&#39;t handle a large<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0number of<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
assets or of<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; people, users will get annoyed at the lag and will go<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
elsewhere. =EF=BF=BDThis user<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; evaluation and &quot;voting with their feet&quot; happens<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0already with<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
online services<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; all over the Internet, and I am sure that this<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0human process<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
will continue<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; to work when the services are asset and region<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0services.<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; Back in September 2010, I wrote this post which<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0proposes that<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
we use in<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; VWRAP a form of asset addressing that provides<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0massive<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
scalability at the<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; same time as a very high degree of resilience --<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD<a href=3D=
"http://www.ietf.org/mail-archive/web/vwrap/current/msg00463.html" target=
=3D"_blank">http://www.ietf.org/mail-archive/web/vwrap/current/msg00463.htm=
l</a><br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
. =EF=BF=BDIt is<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; based on the concept of the URI containing a host<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0part and a<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
hash part,<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; where the hash is generated (once, at the time of<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0storage to<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
the asset<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; service) using a specified digest algorithm over<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0the content of<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
the asset<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; being referenced. =EF=BF=BDYou may wish to note that if<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0this design<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
were used, the<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; failure of an asset service to deliver a<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0requested item woul=
d<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
result in a<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; failover request for the item to one or more<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0backup services,<br=
>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
using the same<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; hash part but with a different host address.<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; This can go some way towards overcoming the<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0problem that you<br=
>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
think might<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; occur when assets are fetched by clients from<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0asset services<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
directly.<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; Although it won&#39;t help when the missing item is<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0available from<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
only a single<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; asset service, it will help in many other cases,<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0and it will<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
compensate for<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; service failures and network outages<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0automatically at th=
e same<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
time.<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; PS. This design for hash-based asset addressing<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0is already<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
being tested by<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; Mojito Sorbet in her experimental world and<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0client. =EF=BF=BDIt=
 would give<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; VWRAP-based worlds an improved level of service<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0availability,<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
so I think it<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; should be a core feature of our protocol.<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; Morgaine.<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; On Fri, Apr 1, 2011 at 11:17 PM, Vaughn Deluca<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&lt;<a href=3D"mailto:vaughn.deluca@gmail.com" target=3D"_blank">vaughn.del=
uca@gmail.com</a><br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0&lt;mailto:<a href=
=3D"mailto:vaughn.deluca@gmail.com" target=3D"_blank">vaughn.deluca@gmail.c=
om</a>&gt;<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0&lt;mailto:<a href=
=3D"mailto:vaughn.deluca@gmail.com" target=3D"_blank">vaughn.deluca@gmail.c=
om</a><br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0&lt;mailto:<a href=
=3D"mailto:vaughn.deluca@gmail.com" target=3D"_blank">vaughn.deluca@gmail.c=
om</a>&gt;&gt;&gt;<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; wrote:<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt;<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt; This is a question i discussed with Morgaine<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0off-list a while<br=
>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
ago (I<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt; intended to send it to the list but pushed the<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0wrong button...) I<=
br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt; think we need to address this problem, and<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0decide how to deal<=
br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
with it.<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt;<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt; =EF=BF=BDIn Davids deployment draft, section 7.3.1.1 an<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0overview is<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
given van<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt; ways to deliver content to the region. One way<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0is only passing a<b=
r>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt; capability that allows access to (part of) the<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0resource:<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt;<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt; =EF=BF=BD =EF=BF=BD =EF=BF=BD =EF=BF=BD =EF=BF=BD 7.3.1.1. =EF=BF=
=BDContent delivery models<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt; =EF=BF=BD =EF=BF=BD =EF=BF=BD =EF=BF=BD =EF=BF=BD A range of possi=
ble represenations can<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0be passed to<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
a region for<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt; =EF=BF=BD =EF=BF=BD =EF=BF=BD =EF=BF=BD =EF=BF=BD simulation. [...=
] The other end of the<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0delivery spectrum<b=
r>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt; involves passing<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt; =EF=BF=BD =EF=BF=BD =EF=BF=BD =EF=BF=BD =EF=BF=BD only a URI or ca=
pability used to<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0access the renderin=
g<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt; information and a<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt; =EF=BF=BD =EF=BF=BD =EF=BF=BD =EF=BF=BD =EF=BF=BD collision mesh,a=
nd related data for<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0physical simulation=
.<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt; =EF=BF=BD =EF=BF=BD =EF=BF=BD =EF=BF=BD =EF=BF=BD In such a model,=
 the client is<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0responsible for<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
fetching the<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt; additional<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt; =EF=BF=BD =EF=BF=BD =EF=BF=BD =EF=BF=BD =EF=BF=BD information need=
ed to render the<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0item&#39;s visual<b=
r>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
presence from a<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt; separate<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt; =EF=BF=BD =EF=BF=BD =EF=BF=BD =EF=BF=BD =EF=BF=BD service. =EF=BF=
=BDThis fetch can be done<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0*under the<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
credentials of the<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt; end user*<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt; =EF=BF=BD =EF=BF=BD =EF=BF=BD =EF=BF=BD =EF=BF=BD viewing the mate=
rial [my emphasis--VD]<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0, and<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
divorces the<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt; simulation from<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt; =EF=BF=BD =EF=BF=BD =EF=BF=BD =EF=BF=BD =EF=BF=BD the trust chain =
needed to manage<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0content. =EF=BF=BDA=
ny<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
automation<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt; is done on a<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt; =EF=BF=BD =EF=BF=BD =EF=BF=BD =EF=BF=BD =EF=BF=BD separate host wh=
ich the content<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0creator or owner tr=
usts,<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt; interacting with the<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt; =EF=BF=BD =EF=BF=BD =EF=BF=BD =EF=BF=BD =EF=BF=BD object through r=
emoted interfaces.<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt;<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt; =EF=BF=BDI can see the need for such a setup, however, i<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0feel we are<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt; unpleasantly close to a situation were the<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0coherence of the<br=
>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
simulation<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt; falls apart.<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt; In this deployment pattern the region advertises<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0the presence<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
of the<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt; asset, and *some* clients will be able to get it<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0as expected,<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
while<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt; -based on the arbitrary whims of the asset<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0service- others<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
might not.<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt;<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt; My hope would be that after the asset server<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0provides the<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
region with<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt; the capability to get the asset, it gives up<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0control. That<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
would mean<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt; that if the client finds the inventory server is<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0unwilling to<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
serve<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt; the content - in spire of the region saying it<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0is present-,<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
the client<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt; should be able to turn around ask the *region*<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0for the asset,<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
(and get<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt; is after all).<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt;<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt; =EF=BF=BDIf that is not the case, -and there are<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0probably good reaso=
ns<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
for the<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt; deployment pattern as described- =EF=BF=BDshouldn&#39;t we<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0*warn* clients<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
that the<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt; region might be inconsistent, so the users<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0behind the client<b=
r>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
can vote<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt; with their feet, (or take the risk)?<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt;<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt; --Vaughn<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt; _______________________________________________<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt; vwrap mailing list<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt; <a href=3D"mailto:vwrap@ietf.org" target=3D"_blank">vwrap@ietf.org=
</a> &lt;mailto:<a href=3D"mailto:vwrap@ietf.org" target=3D"_blank">vwrap@i=
etf.org</a>&gt;<br></div></div>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0&lt;mailto:<a href=
=3D"mailto:vwrap@ietf.org" target=3D"_blank">vwrap@ietf.org</a> &lt;mailto:=
<a href=3D"mailto:vwrap@ietf.org" target=3D"_blank">vwrap@ietf.org</a>&gt;&=
gt;<div><br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt; <a href=3D"https://www.ietf.org/mailman/listinfo/vwrap" target=3D"=
_blank">https://www.ietf.org/mailman/listinfo/vwrap</a><br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; _______________________________________________<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; vwrap mailing list<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; <a href=3D"mailto:vwrap@ietf.org" target=3D"_blank">vwrap@ietf.org</a>=
 &lt;mailto:<a href=3D"mailto:vwrap@ietf.org" target=3D"_blank">vwrap@ietf.=
org</a>&gt;<br></div>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0&lt;mailto:<a href=
=3D"mailto:vwrap@ietf.org" target=3D"_blank">vwrap@ietf.org</a> &lt;mailto:=
<a href=3D"mailto:vwrap@ietf.org" target=3D"_blank">vwrap@ietf.org</a>&gt;&=
gt;<div><br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; <a href=3D"https://www.ietf.org/mailman/listinfo/vwrap" target=3D"_bla=
nk">https://www.ietf.org/mailman/listinfo/vwrap</a><br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;<br>
<br>
<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0---------------------------------=
---------------------------------------<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0_________________________________=
______________<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0vwrap mailing list<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0<a href=3D"mailto:vwrap@ietf.org"=
 target=3D"_blank">vwrap@ietf.org</a> &lt;mailto:<a href=3D"mailto:vwrap@ie=
tf.org" target=3D"_blank">vwrap@ietf.org</a>&gt;<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0<a href=3D"https://www.ietf.org/m=
ailman/listinfo/vwrap" target=3D"_blank">https://www.ietf.org/mailman/listi=
nfo/vwrap</a><br></div><div>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD<br>
<br>
<br>
<br>
<br>
<br>
 =C2=A0 =C2=A0-- =C2=A0 =C2=A0 --- <a href=3D"https://twitter.com/Dzonatas_=
Sol" target=3D"_blank">https://twitter.com/Dzonatas_Sol</a> ---<br>
 =C2=A0 =C2=A0Web Development, Software Engineering, Virtual Reality, Consu=
ltant<br>
<br>
 =C2=A0 =C2=A0_______________________________________________<br>
 =C2=A0 =C2=A0vwrap mailing list<br></div><div>
 =C2=A0 =C2=A0<a href=3D"mailto:vwrap@ietf.org" target=3D"_blank">vwrap@iet=
f.org</a> &lt;mailto:<a href=3D"mailto:vwrap@ietf.org" target=3D"_blank">vw=
rap@ietf.org</a>&gt;<br>
 =C2=A0 =C2=A0<a href=3D"https://www.ietf.org/mailman/listinfo/vwrap" targe=
t=3D"_blank">https://www.ietf.org/mailman/listinfo/vwrap</a><br>
<br>
<br>
</div></blockquote>
<br><div><div></div><div>
<br>
-- <br>
--- <a href=3D"https://twitter.com/Dzonatas_Sol" target=3D"_blank">https://=
twitter.com/Dzonatas_Sol</a> ---<br>
Web Development, Software Engineering, Virtual Reality, Consultant<br>
<br>
</div></div></blockquote></div><br></div>
</div></div></blockquote></div><br>
</div></div><br>_______________________________________________<br>
vwrap mailing list<br>
<a href=3D"mailto:vwrap@ietf.org">vwrap@ietf.org</a><br>
<a href=3D"https://www.ietf.org/mailman/listinfo/vwrap" target=3D"_blank">h=
ttps://www.ietf.org/mailman/listinfo/vwrap</a><br>
<br></blockquote></div><br>

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From morgaine.dinova@googlemail.com  Fri Apr  8 18:09:18 2011
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Subject: Re: [vwrap] Is 'Data Z' immutable (like a git snapshot)?
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--90e6ba180d9aff0c1204a0720377
Content-Type: text/plain; charset=ISO-8859-1

Carlo, I too would like to hear what Vaughn had in mind in the areas you
mention, although it's perfectly possible that he was trying to keep the
issues of mutability and addressing out of the initial picture entirely,
just to keep things simple.  They are important issues though, and I'm glad
that you pointed them out.

Here I'll provide my views about this general area.

First of all, mutability breaks caching entirely, so it needs to be
approached with great caution.  Caching can make the difference between a
great service and a totally unusable one (or at least one that doesn't work
very well), so if mutability is allowed then things need to be designed in
such a way that caching still works *most of the time*, namely in between
mutations.

This is an issue which has occupied many minds for decades, and I think it
can be distilled into the widely accepted notion that cached objects should
never be overwritten, but only joined by updated versions.  At a stroke this
lets highly concurrent asset services avoid the thorny issue of writing in
the presence of concurrent readers, and at the same time it lets caches have
very simple update semantics since nothing is mutable from their
perspective.  The only cost is some loss of disk space to hold old versions,
which is rarely significant given disk sizes and costs today.

While that is good for asset services and caches, it does place the burden
of achieving mutability on the parties who require it.  And that of course
is how burdens should be borne.

What this means for virtual worlds is that a mutator becomes responsible for
notifying endpoints that something has mutated, so that they can fetch the
new versions.  This needn't be an onerous requirement, and it may not even
need to be wrapped up in security tape, since having had access once
probably qualifies you for an unconditional update.  In any case, the
original item is still in its asset service (as well as in users' terabyte
caches), so one very useful property of this approach is that a simulation
can't be broken for long by a poor update since reverting is always
possible.  That's a an engineering plus point.

In respect of addressing, you mentioned using hashes as item addresses, and
this is of course my preferred strategy, which I have described and
advocated several times this week, and back in September.  Hash-based
addressing has numerous excellent engineering properties that put it head
and shoulders above other schemes.  I say go with that approach.  In any
event, when we pit alternative schemes against each other on merit, I bet
nothing will come close to hash-based.

On the issue of caps, I think that keeping their semantics simple has great
merit, because heavyweight schemes are less likely to be accepted, and
complex ones are unlikely to be implemented uniformly.  But in any case, as
I described to Vaughn, caps should be *optional* anyway (ie. asset
dependent).  Having to acquire a cap in order to fetch a Creative Commons
licensed asset is unnecessary, and indeed it is rather comic.  A cap only
needs to be requested when the asset requires it, and only those assets that
need it should bear the burden.

The issue of flag bits (or more generally, property fields) for assets is
one that interests me a lot, as it relates to the above.  As I described to
Vaughn, it is the assets that impose requirements on the protocol, not vice
versa, so it is the assets that should carry the properties that control the
protocol.


Morgaine.





==============================


On Fri, Apr 8, 2011 at 9:34 PM, Carlo Wood <carlo@alinoe.com> wrote:

> This is very nice work and I think it clarifies a lot.
>
> I have a few very basic questions.
>
> I see that you request Z from two different Asset servers
> (originally A, but also C when a backup has been stored there).
>
> No matter how you look at it, that is distributed storage:
> compare it with git or mercurial; if Z on A could be changed
> then the backup would be out dated, and that is not what
> we want. So, I conclude that 'Z' (or rather, then handle
> used to refer to Z when asking for it) therefore refers to
> a unmodifiable data (compare git's hex ID's that point to
> a snapshot).
>
> 1) Is that correct?
>
> If it is correct and the handle for Z used in messages
> like "give me a cap for Z" refer to immutable data, then
> the most logical thing to do would be to use a (large)
> hash value of the data (ie, md5) or an UUID that was
> generated when the data was last changed (which is less
> good because it would cause duplicated data when something
> is changed back to what it was before), or to use an
> ID that is less large, but whose uniqueness would be
> guaranteed by including a (for that authority unique) ID
> of the authority that made the last change. The advantage
> of the latter is less bandwidth (smaller ID's) and knowledge
> of the authority right into the ID of something (handy
> for routing). Disadvantages are: it suffers from the same
> as the UUID in that it will duplicate data whenever the
> same data is generated and it requires administration to
> make sure that every authority has a unique ID (compare
> giving people unique IP addresses).
>
> 2) Which of those is used? has, UUID or smaller specially
> crafted ID?
>
> 3) What would happen if someone gets a cap for Z, a
> modifiable object; then the object is modified and then
> the cap is used? Does the cap have a guaranteed life time?
>
> 4) If not every previous state of an object is kept
> eternally and after changing some object old caps (and
> their static data) disappear - then how will the asset
> servers that contain copies know that? They are not
> necessarily aware that anything changed at all for
> that object, so they can't know what the life time
> is. It seems that once you make a copy you are doomed
> to keep it forever or do garbage collection for assets
> that are never accessed anymore.
>
> 5) I can image that at SOME TIME in the future we want
> a few bit (or more) that ARE mutable-- despite that the
> asset ID (Z) refers to snapshot (immutable) data.
> Are we going to build into the protocol a provision for
> such mutable bits?
>
> This would mean, in the case that the ID is a hash (ie md5)
> that the asset Data exists of a payload that the hash is
> taken over plus a mutable part that is not considered for
> the hash. Obviously, such data then could get desynced
> between assets servers with copies.
>
> --
> Carlo Wood <carlo@alinoe.com>
> _______________________________________________
> vwrap mailing list
> vwrap@ietf.org
> https://www.ietf.org/mailman/listinfo/vwrap
>

--90e6ba180d9aff0c1204a0720377
Content-Type: text/html; charset=ISO-8859-1
Content-Transfer-Encoding: quoted-printable

Carlo, I too would like to hear what Vaughn had in mind in the areas you me=
ntion, although it&#39;s perfectly possible that he was trying to keep the =
issues of mutability and addressing out of the initial picture entirely, ju=
st to keep things simple.=A0 They are important issues though, and I&#39;m =
glad that you pointed them out.<br>
<br>Here I&#39;ll provide my views about this general area.<br><br>First of=
 all, mutability breaks caching entirely, so it needs to be approached with=
 great caution.=A0 Caching can make the difference between a great service =
and a totally unusable one (or at least one that doesn&#39;t work very well=
), so if mutability is allowed then things need to be designed in such a wa=
y that caching still works <b>most of the time</b>, namely in between mutat=
ions.<br>
<br>This is an issue which has occupied many minds for decades, and I think=
 it can be distilled into the widely accepted notion that cached objects sh=
ould never be overwritten, but only joined by updated versions.=A0 At a str=
oke this lets highly concurrent asset services avoid the thorny issue of wr=
iting in the presence of concurrent readers, and at the same time it lets c=
aches have very simple update semantics since nothing is mutable from their=
 perspective.=A0 The only cost is some loss of disk space to hold old versi=
ons, which is rarely significant given disk sizes and costs today.<br>
<br>While that is good for asset services and caches, it does place the bur=
den of achieving mutability on the parties who require it.=A0 And that of c=
ourse is how burdens should be borne.<br><br>What this means for virtual wo=
rlds is that a mutator becomes responsible for notifying endpoints that som=
ething has mutated, so that they can fetch the new versions.=A0 This needn&=
#39;t be an onerous requirement, and it may not even need to be wrapped up =
in security tape, since having had access once probably qualifies you for a=
n unconditional update.=A0 In any case, the original item is still in its a=
sset service (as well as in users&#39; terabyte caches), so one very useful=
 property of this approach is that a simulation can&#39;t be broken for lon=
g by a poor update since reverting is always possible.=A0 That&#39;s a an e=
ngineering plus point.<br>
<br>In respect of addressing, you mentioned using hashes as item addresses,=
 and this is of course my preferred strategy, which I have described and ad=
vocated several times this week, and back in September.=A0 Hash-based addre=
ssing has numerous excellent engineering properties that put it head and sh=
oulders above other schemes.=A0 I say go with that approach.=A0 In any even=
t, when we pit alternative schemes against each other on merit, I bet nothi=
ng will come close to hash-based.<br>
<br>On the issue of caps, I think that keeping their semantics simple has g=
reat merit, because heavyweight schemes are less likely to be accepted, and=
 complex ones are unlikely to be implemented uniformly.=A0 But in any case,=
 as I described to Vaughn, caps should be <b>optional</b> anyway (ie. asset=
 dependent).=A0 Having to acquire a cap in order to fetch a Creative Common=
s licensed asset is unnecessary, and indeed it is rather comic.=A0 A cap on=
ly needs to be requested when the asset requires it, and only those assets =
that need it should bear the burden.<br>
<br>The issue of flag bits (or more generally, property fields) for assets =
is one that interests me a lot, as it relates to the above.=A0 As I describ=
ed to Vaughn, it is the assets that impose requirements on the protocol, no=
t vice versa, so it is the assets that should carry the properties that con=
trol the protocol.<br>
<br><br>Morgaine.<br><br><br><br><br><br>=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D<br><br><br><div c=
lass=3D"gmail_quote">On Fri, Apr 8, 2011 at 9:34 PM, Carlo Wood <span dir=
=3D"ltr">&lt;<a href=3D"mailto:carlo@alinoe.com">carlo@alinoe.com</a>&gt;</=
span> wrote:<br>
<blockquote class=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt 0.8ex; borde=
r-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;">This is very nice=
 work and I think it clarifies a lot.<br>
<br>
I have a few very basic questions.<br>
<br>
I see that you request Z from two different Asset servers<br>
(originally A, but also C when a backup has been stored there).<br>
<br>
No matter how you look at it, that is distributed storage:<br>
compare it with git or mercurial; if Z on A could be changed<br>
then the backup would be out dated, and that is not what<br>
we want. So, I conclude that &#39;Z&#39; (or rather, then handle<br>
used to refer to Z when asking for it) therefore refers to<br>
a unmodifiable data (compare git&#39;s hex ID&#39;s that point to<br>
a snapshot).<br>
<br>
1) Is that correct?<br>
<br>
If it is correct and the handle for Z used in messages<br>
like &quot;give me a cap for Z&quot; refer to immutable data, then<br>
the most logical thing to do would be to use a (large)<br>
hash value of the data (ie, md5) or an UUID that was<br>
generated when the data was last changed (which is less<br>
good because it would cause duplicated data when something<br>
is changed back to what it was before), or to use an<br>
ID that is less large, but whose uniqueness would be<br>
guaranteed by including a (for that authority unique) ID<br>
of the authority that made the last change. The advantage<br>
of the latter is less bandwidth (smaller ID&#39;s) and knowledge<br>
of the authority right into the ID of something (handy<br>
for routing). Disadvantages are: it suffers from the same<br>
as the UUID in that it will duplicate data whenever the<br>
same data is generated and it requires administration to<br>
make sure that every authority has a unique ID (compare<br>
giving people unique IP addresses).<br>
<br>
2) Which of those is used? has, UUID or smaller specially<br>
crafted ID?<br>
<br>
3) What would happen if someone gets a cap for Z, a<br>
modifiable object; then the object is modified and then<br>
the cap is used? Does the cap have a guaranteed life time?<br>
<br>
4) If not every previous state of an object is kept<br>
eternally and after changing some object old caps (and<br>
their static data) disappear - then how will the asset<br>
servers that contain copies know that? They are not<br>
necessarily aware that anything changed at all for<br>
that object, so they can&#39;t know what the life time<br>
is. It seems that once you make a copy you are doomed<br>
to keep it forever or do garbage collection for assets<br>
that are never accessed anymore.<br>
<br>
5) I can image that at SOME TIME in the future we want<br>
a few bit (or more) that ARE mutable-- despite that the<br>
asset ID (Z) refers to snapshot (immutable) data.<br>
Are we going to build into the protocol a provision for<br>
such mutable bits?<br>
<br>
This would mean, in the case that the ID is a hash (ie md5)<br>
that the asset Data exists of a payload that the hash is<br>
taken over plus a mutable part that is not considered for<br>
the hash. Obviously, such data then could get desynced<br>
between assets servers with copies.<br>
<font color=3D"#888888"><br>
--<br>
Carlo Wood &lt;<a href=3D"mailto:carlo@alinoe.com">carlo@alinoe.com</a>&gt;=
<br>
_______________________________________________<br>
vwrap mailing list<br>
<a href=3D"mailto:vwrap@ietf.org">vwrap@ietf.org</a><br>
<a href=3D"https://www.ietf.org/mailman/listinfo/vwrap" target=3D"_blank">h=
ttps://www.ietf.org/mailman/listinfo/vwrap</a><br>
</font></blockquote></div><br>

--90e6ba180d9aff0c1204a0720377--

From carlo@alinoe.com  Fri Apr  8 18:56:57 2011
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Date: Sat, 9 Apr 2011 03:58:37 +0200
From: Carlo Wood <carlo@alinoe.com>
To: vwrap@ietf.org
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Subject: Re: [vwrap] Is 'Data Z' immutable (like a git snapshot)?
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On Sat, 9 Apr 2011 02:11:00 +0100
Morgaine <morgaine.dinova@googlemail.com> wrote:

> First of all, mutability breaks caching entirely, so it needs to be
> approached with great caution.  Caching can make the difference
> between a great service and a totally unusable one (or at least one
> that doesn't work very well), so if mutability is allowed then things
> need to be designed in such a way that caching still works *most of
> the time*, namely in between mutations.

Yup, I totally agree. As you might know I've been working a lot
on improving the IRC protocol at the time. IRC works with handles
(nicks and channel names) and everything else is mutable (ie,
the channel topic, the channel modes, etc). This turned out to
be an unsolvable horror (and trust me on that please, I worked
7 years on this topic). What I did was change nick names into
numerics that are *unmutable*, so at least the bloody handle
wasn't changing all the time, heheh (channel names are already
unmutable) and then assigned authortities for the nick names
(namely those servers where the users are connected to). Authorities
have the nice property to have exclusively an outwards message
stream: from the authority away, and therefore for streamable:
if every mutating operation is kept in order than everything
remains synched in the end. This requires that one always ASKS
the authority to change something and not tell it that you
changed something. For example, I changed it that when you KICK
someone from a channel, then a request is sent to the server
where that person is connected to and that server actually
sends out the message that this user is removed from the channel.
Making an authority for channels was never done, there I have
tried to solve this problem with timestamps.

I don't think we should go this route (using time stamps).
Also, the authority "solution" has a the major disadvantage
that it only works in a non-cyclic routing tree; and and
as soon as any rerouting takes place you get into MAJOR problems
for messages that were still under way.

The ONLY way to really avoid all those nightmares is to adopt
how git and mercurial work: immutable data that some hash ID
refers to, which, as you said is, "never" deleted.

> This is an issue which has occupied many minds for decades, and I
> think it can be distilled into the widely accepted notion that cached
> objects should never be overwritten, but only joined by updated
> versions.  At a stroke this lets highly concurrent asset services
> avoid the thorny issue of writing in the presence of concurrent
> readers, and at the same time it lets caches have very simple update
> semantics since nothing is mutable from their perspective.  The only
> cost is some loss of disk space to hold old versions, which is rarely
> significant given disk sizes and costs today.

You totally convinced me :). And for the others: note that I tried
it in other ways for YEARS. So, it means something that now I'm 
convinced that wasn't right and we should avoid it.

> While that is good for asset services and caches, it does place the
> burden of achieving mutability on the parties who require it.  And
> that of course is how burdens should be borne.

Also very true.

> What this means for virtual worlds is that a mutator becomes
> responsible for notifying endpoints that something has mutated, so
> that they can fetch the new versions.

This sound like an 'authority' however: one entity and one alone
can issue the out going message that something has changed...
That is not how it should work though. I can't wrap my finger
around the difference yet though :/... If we go for immutability
then why suddenly are we talking about having to notify others
that something changed?

Of course, things DO change in-world. For example, someone could
detach something - and attach something else. Then the Agent of
that avatar is the authority I'd think: the viewer requests the
Agent to make a change, and if approved then the Agent tells the
viewer and everyone else that the change was made.

I guess that the big difference is that in those outgoing messages
is no large 'data'.. no ASSET data.  The Asset servers themselves
would never do this. Only work-tied (location tied) things will do
this: avatars and rezzed objects, with respectively the Agent
and the Region as authority/source of the mutating messages.

Routing probably goes all through the Region server: if someone
changes an attachment while they are 4000 meter away (in the same
sim) then that STILL has to be routed to everyone else in the sim,
and not later. Basically at least, the Agent *tells* the Region
server that the avatars appears has changed and the Region sends
outward messages of that fact to everyone who is connected.

As long as all mutating messages go in one direction: away from
the authority (the Agent in this case) and there are no RE-routing
issues (which is not the case here) then there are no problems
with this model.

>  This needn't be an onerous
> requirement, and it may not even need to be wrapped up in security
> tape, since having had access once probably qualifies you for an
> unconditional update.  In any case, the original item is still in its
> asset service (as well as in users' terabyte caches), so one very
> useful property of this approach is that a simulation can't be broken
> for long by a poor update since reverting is always possible.  That's
> a an engineering plus point.

If all things are well, then the outgoing 'mutation' message from
the Agent/Region only contains new asset ID's, not the data itself.
And people will get the new data using the new ID.

This sound perfectly ok for textures (which aren't even mutatable
in-world), but what about a little change to the shape of a prim
of an object?  An object (existing of many prims) is an asset:
you can get store it in an asset server and later retrieve it
again.  Hence, we have to realize that such objects are NOT
mutable. Only once they are rezzed they are mutable. This is a
requirement for things to work. A rezzed object is therefore
not an asset: it's world-data that can change (with the Region
as authority? or the owner/viewer maybe, when they are online).
Only once an object is taken back into inventory is the data
send to an asset server and a new ID is created. Until that point
all the data for such objects is exclusively stored in the region
and people obtain the data for the shape of objects (not the textures,
but for which texture ID is used on what face) from the region,
not from an asset server.

This follows from the mutablity argument (not from the fact that
this how it works in SL too).

> In respect of addressing, you mentioned using hashes as item
> addresses, and this is of course my preferred strategy, which I have
> described and advocated several times this week, and back in
> September.  Hash-based addressing has numerous excellent engineering
> properties that put it head and shoulders above other schemes.  I say
> go with that approach.  In any event, when we pit alternative schemes
> against each other on merit, I bet nothing will come close to
> hash-based.

I can't think of any disadvantages. The hash has to have a large size
of course, comparable to UUID's. Still,I'm willing to assume that
with a lot of effort it would be possible to create an asset with
a given hash that in fact is different... Would that be a problem?

Once you know the data, you can reconstruct the item anyway. You
also know the ID (hash or not). You can only know the hash if you
already know the data anyway, or when you have access to it (of course).
Being able to then create an asset that has the same hash, but in
fact is white noise (I definitely can't think of any other way
to construct a known hash) should simply result in the white noise
being discarded: someone "uploads" data that has an already existing
hash, then discard the uploaded data and use the old data. The result
is the uploader/hacker didn't gain anything at all.
 
> On the issue of caps, I think that keeping their semantics simple has
> great merit, because heavyweight schemes are less likely to be
> accepted, and complex ones are unlikely to be implemented uniformly.
> But in any case, as I described to Vaughn, caps should be *optional*
> anyway (ie. asset dependent).  Having to acquire a cap in order to
> fetch a Creative Commons licensed asset is unnecessary, and indeed it
> is rather comic.  A cap only needs to be requested when the asset
> requires it, and only those assets that need it should bear the
> burden.

Hear hear! I like this idea very much :).
But it is unrelated to the ID / unmutable data of course.
This is just about how easy it is to get a cap for something.
I guess that what you mean is that a free asset should have a
cap that exists of it's hash. So that if you know the ID/hash
(ie 'Z') you know immediately where to get it.

> The issue of flag bits (or more generally, property fields) for
> assets is one that interests me a lot, as it relates to the above.
> As I described to Vaughn, it is the assets that impose requirements
> on the protocol, not vice versa, so it is the assets that should
> carry the properties that control the protocol.

I've often desired mutable bit in no-modify objects in SL.
There are numerous applications for it! The idea is that
you have a no modify object but as owner still can change
certain bits that define how it is used AND that are
stored when you take it back into your inventory (are preserved
when next time you rez it again). However, 'no modify' and
the immutability that we talked about are different things
of course! If we assume that such bits are simple changes
to the object that are allowed by the owner at all times,
then the only disadvantage is that (apparently) all data
of the object needs to be stored multiple times: if their
are 4 bits and the users "plays" with them until they had
all 16 possibilities once in their inventory then we'd have
16 times the same data in the asset server.

This however is just a way to look at it (compare with
the way how we look at how a git server works: that view
is highly inefficient too, though easy to grasp).

The real implementation can of course make it so that it
doesn't store that data 16 times...

-- 
Carlo Wood <carlo@alinoe.com>

From morgaine.dinova@googlemail.com  Fri Apr  8 20:27:21 2011
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Date: Sat, 9 Apr 2011 04:29:03 +0100
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From: Morgaine <morgaine.dinova@googlemail.com>
To: vwrap@ietf.org
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Subject: Re: [vwrap] Is 'Data Z' immutable (like a git snapshot)?
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I agree with virtually everything you've written here, Carlo.

(And your observations about how this even applied to your experience with
IRC were interesting too, and unexpected.)

I'll just add a couple of small decorations.

First, on the issue of  "authorities" that control mutation, there is
another way of looking at this, a way which any practitioner of Functional
Programming would find very natural:  a "mutating" object can be thought of
as an infinite sequence of immutable timestamped object states.  And while
traditional imperative computing tends to consider FP as "odd", there is
nothing at all odd about an incoming stream of events.  There's your
"mutation authority" for you --- it's merely the event stream generator,
each event being immutable. :P  This fits in perfectly with event-driven
programming of course.

The second point I'd like to make refers to your section about assets versus
objects.  As you say, there is a distinction to be made, and the semantic
gap seems to open very wide between them when objects are changing rapidly.

However, there is also an important way in which the two are related, which
again could be considered the "FP viewpoint".  Assets are really just
immutable *STATES* of an object.  In SL and in Opensim currently, assets
provide the *initial* state of an object when it is brought into a region
(rezzing), and new assets can subsequently be *generated* from it by taking
a snapshot of the live object ("Take Copy"), or by saving the object on
finally removing it from the world (derezzing).  The "asset as an immutable
object state" paradigm is very easy to see.

All this seems to fit together rather nicely, and since it is the model that
underlies Second Life, I think Linden Lab deserve kudos for a core data
model that makes sense both conceptually and also for practical
cacheability.  Of course one can't just rest there, but it's a good starting
place. :-)

Going beyond where we are currently, the ability of active objects to
deliver events to viewers is extremely weak in our current model, with an
almost total lack of usable communications other than via repurposed chat
streams.

Other open world systems have a much stronger object communication model.
For example objects in OpenWonderLand have two parts, one in-world and one
in-client, and these two halves can talk to each other directly to implement
any arbitrary complex behavior.  And in OpenCobalt, although there are no
"servers" in the peer-to-peer implementation of islands (but there are
"router" hosts), the states of the fully programmable objects in one
client's scenegraph automatically propagate to the scenegraphs in all other
clients present.  So again, there is a very powerful model of interaction
between participants.

Although we haven't placed object communications  within our scope, if VWRAP
succeeds then one day someone will need to extend it to region-client and
inter-VW object communications as well.


Morgaine.




=======================

On Sat, Apr 9, 2011 at 2:58 AM, Carlo Wood <carlo@alinoe.com> wrote:

> On Sat, 9 Apr 2011 02:11:00 +0100
> Morgaine <morgaine.dinova@googlemail.com> wrote:
>
> > First of all, mutability breaks caching entirely, so it needs to be
> > approached with great caution.  Caching can make the difference
> > between a great service and a totally unusable one (or at least one
> > that doesn't work very well), so if mutability is allowed then things
> > need to be designed in such a way that caching still works *most of
> > the time*, namely in between mutations.
>
> Yup, I totally agree. As you might know I've been working a lot
> on improving the IRC protocol at the time. IRC works with handles
> (nicks and channel names) and everything else is mutable (ie,
> the channel topic, the channel modes, etc). This turned out to
> be an unsolvable horror (and trust me on that please, I worked
> 7 years on this topic). What I did was change nick names into
> numerics that are *unmutable*, so at least the bloody handle
> wasn't changing all the time, heheh (channel names are already
> unmutable) and then assigned authortities for the nick names
> (namely those servers where the users are connected to). Authorities
> have the nice property to have exclusively an outwards message
> stream: from the authority away, and therefore for streamable:
> if every mutating operation is kept in order than everything
> remains synched in the end. This requires that one always ASKS
> the authority to change something and not tell it that you
> changed something. For example, I changed it that when you KICK
> someone from a channel, then a request is sent to the server
> where that person is connected to and that server actually
> sends out the message that this user is removed from the channel.
> Making an authority for channels was never done, there I have
> tried to solve this problem with timestamps.
>
> I don't think we should go this route (using time stamps).
> Also, the authority "solution" has a the major disadvantage
> that it only works in a non-cyclic routing tree; and and
> as soon as any rerouting takes place you get into MAJOR problems
> for messages that were still under way.
>
> The ONLY way to really avoid all those nightmares is to adopt
> how git and mercurial work: immutable data that some hash ID
> refers to, which, as you said is, "never" deleted.
>
> > This is an issue which has occupied many minds for decades, and I
> > think it can be distilled into the widely accepted notion that cached
> > objects should never be overwritten, but only joined by updated
> > versions.  At a stroke this lets highly concurrent asset services
> > avoid the thorny issue of writing in the presence of concurrent
> > readers, and at the same time it lets caches have very simple update
> > semantics since nothing is mutable from their perspective.  The only
> > cost is some loss of disk space to hold old versions, which is rarely
> > significant given disk sizes and costs today.
>
> You totally convinced me :). And for the others: note that I tried
> it in other ways for YEARS. So, it means something that now I'm
> convinced that wasn't right and we should avoid it.
>
> > While that is good for asset services and caches, it does place the
> > burden of achieving mutability on the parties who require it.  And
> > that of course is how burdens should be borne.
>
> Also very true.
>
> > What this means for virtual worlds is that a mutator becomes
> > responsible for notifying endpoints that something has mutated, so
> > that they can fetch the new versions.
>
> This sound like an 'authority' however: one entity and one alone
> can issue the out going message that something has changed...
> That is not how it should work though. I can't wrap my finger
> around the difference yet though :/... If we go for immutability
> then why suddenly are we talking about having to notify others
> that something changed?
>
> Of course, things DO change in-world. For example, someone could
> detach something - and attach something else. Then the Agent of
> that avatar is the authority I'd think: the viewer requests the
> Agent to make a change, and if approved then the Agent tells the
> viewer and everyone else that the change was made.
>
> I guess that the big difference is that in those outgoing messages
> is no large 'data'.. no ASSET data.  The Asset servers themselves
> would never do this. Only work-tied (location tied) things will do
> this: avatars and rezzed objects, with respectively the Agent
> and the Region as authority/source of the mutating messages.
>
> Routing probably goes all through the Region server: if someone
> changes an attachment while they are 4000 meter away (in the same
> sim) then that STILL has to be routed to everyone else in the sim,
> and not later. Basically at least, the Agent *tells* the Region
> server that the avatars appears has changed and the Region sends
> outward messages of that fact to everyone who is connected.
>
> As long as all mutating messages go in one direction: away from
> the authority (the Agent in this case) and there are no RE-routing
> issues (which is not the case here) then there are no problems
> with this model.
>
> >  This needn't be an onerous
> > requirement, and it may not even need to be wrapped up in security
> > tape, since having had access once probably qualifies you for an
> > unconditional update.  In any case, the original item is still in its
> > asset service (as well as in users' terabyte caches), so one very
> > useful property of this approach is that a simulation can't be broken
> > for long by a poor update since reverting is always possible.  That's
> > a an engineering plus point.
>
> If all things are well, then the outgoing 'mutation' message from
> the Agent/Region only contains new asset ID's, not the data itself.
> And people will get the new data using the new ID.
>
> This sound perfectly ok for textures (which aren't even mutatable
> in-world), but what about a little change to the shape of a prim
> of an object?  An object (existing of many prims) is an asset:
> you can get store it in an asset server and later retrieve it
> again.  Hence, we have to realize that such objects are NOT
> mutable. Only once they are rezzed they are mutable. This is a
> requirement for things to work. A rezzed object is therefore
> not an asset: it's world-data that can change (with the Region
> as authority? or the owner/viewer maybe, when they are online).
> Only once an object is taken back into inventory is the data
> send to an asset server and a new ID is created. Until that point
> all the data for such objects is exclusively stored in the region
> and people obtain the data for the shape of objects (not the textures,
> but for which texture ID is used on what face) from the region,
> not from an asset server.
>
> This follows from the mutablity argument (not from the fact that
> this how it works in SL too).
>
> > In respect of addressing, you mentioned using hashes as item
> > addresses, and this is of course my preferred strategy, which I have
> > described and advocated several times this week, and back in
> > September.  Hash-based addressing has numerous excellent engineering
> > properties that put it head and shoulders above other schemes.  I say
> > go with that approach.  In any event, when we pit alternative schemes
> > against each other on merit, I bet nothing will come close to
> > hash-based.
>
> I can't think of any disadvantages. The hash has to have a large size
> of course, comparable to UUID's. Still,I'm willing to assume that
> with a lot of effort it would be possible to create an asset with
> a given hash that in fact is different... Would that be a problem?
>
> Once you know the data, you can reconstruct the item anyway. You
> also know the ID (hash or not). You can only know the hash if you
> already know the data anyway, or when you have access to it (of course).
> Being able to then create an asset that has the same hash, but in
> fact is white noise (I definitely can't think of any other way
> to construct a known hash) should simply result in the white noise
> being discarded: someone "uploads" data that has an already existing
> hash, then discard the uploaded data and use the old data. The result
> is the uploader/hacker didn't gain anything at all.
>
> > On the issue of caps, I think that keeping their semantics simple has
> > great merit, because heavyweight schemes are less likely to be
> > accepted, and complex ones are unlikely to be implemented uniformly.
> > But in any case, as I described to Vaughn, caps should be *optional*
> > anyway (ie. asset dependent).  Having to acquire a cap in order to
> > fetch a Creative Commons licensed asset is unnecessary, and indeed it
> > is rather comic.  A cap only needs to be requested when the asset
> > requires it, and only those assets that need it should bear the
> > burden.
>
> Hear hear! I like this idea very much :).
> But it is unrelated to the ID / unmutable data of course.
> This is just about how easy it is to get a cap for something.
> I guess that what you mean is that a free asset should have a
> cap that exists of it's hash. So that if you know the ID/hash
> (ie 'Z') you know immediately where to get it.
>
> > The issue of flag bits (or more generally, property fields) for
> > assets is one that interests me a lot, as it relates to the above.
> > As I described to Vaughn, it is the assets that impose requirements
> > on the protocol, not vice versa, so it is the assets that should
> > carry the properties that control the protocol.
>
> I've often desired mutable bit in no-modify objects in SL.
> There are numerous applications for it! The idea is that
> you have a no modify object but as owner still can change
> certain bits that define how it is used AND that are
> stored when you take it back into your inventory (are preserved
> when next time you rez it again). However, 'no modify' and
> the immutability that we talked about are different things
> of course! If we assume that such bits are simple changes
> to the object that are allowed by the owner at all times,
> then the only disadvantage is that (apparently) all data
> of the object needs to be stored multiple times: if their
> are 4 bits and the users "plays" with them until they had
> all 16 possibilities once in their inventory then we'd have
> 16 times the same data in the asset server.
>
> This however is just a way to look at it (compare with
> the way how we look at how a git server works: that view
> is highly inefficient too, though easy to grasp).
>
> The real implementation can of course make it so that it
> doesn't store that data 16 times...
>
> --
> Carlo Wood <carlo@alinoe.com>
> _______________________________________________
> vwrap mailing list
> vwrap@ietf.org
> https://www.ietf.org/mailman/listinfo/vwrap
>

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I agree with virtually everything you&#39;ve written here, Carlo.<br><br>(A=
nd your observations about how this even applied to your experience with IR=
C were interesting too, and unexpected.)<br><br>I&#39;ll just add a couple =
of small decorations.<br>
<br>First, on the issue of=A0 &quot;authorities&quot; that control mutation=
, there is another way of looking at this, a way which any practitioner of =
Functional Programming would find very natural:=A0 a &quot;mutating&quot; o=
bject can be thought of as an infinite sequence of immutable timestamped ob=
ject states.=A0 And while traditional imperative computing tends to conside=
r FP as &quot;odd&quot;, there is nothing at all odd about an incoming stre=
am of events.=A0 There&#39;s your &quot;mutation authority&quot; for you --=
- it&#39;s merely the event stream generator, each event being immutable. :=
P=A0 This fits in perfectly with event-driven programming of course.<br>
<br>The second point I&#39;d like to make refers to your section about asse=
ts versus objects.=A0 As you say, there is a distinction to be made, and th=
e semantic gap seems to open very wide between them when objects are changi=
ng rapidly.<br>
<br>However, there is also an important way in which the two are related, w=
hich again could be considered the &quot;FP viewpoint&quot;.=A0 Assets are =
really just immutable <b>STATES</b> of an object.=A0 In SL and in Opensim c=
urrently, assets provide the <i>initial</i> state of an object when it is b=
rought into a region (rezzing), and new assets can subsequently be <i>gener=
ated</i> from it by taking a snapshot of the live object (&quot;Take Copy&q=
uot;), or by saving the object on finally removing it from the world (derez=
zing).=A0 The &quot;asset as an immutable object state&quot; paradigm is ve=
ry easy to see.<br>
<br>All this seems to fit together rather nicely, and since it is the model=
 that underlies Second Life, I think Linden Lab deserve kudos for a core da=
ta model that makes sense both conceptually and also for practical cacheabi=
lity.=A0 Of course one can&#39;t just rest there, but it&#39;s a good start=
ing place. :-)<br>
<br>Going beyond where we are currently, the ability of active objects to d=
eliver events to viewers is extremely weak in our current model, with an al=
most total lack of usable communications other than via repurposed chat str=
eams.<br>
<br>Other open world systems have a much stronger object communication mode=
l.=A0 For example objects in OpenWonderLand have two parts, one in-world an=
d one in-client, and these two halves can talk to each other directly to im=
plement any arbitrary complex behavior.=A0 And in OpenCobalt, although ther=
e are no &quot;servers&quot; in the peer-to-peer implementation of islands =
(but there are &quot;router&quot; hosts), the states of the fully programma=
ble objects in one client&#39;s scenegraph automatically propagate to the s=
cenegraphs in all other clients present.=A0 So again, there is a very power=
ful model of interaction between participants.<br>
<br>Although we haven&#39;t placed object communications=A0 within our scop=
e, if VWRAP succeeds then one day someone will need to extend it to region-=
client and inter-VW object communications as well.<br><br><br>Morgaine.<br>
<br><br><br><br>=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D<br><br><div class=3D"gmail_quote">On Sat, Apr 9, 2011 at 2:58 =
AM, Carlo Wood <span dir=3D"ltr">&lt;<a href=3D"mailto:carlo@alinoe.com">ca=
rlo@alinoe.com</a>&gt;</span> wrote:<br><blockquote class=3D"gmail_quote" s=
tyle=3D"margin: 0pt 0pt 0pt 0.8ex; border-left: 1px solid rgb(204, 204, 204=
); padding-left: 1ex;">
<div class=3D"im">On Sat, 9 Apr 2011 02:11:00 +0100<br>
Morgaine &lt;<a href=3D"mailto:morgaine.dinova@googlemail.com">morgaine.din=
ova@googlemail.com</a>&gt; wrote:<br>
<br>
&gt; First of all, mutability breaks caching entirely, so it needs to be<br=
>
&gt; approached with great caution. =A0Caching can make the difference<br>
&gt; between a great service and a totally unusable one (or at least one<br=
>
&gt; that doesn&#39;t work very well), so if mutability is allowed then thi=
ngs<br>
&gt; need to be designed in such a way that caching still works *most of<br=
>
&gt; the time*, namely in between mutations.<br>
<br>
</div>Yup, I totally agree. As you might know I&#39;ve been working a lot<b=
r>
on improving the IRC protocol at the time. IRC works with handles<br>
(nicks and channel names) and everything else is mutable (ie,<br>
the channel topic, the channel modes, etc). This turned out to<br>
be an unsolvable horror (and trust me on that please, I worked<br>
7 years on this topic). What I did was change nick names into<br>
numerics that are *unmutable*, so at least the bloody handle<br>
wasn&#39;t changing all the time, heheh (channel names are already<br>
unmutable) and then assigned authortities for the nick names<br>
(namely those servers where the users are connected to). Authorities<br>
have the nice property to have exclusively an outwards message<br>
stream: from the authority away, and therefore for streamable:<br>
if every mutating operation is kept in order than everything<br>
remains synched in the end. This requires that one always ASKS<br>
the authority to change something and not tell it that you<br>
changed something. For example, I changed it that when you KICK<br>
someone from a channel, then a request is sent to the server<br>
where that person is connected to and that server actually<br>
sends out the message that this user is removed from the channel.<br>
Making an authority for channels was never done, there I have<br>
tried to solve this problem with timestamps.<br>
<br>
I don&#39;t think we should go this route (using time stamps).<br>
Also, the authority &quot;solution&quot; has a the major disadvantage<br>
that it only works in a non-cyclic routing tree; and and<br>
as soon as any rerouting takes place you get into MAJOR problems<br>
for messages that were still under way.<br>
<br>
The ONLY way to really avoid all those nightmares is to adopt<br>
how git and mercurial work: immutable data that some hash ID<br>
refers to, which, as you said is, &quot;never&quot; deleted.<br>
<div class=3D"im"><br>
&gt; This is an issue which has occupied many minds for decades, and I<br>
&gt; think it can be distilled into the widely accepted notion that cached<=
br>
&gt; objects should never be overwritten, but only joined by updated<br>
&gt; versions. =A0At a stroke this lets highly concurrent asset services<br=
>
&gt; avoid the thorny issue of writing in the presence of concurrent<br>
&gt; readers, and at the same time it lets caches have very simple update<b=
r>
&gt; semantics since nothing is mutable from their perspective. =A0The only=
<br>
&gt; cost is some loss of disk space to hold old versions, which is rarely<=
br>
&gt; significant given disk sizes and costs today.<br>
<br>
</div>You totally convinced me :). And for the others: note that I tried<br=
>
it in other ways for YEARS. So, it means something that now I&#39;m<br>
convinced that wasn&#39;t right and we should avoid it.<br>
<div class=3D"im"><br>
&gt; While that is good for asset services and caches, it does place the<br=
>
&gt; burden of achieving mutability on the parties who require it. =A0And<b=
r>
&gt; that of course is how burdens should be borne.<br>
<br>
</div>Also very true.<br>
<div class=3D"im"><br>
&gt; What this means for virtual worlds is that a mutator becomes<br>
&gt; responsible for notifying endpoints that something has mutated, so<br>
&gt; that they can fetch the new versions.<br>
<br>
</div>This sound like an &#39;authority&#39; however: one entity and one al=
one<br>
can issue the out going message that something has changed...<br>
That is not how it should work though. I can&#39;t wrap my finger<br>
around the difference yet though :/... If we go for immutability<br>
then why suddenly are we talking about having to notify others<br>
that something changed?<br>
<br>
Of course, things DO change in-world. For example, someone could<br>
detach something - and attach something else. Then the Agent of<br>
that avatar is the authority I&#39;d think: the viewer requests the<br>
Agent to make a change, and if approved then the Agent tells the<br>
viewer and everyone else that the change was made.<br>
<br>
I guess that the big difference is that in those outgoing messages<br>
is no large &#39;data&#39;.. no ASSET data. =A0The Asset servers themselves=
<br>
would never do this. Only work-tied (location tied) things will do<br>
this: avatars and rezzed objects, with respectively the Agent<br>
and the Region as authority/source of the mutating messages.<br>
<br>
Routing probably goes all through the Region server: if someone<br>
changes an attachment while they are 4000 meter away (in the same<br>
sim) then that STILL has to be routed to everyone else in the sim,<br>
and not later. Basically at least, the Agent *tells* the Region<br>
server that the avatars appears has changed and the Region sends<br>
outward messages of that fact to everyone who is connected.<br>
<br>
As long as all mutating messages go in one direction: away from<br>
the authority (the Agent in this case) and there are no RE-routing<br>
issues (which is not the case here) then there are no problems<br>
with this model.<br>
<div class=3D"im"><br>
&gt; =A0This needn&#39;t be an onerous<br>
&gt; requirement, and it may not even need to be wrapped up in security<br>
&gt; tape, since having had access once probably qualifies you for an<br>
&gt; unconditional update. =A0In any case, the original item is still in it=
s<br>
&gt; asset service (as well as in users&#39; terabyte caches), so one very<=
br>
&gt; useful property of this approach is that a simulation can&#39;t be bro=
ken<br>
&gt; for long by a poor update since reverting is always possible. =A0That&=
#39;s<br>
&gt; a an engineering plus point.<br>
<br>
</div>If all things are well, then the outgoing &#39;mutation&#39; message =
from<br>
the Agent/Region only contains new asset ID&#39;s, not the data itself.<br>
And people will get the new data using the new ID.<br>
<br>
This sound perfectly ok for textures (which aren&#39;t even mutatable<br>
in-world), but what about a little change to the shape of a prim<br>
of an object? =A0An object (existing of many prims) is an asset:<br>
you can get store it in an asset server and later retrieve it<br>
again. =A0Hence, we have to realize that such objects are NOT<br>
mutable. Only once they are rezzed they are mutable. This is a<br>
requirement for things to work. A rezzed object is therefore<br>
not an asset: it&#39;s world-data that can change (with the Region<br>
as authority? or the owner/viewer maybe, when they are online).<br>
Only once an object is taken back into inventory is the data<br>
send to an asset server and a new ID is created. Until that point<br>
all the data for such objects is exclusively stored in the region<br>
and people obtain the data for the shape of objects (not the textures,<br>
but for which texture ID is used on what face) from the region,<br>
not from an asset server.<br>
<br>
This follows from the mutablity argument (not from the fact that<br>
this how it works in SL too).<br>
<div class=3D"im"><br>
&gt; In respect of addressing, you mentioned using hashes as item<br>
&gt; addresses, and this is of course my preferred strategy, which I have<b=
r>
&gt; described and advocated several times this week, and back in<br>
&gt; September. =A0Hash-based addressing has numerous excellent engineering=
<br>
&gt; properties that put it head and shoulders above other schemes. =A0I sa=
y<br>
&gt; go with that approach. =A0In any event, when we pit alternative scheme=
s<br>
&gt; against each other on merit, I bet nothing will come close to<br>
&gt; hash-based.<br>
<br>
</div>I can&#39;t think of any disadvantages. The hash has to have a large =
size<br>
of course, comparable to UUID&#39;s. Still,I&#39;m willing to assume that<b=
r>
with a lot of effort it would be possible to create an asset with<br>
a given hash that in fact is different... Would that be a problem?<br>
<br>
Once you know the data, you can reconstruct the item anyway. You<br>
also know the ID (hash or not). You can only know the hash if you<br>
already know the data anyway, or when you have access to it (of course).<br=
>
Being able to then create an asset that has the same hash, but in<br>
fact is white noise (I definitely can&#39;t think of any other way<br>
to construct a known hash) should simply result in the white noise<br>
being discarded: someone &quot;uploads&quot; data that has an already exist=
ing<br>
hash, then discard the uploaded data and use the old data. The result<br>
is the uploader/hacker didn&#39;t gain anything at all.<br>
<div class=3D"im"><br>
&gt; On the issue of caps, I think that keeping their semantics simple has<=
br>
&gt; great merit, because heavyweight schemes are less likely to be<br>
&gt; accepted, and complex ones are unlikely to be implemented uniformly.<b=
r>
&gt; But in any case, as I described to Vaughn, caps should be *optional*<b=
r>
&gt; anyway (ie. asset dependent). =A0Having to acquire a cap in order to<b=
r>
&gt; fetch a Creative Commons licensed asset is unnecessary, and indeed it<=
br>
&gt; is rather comic. =A0A cap only needs to be requested when the asset<br=
>
&gt; requires it, and only those assets that need it should bear the<br>
&gt; burden.<br>
<br>
</div>Hear hear! I like this idea very much :).<br>
But it is unrelated to the ID / unmutable data of course.<br>
This is just about how easy it is to get a cap for something.<br>
I guess that what you mean is that a free asset should have a<br>
cap that exists of it&#39;s hash. So that if you know the ID/hash<br>
(ie &#39;Z&#39;) you know immediately where to get it.<br>
<div class=3D"im"><br>
&gt; The issue of flag bits (or more generally, property fields) for<br>
&gt; assets is one that interests me a lot, as it relates to the above.<br>
&gt; As I described to Vaughn, it is the assets that impose requirements<br=
>
&gt; on the protocol, not vice versa, so it is the assets that should<br>
&gt; carry the properties that control the protocol.<br>
<br>
</div>I&#39;ve often desired mutable bit in no-modify objects in SL.<br>
There are numerous applications for it! The idea is that<br>
you have a no modify object but as owner still can change<br>
certain bits that define how it is used AND that are<br>
stored when you take it back into your inventory (are preserved<br>
when next time you rez it again). However, &#39;no modify&#39; and<br>
the immutability that we talked about are different things<br>
of course! If we assume that such bits are simple changes<br>
to the object that are allowed by the owner at all times,<br>
then the only disadvantage is that (apparently) all data<br>
of the object needs to be stored multiple times: if their<br>
are 4 bits and the users &quot;plays&quot; with them until they had<br>
all 16 possibilities once in their inventory then we&#39;d have<br>
16 times the same data in the asset server.<br>
<br>
This however is just a way to look at it (compare with<br>
the way how we look at how a git server works: that view<br>
is highly inefficient too, though easy to grasp).<br>
<br>
The real implementation can of course make it so that it<br>
doesn&#39;t store that data 16 times...<br>
<font color=3D"#888888"><br>
--<br>
</font><div><div></div><div class=3D"h5">Carlo Wood &lt;<a href=3D"mailto:c=
arlo@alinoe.com">carlo@alinoe.com</a>&gt;<br>
_______________________________________________<br>
vwrap mailing list<br>
<a href=3D"mailto:vwrap@ietf.org">vwrap@ietf.org</a><br>
<a href=3D"https://www.ietf.org/mailman/listinfo/vwrap" target=3D"_blank">h=
ttps://www.ietf.org/mailman/listinfo/vwrap</a><br>
</div></div></blockquote></div><br>

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From djshag@hotmail.com  Sat Apr  9 02:36:40 2011
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Subject: Re: [vwrap] Is 'Data Z' immutable (like a git snapshot)?
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While reading through this email, I've got an idea, that i don't think we 
spoke about before but I really think it could become handy.

We have to allow some kind of synchronisation to take place on some assets.

Let me describe you the use case i see where it fits.

I make a vendor's server lets say, that i'm going to use on GRID A and GRID 
B.

I don't visit GRID B very often, but on the other hand i'm connecting on 
GRID A alot.

I do some modification on my server's code in GRID A and I'd like the GRID B 
to have the exact same modifications without having to log there and start 
to code again.

So, what would be really useful is if in a way I could say to GRID B to 
refresh my server without having to log in there.

That's it, that was my idea, not sure it fits right here right now, but 
might be to take in consideration  while designing the protocol.

Thanks

-----Message d'origine----- 
From: Carlo Wood
Sent: Friday, April 08, 2011 9:58 PM
To: vwrap@ietf.org
Subject: Re: [vwrap] Is 'Data Z' immutable (like a git snapshot)?

On Sat, 9 Apr 2011 02:11:00 +0100
Morgaine <morgaine.dinova@googlemail.com> wrote:

> First of all, mutability breaks caching entirely, so it needs to be
> approached with great caution.  Caching can make the difference
> between a great service and a totally unusable one (or at least one
> that doesn't work very well), so if mutability is allowed then things
> need to be designed in such a way that caching still works *most of
> the time*, namely in between mutations.

Yup, I totally agree. As you might know I've been working a lot
on improving the IRC protocol at the time. IRC works with handles
(nicks and channel names) and everything else is mutable (ie,
the channel topic, the channel modes, etc). This turned out to
be an unsolvable horror (and trust me on that please, I worked
7 years on this topic). What I did was change nick names into
numerics that are *unmutable*, so at least the bloody handle
wasn't changing all the time, heheh (channel names are already
unmutable) and then assigned authortities for the nick names
(namely those servers where the users are connected to). Authorities
have the nice property to have exclusively an outwards message
stream: from the authority away, and therefore for streamable:
if every mutating operation is kept in order than everything
remains synched in the end. This requires that one always ASKS
the authority to change something and not tell it that you
changed something. For example, I changed it that when you KICK
someone from a channel, then a request is sent to the server
where that person is connected to and that server actually
sends out the message that this user is removed from the channel.
Making an authority for channels was never done, there I have
tried to solve this problem with timestamps.

I don't think we should go this route (using time stamps).
Also, the authority "solution" has a the major disadvantage
that it only works in a non-cyclic routing tree; and and
as soon as any rerouting takes place you get into MAJOR problems
for messages that were still under way.

The ONLY way to really avoid all those nightmares is to adopt
how git and mercurial work: immutable data that some hash ID
refers to, which, as you said is, "never" deleted.

> This is an issue which has occupied many minds for decades, and I
> think it can be distilled into the widely accepted notion that cached
> objects should never be overwritten, but only joined by updated
> versions.  At a stroke this lets highly concurrent asset services
> avoid the thorny issue of writing in the presence of concurrent
> readers, and at the same time it lets caches have very simple update
> semantics since nothing is mutable from their perspective.  The only
> cost is some loss of disk space to hold old versions, which is rarely
> significant given disk sizes and costs today.

You totally convinced me :). And for the others: note that I tried
it in other ways for YEARS. So, it means something that now I'm
convinced that wasn't right and we should avoid it.

> While that is good for asset services and caches, it does place the
> burden of achieving mutability on the parties who require it.  And
> that of course is how burdens should be borne.

Also very true.

> What this means for virtual worlds is that a mutator becomes
> responsible for notifying endpoints that something has mutated, so
> that they can fetch the new versions.

This sound like an 'authority' however: one entity and one alone
can issue the out going message that something has changed...
That is not how it should work though. I can't wrap my finger
around the difference yet though :/... If we go for immutability
then why suddenly are we talking about having to notify others
that something changed?

Of course, things DO change in-world. For example, someone could
detach something - and attach something else. Then the Agent of
that avatar is the authority I'd think: the viewer requests the
Agent to make a change, and if approved then the Agent tells the
viewer and everyone else that the change was made.

I guess that the big difference is that in those outgoing messages
is no large 'data'.. no ASSET data.  The Asset servers themselves
would never do this. Only work-tied (location tied) things will do
this: avatars and rezzed objects, with respectively the Agent
and the Region as authority/source of the mutating messages.

Routing probably goes all through the Region server: if someone
changes an attachment while they are 4000 meter away (in the same
sim) then that STILL has to be routed to everyone else in the sim,
and not later. Basically at least, the Agent *tells* the Region
server that the avatars appears has changed and the Region sends
outward messages of that fact to everyone who is connected.

As long as all mutating messages go in one direction: away from
the authority (the Agent in this case) and there are no RE-routing
issues (which is not the case here) then there are no problems
with this model.

>  This needn't be an onerous
> requirement, and it may not even need to be wrapped up in security
> tape, since having had access once probably qualifies you for an
> unconditional update.  In any case, the original item is still in its
> asset service (as well as in users' terabyte caches), so one very
> useful property of this approach is that a simulation can't be broken
> for long by a poor update since reverting is always possible.  That's
> a an engineering plus point.

If all things are well, then the outgoing 'mutation' message from
the Agent/Region only contains new asset ID's, not the data itself.
And people will get the new data using the new ID.

This sound perfectly ok for textures (which aren't even mutatable
in-world), but what about a little change to the shape of a prim
of an object?  An object (existing of many prims) is an asset:
you can get store it in an asset server and later retrieve it
again.  Hence, we have to realize that such objects are NOT
mutable. Only once they are rezzed they are mutable. This is a
requirement for things to work. A rezzed object is therefore
not an asset: it's world-data that can change (with the Region
as authority? or the owner/viewer maybe, when they are online).
Only once an object is taken back into inventory is the data
send to an asset server and a new ID is created. Until that point
all the data for such objects is exclusively stored in the region
and people obtain the data for the shape of objects (not the textures,
but for which texture ID is used on what face) from the region,
not from an asset server.

This follows from the mutablity argument (not from the fact that
this how it works in SL too).

> In respect of addressing, you mentioned using hashes as item
> addresses, and this is of course my preferred strategy, which I have
> described and advocated several times this week, and back in
> September.  Hash-based addressing has numerous excellent engineering
> properties that put it head and shoulders above other schemes.  I say
> go with that approach.  In any event, when we pit alternative schemes
> against each other on merit, I bet nothing will come close to
> hash-based.

I can't think of any disadvantages. The hash has to have a large size
of course, comparable to UUID's. Still,I'm willing to assume that
with a lot of effort it would be possible to create an asset with
a given hash that in fact is different... Would that be a problem?

Once you know the data, you can reconstruct the item anyway. You
also know the ID (hash or not). You can only know the hash if you
already know the data anyway, or when you have access to it (of course).
Being able to then create an asset that has the same hash, but in
fact is white noise (I definitely can't think of any other way
to construct a known hash) should simply result in the white noise
being discarded: someone "uploads" data that has an already existing
hash, then discard the uploaded data and use the old data. The result
is the uploader/hacker didn't gain anything at all.

> On the issue of caps, I think that keeping their semantics simple has
> great merit, because heavyweight schemes are less likely to be
> accepted, and complex ones are unlikely to be implemented uniformly.
> But in any case, as I described to Vaughn, caps should be *optional*
> anyway (ie. asset dependent).  Having to acquire a cap in order to
> fetch a Creative Commons licensed asset is unnecessary, and indeed it
> is rather comic.  A cap only needs to be requested when the asset
> requires it, and only those assets that need it should bear the
> burden.

Hear hear! I like this idea very much :).
But it is unrelated to the ID / unmutable data of course.
This is just about how easy it is to get a cap for something.
I guess that what you mean is that a free asset should have a
cap that exists of it's hash. So that if you know the ID/hash
(ie 'Z') you know immediately where to get it.

> The issue of flag bits (or more generally, property fields) for
> assets is one that interests me a lot, as it relates to the above.
> As I described to Vaughn, it is the assets that impose requirements
> on the protocol, not vice versa, so it is the assets that should
> carry the properties that control the protocol.

I've often desired mutable bit in no-modify objects in SL.
There are numerous applications for it! The idea is that
you have a no modify object but as owner still can change
certain bits that define how it is used AND that are
stored when you take it back into your inventory (are preserved
when next time you rez it again). However, 'no modify' and
the immutability that we talked about are different things
of course! If we assume that such bits are simple changes
to the object that are allowed by the owner at all times,
then the only disadvantage is that (apparently) all data
of the object needs to be stored multiple times: if their
are 4 bits and the users "plays" with them until they had
all 16 possibilities once in their inventory then we'd have
16 times the same data in the asset server.

This however is just a way to look at it (compare with
the way how we look at how a git server works: that view
is highly inefficient too, though easy to grasp).

The real implementation can of course make it so that it
doesn't store that data 16 times...

-- 
Carlo Wood <carlo@alinoe.com>
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Subject: Re: [vwrap] Is 'Data Z' immutable (like a git snapshot)?
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Patnad, if you mean synchronized updates of objects, then yes, this is what
Carlo and I were discussing in the emails of this thread.  That's the
"mutability" of an object to which we were referring.

However, it shouldn't happen through actual mutation of an asset in the
asset services (in our view), because as we discussed earlier, this would
have bad consequences for the cacheability of assets, it would complicate
asset services and make them less concurrently scalable, and there would be
no means of fault isolation when an update delivers bad data and propagates
to everyone automatically.

Instead, we were envisaging all assets in asset services being completely
immutable, always.  Then an "update" would consist of adding another newer
asset to the asset service, and signaling that an update exists only to the
desired endpoints.  This would allow control over the breadth of update
effect, since endpoints that are not notified would not automatically sync
up, so you can select your own target set for your update trial.

Although we haven't discussed the following mechanism yet, the way I
envisage updates being propagated is through an optional subscription path
in the protocol, which has the merit that the burden of updateability rests
only on those assets that require it, and not on all assets.  I mentioned
"property fields" (ie. bits or flags) in a response to Carlo yestereday, and
this is one place where the notion of "asset properties" can be put to good
use.

If an asset is marked as being "*Updateable*" through a property bit, it is
still entirely immutable in asset services and remains valid in all caches.
However, at the point where a client (or a region server in the case of a
bounding-box / collision mesh asset) receives the asset, when it notices the
"*Updateable*" property bit on the asset then it has the option of availing
itself of the update when it becomes available.

The way this would work in my subscription-based approach is very simple.
On noticing the *Updateable*" bit being set in an attribute for asset A, the
receiving endpoint E would send off a protocol message which says "*This
endpoint E wishes to subscribe to notifications for updates on asset A*",
which would be a protocol message type defined in our protocol.  Notice that
this makes the update process "*opt-in*", which is a very desirable trait
especially in regards to privacy and security.

But where would the recipient endpoint send this message?  I propose that
specifying the target should be kept flexible and extensible by placing that
information in yet another asset, which the asset service can give the
recipient upon request.  This can work as follows, although there are many
possible variations on this theme:

The party that offers updateability of asset A also stores an "*UpdateInfo*"
asset in the same asset service, a tuple structured like this:

*UpdateInfo:{A, UpdateSubscriptionURI, Description}*

When the asset service receives this *UpdateInfo* asset, it creates a local
binding between asset A and the URI of this* *UpdateInfo asset, such that if
an endpoint subsequently requests *fetchUpdateInfo(A)* then the URI of the
UpdateInfo asset is returned.  The requester can then use that URI to fetch
the UpdateInfo asset using the standard asset fetch mechanism, and can then
use the URI held in the received *UpdateSubscriptionURI* field to send a
subscription request to the party offering updates.

There are many possible variations on this idea, but the key to flexibility
is holding the update information in a new asset.  This introduces many
benefits:


   - Ordinary assets do not carry the burden of any update machinery.
   - Updateable assets that the user does not wish to update do not carry
   the burden of any update machinery either (the "*Updateable*" property is
   just ignored at the time the asset is received).
   - If a recipient that did not initially subscribe to updates changes its
   mind later, nothing is lost, because the update contact information is
   securely stored in the asset service and can be requested at any time.
   - It also allows endpoints to choose not to subscribe to updates at the
   time of asset receipt but as a scheduled background activity instead.
   - Asset services can continue to do what they do best, namely just stream
   immutable assets at blue light speeds.  The separate binding service (a
   simple hashed lookup keyed on the same asset address as normal asset
   fetches) is a side facility, and doesn't impact on the asset service at all.
   - The update mechanism is opt-in, which is a benefit for privacy and
   security.
   - The party offering the update can easily store a new *UpdateInfo* asset
   if the *UpdateSubscriptionURI* changes, which the asset service can
   either use to replace its previous binding, or else just add it to a list of
   *UpdateInfo* offers.
   - The *UpdateInfo* assets themselves are immutably stored in the asset
   service, so the bindings are recoverable even if lost.
   - Caching works normally for all assets, even the updateable ones.
   - The updater retains full control over to whom to offer updates out of
   the opt-ins, and can reduce the set of endpoints updated to suit its policy
   or resources.
   - The *UpdateInfo* assets don't even need to be stored in the same asset
   service as the assets to which they are bound.  It's perfectly possible to
   have asset sites dedicated to update notifications alone.  This would
   require clients to have knowledge of such sites so that they request update
   notifications to them instead of to the original asset services, but it's
   not particularly hard.


How updates are actually offered later, once they become available, is a
separate issue.  The above just handles subscribing to notifications about
updates.  It's pretty easy to see how the circle could be made complete
though --- the updater notifies opt-ins that an update is available, upon
which they can fetch the new asset from an asset service and save it as an
asset replacement in their cache.

How the notification is sent by the updater should be flexible.  I have
implied that the user's agent service is online and so direct notification
is possible, as this will probably become much more common tomorrow under
IPv6 which does not hide clients behind NAT.  Other means by which updaters
can send update notifications should be provided too though.  Alternatively,
regions could subscribe to be notified of updates to client assets, and when
the region is sending the asset URIs to its attached clients, it could pass
any notifications about updates along to these clients too.  Giving regions
more work is not a very good idea though.

There are lots of possible alternatives in this area.  I've described only
one or two.


Morgaine.




===========================

On Sat, Apr 9, 2011 at 10:38 AM, Patnad Babii <djshag@hotmail.com> wrote:

> While reading through this email, I've got an idea, that i don't think we
> spoke about before but I really think it could become handy.
>
> We have to allow some kind of synchronisation to take place on some assets.
>
> Let me describe you the use case i see where it fits.
>
> I make a vendor's server lets say, that i'm going to use on GRID A and GRID
> B.
>
> I don't visit GRID B very often, but on the other hand i'm connecting on
> GRID A alot.
>
> I do some modification on my server's code in GRID A and I'd like the GRID
> B to have the exact same modifications without having to log there and start
> to code again.
>
> So, what would be really useful is if in a way I could say to GRID B to
> refresh my server without having to log in there.
>
> That's it, that was my idea, not sure it fits right here right now, but
> might be to take in consideration  while designing the protocol.
>
> Thanks
>
> -----Message d'origine----- From: Carlo Wood
> Sent: Friday, April 08, 2011 9:58 PM
> To: vwrap@ietf.org
> Subject: Re: [vwrap] Is 'Data Z' immutable (like a git snapshot)?
>
>
> On Sat, 9 Apr 2011 02:11:00 +0100
> Morgaine <morgaine.dinova@googlemail.com> wrote:
>
>  First of all, mutability breaks caching entirely, so it needs to be
>> approached with great caution.  Caching can make the difference
>> between a great service and a totally unusable one (or at least one
>> that doesn't work very well), so if mutability is allowed then things
>> need to be designed in such a way that caching still works *most of
>> the time*, namely in between mutations.
>>
>
> Yup, I totally agree. As you might know I've been working a lot
> on improving the IRC protocol at the time. IRC works with handles
> (nicks and channel names) and everything else is mutable (ie,
> the channel topic, the channel modes, etc). This turned out to
> be an unsolvable horror (and trust me on that please, I worked
> 7 years on this topic). What I did was change nick names into
> numerics that are *unmutable*, so at least the bloody handle
> wasn't changing all the time, heheh (channel names are already
> unmutable) and then assigned authortities for the nick names
> (namely those servers where the users are connected to). Authorities
> have the nice property to have exclusively an outwards message
> stream: from the authority away, and therefore for streamable:
> if every mutating operation is kept in order than everything
> remains synched in the end. This requires that one always ASKS
> the authority to change something and not tell it that you
> changed something. For example, I changed it that when you KICK
> someone from a channel, then a request is sent to the server
> where that person is connected to and that server actually
> sends out the message that this user is removed from the channel.
> Making an authority for channels was never done, there I have
> tried to solve this problem with timestamps.
>
> I don't think we should go this route (using time stamps).
> Also, the authority "solution" has a the major disadvantage
> that it only works in a non-cyclic routing tree; and and
> as soon as any rerouting takes place you get into MAJOR problems
> for messages that were still under way.
>
> The ONLY way to really avoid all those nightmares is to adopt
> how git and mercurial work: immutable data that some hash ID
> refers to, which, as you said is, "never" deleted.
>
>  This is an issue which has occupied many minds for decades, and I
>> think it can be distilled into the widely accepted notion that cached
>> objects should never be overwritten, but only joined by updated
>> versions.  At a stroke this lets highly concurrent asset services
>> avoid the thorny issue of writing in the presence of concurrent
>> readers, and at the same time it lets caches have very simple update
>> semantics since nothing is mutable from their perspective.  The only
>> cost is some loss of disk space to hold old versions, which is rarely
>> significant given disk sizes and costs today.
>>
>
> You totally convinced me :). And for the others: note that I tried
> it in other ways for YEARS. So, it means something that now I'm
> convinced that wasn't right and we should avoid it.
>
>  While that is good for asset services and caches, it does place the
>> burden of achieving mutability on the parties who require it.  And
>> that of course is how burdens should be borne.
>>
>
> Also very true.
>
>  What this means for virtual worlds is that a mutator becomes
>> responsible for notifying endpoints that something has mutated, so
>> that they can fetch the new versions.
>>
>
> This sound like an 'authority' however: one entity and one alone
> can issue the out going message that something has changed...
> That is not how it should work though. I can't wrap my finger
> around the difference yet though :/... If we go for immutability
> then why suddenly are we talking about having to notify others
> that something changed?
>
> Of course, things DO change in-world. For example, someone could
> detach something - and attach something else. Then the Agent of
> that avatar is the authority I'd think: the viewer requests the
> Agent to make a change, and if approved then the Agent tells the
> viewer and everyone else that the change was made.
>
> I guess that the big difference is that in those outgoing messages
> is no large 'data'.. no ASSET data.  The Asset servers themselves
> would never do this. Only work-tied (location tied) things will do
> this: avatars and rezzed objects, with respectively the Agent
> and the Region as authority/source of the mutating messages.
>
> Routing probably goes all through the Region server: if someone
> changes an attachment while they are 4000 meter away (in the same
> sim) then that STILL has to be routed to everyone else in the sim,
> and not later. Basically at least, the Agent *tells* the Region
> server that the avatars appears has changed and the Region sends
> outward messages of that fact to everyone who is connected.
>
> As long as all mutating messages go in one direction: away from
> the authority (the Agent in this case) and there are no RE-routing
> issues (which is not the case here) then there are no problems
> with this model.
>
>   This needn't be an onerous
>> requirement, and it may not even need to be wrapped up in security
>> tape, since having had access once probably qualifies you for an
>> unconditional update.  In any case, the original item is still in its
>> asset service (as well as in users' terabyte caches), so one very
>> useful property of this approach is that a simulation can't be broken
>> for long by a poor update since reverting is always possible.  That's
>> a an engineering plus point.
>>
>
> If all things are well, then the outgoing 'mutation' message from
> the Agent/Region only contains new asset ID's, not the data itself.
> And people will get the new data using the new ID.
>
> This sound perfectly ok for textures (which aren't even mutatable
> in-world), but what about a little change to the shape of a prim
> of an object?  An object (existing of many prims) is an asset:
> you can get store it in an asset server and later retrieve it
> again.  Hence, we have to realize that such objects are NOT
> mutable. Only once they are rezzed they are mutable. This is a
> requirement for things to work. A rezzed object is therefore
> not an asset: it's world-data that can change (with the Region
> as authority? or the owner/viewer maybe, when they are online).
> Only once an object is taken back into inventory is the data
> send to an asset server and a new ID is created. Until that point
> all the data for such objects is exclusively stored in the region
> and people obtain the data for the shape of objects (not the textures,
> but for which texture ID is used on what face) from the region,
> not from an asset server.
>
> This follows from the mutablity argument (not from the fact that
> this how it works in SL too).
>
>  In respect of addressing, you mentioned using hashes as item
>> addresses, and this is of course my preferred strategy, which I have
>> described and advocated several times this week, and back in
>> September.  Hash-based addressing has numerous excellent engineering
>> properties that put it head and shoulders above other schemes.  I say
>> go with that approach.  In any event, when we pit alternative schemes
>> against each other on merit, I bet nothing will come close to
>> hash-based.
>>
>
> I can't think of any disadvantages. The hash has to have a large size
> of course, comparable to UUID's. Still,I'm willing to assume that
> with a lot of effort it would be possible to create an asset with
> a given hash that in fact is different... Would that be a problem?
>
> Once you know the data, you can reconstruct the item anyway. You
> also know the ID (hash or not). You can only know the hash if you
> already know the data anyway, or when you have access to it (of course).
> Being able to then create an asset that has the same hash, but in
> fact is white noise (I definitely can't think of any other way
> to construct a known hash) should simply result in the white noise
> being discarded: someone "uploads" data that has an already existing
> hash, then discard the uploaded data and use the old data. The result
> is the uploader/hacker didn't gain anything at all.
>
>  On the issue of caps, I think that keeping their semantics simple has
>> great merit, because heavyweight schemes are less likely to be
>> accepted, and complex ones are unlikely to be implemented uniformly.
>> But in any case, as I described to Vaughn, caps should be *optional*
>> anyway (ie. asset dependent).  Having to acquire a cap in order to
>> fetch a Creative Commons licensed asset is unnecessary, and indeed it
>> is rather comic.  A cap only needs to be requested when the asset
>> requires it, and only those assets that need it should bear the
>> burden.
>>
>
> Hear hear! I like this idea very much :).
> But it is unrelated to the ID / unmutable data of course.
> This is just about how easy it is to get a cap for something.
> I guess that what you mean is that a free asset should have a
> cap that exists of it's hash. So that if you know the ID/hash
> (ie 'Z') you know immediately where to get it.
>
>  The issue of flag bits (or more generally, property fields) for
>> assets is one that interests me a lot, as it relates to the above.
>> As I described to Vaughn, it is the assets that impose requirements
>> on the protocol, not vice versa, so it is the assets that should
>> carry the properties that control the protocol.
>>
>
> I've often desired mutable bit in no-modify objects in SL.
> There are numerous applications for it! The idea is that
> you have a no modify object but as owner still can change
> certain bits that define how it is used AND that are
> stored when you take it back into your inventory (are preserved
> when next time you rez it again). However, 'no modify' and
> the immutability that we talked about are different things
> of course! If we assume that such bits are simple changes
> to the object that are allowed by the owner at all times,
> then the only disadvantage is that (apparently) all data
> of the object needs to be stored multiple times: if their
> are 4 bits and the users "plays" with them until they had
> all 16 possibilities once in their inventory then we'd have
> 16 times the same data in the asset server.
>
> This however is just a way to look at it (compare with
> the way how we look at how a git server works: that view
> is highly inefficient too, though easy to grasp).
>
> The real implementation can of course make it so that it
> doesn't store that data 16 times...
>
> --
> Carlo Wood <carlo@alinoe.com>
> _______________________________________________
> vwrap mailing list
> vwrap@ietf.org
> https://www.ietf.org/mailman/listinfo/vwrap
> _______________________________________________
> vwrap mailing list
> vwrap@ietf.org
> https://www.ietf.org/mailman/listinfo/vwrap
>

--0016368340c02eb75204a07e8419
Content-Type: text/html; charset=ISO-8859-1
Content-Transfer-Encoding: quoted-printable

Patnad, if you mean synchronized updates of objects, then yes, this is what=
 Carlo and I were discussing in the emails of this thread.=A0 That&#39;s th=
e &quot;mutability&quot; of an object to which we were referring.<br><br>Ho=
wever, it shouldn&#39;t happen through actual mutation of an asset in the a=
sset services (in our view), because as we discussed earlier, this would ha=
ve bad consequences for the cacheability of assets, it would complicate ass=
et services and make them less concurrently scalable, and there would be no=
 means of fault isolation when an update delivers bad data and propagates t=
o everyone automatically.<br>
<br>Instead, we were envisaging all assets in asset services being complete=
ly immutable, always.=A0 Then an &quot;update&quot; would consist of adding=
 another newer asset to the asset service, and signaling that an update exi=
sts only to the desired endpoints.=A0 This would allow control over the bre=
adth of update effect, since endpoints that are not notified would not auto=
matically sync up, so you can select your own target set for your update tr=
ial.<br>
<br>Although we haven&#39;t discussed the following mechanism yet, the way =
I envisage updates being propagated is through an optional subscription pat=
h in the protocol, which has the merit that the burden of updateability res=
ts only on those assets that require it, and not on all assets.=A0 I mentio=
ned &quot;property fields&quot; (ie. bits or flags) in a response to Carlo =
yestereday, and this is one place where the notion of &quot;asset propertie=
s&quot; can be put to good use.<br>
<br>If an asset is marked as being &quot;<b>Updateable</b>&quot; through a =
property bit, it is still entirely immutable in asset services and remains =
valid in all caches.=A0 However, at the point where a client (or a region s=
erver in the case of a bounding-box / collision mesh asset) receives the as=
set, when it notices the &quot;<b>Updateable</b>&quot; property bit on the =
asset then it has the option of availing itself of the update when it becom=
es available.<br>
<br>The way this would work in my subscription-based approach is very simpl=
e.=A0 On noticing the <b>Updateable</b>&quot; bit being set in an attribute=
 for asset A, the receiving endpoint E would send off a protocol message wh=
ich says &quot;<b>This endpoint E wishes to subscribe to notifications for =
updates on asset A</b>&quot;, which would be a protocol message type define=
d in our protocol.=A0 Notice that this makes the update process &quot;<b>op=
t-in</b>&quot;, which is a very desirable trait especially in regards to pr=
ivacy and security.<br>
<br>But where would the recipient endpoint send this message?=A0 I propose =
that specifying the target should be kept flexible and extensible by placin=
g that information in yet another asset, which the asset service can give t=
he recipient upon request.=A0 This can work as follows, although there are =
many possible variations on this theme:<br>
<br>The party that offers updateability of asset A also stores an &quot;<b>=
UpdateInfo</b>&quot; asset in the same asset service, a tuple structured li=
ke this:<br><br><div style=3D"margin-left: 40px;"><b>UpdateInfo:{A, UpdateS=
ubscriptionURI, Description}</b><br>
<br></div>When the asset service receives this <b>UpdateInfo</b> asset, it =
creates a local binding between asset A and the URI of this<b> </b>UpdateIn=
fo asset, such that if an endpoint subsequently requests <b>fetchUpdateInfo=
(A)</b> then the URI of the UpdateInfo asset is returned.=A0 The requester =
can then use that URI to fetch the UpdateInfo asset using the standard asse=
t fetch mechanism, and can then use the URI held in the received <b>UpdateS=
ubscriptionURI</b> field to send a subscription request to the party offeri=
ng updates.<br>
<br>There are many possible variations on this idea, but the key to flexibi=
lity is holding the update information in a new asset.=A0 This introduces m=
any benefits:<br><br><ul><li>Ordinary assets do not carry the burden of any=
 update machinery.</li>
<li>Updateable assets that the user does not wish to update do not carry th=
e burden of any update machinery either (the &quot;<b>Updateable</b>&quot; =
property is just ignored at the time the asset is received).</li><li>If a r=
ecipient that did not initially subscribe to updates changes its mind later=
, nothing is lost, because the update contact information is securely store=
d in the asset service and can be requested at any time.</li>
<li>It also allows endpoints to choose not to subscribe to updates at the t=
ime of asset receipt but as a scheduled background activity instead.<br></l=
i><li>Asset services can continue to do what they do best, namely just stre=
am immutable assets at blue light speeds.=A0 The separate binding service (=
a simple hashed lookup keyed on the same asset address as normal asset fetc=
hes) is a side facility, and doesn&#39;t impact on the asset service at all=
.<br>
</li><li>The update mechanism is opt-in, which is a benefit for privacy and=
 security.</li><li>The party offering the update can easily store a new <b>=
UpdateInfo</b> asset if the <b>UpdateSubscriptionURI</b> changes, which the=
 asset service can either use to replace its previous binding, or else just=
 add it to a list of <b>UpdateInfo</b> offers.</li>
<li>The <b>UpdateInfo</b> assets themselves are immutably stored in the ass=
et service, so the bindings are recoverable even if lost.</li><li>Caching w=
orks normally for all assets, even the updateable ones.</li><li>The updater=
 retains full control over to whom to offer updates out of the opt-ins, and=
 can reduce the set of endpoints updated to suit its policy or resources.</=
li>
<li>The <b>UpdateInfo</b> assets don&#39;t even need to be stored in the sa=
me asset service as the assets to which they are bound.=A0 It&#39;s perfect=
ly possible to have asset sites dedicated to update notifications alone.=A0=
 This would require clients to have knowledge of such sites so that they re=
quest update notifications to them instead of to the original asset service=
s, but it&#39;s not particularly hard.<br>
</li></ul><br>How updates are actually offered later, once they become avai=
lable, is a separate issue.=A0 The above just handles subscribing to notifi=
cations about updates.=A0 It&#39;s pretty easy to see how the circle could =
be made complete though --- the updater notifies opt-ins that an update is =
available, upon which they can fetch the new asset from an asset service an=
d save it as an asset replacement in their cache.<br>
<br>How the notification is sent by the updater should be flexible.=A0 I ha=
ve implied that the user&#39;s agent service is online and so direct notifi=
cation is possible, as this will probably become much more common tomorrow =
under IPv6 which does not hide clients behind NAT.=A0 Other means by which =
updaters can send update notifications should be provided too though.=A0 Al=
ternatively, regions could subscribe to be notified of updates to client as=
sets, and when the region is sending the asset URIs to its attached clients=
, it could pass any notifications about updates along to these clients too.=
=A0 Giving regions more work is not a very good idea though.<br>
<br>There are lots of possible alternatives in this area.=A0 I&#39;ve descr=
ibed only one or two.<br><br><br>Morgaine.<br><br><br><br><br>=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D<br><b=
r><div class=3D"gmail_quote">On Sat, Apr 9, 2011 at 10:38 AM, Patnad Babii =
<span dir=3D"ltr">&lt;<a href=3D"mailto:djshag@hotmail.com">djshag@hotmail.=
com</a>&gt;</span> wrote:<br>
<blockquote class=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt 0.8ex; borde=
r-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;">While reading thr=
ough this email, I&#39;ve got an idea, that i don&#39;t think we spoke abou=
t before but I really think it could become handy.<br>

<br>
We have to allow some kind of synchronisation to take place on some assets.=
<br>
<br>
Let me describe you the use case i see where it fits.<br>
<br>
I make a vendor&#39;s server lets say, that i&#39;m going to use on GRID A =
and GRID B.<br>
<br>
I don&#39;t visit GRID B very often, but on the other hand i&#39;m connecti=
ng on GRID A alot.<br>
<br>
I do some modification on my server&#39;s code in GRID A and I&#39;d like t=
he GRID B to have the exact same modifications without having to log there =
and start to code again.<br>
<br>
So, what would be really useful is if in a way I could say to GRID B to ref=
resh my server without having to log in there.<br>
<br>
That&#39;s it, that was my idea, not sure it fits right here right now, but=
 might be to take in consideration =A0while designing the protocol.<br>
<br>
Thanks<br>
<br>
-----Message d&#39;origine----- From: Carlo Wood<br>
Sent: Friday, April 08, 2011 9:58 PM<br>
To: <a href=3D"mailto:vwrap@ietf.org" target=3D"_blank">vwrap@ietf.org</a><=
br>
Subject: Re: [vwrap] Is &#39;Data Z&#39; immutable (like a git snapshot)?<d=
iv><div></div><div class=3D"h5"><br>
<br>
On Sat, 9 Apr 2011 02:11:00 +0100<br>
Morgaine &lt;<a href=3D"mailto:morgaine.dinova@googlemail.com" target=3D"_b=
lank">morgaine.dinova@googlemail.com</a>&gt; wrote:<br>
<br>
<blockquote class=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt 0.8ex; borde=
r-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;">
First of all, mutability breaks caching entirely, so it needs to be<br>
approached with great caution. =A0Caching can make the difference<br>
between a great service and a totally unusable one (or at least one<br>
that doesn&#39;t work very well), so if mutability is allowed then things<b=
r>
need to be designed in such a way that caching still works *most of<br>
the time*, namely in between mutations.<br>
</blockquote>
<br>
Yup, I totally agree. As you might know I&#39;ve been working a lot<br>
on improving the IRC protocol at the time. IRC works with handles<br>
(nicks and channel names) and everything else is mutable (ie,<br>
the channel topic, the channel modes, etc). This turned out to<br>
be an unsolvable horror (and trust me on that please, I worked<br>
7 years on this topic). What I did was change nick names into<br>
numerics that are *unmutable*, so at least the bloody handle<br>
wasn&#39;t changing all the time, heheh (channel names are already<br>
unmutable) and then assigned authortities for the nick names<br>
(namely those servers where the users are connected to). Authorities<br>
have the nice property to have exclusively an outwards message<br>
stream: from the authority away, and therefore for streamable:<br>
if every mutating operation is kept in order than everything<br>
remains synched in the end. This requires that one always ASKS<br>
the authority to change something and not tell it that you<br>
changed something. For example, I changed it that when you KICK<br>
someone from a channel, then a request is sent to the server<br>
where that person is connected to and that server actually<br>
sends out the message that this user is removed from the channel.<br>
Making an authority for channels was never done, there I have<br>
tried to solve this problem with timestamps.<br>
<br>
I don&#39;t think we should go this route (using time stamps).<br>
Also, the authority &quot;solution&quot; has a the major disadvantage<br>
that it only works in a non-cyclic routing tree; and and<br>
as soon as any rerouting takes place you get into MAJOR problems<br>
for messages that were still under way.<br>
<br>
The ONLY way to really avoid all those nightmares is to adopt<br>
how git and mercurial work: immutable data that some hash ID<br>
refers to, which, as you said is, &quot;never&quot; deleted.<br>
<br>
<blockquote class=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt 0.8ex; borde=
r-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;">
This is an issue which has occupied many minds for decades, and I<br>
think it can be distilled into the widely accepted notion that cached<br>
objects should never be overwritten, but only joined by updated<br>
versions. =A0At a stroke this lets highly concurrent asset services<br>
avoid the thorny issue of writing in the presence of concurrent<br>
readers, and at the same time it lets caches have very simple update<br>
semantics since nothing is mutable from their perspective. =A0The only<br>
cost is some loss of disk space to hold old versions, which is rarely<br>
significant given disk sizes and costs today.<br>
</blockquote>
<br>
You totally convinced me :). And for the others: note that I tried<br>
it in other ways for YEARS. So, it means something that now I&#39;m<br>
convinced that wasn&#39;t right and we should avoid it.<br>
<br>
<blockquote class=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt 0.8ex; borde=
r-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;">
While that is good for asset services and caches, it does place the<br>
burden of achieving mutability on the parties who require it. =A0And<br>
that of course is how burdens should be borne.<br>
</blockquote>
<br>
Also very true.<br>
<br>
<blockquote class=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt 0.8ex; borde=
r-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;">
What this means for virtual worlds is that a mutator becomes<br>
responsible for notifying endpoints that something has mutated, so<br>
that they can fetch the new versions.<br>
</blockquote>
<br>
This sound like an &#39;authority&#39; however: one entity and one alone<br=
>
can issue the out going message that something has changed...<br>
That is not how it should work though. I can&#39;t wrap my finger<br>
around the difference yet though :/... If we go for immutability<br>
then why suddenly are we talking about having to notify others<br>
that something changed?<br>
<br>
Of course, things DO change in-world. For example, someone could<br>
detach something - and attach something else. Then the Agent of<br>
that avatar is the authority I&#39;d think: the viewer requests the<br>
Agent to make a change, and if approved then the Agent tells the<br>
viewer and everyone else that the change was made.<br>
<br>
I guess that the big difference is that in those outgoing messages<br>
is no large &#39;data&#39;.. no ASSET data. =A0The Asset servers themselves=
<br>
would never do this. Only work-tied (location tied) things will do<br>
this: avatars and rezzed objects, with respectively the Agent<br>
and the Region as authority/source of the mutating messages.<br>
<br>
Routing probably goes all through the Region server: if someone<br>
changes an attachment while they are 4000 meter away (in the same<br>
sim) then that STILL has to be routed to everyone else in the sim,<br>
and not later. Basically at least, the Agent *tells* the Region<br>
server that the avatars appears has changed and the Region sends<br>
outward messages of that fact to everyone who is connected.<br>
<br>
As long as all mutating messages go in one direction: away from<br>
the authority (the Agent in this case) and there are no RE-routing<br>
issues (which is not the case here) then there are no problems<br>
with this model.<br>
<br>
<blockquote class=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt 0.8ex; borde=
r-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;">
=A0This needn&#39;t be an onerous<br>
requirement, and it may not even need to be wrapped up in security<br>
tape, since having had access once probably qualifies you for an<br>
unconditional update. =A0In any case, the original item is still in its<br>
asset service (as well as in users&#39; terabyte caches), so one very<br>
useful property of this approach is that a simulation can&#39;t be broken<b=
r>
for long by a poor update since reverting is always possible. =A0That&#39;s=
<br>
a an engineering plus point.<br>
</blockquote>
<br>
If all things are well, then the outgoing &#39;mutation&#39; message from<b=
r>
the Agent/Region only contains new asset ID&#39;s, not the data itself.<br>
And people will get the new data using the new ID.<br>
<br>
This sound perfectly ok for textures (which aren&#39;t even mutatable<br>
in-world), but what about a little change to the shape of a prim<br>
of an object? =A0An object (existing of many prims) is an asset:<br>
you can get store it in an asset server and later retrieve it<br>
again. =A0Hence, we have to realize that such objects are NOT<br>
mutable. Only once they are rezzed they are mutable. This is a<br>
requirement for things to work. A rezzed object is therefore<br>
not an asset: it&#39;s world-data that can change (with the Region<br>
as authority? or the owner/viewer maybe, when they are online).<br>
Only once an object is taken back into inventory is the data<br>
send to an asset server and a new ID is created. Until that point<br>
all the data for such objects is exclusively stored in the region<br>
and people obtain the data for the shape of objects (not the textures,<br>
but for which texture ID is used on what face) from the region,<br>
not from an asset server.<br>
<br>
This follows from the mutablity argument (not from the fact that<br>
this how it works in SL too).<br>
<br>
<blockquote class=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt 0.8ex; borde=
r-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;">
In respect of addressing, you mentioned using hashes as item<br>
addresses, and this is of course my preferred strategy, which I have<br>
described and advocated several times this week, and back in<br>
September. =A0Hash-based addressing has numerous excellent engineering<br>
properties that put it head and shoulders above other schemes. =A0I say<br>
go with that approach. =A0In any event, when we pit alternative schemes<br>
against each other on merit, I bet nothing will come close to<br>
hash-based.<br>
</blockquote>
<br>
I can&#39;t think of any disadvantages. The hash has to have a large size<b=
r>
of course, comparable to UUID&#39;s. Still,I&#39;m willing to assume that<b=
r>
with a lot of effort it would be possible to create an asset with<br>
a given hash that in fact is different... Would that be a problem?<br>
<br>
Once you know the data, you can reconstruct the item anyway. You<br>
also know the ID (hash or not). You can only know the hash if you<br>
already know the data anyway, or when you have access to it (of course).<br=
>
Being able to then create an asset that has the same hash, but in<br>
fact is white noise (I definitely can&#39;t think of any other way<br>
to construct a known hash) should simply result in the white noise<br>
being discarded: someone &quot;uploads&quot; data that has an already exist=
ing<br>
hash, then discard the uploaded data and use the old data. The result<br>
is the uploader/hacker didn&#39;t gain anything at all.<br>
<br>
<blockquote class=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt 0.8ex; borde=
r-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;">
On the issue of caps, I think that keeping their semantics simple has<br>
great merit, because heavyweight schemes are less likely to be<br>
accepted, and complex ones are unlikely to be implemented uniformly.<br>
But in any case, as I described to Vaughn, caps should be *optional*<br>
anyway (ie. asset dependent). =A0Having to acquire a cap in order to<br>
fetch a Creative Commons licensed asset is unnecessary, and indeed it<br>
is rather comic. =A0A cap only needs to be requested when the asset<br>
requires it, and only those assets that need it should bear the<br>
burden.<br>
</blockquote>
<br>
Hear hear! I like this idea very much :).<br>
But it is unrelated to the ID / unmutable data of course.<br>
This is just about how easy it is to get a cap for something.<br>
I guess that what you mean is that a free asset should have a<br>
cap that exists of it&#39;s hash. So that if you know the ID/hash<br>
(ie &#39;Z&#39;) you know immediately where to get it.<br>
<br>
<blockquote class=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt 0.8ex; borde=
r-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;">
The issue of flag bits (or more generally, property fields) for<br>
assets is one that interests me a lot, as it relates to the above.<br>
As I described to Vaughn, it is the assets that impose requirements<br>
on the protocol, not vice versa, so it is the assets that should<br>
carry the properties that control the protocol.<br>
</blockquote>
<br>
I&#39;ve often desired mutable bit in no-modify objects in SL.<br>
There are numerous applications for it! The idea is that<br>
you have a no modify object but as owner still can change<br>
certain bits that define how it is used AND that are<br>
stored when you take it back into your inventory (are preserved<br>
when next time you rez it again). However, &#39;no modify&#39; and<br>
the immutability that we talked about are different things<br>
of course! If we assume that such bits are simple changes<br>
to the object that are allowed by the owner at all times,<br>
then the only disadvantage is that (apparently) all data<br>
of the object needs to be stored multiple times: if their<br>
are 4 bits and the users &quot;plays&quot; with them until they had<br>
all 16 possibilities once in their inventory then we&#39;d have<br>
16 times the same data in the asset server.<br>
<br>
This however is just a way to look at it (compare with<br>
the way how we look at how a git server works: that view<br>
is highly inefficient too, though easy to grasp).<br>
<br>
The real implementation can of course make it so that it<br>
doesn&#39;t store that data 16 times...<br>
<br>
-- <br>
Carlo Wood &lt;<a href=3D"mailto:carlo@alinoe.com" target=3D"_blank">carlo@=
alinoe.com</a>&gt;<br>
_______________________________________________<br>
vwrap mailing list<br>
<a href=3D"mailto:vwrap@ietf.org" target=3D"_blank">vwrap@ietf.org</a><br>
<a href=3D"https://www.ietf.org/mailman/listinfo/vwrap" target=3D"_blank">h=
ttps://www.ietf.org/mailman/listinfo/vwrap</a> <br>
_______________________________________________<br>
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</div></div></blockquote></div><br>

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From dzonatas@gmail.com  Sat Apr  9 09:16:56 2011
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Date: Sat, 09 Apr 2011 09:19:34 -0700
From: Dzonatas Sol <dzonatas@gmail.com>
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Subject: [vwrap] Assets & Avatar space
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One thing to keep in mind is that ultimately it is the avatar and not 
the region that has the rights to wear whatever the user chooses the 
avatar to wear. Of course, it is not implemented that way right now 
since the grid overrides it all by default.

It may be simpler in the future to think of only physical and phantom 
data being sent to the grid and the local-region/local-simulator knows 
all other details the grid doesn't need to know. I think where this has 
comprehensively failed earlier by avoidance of middle-ware, as it 
appears that way. Assets are not quite split between physical data and 
everything else.

Let me know if I need to give more detail for above.

In particular, futurewise, avatar space (or space around the avatar) 
should be completely owned by the avatar in order to make sure 
consistent simulation occurs and there is no "can I wear these clothes 
before and after teleport" type questions. The answer should always be 
yes with only appropriate exceptions (adult/pg, battle sims/script 
limits, rpg, etc). This is, by the way, the dumb childish banning deal 
from... you know... and any further physics prediction makes it obvious 
what some want to avoid per their personal-agenda/biz-agenda rather than 
what's best for the avatar/user-experience. They cried the sky is 
falling (not in public) with loss of $$$ if it happens, and never 
considered the facts over the paranoid despair,  and called everybody 
stupid for any presentation of this. Obviously, a pinning point.

Seriously (& professionally), when you put on your clothes in the 
morning do you ever get faced with someone that says "hay you can't do 
that! Your stupid because our business down the road will lose $$$ if 
you let others see your clothes! You must wear what we allow you to 
wear! And we know you are going to walk down that road!"

All other disagreements of ability to render the clothes falls-back to 
the default conditioners and refineries (i.e. collada). That being it is 
the local-renderer that really displays the avatar, and the abilities to 
render the avatar is appropriately the onus of the viewer technology, 
not the grid technology. The viewer can display a lower-rez OBJ, refined 
from the collada file, rather than a higher rez format. (Of course, not 
all assets are collada, yet I have to remind someone of this as 
futurewise and ideal-consideration/from-use-case before another endless...).

From carlo@alinoe.com  Sat Apr  9 12:35:54 2011
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Date: Sat, 9 Apr 2011 21:37:35 +0200
From: Carlo Wood <carlo@alinoe.com>
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Subject: Re: [vwrap] Assets & Avatar space
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On Sat, 09 Apr 2011 09:19:34 -0700
Dzonatas Sol <dzonatas@gmail.com> wrote:

Although it should be known / is known, then I'm all for
freedom ;)... I think I have to disagree.

I think that the reason for our disagreement is that
there is a difference between "being allowed to wear" something
and "being the authority" about what you wear.

Please recall that "authority" means no more and no less
than that it is the sole source of mutating messages:
mutating messages cannot be denied: downstream is TOLD that
something changed; hence the word 'authority'.

Let me add my remaining comments below in context.

> One thing to keep in mind is that ultimately it is the avatar and not 
> the region that has the rights to wear whatever the user chooses the 
> avatar to wear. Of course, it is not implemented that way right now 
> since the grid overrides it all by default.

While I agree that the viewer, or at least the Agent, should be
the authority for protocol messages that propagate changes of
what an avatar is wearing, it is possible and therefore has to be
supported that *someone* thinks it is needed that you can't be
allowed to wear whatever you like.

You even give an example of that yourself! In a PG region you
could be disallowed to take of your clothes.  If you are in a
prison you have to wear some uniform... It's not up to use to
decide that such use case should not be supported at protocol
level.
 
> It may be simpler in the future to think of only physical and phantom 
> data being sent to the grid and the local-region/local-simulator
> knows all other details the grid doesn't need to know. I think where
> this has comprehensively failed earlier by avoidance of middle-ware,
> as it appears that way. Assets are not quite split between physical
> data and everything else.

I have no idea what this paragraph means :(

> Let me know if I need to give more detail for above.

Yup, definitely ;)
 
> In particular, futurewise, avatar space (or space around the avatar) 
> should be completely owned by the avatar in order to make sure 
> consistent simulation occurs and there is no "can I wear these
> clothes before and after teleport" type questions.

Not sure what you mean with 'space around the avatar'? The 3D space
around an avatar is nothing to do with what they wear imho. But I'll
assume you mean "what they wear", or more in general, "their
appearance".

> The answer should
> always be yes with only appropriate exceptions (adult/pg, battle
> sims/script limits, rpg, etc).

Even a single exception means the protocol has to support it, so you
are contradicting yourself here.

> This is, by the way, the dumb childish
> banning deal from... you know... and any further physics prediction
> makes it obvious what some want to avoid per their
> personal-agenda/biz-agenda rather than what's best for the
> avatar/user-experience. They cried the sky is falling (not in public)
> with loss of $$$ if it happens, and never considered the facts over
> the paranoid despair,  and called everybody stupid for any
> presentation of this. Obviously, a pinning point.

Not sure what you mean here... but it sounds like politics.
Unfortunately, we are not to make any political decisions: we have to
design a protocol that supports *every* required use case, by anyone.

> Seriously (& professionally), when you put on your clothes in the 
> morning do you ever get faced with someone that says "hay you can't
> do that! Your stupid because our business down the road will lose $$$
> if you let others see your clothes! You must wear what we allow you
> to wear! And we know you are going to walk down that road!"

This is your opinion, and might be mine... but I fail to see what
it has to do with protocol design. We will have to support a use case
where some region wants to be able to refuse certain types of
appearances.

I think, therefore, that what it has to look like when you want to
change what you wear is something like this:

Agent --> Region  "Is it ok if I wear this?"
Region --> Agent  "Yes"
Agent --> Region Avatar is now wearing this.
Region --> others Avatar is now wearing this.

Note that Region is not sending back the message to the Agent,
because the Agent already made the change: the actual mutating
message is exclusively streaming away from the Agent.

If we didn't first ask the Region if it was ok, you get
the following problem(s):

Agent --> Region: I'm wearing X now!
Agent --> Region: I'm wearing Y now!
Agent --> Region: I'm wearing Z now!
Region --> Agent: You are not allowed to wear Y!

and the Agent has a problem synchronizing itself with what
the rest of the world sees: the refusal message has become a mutating
message (the Agent has to change back) and is travelling UPSTREAM
towards the authority. This leads to problems.

> All other disagreements of ability to render the clothes falls-back
> to the default conditioners and refineries (i.e. collada). That being
> it is the local-renderer that really displays the avatar, and the
> abilities to render the avatar is appropriately the onus of the
> viewer technology, not the grid technology. The viewer can display a
> lower-rez OBJ, refined from the collada file, rather than a higher
> rez format. (Of course, not all assets are collada, yet I have to
> remind someone of this as futurewise and
> ideal-consideration/from-use-case before another endless...).
> _______________________________________________ vwrap mailing list
> vwrap@ietf.org
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-- 
Carlo Wood <carlo@alinoe.com>

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From: Dzonatas Sol <dzonatas@gmail.com>
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Subject: Re: [vwrap] Assets & Avatar space
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My comments inline...

Carlo Wood wrote:
> On Sat, 09 Apr 2011 09:19:34 -0700
> Dzonatas Sol <dzonatas@gmail.com> wrote:
>
> Although it should be known / is known, then I'm all for
> freedom ;)... I think I have to disagree.
>
> I think that the reason for our disagreement is that
> there is a difference between "being allowed to wear" something
> and "being the authority" about what you wear.
>   
That sounds more like semanticists argue about and not issues that 
programmers need to worry about. There is no reason to create straw men 
and then claim I'm contradiction over your straw man, not myself.


> Please recall that "authority" means no more and no less
> than that it is the sole source of mutating messages:
> mutating messages cannot be denied: downstream is TOLD that
> something changed; hence the word 'authority'.
>   

The arguments you presented, however, is that you say "region" 
semantically GOD. Why should we agree to your god? Again, semantics just 
turn the issue religious rather than something programmers really need 
in general.

There are "trust domains" and people screamed semantics over the word 
"domains", yet that already proves that that domains are what 
programmers desires just because, as the word is used in math, they need 
to know the range of relationships.

If some group doesn't implement the documentation then they need to use 
language the implementators desire and makes sense to them, not only 
what the writer prefers. That's like "do what I say, not as I do." I'm 
sure people, especially those who actually implement, don't need this 
kind of "authority".



> Let me add my remaining comments below in context.
>
>   
>> One thing to keep in mind is that ultimately it is the avatar and not 
>> the region that has the rights to wear whatever the user chooses the 
>> avatar to wear. Of course, it is not implemented that way right now 
>> since the grid overrides it all by default.
>>     
>
> While I agree that the viewer, or at least the Agent, should be
> the authority for protocol messages that propagate changes of
> what an avatar is wearing, it is possible and therefore has to be
> supported that *someone* thinks it is needed that you can't be
> allowed to wear whatever you like.
>
> You even give an example of that yourself! In a PG region you
> could be disallowed to take of your clothes.  If you are in a
> prison you have to wear some uniform... It's not up to use to
> decide that such use case should not be supported at protocol
> level.
>   

Again, lets not make this religious debate. Whatever the avatar wears is 
100% the result what the human being allows. Whatever happens to the 
avatar is 100% the result of what the human being allows. We are not 
going to allow clowned-jar-head psycho-traumatic "gods". We learned this 
lesson well back at the start of MUDs and MOOs where people used to 
think exceptions meant that the human being "lost control" of themselves 
due to virtual experiences.

Technically, what you want, by exceptions, happens to the agent, not the 
avatar.



>  
>   
>> It may be simpler in the future to think of only physical and phantom 
>> data being sent to the grid and the local-region/local-simulator
>> knows all other details the grid doesn't need to know. I think where
>> this has comprehensively failed earlier by avoidance of middle-ware,
>> as it appears that way. Assets are not quite split between physical
>> data and everything else.
>>     
>
> I have no idea what this paragraph means :(
>   

Thats is probably why you disagree besides semantics.

Assets need their physical data separate from their visual data. The 
viewer/visual-simulator only needs the visual data. The physics 
simulator only needs the physics data. There is no need for either to 
have the complete asset. This is something that can help protect assets, 
future-wise, if someone asks for the complete assets, as we can then 
error back and say "either your are the visual side or the physical 
side, not both, unless your the owner of the asset." Optimization can 
happen also, likewise, where only partial data needs to go to either the 
grid or or the viewer instead of the full asset.

There is nothing political about those differences.

>   
>> In particular, futurewise, avatar space (or space around the avatar) 
>> should be completely owned by the avatar in order to make sure 
>> consistent simulation occurs and there is no "can I wear these
>> clothes before and after teleport" type questions.
>>     
>
> Not sure what you mean with 'space around the avatar'? The 3D space
> around an avatar is nothing to do with what they wear imho. But I'll
> assume you mean "what they wear", or more in general, "their
> appearance".
>   

The space around the avatar is the simulation. What probably confuses 
this is that 256x256x(some-value) has become the default region of 
simulation. That's mainly due to technological and political reasons and 
not due to natural reasons. Within more natural reason, the space around 
your avatar is it's own simulation. If these simulations overlap, then 
there would be technology ability to compute such overlapped regions. 
This is not the current case, yet we want this to be the case. There are 
experimental simulators that due exactly these cases (even spherical 
instead of borgish cubes).



>   
>> The answer should
>> always be yes with only appropriate exceptions (adult/pg, battle
>> sims/script limits, rpg, etc).
>>     
>
> Even a single exception means the protocol has to support it, so you
> are contradicting yourself here.
>   

Don't create straw men and tell me I'm in contradiction of your straw men.

Given the overlap of regions, there is no contradiction.


>   
>> This is, by the way, the dumb childish
>> banning deal from... you know... and any further physics prediction
>> makes it obvious what some want to avoid per their
>> personal-agenda/biz-agenda rather than what's best for the
>> avatar/user-experience. They cried the sky is falling (not in public)
>> with loss of $$$ if it happens, and never considered the facts over
>> the paranoid despair,  and called everybody stupid for any
>> presentation of this. Obviously, a pinning point.
>>     
>
> Not sure what you mean here... but it sounds like politics.
> Unfortunately, we are not to make any political decisions: we have to
> design a protocol that supports *every* required use case, by anyone.
>   

True, yet there are some that appear here and on other lists that 
keep-up their agendas. It's strange when some business considers 
themselves open, yet they are not open to ideas of optimization due to 
political nature of revenue. Due consider how you even pointed out with 
semantics above about "authority", some only want to play god.

Any need for any region/server to play god is obvious turtles on 
turtles. Do you ever have to ask Earth if you can wear your jeans?



>   
>> Seriously (& professionally), when you put on your clothes in the 
>> morning do you ever get faced with someone that says "hay you can't
>> do that! Your stupid because our business down the road will lose $$$
>> if you let others see your clothes! You must wear what we allow you
>> to wear! And we know you are going to walk down that road!"
>>     
>
> This is your opinion, and might be mine... but I fail to see what
> it has to do with protocol design. We will have to support a use case
> where some region wants to be able to refuse certain types of
> appearances.
>
> I think, therefore, that what it has to look like when you want to
> change what you wear is something like this:
>
> Agent --> Region  "Is it ok if I wear this?"
> Region --> Agent  "Yes"
> Agent --> Region Avatar is now wearing this.
> Region --> others Avatar is now wearing this.
>
> Note that Region is not sending back the message to the Agent,
> because the Agent already made the change: the actual mutating
> message is exclusively streaming away from the Agent.
>
> If we didn't first ask the Region if it was ok, you get
> the following problem(s):
>
> Agent --> Region: I'm wearing X now!
> Agent --> Region: I'm wearing Y now!
> Agent --> Region: I'm wearing Z now!
> Region --> Agent: You are not allowed to wear Y!
>
> and the Agent has a problem synchronizing itself with what
> the rest of the world sees: the refusal message has become a mutating
> message (the Agent has to change back) and is travelling UPSTREAM
> towards the authority. This leads to problems.
>   

This is easily solved by what "materials" the regions supports, and by 
regions we mean both visual and physical sides. Materials is one of 
those ideals (even by LL) that has been around for years that hasn't 
seen any practical implementation by LL or compatibles. This is one of 
those use-cases, however.

Avatar --> Agent : I just put on asset X!
Agent --> Region : Asset X uses material A, B, or C.
Region --> Agent : We only support material B.
Agent --> Avatar : Use material B.

This only further the case about conditioners and refineries. The 
refinery can take asset X and compile it with material B to produce what 
the region supports.

The viewer & human-user both technically denote the "Avatar" above as 
user and automation. The agent is the region's automaton in sync with 
the avatar's and region's simulation(s).

People get confused by conditioners and refineries because they still 
think in terms of parametric primitives.


-- 
--- https://twitter.com/Dzonatas_Sol ---
Web Development, Software Engineering, Virtual Reality, Consultant


From vaughn.deluca@gmail.com  Sat Apr  9 14:18:29 2011
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From: Vaughn Deluca <vaughn.deluca@gmail.com>
To: Morgaine <morgaine.dinova@googlemail.com>
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Subject: Re: [vwrap] Is 'Data Z' immutable (like a git snapshot)?
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Carlo, Morgaine,
Here are some anwers to your questions. I skipped some points stuff
that i don't really feel qualified to answer.

>'Z' (or rather, then handle used to refer to Z when asking
>for it) therefore refers to a unmodifiable data
>1) Is that correct?

Very good question, its clear the answer should be yes, or we end
up with big problems, (as has been detailed in the meantime in the
exchange between  you and Morgaine. When i made the example i indeed
tacitly assumed the data was immutable. A agree that the way SL is doing
this now will be a good start. We have trouble enough as it is.


Regarding your question 2 about hash vs. special ID, I leave
that to the experts to contemplate, and answer. I just would
like to say that when a bandwith argument is used, the complete
transaction should be considered, there is no point in optimising
the first phase, if in the final exchange  orders of magnitude
larger blocks of data are send, swamping small bandwidth
differences created at relative hight coasts (in term of design complexity).
But in cases were only a small amount  of metadata
is exchanged it could have an impact, -however, i doubt it.

>3) What would happen if someone gets a cap for Z, a
>modifiable object; then the object is modified and then
>the cap is used? Does the cap have a guaranteed life time?

I assumed existing REST-full methodology would
have provisions  to communicate the lifetime and restrictions of the cap.
I explicitly used that in my examples (one-time cap and
fair use resctictions) If such mechanisms are not standard practise
(what i would find surprising) i think we should define them.


>4) If not every previous state of an object is kept
>eternally and after changing some object old caps (and
>their static data) disappear - then how will the asset
>servers that contain copies know that?

See above for the mutability and lifetime issues. Regarding
storage times of objects, Its up to the asset server to decide
what caps it gives out, if those are supposed to work eternally
the data should be kept eternally by a quality service. Garbage
collection rules can be advertised upfront, so users can decide what
service type fits there needs, and be prepared to find there stuff
evaporated if they  opted for a minimal service...

>5) [...]Are we going to build into the protocol a provision for
>such mutable bits?

I would say no. Not that i dislike  the idea, but I wonder if that is a
VWRAP issue or something that could be delegated to lower levels. Certain
object types could have this mutability property in spite of a fixed ID,
but
at the protocol level its still an object like all others. Or not?

--Vaughn

On Sat, Apr 9, 2011 at 3:11 AM, Morgaine <morgaine.dinova@googlemail.com>wrote:

> Carlo, I too would like to hear what Vaughn had in mind in the areas you
> mention, although it's perfectly possible that he was trying to keep the
> issues of mutability and addressing out of the initial picture entirely,
> just to keep things simple.  They are important issues though, and I'm glad
> that you pointed them out.
>
> Here I'll provide my views about this general area.
>
> First of all, mutability breaks caching entirely, so it needs to be
> approached with great caution.  Caching can make the difference between a
> great service and a totally unusable one (or at least one that doesn't work
> very well), so if mutability is allowed then things need to be designed in
> such a way that caching still works *most of the time*, namely in between
> mutations.
>
> This is an issue which has occupied many minds for decades, and I think it
> can be distilled into the widely accepted notion that cached objects should
> never be overwritten, but only joined by updated versions.  At a stroke this
> lets highly concurrent asset services avoid the thorny issue of writing in
> the presence of concurrent readers, and at the same time it lets caches have
> very simple update semantics since nothing is mutable from their
> perspective.  The only cost is some loss of disk space to hold old versions,
> which is rarely significant given disk sizes and costs today.
>
> While that is good for asset services and caches, it does place the burden
> of achieving mutability on the parties who require it.  And that of course
> is how burdens should be borne.
>
> What this means for virtual worlds is that a mutator becomes responsible
> for notifying endpoints that something has mutated, so that they can fetch
> the new versions.  This needn't be an onerous requirement, and it may not
> even need to be wrapped up in security tape, since having had access once
> probably qualifies you for an unconditional update.  In any case, the
> original item is still in its asset service (as well as in users' terabyte
> caches), so one very useful property of this approach is that a simulation
> can't be broken for long by a poor update since reverting is always
> possible.  That's a an engineering plus point.
>
> In respect of addressing, you mentioned using hashes as item addresses, and
> this is of course my preferred strategy, which I have described and
> advocated several times this week, and back in September.  Hash-based
> addressing has numerous excellent engineering properties that put it head
> and shoulders above other schemes.  I say go with that approach.  In any
> event, when we pit alternative schemes against each other on merit, I bet
> nothing will come close to hash-based.
>
> On the issue of caps, I think that keeping their semantics simple has great
> merit, because heavyweight schemes are less likely to be accepted, and
> complex ones are unlikely to be implemented uniformly.  But in any case, as
> I described to Vaughn, caps should be *optional* anyway (ie. asset
> dependent).  Having to acquire a cap in order to fetch a Creative Commons
> licensed asset is unnecessary, and indeed it is rather comic.  A cap only
> needs to be requested when the asset requires it, and only those assets that
> need it should bear the burden.
>
> The issue of flag bits (or more generally, property fields) for assets is
> one that interests me a lot, as it relates to the above.  As I described to
> Vaughn, it is the assets that impose requirements on the protocol, not vice
> versa, so it is the assets that should carry the properties that control the
> protocol.
>
>
> Morgaine.
>
>
>
>
>
> ==============================
>
>
>
> On Fri, Apr 8, 2011 at 9:34 PM, Carlo Wood <carlo@alinoe.com> wrote:
>
>> This is very nice work and I think it clarifies a lot.
>>
>> I have a few very basic questions.
>>
>> I see that you request Z from two different Asset servers
>> (originally A, but also C when a backup has been stored there).
>>
>> No matter how you look at it, that is distributed storage:
>> compare it with git or mercurial; if Z on A could be changed
>> then the backup would be out dated, and that is not what
>> we want. So, I conclude that 'Z' (or rather, then handle
>> used to refer to Z when asking for it) therefore refers to
>> a unmodifiable data (compare git's hex ID's that point to
>> a snapshot).
>>
>> 1) Is that correct?
>>
>> If it is correct and the handle for Z used in messages
>> like "give me a cap for Z" refer to immutable data, then
>> the most logical thing to do would be to use a (large)
>> hash value of the data (ie, md5) or an UUID that was
>> generated when the data was last changed (which is less
>> good because it would cause duplicated data when something
>> is changed back to what it was before), or to use an
>> ID that is less large, but whose uniqueness would be
>> guaranteed by including a (for that authority unique) ID
>> of the authority that made the last change. The advantage
>> of the latter is less bandwidth (smaller ID's) and knowledge
>> of the authority right into the ID of something (handy
>> for routing). Disadvantages are: it suffers from the same
>> as the UUID in that it will duplicate data whenever the
>> same data is generated and it requires administration to
>> make sure that every authority has a unique ID (compare
>> giving people unique IP addresses).
>>
>> 2) Which of those is used? has, UUID or smaller specially
>> crafted ID?
>>
>> 3) What would happen if someone gets a cap for Z, a
>> modifiable object; then the object is modified and then
>> the cap is used? Does the cap have a guaranteed life time?
>>
>> 4) If not every previous state of an object is kept
>> eternally and after changing some object old caps (and
>> their static data) disappear - then how will the asset
>> servers that contain copies know that? They are not
>> necessarily aware that anything changed at all for
>> that object, so they can't know what the life time
>> is. It seems that once you make a copy you are doomed
>> to keep it forever or do garbage collection for assets
>> that are never accessed anymore.
>>
>> 5) I can image that at SOME TIME in the future we want
>> a few bit (or more) that ARE mutable-- despite that the
>> asset ID (Z) refers to snapshot (immutable) data.
>> Are we going to build into the protocol a provision for
>> such mutable bits?
>>
>> This would mean, in the case that the ID is a hash (ie md5)
>> that the asset Data exists of a payload that the hash is
>> taken over plus a mutable part that is not considered for
>> the hash. Obviously, such data then could get desynced
>> between assets servers with copies.
>>
>> --
>> Carlo Wood <carlo@alinoe.com>
>> _______________________________________________
>> vwrap mailing list
>> vwrap@ietf.org
>> https://www.ietf.org/mailman/listinfo/vwrap
>>
>
>
> _______________________________________________
> vwrap mailing list
> vwrap@ietf.org
> https://www.ietf.org/mailman/listinfo/vwrap
>
>

--000e0cdfd9f852c3eb04a082e87a
Content-Type: text/html; charset=ISO-8859-1
Content-Transfer-Encoding: quoted-printable

<div>Carlo, Morgaine,</div><div>Here are some anwers to your questions. I s=
kipped some points stuff=A0</div><div>that i don&#39;t really feel qualifie=
d to answer.=A0</div><div><br></div><div>&gt;&#39;Z&#39; (or rather, then h=
andle used to refer to Z when asking=A0</div>
<div>&gt;for it) therefore refers to a unmodifiable data</div><div>&gt;1) I=
s that correct?</div><div><br></div><div>Very good question, its clear the =
answer should be yes, or we end=A0</div><div>up with big problems, (as has =
been detailed in the meantime in the=A0</div>
<div>exchange between =A0you and Morgaine. When i made the example i indeed=
=A0</div><div>tacitly assumed the data was immutable. A agree that the way =
SL is doing=A0</div><div>this now will be a good start. We have trouble eno=
ugh as it is.</div>
<div><br></div><div><br></div><div>Regarding your question 2 about hash vs.=
 special ID, I leave=A0</div><div>that to the experts to contemplate, and a=
nswer. I just would=A0</div><div>like to say that when a bandwith argument =
is used, the complete =A0</div>
<div>transaction should be considered, there is no point in optimising</div=
><div>the first phase, if in the final exchange =A0orders of magnitude=A0</=
div><div>larger blocks of data are send, swamping small bandwidth=A0</div><=
div>
differences created at relative hight coasts (in term of design complexity)=
.</div><div>But in cases were only a small amount =A0of metadata=A0</div><d=
iv>is exchanged it could have an impact, -however, i doubt it.=A0</div><div=
><br>
</div><div>&gt;3) What would happen if someone gets a cap for Z, a</div><di=
v>&gt;modifiable object; then the object is modified and then</div><div>&gt=
;the cap is used? Does the cap have a guaranteed life time?</div><div><br>
</div><div>I assumed existing REST-full methodology would=A0</div><div>have=
 provisions =A0to communicate the lifetime and restrictions of the cap.</di=
v><div>I explicitly used that in my examples (one-time cap and=A0</div><div=
>fair use resctictions) If such mechanisms are not standard practise</div>
<div>(what i would find surprising) i think we should define them.</div><di=
v><br></div><div><br></div><div>&gt;4) If not every previous state of an ob=
ject is kept</div><div>&gt;eternally and after changing some object old cap=
s (and</div>
<div>&gt;their static data) disappear - then how will the asset</div><div>&=
gt;servers that contain copies know that?=A0</div><div><br></div><div>See a=
bove for the mutability and lifetime issues. Regarding=A0</div><div>storage=
 times of objects, Its up to the asset server to decide=A0</div>
<div>what caps it gives out, if those are supposed to work eternally=A0</di=
v><div>the data should be kept eternally by a quality service. Garbage=A0</=
div><div>collection rules can be advertised upfront, so users can decide wh=
at</div>
<div>service type fits there needs, and be prepared to find there stuff=A0<=
/div><div>evaporated if they =A0opted for a minimal service...</div><div><b=
r></div><div>&gt;5) [...]Are we going to build into the protocol a provisio=
n for</div>
<div>&gt;such mutable bits?</div><div><br></div><div>I would say no. Not th=
at i dislike =A0the idea, but I wonder if that is a=A0</div><div>VWRAP issu=
e or something that could be delegated to lower levels. Certain=A0</div><di=
v>
object types could have this mutability property in spite of a fixed ID, bu=
t=A0</div><div>at the protocol level its still an object like all others. O=
r not?</div><div><br></div><div>--Vaughn</div><br><div class=3D"gmail_quote=
">
On Sat, Apr 9, 2011 at 3:11 AM, Morgaine <span dir=3D"ltr">&lt;<a href=3D"m=
ailto:morgaine.dinova@googlemail.com">morgaine.dinova@googlemail.com</a>&gt=
;</span> wrote:<br><blockquote class=3D"gmail_quote" style=3D"margin:0 0 0 =
.8ex;border-left:1px #ccc solid;padding-left:1ex;">
Carlo, I too would like to hear what Vaughn had in mind in the areas you me=
ntion, although it&#39;s perfectly possible that he was trying to keep the =
issues of mutability and addressing out of the initial picture entirely, ju=
st to keep things simple.=A0 They are important issues though, and I&#39;m =
glad that you pointed them out.<br>

<br>Here I&#39;ll provide my views about this general area.<br><br>First of=
 all, mutability breaks caching entirely, so it needs to be approached with=
 great caution.=A0 Caching can make the difference between a great service =
and a totally unusable one (or at least one that doesn&#39;t work very well=
), so if mutability is allowed then things need to be designed in such a wa=
y that caching still works <b>most of the time</b>, namely in between mutat=
ions.<br>

<br>This is an issue which has occupied many minds for decades, and I think=
 it can be distilled into the widely accepted notion that cached objects sh=
ould never be overwritten, but only joined by updated versions.=A0 At a str=
oke this lets highly concurrent asset services avoid the thorny issue of wr=
iting in the presence of concurrent readers, and at the same time it lets c=
aches have very simple update semantics since nothing is mutable from their=
 perspective.=A0 The only cost is some loss of disk space to hold old versi=
ons, which is rarely significant given disk sizes and costs today.<br>

<br>While that is good for asset services and caches, it does place the bur=
den of achieving mutability on the parties who require it.=A0 And that of c=
ourse is how burdens should be borne.<br><br>What this means for virtual wo=
rlds is that a mutator becomes responsible for notifying endpoints that som=
ething has mutated, so that they can fetch the new versions.=A0 This needn&=
#39;t be an onerous requirement, and it may not even need to be wrapped up =
in security tape, since having had access once probably qualifies you for a=
n unconditional update.=A0 In any case, the original item is still in its a=
sset service (as well as in users&#39; terabyte caches), so one very useful=
 property of this approach is that a simulation can&#39;t be broken for lon=
g by a poor update since reverting is always possible.=A0 That&#39;s a an e=
ngineering plus point.<br>

<br>In respect of addressing, you mentioned using hashes as item addresses,=
 and this is of course my preferred strategy, which I have described and ad=
vocated several times this week, and back in September.=A0 Hash-based addre=
ssing has numerous excellent engineering properties that put it head and sh=
oulders above other schemes.=A0 I say go with that approach.=A0 In any even=
t, when we pit alternative schemes against each other on merit, I bet nothi=
ng will come close to hash-based.<br>

<br>On the issue of caps, I think that keeping their semantics simple has g=
reat merit, because heavyweight schemes are less likely to be accepted, and=
 complex ones are unlikely to be implemented uniformly.=A0 But in any case,=
 as I described to Vaughn, caps should be <b>optional</b> anyway (ie. asset=
 dependent).=A0 Having to acquire a cap in order to fetch a Creative Common=
s licensed asset is unnecessary, and indeed it is rather comic.=A0 A cap on=
ly needs to be requested when the asset requires it, and only those assets =
that need it should bear the burden.<br>

<br>The issue of flag bits (or more generally, property fields) for assets =
is one that interests me a lot, as it relates to the above.=A0 As I describ=
ed to Vaughn, it is the assets that impose requirements on the protocol, no=
t vice versa, so it is the assets that should carry the properties that con=
trol the protocol.<br>
<font color=3D"#888888">
<br><br>Morgaine.<br><br><br><br><br><br>=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D</font><div><div><=
/div><div class=3D"h5"><br><br><br><div class=3D"gmail_quote">On Fri, Apr 8=
, 2011 at 9:34 PM, Carlo Wood <span dir=3D"ltr">&lt;<a href=3D"mailto:carlo=
@alinoe.com" target=3D"_blank">carlo@alinoe.com</a>&gt;</span> wrote:<br>

<blockquote class=3D"gmail_quote" style=3D"margin:0pt 0pt 0pt 0.8ex;border-=
left:1px solid rgb(204, 204, 204);padding-left:1ex">This is very nice work =
and I think it clarifies a lot.<br>
<br>
I have a few very basic questions.<br>
<br>
I see that you request Z from two different Asset servers<br>
(originally A, but also C when a backup has been stored there).<br>
<br>
No matter how you look at it, that is distributed storage:<br>
compare it with git or mercurial; if Z on A could be changed<br>
then the backup would be out dated, and that is not what<br>
we want. So, I conclude that &#39;Z&#39; (or rather, then handle<br>
used to refer to Z when asking for it) therefore refers to<br>
a unmodifiable data (compare git&#39;s hex ID&#39;s that point to<br>
a snapshot).<br>
<br>
1) Is that correct?<br>
<br>
If it is correct and the handle for Z used in messages<br>
like &quot;give me a cap for Z&quot; refer to immutable data, then<br>
the most logical thing to do would be to use a (large)<br>
hash value of the data (ie, md5) or an UUID that was<br>
generated when the data was last changed (which is less<br>
good because it would cause duplicated data when something<br>
is changed back to what it was before), or to use an<br>
ID that is less large, but whose uniqueness would be<br>
guaranteed by including a (for that authority unique) ID<br>
of the authority that made the last change. The advantage<br>
of the latter is less bandwidth (smaller ID&#39;s) and knowledge<br>
of the authority right into the ID of something (handy<br>
for routing). Disadvantages are: it suffers from the same<br>
as the UUID in that it will duplicate data whenever the<br>
same data is generated and it requires administration to<br>
make sure that every authority has a unique ID (compare<br>
giving people unique IP addresses).<br>
<br>
2) Which of those is used? has, UUID or smaller specially<br>
crafted ID?<br>
<br>
3) What would happen if someone gets a cap for Z, a<br>
modifiable object; then the object is modified and then<br>
the cap is used? Does the cap have a guaranteed life time?<br>
<br>
4) If not every previous state of an object is kept<br>
eternally and after changing some object old caps (and<br>
their static data) disappear - then how will the asset<br>
servers that contain copies know that? They are not<br>
necessarily aware that anything changed at all for<br>
that object, so they can&#39;t know what the life time<br>
is. It seems that once you make a copy you are doomed<br>
to keep it forever or do garbage collection for assets<br>
that are never accessed anymore.<br>
<br>
5) I can image that at SOME TIME in the future we want<br>
a few bit (or more) that ARE mutable-- despite that the<br>
asset ID (Z) refers to snapshot (immutable) data.<br>
Are we going to build into the protocol a provision for<br>
such mutable bits?<br>
<br>
This would mean, in the case that the ID is a hash (ie md5)<br>
that the asset Data exists of a payload that the hash is<br>
taken over plus a mutable part that is not considered for<br>
the hash. Obviously, such data then could get desynced<br>
between assets servers with copies.<br>
<font color=3D"#888888"><br>
--<br>
Carlo Wood &lt;<a href=3D"mailto:carlo@alinoe.com" target=3D"_blank">carlo@=
alinoe.com</a>&gt;<br>
_______________________________________________<br>
vwrap mailing list<br>
<a href=3D"mailto:vwrap@ietf.org" target=3D"_blank">vwrap@ietf.org</a><br>
<a href=3D"https://www.ietf.org/mailman/listinfo/vwrap" target=3D"_blank">h=
ttps://www.ietf.org/mailman/listinfo/vwrap</a><br>
</font></blockquote></div><br>
</div></div><br>_______________________________________________<br>
vwrap mailing list<br>
<a href=3D"mailto:vwrap@ietf.org">vwrap@ietf.org</a><br>
<a href=3D"https://www.ietf.org/mailman/listinfo/vwrap" target=3D"_blank">h=
ttps://www.ietf.org/mailman/listinfo/vwrap</a><br>
<br></blockquote></div><br>

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From: Vaughn Deluca <vaughn.deluca@gmail.com>
To: Morgaine <morgaine.dinova@googlemail.com>
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Subject: Re: [vwrap] [wvrap] Simulation consistency
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Morgaine,

Thanks for the compliments and the extensive comments  :)
I am in a time crunch, so i will only respond to one aspect of your mail,
and come back to some other points later.

I am not sure i understand your emphasis on the (non)transfer of trust info
to gain speed. When drafting the diagram I was thinking that depending on
the  "domain" of the sender of the message  (with domain defined in the
classical sense of a range of IP addresses) the authorisation info might
 simply be dropped and the data used without further checking if the
receiver wishes to do so. Also since in the majority of cases only caps are
passed that contain *implicit* trust. The checking of the validity of the
cap is local to the service, and should be really fast.

Regarding capabilities, i was viewing them not so much as credentials
(although they are) but more
as a convenient way to pass references to some bit of underlaying data
around. You can't  eliminate those messages even when not checking
credentials. The roundtrips are anyhow needed to make sure that the
communication is actually working. Or can we really get away with an UDP
style of send and pray?? I fail to see how you would be able to realise a
substantial gain over what will be needed anyhow as bare bone infrastructur=
e
and for error checking/reporting.  But i might be wrong.

One way way to find out is to implement it, and I feel that we are getting
closer to be able to do just that.

-- Vaughn


On Sat, Apr 9, 2011 at 1:18 AM, Morgaine <morgaine.dinova@googlemail.com>wr=
ote:

> Excellent work, Vaughn!
>
> You're right, I am working on something related to this, specifically a
> design study for the Tourism use case.  It happens to end with a protocol
> sequence diagram presented as a table of text, so I was very pleased to s=
ee
> your highly relevant diagram.  Yours captures part of my use case, and it=
's
> a lot prettier than my text format. :P
>
> I was particularly impressed by the way you start off with completely
> separable services right from the start.  Since separable services can be
> put together under a single administrative domain very easily, whereas
> separating conjoined services is not easy at all, I think you've started
> this off perfectly for the VWRAP approach to services.
>
> Because you have separated the services so well, your suggested protocol
> flow could be said to to be targeting some kind of "*superset of all VWRA=
P
> deployments*" deployment. :-)  Although it's logically structured, it's a
> sort of worst-case scenario (or lawyer's delight) in which everyone has t=
o
> ask everyone else for permission to do anything, regardless of whether
> permission is actually required or not.
>
> That's viable, but less than optimal.  Specifically, you are working to t=
he
> principle of "The heaviest burden required by anyone must be borne by
> everyone."  I have been trying to stick to the opposite principle of "A
> burden should be borne only by those whose use case requires it", which i=
s
> both fairer and more efficient.
>
> To illustrate this, consider the case of an asset service which serves (b=
y
> choice) only Creative Commons licensed assets --- an extremely important =
use
> case which could well become the dominant one in an open metaverse of
> community worlds.  Who knows, it could be operated by Debian, or Blender,=
 or
> OSgrid, or even Google Warehouse. :P
>
> In such a scenario, because the license on all the assets in the asset
> service permits unchecked distribution to all destinations in perpetuity,
> the vast majority of all the request-grant protocol flows in your diagram
> are superfluous when the assets come from this repository.  By using a
> protocol which understands *WHEN* it needs to ask a question, a large
> amount of cumulative round-trip time latency (and its resulting lag) can =
be
> avoided entirely.  This is also true on a per-asset basis if an asset
> service serves a mixture of encumbered and freely distributable assets,
> except that then the difference would be seen per-asset instead of per as=
set
> service.
>
> For such freely distributable assets, the agent service doesn't need to d=
o
> anything at all beyond recording the addresses of assets which are curren=
tly
> being worn by the agent.  Since you start off your trip (sensibly) by
> checking your clothing at home before you leave, you'll notice a broken
> asset service locally anyway since your viewer will be trying to fetch it
> for local viewing.  The agent service need do nothing at all, beyond reco=
rd
> the addresses of top level items.  (In my design study, I refer to a *Wor=
n
> Assets List *which is held by the user's agent service, and which is
> entirely separate from any concept of inventory.)
>
> Likewise, region services don't need to fetch the graphic assets normally
> either (unless they opt to proxy them), but only pass the addresses of th=
ose
> assets around to all the other agents in the corresponding region, so the
> request-grant exchanges between regions and asset services can be avoided=
 in
> this case.  (Regions will be requesting other server-side data though, fo=
r
> example the bounding box information or collision mesh of an asset, which
> typically the viewer would not be fetching.)
>
> That's not the end of the "*no unnecessary burden*" issue yet though,
> because even if you removed all the unnecessary request-grant protocol
> flows, you're still making the incorrect assumption that assets *ALL NEED
> TO BE RESTRICTED* by the mere fact of asking for caps to everything.  Thi=
s
> itself is wrong.  The logic need to first determine whether a cap is need=
ed
> for fetching a given asset, and if it's not needed then the fetch can be
> done by the viewer or region without this protocol burden at all.
>
> So you see, there is a fundamental assumption in your nicely laid out flo=
ws
> that all assets must be tied up in heavy red tape by the needs of the mos=
t
> burdensome use case.  I don't agree with that, neither on principle nor o=
n
> engineering grounds.
>
> Many of the flows you have shown are exactly what we need for securing
> access to proprietary resources, but not all resources have that burden, =
and
> I would want to elide a number of the flows away entirely when an asset
> service allows it.
>
> To put it another way, the data is king, and protocol flows should reflec=
t
> the requirements imposed by data, not the other way around.
>
> I need this expressed in your flows, possibly as asset requirement
> annotations.
>
>
> PS.  Great work Vaughn, I think this gives us a wonderful launching point=
!
>
>
> Morgaine.
>
>
>
>
> =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D
>
>
> On Fri, Apr 8, 2011 at 5:40 PM, Vaughn Deluca <vaughn.deluca@gmail.com>wr=
ote:
>
>> VWRAP services high level message flow (preliminary diagram draft) see
>>
>>
>> http://trac.tools.ietf.org/wg/vwrap/trac/attachment/wiki/Diagrams/VWRAP_=
FlowExample_VD1.pdf
>>
>> The main reason that i am submitting this in spite of my lack of formal
>> expertise is that the group in my view badly needs a solid basis for
>> discussion and preventing endless repeating loops. This example is proba=
bly
>> wrong in many ways, but its better than what we have publicly available =
on
>> interop now (although Morgaine is working on something along the lines o=
f
>> the recent discussions here)
>>
>> I hope this diagram will give us a base for discussion. I could have don=
e
>> my homework better by researching the old OGP stuff in more depth, and i
>> probably  will do so in the future , but for now I just tried to followe=
d
>> the general principles as far as i understand them, to see what response
>> that yields from the group. In other words,I try to let the group educat=
e me
>> :p
>>
>> Note that in  my view all services are equal, in principle it does not
>> matter in what "domain" they run, since trust and policy are fully
>> localized. It is however very possible to have internal shortcuts in the
>> services to speed up processing.
>>
>> In the example I opted for an external Agent service, but I could as wel=
l
>> have incorporated that in the set of local services. As indicated above =
all
>> services could also be run by different organisations, true to what VWRA=
P
>> stands for. Its all up to the deployer, including a user at home who mig=
ht
>> want to run a full world for family and friends. Those friends might try=
 to
>> use that agent service to venture out in the virtual universe.
>> I envision that the final identity  provider is external, using OpenID a=
nd
>> OAut  or whatever other  magic that I do not yet fully understand exists=
 out
>> there.
>>
>> The  example has 3 main purposes:
>> -  Provide a reference for discussion
>> - Illustrates the use case of tourism, and *true* interop.
>> - Illustrate consistency problems along the lines discussed  here higher
>> up in this tread, as well as the "slashdot" problem that Morgaine outlin=
ed
>> so clearly.
>>
>> The message flow assumes an avatar already present in some region, (a
>> small scale local home region in this case, but that is by no means
>> essential, it could be a build in region in the viewer or a big commerci=
al
>> region). The user is preparing for a trip to immersive world, and after =
some
>> outfit adjustments moves over.
>>
>> Finally i apologize for for the simplistic notation used here. I simply
>> add the most relevant parameters passed in square brackets to a keyword
>> specifying the nature of the message. Please improve on that where neede=
d.
>>
>> So here we go, the avatar is  prepare for a visit to "immersive world"
>> 0)  Viewer, here is an update of the state of the world your agent is in=
,
>> please render.
>> 1)  Agent service, I will go in my Zodiac dress that i keep in the
>>  "Amazing assets" service.
>> 2)  Asset service A, please send a cap for Z, here are my credentials
>> 3)  Your fine, here is the cap
>> 4)  Local region, can you please put this on my agent, i included the ca=
p.
>> 5)  Hello asset service A, i need Z, here is the cap
>> 6)  Cap is good, data coming up, have fun.
>> 7)  Agent service, your agent is now wearing Z
>> 8)  Viewer, your avatar is now wearing Z
>>     User: Hmm, amazing inventory has not been *that* amazing lately. 'll
>> make a backup, just in case
>> 9)  Hello asset service A, please send me a cap for Z, here are my
>> credentials
>> 10) Your fine, here is the cap
>> 11) Local asset storage, please store Z for me, here is the cap to get i=
t
>> 12) Hello asset service A, i want Z, here is the cap
>> 13) Cap is good, data coming up, have fun.
>> 14) Viewer, Z is now stored for you
>>     User: I am Ready!, Lets try to get to immersive world!
>> 15) Hello immersive world, can i get in? Here are my credentials, and a
>> list of my stuff.
>> 16) Asset service A, please send me a cap for X, here are my credentials
>> (I want this cap for consistency)
>> 17) Your fine, here is the cap
>> 18) Asset service B, please send me a cap for Y, here are my credentials
>> (I want this cap for consistency)
>> 19) Very sorry, but your not one of us, you can't have Y
>> 20) Asset service B, please send me a cap for Z, here are my credentials
>> (I want a cap for consistency)
>> [Region service: Timeout... amazing inventory must be overloaded.. oh
>> well... ]
>> 21) Agent service, you wanted to send somebody over, here are your
>> permissions.
>> 22) Viewer, you asked for a transfer try, here are your results
>>      User thinks:  Crap! Big asset service does not allow  me to take my
>> yellow stockings! And Amazing assets  failed to deliver my zodiac dress.=
 At
>> least i made a backup of that dress!
>> 23) 'll take the yellow stockings off...
>> 24) ... done ('ll trash them here and now, forever, who needs stuff you
>> can't use!)
>> 25) The zodiac dress was not delivered by Big assets service, but i have=
 a
>> local copy!
>> 26) Local Asset service, please send me Z, here are my credentials
>> 27) I dont know you, but I 'll trust you, here is the cap, but you bette=
r
>> store the data, its single use, i need to protect myself.
>> 28) Local region, can you please put this on my agent, i include the cap=
.
>> 29) Local Asset service, i need Z, here is the cap
>> 30) Cap is good, data coming up, have fun.
>> 31) Cap was only good for one time, I made a copy, but my policy is to
>> only grant you fair use rights, at a later time i might even tell you to
>> replace the dress.
>> 32) Viewer, you can wear Z for now, but the asset service granted only
>> fair use, i might ask you to replace the dress at a later time.
>> 33) Ready at last! Off to immersive world!, I hope its not to crowded
>> there or 'll loose my dress...
>> 34) Hello immersive world, here are my credentials, and a list of stuff =
i
>> want to bring
>> 35) Hello asset service A, please send me a cap for X, here are my
>> credentials
>>     [darn, I should have kept that cap from last time..]
>> 36) Your fine, here is the cap.
>>    [Region service finds fair-use warning on Z and decides to make its o=
wn
>> copy]
>> 37) Hello Local region, can i still have Z? Here is the cap
>> 38) Cap is still good, data coming up, have fun.
>>    [Region service stores asset in private storage, providing a cap to
>> replace the fair use one]
>> 39) Agent service, you wanted to send somebody over, here are your
>> permissions & info.
>> 40) Hello immersive world, just  get me there, and use what you can
>> 41) Placement done, Z is currently buffered by us as wel, you need to ge=
t
>> details for X, have fun.
>> 42) You are now in immersive world, your dress is buffered there as well=
,
>> but you need to get X!
>> 43) Hello asset service A, i want X, here is the cap
>> 44) Cap is good, data coming up, have fun.
>> 45) Viewer, here is an update of the state of the world your agent is in=
,
>> please render.
>>
>> As far as I can see this conforms fully to our charter, and i hope it is
>> possible to use large portions of the existing code bases. However, as s=
aid
>> above, i did not really try to capture the old thinking, and I also migh=
t
>> have misconceptions about the way to do these things in general.
>> Looking forward to constructive comments.
>>
>> -- Vaughn
>>
>> On Sun, Apr 3, 2011 at 8:38 PM, Vaughn Deluca <vaughn.deluca@gmail.com>w=
rote:
>>
>>> Thanks for the pointers.  I have a  busy week in RL in front of me, so =
i
>>> wont have to much time to respond the next few days, however, i intend =
to
>>> start doing the following things:
>>>
>>> - Produce a visual that reflects my thinking, i.e. an illustration of m=
y
>>> response to Morgaine's itemlist  above.
>>> - Read up on the older notes, as well as  more reading in the list
>>> archive
>>> - Try to make a summary for the wiki
>>>
>>> Regarding the use of domain, I think services are eventually what count=
s,
>>> but its all terminology. The way I read the AWG diagrams is that the ag=
ent
>>> domain is actually a cluster of tightly integrated services. When the
>>> functionality of each sub-service is described properly and with unifor=
m
>>> interfaces the domain will slowly dissolve. But let not get ahead of ou=
t
>>> selfs. We should put up some clear descriptions on the wiki for our vie=
ws on
>>> this, and *after* that we can decide what we need and what can go.
>>>
>>> Its been a very useful and illuminating weekend for me, and i am a lot
>>> more optimistic about the future of vwrap than two weeks ago.
>>>
>>> -- Vaughn
>>>
>>>
>>>
>>> On Sun, Apr 3, 2011 at 7:20 PM, Dzonatas Sol <dzonatas@gmail.com> wrote=
:
>>>
>>>> Probably easy as suggested in other terms here on this list, as how th=
e
>>>> client contacts the asset services now in the regions. The newer issue=
 is to
>>>> unitize that asset services. Since their is proprietary (legacy) code =
then
>>>> we can't expect that to change, and some form of proxy is of need. Wha=
tever
>>>> works best, I tried to narrow it down to suggestions here.
>>>>
>>>> Eventually, the agent domain is ideal to handle the direction of the
>>>> asset services. This concept, unfortunately, ended support awhile ago =
with
>>>> changes in LL.
>>>> Also see; http://wiki.secondlife.com/wiki/Agent_Domain
>>>> And: http://wiki.secondlife.com/wiki/User:Dzonatas_Sol/AWG_Asset (warn=
:
>>>> unstructured collaborative notes, dumped on me and I tried to fix)
>>>>
>>>> I tried to find previous visuals.
>>>>
>>>> I'd imagine the agent domain could grow out of unitized versions of
>>>> asset services. Despite that, I think that concept helps view where we=
 were
>>>> at in discussion and what didn't happen.
>>>>
>>>> Vaughn Deluca wrote:
>>>>
>>>>> Hi=EF=BF=BDDzonatas
>>>>>
>>>>> Can you expand on that, what would be needed for legacy support in VW=
AP
>>>>> terms=EF=BF=BD?,
>>>>> If i want to read up on how the=EF=BF=BDasset server may proxy the si=
mulator,
>>>>> what would you recommend me to read?
>>>>>
>>>>> -- Vaughn
>>>>>
>>>>> On Sun, Apr 3, 2011 at 5:51 AM, Dzonatas Sol <dzonatas@gmail.com<mail=
to:
>>>>> dzonatas@gmail.com>> wrote:
>>>>>
>>>>>    Some stated the proxy-to-asset-server is built into the sim;
>>>>>    however, keep in mind possible legacy support where the asset
>>>>>    server may proxy the simulator.
>>>>>
>>>>>
>>>>>    Dzonatas Sol wrote:
>>>>>
>>>>>        Somehow I feel the basic asset server being able to login and
>>>>>        download assets is now priority, yet I also wondered the best
>>>>>        way to patch this into the current mode of viewers.
>>>>>
>>>>>        Maybe offer (1) by proxy (sim-side) and (2) by patch
>>>>>        (viewer-side) that either of these two are optional and
>>>>>        neither are mandatory for now. Thoughts?
>>>>>
>>>>>        Israel Alanis wrote:
>>>>>
>>>>>
>>>>>            > when designing for scalability, the model to bear in
>>>>>            mind is ...
>>>>>
>>>>>            Well, there are a lot of different models to keep in mind,
>>>>>            and many different use cases. One particular use case to
>>>>>            keep in mind is: "User acquires new outfit, and wants to
>>>>>            'show it off' in a highly populated region".
>>>>>
>>>>>            > Both worlds and asset services may include commercial,
>>>>>            community, and personal services
>>>>>
>>>>>            Yes, yes and yes. I'm particularly concerned about how the
>>>>>            model affects the ability to host personal asset services.
>>>>>
>>>>>            > a proxying region, which would get slammed for every
>>>>>            asset worn by every avatar present.
>>>>>
>>>>>            Granted the collection of services that are provided by
>>>>>            the region need to be scaled to meet the demands of that
>>>>>            region. That's all part of capacity planning.
>>>>>
>>>>>            > regions run many different CPU-intensive tasks,
>>>>>            including physics simulation and server-side scripting,
>>>>>            and absolutely cannot afford to serve assets too
>>>>>            Well... who said the same CPU's have to do proxying,
>>>>>            physics simulation and server-side scripting? Asset
>>>>>            proxying is a different service than physics simulation
>>>>>            and can be on separate hardware, could make use of
>>>>>            geographically distributed caching, and in certain
>>>>>            deployment patterns, the same caching services could be
>>>>>            shared by different regions. (Server-side scripting is a
>>>>>            discussion for another day).
>>>>>
>>>>>            > This is why we have to go parallel...
>>>>>
>>>>>            Totally agree, and a proxying model could and should also
>>>>>            take advantage of parallelism.
>>>>>
>>>>>            > I think you're wrong that it has to cost much money. ?vs=
?
>>>>>            > It costs money to host a high performance and scalable
>>>>>            asset service and a high bandwidth network to handle the
>>>>>            traffic. =EF=BF=BDA *lot* of money.
>>>>>            I think what you're saying is: "It costs a lot of money to
>>>>>            build a scalable asset service, but if assets are spread
>>>>>            throughout the internet they don't have to be scalable."
>>>>>            But that's not quite right. You're opening up every asset
>>>>>            server to the VW equivalent of being slashdotted, so are
>>>>>            you sure you're not forcing *every* asset service to be
>>>>>            scalable and handle a lot of bandwith and network traffic?
>>>>>            It's the exact opposite of your intention, but I think
>>>>>            that's the result, all the same.
>>>>>
>>>>>            This particular design decision has a big effect on the
>>>>>            economics of the VW infrastructure. I'd rather the
>>>>>            economics to work out such that a region provider who
>>>>>            wishes to build a region that supports a small population,
>>>>>            can do so economically. A region that wants to host a
>>>>>            *large* population has to bear that cost of providing that
>>>>>            scalable asset service.
>>>>>            I want the economics of hosting a small asset service to
>>>>>            be a non-issue (as to best promote creation and
>>>>>            creativity). Creating a high bar to provide asset services
>>>>>            will mean that service will cost money and people
>>>>>            shouldn't have to pay money just to create or own VW
>>>>>            objects (I'm using 'own' here to refer to maintaining
>>>>>            their existence, I'm not trying to make a
>>>>>            'leftist'/'communist' statement about ownership ;)
>>>>>
>>>>>            - Izzy
>>>>>
>>>>>
>>>>>            On Apr 2, 2011, at 3:58 PM, Morgaine wrote:
>>>>>
>>>>>                Izzy, when designing for scalability, the model to
>>>>>                bear in mind is that of seasoned virtual world
>>>>>                travelers whose inventories contain assets from many
>>>>>                different worlds, those assets being served by many
>>>>>                different asset services. =EF=BF=BDBoth worlds and ass=
et
>>>>>                services may include commercial, community, and
>>>>>                personal services, and as the metaverse grows, that
>>>>>                set is highly likely to become progressively less
>>>>>                clustered and more diverse.
>>>>>
>>>>>                When those seasoned travelers click on an advertised
>>>>>                VW link and perform an inter-world teleport to one
>>>>>                particular world's region to share an experience,
>>>>>                their "worn" assets (the only ones of interest to the
>>>>>                region) will contain references to asset services
>>>>>                spread widely across the Internet. =EF=BF=BDThe fetche=
s by the
>>>>>                travelers' clients occur over many parallel paths from
>>>>>                clients to asset services, so one can reasonably
>>>>>                expect reduced network contention and reduced asset
>>>>>                server loading because they are both spread out over
>>>>>                however many asset services are being referenced by
>>>>>                the overall set of assets in the region.
>>>>>
>>>>>                This is very different to the case of a proxying
>>>>>                region, which would get slammed for every asset worn
>>>>>                by every avatar present. =EF=BF=BDIn our current archi=
tecture,
>>>>>                regions run many different CPU-intensive tasks,
>>>>>                including physics simulation and server-side
>>>>>                scripting, and absolutely cannot afford to serve
>>>>>                assets too unless your scalability requirements are
>>>>>                very low indeed, ie. just a few dozen avatars of
>>>>>                today's kind. =EF=BF=BDWe've hit the ceiling already o=
n region
>>>>>                scalability done that way. =EF=BF=BDThere is nowhere t=
o go in
>>>>>                that direction at all beyond improving the code like
>>>>>                Intel demonstrated, and that work is subject to a law
>>>>>                of diminishing returns.
>>>>>
>>>>>                This is why we have to go parallel, and I think you're
>>>>>                wrong that it has to cost much money. =EF=BF=BDAs we s=
pread
>>>>>                the load across more and more asset services, we are
>>>>>                simply better utilizing all the hardware that's
>>>>>                already out there on the Internet, at least in respect
>>>>>                of community and private resources. =EF=BF=BDBut add t=
o the
>>>>>                community and private resources the commercial asset
>>>>>                services that are likely to appear to exploit this
>>>>>                opportunity, and not only will the number of asset
>>>>>                services leap, but the power of each one will rocket
>>>>>                too, because, after all, these businesses will be
>>>>>                heavily optimized for the job.
>>>>>
>>>>>                As to why a world would want clients to access
>>>>>                external asset services instead of providing its own
>>>>>                implementation, that's an easy question. =EF=BF=BDIt c=
osts
>>>>>                money to host a high performance and scalable asset
>>>>>                service and a high bandwidth network to handle the
>>>>>                traffic. =EF=BF=BDA *lot* of money. =EF=BF=BDIn contra=
st, it costs a
>>>>>                world nothing to let others serve the assets to
>>>>>                clients. =EF=BF=BDAnd that matters to the bottom line.
>>>>>
>>>>>
>>>>>                Morgaine.
>>>>>
>>>>>
>>>>>
>>>>>
>>>>>                =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D
>>>>>
>>>>>                On Sat, Apr 2, 2011 at 7:05 PM, Izzy Alanis
>>>>>                <izzyalanis@gmail.com <mailto:izzyalanis@gmail.com>
>>>>>                <mailto:izzyalanis@gmail.com
>>>>>
>>>>>                <mailto:izzyalanis@gmail.com>>> wrote:
>>>>>
>>>>>                =EF=BF=BD =EF=BF=BD> As always though, it's a trade-of=
f, since the
>>>>>                proxied design
>>>>>                =EF=BF=BD =EF=BF=BDhas very poor scalability compared =
to the
>>>>>                distributed one.
>>>>>
>>>>>                =EF=BF=BD =EF=BF=BDI don't agree with that... If a use=
r enters a
>>>>>                highly populated
>>>>>                =EF=BF=BD =EF=BF=BDregion,
>>>>>                =EF=BF=BD =EF=BF=BDevery other client is going to (cou=
ld and should be
>>>>>                trying to)
>>>>>                =EF=BF=BD =EF=BF=BDhit the
>>>>>                =EF=BF=BD =EF=BF=BDasset server(s) for the assets that=
 the user is
>>>>>                wearing (assuming
>>>>>                =EF=BF=BD =EF=BF=BDthey're not cached locally). =EF=BF=
=BDEvery asset server
>>>>>                has to be scaled up
>>>>>                =EF=BF=BD =EF=BF=BDto the point that it can handle tha=
t load from all
>>>>>                over...
>>>>>
>>>>>                =EF=BF=BD =EF=BF=BDIf I'm hosting a region that suppor=
ts 10s of
>>>>>                thousands of
>>>>>                =EF=BF=BD =EF=BF=BDsimultaneous
>>>>>                =EF=BF=BD =EF=BF=BDusers (thinking of the future), I a=
lready have to
>>>>>                scale to meet that
>>>>>                =EF=BF=BD =EF=BF=BDdemand. If the region is proxying t=
he assets, then,
>>>>>                yes the
>>>>>                =EF=BF=BD =EF=BF=BDregion has
>>>>>                =EF=BF=BD =EF=BF=BDto be scaled to meet that asset dem=
and too, but it
>>>>>                already has to be
>>>>>                =EF=BF=BD =EF=BF=BDscaled to meet other demands of bei=
ng a region
>>>>>                server... and why is
>>>>>                =EF=BF=BD =EF=BF=BDscaling those asset proxy services =
hard? =EF=BF=BDIt's
>>>>>                going to cost $,
>>>>>                =EF=BF=BD =EF=BF=BDbut is
>>>>>                =EF=BF=BD =EF=BF=BDnot technically challenging. So, if=
 I want to host
>>>>>                a region like
>>>>>                =EF=BF=BD =EF=BF=BDthat... sure it will cost me, but t=
he simulation
>>>>>                will be consistent
>>>>>                =EF=BF=BD =EF=BF=BDand users will be able to participa=
te equally,
>>>>>                regardless of the
>>>>>                =EF=BF=BD =EF=BF=BDcapabilities of their individual as=
set services.
>>>>>
>>>>>
>>>>>
>>>>>
>>>>>                =EF=BF=BD =EF=BF=BDOn Fri, Apr 1, 2011 at 11:55 PM, Mo=
rgaine
>>>>>                =EF=BF=BD =EF=BF=BD<morgaine.dinova@googlemail.com
>>>>>                <mailto:morgaine.dinova@googlemail.com>
>>>>>                =EF=BF=BD =EF=BF=BD<mailto:morgaine.dinova@googlemail.=
com
>>>>>
>>>>>                <mailto:morgaine.dinova@googlemail.com>>> wrote:
>>>>>                =EF=BF=BD =EF=BF=BD> Every design choice results in a =
trade-off,
>>>>>                Vaughn, improving
>>>>>                =EF=BF=BD =EF=BF=BDone thing at
>>>>>                =EF=BF=BD =EF=BF=BD> the expense of something else. =
=EF=BF=BDIf every time we
>>>>>                offered a
>>>>>                =EF=BF=BD =EF=BF=BDservice we had to
>>>>>                =EF=BF=BD =EF=BF=BD> inform its users about the downsi=
des of all the
>>>>>                trade-offs we
>>>>>                =EF=BF=BD =EF=BF=BDhave made,
>>>>>                =EF=BF=BD =EF=BF=BD> they would have an awful lot to r=
ead. ;-)
>>>>>                =EF=BF=BD =EF=BF=BD>
>>>>>                =EF=BF=BD =EF=BF=BD> The specific trade-off that you a=
re discussing is
>>>>> no
>>>>>                =EF=BF=BD =EF=BF=BDdifferent. =EF=BF=BDA region
>>>>>                =EF=BF=BD =EF=BF=BD> that proxies all content has the =
"benefit" of
>>>>>                acquiring control
>>>>>                =EF=BF=BD =EF=BF=BDfrom the
>>>>>                =EF=BF=BD =EF=BF=BD> asset servers over the items in t=
he region, so
>>>>>                that it can
>>>>>                =EF=BF=BD =EF=BF=BDensure that
>>>>>                =EF=BF=BD =EF=BF=BD> everyone in the region not only o=
btains the items
>>>>>                but obtains
>>>>>                =EF=BF=BD =EF=BF=BDthe same items
>>>>>                =EF=BF=BD =EF=BF=BD> as everyone else. =EF=BF=BDThat d=
oes indeed provide a
>>>>>                greater guarantee of
>>>>>                =EF=BF=BD =EF=BF=BD> consistency than a deployment in =
which the region
>>>>>                only passes
>>>>>                =EF=BF=BD =EF=BF=BDasset URIs to
>>>>>                =EF=BF=BD =EF=BF=BD> clients who then fetch the items =
from asset
>>>>> services
>>>>>                =EF=BF=BD =EF=BF=BDseparately. =EF=BF=BDAs always
>>>>>                =EF=BF=BD =EF=BF=BD> though, it's a trade-off, since t=
he proxied
>>>>>                design has very
>>>>>                =EF=BF=BD =EF=BF=BDpoor scalability
>>>>>                =EF=BF=BD =EF=BF=BD> compared to the distributed one.
>>>>>                =EF=BF=BD =EF=BF=BD>
>>>>>                =EF=BF=BD =EF=BF=BD> If we're going to warn users of t=
he potential for
>>>>>                inconsistency
>>>>>                =EF=BF=BD =EF=BF=BDin the
>>>>>                =EF=BF=BD =EF=BF=BD> distributed deployment as you sug=
gest, are we
>>>>>                also going to
>>>>>                =EF=BF=BD =EF=BF=BDwarn them of
>>>>>                =EF=BF=BD =EF=BF=BD> non-scalability in the proxied on=
e? =EF=BF=BDI really
>>>>>                don't see much
>>>>>                =EF=BF=BD =EF=BF=BDmerit in the
>>>>>                =EF=BF=BD =EF=BF=BD> idea of warning about design choi=
ces. =EF=BF=BDMany such
>>>>>                choices are
>>>>>                =EF=BF=BD =EF=BF=BDtechnical, and
>>>>>                =EF=BF=BD =EF=BF=BD> the issues are quite likely to be=
 of little
>>>>>                interest to
>>>>>                =EF=BF=BD =EF=BF=BDnon-technical users
>>>>>                =EF=BF=BD =EF=BF=BD> anyway. =EF=BF=BDIn any case, the=
 better services are
>>>>>                likely to provide
>>>>>                =EF=BF=BD =EF=BF=BDsuch
>>>>>                =EF=BF=BD =EF=BF=BD> information in their online docum=
entation, I
>>>>>                would guess.
>>>>>                =EF=BF=BD =EF=BF=BD>
>>>>>                =EF=BF=BD =EF=BF=BD> You mentioned users "voting with =
their feet" or
>>>>>                choosing to
>>>>>                =EF=BF=BD =EF=BF=BDaccept the risk
>>>>>                =EF=BF=BD =EF=BF=BD> of inconsistency. =EF=BF=BDWell t=
hat will happen anyway,
>>>>>                when services
>>>>>                =EF=BF=BD =EF=BF=BDfail and
>>>>>                =EF=BF=BD =EF=BF=BD> users get annoyed. =EF=BF=BDIf so=
me asset services refuse
>>>>>                to send the
>>>>>                =EF=BF=BD =EF=BF=BDrequested
>>>>>                =EF=BF=BD =EF=BF=BD> items to some users, those servic=
es will get a
>>>>>                bad reputation
>>>>>                =EF=BF=BD =EF=BF=BDand people
>>>>>                =EF=BF=BD =EF=BF=BD> will choose different asset servi=
ces instead.
>>>>>                =EF=BF=BDLikewise, if a
>>>>>                =EF=BF=BD =EF=BF=BDworld service
>>>>>                =EF=BF=BD =EF=BF=BD> proxies everything and so it can'=
t handle a large
>>>>>                number of
>>>>>                =EF=BF=BD =EF=BF=BDassets or of
>>>>>                =EF=BF=BD =EF=BF=BD> people, users will get annoyed at=
 the lag and will
>>>>> go
>>>>>                =EF=BF=BD =EF=BF=BDelsewhere. =EF=BF=BDThis user
>>>>>                =EF=BF=BD =EF=BF=BD> evaluation and "voting with their=
 feet" happens
>>>>>                already with
>>>>>                =EF=BF=BD =EF=BF=BDonline services
>>>>>                =EF=BF=BD =EF=BF=BD> all over the Internet, and I am s=
ure that this
>>>>>                human process
>>>>>                =EF=BF=BD =EF=BF=BDwill continue
>>>>>                =EF=BF=BD =EF=BF=BD> to work when the services are ass=
et and region
>>>>>                services.
>>>>>                =EF=BF=BD =EF=BF=BD>
>>>>>                =EF=BF=BD =EF=BF=BD> Back in September 2010, I wrote t=
his post which
>>>>>                proposes that
>>>>>                =EF=BF=BD =EF=BF=BDwe use in
>>>>>                =EF=BF=BD =EF=BF=BD> VWRAP a form of asset addressing =
that provides
>>>>>                massive
>>>>>                =EF=BF=BD =EF=BF=BDscalability at the
>>>>>                =EF=BF=BD =EF=BF=BD> same time as a very high degree o=
f resilience --
>>>>>                =EF=BF=BD =EF=BF=BD>
>>>>>                =EF=BF=BD
>>>>>                =EF=BF=BD
>>>>> http://www.ietf.org/mail-archive/web/vwrap/current/msg00463.html
>>>>>                =EF=BF=BD =EF=BF=BD. =EF=BF=BDIt is
>>>>>                =EF=BF=BD =EF=BF=BD> based on the concept of the URI c=
ontaining a host
>>>>>                part and a
>>>>>                =EF=BF=BD =EF=BF=BDhash part,
>>>>>                =EF=BF=BD =EF=BF=BD> where the hash is generated (once=
, at the time of
>>>>>                storage to
>>>>>                =EF=BF=BD =EF=BF=BDthe asset
>>>>>                =EF=BF=BD =EF=BF=BD> service) using a specified digest=
 algorithm over
>>>>>                the content of
>>>>>                =EF=BF=BD =EF=BF=BDthe asset
>>>>>                =EF=BF=BD =EF=BF=BD> being referenced. =EF=BF=BDYou ma=
y wish to note that if
>>>>>                this design
>>>>>                =EF=BF=BD =EF=BF=BDwere used, the
>>>>>                =EF=BF=BD =EF=BF=BD> failure of an asset service to de=
liver a
>>>>>                requested item would
>>>>>                =EF=BF=BD =EF=BF=BDresult in a
>>>>>                =EF=BF=BD =EF=BF=BD> failover request for the item to =
one or more
>>>>>                backup services,
>>>>>                =EF=BF=BD =EF=BF=BDusing the same
>>>>>                =EF=BF=BD =EF=BF=BD> hash part but with a different ho=
st address.
>>>>>                =EF=BF=BD =EF=BF=BD>
>>>>>                =EF=BF=BD =EF=BF=BD> This can go some way towards over=
coming the
>>>>>                problem that you
>>>>>                =EF=BF=BD =EF=BF=BDthink might
>>>>>                =EF=BF=BD =EF=BF=BD> occur when assets are fetched by =
clients from
>>>>>                asset services
>>>>>                =EF=BF=BD =EF=BF=BDdirectly.
>>>>>                =EF=BF=BD =EF=BF=BD> Although it won't help when the m=
issing item is
>>>>>                available from
>>>>>                =EF=BF=BD =EF=BF=BDonly a single
>>>>>                =EF=BF=BD =EF=BF=BD> asset service, it will help in ma=
ny other cases,
>>>>>                and it will
>>>>>                =EF=BF=BD =EF=BF=BDcompensate for
>>>>>                =EF=BF=BD =EF=BF=BD> service failures and network outa=
ges
>>>>>                automatically at the same
>>>>>                =EF=BF=BD =EF=BF=BDtime.
>>>>>                =EF=BF=BD =EF=BF=BD>
>>>>>                =EF=BF=BD =EF=BF=BD> PS. This design for hash-based as=
set addressing
>>>>>                is already
>>>>>                =EF=BF=BD =EF=BF=BDbeing tested by
>>>>>                =EF=BF=BD =EF=BF=BD> Mojito Sorbet in her experimental=
 world and
>>>>>                client. =EF=BF=BDIt would give
>>>>>                =EF=BF=BD =EF=BF=BD> VWRAP-based worlds an improved le=
vel of service
>>>>>                availability,
>>>>>                =EF=BF=BD =EF=BF=BDso I think it
>>>>>                =EF=BF=BD =EF=BF=BD> should be a core feature of our p=
rotocol.
>>>>>                =EF=BF=BD =EF=BF=BD>
>>>>>                =EF=BF=BD =EF=BF=BD>
>>>>>                =EF=BF=BD =EF=BF=BD> Morgaine.
>>>>>                =EF=BF=BD =EF=BF=BD>
>>>>>                =EF=BF=BD =EF=BF=BD>
>>>>>                =EF=BF=BD =EF=BF=BD>
>>>>>                =EF=BF=BD =EF=BF=BD>
>>>>>                =EF=BF=BD =EF=BF=BD> =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D
>>>>>                =EF=BF=BD =EF=BF=BD>
>>>>>                =EF=BF=BD =EF=BF=BD> On Fri, Apr 1, 2011 at 11:17 PM, =
Vaughn Deluca
>>>>>                =EF=BF=BD =EF=BF=BD<vaughn.deluca@gmail.com
>>>>>                <mailto:vaughn.deluca@gmail.com>
>>>>>                <mailto:vaughn.deluca@gmail.com
>>>>>                <mailto:vaughn.deluca@gmail.com>>>
>>>>>                =EF=BF=BD =EF=BF=BD> wrote:
>>>>>                =EF=BF=BD =EF=BF=BD>>
>>>>>                =EF=BF=BD =EF=BF=BD>> This is a question i discussed w=
ith Morgaine
>>>>>                off-list a while
>>>>>                =EF=BF=BD =EF=BF=BDago (I
>>>>>                =EF=BF=BD =EF=BF=BD>> intended to send it to the list =
but pushed the
>>>>>                wrong button...) I
>>>>>                =EF=BF=BD =EF=BF=BD>> think we need to address this pr=
oblem, and
>>>>>                decide how to deal
>>>>>                =EF=BF=BD =EF=BF=BDwith it.
>>>>>                =EF=BF=BD =EF=BF=BD>>
>>>>>                =EF=BF=BD =EF=BF=BD>> =EF=BF=BDIn Davids deployment dr=
aft, section 7.3.1.1 an
>>>>>                overview is
>>>>>                =EF=BF=BD =EF=BF=BDgiven van
>>>>>                =EF=BF=BD =EF=BF=BD>> ways to deliver content to the r=
egion. One way
>>>>>                is only passing a
>>>>>                =EF=BF=BD =EF=BF=BD>> capability that allows access to=
 (part of) the
>>>>>                resource:
>>>>>                =EF=BF=BD =EF=BF=BD>>
>>>>>                =EF=BF=BD =EF=BF=BD>> =EF=BF=BD =EF=BF=BD =EF=BF=BD =
=EF=BF=BD =EF=BF=BD 7.3.1.1. =EF=BF=BDContent delivery models
>>>>>                =EF=BF=BD =EF=BF=BD>> =EF=BF=BD =EF=BF=BD =EF=BF=BD =
=EF=BF=BD =EF=BF=BD A range of possible represenations can
>>>>>                be passed to
>>>>>                =EF=BF=BD =EF=BF=BDa region for
>>>>>                =EF=BF=BD =EF=BF=BD>> =EF=BF=BD =EF=BF=BD =EF=BF=BD =
=EF=BF=BD =EF=BF=BD simulation. [...] The other end of the
>>>>>                delivery spectrum
>>>>>                =EF=BF=BD =EF=BF=BD>> involves passing
>>>>>                =EF=BF=BD =EF=BF=BD>> =EF=BF=BD =EF=BF=BD =EF=BF=BD =
=EF=BF=BD =EF=BF=BD only a URI or capability used to
>>>>>                access the rendering
>>>>>                =EF=BF=BD =EF=BF=BD>> information and a
>>>>>                =EF=BF=BD =EF=BF=BD>> =EF=BF=BD =EF=BF=BD =EF=BF=BD =
=EF=BF=BD =EF=BF=BD collision mesh,and related data for
>>>>>                physical simulation.
>>>>>                =EF=BF=BD =EF=BF=BD>> =EF=BF=BD =EF=BF=BD =EF=BF=BD =
=EF=BF=BD =EF=BF=BD In such a model, the client is
>>>>>                responsible for
>>>>>                =EF=BF=BD =EF=BF=BDfetching the
>>>>>                =EF=BF=BD =EF=BF=BD>> additional
>>>>>                =EF=BF=BD =EF=BF=BD>> =EF=BF=BD =EF=BF=BD =EF=BF=BD =
=EF=BF=BD =EF=BF=BD information needed to render the
>>>>>                item's visual
>>>>>                =EF=BF=BD =EF=BF=BDpresence from a
>>>>>                =EF=BF=BD =EF=BF=BD>> separate
>>>>>                =EF=BF=BD =EF=BF=BD>> =EF=BF=BD =EF=BF=BD =EF=BF=BD =
=EF=BF=BD =EF=BF=BD service. =EF=BF=BDThis fetch can be done
>>>>>                *under the
>>>>>                =EF=BF=BD =EF=BF=BDcredentials of the
>>>>>                =EF=BF=BD =EF=BF=BD>> end user*
>>>>>                =EF=BF=BD =EF=BF=BD>> =EF=BF=BD =EF=BF=BD =EF=BF=BD =
=EF=BF=BD =EF=BF=BD viewing the material [my emphasis--VD]
>>>>>                , and
>>>>>                =EF=BF=BD =EF=BF=BDdivorces the
>>>>>                =EF=BF=BD =EF=BF=BD>> simulation from
>>>>>                =EF=BF=BD =EF=BF=BD>> =EF=BF=BD =EF=BF=BD =EF=BF=BD =
=EF=BF=BD =EF=BF=BD the trust chain needed to manage
>>>>>                content. =EF=BF=BDAny
>>>>>                =EF=BF=BD =EF=BF=BDautomation
>>>>>                =EF=BF=BD =EF=BF=BD>> is done on a
>>>>>                =EF=BF=BD =EF=BF=BD>> =EF=BF=BD =EF=BF=BD =EF=BF=BD =
=EF=BF=BD =EF=BF=BD separate host which the content
>>>>>                creator or owner trusts,
>>>>>                =EF=BF=BD =EF=BF=BD>> interacting with the
>>>>>                =EF=BF=BD =EF=BF=BD>> =EF=BF=BD =EF=BF=BD =EF=BF=BD =
=EF=BF=BD =EF=BF=BD object through remoted interfaces.
>>>>>                =EF=BF=BD =EF=BF=BD>>
>>>>>                =EF=BF=BD =EF=BF=BD>> =EF=BF=BDI can see the need for =
such a setup, however, i
>>>>>                feel we are
>>>>>                =EF=BF=BD =EF=BF=BD>> unpleasantly close to a situatio=
n were the
>>>>>                coherence of the
>>>>>                =EF=BF=BD =EF=BF=BDsimulation
>>>>>                =EF=BF=BD =EF=BF=BD>> falls apart.
>>>>>                =EF=BF=BD =EF=BF=BD>> In this deployment pattern the r=
egion advertises
>>>>>                the presence
>>>>>                =EF=BF=BD =EF=BF=BDof the
>>>>>                =EF=BF=BD =EF=BF=BD>> asset, and *some* clients will b=
e able to get it
>>>>>                as expected,
>>>>>                =EF=BF=BD =EF=BF=BDwhile
>>>>>                =EF=BF=BD =EF=BF=BD>> -based on the arbitrary whims of=
 the asset
>>>>>                service- others
>>>>>                =EF=BF=BD =EF=BF=BDmight not.
>>>>>                =EF=BF=BD =EF=BF=BD>>
>>>>>                =EF=BF=BD =EF=BF=BD>> My hope would be that after the =
asset server
>>>>>                provides the
>>>>>                =EF=BF=BD =EF=BF=BDregion with
>>>>>                =EF=BF=BD =EF=BF=BD>> the capability to get the asset,=
 it gives up
>>>>>                control. That
>>>>>                =EF=BF=BD =EF=BF=BDwould mean
>>>>>                =EF=BF=BD =EF=BF=BD>> that if the client finds the inv=
entory server is
>>>>>                unwilling to
>>>>>                =EF=BF=BD =EF=BF=BDserve
>>>>>                =EF=BF=BD =EF=BF=BD>> the content - in spire of the re=
gion saying it
>>>>>                is present-,
>>>>>                =EF=BF=BD =EF=BF=BDthe client
>>>>>                =EF=BF=BD =EF=BF=BD>> should be able to turn around as=
k the *region*
>>>>>                for the asset,
>>>>>                =EF=BF=BD =EF=BF=BD(and get
>>>>>                =EF=BF=BD =EF=BF=BD>> is after all).
>>>>>                =EF=BF=BD =EF=BF=BD>>
>>>>>                =EF=BF=BD =EF=BF=BD>> =EF=BF=BDIf that is not the case=
, -and there are
>>>>>                probably good reasons
>>>>>                =EF=BF=BD =EF=BF=BDfor the
>>>>>                =EF=BF=BD =EF=BF=BD>> deployment pattern as described-=
 =EF=BF=BDshouldn't we
>>>>>                *warn* clients
>>>>>                =EF=BF=BD =EF=BF=BDthat the
>>>>>                =EF=BF=BD =EF=BF=BD>> region might be inconsistent, so=
 the users
>>>>>                behind the client
>>>>>                =EF=BF=BD =EF=BF=BDcan vote
>>>>>                =EF=BF=BD =EF=BF=BD>> with their feet, (or take the ri=
sk)?
>>>>>                =EF=BF=BD =EF=BF=BD>>
>>>>>                =EF=BF=BD =EF=BF=BD>> --Vaughn
>>>>>                =EF=BF=BD =EF=BF=BD>> ________________________________=
_______________
>>>>>                =EF=BF=BD =EF=BF=BD>> vwrap mailing list
>>>>>                =EF=BF=BD =EF=BF=BD>> vwrap@ietf.org <mailto:vwrap@iet=
f.org>
>>>>>                <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>>
>>>>>
>>>>>                =EF=BF=BD =EF=BF=BD>> https://www.ietf.org/mailman/lis=
tinfo/vwrap
>>>>>                =EF=BF=BD =EF=BF=BD>
>>>>>                =EF=BF=BD =EF=BF=BD>
>>>>>                =EF=BF=BD =EF=BF=BD> _________________________________=
______________
>>>>>                =EF=BF=BD =EF=BF=BD> vwrap mailing list
>>>>>                =EF=BF=BD =EF=BF=BD> vwrap@ietf.org <mailto:vwrap@ietf=
.org>
>>>>>                <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>>
>>>>>
>>>>>                =EF=BF=BD =EF=BF=BD> https://www.ietf.org/mailman/list=
info/vwrap
>>>>>                =EF=BF=BD =EF=BF=BD>
>>>>>                =EF=BF=BD =EF=BF=BD>
>>>>>
>>>>>
>>>>>
>>>>>
>>>>>  --------------------------------------------------------------------=
----
>>>>>
>>>>>            _______________________________________________
>>>>>            vwrap mailing list
>>>>>            vwrap@ietf.org <mailto:vwrap@ietf.org>
>>>>>            https://www.ietf.org/mailman/listinfo/vwrap
>>>>>            =EF=BF=BD
>>>>>
>>>>>
>>>>>
>>>>>
>>>>>
>>>>>    --     --- https://twitter.com/Dzonatas_Sol ---
>>>>>    Web Development, Software Engineering, Virtual Reality, Consultant
>>>>>
>>>>>    _______________________________________________
>>>>>    vwrap mailing list
>>>>>    vwrap@ietf.org <mailto:vwrap@ietf.org>
>>>>>    https://www.ietf.org/mailman/listinfo/vwrap
>>>>>
>>>>>
>>>>>
>>>>
>>>> --
>>>> --- https://twitter.com/Dzonatas_Sol ---
>>>> Web Development, Software Engineering, Virtual Reality, Consultant
>>>>
>>>>
>>>
>>
>> _______________________________________________
>>
>> vwrap mailing list
>> vwrap@ietf.org
>> https://www.ietf.org/mailman/listinfo/vwrap
>>
>>
>

--000e0cdfd9f84fd13904a0831019
Content-Type: text/html; charset=UTF-8
Content-Transfer-Encoding: quoted-printable

Morgaine,=C2=A0<div><br></div><div>Thanks for the compliments and the exten=
sive comments =C2=A0:)</div><div>I am in a time crunch, so i will only resp=
ond to one aspect of your mail, and come back to some other points later.</=
div><div>
<br></div><div><div>I am not sure i understand your emphasis on the (non)tr=
ansfer of trust info to gain speed. When drafting the diagram I was thinkin=
g that depending on the =C2=A0&quot;domain&quot; of the sender of the messa=
ge =C2=A0(with domain defined in the classical sense of a range of IP addre=
sses) the authorisation info might =C2=A0simply be dropped and the data use=
d without further checking if the receiver wishes to do so. Also since in t=
he majority of cases only caps are passed that contain *implicit* trust. Th=
e checking of the validity of the cap is local to the service, and should b=
e really fast.<br>
</div><div><br></div><div>Regarding capabilities, i was viewing them not so=
 much as credentials (although they are) but more</div><div>as a convenient=
 way to pass references to some bit of underlaying data around. You can&#39=
;t =C2=A0eliminate those messages even when not checking credentials. The r=
oundtrips are anyhow needed to make sure that the communication is actually=
 working. Or can we really get away with an UDP style of send and pray?? I =
fail to see how you would be able to realise a substantial gain over what w=
ill be needed anyhow as bare bone infrastructure and for error checking/rep=
orting. =C2=A0But i might be wrong.</div>
<div><br></div><div>One way way to find out is to implement it, and I feel =
that we are getting closer to be able to do just that.=C2=A0</div><div><br>=
</div><div>-- Vaughn</div></div><div><br><br><div class=3D"gmail_quote">On =
Sat, Apr 9, 2011 at 1:18 AM, Morgaine <span dir=3D"ltr">&lt;<a href=3D"mail=
to:morgaine.dinova@googlemail.com">morgaine.dinova@googlemail.com</a>&gt;</=
span> wrote:<br>
<blockquote class=3D"gmail_quote" style=3D"margin:0 0 0 .8ex;border-left:1p=
x #ccc solid;padding-left:1ex;">Excellent work, Vaughn!<br><br>You&#39;re r=
ight, I am working on something related to this, specifically a design stud=
y for the Tourism use case.=C2=A0 It happens to end with a protocol sequenc=
e diagram presented as a table of text, so I was very pleased to see your h=
ighly relevant diagram.=C2=A0 Yours captures part of my use case, and it&#3=
9;s a lot prettier than my text format. :P<br>

<br>I was particularly impressed by the way you start off with completely s=
eparable services right from the start.=C2=A0 Since separable services can =
be put together under a single administrative domain very easily, whereas s=
eparating conjoined services is not easy at all, I think you&#39;ve started=
 this off perfectly for the VWRAP approach to services.<br>

<br>Because you have separated the services so well, your suggested protoco=
l flow could be said to to be targeting some kind of &quot;<i>superset of a=
ll VWRAP deployments</i>&quot; deployment. :-)=C2=A0 Although it&#39;s logi=
cally structured, it&#39;s a sort of worst-case scenario (or lawyer&#39;s d=
elight) in which everyone has to ask everyone else for permission to do any=
thing, regardless of whether permission is actually required or not.<br>

<br>That&#39;s viable, but less than optimal.=C2=A0 Specifically, you are w=
orking to the principle of &quot;The heaviest burden required by anyone mus=
t be borne by everyone.&quot;=C2=A0 I have been trying to stick to the oppo=
site principle of &quot;A burden should be borne only by those whose use ca=
se requires it&quot;, which is both fairer and more efficient.<br>

<br>To illustrate this, consider the case of an asset service which serves =
(by choice) only Creative Commons licensed assets --- an extremely importan=
t use case which could well become the dominant one in an open metaverse of=
 community worlds.=C2=A0 Who knows, it could be operated by Debian, or Blen=
der, or OSgrid, or even Google Warehouse. :P<br>

<br>In such a scenario, because the license on all the assets in the asset =
service permits unchecked distribution to all destinations in perpetuity, t=
he vast majority of all the request-grant protocol flows in your diagram ar=
e superfluous when the assets come from this repository.=C2=A0 By using a p=
rotocol which understands <b>WHEN</b> it needs to ask a question, a large a=
mount of cumulative round-trip time latency (and its resulting lag) can be =
avoided entirely.=C2=A0 This is also true on a per-asset basis if an asset =
service serves a mixture of encumbered and freely distributable assets, exc=
ept that then the difference would be seen per-asset instead of per asset s=
ervice.<br>

<br>For such freely distributable assets, the agent service doesn&#39;t nee=
d to do anything at all beyond recording the addresses of assets which are =
currently being worn by the agent.=C2=A0 Since you start off your trip (sen=
sibly) by checking your clothing at home before you leave, you&#39;ll notic=
e a broken asset service locally anyway since your viewer will be trying to=
 fetch it for local viewing.=C2=A0 The agent service need do nothing at all=
, beyond record the addresses of top level items.=C2=A0 (In my design study=
, I refer to a <b>Worn Assets List </b>which is held by the user&#39;s agen=
t service, and which is entirely separate from any concept of inventory.)<b=
r>

<br>Likewise, region services don&#39;t need to fetch the graphic assets no=
rmally either (unless they opt to proxy them), but only pass the addresses =
of those assets around to all the other agents in the corresponding region,=
 so the request-grant exchanges between regions and asset services can be a=
voided in this case.=C2=A0 (Regions will be requesting other server-side da=
ta though, for example the bounding box information or collision mesh of an=
 asset, which typically the viewer would not be fetching.)<br>

<br>That&#39;s not the end of the &quot;<i>no unnecessary burden</i>&quot; =
issue yet though, because even if you removed all the unnecessary request-g=
rant protocol flows, you&#39;re still making the incorrect assumption that =
assets <b>ALL NEED TO BE RESTRICTED</b> by the mere fact of asking for caps=
 to everything.=C2=A0 This itself is wrong.=C2=A0 The logic need to first d=
etermine whether a cap is needed for fetching a given asset, and if it&#39;=
s not needed then the fetch can be done by the viewer or region without thi=
s protocol burden at all.<br>

<br>So you see, there is a fundamental assumption in your nicely laid out f=
lows that all assets must be tied up in heavy red tape by the needs of the =
most burdensome use case.=C2=A0 I don&#39;t agree with that, neither on pri=
nciple nor on engineering grounds.<br>

<br>Many of the flows you have shown are exactly what we need for securing =
access to proprietary resources, but not all resources have that burden, an=
d I would want to elide a number of the flows away entirely when an asset s=
ervice allows it.<br>

<br>To put it another way, the data is king, and protocol flows should refl=
ect the requirements imposed by data, not the other way around.<br><br>I ne=
ed this expressed in your flows, possibly as asset requirement annotations.=
<br>

<br><br>PS.=C2=A0 Great work Vaughn, I think this gives us a wonderful laun=
ching point!<br><font color=3D"#888888"><br><br>Morgaine.<br><br><br><br><b=
r>=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D<br><br=
><br></font><div class=3D"gmail_quote"><div><div>
</div><div class=3D"h5">On Fri, Apr 8, 2011 at 5:40 PM, Vaughn Deluca <span=
 dir=3D"ltr">&lt;<a href=3D"mailto:vaughn.deluca@gmail.com" target=3D"_blan=
k">vaughn.deluca@gmail.com</a>&gt;</span> wrote:<br>
</div></div><blockquote class=3D"gmail_quote" style=3D"margin:0pt 0pt 0pt 0=
.8ex;border-left:1px solid rgb(204, 204, 204);padding-left:1ex"><div><div><=
/div><div class=3D"h5"><div>VWRAP services high level message flow (prelimi=
nary diagram draft) see</div>
<div><br></div>
<div><a href=3D"http://trac.tools.ietf.org/wg/vwrap/trac/attachment/wiki/Di=
agrams/VWRAP_FlowExample_VD1.pdf" target=3D"_blank">http://trac.tools.ietf.=
org/wg/vwrap/trac/attachment/wiki/Diagrams/VWRAP_FlowExample_VD1.pdf</a><br=
>


</div><div><br></div><div>The main reason that i am submitting this in spit=
e of my lack of formal expertise is that the group in my view badly needs a=
 solid basis for discussion and preventing endless repeating loops. This ex=
ample is probably wrong in many ways, but its better than what we have publ=
icly available on interop now (although Morgaine is working on something al=
ong the lines of the recent discussions here)=C2=A0</div>


<div><br></div><div>I hope this diagram will give us a base for discussion.=
 I could have done my homework better by researching the old OGP stuff in m=
ore depth, and i probably =C2=A0will do so in the future , but for now I ju=
st tried to followed the general principles as far as i understand them, to=
 see what response that yields from the group. In other words,I try to let =
the group educate me :p</div>


<div><br></div><div>Note that in =C2=A0my view all services are equal, in p=
rinciple it does not matter in what &quot;domain&quot; they run, since trus=
t and policy are fully localized. It is however very possible to have inter=
nal shortcuts in the services to speed up processing.=C2=A0</div>


<div><br></div><div>In the example I opted for an external Agent service, b=
ut I could as well have incorporated that in the set of local services. As =
indicated above all services could also be run by different organisations, =
true to what VWRAP stands for. Its all up to the deployer, including a user=
 at home who might want to run a full world for family and friends. Those f=
riends might try to use that agent service to venture out in the virtual un=
iverse.=C2=A0</div>


<div>I envision that the final identity =C2=A0provider is external, using O=
penID and OAut =C2=A0or whatever other =C2=A0magic that I do not yet fully =
understand exists out there.</div><div><br></div><div>The =C2=A0example has=
 3 main purposes:</div>


<div>- =C2=A0Provide a reference for discussion=C2=A0</div><div>- Illustrat=
es the use case of tourism, and *true* interop.</div><div>- Illustrate cons=
istency problems along the lines discussed =C2=A0here higher up in this tre=
ad, as well as the &quot;slashdot&quot; problem that Morgaine outlined so c=
learly.</div>


<div><br></div><div>The message flow assumes an avatar already present in s=
ome region, (a small scale local home region in this case, but that is by n=
o means essential, it could be a build in region in the viewer or a big com=
mercial region). The user is preparing for a trip to immersive world, and a=
fter some outfit adjustments moves over.=C2=A0</div>


<div><br></div><div>Finally i apologize for for the simplistic notation use=
d here. I simply add the most relevant parameters passed in square brackets=
 to a keyword specifying the nature of the message. Please improve on that =
where needed.</div>


<div><br></div><div>So here we go, the avatar is =C2=A0prepare for a visit =
to &quot;immersive world&quot;</div><div>0) =C2=A0Viewer, here is an update=
 of the state of the world your agent is in, please render.</div><div>1) =
=C2=A0Agent service, I will go in my Zodiac dress that i keep in the =C2=A0=
&quot;Amazing assets&quot; service.</div>


<div>2) =C2=A0Asset service A, please send a cap for Z, here are my credent=
ials</div><div>3) =C2=A0Your fine, here is the cap</div><div>4) =C2=A0Local=
 region, can you please put this on my agent, i included the cap.</div><div=
>5) =C2=A0Hello asset service A, i need Z, here is the cap</div>


<div>6) =C2=A0Cap is good, data coming up, have fun.</div><div>7) =C2=A0Age=
nt service, your agent is now wearing Z</div><div>8) =C2=A0Viewer, your ava=
tar is now wearing Z</div><div>=C2=A0=C2=A0 =C2=A0User: Hmm, amazing invent=
ory has not been *that* amazing lately. &#39;ll make a backup, just in case=
</div>


<div>9) =C2=A0Hello asset service A, please send me a cap for Z, here are m=
y credentials</div><div>10) Your fine, here is the cap</div><div>11) Local =
asset storage, please store Z for me, here is the cap to get it</div><div>1=
2) Hello asset service A, i want Z, here is the cap</div>


<div>13) Cap is good, data coming up, have fun.</div><div>14) Viewer, Z is =
now stored for you=C2=A0</div><div>=C2=A0=C2=A0 =C2=A0User: I am Ready!, Le=
ts try to get to immersive world!</div><div>15) Hello immersive world, can =
i get in? Here are my credentials, and a list of my stuff.</div>


<div>16) Asset service A, please send me a cap for X, here are my credentia=
ls (I want this cap for consistency)</div><div>17) Your fine, here is the c=
ap</div><div>18) Asset service B, please send me a cap for Y, here are my c=
redentials (I want this cap for consistency)</div>


<div>19) Very sorry, but your not one of us, you can&#39;t have Y</div><div=
>20) Asset service B, please send me a cap for Z, here are my credentials (=
I want a cap for consistency)</div><div>[Region service: Timeout... amazing=
 inventory must be overloaded.. oh well... ]</div>


<div>21) Agent service, you wanted to send somebody over, here are your per=
missions.</div><div>22) Viewer, you asked for a transfer try, here are your=
 results</div><div>=C2=A0=C2=A0 =C2=A0 User thinks: =C2=A0Crap! Big asset s=
ervice does not allow =C2=A0me to take my yellow stockings! And Amazing ass=
ets =C2=A0failed to deliver my zodiac dress. At least i made a backup of th=
at dress!</div>


<div>23) &#39;ll take the yellow stockings off...</div><div>24) ... done (&=
#39;ll trash them here and now, forever, who needs stuff you can&#39;t use!=
)</div><div>25) The zodiac dress was not delivered by Big assets service, b=
ut i have a local copy!</div>


<div>26) Local Asset service, please send me Z, here are my credentials</di=
v><div>27) I dont know you, but I &#39;ll trust you, here is the cap, but y=
ou better store the data, its single use, i need to protect myself.</div>


<div>28) Local region, can you please put this on my agent, i include the c=
ap.</div><div>29) Local Asset service, i need Z, here is the cap</div><div>=
30) Cap is good, data coming up, have fun.</div><div>31) Cap was only good =
for one time, I made a copy, but my policy is to only grant you fair use ri=
ghts, at a later time i might even tell you to replace the dress.</div>


<div>32) Viewer, you can wear Z for now, but the asset service granted only=
 fair use, i might ask you to replace the dress at a later time.</div><div>=
33) Ready at last! Off to immersive world!, I hope its not to crowded there=
 or &#39;ll loose my dress...</div>


<div>34) Hello immersive world, here are my credentials, and a list of stuf=
f i want to bring</div><div>35) Hello asset service A, please send me a cap=
 for X, here are my credentials=C2=A0</div><div>=C2=A0=C2=A0 =C2=A0[darn, I=
 should have kept that cap from last time..]</div>


<div>36) Your fine, here is the cap.</div><div>=C2=A0=C2=A0 [Region service=
 finds fair-use warning on Z and decides to make its own copy]</div><div>37=
) Hello Local region, can i still have Z? Here is the cap=C2=A0</div><div>3=
8) Cap is still good, data coming up, have fun.</div>


<div>=C2=A0=C2=A0 [Region service stores asset in private storage, providin=
g a cap to replace the fair use one]</div><div>39) Agent service, you wante=
d to send somebody over, here are your permissions &amp; info.</div><div>40=
) Hello immersive world, just =C2=A0get me there, and use what you can</div=
>


<div>41) Placement done, Z is currently buffered by us as wel, you need to =
get details for X, have fun.</div><div>42) You are now in immersive world, =
your dress is buffered there as well, but you need to get X!</div><div>


43) Hello asset service A, i want X, here is the cap</div><div>44) Cap is g=
ood, data coming up, have fun.</div><div>45) Viewer, here is an update of t=
he state of the world your agent is in, please render.</div><div><br></div>


<div>As far as I can see this conforms fully to our charter, and i hope it =
is possible to use large portions of the existing code bases. However, as s=
aid above, i did not really try to capture the old thinking, and I also mig=
ht have misconceptions about the way to do these things in general.</div>


<div>Looking forward to constructive comments.</div><div><br></div><font co=
lor=3D"#888888"><div>-- Vaughn</div></font><div><div></div><div><div><br></=
div><div class=3D"gmail_quote">On Sun, Apr 3, 2011 at 8:38 PM, Vaughn Deluc=
a <span dir=3D"ltr">&lt;<a href=3D"mailto:vaughn.deluca@gmail.com" target=
=3D"_blank">vaughn.deluca@gmail.com</a>&gt;</span> wrote:<br>


<blockquote class=3D"gmail_quote" style=3D"margin:0pt 0pt 0pt 0.8ex;border-=
left:1px solid rgb(204, 204, 204);padding-left:1ex">Thanks for the pointers=
. =C2=A0I have a =C2=A0busy week in RL in front of me, so i wont have to mu=
ch time to respond the next few days, however, i intend to start doing the =
following things:<div>


<br></div><div>- Produce a visual that reflects my thinking, i.e. an illust=
ration of my response to Morgaine&#39;s itemlist =C2=A0above.<br>
</div><div><div>- Read up on the older notes, as well as =C2=A0more reading=
 in the list archive</div><div>- Try to make a summary for the wiki</div><d=
iv><br></div></div><div>Regarding the use of domain, I think services are e=
ventually what counts, but its all terminology. The way I read the AWG diag=
rams is that the agent domain is actually a cluster of tightly integrated s=
ervices. When the functionality of each sub-service is described properly a=
nd with uniform interfaces the domain will slowly dissolve. But let not get=
 ahead of out selfs. We should put up some clear descriptions on the wiki f=
or our views on this, and *after* that we can decide what we need and what =
can go.</div>



<div><br></div><div>Its been a very useful and illuminating weekend for me,=
 and i am a lot more optimistic about the future of vwrap than two weeks ag=
o.</div><div><br></div><font color=3D"#888888"><div>-- Vaughn</div></font><=
div>


<div></div><div><div><br></div><div><br></div>
<div><br></div><div><div class=3D"gmail_quote">On Sun, Apr 3, 2011 at 7:20 =
PM, Dzonatas Sol <span dir=3D"ltr">&lt;<a href=3D"mailto:dzonatas@gmail.com=
" target=3D"_blank">dzonatas@gmail.com</a>&gt;</span> wrote:<br><blockquote=
 class=3D"gmail_quote" style=3D"margin:0pt 0pt 0pt 0.8ex;border-left:1px so=
lid rgb(204, 204, 204);padding-left:1ex">



Probably easy as suggested in other terms here on this list, as how the cli=
ent contacts the asset services now in the regions. The newer issue is to u=
nitize that asset services. Since their is proprietary (legacy) code then w=
e can&#39;t expect that to change, and some form of proxy is of need. Whate=
ver works best, I tried to narrow it down to suggestions here.<br>




<br>
Eventually, the agent domain is ideal to handle the direction of the asset =
services. This concept, unfortunately, ended support awhile ago with change=
s in LL.<br>
Also see; <a href=3D"http://wiki.secondlife.com/wiki/Agent_Domain" target=
=3D"_blank">http://wiki.secondlife.com/wiki/Agent_Domain</a><br>
And: <a href=3D"http://wiki.secondlife.com/wiki/User:Dzonatas_Sol/AWG_Asset=
" target=3D"_blank">http://wiki.secondlife.com/wiki/User:Dzonatas_Sol/AWG_A=
sset</a> (warn: unstructured collaborative notes, dumped on me and I tried =
to fix)<br>




<br>
I tried to find previous visuals.<br>
<br>
I&#39;d imagine the agent domain could grow out of unitized versions of ass=
et services. Despite that, I think that concept helps view where we were at=
 in discussion and what didn&#39;t happen.<br>
<br>
Vaughn Deluca wrote:<br>
<blockquote class=3D"gmail_quote" style=3D"margin:0pt 0pt 0pt 0.8ex;border-=
left:1px solid rgb(204, 204, 204);padding-left:1ex"><div>
Hi=EF=BF=BDDzonatas<br>
<br>
Can you expand on that, what would be needed for legacy support in VWAP ter=
ms=EF=BF=BD?,<br>
If i want to read up on how the=EF=BF=BDasset server may proxy the simulato=
r, what would you recommend me to read?<br>
<br>
-- Vaughn<br>
<br></div><div><div></div><div>
On Sun, Apr 3, 2011 at 5:51 AM, Dzonatas Sol &lt;<a href=3D"mailto:dzonatas=
@gmail.com" target=3D"_blank">dzonatas@gmail.com</a> &lt;mailto:<a href=3D"=
mailto:dzonatas@gmail.com" target=3D"_blank">dzonatas@gmail.com</a>&gt;&gt;=
 wrote:<br>




<br>
 =C2=A0 =C2=A0Some stated the proxy-to-asset-server is built into the sim;<=
br>
 =C2=A0 =C2=A0however, keep in mind possible legacy support where the asset=
<br>
 =C2=A0 =C2=A0server may proxy the simulator.<br>
<br>
<br>
 =C2=A0 =C2=A0Dzonatas Sol wrote:<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0Somehow I feel the basic asset server being abl=
e to login and<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0download assets is now priority, yet I also won=
dered the best<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0way to patch this into the current mode of view=
ers.<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0Maybe offer (1) by proxy (sim-side) and (2) by =
patch<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0(viewer-side) that either of these two are opti=
onal and<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0neither are mandatory for now. Thoughts?<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0Israel Alanis wrote:<br>
<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0&gt; when designing for scalabili=
ty, the model to bear in<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0mind is ...<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0Well, there are a lot of differen=
t models to keep in mind,<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0and many different use cases. One=
 particular use case to<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0keep in mind is: &quot;User acqui=
res new outfit, and wants to<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0&#39;show it off&#39; in a highly=
 populated region&quot;.<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0&gt; Both worlds and asset servic=
es may include commercial,<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0community, and personal services<=
br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0Yes, yes and yes. I&#39;m particu=
larly concerned about how the<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0model affects the ability to host=
 personal asset services.<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0&gt; a proxying region, which wou=
ld get slammed for every<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0asset worn by every avatar presen=
t.<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0Granted the collection of service=
s that are provided by<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0the region need to be scaled to m=
eet the demands of that<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0region. That&#39;s all part of ca=
pacity planning.<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0&gt; regions run many different C=
PU-intensive tasks,<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0including physics simulation and =
server-side scripting,<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0and absolutely cannot afford to s=
erve assets too<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0Well... who said the same CPU&#39=
;s have to do proxying,<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0physics simulation and server-sid=
e scripting? Asset<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0proxying is a different service t=
han physics simulation<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0and can be on separate hardware, =
could make use of<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0geographically distributed cachin=
g, and in certain<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0deployment patterns, the same cac=
hing services could be<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0shared by different regions. (Ser=
ver-side scripting is a<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0discussion for another day).<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0&gt; This is why we have to go pa=
rallel...<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0Totally agree, and a proxying mod=
el could and should also<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0take advantage of parallelism.<br=
>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0&gt; I think you&#39;re wrong tha=
t it has to cost much money. ?vs?<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0&gt; It costs money to host a hig=
h performance and scalable<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0asset service and a high bandwidt=
h network to handle the<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0traffic. =EF=BF=BDA *lot* of mone=
y.<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0I think what you&#39;re saying is=
: &quot;It costs a lot of money to<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0build a scalable asset service, b=
ut if assets are spread<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0throughout the internet they don&=
#39;t have to be scalable.&quot;<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0But that&#39;s not quite right. Y=
ou&#39;re opening up every asset<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0server to the VW equivalent of be=
ing slashdotted, so are<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0you sure you&#39;re not forcing *=
every* asset service to be<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0scalable and handle a lot of band=
with and network traffic?<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0It&#39;s the exact opposite of yo=
ur intention, but I think<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0that&#39;s the result, all the sa=
me.<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0This particular design decision h=
as a big effect on the<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0economics of the VW infrastructur=
e. I&#39;d rather the<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0economics to work out such that a=
 region provider who<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0wishes to build a region that sup=
ports a small population,<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0can do so economically. A region =
that wants to host a<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0*large* population has to bear th=
at cost of providing that<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0scalable asset service.<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0I want the economics of hosting a=
 small asset service to<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0be a non-issue (as to best promot=
e creation and<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0creativity). Creating a high bar =
to provide asset services<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0will mean that service will cost =
money and people<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0shouldn&#39;t have to pay money j=
ust to create or own VW<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0objects (I&#39;m using &#39;own&#=
39; here to refer to maintaining<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0their existence, I&#39;m not tryi=
ng to make a<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0&#39;leftist&#39;/&#39;communist&=
#39; statement about ownership ;)<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0- Izzy<br>
<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0On Apr 2, 2011, at 3:58 PM, Morga=
ine wrote:<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0Izzy, when designin=
g for scalability, the model to<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0bear in mind is tha=
t of seasoned virtual world<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0travelers whose inv=
entories contain assets from many<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0different worlds, t=
hose assets being served by many<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0different asset ser=
vices. =EF=BF=BDBoth worlds and asset<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0services may includ=
e commercial, community, and<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0personal services, =
and as the metaverse grows, that<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0set is highly likel=
y to become progressively less<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0clustered and more =
diverse.<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0When those seasoned=
 travelers click on an advertised<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0VW link and perform=
 an inter-world teleport to one<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0particular world&#3=
9;s region to share an experience,<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0their &quot;worn&qu=
ot; assets (the only ones of interest to the<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0region) will contai=
n references to asset services<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0spread widely acros=
s the Internet. =EF=BF=BDThe fetches by the<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0travelers&#39; clie=
nts occur over many parallel paths from<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0clients to asset se=
rvices, so one can reasonably<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0expect reduced netw=
ork contention and reduced asset<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0server loading beca=
use they are both spread out over<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0however many asset =
services are being referenced by<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0the overall set of =
assets in the region.<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0This is very differ=
ent to the case of a proxying<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0region, which would=
 get slammed for every asset worn<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0by every avatar pre=
sent. =EF=BF=BDIn our current architecture,<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0regions run many di=
fferent CPU-intensive tasks,<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0including physics s=
imulation and server-side<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0scripting, and abso=
lutely cannot afford to serve<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0assets too unless y=
our scalability requirements are<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0very low indeed, ie=
. just a few dozen avatars of<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0today&#39;s kind. =
=EF=BF=BDWe&#39;ve hit the ceiling already on region<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0scalability done th=
at way. =EF=BF=BDThere is nowhere to go in<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0that direction at a=
ll beyond improving the code like<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0Intel demonstrated,=
 and that work is subject to a law<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0of diminishing retu=
rns.<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0This is why we have=
 to go parallel, and I think you&#39;re<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0wrong that it has t=
o cost much money. =EF=BF=BDAs we spread<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0the load across mor=
e and more asset services, we are<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0simply better utili=
zing all the hardware that&#39;s<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0already out there o=
n the Internet, at least in respect<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0of community and pr=
ivate resources. =EF=BF=BDBut add to the<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0community and priva=
te resources the commercial asset<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0services that are l=
ikely to appear to exploit this<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0opportunity, and no=
t only will the number of asset<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0services leap, but =
the power of each one will rocket<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0too, because, after=
 all, these businesses will be<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0heavily optimized f=
or the job.<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0As to why a world w=
ould want clients to access<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0external asset serv=
ices instead of providing its own<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0implementation, tha=
t&#39;s an easy question. =EF=BF=BDIt costs<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0money to host a hig=
h performance and scalable asset<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0service and a high =
bandwidth network to handle the<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0traffic. =EF=BF=BDA=
 *lot* of money. =EF=BF=BDIn contrast, it costs a<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0world nothing to le=
t others serve the assets to<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0clients. =EF=BF=BDA=
nd that matters to the bottom line.<br>
<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0Morgaine.<br>
<br>
<br>
<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0On Sat, Apr 2, 2011=
 at 7:05 PM, Izzy Alanis<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0&lt;<a href=3D"mail=
to:izzyalanis@gmail.com" target=3D"_blank">izzyalanis@gmail.com</a> &lt;mai=
lto:<a href=3D"mailto:izzyalanis@gmail.com" target=3D"_blank">izzyalanis@gm=
ail.com</a>&gt;<br></div></div>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0&lt;mailto:<a href=
=3D"mailto:izzyalanis@gmail.com" target=3D"_blank">izzyalanis@gmail.com</a>=
<div><div></div><div><br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0&lt;mailto:<a href=
=3D"mailto:izzyalanis@gmail.com" target=3D"_blank">izzyalanis@gmail.com</a>=
&gt;&gt;&gt; wrote:<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; As always though, it&#39;s a trade-off, since the<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0proxied design<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
has very poor scalability compared to the<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0distributed one.<br=
>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
I don&#39;t agree with that... If a user enters a<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0highly populated<br=
>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
region,<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
every other client is going to (could and should be<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0trying to)<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
hit the<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
asset server(s) for the assets that the user is<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0wearing (assuming<b=
r>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
they&#39;re not cached locally). =EF=BF=BDEvery asset server<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0has to be scaled up=
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
to the point that it can handle that load from all<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0over...<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
If I&#39;m hosting a region that supports 10s of<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0thousands of<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
simultaneous<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
users (thinking of the future), I already have to<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0scale to meet that<=
br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
demand. If the region is proxying the assets, then,<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0yes the<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
region has<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
to be scaled to meet that asset demand too, but it<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0already has to be<b=
r>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
scaled to meet other demands of being a region<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0server... and why i=
s<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
scaling those asset proxy services hard? =EF=BF=BDIt&#39;s<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0going to cost $,<br=
>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
but is<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
not technically challenging. So, if I want to host<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0a region like<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
that... sure it will cost me, but the simulation<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0will be consistent<=
br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
and users will be able to participate equally,<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0regardless of the<b=
r>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
capabilities of their individual asset services.<br>
<br>
<br>
<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
On Fri, Apr 1, 2011 at 11:55 PM, Morgaine<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&lt;<a href=3D"mailto:morgaine.dinova@googlemail.com" target=3D"_blank">mor=
gaine.dinova@googlemail.com</a><br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0&lt;mailto:<a href=
=3D"mailto:morgaine.dinova@googlemail.com" target=3D"_blank">morgaine.dinov=
a@googlemail.com</a>&gt;<br></div></div>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&lt;mailto:<a href=3D"mailto:morgaine.dinova@googlemail.com" target=3D"_bla=
nk">morgaine.dinova@googlemail.com</a><div><div></div><div><br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0&lt;mailto:<a href=
=3D"mailto:morgaine.dinova@googlemail.com" target=3D"_blank">morgaine.dinov=
a@googlemail.com</a>&gt;&gt;&gt; wrote:<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; Every design choice results in a trade-off,<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0Vaughn, improving<b=
r>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
one thing at<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; the expense of something else. =EF=BF=BDIf every time we<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0offered a<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
service we had to<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; inform its users about the downsides of all the<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0trade-offs we<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
have made,<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; they would have an awful lot to read. ;-)<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; The specific trade-off that you are discussing is no<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
different. =EF=BF=BDA region<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; that proxies all content has the &quot;benefit&quot; of<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0acquiring control<b=
r>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
from the<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; asset servers over the items in the region, so<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0that it can<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
ensure that<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; everyone in the region not only obtains the items<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0but obtains<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
the same items<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; as everyone else. =EF=BF=BDThat does indeed provide a<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0greater guarantee o=
f<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; consistency than a deployment in which the region<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0only passes<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
asset URIs to<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; clients who then fetch the items from asset services<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
separately. =EF=BF=BDAs always<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; though, it&#39;s a trade-off, since the proxied<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0design has very<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
poor scalability<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; compared to the distributed one.<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; If we&#39;re going to warn users of the potential for<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0inconsistency<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
in the<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; distributed deployment as you suggest, are we<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0also going to<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
warn them of<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; non-scalability in the proxied one? =EF=BF=BDI really<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0don&#39;t see much<=
br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
merit in the<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; idea of warning about design choices. =EF=BF=BDMany such<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0choices are<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
technical, and<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; the issues are quite likely to be of little<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0interest to<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
non-technical users<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; anyway. =EF=BF=BDIn any case, the better services are<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0likely to provide<b=
r>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
such<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; information in their online documentation, I<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0would guess.<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; You mentioned users &quot;voting with their feet&quot; or<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0choosing to<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
accept the risk<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; of inconsistency. =EF=BF=BDWell that will happen anyway,<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0when services<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
fail and<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; users get annoyed. =EF=BF=BDIf some asset services refuse<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0to send the<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
requested<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; items to some users, those services will get a<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0bad reputation<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
and people<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; will choose different asset services instead.<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BDLikewise, =
if a<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
world service<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; proxies everything and so it can&#39;t handle a large<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0number of<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
assets or of<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; people, users will get annoyed at the lag and will go<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
elsewhere. =EF=BF=BDThis user<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; evaluation and &quot;voting with their feet&quot; happens<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0already with<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
online services<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; all over the Internet, and I am sure that this<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0human process<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
will continue<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; to work when the services are asset and region<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0services.<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; Back in September 2010, I wrote this post which<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0proposes that<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
we use in<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; VWRAP a form of asset addressing that provides<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0massive<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
scalability at the<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; same time as a very high degree of resilience --<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD<a href=3D=
"http://www.ietf.org/mail-archive/web/vwrap/current/msg00463.html" target=
=3D"_blank">http://www.ietf.org/mail-archive/web/vwrap/current/msg00463.htm=
l</a><br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
. =EF=BF=BDIt is<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; based on the concept of the URI containing a host<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0part and a<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
hash part,<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; where the hash is generated (once, at the time of<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0storage to<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
the asset<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; service) using a specified digest algorithm over<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0the content of<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
the asset<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; being referenced. =EF=BF=BDYou may wish to note that if<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0this design<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
were used, the<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; failure of an asset service to deliver a<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0requested item woul=
d<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
result in a<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; failover request for the item to one or more<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0backup services,<br=
>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
using the same<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; hash part but with a different host address.<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; This can go some way towards overcoming the<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0problem that you<br=
>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
think might<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; occur when assets are fetched by clients from<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0asset services<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
directly.<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; Although it won&#39;t help when the missing item is<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0available from<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
only a single<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; asset service, it will help in many other cases,<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0and it will<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
compensate for<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; service failures and network outages<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0automatically at th=
e same<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
time.<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; PS. This design for hash-based asset addressing<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0is already<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
being tested by<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; Mojito Sorbet in her experimental world and<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0client. =EF=BF=BDIt=
 would give<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; VWRAP-based worlds an improved level of service<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0availability,<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
so I think it<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; should be a core feature of our protocol.<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; Morgaine.<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; On Fri, Apr 1, 2011 at 11:17 PM, Vaughn Deluca<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&lt;<a href=3D"mailto:vaughn.deluca@gmail.com" target=3D"_blank">vaughn.del=
uca@gmail.com</a><br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0&lt;mailto:<a href=
=3D"mailto:vaughn.deluca@gmail.com" target=3D"_blank">vaughn.deluca@gmail.c=
om</a>&gt;<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0&lt;mailto:<a href=
=3D"mailto:vaughn.deluca@gmail.com" target=3D"_blank">vaughn.deluca@gmail.c=
om</a><br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0&lt;mailto:<a href=
=3D"mailto:vaughn.deluca@gmail.com" target=3D"_blank">vaughn.deluca@gmail.c=
om</a>&gt;&gt;&gt;<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; wrote:<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt;<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt; This is a question i discussed with Morgaine<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0off-list a while<br=
>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
ago (I<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt; intended to send it to the list but pushed the<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0wrong button...) I<=
br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt; think we need to address this problem, and<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0decide how to deal<=
br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
with it.<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt;<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt; =EF=BF=BDIn Davids deployment draft, section 7.3.1.1 an<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0overview is<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
given van<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt; ways to deliver content to the region. One way<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0is only passing a<b=
r>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt; capability that allows access to (part of) the<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0resource:<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt;<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt; =EF=BF=BD =EF=BF=BD =EF=BF=BD =EF=BF=BD =EF=BF=BD 7.3.1.1. =EF=BF=
=BDContent delivery models<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt; =EF=BF=BD =EF=BF=BD =EF=BF=BD =EF=BF=BD =EF=BF=BD A range of possi=
ble represenations can<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0be passed to<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
a region for<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt; =EF=BF=BD =EF=BF=BD =EF=BF=BD =EF=BF=BD =EF=BF=BD simulation. [...=
] The other end of the<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0delivery spectrum<b=
r>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt; involves passing<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt; =EF=BF=BD =EF=BF=BD =EF=BF=BD =EF=BF=BD =EF=BF=BD only a URI or ca=
pability used to<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0access the renderin=
g<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt; information and a<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt; =EF=BF=BD =EF=BF=BD =EF=BF=BD =EF=BF=BD =EF=BF=BD collision mesh,a=
nd related data for<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0physical simulation=
.<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt; =EF=BF=BD =EF=BF=BD =EF=BF=BD =EF=BF=BD =EF=BF=BD In such a model,=
 the client is<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0responsible for<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
fetching the<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt; additional<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt; =EF=BF=BD =EF=BF=BD =EF=BF=BD =EF=BF=BD =EF=BF=BD information need=
ed to render the<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0item&#39;s visual<b=
r>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
presence from a<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt; separate<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt; =EF=BF=BD =EF=BF=BD =EF=BF=BD =EF=BF=BD =EF=BF=BD service. =EF=BF=
=BDThis fetch can be done<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0*under the<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
credentials of the<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt; end user*<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt; =EF=BF=BD =EF=BF=BD =EF=BF=BD =EF=BF=BD =EF=BF=BD viewing the mate=
rial [my emphasis--VD]<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0, and<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
divorces the<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt; simulation from<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt; =EF=BF=BD =EF=BF=BD =EF=BF=BD =EF=BF=BD =EF=BF=BD the trust chain =
needed to manage<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0content. =EF=BF=BDA=
ny<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
automation<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt; is done on a<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt; =EF=BF=BD =EF=BF=BD =EF=BF=BD =EF=BF=BD =EF=BF=BD separate host wh=
ich the content<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0creator or owner tr=
usts,<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt; interacting with the<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt; =EF=BF=BD =EF=BF=BD =EF=BF=BD =EF=BF=BD =EF=BF=BD object through r=
emoted interfaces.<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt;<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt; =EF=BF=BDI can see the need for such a setup, however, i<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0feel we are<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt; unpleasantly close to a situation were the<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0coherence of the<br=
>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
simulation<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt; falls apart.<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt; In this deployment pattern the region advertises<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0the presence<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
of the<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt; asset, and *some* clients will be able to get it<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0as expected,<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
while<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt; -based on the arbitrary whims of the asset<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0service- others<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
might not.<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt;<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt; My hope would be that after the asset server<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0provides the<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
region with<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt; the capability to get the asset, it gives up<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0control. That<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
would mean<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt; that if the client finds the inventory server is<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0unwilling to<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
serve<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt; the content - in spire of the region saying it<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0is present-,<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
the client<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt; should be able to turn around ask the *region*<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0for the asset,<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
(and get<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt; is after all).<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt;<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt; =EF=BF=BDIf that is not the case, -and there are<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0probably good reaso=
ns<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
for the<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt; deployment pattern as described- =EF=BF=BDshouldn&#39;t we<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0*warn* clients<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
that the<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt; region might be inconsistent, so the users<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0behind the client<b=
r>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
can vote<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt; with their feet, (or take the risk)?<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt;<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt; --Vaughn<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt; _______________________________________________<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt; vwrap mailing list<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt; <a href=3D"mailto:vwrap@ietf.org" target=3D"_blank">vwrap@ietf.org=
</a> &lt;mailto:<a href=3D"mailto:vwrap@ietf.org" target=3D"_blank">vwrap@i=
etf.org</a>&gt;<br></div></div>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0&lt;mailto:<a href=
=3D"mailto:vwrap@ietf.org" target=3D"_blank">vwrap@ietf.org</a> &lt;mailto:=
<a href=3D"mailto:vwrap@ietf.org" target=3D"_blank">vwrap@ietf.org</a>&gt;&=
gt;<div><br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt; <a href=3D"https://www.ietf.org/mailman/listinfo/vwrap" target=3D"=
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 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; _______________________________________________<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; vwrap mailing list<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; <a href=3D"mailto:vwrap@ietf.org" target=3D"_blank">vwrap@ietf.org</a>=
 &lt;mailto:<a href=3D"mailto:vwrap@ietf.org" target=3D"_blank">vwrap@ietf.=
org</a>&gt;<br></div>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0&lt;mailto:<a href=
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<a href=3D"mailto:vwrap@ietf.org" target=3D"_blank">vwrap@ietf.org</a>&gt;&=
gt;<div><br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; <a href=3D"https://www.ietf.org/mailman/listinfo/vwrap" target=3D"_bla=
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 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;<br>
<br>
<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0---------------------------------=
---------------------------------------<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0_________________________________=
______________<br>
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tf.org" target=3D"_blank">vwrap@ietf.org</a>&gt;<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0<a href=3D"https://www.ietf.org/m=
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 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD<br>
<br>
<br>
<br>
<br>
<br>
 =C2=A0 =C2=A0-- =C2=A0 =C2=A0 --- <a href=3D"https://twitter.com/Dzonatas_=
Sol" target=3D"_blank">https://twitter.com/Dzonatas_Sol</a> ---<br>
 =C2=A0 =C2=A0Web Development, Software Engineering, Virtual Reality, Consu=
ltant<br>
<br>
 =C2=A0 =C2=A0_______________________________________________<br>
 =C2=A0 =C2=A0vwrap mailing list<br></div><div>
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t=3D"_blank">https://www.ietf.org/mailman/listinfo/vwrap</a><br>
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</div></blockquote>
<br><div><div></div><div>
<br>
-- <br>
--- <a href=3D"https://twitter.com/Dzonatas_Sol" target=3D"_blank">https://=
twitter.com/Dzonatas_Sol</a> ---<br>
Web Development, Software Engineering, Virtual Reality, Consultant<br>
<br>
</div></div></blockquote></div><br></div>
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From: Dzonatas Sol <dzonatas@gmail.com>
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Subject: Re: [vwrap] [wvrap] Simulation consistency
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Forwarded to vwrap-list:

Dzonatas Sol wrote:
> Just thought about this a little more...
>
> I think with your first VD1 that only thing that really needs to be 
> added is to add space between the local and external area to fit in 
> the resource name per arrow. That way the public resource name is 
> specified. Then instead of those request for cap transitions, these 
> would be implied by those resource names. Above each line of each 
> arrow, just add the appropriate public resource name there. We can 
> deal with private resources later, as those are already implied, too.
>
> This group never did create any dictionary of resource names. They 
> only exist in viewer source and in SNOW-375.
>
> I don't know if I can modify the PDF to make an example of above.
>
> Dzonatas Sol wrote:
>> Perhaps, that would be best to reflect upon the past.
>>
>> There have been talks to split out the renderer from the viewer, yet 
>> the render depends on some of the network. To call that the local 
>> region is appropriate as you have. The renderer/network-loop does the 
>> bulk of the work now that others think the simulator does. That's 
>> where we get hung up on local sim or external sim, and components.
>>
>> Maybe easier not to worry about requests for caps for now and keep 
>> the way your going. We can come back later and describe how the 
>> connections/ReSTful patterns work later. Please just indicate it's 
>> the above ReSTful view of the flow (higher-level) and us 
>> implementators will comprehend.
>>
>> =)
>>
>> Vaughn Deluca wrote:
>>> Dzonatas Sol
>>> >Then again, split the viewer out for local agent services and maybe 
>>> it will appear trivial.
>>>
>>> Right,  Maybe we should consider  *only* the viewer as local, and 
>>> assume all other services are external, just to make the example clear.
>>> Thanks for the other feedback, I will look at the snow-375 example.
>>> --Vaughn
>>>
>>> On Fri, Apr 8, 2011 at 9:00 PM, Dzonatas Sol <dzonatas@gmail.com 
>>> <mailto:dzonatas@gmail.com>> wrote:
>>>
>>>     I've read it, and off hand I would say the "flow" needs further
>>>     definition. Not that you did anything wrong, it just something
>>>     that happens more at the transfer layer from ReST and lower. All
>>>     the arrows you have that go from the Local to External let's
>>>     consider those "forward flow" and those that from from external to
>>>     local as "reverse flow." This becomes more obvious for reasons why
>>>     when firewalls and proxies are in the way and connections may need
>>>     to exist in opposite of the flow. Between unidirectional and
>>>     bidirectional flows is were this discussion digresses to vanilla
>>>     HTTP/caps and not fully ReSTful as desired.
>>>
>>>     See also this doc on "forward/reverse" how Icesphere handles the
>>>     implementation of bidirectional resources:
>>>     
>>> http://wiki.secondlife.com/wiki/User:Dzonatas_Sol/SNOW-375_Resources/Interface 
>>>
>>>
>>>     I think you already see the higher-level request to begin
>>>     capability, end capability, and determine if it needs to request
>>>     capabilities. With bidirectional resources, there are less
>>>     requests for capabilities and mainly need for digests of
>>>     capabilities that begin and end. With unidirectional resources,
>>>     there are needs to request capabilities, that (currently on
>>>     servers) begin as private capabilities. Also with unidirectional
>>>     resources, there are keep-alives and long-poll requirements on the
>>>     resources, which isn't mandatory on bidirectional resources.
>>>     Bidirectional resources can use more ReSTful credentials, so there
>>>     would be no need to request capabilities (only need to know they
>>>     are capable by the digests).
>>>
>>>     I imagine two big polygons around the Local and External areas on
>>>     the diagrams, yet to further image the arrows on actual flow might
>>>     not be so trivial as the desired flow noted. Then again, split the
>>>     viewer out for local agent services and maybe it will appear 
>>> trivial.
>>>
>>>     Vaughn Deluca wrote:
>>>
>>>         VWRAP services high level message flow (preliminary diagram
>>>         draft) see
>>>
>>>         
>>> http://trac.tools.ietf.org/wg/vwrap/trac/attachment/wiki/Diagrams/VWRAP_FlowExample_VD1.pdf 
>>>
>>>
>>>         The main reason that i am submitting this in spite of my lack
>>>         of formal expertise is that the group in my view badly needs a
>>>         solid basis for discussion and preventing endless repeating
>>>         loops. This example is probably wrong in many ways, but its
>>>         better than what we have publicly available on interop now
>>>         (although Morgaine is working on something along the lines of
>>>         the recent discussions here)
>>>         I hope this diagram will give us a base for discussion. I
>>>         could have done my homework better by researching the old OGP
>>>         stuff in more depth, and i probably  will do so in the future
>>>         , but for now I just tried to followed the general principles
>>>         as far as i understand them, to see what response that yields
>>>         from the group. In other words,I try to let the group educate
>>>         me :p
>>>
>>>         Note that in  my view all services are equal, in principle it
>>>         does not matter in what "domain" they run, since trust and
>>>         policy are fully localized. It is however very possible to
>>>         have internal shortcuts in the services to speed up processing.
>>>         In the example I opted for an external Agent service, but I
>>>         could as well have incorporated that in the set of local
>>>         services. As indicated above all services could also be run by
>>>         different organisations, true to what VWRAP stands for. Its
>>>         all up to the deployer, including a user at home who might
>>>         want to run a full world for family and friends. Those friends
>>>         might try to use that agent service to venture out in the
>>>         virtual universe. I envision that the final identity  provider
>>>         is external, using OpenID and OAut  or whatever other  magic
>>>         that I do not yet fully understand exists out there.
>>>
>>>         The  example has 3 main purposes:
>>>         -  Provide a reference for discussion - Illustrates the use
>>>         case of tourism, and *true* interop.
>>>         - Illustrate consistency problems along the lines discussed
>>>          here higher up in this tread, as well as the "slashdot"
>>>         problem that Morgaine outlined so clearly.
>>>
>>>         The message flow assumes an avatar already present in some
>>>         region, (a small scale local home region in this case, but
>>>         that is by no means essential, it could be a build in region
>>>         in the viewer or a big commercial region). The user is
>>>         preparing for a trip to immersive world, and after some outfit
>>>         adjustments moves over.
>>>         Finally i apologize for for the simplistic notation used here.
>>>         I simply add the most relevant parameters passed in square
>>>         brackets to a keyword specifying the nature of the message.
>>>         Please improve on that where needed.
>>>
>>>         So here we go, the avatar is  prepare for a visit to
>>>         "immersive world"
>>>         0)  Viewer, here is an update of the state of the world your
>>>         agent is in, please render.
>>>         1)  Agent service, I will go in my Zodiac dress that i keep in
>>>         the  "Amazing assets" service.
>>>         2)  Asset service A, please send a cap for Z, here are my
>>>         credentials
>>>         3)  Your fine, here is the cap
>>>         4)  Local region, can you please put this on my agent, i
>>>         included the cap.
>>>         5)  Hello asset service A, i need Z, here is the cap
>>>         6)  Cap is good, data coming up, have fun.
>>>         7)  Agent service, your agent is now wearing Z
>>>         8)  Viewer, your avatar is now wearing Z
>>>            User: Hmm, amazing inventory has not been *that* amazing
>>>         lately. 'll make a backup, just in case
>>>         9)  Hello asset service A, please send me a cap for Z, here
>>>         are my credentials
>>>         10) Your fine, here is the cap
>>>         11) Local asset storage, please store Z for me, here is the
>>>         cap to get it
>>>         12) Hello asset service A, i want Z, here is the cap
>>>         13) Cap is good, data coming up, have fun.
>>>         14) Viewer, Z is now stored for you     User: I am Ready!,
>>>         Lets try to get to immersive world!
>>>         15) Hello immersive world, can i get in? Here are my
>>>         credentials, and a list of my stuff.
>>>         16) Asset service A, please send me a cap for X, here are my
>>>         credentials (I want this cap for consistency)
>>>         17) Your fine, here is the cap
>>>         18) Asset service B, please send me a cap for Y, here are my
>>>         credentials (I want this cap for consistency)
>>>         19) Very sorry, but your not one of us, you can't have Y
>>>         20) Asset service B, please send me a cap for Z, here are my
>>>         credentials (I want a cap for consistency)
>>>         [Region service: Timeout... amazing inventory must be
>>>         overloaded.. oh well... ]
>>>         21) Agent service, you wanted to send somebody over, here are
>>>         your permissions.
>>>         22) Viewer, you asked for a transfer try, here are your results
>>>             User thinks:  Crap! Big asset service does not allow  me
>>>         to take my yellow stockings! And Amazing assets  failed to
>>>         deliver my zodiac dress. At least i made a backup of that 
>>> dress!
>>>         23) 'll take the yellow stockings off...
>>>         24) ... done ('ll trash them here and now, forever, who needs
>>>         stuff you can't use!)
>>>         25) The zodiac dress was not delivered by Big assets service,
>>>         but i have a local copy!
>>>         26) Local Asset service, please send me Z, here are my 
>>> credentials
>>>         27) I dont know you, but I 'll trust you, here is the cap, but
>>>         you better store the data, its single use, i need to protect
>>>         myself.
>>>         28) Local region, can you please put this on my agent, i
>>>         include the cap.
>>>         29) Local Asset service, i need Z, here is the cap
>>>         30) Cap is good, data coming up, have fun.
>>>         31) Cap was only good for one time, I made a copy, but my
>>>         policy is to only grant you fair use rights, at a later time i
>>>         might even tell you to replace the dress.
>>>         32) Viewer, you can wear Z for now, but the asset service
>>>         granted only fair use, i might ask you to replace the dress at
>>>         a later time.
>>>         33) Ready at last! Off to immersive world!, I hope its not to
>>>         crowded there or 'll loose my dress...
>>>         34) Hello immersive world, here are my credentials, and a list
>>>         of stuff i want to bring
>>>         35) Hello asset service A, please send me a cap for X, here
>>>         are my credentials     [darn, I should have kept that cap from
>>>         last time..]
>>>         36) Your fine, here is the cap.
>>>           [Region service finds fair-use warning on Z and decides to
>>>         make its own copy]
>>>         37) Hello Local region, can i still have Z? Here is the cap
>>>         38) Cap is still good, data coming up, have fun.
>>>           [Region service stores asset in private storage, providing a
>>>         cap to replace the fair use one]
>>>         39) Agent service, you wanted to send somebody over, here are
>>>         your permissions & info.
>>>         40) Hello immersive world, just  get me there, and use what
>>>         you can
>>>         41) Placement done, Z is currently buffered by us as wel, you
>>>         need to get details for X, have fun.
>>>         42) You are now in immersive world, your dress is buffered
>>>         there as well, but you need to get X!
>>>         43) Hello asset service A, i want X, here is the cap
>>>         44) Cap is good, data coming up, have fun.
>>>         45) Viewer, here is an update of the state of the world your
>>>         agent is in, please render.
>>>
>>>         As far as I can see this conforms fully to our charter, and i
>>>         hope it is possible to use large portions of the existing code
>>>         bases. However, as said above, i did not really try to capture
>>>         the old thinking, and I also might have misconceptions about
>>>         the way to do these things in general.
>>>         Looking forward to constructive comments.
>>>
>>>         -- Vaughn
>>>
>>>         On Sun, Apr 3, 2011 at 8:38 PM, Vaughn Deluca
>>>         <vaughn.deluca@gmail.com <mailto:vaughn.deluca@gmail.com>
>>>         <mailto:vaughn.deluca@gmail.com
>>>         <mailto:vaughn.deluca@gmail.com>>> wrote:
>>>
>>>            Thanks for the pointers.  I have a  busy week in RL in 
>>> front of
>>>            me, so i wont have to much time to respond the next few 
>>> days,
>>>            however, i intend to start doing the following things:
>>>
>>>            - Produce a visual that reflects my thinking, i.e. an
>>>         illustration
>>>            of my response to Morgaine's itemlist  above.
>>>            - Read up on the older notes, as well as  more reading in
>>>         the list
>>>            archive
>>>            - Try to make a summary for the wiki
>>>
>>>            Regarding the use of domain, I think services are
>>>         eventually what
>>>            counts, but its all terminology. The way I read the AWG
>>>         diagrams
>>>            is that the agent domain is actually a cluster of tightly
>>>            integrated services. When the functionality of each
>>>         sub-service is
>>>            described properly and with uniform interfaces the domain 
>>> will
>>>            slowly dissolve. But let not get ahead of out selfs. We
>>>         should put
>>>            up some clear descriptions on the wiki for our views on
>>>         this, and
>>>            *after* that we can decide what we need and what can go.
>>>
>>>            Its been a very useful and illuminating weekend for me, and
>>>         i am a
>>>            lot more optimistic about the future of vwrap than two
>>>         weeks ago.
>>>
>>>            -- Vaughn
>>>
>>>
>>>
>>>            On Sun, Apr 3, 2011 at 7:20 PM, Dzonatas Sol
>>>         <dzonatas@gmail.com <mailto:dzonatas@gmail.com>
>>>            <mailto:dzonatas@gmail.com <mailto:dzonatas@gmail.com>>> 
>>> wrote:
>>>
>>>                Probably easy as suggested in other terms here on this
>>>         list,
>>>                as how the client contacts the asset services now in the
>>>                regions. The newer issue is to unitize that asset 
>>> services.
>>>                Since their is proprietary (legacy) code then we can't
>>>         expect
>>>                that to change, and some form of proxy is of need. 
>>> Whatever
>>>                works best, I tried to narrow it down to suggestions 
>>> here.
>>>
>>>                Eventually, the agent domain is ideal to handle the
>>>         direction
>>>                of the asset services. This concept, unfortunately, 
>>> ended
>>>                support awhile ago with changes in LL.
>>>                Also see; http://wiki.secondlife.com/wiki/Agent_Domain
>>>                And:
>>>                
>>> http://wiki.secondlife.com/wiki/User:Dzonatas_Sol/AWG_Asset
>>>                (warn: unstructured collaborative notes, dumped on me 
>>> and I
>>>                tried to fix)
>>>
>>>                I tried to find previous visuals.
>>>
>>>                I'd imagine the agent domain could grow out of unitized
>>>                versions of asset services. Despite that, I think that
>>>         concept
>>>                helps view where we were at in discussion and what
>>>         didn't happen.
>>>
>>>                Vaughn Deluca wrote:
>>>
>>>                    Hi�Dzonatas
>>>
>>>                    Can you expand on that, what would be needed for 
>>> legacy
>>>                    support in VWAP terms�?,
>>>                    If i want to read up on how the�asset server may
>>>         proxy the
>>>                    simulator, what would you recommend me to read?
>>>
>>>                    -- Vaughn
>>>
>>>                    On Sun, Apr 3, 2011 at 5:51 AM, Dzonatas Sol
>>>                    <dzonatas@gmail.com <mailto:dzonatas@gmail.com>
>>>         <mailto:dzonatas@gmail.com <mailto:dzonatas@gmail.com>>
>>>                    <mailto:dzonatas@gmail.com
>>>         <mailto:dzonatas@gmail.com> <mailto:dzonatas@gmail.com
>>>         <mailto:dzonatas@gmail.com>>>>
>>>
>>>                    wrote:
>>>
>>>                       Some stated the proxy-to-asset-server is built
>>>         into the
>>>                    sim;
>>>                       however, keep in mind possible legacy support
>>>         where the
>>>                    asset
>>>                       server may proxy the simulator.
>>>
>>>
>>>                       Dzonatas Sol wrote:
>>>
>>>                           Somehow I feel the basic asset server being
>>>         able to
>>>                    login and
>>>                           download assets is now priority, yet I also
>>>                    wondered the best
>>>                           way to patch this into the current mode of
>>>         viewers.
>>>
>>>                           Maybe offer (1) by proxy (sim-side) and (2)
>>>         by patch
>>>                           (viewer-side) that either of these two are
>>>         optional and
>>>                           neither are mandatory for now. Thoughts?
>>>
>>>                           Israel Alanis wrote:
>>>
>>>
>>>                               > when designing for scalability, the
>>>         model to
>>>                    bear in
>>>                               mind is ...
>>>
>>>                               Well, there are a lot of different 
>>> models to
>>>                    keep in mind,
>>>                               and many different use cases. One 
>>> particular
>>>                    use case to
>>>                               keep in mind is: "User acquires new
>>>         outfit, and
>>>                    wants to
>>>                               'show it off' in a highly populated 
>>> region".
>>>
>>>                               > Both worlds and asset services may 
>>> include
>>>                    commercial,
>>>                               community, and personal services
>>>
>>>                               Yes, yes and yes. I'm particularly 
>>> concerned
>>>                    about how the
>>>                               model affects the ability to host 
>>> personal
>>>                    asset services.
>>>
>>>                               > a proxying region, which would get 
>>> slammed
>>>                    for every
>>>                               asset worn by every avatar present.
>>>
>>>                               Granted the collection of services 
>>> that are
>>>                    provided by
>>>                               the region need to be scaled to meet the
>>>                    demands of that
>>>                               region. That's all part of capacity
>>>         planning.
>>>
>>>                               > regions run many different
>>>         CPU-intensive tasks,
>>>                               including physics simulation and 
>>> server-side
>>>                    scripting,
>>>                               and absolutely cannot afford to serve
>>>         assets too
>>>                               Well... who said the same CPU's have 
>>> to do
>>>                    proxying,
>>>                               physics simulation and server-side
>>>         scripting? Asset
>>>                               proxying is a different service than 
>>> physics
>>>                    simulation
>>>                               and can be on separate hardware, could
>>>         make use of
>>>                               geographically distributed caching, and
>>>         in certain
>>>                               deployment patterns, the same caching
>>>         services
>>>                    could be
>>>                               shared by different regions. (Server-side
>>>                    scripting is a
>>>                               discussion for another day).
>>>
>>>                               > This is why we have to go parallel...
>>>
>>>                               Totally agree, and a proxying model
>>>         could and
>>>                    should also
>>>                               take advantage of parallelism.
>>>
>>>                               > I think you're wrong that it has to
>>>         cost much
>>>                    money. ?vs?
>>>                               > It costs money to host a high
>>>         performance and
>>>                    scalable
>>>                               asset service and a high bandwidth
>>>         network to
>>>                    handle the
>>>                               traffic. �A *lot* of money.
>>>                               I think what you're saying is: "It costs
>>>         a lot
>>>                    of money to
>>>                               build a scalable asset service, but if
>>>         assets
>>>                    are spread
>>>                               throughout the internet they don't have
>>>         to be
>>>                    scalable."
>>>                               But that's not quite right. You're
>>>         opening up
>>>                    every asset
>>>                               server to the VW equivalent of being
>>>                    slashdotted, so are
>>>                               you sure you're not forcing *every* asset
>>>                    service to be
>>>                               scalable and handle a lot of bandwith and
>>>                    network traffic?
>>>                               It's the exact opposite of your
>>>         intention, but
>>>                    I think
>>>                               that's the result, all the same.
>>>
>>>                               This particular design decision has a big
>>>                    effect on the
>>>                               economics of the VW infrastructure. I'd
>>>         rather the
>>>                               economics to work out such that a region
>>>                    provider who
>>>                               wishes to build a region that supports a
>>>         small
>>>                    population,
>>>                               can do so economically. A region that
>>>         wants to
>>>                    host a
>>>                               *large* population has to bear that 
>>> cost of
>>>                    providing that
>>>                               scalable asset service.
>>>                               I want the economics of hosting a small
>>>         asset
>>>                    service to
>>>                               be a non-issue (as to best promote
>>>         creation and
>>>                               creativity). Creating a high bar to 
>>> provide
>>>                    asset services
>>>                               will mean that service will cost money
>>>         and people
>>>                               shouldn't have to pay money just to
>>>         create or
>>>                    own VW
>>>                               objects (I'm using 'own' here to refer to
>>>                    maintaining
>>>                               their existence, I'm not trying to make a
>>>                               'leftist'/'communist' statement about
>>>         ownership ;)
>>>
>>>                               - Izzy
>>>
>>>
>>>                               On Apr 2, 2011, at 3:58 PM, Morgaine 
>>> wrote:
>>>
>>>                                   Izzy, when designing for
>>>         scalability, the
>>>                    model to
>>>                                   bear in mind is that of seasoned
>>>         virtual world
>>>                                   travelers whose inventories contain
>>>         assets
>>>                    from many
>>>                                   different worlds, those assets being
>>>         served
>>>                    by many
>>>                                   different asset services. �Both
>>>         worlds and
>>>                    asset
>>>                                   services may include commercial,
>>>         community, and
>>>                                   personal services, and as the 
>>> metaverse
>>>                    grows, that
>>>                                   set is highly likely to become
>>>                    progressively less
>>>                                   clustered and more diverse.
>>>
>>>                                   When those seasoned travelers click
>>>         on an
>>>                    advertised
>>>                                   VW link and perform an inter-world
>>>         teleport
>>>                    to one
>>>                                   particular world's region to share an
>>>                    experience,
>>>                                   their "worn" assets (the only ones of
>>>                    interest to the
>>>                                   region) will contain references to 
>>> asset
>>>                    services
>>>                                   spread widely across the Internet. 
>>> �The
>>>                    fetches by the
>>>                                   travelers' clients occur over many
>>>         parallel
>>>                    paths from
>>>                                   clients to asset services, so one can
>>>                    reasonably
>>>                                   expect reduced network contention and
>>>                    reduced asset
>>>                                   server loading because they are both
>>>         spread
>>>                    out over
>>>                                   however many asset services are being
>>>                    referenced by
>>>                                   the overall set of assets in the 
>>> region.
>>>
>>>                                   This is very different to the case 
>>> of a
>>>                    proxying
>>>                                   region, which would get slammed for
>>>         every
>>>                    asset worn
>>>                                   by every avatar present. �In our 
>>> current
>>>                    architecture,
>>>                                   regions run many different
>>>         CPU-intensive tasks,
>>>                                   including physics simulation and
>>>         server-side
>>>                                   scripting, and absolutely cannot
>>>         afford to
>>>                    serve
>>>                                   assets too unless your scalability
>>>                    requirements are
>>>                                   very low indeed, ie. just a few dozen
>>>                    avatars of
>>>                                   today's kind. �We've hit the ceiling
>>>                    already on region
>>>                                   scalability done that way. �There is
>>>                    nowhere to go in
>>>                                   that direction at all beyond
>>>         improving the
>>>                    code like
>>>                                   Intel demonstrated, and that work is
>>>                    subject to a law
>>>                                   of diminishing returns.
>>>
>>>                                   This is why we have to go parallel,
>>>         and I
>>>                    think you're
>>>                                   wrong that it has to cost much
>>>         money. �As
>>>                    we spread
>>>                                   the load across more and more asset
>>>                    services, we are
>>>                                   simply better utilizing all the
>>>         hardware that's
>>>                                   already out there on the Internet,
>>>         at least
>>>                    in respect
>>>                                   of community and private 
>>> resources. �But
>>>                    add to the
>>>                                   community and private resources the
>>>                    commercial asset
>>>                                   services that are likely to appear to
>>>                    exploit this
>>>                                   opportunity, and not only will the
>>>         number
>>>                    of asset
>>>                                   services leap, but the power of 
>>> each one
>>>                    will rocket
>>>                                   too, because, after all, these
>>>         businesses
>>>                    will be
>>>                                   heavily optimized for the job.
>>>
>>>                                   As to why a world would want clients
>>>         to access
>>>                                   external asset services instead of
>>>                    providing its own
>>>                                   implementation, that's an easy 
>>> question.
>>>                    �It costs
>>>                                   money to host a high performance and
>>>                    scalable asset
>>>                                   service and a high bandwidth 
>>> network to
>>>                    handle the
>>>                                   traffic. �A *lot* of money. �In
>>>         contrast,
>>>                    it costs a
>>>                                   world nothing to let others serve
>>>         the assets to
>>>                                   clients. �And that matters to the
>>>         bottom line.
>>>
>>>
>>>                                   Morgaine.
>>>
>>>
>>>
>>>
>>>                                   ======================
>>>
>>>                                   On Sat, Apr 2, 2011 at 7:05 PM, Izzy
>>>         Alanis
>>>                                   <izzyalanis@gmail.com
>>>         <mailto:izzyalanis@gmail.com>
>>>                    <mailto:izzyalanis@gmail.com
>>>         <mailto:izzyalanis@gmail.com>> <mailto:izzyalanis@gmail.com
>>>         <mailto:izzyalanis@gmail.com>
>>>                    <mailto:izzyalanis@gmail.com
>>>         <mailto:izzyalanis@gmail.com>>>
>>>                                   <mailto:izzyalanis@gmail.com
>>>         <mailto:izzyalanis@gmail.com>
>>>                    <mailto:izzyalanis@gmail.com
>>>         <mailto:izzyalanis@gmail.com>>
>>>
>>>                                   <mailto:izzyalanis@gmail.com
>>>         <mailto:izzyalanis@gmail.com>
>>>                    <mailto:izzyalanis@gmail.com
>>>         <mailto:izzyalanis@gmail.com>>>>> wrote:
>>>
>>>                                   � �> As always though, it's a 
>>> trade-off,
>>>                    since the
>>>                                   proxied design
>>>                                   � �has very poor scalability
>>>         compared to the
>>>                                   distributed one.
>>>
>>>                                   � �I don't agree with that... If a 
>>> user
>>>                    enters a
>>>                                   highly populated
>>>                                   � �region,
>>>                                   � �every other client is going to 
>>> (could
>>>                    and should be
>>>                                   trying to)
>>>                                   � �hit the
>>>                                   � �asset server(s) for the assets
>>>         that the
>>>                    user is
>>>                                   wearing (assuming
>>>                                   � �they're not cached locally). 
>>> �Every
>>>                    asset server
>>>                                   has to be scaled up
>>>                                   � �to the point that it can handle 
>>> that
>>>                    load from all
>>>                                   over...
>>>
>>>                                   � �If I'm hosting a region that
>>>         supports 10s of
>>>                                   thousands of
>>>                                   � �simultaneous
>>>                                   � �users (thinking of the future), I
>>>                    already have to
>>>                                   scale to meet that
>>>                                   � �demand. If the region is 
>>> proxying the
>>>                    assets, then,
>>>                                   yes the
>>>                                   � �region has
>>>                                   � �to be scaled to meet that asset
>>>         demand
>>>                    too, but it
>>>                                   already has to be
>>>                                   � �scaled to meet other demands of
>>>         being a
>>>                    region
>>>                                   server... and why is
>>>                                   � �scaling those asset proxy
>>>         services hard?
>>>                    �It's
>>>                                   going to cost $,
>>>                                   � �but is
>>>                                   � �not technically challenging. 
>>> So, if I
>>>                    want to host
>>>                                   a region like
>>>                                   � �that... sure it will cost me, 
>>> but the
>>>                    simulation
>>>                                   will be consistent
>>>                                   � �and users will be able to 
>>> participate
>>>                    equally,
>>>                                   regardless of the
>>>                                   � �capabilities of their individual
>>>         asset
>>>                    services.
>>>
>>>
>>>
>>>
>>>                                   � �On Fri, Apr 1, 2011 at 11:55 PM,
>>>         Morgaine
>>>                                   � �<morgaine.dinova@googlemail.com
>>>         <mailto:morgaine.dinova@googlemail.com>
>>>                    <mailto:morgaine.dinova@googlemail.com
>>>         <mailto:morgaine.dinova@googlemail.com>>
>>>                                          
>>> <mailto:morgaine.dinova@googlemail.com
>>>         <mailto:morgaine.dinova@googlemail.com>
>>>                    <mailto:morgaine.dinova@googlemail.com
>>>         <mailto:morgaine.dinova@googlemail.com>>>
>>>                                   �
>>>         �<mailto:morgaine.dinova@googlemail.com
>>>         <mailto:morgaine.dinova@googlemail.com>
>>>
>>>                    <mailto:morgaine.dinova@googlemail.com
>>>         <mailto:morgaine.dinova@googlemail.com>>
>>>
>>>                                          
>>> <mailto:morgaine.dinova@googlemail.com
>>>         <mailto:morgaine.dinova@googlemail.com>
>>>                    <mailto:morgaine.dinova@googlemail.com
>>>         <mailto:morgaine.dinova@googlemail.com>>>>> wrote:
>>>                                   � �> Every design choice results in a
>>>                    trade-off,
>>>                                   Vaughn, improving
>>>                                   � �one thing at
>>>                                   � �> the expense of something 
>>> else. �If
>>>                    every time we
>>>                                   offered a
>>>                                   � �service we had to
>>>                                   � �> inform its users about the
>>>         downsides
>>>                    of all the
>>>                                   trade-offs we
>>>                                   � �have made,
>>>                                   � �> they would have an awful lot to
>>>         read. ;-)
>>>                                   � �>
>>>                                   � �> The specific trade-off that 
>>> you are
>>>                    discussing is no
>>>                                   � �different. �A region
>>>                                   � �> that proxies all content has the
>>>                    "benefit" of
>>>                                   acquiring control
>>>                                   � �from the
>>>                                   � �> asset servers over the items 
>>> in the
>>>                    region, so
>>>                                   that it can
>>>                                   � �ensure that
>>>                                   � �> everyone in the region not only
>>>                    obtains the items
>>>                                   but obtains
>>>                                   � �the same items
>>>                                   � �> as everyone else. �That does 
>>> indeed
>>>                    provide a
>>>                                   greater guarantee of
>>>                                   � �> consistency than a deployment
>>>         in which
>>>                    the region
>>>                                   only passes
>>>                                   � �asset URIs to
>>>                                   � �> clients who then fetch the
>>>         items from
>>>                    asset services
>>>                                   � �separately. �As always
>>>                                   � �> though, it's a trade-off, 
>>> since the
>>>                    proxied
>>>                                   design has very
>>>                                   � �poor scalability
>>>                                   � �> compared to the distributed one.
>>>                                   � �>
>>>                                   � �> If we're going to warn users 
>>> of the
>>>                    potential for
>>>                                   inconsistency
>>>                                   � �in the
>>>                                   � �> distributed deployment as you
>>>         suggest,
>>>                    are we
>>>                                   also going to
>>>                                   � �warn them of
>>>                                   � �> non-scalability in the proxied
>>>         one? �I
>>>                    really
>>>                                   don't see much
>>>                                   � �merit in the
>>>                                   � �> idea of warning about design
>>>         choices.
>>>                    �Many such
>>>                                   choices are
>>>                                   � �technical, and
>>>                                   � �> the issues are quite likely to
>>>         be of
>>>                    little
>>>                                   interest to
>>>                                   � �non-technical users
>>>                                   � �> anyway. �In any case, the better
>>>                    services are
>>>                                   likely to provide
>>>                                   � �such
>>>                                   � �> information in their online
>>>                    documentation, I
>>>                                   would guess.
>>>                                   � �>
>>>                                   � �> You mentioned users "voting
>>>         with their
>>>                    feet" or
>>>                                   choosing to
>>>                                   � �accept the risk
>>>                                   � �> of inconsistency. �Well that 
>>> will
>>>                    happen anyway,
>>>                                   when services
>>>                                   � �fail and
>>>                                   � �> users get annoyed. �If some 
>>> asset
>>>                    services refuse
>>>                                   to send the
>>>                                   � �requested
>>>                                   � �> items to some users, those 
>>> services
>>>                    will get a
>>>                                   bad reputation
>>>                                   � �and people
>>>                                   � �> will choose different asset
>>>         services
>>>                    instead.
>>>                                   �Likewise, if a
>>>                                   � �world service
>>>                                   � �> proxies everything and so it 
>>> can't
>>>                    handle a large
>>>                                   number of
>>>                                   � �assets or of
>>>                                   � �> people, users will get annoyed
>>>         at the
>>>                    lag and will go
>>>                                   � �elsewhere. �This user
>>>                                   � �> evaluation and "voting with 
>>> their
>>>                    feet" happens
>>>                                   already with
>>>                                   � �online services
>>>                                   � �> all over the Internet, and I am
>>>         sure
>>>                    that this
>>>                                   human process
>>>                                   � �will continue
>>>                                   � �> to work when the services are 
>>> asset
>>>                    and region
>>>                                   services.
>>>                                   � �>
>>>                                   � �> Back in September 2010, I wrote
>>>         this
>>>                    post which
>>>                                   proposes that
>>>                                   � �we use in
>>>                                   � �> VWRAP a form of asset
>>>         addressing that
>>>                    provides
>>>                                   massive
>>>                                   � �scalability at the
>>>                                   � �> same time as a very high 
>>> degree of
>>>                    resilience --
>>>                                   � �>
>>>                                   �
>>>                                                     
>>> �http://www.ietf.org/mail-archive/web/vwrap/current/msg00463.html
>>>                                   � �. �It is
>>>                                   � �> based on the concept of the URI
>>>                    containing a host
>>>                                   part and a
>>>                                   � �hash part,
>>>                                   � �> where the hash is generated
>>>         (once, at
>>>                    the time of
>>>                                   storage to
>>>                                   � �the asset
>>>                                   � �> service) using a specified 
>>> digest
>>>                    algorithm over
>>>                                   the content of
>>>                                   � �the asset
>>>                                   � �> being referenced. �You may 
>>> wish to
>>>                    note that if
>>>                                   this design
>>>                                   � �were used, the
>>>                                   � �> failure of an asset service to
>>>         deliver a
>>>                                   requested item would
>>>                                   � �result in a
>>>                                   � �> failover request for the item
>>>         to one
>>>                    or more
>>>                                   backup services,
>>>                                   � �using the same
>>>                                   � �> hash part but with a 
>>> different host
>>>                    address.
>>>                                   � �>
>>>                                   � �> This can go some way towards
>>>                    overcoming the
>>>                                   problem that you
>>>                                   � �think might
>>>                                   � �> occur when assets are fetched by
>>>                    clients from
>>>                                   asset services
>>>                                   � �directly.
>>>                                   � �> Although it won't help when the
>>>                    missing item is
>>>                                   available from
>>>                                   � �only a single
>>>                                   � �> asset service, it will help 
>>> in many
>>>                    other cases,
>>>                                   and it will
>>>                                   � �compensate for
>>>                                   � �> service failures and network
>>>         outages
>>>                                   automatically at the same
>>>                                   � �time.
>>>                                   � �>
>>>                                   � �> PS. This design for hash-based
>>>         asset
>>>                    addressing
>>>                                   is already
>>>                                   � �being tested by
>>>                                   � �> Mojito Sorbet in her 
>>> experimental
>>>                    world and
>>>                                   client. �It would give
>>>                                   � �> VWRAP-based worlds an improved
>>>         level
>>>                    of service
>>>                                   availability,
>>>                                   � �so I think it
>>>                                   � �> should be a core feature of our
>>>         protocol.
>>>                                   � �>
>>>                                   � �>
>>>                                   � �> Morgaine.
>>>                                   � �>
>>>                                   � �>
>>>                                   � �>
>>>                                   � �>
>>>                                   � �> ===========================
>>>                                   � �>
>>>                                   � �> On Fri, Apr 1, 2011 at 11:17 PM,
>>>                    Vaughn Deluca
>>>                                   � �<vaughn.deluca@gmail.com
>>>         <mailto:vaughn.deluca@gmail.com>
>>>                    <mailto:vaughn.deluca@gmail.com
>>>         <mailto:vaughn.deluca@gmail.com>>
>>>                                   <mailto:vaughn.deluca@gmail.com
>>>         <mailto:vaughn.deluca@gmail.com>
>>>                    <mailto:vaughn.deluca@gmail.com
>>>         <mailto:vaughn.deluca@gmail.com>>>
>>>                                   <mailto:vaughn.deluca@gmail.com
>>>         <mailto:vaughn.deluca@gmail.com>
>>>                    <mailto:vaughn.deluca@gmail.com
>>>         <mailto:vaughn.deluca@gmail.com>>
>>>                                   <mailto:vaughn.deluca@gmail.com
>>>         <mailto:vaughn.deluca@gmail.com>
>>>                    <mailto:vaughn.deluca@gmail.com
>>>         <mailto:vaughn.deluca@gmail.com>>>>>
>>>                                   � �> wrote:
>>>                                   � �>>
>>>                                   � �>> This is a question i discussed
>>>         with
>>>                    Morgaine
>>>                                   off-list a while
>>>                                   � �ago (I
>>>                                   � �>> intended to send it to the
>>>         list but
>>>                    pushed the
>>>                                   wrong button...) I
>>>                                   � �>> think we need to address this
>>>                    problem, and
>>>                                   decide how to deal
>>>                                   � �with it.
>>>                                   � �>>
>>>                                   � �>> �In Davids deployment draft,
>>>         section
>>>                    7.3.1.1 an
>>>                                   overview is
>>>                                   � �given van
>>>                                   � �>> ways to deliver content to the
>>>                    region. One way
>>>                                   is only passing a
>>>                                   � �>> capability that allows 
>>> access to
>>>                    (part of) the
>>>                                   resource:
>>>                                   � �>>
>>>                                   � �>> � � � � � 7.3.1.1. �Content
>>>         delivery
>>>                    models
>>>                                   � �>> � � � � � A range of possible
>>>                    represenations can
>>>                                   be passed to
>>>                                   � �a region for
>>>                                   � �>> � � � � � simulation. [...]
>>>         The other
>>>                    end of the
>>>                                   delivery spectrum
>>>                                   � �>> involves passing
>>>                                   � �>> � � � � � only a URI or 
>>> capability
>>>                    used to
>>>                                   access the rendering
>>>                                   � �>> information and a
>>>                                   � �>> � � � � � collision mesh,and
>>>         related
>>>                    data for
>>>                                   physical simulation.
>>>                                   � �>> � � � � � In such a model, the
>>>         client is
>>>                                   responsible for
>>>                                   � �fetching the
>>>                                   � �>> additional
>>>                                   � �>> � � � � � information needed to
>>>                    render the
>>>                                   item's visual
>>>                                   � �presence from a
>>>                                   � �>> separate
>>>                                   � �>> � � � � � service. �This fetch
>>>         can be
>>>                    done
>>>                                   *under the
>>>                                   � �credentials of the
>>>                                   � �>> end user*
>>>                                   � �>> � � � � � viewing the 
>>> material [my
>>>                    emphasis--VD]
>>>                                   , and
>>>                                   � �divorces the
>>>                                   � �>> simulation from
>>>                                   � �>> � � � � � the trust chain
>>>         needed to
>>>                    manage
>>>                                   content. �Any
>>>                                   � �automation
>>>                                   � �>> is done on a
>>>                                   � �>> � � � � � separate host which
>>>         the content
>>>                                   creator or owner trusts,
>>>                                   � �>> interacting with the
>>>                                   � �>> � � � � � object through 
>>> remoted
>>>                    interfaces.
>>>                                   � �>>
>>>                                   � �>> �I can see the need for such a
>>>         setup,
>>>                    however, i
>>>                                   feel we are
>>>                                   � �>> unpleasantly close to a 
>>> situation
>>>                    were the
>>>                                   coherence of the
>>>                                   � �simulation
>>>                                   � �>> falls apart.
>>>                                   � �>> In this deployment pattern the
>>>         region
>>>                    advertises
>>>                                   the presence
>>>                                   � �of the
>>>                                   � �>> asset, and *some* clients 
>>> will be
>>>                    able to get it
>>>                                   as expected,
>>>                                   � �while
>>>                                   � �>> -based on the arbitrary whims
>>>         of the
>>>                    asset
>>>                                   service- others
>>>                                   � �might not.
>>>                                   � �>>
>>>                                   � �>> My hope would be that after
>>>         the asset
>>>                    server
>>>                                   provides the
>>>                                   � �region with
>>>                                   � �>> the capability to get the
>>>         asset, it
>>>                    gives up
>>>                                   control. That
>>>                                   � �would mean
>>>                                   � �>> that if the client finds the
>>>                    inventory server is
>>>                                   unwilling to
>>>                                   � �serve
>>>                                   � �>> the content - in spire of the
>>>         region
>>>                    saying it
>>>                                   is present-,
>>>                                   � �the client
>>>                                   � �>> should be able to turn around
>>>         ask the
>>>                    *region*
>>>                                   for the asset,
>>>                                   � �(and get
>>>                                   � �>> is after all).
>>>                                   � �>>
>>>                                   � �>> �If that is not the case, -and
>>>         there are
>>>                                   probably good reasons
>>>                                   � �for the
>>>                                   � �>> deployment pattern as 
>>> described-
>>>                    �shouldn't we
>>>                                   *warn* clients
>>>                                   � �that the
>>>                                   � �>> region might be inconsistent,
>>>         so the
>>>                    users
>>>                                   behind the client
>>>                                   � �can vote
>>>                                   � �>> with their feet, (or take the
>>>         risk)?
>>>                                   � �>>
>>>                                   � �>> --Vaughn
>>>                                   � �>>
>>>                    _______________________________________________
>>>                                   � �>> vwrap mailing list
>>>                                   � �>> vwrap@ietf.org
>>>         <mailto:vwrap@ietf.org>
>>>                    <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>>
>>>         <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>
>>>                    <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>>>
>>>                                   <mailto:vwrap@ietf.org
>>>         <mailto:vwrap@ietf.org>
>>>                    <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>>
>>>         <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>
>>>                    <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>>>>
>>>
>>>                                   � �>>
>>>                    https://www.ietf.org/mailman/listinfo/vwrap
>>>                                   � �>
>>>                                   � �>
>>>                                   � �>
>>>                    _______________________________________________
>>>                                   � �> vwrap mailing list
>>>                                   � �> vwrap@ietf.org
>>>         <mailto:vwrap@ietf.org> <mailto:vwrap@ietf.org
>>>         <mailto:vwrap@ietf.org>>
>>>                    <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>
>>>         <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>>>
>>>                                   <mailto:vwrap@ietf.org
>>>         <mailto:vwrap@ietf.org>
>>>                    <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>>
>>>         <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>
>>>                    <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>>>>
>>>
>>>                                   � �>
>>>                    https://www.ietf.org/mailman/listinfo/vwrap
>>>                                   � �>
>>>                                   � �>
>>>
>>>
>>>
>>>                                                 
>>> ------------------------------------------------------------------------ 
>>>
>>>
>>>                                      
>>> _______________________________________________
>>>                               vwrap mailing list
>>>                               vwrap@ietf.org <mailto:vwrap@ietf.org>
>>>         <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>>
>>>                    <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>
>>>         <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>>>
>>>                               
>>> https://www.ietf.org/mailman/listinfo/vwrap
>>>                               �
>>>
>>>
>>>
>>>
>>>
>>>                       --     --- https://twitter.com/Dzonatas_Sol ---
>>>                       Web Development, Software Engineering, Virtual
>>>         Reality,
>>>                    Consultant
>>>
>>>                       _______________________________________________
>>>                       vwrap mailing list
>>>                       vwrap@ietf.org <mailto:vwrap@ietf.org>
>>>         <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>>
>>>                    <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>
>>>         <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>>>
>>>                       https://www.ietf.org/mailman/listinfo/vwrap
>>>
>>>
>>>
>>>
>>>                --         --- https://twitter.com/Dzonatas_Sol ---
>>>                Web Development, Software Engineering, Virtual Reality,
>>>         Consultant
>>>
>>>
>>>
>>>         
>>> ------------------------------------------------------------------------ 
>>>
>>>
>>>         _______________________________________________
>>>         vwrap mailing list
>>>         vwrap@ietf.org <mailto:vwrap@ietf.org>
>>>         https://www.ietf.org/mailman/listinfo/vwrap
>>>        
>>>
>>>     --     --- https://twitter.com/Dzonatas_Sol ---
>>>     Web Development, Software Engineering, Virtual Reality, Consultant
>>>
>>>
>>
>>
>
>


-- 
--- https://twitter.com/Dzonatas_Sol ---
Web Development, Software Engineering, Virtual Reality, Consultant


From vaughn.deluca@gmail.com  Sun Apr 10 00:05:27 2011
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Date: Sun, 10 Apr 2011 09:07:03 +0200
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From: Vaughn Deluca <vaughn.deluca@gmail.com>
To: Dzonatas Sol <dzonatas@gmail.com>
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Subject: Re: [vwrap] [wvrap] Simulation consistency
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Dzonatas,

>There have been talks to split out the renderer from the viewer,
>yet the render depends on some of the network. To call that the
>local region is appropriate as you have.
>The renderer/network-loop does the bulk of the work now that others
>think the simulator does. That's where we get hung up on local sim
>or external sim, and components.

Hmm, to be honest, i was thinking of that local region as a "real"  region,
something like
the opensim region that i have running on my local machine.  I called it
local because it would run on one of my own machines. The entity that i
called "viewer" was supposed to depict something like the standard SL
viewer.

 I see your general point about taking an even higher point of view and dro=
p
some REST details. I will give that a try, it might simplify the figure a
lot.

>I think with your first VD1 that only thing that really needs to be added
is to
>add space between the local and external area to fit in the resource name
per arrow.
>That way the public resource name is specified. Then instead of those
request for
>cap transitions, these would be implied by those resource names. Above eac=
h
line of
>each arrow, just add the appropriate public resource name there. We can
deal with
>private resources later, as those are already implied, too.

OK, that sounds sensible, have been thinking about that, but decided agains=
t
it since at the time  i was not exactly sure how to specify the resource
names. In relation to that problem you wrote:

>This group never did create any dictionary of resource names. They only
exist in viewer source and >in SNOW-375.

That dictionary would be something we should copy over from SNOW-375 or the
viewer code.
And it reminds me, is it still true hat if i look at that code, that might
prevent me from working on opensim for some time? Would that be the case fo=
r
snow-375 code as well?

I can make that new figure, but it will be a few days, i am overloaded with
RL work  :(
Feel free to give it a try based on the PSD file.

-- Vaughn

On Sun, Apr 10, 2011 at 3:27 AM, Dzonatas Sol <dzonatas@gmail.com> wrote:

> Forwarded to vwrap-list:
>
> Dzonatas Sol wrote:
>
>> Just thought about this a little more...
>>
>> I think with your first VD1 that only thing that really needs to be adde=
d
>> is to add space between the local and external area to fit in the resour=
ce
>> name per arrow. That way the public resource name is specified. Then ins=
tead
>> of those request for cap transitions, these would be implied by those
>> resource names. Above each line of each arrow, just add the appropriate
>> public resource name there. We can deal with private resources later, as
>> those are already implied, too.
>>
>> This group never did create any dictionary of resource names. They only
>> exist in viewer source and in SNOW-375.
>>
>> I don't know if I can modify the PDF to make an example of above.
>>
>> Dzonatas Sol wrote:
>>
>>> Perhaps, that would be best to reflect upon the past.
>>>
>>> There have been talks to split out the renderer from the viewer, yet th=
e
>>> render depends on some of the network. To call that the local region is
>>> appropriate as you have. The renderer/network-loop does the bulk of the=
 work
>>> now that others think the simulator does. That's where we get hung up o=
n
>>> local sim or external sim, and components.
>>>
>>> Maybe easier not to worry about requests for caps for now and keep the
>>> way your going. We can come back later and describe how the
>>> connections/ReSTful patterns work later. Please just indicate it's the =
above
>>> ReSTful view of the flow (higher-level) and us implementators will
>>> comprehend.
>>>
>>> =3D)
>>>
>>> Vaughn Deluca wrote:
>>>
>>>> Dzonatas Sol
>>>> >Then again, split the viewer out for local agent services and maybe i=
t
>>>> will appear trivial.
>>>>
>>>> Right,  Maybe we should consider  *only* the viewer as local, and assu=
me
>>>> all other services are external, just to make the example clear.
>>>> Thanks for the other feedback, I will look at the snow-375 example.
>>>> --Vaughn
>>>>
>>>> On Fri, Apr 8, 2011 at 9:00 PM, Dzonatas Sol <dzonatas@gmail.com<mailt=
o:
>>>> dzonatas@gmail.com>> wrote:
>>>>
>>>>    I've read it, and off hand I would say the "flow" needs further
>>>>    definition. Not that you did anything wrong, it just something
>>>>    that happens more at the transfer layer from ReST and lower. All
>>>>    the arrows you have that go from the Local to External let's
>>>>    consider those "forward flow" and those that from from external to
>>>>    local as "reverse flow." This becomes more obvious for reasons why
>>>>    when firewalls and proxies are in the way and connections may need
>>>>    to exist in opposite of the flow. Between unidirectional and
>>>>    bidirectional flows is were this discussion digresses to vanilla
>>>>    HTTP/caps and not fully ReSTful as desired.
>>>>
>>>>    See also this doc on "forward/reverse" how Icesphere handles the
>>>>    implementation of bidirectional resources:
>>>>
>>>> http://wiki.secondlife.com/wiki/User:Dzonatas_Sol/SNOW-375_Resources/I=
nterface
>>>>
>>>>    I think you already see the higher-level request to begin
>>>>    capability, end capability, and determine if it needs to request
>>>>    capabilities. With bidirectional resources, there are less
>>>>    requests for capabilities and mainly need for digests of
>>>>    capabilities that begin and end. With unidirectional resources,
>>>>    there are needs to request capabilities, that (currently on
>>>>    servers) begin as private capabilities. Also with unidirectional
>>>>    resources, there are keep-alives and long-poll requirements on the
>>>>    resources, which isn't mandatory on bidirectional resources.
>>>>    Bidirectional resources can use more ReSTful credentials, so there
>>>>    would be no need to request capabilities (only need to know they
>>>>    are capable by the digests).
>>>>
>>>>    I imagine two big polygons around the Local and External areas on
>>>>    the diagrams, yet to further image the arrows on actual flow might
>>>>    not be so trivial as the desired flow noted. Then again, split the
>>>>    viewer out for local agent services and maybe it will appear trivia=
l.
>>>>
>>>>    Vaughn Deluca wrote:
>>>>
>>>>        VWRAP services high level message flow (preliminary diagram
>>>>        draft) see
>>>>
>>>>
>>>> http://trac.tools.ietf.org/wg/vwrap/trac/attachment/wiki/Diagrams/VWRA=
P_FlowExample_VD1.pdf
>>>>
>>>>        The main reason that i am submitting this in spite of my lack
>>>>        of formal expertise is that the group in my view badly needs a
>>>>        solid basis for discussion and preventing endless repeating
>>>>        loops. This example is probably wrong in many ways, but its
>>>>        better than what we have publicly available on interop now
>>>>        (although Morgaine is working on something along the lines of
>>>>        the recent discussions here)
>>>>        I hope this diagram will give us a base for discussion. I
>>>>        could have done my homework better by researching the old OGP
>>>>        stuff in more depth, and i probably  will do so in the future
>>>>        , but for now I just tried to followed the general principles
>>>>        as far as i understand them, to see what response that yields
>>>>        from the group. In other words,I try to let the group educate
>>>>        me :p
>>>>
>>>>        Note that in  my view all services are equal, in principle it
>>>>        does not matter in what "domain" they run, since trust and
>>>>        policy are fully localized. It is however very possible to
>>>>        have internal shortcuts in the services to speed up processing.
>>>>        In the example I opted for an external Agent service, but I
>>>>        could as well have incorporated that in the set of local
>>>>        services. As indicated above all services could also be run by
>>>>        different organisations, true to what VWRAP stands for. Its
>>>>        all up to the deployer, including a user at home who might
>>>>        want to run a full world for family and friends. Those friends
>>>>        might try to use that agent service to venture out in the
>>>>        virtual universe. I envision that the final identity  provider
>>>>        is external, using OpenID and OAut  or whatever other  magic
>>>>        that I do not yet fully understand exists out there.
>>>>
>>>>        The  example has 3 main purposes:
>>>>        -  Provide a reference for discussion - Illustrates the use
>>>>        case of tourism, and *true* interop.
>>>>        - Illustrate consistency problems along the lines discussed
>>>>         here higher up in this tread, as well as the "slashdot"
>>>>        problem that Morgaine outlined so clearly.
>>>>
>>>>        The message flow assumes an avatar already present in some
>>>>        region, (a small scale local home region in this case, but
>>>>        that is by no means essential, it could be a build in region
>>>>        in the viewer or a big commercial region). The user is
>>>>        preparing for a trip to immersive world, and after some outfit
>>>>        adjustments moves over.
>>>>        Finally i apologize for for the simplistic notation used here.
>>>>        I simply add the most relevant parameters passed in square
>>>>        brackets to a keyword specifying the nature of the message.
>>>>        Please improve on that where needed.
>>>>
>>>>        So here we go, the avatar is  prepare for a visit to
>>>>        "immersive world"
>>>>        0)  Viewer, here is an update of the state of the world your
>>>>        agent is in, please render.
>>>>        1)  Agent service, I will go in my Zodiac dress that i keep in
>>>>        the  "Amazing assets" service.
>>>>        2)  Asset service A, please send a cap for Z, here are my
>>>>        credentials
>>>>        3)  Your fine, here is the cap
>>>>        4)  Local region, can you please put this on my agent, i
>>>>        included the cap.
>>>>        5)  Hello asset service A, i need Z, here is the cap
>>>>        6)  Cap is good, data coming up, have fun.
>>>>        7)  Agent service, your agent is now wearing Z
>>>>        8)  Viewer, your avatar is now wearing Z
>>>>           User: Hmm, amazing inventory has not been *that* amazing
>>>>        lately. 'll make a backup, just in case
>>>>        9)  Hello asset service A, please send me a cap for Z, here
>>>>        are my credentials
>>>>        10) Your fine, here is the cap
>>>>        11) Local asset storage, please store Z for me, here is the
>>>>        cap to get it
>>>>        12) Hello asset service A, i want Z, here is the cap
>>>>        13) Cap is good, data coming up, have fun.
>>>>        14) Viewer, Z is now stored for you     User: I am Ready!,
>>>>        Lets try to get to immersive world!
>>>>        15) Hello immersive world, can i get in? Here are my
>>>>        credentials, and a list of my stuff.
>>>>        16) Asset service A, please send me a cap for X, here are my
>>>>        credentials (I want this cap for consistency)
>>>>        17) Your fine, here is the cap
>>>>        18) Asset service B, please send me a cap for Y, here are my
>>>>        credentials (I want this cap for consistency)
>>>>        19) Very sorry, but your not one of us, you can't have Y
>>>>        20) Asset service B, please send me a cap for Z, here are my
>>>>        credentials (I want a cap for consistency)
>>>>        [Region service: Timeout... amazing inventory must be
>>>>        overloaded.. oh well... ]
>>>>        21) Agent service, you wanted to send somebody over, here are
>>>>        your permissions.
>>>>        22) Viewer, you asked for a transfer try, here are your results
>>>>            User thinks:  Crap! Big asset service does not allow  me
>>>>        to take my yellow stockings! And Amazing assets  failed to
>>>>        deliver my zodiac dress. At least i made a backup of that dress=
!
>>>>        23) 'll take the yellow stockings off...
>>>>        24) ... done ('ll trash them here and now, forever, who needs
>>>>        stuff you can't use!)
>>>>        25) The zodiac dress was not delivered by Big assets service,
>>>>        but i have a local copy!
>>>>        26) Local Asset service, please send me Z, here are my
>>>> credentials
>>>>        27) I dont know you, but I 'll trust you, here is the cap, but
>>>>        you better store the data, its single use, i need to protect
>>>>        myself.
>>>>        28) Local region, can you please put this on my agent, i
>>>>        include the cap.
>>>>        29) Local Asset service, i need Z, here is the cap
>>>>        30) Cap is good, data coming up, have fun.
>>>>        31) Cap was only good for one time, I made a copy, but my
>>>>        policy is to only grant you fair use rights, at a later time i
>>>>        might even tell you to replace the dress.
>>>>        32) Viewer, you can wear Z for now, but the asset service
>>>>        granted only fair use, i might ask you to replace the dress at
>>>>        a later time.
>>>>        33) Ready at last! Off to immersive world!, I hope its not to
>>>>        crowded there or 'll loose my dress...
>>>>        34) Hello immersive world, here are my credentials, and a list
>>>>        of stuff i want to bring
>>>>        35) Hello asset service A, please send me a cap for X, here
>>>>        are my credentials     [darn, I should have kept that cap from
>>>>        last time..]
>>>>        36) Your fine, here is the cap.
>>>>          [Region service finds fair-use warning on Z and decides to
>>>>        make its own copy]
>>>>        37) Hello Local region, can i still have Z? Here is the cap
>>>>        38) Cap is still good, data coming up, have fun.
>>>>          [Region service stores asset in private storage, providing a
>>>>        cap to replace the fair use one]
>>>>        39) Agent service, you wanted to send somebody over, here are
>>>>        your permissions & info.
>>>>        40) Hello immersive world, just  get me there, and use what
>>>>        you can
>>>>        41) Placement done, Z is currently buffered by us as wel, you
>>>>        need to get details for X, have fun.
>>>>        42) You are now in immersive world, your dress is buffered
>>>>        there as well, but you need to get X!
>>>>        43) Hello asset service A, i want X, here is the cap
>>>>        44) Cap is good, data coming up, have fun.
>>>>        45) Viewer, here is an update of the state of the world your
>>>>        agent is in, please render.
>>>>
>>>>        As far as I can see this conforms fully to our charter, and i
>>>>        hope it is possible to use large portions of the existing code
>>>>        bases. However, as said above, i did not really try to capture
>>>>        the old thinking, and I also might have misconceptions about
>>>>        the way to do these things in general.
>>>>        Looking forward to constructive comments.
>>>>
>>>>        -- Vaughn
>>>>
>>>>        On Sun, Apr 3, 2011 at 8:38 PM, Vaughn Deluca
>>>>        <vaughn.deluca@gmail.com <mailto:vaughn.deluca@gmail.com>
>>>>        <mailto:vaughn.deluca@gmail.com
>>>>        <mailto:vaughn.deluca@gmail.com>>> wrote:
>>>>
>>>>           Thanks for the pointers.  I have a  busy week in RL in front
>>>> of
>>>>           me, so i wont have to much time to respond the next few days=
,
>>>>           however, i intend to start doing the following things:
>>>>
>>>>           - Produce a visual that reflects my thinking, i.e. an
>>>>        illustration
>>>>           of my response to Morgaine's itemlist  above.
>>>>           - Read up on the older notes, as well as  more reading in
>>>>        the list
>>>>           archive
>>>>           - Try to make a summary for the wiki
>>>>
>>>>           Regarding the use of domain, I think services are
>>>>        eventually what
>>>>           counts, but its all terminology. The way I read the AWG
>>>>        diagrams
>>>>           is that the agent domain is actually a cluster of tightly
>>>>           integrated services. When the functionality of each
>>>>        sub-service is
>>>>           described properly and with uniform interfaces the domain wi=
ll
>>>>           slowly dissolve. But let not get ahead of out selfs. We
>>>>        should put
>>>>           up some clear descriptions on the wiki for our views on
>>>>        this, and
>>>>           *after* that we can decide what we need and what can go.
>>>>
>>>>           Its been a very useful and illuminating weekend for me, and
>>>>        i am a
>>>>           lot more optimistic about the future of vwrap than two
>>>>        weeks ago.
>>>>
>>>>           -- Vaughn
>>>>
>>>>
>>>>
>>>>           On Sun, Apr 3, 2011 at 7:20 PM, Dzonatas Sol
>>>>        <dzonatas@gmail.com <mailto:dzonatas@gmail.com>
>>>>           <mailto:dzonatas@gmail.com <mailto:dzonatas@gmail.com>>>
>>>> wrote:
>>>>
>>>>               Probably easy as suggested in other terms here on this
>>>>        list,
>>>>               as how the client contacts the asset services now in the
>>>>               regions. The newer issue is to unitize that asset
>>>> services.
>>>>               Since their is proprietary (legacy) code then we can't
>>>>        expect
>>>>               that to change, and some form of proxy is of need.
>>>> Whatever
>>>>               works best, I tried to narrow it down to suggestions her=
e.
>>>>
>>>>               Eventually, the agent domain is ideal to handle the
>>>>        direction
>>>>               of the asset services. This concept, unfortunately, ende=
d
>>>>               support awhile ago with changes in LL.
>>>>               Also see; http://wiki.secondlife.com/wiki/Agent_Domain
>>>>               And:
>>>>
>>>> http://wiki.secondlife.com/wiki/User:Dzonatas_Sol/AWG_Asset
>>>>               (warn: unstructured collaborative notes, dumped on me an=
d
>>>> I
>>>>               tried to fix)
>>>>
>>>>               I tried to find previous visuals.
>>>>
>>>>               I'd imagine the agent domain could grow out of unitized
>>>>               versions of asset services. Despite that, I think that
>>>>        concept
>>>>               helps view where we were at in discussion and what
>>>>        didn't happen.
>>>>
>>>>               Vaughn Deluca wrote:
>>>>
>>>>                   Hi=EF=BF=BDDzonatas
>>>>
>>>>                   Can you expand on that, what would be needed for
>>>> legacy
>>>>                   support in VWAP terms=EF=BF=BD?,
>>>>                   If i want to read up on how the=EF=BF=BDasset server=
 may
>>>>        proxy the
>>>>                   simulator, what would you recommend me to read?
>>>>
>>>>                   -- Vaughn
>>>>
>>>>                   On Sun, Apr 3, 2011 at 5:51 AM, Dzonatas Sol
>>>>                   <dzonatas@gmail.com <mailto:dzonatas@gmail.com>
>>>>        <mailto:dzonatas@gmail.com <mailto:dzonatas@gmail.com>>
>>>>                   <mailto:dzonatas@gmail.com
>>>>        <mailto:dzonatas@gmail.com> <mailto:dzonatas@gmail.com
>>>>        <mailto:dzonatas@gmail.com>>>>
>>>>
>>>>                   wrote:
>>>>
>>>>                      Some stated the proxy-to-asset-server is built
>>>>        into the
>>>>                   sim;
>>>>                      however, keep in mind possible legacy support
>>>>        where the
>>>>                   asset
>>>>                      server may proxy the simulator.
>>>>
>>>>
>>>>                      Dzonatas Sol wrote:
>>>>
>>>>                          Somehow I feel the basic asset server being
>>>>        able to
>>>>                   login and
>>>>                          download assets is now priority, yet I also
>>>>                   wondered the best
>>>>                          way to patch this into the current mode of
>>>>        viewers.
>>>>
>>>>                          Maybe offer (1) by proxy (sim-side) and (2)
>>>>        by patch
>>>>                          (viewer-side) that either of these two are
>>>>        optional and
>>>>                          neither are mandatory for now. Thoughts?
>>>>
>>>>                          Israel Alanis wrote:
>>>>
>>>>
>>>>                              > when designing for scalability, the
>>>>        model to
>>>>                   bear in
>>>>                              mind is ...
>>>>
>>>>                              Well, there are a lot of different models
>>>> to
>>>>                   keep in mind,
>>>>                              and many different use cases. One
>>>> particular
>>>>                   use case to
>>>>                              keep in mind is: "User acquires new
>>>>        outfit, and
>>>>                   wants to
>>>>                              'show it off' in a highly populated
>>>> region".
>>>>
>>>>                              > Both worlds and asset services may
>>>> include
>>>>                   commercial,
>>>>                              community, and personal services
>>>>
>>>>                              Yes, yes and yes. I'm particularly
>>>> concerned
>>>>                   about how the
>>>>                              model affects the ability to host persona=
l
>>>>                   asset services.
>>>>
>>>>                              > a proxying region, which would get
>>>> slammed
>>>>                   for every
>>>>                              asset worn by every avatar present.
>>>>
>>>>                              Granted the collection of services that a=
re
>>>>                   provided by
>>>>                              the region need to be scaled to meet the
>>>>                   demands of that
>>>>                              region. That's all part of capacity
>>>>        planning.
>>>>
>>>>                              > regions run many different
>>>>        CPU-intensive tasks,
>>>>                              including physics simulation and
>>>> server-side
>>>>                   scripting,
>>>>                              and absolutely cannot afford to serve
>>>>        assets too
>>>>                              Well... who said the same CPU's have to d=
o
>>>>                   proxying,
>>>>                              physics simulation and server-side
>>>>        scripting? Asset
>>>>                              proxying is a different service than
>>>> physics
>>>>                   simulation
>>>>                              and can be on separate hardware, could
>>>>        make use of
>>>>                              geographically distributed caching, and
>>>>        in certain
>>>>                              deployment patterns, the same caching
>>>>        services
>>>>                   could be
>>>>                              shared by different regions. (Server-side
>>>>                   scripting is a
>>>>                              discussion for another day).
>>>>
>>>>                              > This is why we have to go parallel...
>>>>
>>>>                              Totally agree, and a proxying model
>>>>        could and
>>>>                   should also
>>>>                              take advantage of parallelism.
>>>>
>>>>                              > I think you're wrong that it has to
>>>>        cost much
>>>>                   money. ?vs?
>>>>                              > It costs money to host a high
>>>>        performance and
>>>>                   scalable
>>>>                              asset service and a high bandwidth
>>>>        network to
>>>>                   handle the
>>>>                              traffic. =EF=BF=BDA *lot* of money.
>>>>                              I think what you're saying is: "It costs
>>>>        a lot
>>>>                   of money to
>>>>                              build a scalable asset service, but if
>>>>        assets
>>>>                   are spread
>>>>                              throughout the internet they don't have
>>>>        to be
>>>>                   scalable."
>>>>                              But that's not quite right. You're
>>>>        opening up
>>>>                   every asset
>>>>                              server to the VW equivalent of being
>>>>                   slashdotted, so are
>>>>                              you sure you're not forcing *every* asset
>>>>                   service to be
>>>>                              scalable and handle a lot of bandwith and
>>>>                   network traffic?
>>>>                              It's the exact opposite of your
>>>>        intention, but
>>>>                   I think
>>>>                              that's the result, all the same.
>>>>
>>>>                              This particular design decision has a big
>>>>                   effect on the
>>>>                              economics of the VW infrastructure. I'd
>>>>        rather the
>>>>                              economics to work out such that a region
>>>>                   provider who
>>>>                              wishes to build a region that supports a
>>>>        small
>>>>                   population,
>>>>                              can do so economically. A region that
>>>>        wants to
>>>>                   host a
>>>>                              *large* population has to bear that cost =
of
>>>>                   providing that
>>>>                              scalable asset service.
>>>>                              I want the economics of hosting a small
>>>>        asset
>>>>                   service to
>>>>                              be a non-issue (as to best promote
>>>>        creation and
>>>>                              creativity). Creating a high bar to provi=
de
>>>>                   asset services
>>>>                              will mean that service will cost money
>>>>        and people
>>>>                              shouldn't have to pay money just to
>>>>        create or
>>>>                   own VW
>>>>                              objects (I'm using 'own' here to refer to
>>>>                   maintaining
>>>>                              their existence, I'm not trying to make a
>>>>                              'leftist'/'communist' statement about
>>>>        ownership ;)
>>>>
>>>>                              - Izzy
>>>>
>>>>
>>>>                              On Apr 2, 2011, at 3:58 PM, Morgaine wrot=
e:
>>>>
>>>>                                  Izzy, when designing for
>>>>        scalability, the
>>>>                   model to
>>>>                                  bear in mind is that of seasoned
>>>>        virtual world
>>>>                                  travelers whose inventories contain
>>>>        assets
>>>>                   from many
>>>>                                  different worlds, those assets being
>>>>        served
>>>>                   by many
>>>>                                  different asset services. =EF=BF=BDBo=
th
>>>>        worlds and
>>>>                   asset
>>>>                                  services may include commercial,
>>>>        community, and
>>>>                                  personal services, and as the metaver=
se
>>>>                   grows, that
>>>>                                  set is highly likely to become
>>>>                   progressively less
>>>>                                  clustered and more diverse.
>>>>
>>>>                                  When those seasoned travelers click
>>>>        on an
>>>>                   advertised
>>>>                                  VW link and perform an inter-world
>>>>        teleport
>>>>                   to one
>>>>                                  particular world's region to share an
>>>>                   experience,
>>>>                                  their "worn" assets (the only ones of
>>>>                   interest to the
>>>>                                  region) will contain references to
>>>> asset
>>>>                   services
>>>>                                  spread widely across the Internet. =
=EF=BF=BDThe
>>>>                   fetches by the
>>>>                                  travelers' clients occur over many
>>>>        parallel
>>>>                   paths from
>>>>                                  clients to asset services, so one can
>>>>                   reasonably
>>>>                                  expect reduced network contention and
>>>>                   reduced asset
>>>>                                  server loading because they are both
>>>>        spread
>>>>                   out over
>>>>                                  however many asset services are being
>>>>                   referenced by
>>>>                                  the overall set of assets in the
>>>> region.
>>>>
>>>>                                  This is very different to the case of=
 a
>>>>                   proxying
>>>>                                  region, which would get slammed for
>>>>        every
>>>>                   asset worn
>>>>                                  by every avatar present. =EF=BF=BDIn =
our
>>>> current
>>>>                   architecture,
>>>>                                  regions run many different
>>>>        CPU-intensive tasks,
>>>>                                  including physics simulation and
>>>>        server-side
>>>>                                  scripting, and absolutely cannot
>>>>        afford to
>>>>                   serve
>>>>                                  assets too unless your scalability
>>>>                   requirements are
>>>>                                  very low indeed, ie. just a few dozen
>>>>                   avatars of
>>>>                                  today's kind. =EF=BF=BDWe've hit the =
ceiling
>>>>                   already on region
>>>>                                  scalability done that way. =EF=BF=BDT=
here is
>>>>                   nowhere to go in
>>>>                                  that direction at all beyond
>>>>        improving the
>>>>                   code like
>>>>                                  Intel demonstrated, and that work is
>>>>                   subject to a law
>>>>                                  of diminishing returns.
>>>>
>>>>                                  This is why we have to go parallel,
>>>>        and I
>>>>                   think you're
>>>>                                  wrong that it has to cost much
>>>>        money. =EF=BF=BDAs
>>>>                   we spread
>>>>                                  the load across more and more asset
>>>>                   services, we are
>>>>                                  simply better utilizing all the
>>>>        hardware that's
>>>>                                  already out there on the Internet,
>>>>        at least
>>>>                   in respect
>>>>                                  of community and private resources.
>>>> =EF=BF=BDBut
>>>>                   add to the
>>>>                                  community and private resources the
>>>>                   commercial asset
>>>>                                  services that are likely to appear to
>>>>                   exploit this
>>>>                                  opportunity, and not only will the
>>>>        number
>>>>                   of asset
>>>>                                  services leap, but the power of each
>>>> one
>>>>                   will rocket
>>>>                                  too, because, after all, these
>>>>        businesses
>>>>                   will be
>>>>                                  heavily optimized for the job.
>>>>
>>>>                                  As to why a world would want clients
>>>>        to access
>>>>                                  external asset services instead of
>>>>                   providing its own
>>>>                                  implementation, that's an easy
>>>> question.
>>>>                   =EF=BF=BDIt costs
>>>>                                  money to host a high performance and
>>>>                   scalable asset
>>>>                                  service and a high bandwidth network =
to
>>>>                   handle the
>>>>                                  traffic. =EF=BF=BDA *lot* of money. =
=EF=BF=BDIn
>>>>        contrast,
>>>>                   it costs a
>>>>                                  world nothing to let others serve
>>>>        the assets to
>>>>                                  clients. =EF=BF=BDAnd that matters to=
 the
>>>>        bottom line.
>>>>
>>>>
>>>>                                  Morgaine.
>>>>
>>>>
>>>>
>>>>
>>>>                                  =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D
>>>>
>>>>                                  On Sat, Apr 2, 2011 at 7:05 PM, Izzy
>>>>        Alanis
>>>>                                  <izzyalanis@gmail.com
>>>>        <mailto:izzyalanis@gmail.com>
>>>>                   <mailto:izzyalanis@gmail.com
>>>>        <mailto:izzyalanis@gmail.com>> <mailto:izzyalanis@gmail.com
>>>>        <mailto:izzyalanis@gmail.com>
>>>>                   <mailto:izzyalanis@gmail.com
>>>>        <mailto:izzyalanis@gmail.com>>>
>>>>                                  <mailto:izzyalanis@gmail.com
>>>>        <mailto:izzyalanis@gmail.com>
>>>>                   <mailto:izzyalanis@gmail.com
>>>>        <mailto:izzyalanis@gmail.com>>
>>>>
>>>>                                  <mailto:izzyalanis@gmail.com
>>>>        <mailto:izzyalanis@gmail.com>
>>>>                   <mailto:izzyalanis@gmail.com
>>>>        <mailto:izzyalanis@gmail.com>>>>> wrote:
>>>>
>>>>                                  =EF=BF=BD =EF=BF=BD> As always though=
, it's a
>>>> trade-off,
>>>>                   since the
>>>>                                  proxied design
>>>>                                  =EF=BF=BD =EF=BF=BDhas very poor scal=
ability
>>>>        compared to the
>>>>                                  distributed one.
>>>>
>>>>                                  =EF=BF=BD =EF=BF=BDI don't agree with=
 that... If a user
>>>>                   enters a
>>>>                                  highly populated
>>>>                                  =EF=BF=BD =EF=BF=BDregion,
>>>>                                  =EF=BF=BD =EF=BF=BDevery other client=
 is going to
>>>> (could
>>>>                   and should be
>>>>                                  trying to)
>>>>                                  =EF=BF=BD =EF=BF=BDhit the
>>>>                                  =EF=BF=BD =EF=BF=BDasset server(s) fo=
r the assets
>>>>        that the
>>>>                   user is
>>>>                                  wearing (assuming
>>>>                                  =EF=BF=BD =EF=BF=BDthey're not cached=
 locally). =EF=BF=BDEvery
>>>>                   asset server
>>>>                                  has to be scaled up
>>>>                                  =EF=BF=BD =EF=BF=BDto the point that =
it can handle that
>>>>                   load from all
>>>>                                  over...
>>>>
>>>>                                  =EF=BF=BD =EF=BF=BDIf I'm hosting a r=
egion that
>>>>        supports 10s of
>>>>                                  thousands of
>>>>                                  =EF=BF=BD =EF=BF=BDsimultaneous
>>>>                                  =EF=BF=BD =EF=BF=BDusers (thinking of=
 the future), I
>>>>                   already have to
>>>>                                  scale to meet that
>>>>                                  =EF=BF=BD =EF=BF=BDdemand. If the reg=
ion is proxying
>>>> the
>>>>                   assets, then,
>>>>                                  yes the
>>>>                                  =EF=BF=BD =EF=BF=BDregion has
>>>>                                  =EF=BF=BD =EF=BF=BDto be scaled to me=
et that asset
>>>>        demand
>>>>                   too, but it
>>>>                                  already has to be
>>>>                                  =EF=BF=BD =EF=BF=BDscaled to meet oth=
er demands of
>>>>        being a
>>>>                   region
>>>>                                  server... and why is
>>>>                                  =EF=BF=BD =EF=BF=BDscaling those asse=
t proxy
>>>>        services hard?
>>>>                   =EF=BF=BDIt's
>>>>                                  going to cost $,
>>>>                                  =EF=BF=BD =EF=BF=BDbut is
>>>>                                  =EF=BF=BD =EF=BF=BDnot technically ch=
allenging. So, if
>>>> I
>>>>                   want to host
>>>>                                  a region like
>>>>                                  =EF=BF=BD =EF=BF=BDthat... sure it wi=
ll cost me, but
>>>> the
>>>>                   simulation
>>>>                                  will be consistent
>>>>                                  =EF=BF=BD =EF=BF=BDand users will be =
able to
>>>> participate
>>>>                   equally,
>>>>                                  regardless of the
>>>>                                  =EF=BF=BD =EF=BF=BDcapabilities of th=
eir individual
>>>>        asset
>>>>                   services.
>>>>
>>>>
>>>>
>>>>
>>>>                                  =EF=BF=BD =EF=BF=BDOn Fri, Apr 1, 201=
1 at 11:55 PM,
>>>>        Morgaine
>>>>                                  =EF=BF=BD =EF=BF=BD<morgaine.dinova@g=
ooglemail.com
>>>>        <mailto:morgaine.dinova@googlemail.com>
>>>>                   <mailto:morgaine.dinova@googlemail.com
>>>>        <mailto:morgaine.dinova@googlemail.com>>
>>>>                                         <mailto:
>>>> morgaine.dinova@googlemail.com
>>>>        <mailto:morgaine.dinova@googlemail.com>
>>>>                   <mailto:morgaine.dinova@googlemail.com
>>>>        <mailto:morgaine.dinova@googlemail.com>>>
>>>>                                  =EF=BF=BD
>>>>        =EF=BF=BD<mailto:morgaine.dinova@googlemail.com
>>>>        <mailto:morgaine.dinova@googlemail.com>
>>>>
>>>>                   <mailto:morgaine.dinova@googlemail.com
>>>>        <mailto:morgaine.dinova@googlemail.com>>
>>>>
>>>>                                         <mailto:
>>>> morgaine.dinova@googlemail.com
>>>>        <mailto:morgaine.dinova@googlemail.com>
>>>>                   <mailto:morgaine.dinova@googlemail.com
>>>>        <mailto:morgaine.dinova@googlemail.com>>>>> wrote:
>>>>                                  =EF=BF=BD =EF=BF=BD> Every design cho=
ice results in a
>>>>                   trade-off,
>>>>                                  Vaughn, improving
>>>>                                  =EF=BF=BD =EF=BF=BDone thing at
>>>>                                  =EF=BF=BD =EF=BF=BD> the expense of s=
omething else. =EF=BF=BDIf
>>>>                   every time we
>>>>                                  offered a
>>>>                                  =EF=BF=BD =EF=BF=BDservice we had to
>>>>                                  =EF=BF=BD =EF=BF=BD> inform its users=
 about the
>>>>        downsides
>>>>                   of all the
>>>>                                  trade-offs we
>>>>                                  =EF=BF=BD =EF=BF=BDhave made,
>>>>                                  =EF=BF=BD =EF=BF=BD> they would have =
an awful lot to
>>>>        read. ;-)
>>>>                                  =EF=BF=BD =EF=BF=BD>
>>>>                                  =EF=BF=BD =EF=BF=BD> The specific tra=
de-off that you
>>>> are
>>>>                   discussing is no
>>>>                                  =EF=BF=BD =EF=BF=BDdifferent. =EF=BF=
=BDA region
>>>>                                  =EF=BF=BD =EF=BF=BD> that proxies all=
 content has the
>>>>                   "benefit" of
>>>>                                  acquiring control
>>>>                                  =EF=BF=BD =EF=BF=BDfrom the
>>>>                                  =EF=BF=BD =EF=BF=BD> asset servers ov=
er the items in
>>>> the
>>>>                   region, so
>>>>                                  that it can
>>>>                                  =EF=BF=BD =EF=BF=BDensure that
>>>>                                  =EF=BF=BD =EF=BF=BD> everyone in the =
region not only
>>>>                   obtains the items
>>>>                                  but obtains
>>>>                                  =EF=BF=BD =EF=BF=BDthe same items
>>>>                                  =EF=BF=BD =EF=BF=BD> as everyone else=
. =EF=BF=BDThat does
>>>> indeed
>>>>                   provide a
>>>>                                  greater guarantee of
>>>>                                  =EF=BF=BD =EF=BF=BD> consistency than=
 a deployment
>>>>        in which
>>>>                   the region
>>>>                                  only passes
>>>>                                  =EF=BF=BD =EF=BF=BDasset URIs to
>>>>                                  =EF=BF=BD =EF=BF=BD> clients who then=
 fetch the
>>>>        items from
>>>>                   asset services
>>>>                                  =EF=BF=BD =EF=BF=BDseparately. =EF=BF=
=BDAs always
>>>>                                  =EF=BF=BD =EF=BF=BD> though, it's a t=
rade-off, since
>>>> the
>>>>                   proxied
>>>>                                  design has very
>>>>                                  =EF=BF=BD =EF=BF=BDpoor scalability
>>>>                                  =EF=BF=BD =EF=BF=BD> compared to the =
distributed one.
>>>>                                  =EF=BF=BD =EF=BF=BD>
>>>>                                  =EF=BF=BD =EF=BF=BD> If we're going t=
o warn users of
>>>> the
>>>>                   potential for
>>>>                                  inconsistency
>>>>                                  =EF=BF=BD =EF=BF=BDin the
>>>>                                  =EF=BF=BD =EF=BF=BD> distributed depl=
oyment as you
>>>>        suggest,
>>>>                   are we
>>>>                                  also going to
>>>>                                  =EF=BF=BD =EF=BF=BDwarn them of
>>>>                                  =EF=BF=BD =EF=BF=BD> non-scalability =
in the proxied
>>>>        one? =EF=BF=BDI
>>>>                   really
>>>>                                  don't see much
>>>>                                  =EF=BF=BD =EF=BF=BDmerit in the
>>>>                                  =EF=BF=BD =EF=BF=BD> idea of warning =
about design
>>>>        choices.
>>>>                   =EF=BF=BDMany such
>>>>                                  choices are
>>>>                                  =EF=BF=BD =EF=BF=BDtechnical, and
>>>>                                  =EF=BF=BD =EF=BF=BD> the issues are q=
uite likely to
>>>>        be of
>>>>                   little
>>>>                                  interest to
>>>>                                  =EF=BF=BD =EF=BF=BDnon-technical user=
s
>>>>                                  =EF=BF=BD =EF=BF=BD> anyway. =EF=BF=
=BDIn any case, the better
>>>>                   services are
>>>>                                  likely to provide
>>>>                                  =EF=BF=BD =EF=BF=BDsuch
>>>>                                  =EF=BF=BD =EF=BF=BD> information in t=
heir online
>>>>                   documentation, I
>>>>                                  would guess.
>>>>                                  =EF=BF=BD =EF=BF=BD>
>>>>                                  =EF=BF=BD =EF=BF=BD> You mentioned us=
ers "voting
>>>>        with their
>>>>                   feet" or
>>>>                                  choosing to
>>>>                                  =EF=BF=BD =EF=BF=BDaccept the risk
>>>>                                  =EF=BF=BD =EF=BF=BD> of inconsistency=
. =EF=BF=BDWell that will
>>>>                   happen anyway,
>>>>                                  when services
>>>>                                  =EF=BF=BD =EF=BF=BDfail and
>>>>                                  =EF=BF=BD =EF=BF=BD> users get annoye=
d. =EF=BF=BDIf some asset
>>>>                   services refuse
>>>>                                  to send the
>>>>                                  =EF=BF=BD =EF=BF=BDrequested
>>>>                                  =EF=BF=BD =EF=BF=BD> items to some us=
ers, those
>>>> services
>>>>                   will get a
>>>>                                  bad reputation
>>>>                                  =EF=BF=BD =EF=BF=BDand people
>>>>                                  =EF=BF=BD =EF=BF=BD> will choose diff=
erent asset
>>>>        services
>>>>                   instead.
>>>>                                  =EF=BF=BDLikewise, if a
>>>>                                  =EF=BF=BD =EF=BF=BDworld service
>>>>                                  =EF=BF=BD =EF=BF=BD> proxies everythi=
ng and so it can't
>>>>                   handle a large
>>>>                                  number of
>>>>                                  =EF=BF=BD =EF=BF=BDassets or of
>>>>                                  =EF=BF=BD =EF=BF=BD> people, users wi=
ll get annoyed
>>>>        at the
>>>>                   lag and will go
>>>>                                  =EF=BF=BD =EF=BF=BDelsewhere. =EF=BF=
=BDThis user
>>>>                                  =EF=BF=BD =EF=BF=BD> evaluation and "=
voting with their
>>>>                   feet" happens
>>>>                                  already with
>>>>                                  =EF=BF=BD =EF=BF=BDonline services
>>>>                                  =EF=BF=BD =EF=BF=BD> all over the Int=
ernet, and I am
>>>>        sure
>>>>                   that this
>>>>                                  human process
>>>>                                  =EF=BF=BD =EF=BF=BDwill continue
>>>>                                  =EF=BF=BD =EF=BF=BD> to work when the=
 services are
>>>> asset
>>>>                   and region
>>>>                                  services.
>>>>                                  =EF=BF=BD =EF=BF=BD>
>>>>                                  =EF=BF=BD =EF=BF=BD> Back in Septembe=
r 2010, I wrote
>>>>        this
>>>>                   post which
>>>>                                  proposes that
>>>>                                  =EF=BF=BD =EF=BF=BDwe use in
>>>>                                  =EF=BF=BD =EF=BF=BD> VWRAP a form of =
asset
>>>>        addressing that
>>>>                   provides
>>>>                                  massive
>>>>                                  =EF=BF=BD =EF=BF=BDscalability at the
>>>>                                  =EF=BF=BD =EF=BF=BD> same time as a v=
ery high degree of
>>>>                   resilience --
>>>>                                  =EF=BF=BD =EF=BF=BD>
>>>>                                  =EF=BF=BD
>>>>                                                    =EF=BF=BD
>>>> http://www.ietf.org/mail-archive/web/vwrap/current/msg00463.html
>>>>                                  =EF=BF=BD =EF=BF=BD. =EF=BF=BDIt is
>>>>                                  =EF=BF=BD =EF=BF=BD> based on the con=
cept of the URI
>>>>                   containing a host
>>>>                                  part and a
>>>>                                  =EF=BF=BD =EF=BF=BDhash part,
>>>>                                  =EF=BF=BD =EF=BF=BD> where the hash i=
s generated
>>>>        (once, at
>>>>                   the time of
>>>>                                  storage to
>>>>                                  =EF=BF=BD =EF=BF=BDthe asset
>>>>                                  =EF=BF=BD =EF=BF=BD> service) using a=
 specified digest
>>>>                   algorithm over
>>>>                                  the content of
>>>>                                  =EF=BF=BD =EF=BF=BDthe asset
>>>>                                  =EF=BF=BD =EF=BF=BD> being referenced=
. =EF=BF=BDYou may wish to
>>>>                   note that if
>>>>                                  this design
>>>>                                  =EF=BF=BD =EF=BF=BDwere used, the
>>>>                                  =EF=BF=BD =EF=BF=BD> failure of an as=
set service to
>>>>        deliver a
>>>>                                  requested item would
>>>>                                  =EF=BF=BD =EF=BF=BDresult in a
>>>>                                  =EF=BF=BD =EF=BF=BD> failover request=
 for the item
>>>>        to one
>>>>                   or more
>>>>                                  backup services,
>>>>                                  =EF=BF=BD =EF=BF=BDusing the same
>>>>                                  =EF=BF=BD =EF=BF=BD> hash part but wi=
th a different
>>>> host
>>>>                   address.
>>>>                                  =EF=BF=BD =EF=BF=BD>
>>>>                                  =EF=BF=BD =EF=BF=BD> This can go some=
 way towards
>>>>                   overcoming the
>>>>                                  problem that you
>>>>                                  =EF=BF=BD =EF=BF=BDthink might
>>>>                                  =EF=BF=BD =EF=BF=BD> occur when asset=
s are fetched by
>>>>                   clients from
>>>>                                  asset services
>>>>                                  =EF=BF=BD =EF=BF=BDdirectly.
>>>>                                  =EF=BF=BD =EF=BF=BD> Although it won'=
t help when the
>>>>                   missing item is
>>>>                                  available from
>>>>                                  =EF=BF=BD =EF=BF=BDonly a single
>>>>                                  =EF=BF=BD =EF=BF=BD> asset service, i=
t will help in
>>>> many
>>>>                   other cases,
>>>>                                  and it will
>>>>                                  =EF=BF=BD =EF=BF=BDcompensate for
>>>>                                  =EF=BF=BD =EF=BF=BD> service failures=
 and network
>>>>        outages
>>>>                                  automatically at the same
>>>>                                  =EF=BF=BD =EF=BF=BDtime.
>>>>                                  =EF=BF=BD =EF=BF=BD>
>>>>                                  =EF=BF=BD =EF=BF=BD> PS. This design =
for hash-based
>>>>        asset
>>>>                   addressing
>>>>                                  is already
>>>>                                  =EF=BF=BD =EF=BF=BDbeing tested by
>>>>                                  =EF=BF=BD =EF=BF=BD> Mojito Sorbet in=
 her experimental
>>>>                   world and
>>>>                                  client. =EF=BF=BDIt would give
>>>>                                  =EF=BF=BD =EF=BF=BD> VWRAP-based worl=
ds an improved
>>>>        level
>>>>                   of service
>>>>                                  availability,
>>>>                                  =EF=BF=BD =EF=BF=BDso I think it
>>>>                                  =EF=BF=BD =EF=BF=BD> should be a core=
 feature of our
>>>>        protocol.
>>>>                                  =EF=BF=BD =EF=BF=BD>
>>>>                                  =EF=BF=BD =EF=BF=BD>
>>>>                                  =EF=BF=BD =EF=BF=BD> Morgaine.
>>>>                                  =EF=BF=BD =EF=BF=BD>
>>>>                                  =EF=BF=BD =EF=BF=BD>
>>>>                                  =EF=BF=BD =EF=BF=BD>
>>>>                                  =EF=BF=BD =EF=BF=BD>
>>>>                                  =EF=BF=BD =EF=BF=BD> =3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D
>>>>                                  =EF=BF=BD =EF=BF=BD>
>>>>                                  =EF=BF=BD =EF=BF=BD> On Fri, Apr 1, 2=
011 at 11:17 PM,
>>>>                   Vaughn Deluca
>>>>                                  =EF=BF=BD =EF=BF=BD<vaughn.deluca@gma=
il.com
>>>>        <mailto:vaughn.deluca@gmail.com>
>>>>                   <mailto:vaughn.deluca@gmail.com
>>>>        <mailto:vaughn.deluca@gmail.com>>
>>>>                                  <mailto:vaughn.deluca@gmail.com
>>>>        <mailto:vaughn.deluca@gmail.com>
>>>>                   <mailto:vaughn.deluca@gmail.com
>>>>        <mailto:vaughn.deluca@gmail.com>>>
>>>>                                  <mailto:vaughn.deluca@gmail.com
>>>>        <mailto:vaughn.deluca@gmail.com>
>>>>                   <mailto:vaughn.deluca@gmail.com
>>>>        <mailto:vaughn.deluca@gmail.com>>
>>>>                                  <mailto:vaughn.deluca@gmail.com
>>>>        <mailto:vaughn.deluca@gmail.com>
>>>>                   <mailto:vaughn.deluca@gmail.com
>>>>        <mailto:vaughn.deluca@gmail.com>>>>>
>>>>                                  =EF=BF=BD =EF=BF=BD> wrote:
>>>>                                  =EF=BF=BD =EF=BF=BD>>
>>>>                                  =EF=BF=BD =EF=BF=BD>> This is a quest=
ion i discussed
>>>>        with
>>>>                   Morgaine
>>>>                                  off-list a while
>>>>                                  =EF=BF=BD =EF=BF=BDago (I
>>>>                                  =EF=BF=BD =EF=BF=BD>> intended to sen=
d it to the
>>>>        list but
>>>>                   pushed the
>>>>                                  wrong button...) I
>>>>                                  =EF=BF=BD =EF=BF=BD>> think we need t=
o address this
>>>>                   problem, and
>>>>                                  decide how to deal
>>>>                                  =EF=BF=BD =EF=BF=BDwith it.
>>>>                                  =EF=BF=BD =EF=BF=BD>>
>>>>                                  =EF=BF=BD =EF=BF=BD>> =EF=BF=BDIn Dav=
ids deployment draft,
>>>>        section
>>>>                   7.3.1.1 an
>>>>                                  overview is
>>>>                                  =EF=BF=BD =EF=BF=BDgiven van
>>>>                                  =EF=BF=BD =EF=BF=BD>> ways to deliver=
 content to the
>>>>                   region. One way
>>>>                                  is only passing a
>>>>                                  =EF=BF=BD =EF=BF=BD>> capability that=
 allows access to
>>>>                   (part of) the
>>>>                                  resource:
>>>>                                  =EF=BF=BD =EF=BF=BD>>
>>>>                                  =EF=BF=BD =EF=BF=BD>> =EF=BF=BD =EF=
=BF=BD =EF=BF=BD =EF=BF=BD =EF=BF=BD 7.3.1.1. =EF=BF=BDContent
>>>>        delivery
>>>>                   models
>>>>                                  =EF=BF=BD =EF=BF=BD>> =EF=BF=BD =EF=
=BF=BD =EF=BF=BD =EF=BF=BD =EF=BF=BD A range of possible
>>>>                   represenations can
>>>>                                  be passed to
>>>>                                  =EF=BF=BD =EF=BF=BDa region for
>>>>                                  =EF=BF=BD =EF=BF=BD>> =EF=BF=BD =EF=
=BF=BD =EF=BF=BD =EF=BF=BD =EF=BF=BD simulation. [...]
>>>>        The other
>>>>                   end of the
>>>>                                  delivery spectrum
>>>>                                  =EF=BF=BD =EF=BF=BD>> involves passin=
g
>>>>                                  =EF=BF=BD =EF=BF=BD>> =EF=BF=BD =EF=
=BF=BD =EF=BF=BD =EF=BF=BD =EF=BF=BD only a URI or
>>>> capability
>>>>                   used to
>>>>                                  access the rendering
>>>>                                  =EF=BF=BD =EF=BF=BD>> information and=
 a
>>>>                                  =EF=BF=BD =EF=BF=BD>> =EF=BF=BD =EF=
=BF=BD =EF=BF=BD =EF=BF=BD =EF=BF=BD collision mesh,and
>>>>        related
>>>>                   data for
>>>>                                  physical simulation.
>>>>                                  =EF=BF=BD =EF=BF=BD>> =EF=BF=BD =EF=
=BF=BD =EF=BF=BD =EF=BF=BD =EF=BF=BD In such a model, the
>>>>        client is
>>>>                                  responsible for
>>>>                                  =EF=BF=BD =EF=BF=BDfetching the
>>>>                                  =EF=BF=BD =EF=BF=BD>> additional
>>>>                                  =EF=BF=BD =EF=BF=BD>> =EF=BF=BD =EF=
=BF=BD =EF=BF=BD =EF=BF=BD =EF=BF=BD information needed to
>>>>                   render the
>>>>                                  item's visual
>>>>                                  =EF=BF=BD =EF=BF=BDpresence from a
>>>>                                  =EF=BF=BD =EF=BF=BD>> separate
>>>>                                  =EF=BF=BD =EF=BF=BD>> =EF=BF=BD =EF=
=BF=BD =EF=BF=BD =EF=BF=BD =EF=BF=BD service. =EF=BF=BDThis fetch
>>>>        can be
>>>>                   done
>>>>                                  *under the
>>>>                                  =EF=BF=BD =EF=BF=BDcredentials of the
>>>>                                  =EF=BF=BD =EF=BF=BD>> end user*
>>>>                                  =EF=BF=BD =EF=BF=BD>> =EF=BF=BD =EF=
=BF=BD =EF=BF=BD =EF=BF=BD =EF=BF=BD viewing the material
>>>> [my
>>>>                   emphasis--VD]
>>>>                                  , and
>>>>                                  =EF=BF=BD =EF=BF=BDdivorces the
>>>>                                  =EF=BF=BD =EF=BF=BD>> simulation from
>>>>                                  =EF=BF=BD =EF=BF=BD>> =EF=BF=BD =EF=
=BF=BD =EF=BF=BD =EF=BF=BD =EF=BF=BD the trust chain
>>>>        needed to
>>>>                   manage
>>>>                                  content. =EF=BF=BDAny
>>>>                                  =EF=BF=BD =EF=BF=BDautomation
>>>>                                  =EF=BF=BD =EF=BF=BD>> is done on a
>>>>                                  =EF=BF=BD =EF=BF=BD>> =EF=BF=BD =EF=
=BF=BD =EF=BF=BD =EF=BF=BD =EF=BF=BD separate host which
>>>>        the content
>>>>                                  creator or owner trusts,
>>>>                                  =EF=BF=BD =EF=BF=BD>> interacting wit=
h the
>>>>                                  =EF=BF=BD =EF=BF=BD>> =EF=BF=BD =EF=
=BF=BD =EF=BF=BD =EF=BF=BD =EF=BF=BD object through remoted
>>>>                   interfaces.
>>>>                                  =EF=BF=BD =EF=BF=BD>>
>>>>                                  =EF=BF=BD =EF=BF=BD>> =EF=BF=BDI can =
see the need for such a
>>>>        setup,
>>>>                   however, i
>>>>                                  feel we are
>>>>                                  =EF=BF=BD =EF=BF=BD>> unpleasantly cl=
ose to a situation
>>>>                   were the
>>>>                                  coherence of the
>>>>                                  =EF=BF=BD =EF=BF=BDsimulation
>>>>                                  =EF=BF=BD =EF=BF=BD>> falls apart.
>>>>                                  =EF=BF=BD =EF=BF=BD>> In this deploym=
ent pattern the
>>>>        region
>>>>                   advertises
>>>>                                  the presence
>>>>                                  =EF=BF=BD =EF=BF=BDof the
>>>>                                  =EF=BF=BD =EF=BF=BD>> asset, and *som=
e* clients will be
>>>>                   able to get it
>>>>                                  as expected,
>>>>                                  =EF=BF=BD =EF=BF=BDwhile
>>>>                                  =EF=BF=BD =EF=BF=BD>> -based on the a=
rbitrary whims
>>>>        of the
>>>>                   asset
>>>>                                  service- others
>>>>                                  =EF=BF=BD =EF=BF=BDmight not.
>>>>                                  =EF=BF=BD =EF=BF=BD>>
>>>>                                  =EF=BF=BD =EF=BF=BD>> My hope would b=
e that after
>>>>        the asset
>>>>                   server
>>>>                                  provides the
>>>>                                  =EF=BF=BD =EF=BF=BDregion with
>>>>                                  =EF=BF=BD =EF=BF=BD>> the capability =
to get the
>>>>        asset, it
>>>>                   gives up
>>>>                                  control. That
>>>>                                  =EF=BF=BD =EF=BF=BDwould mean
>>>>                                  =EF=BF=BD =EF=BF=BD>> that if the cli=
ent finds the
>>>>                   inventory server is
>>>>                                  unwilling to
>>>>                                  =EF=BF=BD =EF=BF=BDserve
>>>>                                  =EF=BF=BD =EF=BF=BD>> the content - i=
n spire of the
>>>>        region
>>>>                   saying it
>>>>                                  is present-,
>>>>                                  =EF=BF=BD =EF=BF=BDthe client
>>>>                                  =EF=BF=BD =EF=BF=BD>> should be able =
to turn around
>>>>        ask the
>>>>                   *region*
>>>>                                  for the asset,
>>>>                                  =EF=BF=BD =EF=BF=BD(and get
>>>>                                  =EF=BF=BD =EF=BF=BD>> is after all).
>>>>                                  =EF=BF=BD =EF=BF=BD>>
>>>>                                  =EF=BF=BD =EF=BF=BD>> =EF=BF=BDIf tha=
t is not the case, -and
>>>>        there are
>>>>                                  probably good reasons
>>>>                                  =EF=BF=BD =EF=BF=BDfor the
>>>>                                  =EF=BF=BD =EF=BF=BD>> deployment patt=
ern as described-
>>>>                   =EF=BF=BDshouldn't we
>>>>                                  *warn* clients
>>>>                                  =EF=BF=BD =EF=BF=BDthat the
>>>>                                  =EF=BF=BD =EF=BF=BD>> region might be=
 inconsistent,
>>>>        so the
>>>>                   users
>>>>                                  behind the client
>>>>                                  =EF=BF=BD =EF=BF=BDcan vote
>>>>                                  =EF=BF=BD =EF=BF=BD>> with their feet=
, (or take the
>>>>        risk)?
>>>>                                  =EF=BF=BD =EF=BF=BD>>
>>>>                                  =EF=BF=BD =EF=BF=BD>> --Vaughn
>>>>                                  =EF=BF=BD =EF=BF=BD>>
>>>>                   _______________________________________________
>>>>                                  =EF=BF=BD =EF=BF=BD>> vwrap mailing l=
ist
>>>>                                  =EF=BF=BD =EF=BF=BD>> vwrap@ietf.org
>>>>        <mailto:vwrap@ietf.org>
>>>>                   <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>>
>>>>        <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>
>>>>                   <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>>>
>>>>                                  <mailto:vwrap@ietf.org
>>>>        <mailto:vwrap@ietf.org>
>>>>                   <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>>
>>>>        <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>
>>>>                   <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>>>>
>>>>
>>>>                                  =EF=BF=BD =EF=BF=BD>>
>>>>                   https://www.ietf.org/mailman/listinfo/vwrap
>>>>                                  =EF=BF=BD =EF=BF=BD>
>>>>                                  =EF=BF=BD =EF=BF=BD>
>>>>                                  =EF=BF=BD =EF=BF=BD>
>>>>                   _______________________________________________
>>>>                                  =EF=BF=BD =EF=BF=BD> vwrap mailing li=
st
>>>>                                  =EF=BF=BD =EF=BF=BD> vwrap@ietf.org
>>>>        <mailto:vwrap@ietf.org> <mailto:vwrap@ietf.org
>>>>        <mailto:vwrap@ietf.org>>
>>>>                   <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>
>>>>        <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>>>
>>>>                                  <mailto:vwrap@ietf.org
>>>>        <mailto:vwrap@ietf.org>
>>>>                   <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>>
>>>>        <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>
>>>>                   <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>>>>
>>>>
>>>>                                  =EF=BF=BD =EF=BF=BD>
>>>>                   https://www.ietf.org/mailman/listinfo/vwrap
>>>>                                  =EF=BF=BD =EF=BF=BD>
>>>>                                  =EF=BF=BD =EF=BF=BD>
>>>>
>>>>
>>>>
>>>>
>>>>  ---------------------------------------------------------------------=
---
>>>>
>>>>
>>>> _______________________________________________
>>>>                              vwrap mailing list
>>>>                              vwrap@ietf.org <mailto:vwrap@ietf.org>
>>>>        <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>>
>>>>                   <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>
>>>>        <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>>>
>>>>
>>>> https://www.ietf.org/mailman/listinfo/vwrap
>>>>                              =EF=BF=BD
>>>>
>>>>
>>>>
>>>>
>>>>
>>>>                      --     --- https://twitter.com/Dzonatas_Sol ---
>>>>                      Web Development, Software Engineering, Virtual
>>>>        Reality,
>>>>                   Consultant
>>>>
>>>>                      _______________________________________________
>>>>                      vwrap mailing list
>>>>                      vwrap@ietf.org <mailto:vwrap@ietf.org>
>>>>        <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>>
>>>>                   <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>
>>>>        <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>>>
>>>>                      https://www.ietf.org/mailman/listinfo/vwrap
>>>>
>>>>
>>>>
>>>>
>>>>               --         --- https://twitter.com/Dzonatas_Sol ---
>>>>               Web Development, Software Engineering, Virtual Reality,
>>>>        Consultant
>>>>
>>>>
>>>>
>>>>
>>>>  ---------------------------------------------------------------------=
---
>>>>
>>>>        _______________________________________________
>>>>        vwrap mailing list
>>>>        vwrap@ietf.org <mailto:vwrap@ietf.org>
>>>>        https://www.ietf.org/mailman/listinfo/vwrap
>>>>
>>>>    --     --- https://twitter.com/Dzonatas_Sol ---
>>>>    Web Development, Software Engineering, Virtual Reality, Consultant
>>>>
>>>>
>>>>
>>>
>>>
>>
>>
>
> --
> --- https://twitter.com/Dzonatas_Sol ---
> Web Development, Software Engineering, Virtual Reality, Consultant
>
>

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Date: Sun, 10 Apr 2011 14:11:46 +0100
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From: Morgaine <morgaine.dinova@googlemail.com>
To: vwrap@ietf.org
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Subject: Re: [vwrap] [wvrap] Simulation consistency
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I think there's a bit of a misunderstanding about the nature of a "message"=
,
Vaughn.  I'll see if I can describe it a little better further down.


On Sat, Apr 9, 2011 at 10:31 PM, Vaughn Deluca <vaughn.deluca@gmail.com>wro=
te:

>
> You can't  eliminate those messages even when not checking credentials. T=
he
> roundtrips are anyhow needed to make sure that the communication is actua=
lly
> working. Or can we really get away with an UDP style of send and pray?? I
> fail to see how you would be able to realise a substantial gain over what
> will be needed anyhow as bare bone infrastructure and for error
> checking/reporting.  But i might be wrong.
>
>
> In the open content use cases that I described in my previous reply, we c=
an
eliminate entirely the request-grant handshake messages which handle caps,
because the caps are only there as a roadblock against obtaining the item.
When an item is unrestricted, a roadblock against obtaining it is obviously
inappropriate.  What's more, once you have actually obtained the item, a
roadblock against obtaining it again is inappropriate as well, since you
will continue to have the item unless you choose to delete it, in our data
model.  What this *intrinsically* means is that caps are only meaningful as
a mechanism for obtaining the direct address of an item.  In the case of
open content, we already have that direct address. :-)

With regard to message transports, you mention "UDP style", but our
messaging is not related in any way to UDP (not sure what "style" means), a=
s
we are talking about reliable messaging running over TCP in all of this.  A
message will always be received reliably if it is sent successfully.  There
is no return message confirming receipt needed at our level because the TCP
stream does all that under the hood.

A TCP session will be maintained between any two endpoints which exchange
one or more protocol messages.  In an efficient implementation, the same TC=
P
stream will carry the response message back too, since messages can be sent
over a TCP stream in both directions regardless of who initiated the
connection.

When we speak of a message sent from A to B, we're referring to the message
payload sent by A and received by B across such a TCP stream, and we're
specifically *not* referring to the IP datagrams which are sent in both
directions between A and B to implement the single-direction A->B message
transfer.  Our protocol messaging is at one level of abstraction higher tha=
n
that of the packets which implement the TCP stream.

(It may actually be two levels higher if our message payload is carried by
HTTP over TCP.)

In numerous places in your protocol flows, whenever the agent wishes to
introduce an asset into the region, a capability for the asset is first
requested from the asset service, and such a capability must be granted
before the asset can be fetched by any party.  This entails a minimum of tw=
o
message trip times before the asset itself is even requested.  Even if both
request and grant messages are efficiently carried on the same TCP stream,
there is still the full request-grant round trip time involved here wheneve=
r
this operation is performed.

This is quite unnecessary when there are no distribution restrictions on th=
e
item and you already have its *direct address*.  I'll explain this step in
detail because we have not really discussed the nature of inventories and
metadata much on this list before, and they are relevant to asset access.

First of all, just to be sure that we're on the same page, an inventory is
just a tree structure containing asset metadata at its leaves.  It is not,
for the purposes of this discussion, the graphical thing that appears in
viewers as "Inventory", even though the two are strongly related.

Assets that an agent wears are always assets that are held in an agent's
inventory.  When an asset is in inventory, this implicitly means that its
metadata has been fetched and received, and under normal operation this
asset metadata will be in the viewer's inventory cache.  After all, you
can't expect to wear an item when you don't know whether it is a shoe or a
shirt, so the metadata *must* have been received previously for you to be
able to even begin a request to wear it.

Because the asset's metadata is already known, both the agent service and
the client also already know whether the item has access restrictions on it
or not, because that information is an asset property present in the asset'=
s
metadata.  Knowing that it is not burdened with access restrictions, a
viewer can perform a direct fetch of the asset from the asset service
without any need for credentials, because credentials are irrelevant for
this.  Caps are not needed at all in this case, and it is highly likely tha=
t
this will be the most common situation in open worlds, which makes it a ver=
y
important use case.

It is worth noting that while inventories are mostly a client-side
implementation detail which can be changed unilaterally, the *metadata* hel=
d
by inventories is a very important and separable information type in an
architecture that uses 3rd party asset services, so it needs detailed
examination.

The metadata has to be available to remote parties in the same way as the
data itself is, and the best way of handling this is to make metadata a
separate item normally stored in the same asset service as the data.  The
metadata item will naturally reference the corresponding data item (which i=
s
an N:1 relationship when hash-based addressing is used), and in some cases
can reference more than one data item --- for example, the metadata of a
mesh will commonly reference not only the graphical data required for
rendering in the client but also the collision mesh or bounding box data
required by the region.  These two types of data are separate because it
would be inefficient to require clients or regions to download data that
they do not use.  Our "asset" singleton now turns into a metadata + data
pair.

As a final point about metadata versus data, it should be mentioned that
generally only the data ever has access restrictions placed on it, because
placing restrictions on metadata leads to unsearchable inventories for whic=
h
the technical term is "annoying as hell", or more seriously, poorly
functionality and yet another source of lag.  I am going to assume that
nobody wants that and hence, that metadata is never accessed through
capabilities.  If anyone wants to suffer the burden of capabilities for
metadata then they are welcome to do so of course, just as long as the rest
of us do not have to:  "*the burden of a facility should be borne only by
those who need it*".  In the model that I am describing, metadata is
directly addressed and has the same protection as a cryptographic key:  the
address of metadata is an unguessable address, but once you know it, you
know it.

Now that we understand metadata, let's look at how this affects regions.

Regions don't have access to your inventory, but they do have access to the
metadata of each item that is part of the region's simulation, for numerous
reasons.  The primary reason is of course that the metadata contains one or
more references to needed data, but there are other reasons too.  For
example, the region may wish to ensure that every item in its region space
has specific properties which are described in item metadata, such as lack
of access restrictions, or the opposite, requiring certain access
restrictions.  (Note that your requirement for simulation consistency can b=
e
implemented very cleanly that way too --- just add something like
Boolean:RegionConsistency to the set of asset properties).  As another
example, the region may wish to ensure that every item in its space is
properly tagged to support accessibility, so the item type and item
descriptions typically held in metadata would then be important.

Now that we've progressed to this level of detail, we can at last state
precisely what happens when agents inform the region of the items that they
are wearing as avatars:  they are supplying to the region the addresses of
the relevant metadata items.  The region then fetches those metadata items
from the asset service (unless it already has them in cache), and then on
the basis of that metadata, the region begins its decision making about
whether to allow the asset to appear in its region or not.  If the metadata
indicates that no access restrictions are required, then the region can sen=
d
the metadata URIs directly to clients.  In contrast, if the metadata says
that the asset data has restricted access, then the region has to engage it=
s
more onerous access control mechanisms, ie. it first obtains an *
AssetAllowedInRegion* capability for the asset from the asset service, whic=
h
it then passes to all clients.

Note that this is only one particular design for our protocol flows, and no
doubt other designs can achieve the same functionality and efficiency.  I
expect you were trying to keep things simple for an initial diagram, but as
we get into the detail we have to start considering the role that metadata
plays in asset access because this is actually central to the effective
operation of external asset services.  Your diagram doesn't get down to the
level of metadata access, but we cannot avoid it when we have external asse=
t
services.

A final point about metadata, before this email gets too long.  There may b=
e
many thousands or even millions of instances of a common asset held in
people's inventories, such as those used by default avatars, or trees and
plants and other objects or textures common in the environment, and many
others.  Both our asset services and our caches need store those data items
only once when we use hash-based addressing, instead of millions of times.
The reason we can make this remarkable saving of space is because the *
metadata* is stored as separate items and holds details such as "ownership"
separately, while in terms of storage all those different metadata items ca=
n
point at the same asset data.

That N:1 relationship between metadata and data is important as we design
our protocols, because it allows us to avoid those unhelpful and inefficien=
t
designs that require us to download something just to determine whether we
wanted to download it.  By separating the two types of information, we gain
a lot, but it does mean that "asset" cannot be treated as a monolithic
entity as in your diagram.  As we hone our design further, metadata fetches
enter the picture.


Morgaine.




=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D

On Sat, Apr 9, 2011 at 10:31 PM, Vaughn Deluca <vaughn.deluca@gmail.com>wro=
te:

> Morgaine,
>
> Thanks for the compliments and the extensive comments  :)
> I am in a time crunch, so i will only respond to one aspect of your mail,
> and come back to some other points later.
>
> I am not sure i understand your emphasis on the (non)transfer of trust in=
fo
> to gain speed. When drafting the diagram I was thinking that depending on
> the  "domain" of the sender of the message  (with domain defined in the
> classical sense of a range of IP addresses) the authorisation info might
>  simply be dropped and the data used without further checking if the
> receiver wishes to do so. Also since in the majority of cases only caps a=
re
> passed that contain *implicit* trust. The checking of the validity of the
> cap is local to the service, and should be really fast.
>
> Regarding capabilities, i was viewing them not so much as credentials
> (although they are) but more
> as a convenient way to pass references to some bit of underlaying data
> around. You can't  eliminate those messages even when not checking
> credentials. The roundtrips are anyhow needed to make sure that the
> communication is actually working. Or can we really get away with an UDP
> style of send and pray?? I fail to see how you would be able to realise a
> substantial gain over what will be needed anyhow as bare bone infrastruct=
ure
> and for error checking/reporting.  But i might be wrong.
>
> One way way to find out is to implement it, and I feel that we are gettin=
g
> closer to be able to do just that.
>
> -- Vaughn
>
>
> On Sat, Apr 9, 2011 at 1:18 AM, Morgaine <morgaine.dinova@googlemail.com>=
wrote:
>
>> Excellent work, Vaughn!
>>
>> You're right, I am working on something related to this, specifically a
>> design study for the Tourism use case.  It happens to end with a protoco=
l
>> sequence diagram presented as a table of text, so I was very pleased to =
see
>> your highly relevant diagram.  Yours captures part of my use case, and i=
t's
>> a lot prettier than my text format. :P
>>
>> I was particularly impressed by the way you start off with completely
>> separable services right from the start.  Since separable services can b=
e
>> put together under a single administrative domain very easily, whereas
>> separating conjoined services is not easy at all, I think you've started
>> this off perfectly for the VWRAP approach to services.
>>
>> Because you have separated the services so well, your suggested protocol
>> flow could be said to to be targeting some kind of "*superset of all
>> VWRAP deployments*" deployment. :-)  Although it's logically structured,
>> it's a sort of worst-case scenario (or lawyer's delight) in which everyo=
ne
>> has to ask everyone else for permission to do anything, regardless of
>> whether permission is actually required or not.
>>
>> That's viable, but less than optimal.  Specifically, you are working to
>> the principle of "The heaviest burden required by anyone must be borne b=
y
>> everyone."  I have been trying to stick to the opposite principle of "A
>> burden should be borne only by those whose use case requires it", which =
is
>> both fairer and more efficient.
>>
>> To illustrate this, consider the case of an asset service which serves (=
by
>> choice) only Creative Commons licensed assets --- an extremely important=
 use
>> case which could well become the dominant one in an open metaverse of
>> community worlds.  Who knows, it could be operated by Debian, or Blender=
, or
>> OSgrid, or even Google Warehouse. :P
>>
>> In such a scenario, because the license on all the assets in the asset
>> service permits unchecked distribution to all destinations in perpetuity=
,
>> the vast majority of all the request-grant protocol flows in your diagra=
m
>> are superfluous when the assets come from this repository.  By using a
>> protocol which understands *WHEN* it needs to ask a question, a large
>> amount of cumulative round-trip time latency (and its resulting lag) can=
 be
>> avoided entirely.  This is also true on a per-asset basis if an asset
>> service serves a mixture of encumbered and freely distributable assets,
>> except that then the difference would be seen per-asset instead of per a=
sset
>> service.
>>
>> For such freely distributable assets, the agent service doesn't need to =
do
>> anything at all beyond recording the addresses of assets which are curre=
ntly
>> being worn by the agent.  Since you start off your trip (sensibly) by
>> checking your clothing at home before you leave, you'll notice a broken
>> asset service locally anyway since your viewer will be trying to fetch i=
t
>> for local viewing.  The agent service need do nothing at all, beyond rec=
ord
>> the addresses of top level items.  (In my design study, I refer to a *Wo=
rn
>> Assets List *which is held by the user's agent service, and which is
>> entirely separate from any concept of inventory.)
>>
>> Likewise, region services don't need to fetch the graphic assets normall=
y
>> either (unless they opt to proxy them), but only pass the addresses of t=
hose
>> assets around to all the other agents in the corresponding region, so th=
e
>> request-grant exchanges between regions and asset services can be avoide=
d in
>> this case.  (Regions will be requesting other server-side data though, f=
or
>> example the bounding box information or collision mesh of an asset, whic=
h
>> typically the viewer would not be fetching.)
>>
>> That's not the end of the "*no unnecessary burden*" issue yet though,
>> because even if you removed all the unnecessary request-grant protocol
>> flows, you're still making the incorrect assumption that assets *ALL NEE=
D
>> TO BE RESTRICTED* by the mere fact of asking for caps to everything.
>> This itself is wrong.  The logic need to first determine whether a cap i=
s
>> needed for fetching a given asset, and if it's not needed then the fetch=
 can
>> be done by the viewer or region without this protocol burden at all.
>>
>> So you see, there is a fundamental assumption in your nicely laid out
>> flows that all assets must be tied up in heavy red tape by the needs of =
the
>> most burdensome use case.  I don't agree with that, neither on principle=
 nor
>> on engineering grounds.
>>
>> Many of the flows you have shown are exactly what we need for securing
>> access to proprietary resources, but not all resources have that burden,=
 and
>> I would want to elide a number of the flows away entirely when an asset
>> service allows it.
>>
>> To put it another way, the data is king, and protocol flows should refle=
ct
>> the requirements imposed by data, not the other way around.
>>
>> I need this expressed in your flows, possibly as asset requirement
>> annotations.
>>
>>
>> PS.  Great work Vaughn, I think this gives us a wonderful launching poin=
t!
>>
>>
>> Morgaine.
>>
>>
>>
>>
>> =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D
>>
>>
>> On Fri, Apr 8, 2011 at 5:40 PM, Vaughn Deluca <vaughn.deluca@gmail.com>w=
rote:
>>
>>> VWRAP services high level message flow (preliminary diagram draft) see
>>>
>>>
>>> http://trac.tools.ietf.org/wg/vwrap/trac/attachment/wiki/Diagrams/VWRAP=
_FlowExample_VD1.pdf
>>>
>>> The main reason that i am submitting this in spite of my lack of formal
>>> expertise is that the group in my view badly needs a solid basis for
>>> discussion and preventing endless repeating loops. This example is prob=
ably
>>> wrong in many ways, but its better than what we have publicly available=
 on
>>> interop now (although Morgaine is working on something along the lines =
of
>>> the recent discussions here)
>>>
>>> I hope this diagram will give us a base for discussion. I could have do=
ne
>>> my homework better by researching the old OGP stuff in more depth, and =
i
>>> probably  will do so in the future , but for now I just tried to follow=
ed
>>> the general principles as far as i understand them, to see what respons=
e
>>> that yields from the group. In other words,I try to let the group educa=
te me
>>> :p
>>>
>>> Note that in  my view all services are equal, in principle it does not
>>> matter in what "domain" they run, since trust and policy are fully
>>> localized. It is however very possible to have internal shortcuts in th=
e
>>> services to speed up processing.
>>>
>>> In the example I opted for an external Agent service, but I could as we=
ll
>>> have incorporated that in the set of local services. As indicated above=
 all
>>> services could also be run by different organisations, true to what VWR=
AP
>>> stands for. Its all up to the deployer, including a user at home who mi=
ght
>>> want to run a full world for family and friends. Those friends might tr=
y to
>>> use that agent service to venture out in the virtual universe.
>>> I envision that the final identity  provider is external, using OpenID
>>> and OAut  or whatever other  magic that I do not yet fully understand e=
xists
>>> out there.
>>>
>>> The  example has 3 main purposes:
>>> -  Provide a reference for discussion
>>> - Illustrates the use case of tourism, and *true* interop.
>>> - Illustrate consistency problems along the lines discussed  here highe=
r
>>> up in this tread, as well as the "slashdot" problem that Morgaine outli=
ned
>>> so clearly.
>>>
>>> The message flow assumes an avatar already present in some region, (a
>>> small scale local home region in this case, but that is by no means
>>> essential, it could be a build in region in the viewer or a big commerc=
ial
>>> region). The user is preparing for a trip to immersive world, and after=
 some
>>> outfit adjustments moves over.
>>>
>>> Finally i apologize for for the simplistic notation used here. I simply
>>> add the most relevant parameters passed in square brackets to a keyword
>>> specifying the nature of the message. Please improve on that where need=
ed.
>>>
>>> So here we go, the avatar is  prepare for a visit to "immersive world"
>>> 0)  Viewer, here is an update of the state of the world your agent is i=
n,
>>> please render.
>>> 1)  Agent service, I will go in my Zodiac dress that i keep in the
>>>  "Amazing assets" service.
>>> 2)  Asset service A, please send a cap for Z, here are my credentials
>>> 3)  Your fine, here is the cap
>>> 4)  Local region, can you please put this on my agent, i included the
>>> cap.
>>> 5)  Hello asset service A, i need Z, here is the cap
>>> 6)  Cap is good, data coming up, have fun.
>>> 7)  Agent service, your agent is now wearing Z
>>> 8)  Viewer, your avatar is now wearing Z
>>>     User: Hmm, amazing inventory has not been *that* amazing lately. 'l=
l
>>> make a backup, just in case
>>> 9)  Hello asset service A, please send me a cap for Z, here are my
>>> credentials
>>> 10) Your fine, here is the cap
>>> 11) Local asset storage, please store Z for me, here is the cap to get =
it
>>> 12) Hello asset service A, i want Z, here is the cap
>>> 13) Cap is good, data coming up, have fun.
>>> 14) Viewer, Z is now stored for you
>>>     User: I am Ready!, Lets try to get to immersive world!
>>> 15) Hello immersive world, can i get in? Here are my credentials, and a
>>> list of my stuff.
>>> 16) Asset service A, please send me a cap for X, here are my credential=
s
>>> (I want this cap for consistency)
>>> 17) Your fine, here is the cap
>>> 18) Asset service B, please send me a cap for Y, here are my credential=
s
>>> (I want this cap for consistency)
>>> 19) Very sorry, but your not one of us, you can't have Y
>>> 20) Asset service B, please send me a cap for Z, here are my credential=
s
>>> (I want a cap for consistency)
>>> [Region service: Timeout... amazing inventory must be overloaded.. oh
>>> well... ]
>>> 21) Agent service, you wanted to send somebody over, here are your
>>> permissions.
>>> 22) Viewer, you asked for a transfer try, here are your results
>>>      User thinks:  Crap! Big asset service does not allow  me to take m=
y
>>> yellow stockings! And Amazing assets  failed to deliver my zodiac dress=
. At
>>> least i made a backup of that dress!
>>> 23) 'll take the yellow stockings off...
>>> 24) ... done ('ll trash them here and now, forever, who needs stuff you
>>> can't use!)
>>> 25) The zodiac dress was not delivered by Big assets service, but i hav=
e
>>> a local copy!
>>> 26) Local Asset service, please send me Z, here are my credentials
>>> 27) I dont know you, but I 'll trust you, here is the cap, but you bett=
er
>>> store the data, its single use, i need to protect myself.
>>> 28) Local region, can you please put this on my agent, i include the ca=
p.
>>> 29) Local Asset service, i need Z, here is the cap
>>> 30) Cap is good, data coming up, have fun.
>>> 31) Cap was only good for one time, I made a copy, but my policy is to
>>> only grant you fair use rights, at a later time i might even tell you t=
o
>>> replace the dress.
>>> 32) Viewer, you can wear Z for now, but the asset service granted only
>>> fair use, i might ask you to replace the dress at a later time.
>>> 33) Ready at last! Off to immersive world!, I hope its not to crowded
>>> there or 'll loose my dress...
>>> 34) Hello immersive world, here are my credentials, and a list of stuff=
 i
>>> want to bring
>>> 35) Hello asset service A, please send me a cap for X, here are my
>>> credentials
>>>     [darn, I should have kept that cap from last time..]
>>> 36) Your fine, here is the cap.
>>>    [Region service finds fair-use warning on Z and decides to make its
>>> own copy]
>>> 37) Hello Local region, can i still have Z? Here is the cap
>>> 38) Cap is still good, data coming up, have fun.
>>>    [Region service stores asset in private storage, providing a cap to
>>> replace the fair use one]
>>> 39) Agent service, you wanted to send somebody over, here are your
>>> permissions & info.
>>> 40) Hello immersive world, just  get me there, and use what you can
>>> 41) Placement done, Z is currently buffered by us as wel, you need to g=
et
>>> details for X, have fun.
>>> 42) You are now in immersive world, your dress is buffered there as wel=
l,
>>> but you need to get X!
>>> 43) Hello asset service A, i want X, here is the cap
>>> 44) Cap is good, data coming up, have fun.
>>> 45) Viewer, here is an update of the state of the world your agent is i=
n,
>>> please render.
>>>
>>> As far as I can see this conforms fully to our charter, and i hope it i=
s
>>> possible to use large portions of the existing code bases. However, as =
said
>>> above, i did not really try to capture the old thinking, and I also mig=
ht
>>> have misconceptions about the way to do these things in general.
>>> Looking forward to constructive comments.
>>>
>>> -- Vaughn
>>>
>>> On Sun, Apr 3, 2011 at 8:38 PM, Vaughn Deluca <vaughn.deluca@gmail.com>=
wrote:
>>>
>>>> Thanks for the pointers.  I have a  busy week in RL in front of me, so=
 i
>>>> wont have to much time to respond the next few days, however, i intend=
 to
>>>> start doing the following things:
>>>>
>>>> - Produce a visual that reflects my thinking, i.e. an illustration of =
my
>>>> response to Morgaine's itemlist  above.
>>>> - Read up on the older notes, as well as  more reading in the list
>>>> archive
>>>> - Try to make a summary for the wiki
>>>>
>>>> Regarding the use of domain, I think services are eventually what
>>>> counts, but its all terminology. The way I read the AWG diagrams is th=
at the
>>>> agent domain is actually a cluster of tightly integrated services. Whe=
n the
>>>> functionality of each sub-service is described properly and with unifo=
rm
>>>> interfaces the domain will slowly dissolve. But let not get ahead of o=
ut
>>>> selfs. We should put up some clear descriptions on the wiki for our vi=
ews on
>>>> this, and *after* that we can decide what we need and what can go.
>>>>
>>>> Its been a very useful and illuminating weekend for me, and i am a lot
>>>> more optimistic about the future of vwrap than two weeks ago.
>>>>
>>>> -- Vaughn
>>>>
>>>>
>>>>
>>>> On Sun, Apr 3, 2011 at 7:20 PM, Dzonatas Sol <dzonatas@gmail.com>wrote=
:
>>>>
>>>>> Probably easy as suggested in other terms here on this list, as how t=
he
>>>>> client contacts the asset services now in the regions. The newer issu=
e is to
>>>>> unitize that asset services. Since their is proprietary (legacy) code=
 then
>>>>> we can't expect that to change, and some form of proxy is of need. Wh=
atever
>>>>> works best, I tried to narrow it down to suggestions here.
>>>>>
>>>>> Eventually, the agent domain is ideal to handle the direction of the
>>>>> asset services. This concept, unfortunately, ended support awhile ago=
 with
>>>>> changes in LL.
>>>>> Also see; http://wiki.secondlife.com/wiki/Agent_Domain
>>>>> And: http://wiki.secondlife.com/wiki/User:Dzonatas_Sol/AWG_Asset(warn=
: unstructured collaborative notes, dumped on me and I tried to fix)
>>>>>
>>>>> I tried to find previous visuals.
>>>>>
>>>>> I'd imagine the agent domain could grow out of unitized versions of
>>>>> asset services. Despite that, I think that concept helps view where w=
e were
>>>>> at in discussion and what didn't happen.
>>>>>
>>>>> Vaughn Deluca wrote:
>>>>>
>>>>>> Hi=EF=BF=BDDzonatas
>>>>>>
>>>>>> Can you expand on that, what would be needed for legacy support in
>>>>>> VWAP terms=EF=BF=BD?,
>>>>>> If i want to read up on how the=EF=BF=BDasset server may proxy the s=
imulator,
>>>>>> what would you recommend me to read?
>>>>>>
>>>>>> -- Vaughn
>>>>>>
>>>>>> On Sun, Apr 3, 2011 at 5:51 AM, Dzonatas Sol <dzonatas@gmail.com<mai=
lto:
>>>>>> dzonatas@gmail.com>> wrote:
>>>>>>
>>>>>>    Some stated the proxy-to-asset-server is built into the sim;
>>>>>>    however, keep in mind possible legacy support where the asset
>>>>>>    server may proxy the simulator.
>>>>>>
>>>>>>
>>>>>>    Dzonatas Sol wrote:
>>>>>>
>>>>>>        Somehow I feel the basic asset server being able to login and
>>>>>>        download assets is now priority, yet I also wondered the best
>>>>>>        way to patch this into the current mode of viewers.
>>>>>>
>>>>>>        Maybe offer (1) by proxy (sim-side) and (2) by patch
>>>>>>        (viewer-side) that either of these two are optional and
>>>>>>        neither are mandatory for now. Thoughts?
>>>>>>
>>>>>>        Israel Alanis wrote:
>>>>>>
>>>>>>
>>>>>>            > when designing for scalability, the model to bear in
>>>>>>            mind is ...
>>>>>>
>>>>>>            Well, there are a lot of different models to keep in mind=
,
>>>>>>            and many different use cases. One particular use case to
>>>>>>            keep in mind is: "User acquires new outfit, and wants to
>>>>>>            'show it off' in a highly populated region".
>>>>>>
>>>>>>            > Both worlds and asset services may include commercial,
>>>>>>            community, and personal services
>>>>>>
>>>>>>            Yes, yes and yes. I'm particularly concerned about how th=
e
>>>>>>            model affects the ability to host personal asset services=
.
>>>>>>
>>>>>>            > a proxying region, which would get slammed for every
>>>>>>            asset worn by every avatar present.
>>>>>>
>>>>>>            Granted the collection of services that are provided by
>>>>>>            the region need to be scaled to meet the demands of that
>>>>>>            region. That's all part of capacity planning.
>>>>>>
>>>>>>            > regions run many different CPU-intensive tasks,
>>>>>>            including physics simulation and server-side scripting,
>>>>>>            and absolutely cannot afford to serve assets too
>>>>>>            Well... who said the same CPU's have to do proxying,
>>>>>>            physics simulation and server-side scripting? Asset
>>>>>>            proxying is a different service than physics simulation
>>>>>>            and can be on separate hardware, could make use of
>>>>>>            geographically distributed caching, and in certain
>>>>>>            deployment patterns, the same caching services could be
>>>>>>            shared by different regions. (Server-side scripting is a
>>>>>>            discussion for another day).
>>>>>>
>>>>>>            > This is why we have to go parallel...
>>>>>>
>>>>>>            Totally agree, and a proxying model could and should also
>>>>>>            take advantage of parallelism.
>>>>>>
>>>>>>            > I think you're wrong that it has to cost much money. ?v=
s?
>>>>>>            > It costs money to host a high performance and scalable
>>>>>>            asset service and a high bandwidth network to handle the
>>>>>>            traffic. =EF=BF=BDA *lot* of money.
>>>>>>            I think what you're saying is: "It costs a lot of money t=
o
>>>>>>            build a scalable asset service, but if assets are spread
>>>>>>            throughout the internet they don't have to be scalable."
>>>>>>            But that's not quite right. You're opening up every asset
>>>>>>            server to the VW equivalent of being slashdotted, so are
>>>>>>            you sure you're not forcing *every* asset service to be
>>>>>>            scalable and handle a lot of bandwith and network traffic=
?
>>>>>>            It's the exact opposite of your intention, but I think
>>>>>>            that's the result, all the same.
>>>>>>
>>>>>>            This particular design decision has a big effect on the
>>>>>>            economics of the VW infrastructure. I'd rather the
>>>>>>            economics to work out such that a region provider who
>>>>>>            wishes to build a region that supports a small population=
,
>>>>>>            can do so economically. A region that wants to host a
>>>>>>            *large* population has to bear that cost of providing tha=
t
>>>>>>            scalable asset service.
>>>>>>            I want the economics of hosting a small asset service to
>>>>>>            be a non-issue (as to best promote creation and
>>>>>>            creativity). Creating a high bar to provide asset service=
s
>>>>>>            will mean that service will cost money and people
>>>>>>            shouldn't have to pay money just to create or own VW
>>>>>>            objects (I'm using 'own' here to refer to maintaining
>>>>>>            their existence, I'm not trying to make a
>>>>>>            'leftist'/'communist' statement about ownership ;)
>>>>>>
>>>>>>            - Izzy
>>>>>>
>>>>>>
>>>>>>            On Apr 2, 2011, at 3:58 PM, Morgaine wrote:
>>>>>>
>>>>>>                Izzy, when designing for scalability, the model to
>>>>>>                bear in mind is that of seasoned virtual world
>>>>>>                travelers whose inventories contain assets from many
>>>>>>                different worlds, those assets being served by many
>>>>>>                different asset services. =EF=BF=BDBoth worlds and as=
set
>>>>>>                services may include commercial, community, and
>>>>>>                personal services, and as the metaverse grows, that
>>>>>>                set is highly likely to become progressively less
>>>>>>                clustered and more diverse.
>>>>>>
>>>>>>                When those seasoned travelers click on an advertised
>>>>>>                VW link and perform an inter-world teleport to one
>>>>>>                particular world's region to share an experience,
>>>>>>                their "worn" assets (the only ones of interest to the
>>>>>>                region) will contain references to asset services
>>>>>>                spread widely across the Internet. =EF=BF=BDThe fetch=
es by the
>>>>>>                travelers' clients occur over many parallel paths fro=
m
>>>>>>                clients to asset services, so one can reasonably
>>>>>>                expect reduced network contention and reduced asset
>>>>>>                server loading because they are both spread out over
>>>>>>                however many asset services are being referenced by
>>>>>>                the overall set of assets in the region.
>>>>>>
>>>>>>                This is very different to the case of a proxying
>>>>>>                region, which would get slammed for every asset worn
>>>>>>                by every avatar present. =EF=BF=BDIn our current arch=
itecture,
>>>>>>                regions run many different CPU-intensive tasks,
>>>>>>                including physics simulation and server-side
>>>>>>                scripting, and absolutely cannot afford to serve
>>>>>>                assets too unless your scalability requirements are
>>>>>>                very low indeed, ie. just a few dozen avatars of
>>>>>>                today's kind. =EF=BF=BDWe've hit the ceiling already =
on region
>>>>>>                scalability done that way. =EF=BF=BDThere is nowhere =
to go in
>>>>>>                that direction at all beyond improving the code like
>>>>>>                Intel demonstrated, and that work is subject to a law
>>>>>>                of diminishing returns.
>>>>>>
>>>>>>                This is why we have to go parallel, and I think you'r=
e
>>>>>>                wrong that it has to cost much money. =EF=BF=BDAs we =
spread
>>>>>>                the load across more and more asset services, we are
>>>>>>                simply better utilizing all the hardware that's
>>>>>>                already out there on the Internet, at least in respec=
t
>>>>>>                of community and private resources. =EF=BF=BDBut add =
to the
>>>>>>                community and private resources the commercial asset
>>>>>>                services that are likely to appear to exploit this
>>>>>>                opportunity, and not only will the number of asset
>>>>>>                services leap, but the power of each one will rocket
>>>>>>                too, because, after all, these businesses will be
>>>>>>                heavily optimized for the job.
>>>>>>
>>>>>>                As to why a world would want clients to access
>>>>>>                external asset services instead of providing its own
>>>>>>                implementation, that's an easy question. =EF=BF=BDIt =
costs
>>>>>>                money to host a high performance and scalable asset
>>>>>>                service and a high bandwidth network to handle the
>>>>>>                traffic. =EF=BF=BDA *lot* of money. =EF=BF=BDIn contr=
ast, it costs a
>>>>>>                world nothing to let others serve the assets to
>>>>>>                clients. =EF=BF=BDAnd that matters to the bottom line=
.
>>>>>>
>>>>>>
>>>>>>                Morgaine.
>>>>>>
>>>>>>
>>>>>>
>>>>>>
>>>>>>                =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D
>>>>>>
>>>>>>                On Sat, Apr 2, 2011 at 7:05 PM, Izzy Alanis
>>>>>>                <izzyalanis@gmail.com <mailto:izzyalanis@gmail.com>
>>>>>>                <mailto:izzyalanis@gmail.com
>>>>>>
>>>>>>                <mailto:izzyalanis@gmail.com>>> wrote:
>>>>>>
>>>>>>                =EF=BF=BD =EF=BF=BD> As always though, it's a trade-o=
ff, since the
>>>>>>                proxied design
>>>>>>                =EF=BF=BD =EF=BF=BDhas very poor scalability compared=
 to the
>>>>>>                distributed one.
>>>>>>
>>>>>>                =EF=BF=BD =EF=BF=BDI don't agree with that... If a us=
er enters a
>>>>>>                highly populated
>>>>>>                =EF=BF=BD =EF=BF=BDregion,
>>>>>>                =EF=BF=BD =EF=BF=BDevery other client is going to (co=
uld and should be
>>>>>>                trying to)
>>>>>>                =EF=BF=BD =EF=BF=BDhit the
>>>>>>                =EF=BF=BD =EF=BF=BDasset server(s) for the assets tha=
t the user is
>>>>>>                wearing (assuming
>>>>>>                =EF=BF=BD =EF=BF=BDthey're not cached locally). =EF=
=BF=BDEvery asset server
>>>>>>                has to be scaled up
>>>>>>                =EF=BF=BD =EF=BF=BDto the point that it can handle th=
at load from all
>>>>>>                over...
>>>>>>
>>>>>>                =EF=BF=BD =EF=BF=BDIf I'm hosting a region that suppo=
rts 10s of
>>>>>>                thousands of
>>>>>>                =EF=BF=BD =EF=BF=BDsimultaneous
>>>>>>                =EF=BF=BD =EF=BF=BDusers (thinking of the future), I =
already have to
>>>>>>                scale to meet that
>>>>>>                =EF=BF=BD =EF=BF=BDdemand. If the region is proxying =
the assets, then,
>>>>>>                yes the
>>>>>>                =EF=BF=BD =EF=BF=BDregion has
>>>>>>                =EF=BF=BD =EF=BF=BDto be scaled to meet that asset de=
mand too, but it
>>>>>>                already has to be
>>>>>>                =EF=BF=BD =EF=BF=BDscaled to meet other demands of be=
ing a region
>>>>>>                server... and why is
>>>>>>                =EF=BF=BD =EF=BF=BDscaling those asset proxy services=
 hard? =EF=BF=BDIt's
>>>>>>                going to cost $,
>>>>>>                =EF=BF=BD =EF=BF=BDbut is
>>>>>>                =EF=BF=BD =EF=BF=BDnot technically challenging. So, i=
f I want to host
>>>>>>                a region like
>>>>>>                =EF=BF=BD =EF=BF=BDthat... sure it will cost me, but =
the simulation
>>>>>>                will be consistent
>>>>>>                =EF=BF=BD =EF=BF=BDand users will be able to particip=
ate equally,
>>>>>>                regardless of the
>>>>>>                =EF=BF=BD =EF=BF=BDcapabilities of their individual a=
sset services.
>>>>>>
>>>>>>
>>>>>>
>>>>>>
>>>>>>                =EF=BF=BD =EF=BF=BDOn Fri, Apr 1, 2011 at 11:55 PM, M=
orgaine
>>>>>>                =EF=BF=BD =EF=BF=BD<morgaine.dinova@googlemail.com
>>>>>>                <mailto:morgaine.dinova@googlemail.com>
>>>>>>                =EF=BF=BD =EF=BF=BD<mailto:morgaine.dinova@googlemail=
.com
>>>>>>
>>>>>>                <mailto:morgaine.dinova@googlemail.com>>> wrote:
>>>>>>                =EF=BF=BD =EF=BF=BD> Every design choice results in a=
 trade-off,
>>>>>>                Vaughn, improving
>>>>>>                =EF=BF=BD =EF=BF=BDone thing at
>>>>>>                =EF=BF=BD =EF=BF=BD> the expense of something else. =
=EF=BF=BDIf every time we
>>>>>>                offered a
>>>>>>                =EF=BF=BD =EF=BF=BDservice we had to
>>>>>>                =EF=BF=BD =EF=BF=BD> inform its users about the downs=
ides of all the
>>>>>>                trade-offs we
>>>>>>                =EF=BF=BD =EF=BF=BDhave made,
>>>>>>                =EF=BF=BD =EF=BF=BD> they would have an awful lot to =
read. ;-)
>>>>>>                =EF=BF=BD =EF=BF=BD>
>>>>>>                =EF=BF=BD =EF=BF=BD> The specific trade-off that you =
are discussing is
>>>>>> no
>>>>>>                =EF=BF=BD =EF=BF=BDdifferent. =EF=BF=BDA region
>>>>>>                =EF=BF=BD =EF=BF=BD> that proxies all content has the=
 "benefit" of
>>>>>>                acquiring control
>>>>>>                =EF=BF=BD =EF=BF=BDfrom the
>>>>>>                =EF=BF=BD =EF=BF=BD> asset servers over the items in =
the region, so
>>>>>>                that it can
>>>>>>                =EF=BF=BD =EF=BF=BDensure that
>>>>>>                =EF=BF=BD =EF=BF=BD> everyone in the region not only =
obtains the items
>>>>>>                but obtains
>>>>>>                =EF=BF=BD =EF=BF=BDthe same items
>>>>>>                =EF=BF=BD =EF=BF=BD> as everyone else. =EF=BF=BDThat =
does indeed provide a
>>>>>>                greater guarantee of
>>>>>>                =EF=BF=BD =EF=BF=BD> consistency than a deployment in=
 which the region
>>>>>>                only passes
>>>>>>                =EF=BF=BD =EF=BF=BDasset URIs to
>>>>>>                =EF=BF=BD =EF=BF=BD> clients who then fetch the items=
 from asset
>>>>>> services
>>>>>>                =EF=BF=BD =EF=BF=BDseparately. =EF=BF=BDAs always
>>>>>>                =EF=BF=BD =EF=BF=BD> though, it's a trade-off, since =
the proxied
>>>>>>                design has very
>>>>>>                =EF=BF=BD =EF=BF=BDpoor scalability
>>>>>>                =EF=BF=BD =EF=BF=BD> compared to the distributed one.
>>>>>>                =EF=BF=BD =EF=BF=BD>
>>>>>>                =EF=BF=BD =EF=BF=BD> If we're going to warn users of =
the potential for
>>>>>>                inconsistency
>>>>>>                =EF=BF=BD =EF=BF=BDin the
>>>>>>                =EF=BF=BD =EF=BF=BD> distributed deployment as you su=
ggest, are we
>>>>>>                also going to
>>>>>>                =EF=BF=BD =EF=BF=BDwarn them of
>>>>>>                =EF=BF=BD =EF=BF=BD> non-scalability in the proxied o=
ne? =EF=BF=BDI really
>>>>>>                don't see much
>>>>>>                =EF=BF=BD =EF=BF=BDmerit in the
>>>>>>                =EF=BF=BD =EF=BF=BD> idea of warning about design cho=
ices. =EF=BF=BDMany such
>>>>>>                choices are
>>>>>>                =EF=BF=BD =EF=BF=BDtechnical, and
>>>>>>                =EF=BF=BD =EF=BF=BD> the issues are quite likely to b=
e of little
>>>>>>                interest to
>>>>>>                =EF=BF=BD =EF=BF=BDnon-technical users
>>>>>>                =EF=BF=BD =EF=BF=BD> anyway. =EF=BF=BDIn any case, th=
e better services are
>>>>>>                likely to provide
>>>>>>                =EF=BF=BD =EF=BF=BDsuch
>>>>>>                =EF=BF=BD =EF=BF=BD> information in their online docu=
mentation, I
>>>>>>                would guess.
>>>>>>                =EF=BF=BD =EF=BF=BD>
>>>>>>                =EF=BF=BD =EF=BF=BD> You mentioned users "voting with=
 their feet" or
>>>>>>                choosing to
>>>>>>                =EF=BF=BD =EF=BF=BDaccept the risk
>>>>>>                =EF=BF=BD =EF=BF=BD> of inconsistency. =EF=BF=BDWell =
that will happen anyway,
>>>>>>                when services
>>>>>>                =EF=BF=BD =EF=BF=BDfail and
>>>>>>                =EF=BF=BD =EF=BF=BD> users get annoyed. =EF=BF=BDIf s=
ome asset services refuse
>>>>>>                to send the
>>>>>>                =EF=BF=BD =EF=BF=BDrequested
>>>>>>                =EF=BF=BD =EF=BF=BD> items to some users, those servi=
ces will get a
>>>>>>                bad reputation
>>>>>>                =EF=BF=BD =EF=BF=BDand people
>>>>>>                =EF=BF=BD =EF=BF=BD> will choose different asset serv=
ices instead.
>>>>>>                =EF=BF=BDLikewise, if a
>>>>>>                =EF=BF=BD =EF=BF=BDworld service
>>>>>>                =EF=BF=BD =EF=BF=BD> proxies everything and so it can=
't handle a large
>>>>>>                number of
>>>>>>                =EF=BF=BD =EF=BF=BDassets or of
>>>>>>                =EF=BF=BD =EF=BF=BD> people, users will get annoyed a=
t the lag and will
>>>>>> go
>>>>>>                =EF=BF=BD =EF=BF=BDelsewhere. =EF=BF=BDThis user
>>>>>>                =EF=BF=BD =EF=BF=BD> evaluation and "voting with thei=
r feet" happens
>>>>>>                already with
>>>>>>                =EF=BF=BD =EF=BF=BDonline services
>>>>>>                =EF=BF=BD =EF=BF=BD> all over the Internet, and I am =
sure that this
>>>>>>                human process
>>>>>>                =EF=BF=BD =EF=BF=BDwill continue
>>>>>>                =EF=BF=BD =EF=BF=BD> to work when the services are as=
set and region
>>>>>>                services.
>>>>>>                =EF=BF=BD =EF=BF=BD>
>>>>>>                =EF=BF=BD =EF=BF=BD> Back in September 2010, I wrote =
this post which
>>>>>>                proposes that
>>>>>>                =EF=BF=BD =EF=BF=BDwe use in
>>>>>>                =EF=BF=BD =EF=BF=BD> VWRAP a form of asset addressing=
 that provides
>>>>>>                massive
>>>>>>                =EF=BF=BD =EF=BF=BDscalability at the
>>>>>>                =EF=BF=BD =EF=BF=BD> same time as a very high degree =
of resilience --
>>>>>>                =EF=BF=BD =EF=BF=BD>
>>>>>>                =EF=BF=BD
>>>>>>                =EF=BF=BD
>>>>>> http://www.ietf.org/mail-archive/web/vwrap/current/msg00463.html
>>>>>>                =EF=BF=BD =EF=BF=BD. =EF=BF=BDIt is
>>>>>>                =EF=BF=BD =EF=BF=BD> based on the concept of the URI =
containing a host
>>>>>>                part and a
>>>>>>                =EF=BF=BD =EF=BF=BDhash part,
>>>>>>                =EF=BF=BD =EF=BF=BD> where the hash is generated (onc=
e, at the time of
>>>>>>                storage to
>>>>>>                =EF=BF=BD =EF=BF=BDthe asset
>>>>>>                =EF=BF=BD =EF=BF=BD> service) using a specified diges=
t algorithm over
>>>>>>                the content of
>>>>>>                =EF=BF=BD =EF=BF=BDthe asset
>>>>>>                =EF=BF=BD =EF=BF=BD> being referenced. =EF=BF=BDYou m=
ay wish to note that if
>>>>>>                this design
>>>>>>                =EF=BF=BD =EF=BF=BDwere used, the
>>>>>>                =EF=BF=BD =EF=BF=BD> failure of an asset service to d=
eliver a
>>>>>>                requested item would
>>>>>>                =EF=BF=BD =EF=BF=BDresult in a
>>>>>>                =EF=BF=BD =EF=BF=BD> failover request for the item to=
 one or more
>>>>>>                backup services,
>>>>>>                =EF=BF=BD =EF=BF=BDusing the same
>>>>>>                =EF=BF=BD =EF=BF=BD> hash part but with a different h=
ost address.
>>>>>>                =EF=BF=BD =EF=BF=BD>
>>>>>>                =EF=BF=BD =EF=BF=BD> This can go some way towards ove=
rcoming the
>>>>>>                problem that you
>>>>>>                =EF=BF=BD =EF=BF=BDthink might
>>>>>>                =EF=BF=BD =EF=BF=BD> occur when assets are fetched by=
 clients from
>>>>>>                asset services
>>>>>>                =EF=BF=BD =EF=BF=BDdirectly.
>>>>>>                =EF=BF=BD =EF=BF=BD> Although it won't help when the =
missing item is
>>>>>>                available from
>>>>>>                =EF=BF=BD =EF=BF=BDonly a single
>>>>>>                =EF=BF=BD =EF=BF=BD> asset service, it will help in m=
any other cases,
>>>>>>                and it will
>>>>>>                =EF=BF=BD =EF=BF=BDcompensate for
>>>>>>                =EF=BF=BD =EF=BF=BD> service failures and network out=
ages
>>>>>>                automatically at the same
>>>>>>                =EF=BF=BD =EF=BF=BDtime.
>>>>>>                =EF=BF=BD =EF=BF=BD>
>>>>>>                =EF=BF=BD =EF=BF=BD> PS. This design for hash-based a=
sset addressing
>>>>>>                is already
>>>>>>                =EF=BF=BD =EF=BF=BDbeing tested by
>>>>>>                =EF=BF=BD =EF=BF=BD> Mojito Sorbet in her experimenta=
l world and
>>>>>>                client. =EF=BF=BDIt would give
>>>>>>                =EF=BF=BD =EF=BF=BD> VWRAP-based worlds an improved l=
evel of service
>>>>>>                availability,
>>>>>>                =EF=BF=BD =EF=BF=BDso I think it
>>>>>>                =EF=BF=BD =EF=BF=BD> should be a core feature of our =
protocol.
>>>>>>                =EF=BF=BD =EF=BF=BD>
>>>>>>                =EF=BF=BD =EF=BF=BD>
>>>>>>                =EF=BF=BD =EF=BF=BD> Morgaine.
>>>>>>                =EF=BF=BD =EF=BF=BD>
>>>>>>                =EF=BF=BD =EF=BF=BD>
>>>>>>                =EF=BF=BD =EF=BF=BD>
>>>>>>                =EF=BF=BD =EF=BF=BD>
>>>>>>                =EF=BF=BD =EF=BF=BD> =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D
>>>>>>                =EF=BF=BD =EF=BF=BD>
>>>>>>                =EF=BF=BD =EF=BF=BD> On Fri, Apr 1, 2011 at 11:17 PM,=
 Vaughn Deluca
>>>>>>                =EF=BF=BD =EF=BF=BD<vaughn.deluca@gmail.com
>>>>>>                <mailto:vaughn.deluca@gmail.com>
>>>>>>                <mailto:vaughn.deluca@gmail.com
>>>>>>                <mailto:vaughn.deluca@gmail.com>>>
>>>>>>                =EF=BF=BD =EF=BF=BD> wrote:
>>>>>>                =EF=BF=BD =EF=BF=BD>>
>>>>>>                =EF=BF=BD =EF=BF=BD>> This is a question i discussed =
with Morgaine
>>>>>>                off-list a while
>>>>>>                =EF=BF=BD =EF=BF=BDago (I
>>>>>>                =EF=BF=BD =EF=BF=BD>> intended to send it to the list=
 but pushed the
>>>>>>                wrong button...) I
>>>>>>                =EF=BF=BD =EF=BF=BD>> think we need to address this p=
roblem, and
>>>>>>                decide how to deal
>>>>>>                =EF=BF=BD =EF=BF=BDwith it.
>>>>>>                =EF=BF=BD =EF=BF=BD>>
>>>>>>                =EF=BF=BD =EF=BF=BD>> =EF=BF=BDIn Davids deployment d=
raft, section 7.3.1.1 an
>>>>>>                overview is
>>>>>>                =EF=BF=BD =EF=BF=BDgiven van
>>>>>>                =EF=BF=BD =EF=BF=BD>> ways to deliver content to the =
region. One way
>>>>>>                is only passing a
>>>>>>                =EF=BF=BD =EF=BF=BD>> capability that allows access t=
o (part of) the
>>>>>>                resource:
>>>>>>                =EF=BF=BD =EF=BF=BD>>
>>>>>>                =EF=BF=BD =EF=BF=BD>> =EF=BF=BD =EF=BF=BD =EF=BF=BD =
=EF=BF=BD =EF=BF=BD 7.3.1.1. =EF=BF=BDContent delivery models
>>>>>>                =EF=BF=BD =EF=BF=BD>> =EF=BF=BD =EF=BF=BD =EF=BF=BD =
=EF=BF=BD =EF=BF=BD A range of possible represenations can
>>>>>>                be passed to
>>>>>>                =EF=BF=BD =EF=BF=BDa region for
>>>>>>                =EF=BF=BD =EF=BF=BD>> =EF=BF=BD =EF=BF=BD =EF=BF=BD =
=EF=BF=BD =EF=BF=BD simulation. [...] The other end of the
>>>>>>                delivery spectrum
>>>>>>                =EF=BF=BD =EF=BF=BD>> involves passing
>>>>>>                =EF=BF=BD =EF=BF=BD>> =EF=BF=BD =EF=BF=BD =EF=BF=BD =
=EF=BF=BD =EF=BF=BD only a URI or capability used to
>>>>>>                access the rendering
>>>>>>                =EF=BF=BD =EF=BF=BD>> information and a
>>>>>>                =EF=BF=BD =EF=BF=BD>> =EF=BF=BD =EF=BF=BD =EF=BF=BD =
=EF=BF=BD =EF=BF=BD collision mesh,and related data for
>>>>>>                physical simulation.
>>>>>>                =EF=BF=BD =EF=BF=BD>> =EF=BF=BD =EF=BF=BD =EF=BF=BD =
=EF=BF=BD =EF=BF=BD In such a model, the client is
>>>>>>                responsible for
>>>>>>                =EF=BF=BD =EF=BF=BDfetching the
>>>>>>                =EF=BF=BD =EF=BF=BD>> additional
>>>>>>                =EF=BF=BD =EF=BF=BD>> =EF=BF=BD =EF=BF=BD =EF=BF=BD =
=EF=BF=BD =EF=BF=BD information needed to render the
>>>>>>                item's visual
>>>>>>                =EF=BF=BD =EF=BF=BDpresence from a
>>>>>>                =EF=BF=BD =EF=BF=BD>> separate
>>>>>>                =EF=BF=BD =EF=BF=BD>> =EF=BF=BD =EF=BF=BD =EF=BF=BD =
=EF=BF=BD =EF=BF=BD service. =EF=BF=BDThis fetch can be done
>>>>>>                *under the
>>>>>>                =EF=BF=BD =EF=BF=BDcredentials of the
>>>>>>                =EF=BF=BD =EF=BF=BD>> end user*
>>>>>>                =EF=BF=BD =EF=BF=BD>> =EF=BF=BD =EF=BF=BD =EF=BF=BD =
=EF=BF=BD =EF=BF=BD viewing the material [my emphasis--VD]
>>>>>>                , and
>>>>>>                =EF=BF=BD =EF=BF=BDdivorces the
>>>>>>                =EF=BF=BD =EF=BF=BD>> simulation from
>>>>>>                =EF=BF=BD =EF=BF=BD>> =EF=BF=BD =EF=BF=BD =EF=BF=BD =
=EF=BF=BD =EF=BF=BD the trust chain needed to manage
>>>>>>                content. =EF=BF=BDAny
>>>>>>                =EF=BF=BD =EF=BF=BDautomation
>>>>>>                =EF=BF=BD =EF=BF=BD>> is done on a
>>>>>>                =EF=BF=BD =EF=BF=BD>> =EF=BF=BD =EF=BF=BD =EF=BF=BD =
=EF=BF=BD =EF=BF=BD separate host which the content
>>>>>>                creator or owner trusts,
>>>>>>                =EF=BF=BD =EF=BF=BD>> interacting with the
>>>>>>                =EF=BF=BD =EF=BF=BD>> =EF=BF=BD =EF=BF=BD =EF=BF=BD =
=EF=BF=BD =EF=BF=BD object through remoted interfaces.
>>>>>>                =EF=BF=BD =EF=BF=BD>>
>>>>>>                =EF=BF=BD =EF=BF=BD>> =EF=BF=BDI can see the need for=
 such a setup, however, i
>>>>>>                feel we are
>>>>>>                =EF=BF=BD =EF=BF=BD>> unpleasantly close to a situati=
on were the
>>>>>>                coherence of the
>>>>>>                =EF=BF=BD =EF=BF=BDsimulation
>>>>>>                =EF=BF=BD =EF=BF=BD>> falls apart.
>>>>>>                =EF=BF=BD =EF=BF=BD>> In this deployment pattern the =
region advertises
>>>>>>                the presence
>>>>>>                =EF=BF=BD =EF=BF=BDof the
>>>>>>                =EF=BF=BD =EF=BF=BD>> asset, and *some* clients will =
be able to get it
>>>>>>                as expected,
>>>>>>                =EF=BF=BD =EF=BF=BDwhile
>>>>>>                =EF=BF=BD =EF=BF=BD>> -based on the arbitrary whims o=
f the asset
>>>>>>                service- others
>>>>>>                =EF=BF=BD =EF=BF=BDmight not.
>>>>>>                =EF=BF=BD =EF=BF=BD>>
>>>>>>                =EF=BF=BD =EF=BF=BD>> My hope would be that after the=
 asset server
>>>>>>                provides the
>>>>>>                =EF=BF=BD =EF=BF=BDregion with
>>>>>>                =EF=BF=BD =EF=BF=BD>> the capability to get the asset=
, it gives up
>>>>>>                control. That
>>>>>>                =EF=BF=BD =EF=BF=BDwould mean
>>>>>>                =EF=BF=BD =EF=BF=BD>> that if the client finds the in=
ventory server is
>>>>>>                unwilling to
>>>>>>                =EF=BF=BD =EF=BF=BDserve
>>>>>>                =EF=BF=BD =EF=BF=BD>> the content - in spire of the r=
egion saying it
>>>>>>                is present-,
>>>>>>                =EF=BF=BD =EF=BF=BDthe client
>>>>>>                =EF=BF=BD =EF=BF=BD>> should be able to turn around a=
sk the *region*
>>>>>>                for the asset,
>>>>>>                =EF=BF=BD =EF=BF=BD(and get
>>>>>>                =EF=BF=BD =EF=BF=BD>> is after all).
>>>>>>                =EF=BF=BD =EF=BF=BD>>
>>>>>>                =EF=BF=BD =EF=BF=BD>> =EF=BF=BDIf that is not the cas=
e, -and there are
>>>>>>                probably good reasons
>>>>>>                =EF=BF=BD =EF=BF=BDfor the
>>>>>>                =EF=BF=BD =EF=BF=BD>> deployment pattern as described=
- =EF=BF=BDshouldn't we
>>>>>>                *warn* clients
>>>>>>                =EF=BF=BD =EF=BF=BDthat the
>>>>>>                =EF=BF=BD =EF=BF=BD>> region might be inconsistent, s=
o the users
>>>>>>                behind the client
>>>>>>                =EF=BF=BD =EF=BF=BDcan vote
>>>>>>                =EF=BF=BD =EF=BF=BD>> with their feet, (or take the r=
isk)?
>>>>>>                =EF=BF=BD =EF=BF=BD>>
>>>>>>                =EF=BF=BD =EF=BF=BD>> --Vaughn
>>>>>>                =EF=BF=BD =EF=BF=BD>> _______________________________=
________________
>>>>>>                =EF=BF=BD =EF=BF=BD>> vwrap mailing list
>>>>>>                =EF=BF=BD =EF=BF=BD>> vwrap@ietf.org <mailto:vwrap@ie=
tf.org>
>>>>>>                <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>>
>>>>>>
>>>>>>                =EF=BF=BD =EF=BF=BD>> https://www.ietf.org/mailman/li=
stinfo/vwrap
>>>>>>                =EF=BF=BD =EF=BF=BD>
>>>>>>                =EF=BF=BD =EF=BF=BD>
>>>>>>                =EF=BF=BD =EF=BF=BD> ________________________________=
_______________
>>>>>>                =EF=BF=BD =EF=BF=BD> vwrap mailing list
>>>>>>                =EF=BF=BD =EF=BF=BD> vwrap@ietf.org <mailto:vwrap@iet=
f.org>
>>>>>>                <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>>
>>>>>>
>>>>>>                =EF=BF=BD =EF=BF=BD> https://www.ietf.org/mailman/lis=
tinfo/vwrap
>>>>>>                =EF=BF=BD =EF=BF=BD>
>>>>>>                =EF=BF=BD =EF=BF=BD>
>>>>>>
>>>>>>
>>>>>>
>>>>>>
>>>>>>  -------------------------------------------------------------------=
-----
>>>>>>
>>>>>>            _______________________________________________
>>>>>>            vwrap mailing list
>>>>>>            vwrap@ietf.org <mailto:vwrap@ietf.org>
>>>>>>            https://www.ietf.org/mailman/listinfo/vwrap
>>>>>>            =EF=BF=BD
>>>>>>
>>>>>>
>>>>>>
>>>>>>
>>>>>>
>>>>>>    --     --- https://twitter.com/Dzonatas_Sol ---
>>>>>>    Web Development, Software Engineering, Virtual Reality, Consultan=
t
>>>>>>
>>>>>>    _______________________________________________
>>>>>>    vwrap mailing list
>>>>>>    vwrap@ietf.org <mailto:vwrap@ietf.org>
>>>>>>    https://www.ietf.org/mailman/listinfo/vwrap
>>>>>>
>>>>>>
>>>>>>
>>>>>
>>>>> --
>>>>> --- https://twitter.com/Dzonatas_Sol ---
>>>>> Web Development, Software Engineering, Virtual Reality, Consultant
>>>>>
>>>>>
>>>>
>>>
>>> _______________________________________________
>>>
>>> vwrap mailing list
>>> vwrap@ietf.org
>>> https://www.ietf.org/mailman/listinfo/vwrap
>>>
>>>
>>
>

--0016367d4f048a47b804a0903310
Content-Type: text/html; charset=UTF-8
Content-Transfer-Encoding: quoted-printable

I think there&#39;s a bit of a misunderstanding about the nature of a &quot=
;message&quot;, Vaughn.=C2=A0 I&#39;ll see if I can describe it a little be=
tter further down.<br><br><br>On Sat, Apr 9, 2011 at 10:31 PM, Vaughn Deluc=
a <span dir=3D"ltr">&lt;<a href=3D"mailto:vaughn.deluca@gmail.com">vaughn.d=
eluca@gmail.com</a>&gt;</span> wrote:<br>
<blockquote class=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt 0.8ex; borde=
r-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;"><div><div><br></d=
iv><div>You can&#39;t =C2=A0eliminate those messages even when not checking=
=20
credentials. The roundtrips are anyhow needed to make sure that the=20
communication is actually working. Or can we really get away with an UDP
 style of send and pray?? I fail to see how you would be able to realise
 a substantial gain over what will be needed anyhow as bare bone=20
infrastructure and for error checking/reporting. =C2=A0But i might be wrong=
.</div>
<div><br></div><br></div></blockquote><div>In the open content use cases th=
at I described in my previous reply, we can eliminate entirely the request-=
grant handshake messages which handle caps, because the caps are only there=
 as a roadblock against obtaining the item.=C2=A0 When an item is unrestric=
ted, a roadblock against obtaining it is obviously inappropriate.=C2=A0 Wha=
t&#39;s more, once you have actually obtained the item, a roadblock against=
 obtaining it again is inappropriate as well, since you will continue to ha=
ve the item unless you choose to delete it, in our data model.=C2=A0 What t=
his <i>intrinsically</i> means is that caps are only meaningful as a mechan=
ism for obtaining the direct address of an item.=C2=A0 In the case of open =
content, we already have that direct address. :-)<br>
<br>With regard to message transports, you mention &quot;UDP style&quot;, b=
ut our messaging is not related in any way to UDP (not sure what &quot;styl=
e&quot; means), as we are talking about reliable messaging running over TCP=
 in all of this.=C2=A0 A message will always be received reliably if it is =
sent successfully.=C2=A0 There is no return message confirming receipt need=
ed at our level because the TCP stream does all that under the hood.<br>
<br>A TCP session will be maintained between any two endpoints which exchan=
ge one or more protocol messages.=C2=A0 In an efficient implementation, the=
 same TCP stream will carry the response message back too, since messages c=
an be sent over a TCP stream in both directions regardless of who initiated=
 the connection.<br>
<br>When we speak of a message sent from A to B, we&#39;re referring to the=
 message payload sent by A and received by B across such a TCP stream, and =
we&#39;re specifically <b>not</b> referring to the IP datagrams which are s=
ent in both directions between A and B to implement the single-direction A-=
&gt;B message transfer.=C2=A0 Our protocol messaging is at one level of abs=
traction higher than that of the packets which implement the TCP stream.<br=
>
<br>(It may actually be two levels higher if our message payload is carried=
 by HTTP over TCP.)<br><br>In numerous places in your protocol flows, whene=
ver the agent wishes to introduce an asset into the region, a capability fo=
r the asset is first requested from the asset service, and such a capabilit=
y must be granted before the asset can be fetched by any party.=C2=A0 This =
entails a minimum of two message trip times before the asset itself is even=
 requested.=C2=A0 Even if both request and grant messages are efficiently c=
arried on the same TCP stream, there is still the full request-grant round =
trip time involved here whenever this operation is performed.<br>
<br>This is quite unnecessary when there are no distribution restrictions o=
n the item and you already have its <i>direct address</i>.=C2=A0 I&#39;ll e=
xplain this step in detail because we have not really discussed the nature =
of inventories and metadata much on this list before, and they are relevant=
 to asset access.<br>
<br>First of all, just to be sure that we&#39;re on the same page, an inven=
tory is just a tree structure containing asset metadata at its leaves.=C2=
=A0 It is not, for the purposes of this discussion, the graphical thing tha=
t appears in viewers as &quot;Inventory&quot;, even though the two are stro=
ngly related.<br>
<br>Assets that an agent wears are always assets that are held in an agent&=
#39;s inventory.=C2=A0 When an asset is in inventory, this implicitly means=
 that its metadata has been fetched and received, and under normal operatio=
n this asset metadata will be in the viewer&#39;s inventory cache.=C2=A0 Af=
ter all, you can&#39;t expect to wear an item when you don&#39;t know wheth=
er it is a shoe or a shirt, so the metadata <b>must</b> have been received =
previously for you to be able to even begin a request to wear it.<br>
<br>Because the asset&#39;s metadata is already known, both the agent servi=
ce and the client also already know whether the item has access restriction=
s on it or not, because that information is an asset property present in th=
e asset&#39;s metadata.=C2=A0 Knowing that it is not burdened with access r=
estrictions, a viewer can perform a direct fetch of the asset from the asse=
t service without any need for credentials, because credentials are irrelev=
ant for this.=C2=A0 Caps are not needed at all in this case, and it is high=
ly likely that this will be the most common situation in open worlds, which=
 makes it a very important use case.<br>
<br>It is worth noting that while inventories are mostly a client-side impl=
ementation detail which can be changed unilaterally, the <i>metadata</i> he=
ld by inventories is a very important and separable information type in an =
architecture that uses 3rd party asset services, so it needs detailed exami=
nation.<br>
<br>The metadata has to be available to remote parties in the same way as t=
he data itself is, and the best way of handling this is to make metadata a =
separate item normally stored in the same asset service as the data.=C2=A0 =
The metadata item will naturally reference the corresponding data item (whi=
ch is an N:1 relationship when hash-based addressing is used), and in some =
cases can reference more than one data item --- for example, the metadata o=
f a mesh will commonly reference not only the graphical data required for r=
endering in the client but also the collision mesh or bounding box data req=
uired by the region.=C2=A0 These two types of data are separate because it =
would be inefficient to require clients or regions to download data that th=
ey do not use.=C2=A0 Our &quot;asset&quot; singleton now turns into a metad=
ata + data pair.<br>
<br>As a final point about metadata versus data, it should be mentioned tha=
t generally only the data ever has access restrictions placed on it, becaus=
e placing restrictions on metadata leads to unsearchable inventories for wh=
ich the technical term is &quot;annoying as hell&quot;, or more seriously, =
poorly functionality and yet another source of lag.=C2=A0 I am going to ass=
ume that nobody wants that and hence, that metadata is never accessed throu=
gh capabilities.=C2=A0 If anyone wants to suffer the burden of capabilities=
 for metadata then they are welcome to do so of course, just as long as the=
 rest of us do not have to:=C2=A0 &quot;<i>the burden of a facility should =
be borne only by those who need it</i>&quot;.=C2=A0 In the model that I am =
describing, metadata is directly addressed and has the same protection as a=
 cryptographic key:=C2=A0 the address of metadata is an unguessable address=
, but once you know it, you know it.<br>
=C2=A0</div>Now that we understand metadata, let&#39;s look at how this aff=
ects regions.<br><br>Regions don&#39;t have access to your inventory, but t=
hey do have access to the metadata of each item that is part of the region&=
#39;s simulation, for numerous reasons.=C2=A0 The primary reason is of cour=
se that the metadata contains one or more references to needed data, but th=
ere are other reasons too.=C2=A0 For example, the region may wish to ensure=
 that every item in its region space has specific properties which are desc=
ribed in item metadata, such as lack of access restrictions, or the opposit=
e, requiring certain access restrictions.=C2=A0 (Note that your requirement=
 for simulation consistency can be implemented very cleanly that way too --=
- just add something like Boolean:RegionConsistency to the set of asset pro=
perties).=C2=A0 As another example, the region may wish to ensure that ever=
y item in its space is properly tagged to support accessibility, so the ite=
m type and item descriptions typically held in metadata would then be impor=
tant.<br>
<br>Now that we&#39;ve progressed to this level of detail, we can at last s=
tate precisely what happens when agents inform the region of the items that=
 they are wearing as avatars:=C2=A0 they are supplying to the region the ad=
dresses of the relevant metadata items.=C2=A0 The region then fetches those=
 metadata items from the asset service (unless it already has them in cache=
), and then on the basis of that metadata, the region begins its decision m=
aking about whether to allow the asset to appear in its region or not.=C2=
=A0 If the metadata indicates that no access restrictions are required, the=
n the region can send the metadata URIs directly to clients.=C2=A0 In contr=
ast, if the metadata says that the asset data has restricted access, then t=
he region has to engage its more onerous access control mechanisms, ie. it =
first obtains an <b>AssetAllowedInRegion</b> capability for the asset from =
the asset service, which it then passes to all clients.<br>
<br>Note that this is only one particular design for our protocol flows, an=
d no doubt other designs can achieve the same functionality and efficiency.=
=C2=A0 I expect you were trying to keep things simple for an initial diagra=
m, but as we get into the detail we have to start considering the role that=
 metadata plays in asset access because this is actually central to the eff=
ective operation of external asset services.=C2=A0 Your diagram doesn&#39;t=
 get down to the level of metadata access, but we cannot avoid it when we h=
ave external asset services.<br>
<br>A final point about metadata, before this email gets too long.=C2=A0 Th=
ere may be many thousands or even millions of instances of a common asset h=
eld in people&#39;s inventories, such as those used by default avatars, or =
trees and plants and other objects or textures common in the environment, a=
nd many others.=C2=A0 Both our asset services and our caches need store tho=
se data items only once when we use hash-based addressing, instead of milli=
ons of times.=C2=A0 The reason we can make this remarkable saving of space =
is because the <i>metadata</i> is stored as separate items and holds detail=
s such as &quot;ownership&quot; separately, while in terms of storage all t=
hose different metadata items can point at the same asset data.<br>
<br>That N:1 relationship between metadata and data is important as we desi=
gn our protocols, because it allows us to avoid those unhelpful and ineffic=
ient designs that require us to download something just to determine whethe=
r we wanted to download it.=C2=A0 By separating the two types of informatio=
n, we gain a lot, but it does mean that &quot;asset&quot; cannot be treated=
 as a monolithic entity as in your diagram.=C2=A0 As we hone our design fur=
ther, metadata fetches enter the picture.<br>
<br><br>Morgaine.<br><br><br><br><br>=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D<br><br><div class=3D"gmail_quote">On S=
at, Apr 9, 2011 at 10:31 PM, Vaughn Deluca <span dir=3D"ltr">&lt;<a href=3D=
"mailto:vaughn.deluca@gmail.com">vaughn.deluca@gmail.com</a>&gt;</span> wro=
te:<br>
<blockquote class=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt 0.8ex; borde=
r-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;">Morgaine,=C2=A0<d=
iv><br></div><div>Thanks for the compliments and the extensive comments =C2=
=A0:)</div>
<div>I am in a time crunch, so i will only respond to one aspect of your ma=
il, and come back to some other points later.</div><div>
<br></div><div><div>I am not sure i understand your emphasis on the (non)tr=
ansfer of trust info to gain speed. When drafting the diagram I was thinkin=
g that depending on the =C2=A0&quot;domain&quot; of the sender of the messa=
ge =C2=A0(with domain defined in the classical sense of a range of IP addre=
sses) the authorisation info might =C2=A0simply be dropped and the data use=
d without further checking if the receiver wishes to do so. Also since in t=
he majority of cases only caps are passed that contain *implicit* trust. Th=
e checking of the validity of the cap is local to the service, and should b=
e really fast.<br>

</div><div><br></div><div>Regarding capabilities, i was viewing them not so=
 much as credentials (although they are) but more</div><div>as a convenient=
 way to pass references to some bit of underlaying data around. You can&#39=
;t =C2=A0eliminate those messages even when not checking credentials. The r=
oundtrips are anyhow needed to make sure that the communication is actually=
 working. Or can we really get away with an UDP style of send and pray?? I =
fail to see how you would be able to realise a substantial gain over what w=
ill be needed anyhow as bare bone infrastructure and for error checking/rep=
orting. =C2=A0But i might be wrong.</div>

<div><br></div><div>One way way to find out is to implement it, and I feel =
that we are getting closer to be able to do just that.=C2=A0</div><div><br>=
</div><font color=3D"#888888"><div>-- Vaughn</div></font></div><div><div></=
div>
<div class=3D"h5"><div><br><br><div class=3D"gmail_quote">On Sat, Apr 9, 20=
11 at 1:18 AM, Morgaine <span dir=3D"ltr">&lt;<a href=3D"mailto:morgaine.di=
nova@googlemail.com" target=3D"_blank">morgaine.dinova@googlemail.com</a>&g=
t;</span> wrote:<br>

<blockquote class=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt 0.8ex; borde=
r-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;">Excellent work, V=
aughn!<br><br>You&#39;re right, I am working on something related to this, =
specifically a design study for the Tourism use case.=C2=A0 It happens to e=
nd with a protocol sequence diagram presented as a table of text, so I was =
very pleased to see your highly relevant diagram.=C2=A0 Yours captures part=
 of my use case, and it&#39;s a lot prettier than my text format. :P<br>


<br>I was particularly impressed by the way you start off with completely s=
eparable services right from the start.=C2=A0 Since separable services can =
be put together under a single administrative domain very easily, whereas s=
eparating conjoined services is not easy at all, I think you&#39;ve started=
 this off perfectly for the VWRAP approach to services.<br>


<br>Because you have separated the services so well, your suggested protoco=
l flow could be said to to be targeting some kind of &quot;<i>superset of a=
ll VWRAP deployments</i>&quot; deployment. :-)=C2=A0 Although it&#39;s logi=
cally structured, it&#39;s a sort of worst-case scenario (or lawyer&#39;s d=
elight) in which everyone has to ask everyone else for permission to do any=
thing, regardless of whether permission is actually required or not.<br>


<br>That&#39;s viable, but less than optimal.=C2=A0 Specifically, you are w=
orking to the principle of &quot;The heaviest burden required by anyone mus=
t be borne by everyone.&quot;=C2=A0 I have been trying to stick to the oppo=
site principle of &quot;A burden should be borne only by those whose use ca=
se requires it&quot;, which is both fairer and more efficient.<br>


<br>To illustrate this, consider the case of an asset service which serves =
(by choice) only Creative Commons licensed assets --- an extremely importan=
t use case which could well become the dominant one in an open metaverse of=
 community worlds.=C2=A0 Who knows, it could be operated by Debian, or Blen=
der, or OSgrid, or even Google Warehouse. :P<br>


<br>In such a scenario, because the license on all the assets in the asset =
service permits unchecked distribution to all destinations in perpetuity, t=
he vast majority of all the request-grant protocol flows in your diagram ar=
e superfluous when the assets come from this repository.=C2=A0 By using a p=
rotocol which understands <b>WHEN</b> it needs to ask a question, a large a=
mount of cumulative round-trip time latency (and its resulting lag) can be =
avoided entirely.=C2=A0 This is also true on a per-asset basis if an asset =
service serves a mixture of encumbered and freely distributable assets, exc=
ept that then the difference would be seen per-asset instead of per asset s=
ervice.<br>


<br>For such freely distributable assets, the agent service doesn&#39;t nee=
d to do anything at all beyond recording the addresses of assets which are =
currently being worn by the agent.=C2=A0 Since you start off your trip (sen=
sibly) by checking your clothing at home before you leave, you&#39;ll notic=
e a broken asset service locally anyway since your viewer will be trying to=
 fetch it for local viewing.=C2=A0 The agent service need do nothing at all=
, beyond record the addresses of top level items.=C2=A0 (In my design study=
, I refer to a <b>Worn Assets List </b>which is held by the user&#39;s agen=
t service, and which is entirely separate from any concept of inventory.)<b=
r>


<br>Likewise, region services don&#39;t need to fetch the graphic assets no=
rmally either (unless they opt to proxy them), but only pass the addresses =
of those assets around to all the other agents in the corresponding region,=
 so the request-grant exchanges between regions and asset services can be a=
voided in this case.=C2=A0 (Regions will be requesting other server-side da=
ta though, for example the bounding box information or collision mesh of an=
 asset, which typically the viewer would not be fetching.)<br>


<br>That&#39;s not the end of the &quot;<i>no unnecessary burden</i>&quot; =
issue yet though, because even if you removed all the unnecessary request-g=
rant protocol flows, you&#39;re still making the incorrect assumption that =
assets <b>ALL NEED TO BE RESTRICTED</b> by the mere fact of asking for caps=
 to everything.=C2=A0 This itself is wrong.=C2=A0 The logic need to first d=
etermine whether a cap is needed for fetching a given asset, and if it&#39;=
s not needed then the fetch can be done by the viewer or region without thi=
s protocol burden at all.<br>


<br>So you see, there is a fundamental assumption in your nicely laid out f=
lows that all assets must be tied up in heavy red tape by the needs of the =
most burdensome use case.=C2=A0 I don&#39;t agree with that, neither on pri=
nciple nor on engineering grounds.<br>


<br>Many of the flows you have shown are exactly what we need for securing =
access to proprietary resources, but not all resources have that burden, an=
d I would want to elide a number of the flows away entirely when an asset s=
ervice allows it.<br>


<br>To put it another way, the data is king, and protocol flows should refl=
ect the requirements imposed by data, not the other way around.<br><br>I ne=
ed this expressed in your flows, possibly as asset requirement annotations.=
<br>


<br><br>PS.=C2=A0 Great work Vaughn, I think this gives us a wonderful laun=
ching point!<br><font color=3D"#888888"><br><br>Morgaine.<br><br><br><br><b=
r>=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D<br><br=
><br></font><div class=3D"gmail_quote"><div><div>

</div><div>On Fri, Apr 8, 2011 at 5:40 PM, Vaughn Deluca <span dir=3D"ltr">=
&lt;<a href=3D"mailto:vaughn.deluca@gmail.com" target=3D"_blank">vaughn.del=
uca@gmail.com</a>&gt;</span> wrote:<br>
</div></div><blockquote class=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt =
0.8ex; border-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;"><div>=
<div></div><div><div>VWRAP services high level message flow (preliminary di=
agram draft) see</div>

<div><br></div>
<div><a href=3D"http://trac.tools.ietf.org/wg/vwrap/trac/attachment/wiki/Di=
agrams/VWRAP_FlowExample_VD1.pdf" target=3D"_blank">http://trac.tools.ietf.=
org/wg/vwrap/trac/attachment/wiki/Diagrams/VWRAP_FlowExample_VD1.pdf</a><br=
>



</div><div><br></div><div>The main reason that i am submitting this in spit=
e of my lack of formal expertise is that the group in my view badly needs a=
 solid basis for discussion and preventing endless repeating loops. This ex=
ample is probably wrong in many ways, but its better than what we have publ=
icly available on interop now (although Morgaine is working on something al=
ong the lines of the recent discussions here)=C2=A0</div>



<div><br></div><div>I hope this diagram will give us a base for discussion.=
 I could have done my homework better by researching the old OGP stuff in m=
ore depth, and i probably =C2=A0will do so in the future , but for now I ju=
st tried to followed the general principles as far as i understand them, to=
 see what response that yields from the group. In other words,I try to let =
the group educate me :p</div>



<div><br></div><div>Note that in =C2=A0my view all services are equal, in p=
rinciple it does not matter in what &quot;domain&quot; they run, since trus=
t and policy are fully localized. It is however very possible to have inter=
nal shortcuts in the services to speed up processing.=C2=A0</div>



<div><br></div><div>In the example I opted for an external Agent service, b=
ut I could as well have incorporated that in the set of local services. As =
indicated above all services could also be run by different organisations, =
true to what VWRAP stands for. Its all up to the deployer, including a user=
 at home who might want to run a full world for family and friends. Those f=
riends might try to use that agent service to venture out in the virtual un=
iverse.=C2=A0</div>



<div>I envision that the final identity =C2=A0provider is external, using O=
penID and OAut =C2=A0or whatever other =C2=A0magic that I do not yet fully =
understand exists out there.</div><div><br></div><div>The =C2=A0example has=
 3 main purposes:</div>



<div>- =C2=A0Provide a reference for discussion=C2=A0</div><div>- Illustrat=
es the use case of tourism, and *true* interop.</div><div>- Illustrate cons=
istency problems along the lines discussed =C2=A0here higher up in this tre=
ad, as well as the &quot;slashdot&quot; problem that Morgaine outlined so c=
learly.</div>



<div><br></div><div>The message flow assumes an avatar already present in s=
ome region, (a small scale local home region in this case, but that is by n=
o means essential, it could be a build in region in the viewer or a big com=
mercial region). The user is preparing for a trip to immersive world, and a=
fter some outfit adjustments moves over.=C2=A0</div>



<div><br></div><div>Finally i apologize for for the simplistic notation use=
d here. I simply add the most relevant parameters passed in square brackets=
 to a keyword specifying the nature of the message. Please improve on that =
where needed.</div>



<div><br></div><div>So here we go, the avatar is =C2=A0prepare for a visit =
to &quot;immersive world&quot;</div><div>0) =C2=A0Viewer, here is an update=
 of the state of the world your agent is in, please render.</div><div>1) =
=C2=A0Agent service, I will go in my Zodiac dress that i keep in the =C2=A0=
&quot;Amazing assets&quot; service.</div>



<div>2) =C2=A0Asset service A, please send a cap for Z, here are my credent=
ials</div><div>3) =C2=A0Your fine, here is the cap</div><div>4) =C2=A0Local=
 region, can you please put this on my agent, i included the cap.</div><div=
>5) =C2=A0Hello asset service A, i need Z, here is the cap</div>



<div>6) =C2=A0Cap is good, data coming up, have fun.</div><div>7) =C2=A0Age=
nt service, your agent is now wearing Z</div><div>8) =C2=A0Viewer, your ava=
tar is now wearing Z</div><div>=C2=A0=C2=A0 =C2=A0User: Hmm, amazing invent=
ory has not been *that* amazing lately. &#39;ll make a backup, just in case=
</div>



<div>9) =C2=A0Hello asset service A, please send me a cap for Z, here are m=
y credentials</div><div>10) Your fine, here is the cap</div><div>11) Local =
asset storage, please store Z for me, here is the cap to get it</div><div>1=
2) Hello asset service A, i want Z, here is the cap</div>



<div>13) Cap is good, data coming up, have fun.</div><div>14) Viewer, Z is =
now stored for you=C2=A0</div><div>=C2=A0=C2=A0 =C2=A0User: I am Ready!, Le=
ts try to get to immersive world!</div><div>15) Hello immersive world, can =
i get in? Here are my credentials, and a list of my stuff.</div>



<div>16) Asset service A, please send me a cap for X, here are my credentia=
ls (I want this cap for consistency)</div><div>17) Your fine, here is the c=
ap</div><div>18) Asset service B, please send me a cap for Y, here are my c=
redentials (I want this cap for consistency)</div>



<div>19) Very sorry, but your not one of us, you can&#39;t have Y</div><div=
>20) Asset service B, please send me a cap for Z, here are my credentials (=
I want a cap for consistency)</div><div>[Region service: Timeout... amazing=
 inventory must be overloaded.. oh well... ]</div>



<div>21) Agent service, you wanted to send somebody over, here are your per=
missions.</div><div>22) Viewer, you asked for a transfer try, here are your=
 results</div><div>=C2=A0=C2=A0 =C2=A0 User thinks: =C2=A0Crap! Big asset s=
ervice does not allow =C2=A0me to take my yellow stockings! And Amazing ass=
ets =C2=A0failed to deliver my zodiac dress. At least i made a backup of th=
at dress!</div>



<div>23) &#39;ll take the yellow stockings off...</div><div>24) ... done (&=
#39;ll trash them here and now, forever, who needs stuff you can&#39;t use!=
)</div><div>25) The zodiac dress was not delivered by Big assets service, b=
ut i have a local copy!</div>



<div>26) Local Asset service, please send me Z, here are my credentials</di=
v><div>27) I dont know you, but I &#39;ll trust you, here is the cap, but y=
ou better store the data, its single use, i need to protect myself.</div>



<div>28) Local region, can you please put this on my agent, i include the c=
ap.</div><div>29) Local Asset service, i need Z, here is the cap</div><div>=
30) Cap is good, data coming up, have fun.</div><div>31) Cap was only good =
for one time, I made a copy, but my policy is to only grant you fair use ri=
ghts, at a later time i might even tell you to replace the dress.</div>



<div>32) Viewer, you can wear Z for now, but the asset service granted only=
 fair use, i might ask you to replace the dress at a later time.</div><div>=
33) Ready at last! Off to immersive world!, I hope its not to crowded there=
 or &#39;ll loose my dress...</div>



<div>34) Hello immersive world, here are my credentials, and a list of stuf=
f i want to bring</div><div>35) Hello asset service A, please send me a cap=
 for X, here are my credentials=C2=A0</div><div>=C2=A0=C2=A0 =C2=A0[darn, I=
 should have kept that cap from last time..]</div>



<div>36) Your fine, here is the cap.</div><div>=C2=A0=C2=A0 [Region service=
 finds fair-use warning on Z and decides to make its own copy]</div><div>37=
) Hello Local region, can i still have Z? Here is the cap=C2=A0</div><div>3=
8) Cap is still good, data coming up, have fun.</div>



<div>=C2=A0=C2=A0 [Region service stores asset in private storage, providin=
g a cap to replace the fair use one]</div><div>39) Agent service, you wante=
d to send somebody over, here are your permissions &amp; info.</div><div>40=
) Hello immersive world, just =C2=A0get me there, and use what you can</div=
>



<div>41) Placement done, Z is currently buffered by us as wel, you need to =
get details for X, have fun.</div><div>42) You are now in immersive world, =
your dress is buffered there as well, but you need to get X!</div><div>



43) Hello asset service A, i want X, here is the cap</div><div>44) Cap is g=
ood, data coming up, have fun.</div><div>45) Viewer, here is an update of t=
he state of the world your agent is in, please render.</div><div><br></div>



<div>As far as I can see this conforms fully to our charter, and i hope it =
is possible to use large portions of the existing code bases. However, as s=
aid above, i did not really try to capture the old thinking, and I also mig=
ht have misconceptions about the way to do these things in general.</div>



<div>Looking forward to constructive comments.</div><div><br></div><font co=
lor=3D"#888888"><div>-- Vaughn</div></font><div><div></div><div><div><br></=
div><div class=3D"gmail_quote">On Sun, Apr 3, 2011 at 8:38 PM, Vaughn Deluc=
a <span dir=3D"ltr">&lt;<a href=3D"mailto:vaughn.deluca@gmail.com" target=
=3D"_blank">vaughn.deluca@gmail.com</a>&gt;</span> wrote:<br>



<blockquote class=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt 0.8ex; borde=
r-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;">Thanks for the po=
inters. =C2=A0I have a =C2=A0busy week in RL in front of me, so i wont have=
 to much time to respond the next few days, however, i intend to start doin=
g the following things:<div>



<br></div><div>- Produce a visual that reflects my thinking, i.e. an illust=
ration of my response to Morgaine&#39;s itemlist =C2=A0above.<br>
</div><div><div>- Read up on the older notes, as well as =C2=A0more reading=
 in the list archive</div><div>- Try to make a summary for the wiki</div><d=
iv><br></div></div><div>Regarding the use of domain, I think services are e=
ventually what counts, but its all terminology. The way I read the AWG diag=
rams is that the agent domain is actually a cluster of tightly integrated s=
ervices. When the functionality of each sub-service is described properly a=
nd with uniform interfaces the domain will slowly dissolve. But let not get=
 ahead of out selfs. We should put up some clear descriptions on the wiki f=
or our views on this, and *after* that we can decide what we need and what =
can go.</div>




<div><br></div><div>Its been a very useful and illuminating weekend for me,=
 and i am a lot more optimistic about the future of vwrap than two weeks ag=
o.</div><div><br></div><font color=3D"#888888"><div>-- Vaughn</div></font><=
div>



<div></div><div><div><br></div><div><br></div>
<div><br></div><div><div class=3D"gmail_quote">On Sun, Apr 3, 2011 at 7:20 =
PM, Dzonatas Sol <span dir=3D"ltr">&lt;<a href=3D"mailto:dzonatas@gmail.com=
" target=3D"_blank">dzonatas@gmail.com</a>&gt;</span> wrote:<br><blockquote=
 class=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt 0.8ex; border-left: 1px=
 solid rgb(204, 204, 204); padding-left: 1ex;">




Probably easy as suggested in other terms here on this list, as how the cli=
ent contacts the asset services now in the regions. The newer issue is to u=
nitize that asset services. Since their is proprietary (legacy) code then w=
e can&#39;t expect that to change, and some form of proxy is of need. Whate=
ver works best, I tried to narrow it down to suggestions here.<br>





<br>
Eventually, the agent domain is ideal to handle the direction of the asset =
services. This concept, unfortunately, ended support awhile ago with change=
s in LL.<br>
Also see; <a href=3D"http://wiki.secondlife.com/wiki/Agent_Domain" target=
=3D"_blank">http://wiki.secondlife.com/wiki/Agent_Domain</a><br>
And: <a href=3D"http://wiki.secondlife.com/wiki/User:Dzonatas_Sol/AWG_Asset=
" target=3D"_blank">http://wiki.secondlife.com/wiki/User:Dzonatas_Sol/AWG_A=
sset</a> (warn: unstructured collaborative notes, dumped on me and I tried =
to fix)<br>





<br>
I tried to find previous visuals.<br>
<br>
I&#39;d imagine the agent domain could grow out of unitized versions of ass=
et services. Despite that, I think that concept helps view where we were at=
 in discussion and what didn&#39;t happen.<br>
<br>
Vaughn Deluca wrote:<br>
<blockquote class=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt 0.8ex; borde=
r-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;"><div>
Hi=EF=BF=BDDzonatas<br>
<br>
Can you expand on that, what would be needed for legacy support in VWAP ter=
ms=EF=BF=BD?,<br>
If i want to read up on how the=EF=BF=BDasset server may proxy the simulato=
r, what would you recommend me to read?<br>
<br>
-- Vaughn<br>
<br></div><div><div></div><div>
On Sun, Apr 3, 2011 at 5:51 AM, Dzonatas Sol &lt;<a href=3D"mailto:dzonatas=
@gmail.com" target=3D"_blank">dzonatas@gmail.com</a> &lt;mailto:<a href=3D"=
mailto:dzonatas@gmail.com" target=3D"_blank">dzonatas@gmail.com</a>&gt;&gt;=
 wrote:<br>





<br>
 =C2=A0 =C2=A0Some stated the proxy-to-asset-server is built into the sim;<=
br>
 =C2=A0 =C2=A0however, keep in mind possible legacy support where the asset=
<br>
 =C2=A0 =C2=A0server may proxy the simulator.<br>
<br>
<br>
 =C2=A0 =C2=A0Dzonatas Sol wrote:<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0Somehow I feel the basic asset server being abl=
e to login and<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0download assets is now priority, yet I also won=
dered the best<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0way to patch this into the current mode of view=
ers.<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0Maybe offer (1) by proxy (sim-side) and (2) by =
patch<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0(viewer-side) that either of these two are opti=
onal and<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0neither are mandatory for now. Thoughts?<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0Israel Alanis wrote:<br>
<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0&gt; when designing for scalabili=
ty, the model to bear in<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0mind is ...<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0Well, there are a lot of differen=
t models to keep in mind,<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0and many different use cases. One=
 particular use case to<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0keep in mind is: &quot;User acqui=
res new outfit, and wants to<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0&#39;show it off&#39; in a highly=
 populated region&quot;.<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0&gt; Both worlds and asset servic=
es may include commercial,<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0community, and personal services<=
br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0Yes, yes and yes. I&#39;m particu=
larly concerned about how the<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0model affects the ability to host=
 personal asset services.<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0&gt; a proxying region, which wou=
ld get slammed for every<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0asset worn by every avatar presen=
t.<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0Granted the collection of service=
s that are provided by<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0the region need to be scaled to m=
eet the demands of that<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0region. That&#39;s all part of ca=
pacity planning.<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0&gt; regions run many different C=
PU-intensive tasks,<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0including physics simulation and =
server-side scripting,<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0and absolutely cannot afford to s=
erve assets too<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0Well... who said the same CPU&#39=
;s have to do proxying,<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0physics simulation and server-sid=
e scripting? Asset<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0proxying is a different service t=
han physics simulation<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0and can be on separate hardware, =
could make use of<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0geographically distributed cachin=
g, and in certain<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0deployment patterns, the same cac=
hing services could be<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0shared by different regions. (Ser=
ver-side scripting is a<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0discussion for another day).<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0&gt; This is why we have to go pa=
rallel...<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0Totally agree, and a proxying mod=
el could and should also<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0take advantage of parallelism.<br=
>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0&gt; I think you&#39;re wrong tha=
t it has to cost much money. ?vs?<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0&gt; It costs money to host a hig=
h performance and scalable<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0asset service and a high bandwidt=
h network to handle the<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0traffic. =EF=BF=BDA *lot* of mone=
y.<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0I think what you&#39;re saying is=
: &quot;It costs a lot of money to<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0build a scalable asset service, b=
ut if assets are spread<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0throughout the internet they don&=
#39;t have to be scalable.&quot;<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0But that&#39;s not quite right. Y=
ou&#39;re opening up every asset<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0server to the VW equivalent of be=
ing slashdotted, so are<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0you sure you&#39;re not forcing *=
every* asset service to be<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0scalable and handle a lot of band=
with and network traffic?<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0It&#39;s the exact opposite of yo=
ur intention, but I think<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0that&#39;s the result, all the sa=
me.<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0This particular design decision h=
as a big effect on the<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0economics of the VW infrastructur=
e. I&#39;d rather the<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0economics to work out such that a=
 region provider who<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0wishes to build a region that sup=
ports a small population,<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0can do so economically. A region =
that wants to host a<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0*large* population has to bear th=
at cost of providing that<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0scalable asset service.<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0I want the economics of hosting a=
 small asset service to<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0be a non-issue (as to best promot=
e creation and<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0creativity). Creating a high bar =
to provide asset services<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0will mean that service will cost =
money and people<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0shouldn&#39;t have to pay money j=
ust to create or own VW<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0objects (I&#39;m using &#39;own&#=
39; here to refer to maintaining<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0their existence, I&#39;m not tryi=
ng to make a<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0&#39;leftist&#39;/&#39;communist&=
#39; statement about ownership ;)<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0- Izzy<br>
<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0On Apr 2, 2011, at 3:58 PM, Morga=
ine wrote:<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0Izzy, when designin=
g for scalability, the model to<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0bear in mind is tha=
t of seasoned virtual world<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0travelers whose inv=
entories contain assets from many<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0different worlds, t=
hose assets being served by many<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0different asset ser=
vices. =EF=BF=BDBoth worlds and asset<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0services may includ=
e commercial, community, and<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0personal services, =
and as the metaverse grows, that<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0set is highly likel=
y to become progressively less<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0clustered and more =
diverse.<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0When those seasoned=
 travelers click on an advertised<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0VW link and perform=
 an inter-world teleport to one<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0particular world&#3=
9;s region to share an experience,<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0their &quot;worn&qu=
ot; assets (the only ones of interest to the<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0region) will contai=
n references to asset services<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0spread widely acros=
s the Internet. =EF=BF=BDThe fetches by the<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0travelers&#39; clie=
nts occur over many parallel paths from<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0clients to asset se=
rvices, so one can reasonably<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0expect reduced netw=
ork contention and reduced asset<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0server loading beca=
use they are both spread out over<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0however many asset =
services are being referenced by<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0the overall set of =
assets in the region.<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0This is very differ=
ent to the case of a proxying<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0region, which would=
 get slammed for every asset worn<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0by every avatar pre=
sent. =EF=BF=BDIn our current architecture,<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0regions run many di=
fferent CPU-intensive tasks,<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0including physics s=
imulation and server-side<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0scripting, and abso=
lutely cannot afford to serve<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0assets too unless y=
our scalability requirements are<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0very low indeed, ie=
. just a few dozen avatars of<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0today&#39;s kind. =
=EF=BF=BDWe&#39;ve hit the ceiling already on region<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0scalability done th=
at way. =EF=BF=BDThere is nowhere to go in<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0that direction at a=
ll beyond improving the code like<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0Intel demonstrated,=
 and that work is subject to a law<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0of diminishing retu=
rns.<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0This is why we have=
 to go parallel, and I think you&#39;re<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0wrong that it has t=
o cost much money. =EF=BF=BDAs we spread<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0the load across mor=
e and more asset services, we are<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0simply better utili=
zing all the hardware that&#39;s<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0already out there o=
n the Internet, at least in respect<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0of community and pr=
ivate resources. =EF=BF=BDBut add to the<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0community and priva=
te resources the commercial asset<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0services that are l=
ikely to appear to exploit this<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0opportunity, and no=
t only will the number of asset<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0services leap, but =
the power of each one will rocket<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0too, because, after=
 all, these businesses will be<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0heavily optimized f=
or the job.<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0As to why a world w=
ould want clients to access<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0external asset serv=
ices instead of providing its own<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0implementation, tha=
t&#39;s an easy question. =EF=BF=BDIt costs<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0money to host a hig=
h performance and scalable asset<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0service and a high =
bandwidth network to handle the<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0traffic. =EF=BF=BDA=
 *lot* of money. =EF=BF=BDIn contrast, it costs a<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0world nothing to le=
t others serve the assets to<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0clients. =EF=BF=BDA=
nd that matters to the bottom line.<br>
<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0Morgaine.<br>
<br>
<br>
<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0On Sat, Apr 2, 2011=
 at 7:05 PM, Izzy Alanis<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0&lt;<a href=3D"mail=
to:izzyalanis@gmail.com" target=3D"_blank">izzyalanis@gmail.com</a> &lt;mai=
lto:<a href=3D"mailto:izzyalanis@gmail.com" target=3D"_blank">izzyalanis@gm=
ail.com</a>&gt;<br></div></div>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0&lt;mailto:<a href=
=3D"mailto:izzyalanis@gmail.com" target=3D"_blank">izzyalanis@gmail.com</a>=
<div><div></div><div><br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0&lt;mailto:<a href=
=3D"mailto:izzyalanis@gmail.com" target=3D"_blank">izzyalanis@gmail.com</a>=
&gt;&gt;&gt; wrote:<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; As always though, it&#39;s a trade-off, since the<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0proxied design<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
has very poor scalability compared to the<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0distributed one.<br=
>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
I don&#39;t agree with that... If a user enters a<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0highly populated<br=
>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
region,<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
every other client is going to (could and should be<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0trying to)<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
hit the<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
asset server(s) for the assets that the user is<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0wearing (assuming<b=
r>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
they&#39;re not cached locally). =EF=BF=BDEvery asset server<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0has to be scaled up=
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
to the point that it can handle that load from all<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0over...<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
If I&#39;m hosting a region that supports 10s of<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0thousands of<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
simultaneous<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
users (thinking of the future), I already have to<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0scale to meet that<=
br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
demand. If the region is proxying the assets, then,<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0yes the<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
region has<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
to be scaled to meet that asset demand too, but it<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0already has to be<b=
r>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
scaled to meet other demands of being a region<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0server... and why i=
s<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
scaling those asset proxy services hard? =EF=BF=BDIt&#39;s<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0going to cost $,<br=
>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
but is<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
not technically challenging. So, if I want to host<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0a region like<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
that... sure it will cost me, but the simulation<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0will be consistent<=
br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
and users will be able to participate equally,<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0regardless of the<b=
r>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
capabilities of their individual asset services.<br>
<br>
<br>
<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
On Fri, Apr 1, 2011 at 11:55 PM, Morgaine<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&lt;<a href=3D"mailto:morgaine.dinova@googlemail.com" target=3D"_blank">mor=
gaine.dinova@googlemail.com</a><br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0&lt;mailto:<a href=
=3D"mailto:morgaine.dinova@googlemail.com" target=3D"_blank">morgaine.dinov=
a@googlemail.com</a>&gt;<br></div></div>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&lt;mailto:<a href=3D"mailto:morgaine.dinova@googlemail.com" target=3D"_bla=
nk">morgaine.dinova@googlemail.com</a><div><div></div><div><br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0&lt;mailto:<a href=
=3D"mailto:morgaine.dinova@googlemail.com" target=3D"_blank">morgaine.dinov=
a@googlemail.com</a>&gt;&gt;&gt; wrote:<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; Every design choice results in a trade-off,<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0Vaughn, improving<b=
r>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
one thing at<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; the expense of something else. =EF=BF=BDIf every time we<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0offered a<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
service we had to<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; inform its users about the downsides of all the<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0trade-offs we<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
have made,<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; they would have an awful lot to read. ;-)<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; The specific trade-off that you are discussing is no<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
different. =EF=BF=BDA region<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; that proxies all content has the &quot;benefit&quot; of<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0acquiring control<b=
r>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
from the<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; asset servers over the items in the region, so<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0that it can<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
ensure that<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; everyone in the region not only obtains the items<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0but obtains<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
the same items<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; as everyone else. =EF=BF=BDThat does indeed provide a<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0greater guarantee o=
f<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; consistency than a deployment in which the region<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0only passes<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
asset URIs to<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; clients who then fetch the items from asset services<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
separately. =EF=BF=BDAs always<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; though, it&#39;s a trade-off, since the proxied<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0design has very<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
poor scalability<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; compared to the distributed one.<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; If we&#39;re going to warn users of the potential for<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0inconsistency<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
in the<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; distributed deployment as you suggest, are we<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0also going to<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
warn them of<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; non-scalability in the proxied one? =EF=BF=BDI really<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0don&#39;t see much<=
br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
merit in the<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; idea of warning about design choices. =EF=BF=BDMany such<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0choices are<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
technical, and<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; the issues are quite likely to be of little<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0interest to<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
non-technical users<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; anyway. =EF=BF=BDIn any case, the better services are<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0likely to provide<b=
r>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
such<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; information in their online documentation, I<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0would guess.<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; You mentioned users &quot;voting with their feet&quot; or<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0choosing to<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
accept the risk<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; of inconsistency. =EF=BF=BDWell that will happen anyway,<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0when services<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
fail and<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; users get annoyed. =EF=BF=BDIf some asset services refuse<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0to send the<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
requested<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; items to some users, those services will get a<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0bad reputation<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
and people<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; will choose different asset services instead.<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BDLikewise, =
if a<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
world service<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; proxies everything and so it can&#39;t handle a large<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0number of<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
assets or of<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; people, users will get annoyed at the lag and will go<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
elsewhere. =EF=BF=BDThis user<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; evaluation and &quot;voting with their feet&quot; happens<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0already with<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
online services<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; all over the Internet, and I am sure that this<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0human process<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
will continue<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; to work when the services are asset and region<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0services.<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; Back in September 2010, I wrote this post which<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0proposes that<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
we use in<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; VWRAP a form of asset addressing that provides<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0massive<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
scalability at the<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; same time as a very high degree of resilience --<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD<a href=3D=
"http://www.ietf.org/mail-archive/web/vwrap/current/msg00463.html" target=
=3D"_blank">http://www.ietf.org/mail-archive/web/vwrap/current/msg00463.htm=
l</a><br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
. =EF=BF=BDIt is<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; based on the concept of the URI containing a host<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0part and a<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
hash part,<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; where the hash is generated (once, at the time of<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0storage to<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
the asset<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; service) using a specified digest algorithm over<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0the content of<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
the asset<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; being referenced. =EF=BF=BDYou may wish to note that if<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0this design<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
were used, the<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; failure of an asset service to deliver a<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0requested item woul=
d<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
result in a<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; failover request for the item to one or more<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0backup services,<br=
>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
using the same<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; hash part but with a different host address.<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; This can go some way towards overcoming the<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0problem that you<br=
>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
think might<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; occur when assets are fetched by clients from<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0asset services<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
directly.<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; Although it won&#39;t help when the missing item is<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0available from<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
only a single<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; asset service, it will help in many other cases,<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0and it will<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
compensate for<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; service failures and network outages<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0automatically at th=
e same<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
time.<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; PS. This design for hash-based asset addressing<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0is already<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
being tested by<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; Mojito Sorbet in her experimental world and<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0client. =EF=BF=BDIt=
 would give<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; VWRAP-based worlds an improved level of service<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0availability,<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
so I think it<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; should be a core feature of our protocol.<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; Morgaine.<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; On Fri, Apr 1, 2011 at 11:17 PM, Vaughn Deluca<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&lt;<a href=3D"mailto:vaughn.deluca@gmail.com" target=3D"_blank">vaughn.del=
uca@gmail.com</a><br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0&lt;mailto:<a href=
=3D"mailto:vaughn.deluca@gmail.com" target=3D"_blank">vaughn.deluca@gmail.c=
om</a>&gt;<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0&lt;mailto:<a href=
=3D"mailto:vaughn.deluca@gmail.com" target=3D"_blank">vaughn.deluca@gmail.c=
om</a><br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0&lt;mailto:<a href=
=3D"mailto:vaughn.deluca@gmail.com" target=3D"_blank">vaughn.deluca@gmail.c=
om</a>&gt;&gt;&gt;<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; wrote:<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt;<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt; This is a question i discussed with Morgaine<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0off-list a while<br=
>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
ago (I<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt; intended to send it to the list but pushed the<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0wrong button...) I<=
br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt; think we need to address this problem, and<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0decide how to deal<=
br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
with it.<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt;<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt; =EF=BF=BDIn Davids deployment draft, section 7.3.1.1 an<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0overview is<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
given van<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt; ways to deliver content to the region. One way<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0is only passing a<b=
r>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt; capability that allows access to (part of) the<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0resource:<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt;<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt; =EF=BF=BD =EF=BF=BD =EF=BF=BD =EF=BF=BD =EF=BF=BD 7.3.1.1. =EF=BF=
=BDContent delivery models<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt; =EF=BF=BD =EF=BF=BD =EF=BF=BD =EF=BF=BD =EF=BF=BD A range of possi=
ble represenations can<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0be passed to<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
a region for<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt; =EF=BF=BD =EF=BF=BD =EF=BF=BD =EF=BF=BD =EF=BF=BD simulation. [...=
] The other end of the<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0delivery spectrum<b=
r>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt; involves passing<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt; =EF=BF=BD =EF=BF=BD =EF=BF=BD =EF=BF=BD =EF=BF=BD only a URI or ca=
pability used to<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0access the renderin=
g<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt; information and a<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt; =EF=BF=BD =EF=BF=BD =EF=BF=BD =EF=BF=BD =EF=BF=BD collision mesh,a=
nd related data for<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0physical simulation=
.<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt; =EF=BF=BD =EF=BF=BD =EF=BF=BD =EF=BF=BD =EF=BF=BD In such a model,=
 the client is<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0responsible for<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
fetching the<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt; additional<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt; =EF=BF=BD =EF=BF=BD =EF=BF=BD =EF=BF=BD =EF=BF=BD information need=
ed to render the<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0item&#39;s visual<b=
r>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
presence from a<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt; separate<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt; =EF=BF=BD =EF=BF=BD =EF=BF=BD =EF=BF=BD =EF=BF=BD service. =EF=BF=
=BDThis fetch can be done<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0*under the<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
credentials of the<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt; end user*<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt; =EF=BF=BD =EF=BF=BD =EF=BF=BD =EF=BF=BD =EF=BF=BD viewing the mate=
rial [my emphasis--VD]<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0, and<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
divorces the<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt; simulation from<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt; =EF=BF=BD =EF=BF=BD =EF=BF=BD =EF=BF=BD =EF=BF=BD the trust chain =
needed to manage<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0content. =EF=BF=BDA=
ny<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
automation<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt; is done on a<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt; =EF=BF=BD =EF=BF=BD =EF=BF=BD =EF=BF=BD =EF=BF=BD separate host wh=
ich the content<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0creator or owner tr=
usts,<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt; interacting with the<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt; =EF=BF=BD =EF=BF=BD =EF=BF=BD =EF=BF=BD =EF=BF=BD object through r=
emoted interfaces.<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt;<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt; =EF=BF=BDI can see the need for such a setup, however, i<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0feel we are<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt; unpleasantly close to a situation were the<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0coherence of the<br=
>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
simulation<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt; falls apart.<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt; In this deployment pattern the region advertises<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0the presence<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
of the<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt; asset, and *some* clients will be able to get it<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0as expected,<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
while<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt; -based on the arbitrary whims of the asset<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0service- others<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
might not.<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt;<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt; My hope would be that after the asset server<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0provides the<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
region with<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt; the capability to get the asset, it gives up<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0control. That<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
would mean<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt; that if the client finds the inventory server is<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0unwilling to<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
serve<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt; the content - in spire of the region saying it<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0is present-,<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
the client<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt; should be able to turn around ask the *region*<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0for the asset,<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
(and get<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt; is after all).<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt;<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt; =EF=BF=BDIf that is not the case, -and there are<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0probably good reaso=
ns<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
for the<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt; deployment pattern as described- =EF=BF=BDshouldn&#39;t we<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0*warn* clients<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
that the<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt; region might be inconsistent, so the users<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0behind the client<b=
r>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
can vote<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt; with their feet, (or take the risk)?<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt;<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt; --Vaughn<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt; _______________________________________________<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt; vwrap mailing list<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt; <a href=3D"mailto:vwrap@ietf.org" target=3D"_blank">vwrap@ietf.org=
</a> &lt;mailto:<a href=3D"mailto:vwrap@ietf.org" target=3D"_blank">vwrap@i=
etf.org</a>&gt;<br></div></div>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0&lt;mailto:<a href=
=3D"mailto:vwrap@ietf.org" target=3D"_blank">vwrap@ietf.org</a> &lt;mailto:=
<a href=3D"mailto:vwrap@ietf.org" target=3D"_blank">vwrap@ietf.org</a>&gt;&=
gt;<div><br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;&gt; <a href=3D"https://www.ietf.org/mailman/listinfo/vwrap" target=3D"=
_blank">https://www.ietf.org/mailman/listinfo/vwrap</a><br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; _______________________________________________<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; vwrap mailing list<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; <a href=3D"mailto:vwrap@ietf.org" target=3D"_blank">vwrap@ietf.org</a>=
 &lt;mailto:<a href=3D"mailto:vwrap@ietf.org" target=3D"_blank">vwrap@ietf.=
org</a>&gt;<br></div>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0&lt;mailto:<a href=
=3D"mailto:vwrap@ietf.org" target=3D"_blank">vwrap@ietf.org</a> &lt;mailto:=
<a href=3D"mailto:vwrap@ietf.org" target=3D"_blank">vwrap@ietf.org</a>&gt;&=
gt;<div><br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt; <a href=3D"https://www.ietf.org/mailman/listinfo/vwrap" target=3D"_bla=
nk">https://www.ietf.org/mailman/listinfo/vwrap</a><br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD =EF=BF=BD=
&gt;<br>
<br>
<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0---------------------------------=
---------------------------------------<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0_________________________________=
______________<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0vwrap mailing list<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0<a href=3D"mailto:vwrap@ietf.org"=
 target=3D"_blank">vwrap@ietf.org</a> &lt;mailto:<a href=3D"mailto:vwrap@ie=
tf.org" target=3D"_blank">vwrap@ietf.org</a>&gt;<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0<a href=3D"https://www.ietf.org/m=
ailman/listinfo/vwrap" target=3D"_blank">https://www.ietf.org/mailman/listi=
nfo/vwrap</a><br></div><div>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0=EF=BF=BD<br>
<br>
<br>
<br>
<br>
<br>
 =C2=A0 =C2=A0-- =C2=A0 =C2=A0 --- <a href=3D"https://twitter.com/Dzonatas_=
Sol" target=3D"_blank">https://twitter.com/Dzonatas_Sol</a> ---<br>
 =C2=A0 =C2=A0Web Development, Software Engineering, Virtual Reality, Consu=
ltant<br>
<br>
 =C2=A0 =C2=A0_______________________________________________<br>
 =C2=A0 =C2=A0vwrap mailing list<br></div><div>
 =C2=A0 =C2=A0<a href=3D"mailto:vwrap@ietf.org" target=3D"_blank">vwrap@iet=
f.org</a> &lt;mailto:<a href=3D"mailto:vwrap@ietf.org" target=3D"_blank">vw=
rap@ietf.org</a>&gt;<br>
 =C2=A0 =C2=A0<a href=3D"https://www.ietf.org/mailman/listinfo/vwrap" targe=
t=3D"_blank">https://www.ietf.org/mailman/listinfo/vwrap</a><br>
<br>
<br>
</div></blockquote>
<br><div><div></div><div>
<br>
-- <br>
--- <a href=3D"https://twitter.com/Dzonatas_Sol" target=3D"_blank">https://=
twitter.com/Dzonatas_Sol</a> ---<br>
Web Development, Software Engineering, Virtual Reality, Consultant<br>
<br>
</div></div></blockquote></div><br></div>
</div></div></blockquote></div><br>
</div></div><br></div></div>_______________________________________________=
<div><br>
vwrap mailing list<br>
<a href=3D"mailto:vwrap@ietf.org" target=3D"_blank">vwrap@ietf.org</a><br>
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=3D"_blank">https://www.ietf.org/mailman/listinfo/vwrap</a><br>
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</blockquote></div><br></div>
</div></div></blockquote></div><br>

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From: Dzonatas Sol <dzonatas@gmail.com>
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Subject: Re: [vwrap] [wvrap] Simulation consistency
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The viewer is quite monolithic natured piece of organic development. 
There were some artifacts, at least in source, that showed how 
everything used to be local. There has been some "this name means that 
now, and that name means this now" type of juggle, as the services were 
made apart.

I wrote the documentation about resources in SNOW-375, so I don't mind 
if they are re-documented on the IETF wiki. I agreed with others to keep 
that part of the documentation as CC-by-SA, that way public resources 
stay public assets for reuse. I guess it's best for me to move it to PDF 
format, attach it to the ietf wiki, and start from there?

As for your question to look at (GPL/LGPL) code, I'm not their lawyer. I 
think Compaq was the best example of how and how far that company needed 
to go for clean room, "reverse engineered" work (which is the key legal 
word, at issue, that doesn't play nicely with GPL). Is Compaq still the 
best example?


Vaughn Deluca wrote:
> Dzonatas,
>
> >There have been talks to split out the renderer from the viewer, 
> >yet the render depends on some of the network. To call that the 
> >local region is appropriate as you have. 
> >The renderer/network-loop does the bulk of the work now that others 
> >think the simulator does. That's where we get hung up on local sim 
> >or external sim, and components.
>
> Hmm, to be honest, i was thinking of that local region as a "real" 
>  region, something like
> the opensim region that i have running on my local machine.  I called 
> it local because it would run on one of my own machines. The entity 
> that i called "viewer" was supposed to depict something like the 
> standard SL viewer.
>
>  I see your general point about taking an even higher point of view 
> and drop some REST details. I will give that a try, it might simplify 
> the figure a lot.
>
> >I think with your first VD1 that only thing that really needs to be 
> added is to 
> >add space between the local and external area to fit in the resource 
> name per arrow. 
> >That way the public resource name is specified. Then instead of those 
> request for 
> >cap transitions, these would be implied by those resource names. 
> Above each line of 
> >each arrow, just add the appropriate public resource name there. We 
> can deal with 
> >private resources later, as those are already implied, too.
>
> OK, that sounds sensible, have been thinking about that, but decided 
> against it since at the time  i was not exactly sure how to specify 
> the resource names. In relation to that problem you wrote:
>
> >This group never did create any dictionary of resource names. They 
> only exist in viewer source and >in SNOW-375.
>
> That dictionary would be something we should copy over from SNOW-375 
> or the viewer code.
> And it reminds me, is it still true hat if i look at that code, that 
> might prevent me from working on opensim for some time? Would that be 
> the case for snow-375 code as well?
>
> I can make that new figure, but it will be a few days, i am overloaded 
> with RL work  :(
> Feel free to give it a try based on the PSD file.
>
> -- Vaughn
>
> On Sun, Apr 10, 2011 at 3:27 AM, Dzonatas Sol <dzonatas@gmail.com 
> <mailto:dzonatas@gmail.com>> wrote:
>
>     Forwarded to vwrap-list:
>
>     Dzonatas Sol wrote:
>
>         Just thought about this a little more...
>
>         I think with your first VD1 that only thing that really needs
>         to be added is to add space between the local and external
>         area to fit in the resource name per arrow. That way the
>         public resource name is specified. Then instead of those
>         request for cap transitions, these would be implied by those
>         resource names. Above each line of each arrow, just add the
>         appropriate public resource name there. We can deal with
>         private resources later, as those are already implied, too.
>
>         This group never did create any dictionary of resource names.
>         They only exist in viewer source and in SNOW-375.
>
>         I don't know if I can modify the PDF to make an example of above.
>
>         Dzonatas Sol wrote:
>
>             Perhaps, that would be best to reflect upon the past.
>
>             There have been talks to split out the renderer from the
>             viewer, yet the render depends on some of the network. To
>             call that the local region is appropriate as you have. The
>             renderer/network-loop does the bulk of the work now that
>             others think the simulator does. That's where we get hung
>             up on local sim or external sim, and components.
>
>             Maybe easier not to worry about requests for caps for now
>             and keep the way your going. We can come back later and
>             describe how the connections/ReSTful patterns work later.
>             Please just indicate it's the above ReSTful view of the
>             flow (higher-level) and us implementators will comprehend.
>
>             =)
>
>             Vaughn Deluca wrote:
>
>                 Dzonatas Sol
>                 >Then again, split the viewer out for local agent
>                 services and maybe it will appear trivial.
>
>                 Right,  Maybe we should consider  *only* the viewer as
>                 local, and assume all other services are external,
>                 just to make the example clear.
>                 Thanks for the other feedback, I will look at the
>                 snow-375 example.
>                 --Vaughn
>
>                 On Fri, Apr 8, 2011 at 9:00 PM, Dzonatas Sol
>                 <dzonatas@gmail.com <mailto:dzonatas@gmail.com>
>                 <mailto:dzonatas@gmail.com
>                 <mailto:dzonatas@gmail.com>>> wrote:
>
>                    I've read it, and off hand I would say the "flow"
>                 needs further
>                    definition. Not that you did anything wrong, it
>                 just something
>                    that happens more at the transfer layer from ReST
>                 and lower. All
>                    the arrows you have that go from the Local to
>                 External let's
>                    consider those "forward flow" and those that from
>                 from external to
>                    local as "reverse flow." This becomes more obvious
>                 for reasons why
>                    when firewalls and proxies are in the way and
>                 connections may need
>                    to exist in opposite of the flow. Between
>                 unidirectional and
>                    bidirectional flows is were this discussion
>                 digresses to vanilla
>                    HTTP/caps and not fully ReSTful as desired.
>
>                    See also this doc on "forward/reverse" how
>                 Icesphere handles the
>                    implementation of bidirectional resources:
>                  
>                  http://wiki.secondlife.com/wiki/User:Dzonatas_Sol/SNOW-375_Resources/Interface
>
>
>                    I think you already see the higher-level request to
>                 begin
>                    capability, end capability, and determine if it
>                 needs to request
>                    capabilities. With bidirectional resources, there
>                 are less
>                    requests for capabilities and mainly need for
>                 digests of
>                    capabilities that begin and end. With
>                 unidirectional resources,
>                    there are needs to request capabilities, that
>                 (currently on
>                    servers) begin as private capabilities. Also with
>                 unidirectional
>                    resources, there are keep-alives and long-poll
>                 requirements on the
>                    resources, which isn't mandatory on bidirectional
>                 resources.
>                    Bidirectional resources can use more ReSTful
>                 credentials, so there
>                    would be no need to request capabilities (only need
>                 to know they
>                    are capable by the digests).
>
>                    I imagine two big polygons around the Local and
>                 External areas on
>                    the diagrams, yet to further image the arrows on
>                 actual flow might
>                    not be so trivial as the desired flow noted. Then
>                 again, split the
>                    viewer out for local agent services and maybe it
>                 will appear trivial.
>
>                    Vaughn Deluca wrote:
>
>                        VWRAP services high level message flow
>                 (preliminary diagram
>                        draft) see
>
>                      
>                  http://trac.tools.ietf.org/wg/vwrap/trac/attachment/wiki/Diagrams/VWRAP_FlowExample_VD1.pdf
>
>
>                        The main reason that i am submitting this in
>                 spite of my lack
>                        of formal expertise is that the group in my
>                 view badly needs a
>                        solid basis for discussion and preventing
>                 endless repeating
>                        loops. This example is probably wrong in many
>                 ways, but its
>                        better than what we have publicly available on
>                 interop now
>                        (although Morgaine is working on something
>                 along the lines of
>                        the recent discussions here)
>                        I hope this diagram will give us a base for
>                 discussion. I
>                        could have done my homework better by
>                 researching the old OGP
>                        stuff in more depth, and i probably  will do so
>                 in the future
>                        , but for now I just tried to followed the
>                 general principles
>                        as far as i understand them, to see what
>                 response that yields
>                        from the group. In other words,I try to let the
>                 group educate
>                        me :p
>
>                        Note that in  my view all services are equal,
>                 in principle it
>                        does not matter in what "domain" they run,
>                 since trust and
>                        policy are fully localized. It is however very
>                 possible to
>                        have internal shortcuts in the services to
>                 speed up processing.
>                        In the example I opted for an external Agent
>                 service, but I
>                        could as well have incorporated that in the set
>                 of local
>                        services. As indicated above all services could
>                 also be run by
>                        different organisations, true to what VWRAP
>                 stands for. Its
>                        all up to the deployer, including a user at
>                 home who might
>                        want to run a full world for family and
>                 friends. Those friends
>                        might try to use that agent service to venture
>                 out in the
>                        virtual universe. I envision that the final
>                 identity  provider
>                        is external, using OpenID and OAut  or whatever
>                 other  magic
>                        that I do not yet fully understand exists out
>                 there.
>
>                        The  example has 3 main purposes:
>                        -  Provide a reference for discussion -
>                 Illustrates the use
>                        case of tourism, and *true* interop.
>                        - Illustrate consistency problems along the
>                 lines discussed
>                         here higher up in this tread, as well as the
>                 "slashdot"
>                        problem that Morgaine outlined so clearly.
>
>                        The message flow assumes an avatar already
>                 present in some
>                        region, (a small scale local home region in
>                 this case, but
>                        that is by no means essential, it could be a
>                 build in region
>                        in the viewer or a big commercial region). The
>                 user is
>                        preparing for a trip to immersive world, and
>                 after some outfit
>                        adjustments moves over.
>                        Finally i apologize for for the simplistic
>                 notation used here.
>                        I simply add the most relevant parameters
>                 passed in square
>                        brackets to a keyword specifying the nature of
>                 the message.
>                        Please improve on that where needed.
>
>                        So here we go, the avatar is  prepare for a
>                 visit to
>                        "immersive world"
>                        0)  Viewer, here is an update of the state of
>                 the world your
>                        agent is in, please render.
>                        1)  Agent service, I will go in my Zodiac dress
>                 that i keep in
>                        the  "Amazing assets" service.
>                        2)  Asset service A, please send a cap for Z,
>                 here are my
>                        credentials
>                        3)  Your fine, here is the cap
>                        4)  Local region, can you please put this on my
>                 agent, i
>                        included the cap.
>                        5)  Hello asset service A, i need Z, here is
>                 the cap
>                        6)  Cap is good, data coming up, have fun.
>                        7)  Agent service, your agent is now wearing Z
>                        8)  Viewer, your avatar is now wearing Z
>                           User: Hmm, amazing inventory has not been
>                 *that* amazing
>                        lately. 'll make a backup, just in case
>                        9)  Hello asset service A, please send me a cap
>                 for Z, here
>                        are my credentials
>                        10) Your fine, here is the cap
>                        11) Local asset storage, please store Z for me,
>                 here is the
>                        cap to get it
>                        12) Hello asset service A, i want Z, here is
>                 the cap
>                        13) Cap is good, data coming up, have fun.
>                        14) Viewer, Z is now stored for you     User: I
>                 am Ready!,
>                        Lets try to get to immersive world!
>                        15) Hello immersive world, can i get in? Here
>                 are my
>                        credentials, and a list of my stuff.
>                        16) Asset service A, please send me a cap for
>                 X, here are my
>                        credentials (I want this cap for consistency)
>                        17) Your fine, here is the cap
>                        18) Asset service B, please send me a cap for
>                 Y, here are my
>                        credentials (I want this cap for consistency)
>                        19) Very sorry, but your not one of us, you
>                 can't have Y
>                        20) Asset service B, please send me a cap for
>                 Z, here are my
>                        credentials (I want a cap for consistency)
>                        [Region service: Timeout... amazing inventory
>                 must be
>                        overloaded.. oh well... ]
>                        21) Agent service, you wanted to send somebody
>                 over, here are
>                        your permissions.
>                        22) Viewer, you asked for a transfer try, here
>                 are your results
>                            User thinks:  Crap! Big asset service does
>                 not allow  me
>                        to take my yellow stockings! And Amazing assets
>                  failed to
>                        deliver my zodiac dress. At least i made a
>                 backup of that dress!
>                        23) 'll take the yellow stockings off...
>                        24) ... done ('ll trash them here and now,
>                 forever, who needs
>                        stuff you can't use!)
>                        25) The zodiac dress was not delivered by Big
>                 assets service,
>                        but i have a local copy!
>                        26) Local Asset service, please send me Z, here
>                 are my credentials
>                        27) I dont know you, but I 'll trust you, here
>                 is the cap, but
>                        you better store the data, its single use, i
>                 need to protect
>                        myself.
>                        28) Local region, can you please put this on my
>                 agent, i
>                        include the cap.
>                        29) Local Asset service, i need Z, here is the cap
>                        30) Cap is good, data coming up, have fun.
>                        31) Cap was only good for one time, I made a
>                 copy, but my
>                        policy is to only grant you fair use rights, at
>                 a later time i
>                        might even tell you to replace the dress.
>                        32) Viewer, you can wear Z for now, but the
>                 asset service
>                        granted only fair use, i might ask you to
>                 replace the dress at
>                        a later time.
>                        33) Ready at last! Off to immersive world!, I
>                 hope its not to
>                        crowded there or 'll loose my dress...
>                        34) Hello immersive world, here are my
>                 credentials, and a list
>                        of stuff i want to bring
>                        35) Hello asset service A, please send me a cap
>                 for X, here
>                        are my credentials     [darn, I should have
>                 kept that cap from
>                        last time..]
>                        36) Your fine, here is the cap.
>                          [Region service finds fair-use warning on Z
>                 and decides to
>                        make its own copy]
>                        37) Hello Local region, can i still have Z?
>                 Here is the cap
>                        38) Cap is still good, data coming up, have fun.
>                          [Region service stores asset in private
>                 storage, providing a
>                        cap to replace the fair use one]
>                        39) Agent service, you wanted to send somebody
>                 over, here are
>                        your permissions & info.
>                        40) Hello immersive world, just  get me there,
>                 and use what
>                        you can
>                        41) Placement done, Z is currently buffered by
>                 us as wel, you
>                        need to get details for X, have fun.
>                        42) You are now in immersive world, your dress
>                 is buffered
>                        there as well, but you need to get X!
>                        43) Hello asset service A, i want X, here is
>                 the cap
>                        44) Cap is good, data coming up, have fun.
>                        45) Viewer, here is an update of the state of
>                 the world your
>                        agent is in, please render.
>
>                        As far as I can see this conforms fully to our
>                 charter, and i
>                        hope it is possible to use large portions of
>                 the existing code
>                        bases. However, as said above, i did not really
>                 try to capture
>                        the old thinking, and I also might have
>                 misconceptions about
>                        the way to do these things in general.
>                        Looking forward to constructive comments.
>
>                        -- Vaughn
>
>                        On Sun, Apr 3, 2011 at 8:38 PM, Vaughn Deluca
>                        <vaughn.deluca@gmail.com
>                 <mailto:vaughn.deluca@gmail.com>
>                 <mailto:vaughn.deluca@gmail.com
>                 <mailto:vaughn.deluca@gmail.com>>
>                        <mailto:vaughn.deluca@gmail.com
>                 <mailto:vaughn.deluca@gmail.com>
>                        <mailto:vaughn.deluca@gmail.com
>                 <mailto:vaughn.deluca@gmail.com>>>> wrote:
>
>                           Thanks for the pointers.  I have a  busy
>                 week in RL in front of
>                           me, so i wont have to much time to respond
>                 the next few days,
>                           however, i intend to start doing the
>                 following things:
>
>                           - Produce a visual that reflects my
>                 thinking, i.e. an
>                        illustration
>                           of my response to Morgaine's itemlist  above.
>                           - Read up on the older notes, as well as
>                  more reading in
>                        the list
>                           archive
>                           - Try to make a summary for the wiki
>
>                           Regarding the use of domain, I think
>                 services are
>                        eventually what
>                           counts, but its all terminology. The way I
>                 read the AWG
>                        diagrams
>                           is that the agent domain is actually a
>                 cluster of tightly
>                           integrated services. When the functionality
>                 of each
>                        sub-service is
>                           described properly and with uniform
>                 interfaces the domain will
>                           slowly dissolve. But let not get ahead of
>                 out selfs. We
>                        should put
>                           up some clear descriptions on the wiki for
>                 our views on
>                        this, and
>                           *after* that we can decide what we need and
>                 what can go.
>
>                           Its been a very useful and illuminating
>                 weekend for me, and
>                        i am a
>                           lot more optimistic about the future of
>                 vwrap than two
>                        weeks ago.
>
>                           -- Vaughn
>
>
>
>                           On Sun, Apr 3, 2011 at 7:20 PM, Dzonatas Sol
>                        <dzonatas@gmail.com <mailto:dzonatas@gmail.com>
>                 <mailto:dzonatas@gmail.com <mailto:dzonatas@gmail.com>>
>                           <mailto:dzonatas@gmail.com
>                 <mailto:dzonatas@gmail.com> <mailto:dzonatas@gmail.com
>                 <mailto:dzonatas@gmail.com>>>> wrote:
>
>                               Probably easy as suggested in other
>                 terms here on this
>                        list,
>                               as how the client contacts the asset
>                 services now in the
>                               regions. The newer issue is to unitize
>                 that asset services.
>                               Since their is proprietary (legacy) code
>                 then we can't
>                        expect
>                               that to change, and some form of proxy
>                 is of need. Whatever
>                               works best, I tried to narrow it down to
>                 suggestions here.
>
>                               Eventually, the agent domain is ideal to
>                 handle the
>                        direction
>                               of the asset services. This concept,
>                 unfortunately, ended
>                               support awhile ago with changes in LL.
>                               Also see;
>                 http://wiki.secondlife.com/wiki/Agent_Domain
>                               And:
>                              
>                 http://wiki.secondlife.com/wiki/User:Dzonatas_Sol/AWG_Asset
>                               (warn: unstructured collaborative notes,
>                 dumped on me and I
>                               tried to fix)
>
>                               I tried to find previous visuals.
>
>                               I'd imagine the agent domain could grow
>                 out of unitized
>                               versions of asset services. Despite
>                 that, I think that
>                        concept
>                               helps view where we were at in
>                 discussion and what
>                        didn't happen.
>
>                               Vaughn Deluca wrote:
>
>                                   Hi�Dzonatas
>
>                                   Can you expand on that, what would
>                 be needed for legacy
>                                   support in VWAP terms�?,
>                                   If i want to read up on how
>                 the�asset server may
>                        proxy the
>                                   simulator, what would you recommend
>                 me to read?
>
>                                   -- Vaughn
>
>                                   On Sun, Apr 3, 2011 at 5:51 AM,
>                 Dzonatas Sol
>                                   <dzonatas@gmail.com
>                 <mailto:dzonatas@gmail.com> <mailto:dzonatas@gmail.com
>                 <mailto:dzonatas@gmail.com>>
>                        <mailto:dzonatas@gmail.com
>                 <mailto:dzonatas@gmail.com> <mailto:dzonatas@gmail.com
>                 <mailto:dzonatas@gmail.com>>>
>                                   <mailto:dzonatas@gmail.com
>                 <mailto:dzonatas@gmail.com>
>                        <mailto:dzonatas@gmail.com
>                 <mailto:dzonatas@gmail.com>>
>                 <mailto:dzonatas@gmail.com <mailto:dzonatas@gmail.com>
>                        <mailto:dzonatas@gmail.com
>                 <mailto:dzonatas@gmail.com>>>>>
>
>                                   wrote:
>
>                                      Some stated the
>                 proxy-to-asset-server is built
>                        into the
>                                   sim;
>                                      however, keep in mind possible
>                 legacy support
>                        where the
>                                   asset
>                                      server may proxy the simulator.
>
>
>                                      Dzonatas Sol wrote:
>
>                                          Somehow I feel the basic
>                 asset server being
>                        able to
>                                   login and
>                                          download assets is now
>                 priority, yet I also
>                                   wondered the best
>                                          way to patch this into the
>                 current mode of
>                        viewers.
>
>                                          Maybe offer (1) by proxy
>                 (sim-side) and (2)
>                        by patch
>                                          (viewer-side) that either of
>                 these two are
>                        optional and
>                                          neither are mandatory for
>                 now. Thoughts?
>
>                                          Israel Alanis wrote:
>
>
>                                              > when designing for
>                 scalability, the
>                        model to
>                                   bear in
>                                              mind is ...
>
>                                              Well, there are a lot of
>                 different models to
>                                   keep in mind,
>                                              and many different use
>                 cases. One particular
>                                   use case to
>                                              keep in mind is: "User
>                 acquires new
>                        outfit, and
>                                   wants to
>                                              'show it off' in a highly
>                 populated region".
>
>                                              > Both worlds and asset
>                 services may include
>                                   commercial,
>                                              community, and personal
>                 services
>
>                                              Yes, yes and yes. I'm
>                 particularly concerned
>                                   about how the
>                                              model affects the ability
>                 to host personal
>                                   asset services.
>
>                                              > a proxying region,
>                 which would get slammed
>                                   for every
>                                              asset worn by every
>                 avatar present.
>
>                                              Granted the collection of
>                 services that are
>                                   provided by
>                                              the region need to be
>                 scaled to meet the
>                                   demands of that
>                                              region. That's all part
>                 of capacity
>                        planning.
>
>                                              > regions run many different
>                        CPU-intensive tasks,
>                                              including physics
>                 simulation and server-side
>                                   scripting,
>                                              and absolutely cannot
>                 afford to serve
>                        assets too
>                                              Well... who said the same
>                 CPU's have to do
>                                   proxying,
>                                              physics simulation and
>                 server-side
>                        scripting? Asset
>                                              proxying is a different
>                 service than physics
>                                   simulation
>                                              and can be on separate
>                 hardware, could
>                        make use of
>                                              geographically
>                 distributed caching, and
>                        in certain
>                                              deployment patterns, the
>                 same caching
>                        services
>                                   could be
>                                              shared by different
>                 regions. (Server-side
>                                   scripting is a
>                                              discussion for another day).
>
>                                              > This is why we have to
>                 go parallel...
>
>                                              Totally agree, and a
>                 proxying model
>                        could and
>                                   should also
>                                              take advantage of
>                 parallelism.
>
>                                              > I think you're wrong
>                 that it has to
>                        cost much
>                                   money. ?vs?
>                                              > It costs money to host
>                 a high
>                        performance and
>                                   scalable
>                                              asset service and a high
>                 bandwidth
>                        network to
>                                   handle the
>                                              traffic. �A *lot* of money.
>                                              I think what you're
>                 saying is: "It costs
>                        a lot
>                                   of money to
>                                              build a scalable asset
>                 service, but if
>                        assets
>                                   are spread
>                                              throughout the internet
>                 they don't have
>                        to be
>                                   scalable."
>                                              But that's not quite
>                 right. You're
>                        opening up
>                                   every asset
>                                              server to the VW
>                 equivalent of being
>                                   slashdotted, so are
>                                              you sure you're not
>                 forcing *every* asset
>                                   service to be
>                                              scalable and handle a lot
>                 of bandwith and
>                                   network traffic?
>                                              It's the exact opposite
>                 of your
>                        intention, but
>                                   I think
>                                              that's the result, all
>                 the same.
>
>                                              This particular design
>                 decision has a big
>                                   effect on the
>                                              economics of the VW
>                 infrastructure. I'd
>                        rather the
>                                              economics to work out
>                 such that a region
>                                   provider who
>                                              wishes to build a region
>                 that supports a
>                        small
>                                   population,
>                                              can do so economically. A
>                 region that
>                        wants to
>                                   host a
>                                              *large* population has to
>                 bear that cost of
>                                   providing that
>                                              scalable asset service.
>                                              I want the economics of
>                 hosting a small
>                        asset
>                                   service to
>                                              be a non-issue (as to
>                 best promote
>                        creation and
>                                              creativity). Creating a
>                 high bar to provide
>                                   asset services
>                                              will mean that service
>                 will cost money
>                        and people
>                                              shouldn't have to pay
>                 money just to
>                        create or
>                                   own VW
>                                              objects (I'm using 'own'
>                 here to refer to
>                                   maintaining
>                                              their existence, I'm not
>                 trying to make a
>                                              'leftist'/'communist'
>                 statement about
>                        ownership ;)
>
>                                              - Izzy
>
>
>                                              On Apr 2, 2011, at 3:58
>                 PM, Morgaine wrote:
>
>                                                  Izzy, when designing for
>                        scalability, the
>                                   model to
>                                                  bear in mind is that
>                 of seasoned
>                        virtual world
>                                                  travelers whose
>                 inventories contain
>                        assets
>                                   from many
>                                                  different worlds,
>                 those assets being
>                        served
>                                   by many
>                                                  different asset
>                 services. �Both
>                        worlds and
>                                   asset
>                                                  services may include
>                 commercial,
>                        community, and
>                                                  personal services,
>                 and as the metaverse
>                                   grows, that
>                                                  set is highly likely
>                 to become
>                                   progressively less
>                                                  clustered and more
>                 diverse.
>
>                                                  When those seasoned
>                 travelers click
>                        on an
>                                   advertised
>                                                  VW link and perform
>                 an inter-world
>                        teleport
>                                   to one
>                                                  particular world's
>                 region to share an
>                                   experience,
>                                                  their "worn" assets
>                 (the only ones of
>                                   interest to the
>                                                  region) will contain
>                 references to asset
>                                   services
>                                                  spread widely across
>                 the Internet. �The
>                                   fetches by the
>                                                  travelers' clients
>                 occur over many
>                        parallel
>                                   paths from
>                                                  clients to asset
>                 services, so one can
>                                   reasonably
>                                                  expect reduced
>                 network contention and
>                                   reduced asset
>                                                  server loading
>                 because they are both
>                        spread
>                                   out over
>                                                  however many asset
>                 services are being
>                                   referenced by
>                                                  the overall set of
>                 assets in the region.
>
>                                                  This is very
>                 different to the case of a
>                                   proxying
>                                                  region, which would
>                 get slammed for
>                        every
>                                   asset worn
>                                                  by every avatar
>                 present. �In our current
>                                   architecture,
>                                                  regions run many
>                 different
>                        CPU-intensive tasks,
>                                                  including physics
>                 simulation and
>                        server-side
>                                                  scripting, and
>                 absolutely cannot
>                        afford to
>                                   serve
>                                                  assets too unless
>                 your scalability
>                                   requirements are
>                                                  very low indeed, ie.
>                 just a few dozen
>                                   avatars of
>                                                  today's kind. �We've
>                 hit the ceiling
>                                   already on region
>                                                  scalability done that
>                 way. �There is
>                                   nowhere to go in
>                                                  that direction at all
>                 beyond
>                        improving the
>                                   code like
>                                                  Intel demonstrated,
>                 and that work is
>                                   subject to a law
>                                                  of diminishing returns.
>
>                                                  This is why we have
>                 to go parallel,
>                        and I
>                                   think you're
>                                                  wrong that it has to
>                 cost much
>                        money. �As
>                                   we spread
>                                                  the load across more
>                 and more asset
>                                   services, we are
>                                                  simply better
>                 utilizing all the
>                        hardware that's
>                                                  already out there on
>                 the Internet,
>                        at least
>                                   in respect
>                                                  of community and
>                 private resources. �But
>                                   add to the
>                                                  community and private
>                 resources the
>                                   commercial asset
>                                                  services that are
>                 likely to appear to
>                                   exploit this
>                                                  opportunity, and not
>                 only will the
>                        number
>                                   of asset
>                                                  services leap, but
>                 the power of each one
>                                   will rocket
>                                                  too, because, after
>                 all, these
>                        businesses
>                                   will be
>                                                  heavily optimized for
>                 the job.
>
>                                                  As to why a world
>                 would want clients
>                        to access
>                                                  external asset
>                 services instead of
>                                   providing its own
>                                                  implementation,
>                 that's an easy question.
>                                   �It costs
>                                                  money to host a high
>                 performance and
>                                   scalable asset
>                                                  service and a high
>                 bandwidth network to
>                                   handle the
>                                                  traffic. �A *lot* of
>                 money. �In
>                        contrast,
>                                   it costs a
>                                                  world nothing to let
>                 others serve
>                        the assets to
>                                                  clients. �And that
>                 matters to the
>                        bottom line.
>
>
>                                                  Morgaine.
>
>
>
>
>                                                  ======================
>
>                                                  On Sat, Apr 2, 2011
>                 at 7:05 PM, Izzy
>                        Alanis
>                                                  <izzyalanis@gmail.com
>                 <mailto:izzyalanis@gmail.com>
>                        <mailto:izzyalanis@gmail.com
>                 <mailto:izzyalanis@gmail.com>>
>                                   <mailto:izzyalanis@gmail.com
>                 <mailto:izzyalanis@gmail.com>
>                        <mailto:izzyalanis@gmail.com
>                 <mailto:izzyalanis@gmail.com>>>
>                 <mailto:izzyalanis@gmail.com <mailto:izzyalanis@gmail.com>
>                        <mailto:izzyalanis@gmail.com
>                 <mailto:izzyalanis@gmail.com>>
>                                   <mailto:izzyalanis@gmail.com
>                 <mailto:izzyalanis@gmail.com>
>                        <mailto:izzyalanis@gmail.com
>                 <mailto:izzyalanis@gmail.com>>>>
>                                                
>                  <mailto:izzyalanis@gmail.com
>                 <mailto:izzyalanis@gmail.com>
>                        <mailto:izzyalanis@gmail.com
>                 <mailto:izzyalanis@gmail.com>>
>                                   <mailto:izzyalanis@gmail.com
>                 <mailto:izzyalanis@gmail.com>
>                        <mailto:izzyalanis@gmail.com
>                 <mailto:izzyalanis@gmail.com>>>
>
>                                                
>                  <mailto:izzyalanis@gmail.com
>                 <mailto:izzyalanis@gmail.com>
>                        <mailto:izzyalanis@gmail.com
>                 <mailto:izzyalanis@gmail.com>>
>                                   <mailto:izzyalanis@gmail.com
>                 <mailto:izzyalanis@gmail.com>
>                        <mailto:izzyalanis@gmail.com
>                 <mailto:izzyalanis@gmail.com>>>>>> wrote:
>
>                                                  � �> As always
>                 though, it's a trade-off,
>                                   since the
>                                                  proxied design
>                                                  � �has very poor
>                 scalability
>                        compared to the
>                                                  distributed one.
>
>                                                  � �I don't agree with
>                 that... If a user
>                                   enters a
>                                                  highly populated
>                                                  � �region,
>                                                  � �every other client
>                 is going to (could
>                                   and should be
>                                                  trying to)
>                                                  � �hit the
>                                                  � �asset server(s)
>                 for the assets
>                        that the
>                                   user is
>                                                  wearing (assuming
>                                                  � �they're not cached
>                 locally). �Every
>                                   asset server
>                                                  has to be scaled up
>                                                  � �to the point that
>                 it can handle that
>                                   load from all
>                                                  over...
>
>                                                  � �If I'm hosting a
>                 region that
>                        supports 10s of
>                                                  thousands of
>                                                  � �simultaneous
>                                                  � �users (thinking of
>                 the future), I
>                                   already have to
>                                                  scale to meet that
>                                                  � �demand. If the
>                 region is proxying the
>                                   assets, then,
>                                                  yes the
>                                                  � �region has
>                                                  � �to be scaled to
>                 meet that asset
>                        demand
>                                   too, but it
>                                                  already has to be
>                                                  � �scaled to meet
>                 other demands of
>                        being a
>                                   region
>                                                  server... and why is
>                                                  � �scaling those
>                 asset proxy
>                        services hard?
>                                   �It's
>                                                  going to cost $,
>                                                  � �but is
>                                                  � �not technically
>                 challenging. So, if I
>                                   want to host
>                                                  a region like
>                                                  � �that... sure it
>                 will cost me, but the
>                                   simulation
>                                                  will be consistent
>                                                  � �and users will be
>                 able to participate
>                                   equally,
>                                                  regardless of the
>                                                  � �capabilities of
>                 their individual
>                        asset
>                                   services.
>
>
>
>
>                                                  � �On Fri, Apr 1,
>                 2011 at 11:55 PM,
>                        Morgaine
>                                                  �
>                 �<morgaine.dinova@googlemail.com
>                 <mailto:morgaine.dinova@googlemail.com>
>                        <mailto:morgaine.dinova@googlemail.com
>                 <mailto:morgaine.dinova@googlemail.com>>
>                                  
>                 <mailto:morgaine.dinova@googlemail.com
>                 <mailto:morgaine.dinova@googlemail.com>
>                        <mailto:morgaine.dinova@googlemail.com
>                 <mailto:morgaine.dinova@googlemail.com>>>
>                                                        
>                 <mailto:morgaine.dinova@googlemail.com
>                 <mailto:morgaine.dinova@googlemail.com>
>                        <mailto:morgaine.dinova@googlemail.com
>                 <mailto:morgaine.dinova@googlemail.com>>
>                                  
>                 <mailto:morgaine.dinova@googlemail.com
>                 <mailto:morgaine.dinova@googlemail.com>
>                        <mailto:morgaine.dinova@googlemail.com
>                 <mailto:morgaine.dinova@googlemail.com>>>>
>                                                  �
>                        �<mailto:morgaine.dinova@googlemail.com
>                 <mailto:morgaine.dinova@googlemail.com>
>                        <mailto:morgaine.dinova@googlemail.com
>                 <mailto:morgaine.dinova@googlemail.com>>
>
>                                  
>                 <mailto:morgaine.dinova@googlemail.com
>                 <mailto:morgaine.dinova@googlemail.com>
>                        <mailto:morgaine.dinova@googlemail.com
>                 <mailto:morgaine.dinova@googlemail.com>>>
>
>                                                        
>                 <mailto:morgaine.dinova@googlemail.com
>                 <mailto:morgaine.dinova@googlemail.com>
>                        <mailto:morgaine.dinova@googlemail.com
>                 <mailto:morgaine.dinova@googlemail.com>>
>                                  
>                 <mailto:morgaine.dinova@googlemail.com
>                 <mailto:morgaine.dinova@googlemail.com>
>                        <mailto:morgaine.dinova@googlemail.com
>                 <mailto:morgaine.dinova@googlemail.com>>>>>> wrote:
>                                                  � �> Every design
>                 choice results in a
>                                   trade-off,
>                                                  Vaughn, improving
>                                                  � �one thing at
>                                                  � �> the expense of
>                 something else. �If
>                                   every time we
>                                                  offered a
>                                                  � �service we had to
>                                                  � �> inform its users
>                 about the
>                        downsides
>                                   of all the
>                                                  trade-offs we
>                                                  � �have made,
>                                                  � �> they would have
>                 an awful lot to
>                        read. ;-)
>                                                  � �>
>                                                  � �> The specific
>                 trade-off that you are
>                                   discussing is no
>                                                  � �different. �A region
>                                                  � �> that proxies all
>                 content has the
>                                   "benefit" of
>                                                  acquiring control
>                                                  � �from the
>                                                  � �> asset servers
>                 over the items in the
>                                   region, so
>                                                  that it can
>                                                  � �ensure that
>                                                  � �> everyone in the
>                 region not only
>                                   obtains the items
>                                                  but obtains
>                                                  � �the same items
>                                                  � �> as everyone
>                 else. �That does indeed
>                                   provide a
>                                                  greater guarantee of
>                                                  � �> consistency than
>                 a deployment
>                        in which
>                                   the region
>                                                  only passes
>                                                  � �asset URIs to
>                                                  � �> clients who then
>                 fetch the
>                        items from
>                                   asset services
>                                                  � �separately. �As always
>                                                  � �> though, it's a
>                 trade-off, since the
>                                   proxied
>                                                  design has very
>                                                  � �poor scalability
>                                                  � �> compared to the
>                 distributed one.
>                                                  � �>
>                                                  � �> If we're going
>                 to warn users of the
>                                   potential for
>                                                  inconsistency
>                                                  � �in the
>                                                  � �> distributed
>                 deployment as you
>                        suggest,
>                                   are we
>                                                  also going to
>                                                  � �warn them of
>                                                  � �> non-scalability
>                 in the proxied
>                        one? �I
>                                   really
>                                                  don't see much
>                                                  � �merit in the
>                                                  � �> idea of warning
>                 about design
>                        choices.
>                                   �Many such
>                                                  choices are
>                                                  � �technical, and
>                                                  � �> the issues are
>                 quite likely to
>                        be of
>                                   little
>                                                  interest to
>                                                  � �non-technical users
>                                                  � �> anyway. �In any
>                 case, the better
>                                   services are
>                                                  likely to provide
>                                                  � �such
>                                                  � �> information in
>                 their online
>                                   documentation, I
>                                                  would guess.
>                                                  � �>
>                                                  � �> You mentioned
>                 users "voting
>                        with their
>                                   feet" or
>                                                  choosing to
>                                                  � �accept the risk
>                                                  � �> of
>                 inconsistency. �Well that will
>                                   happen anyway,
>                                                  when services
>                                                  � �fail and
>                                                  � �> users get
>                 annoyed. �If some asset
>                                   services refuse
>                                                  to send the
>                                                  � �requested
>                                                  � �> items to some
>                 users, those services
>                                   will get a
>                                                  bad reputation
>                                                  � �and people
>                                                  � �> will choose
>                 different asset
>                        services
>                                   instead.
>                                                  �Likewise, if a
>                                                  � �world service
>                                                  � �> proxies
>                 everything and so it can't
>                                   handle a large
>                                                  number of
>                                                  � �assets or of
>                                                  � �> people, users
>                 will get annoyed
>                        at the
>                                   lag and will go
>                                                  � �elsewhere. �This user
>                                                  � �> evaluation and
>                 "voting with their
>                                   feet" happens
>                                                  already with
>                                                  � �online services
>                                                  � �> all over the
>                 Internet, and I am
>                        sure
>                                   that this
>                                                  human process
>                                                  � �will continue
>                                                  � �> to work when the
>                 services are asset
>                                   and region
>                                                  services.
>                                                  � �>
>                                                  � �> Back in
>                 September 2010, I wrote
>                        this
>                                   post which
>                                                  proposes that
>                                                  � �we use in
>                                                  � �> VWRAP a form of
>                 asset
>                        addressing that
>                                   provides
>                                                  massive
>                                                  � �scalability at the
>                                                  � �> same time as a
>                 very high degree of
>                                   resilience --
>                                                  � �>
>                                                  �
>                                                                  
>                  �http://www.ietf.org/mail-archive/web/vwrap/current/msg00463.html
>                                                  � �. �It is
>                                                  � �> based on the
>                 concept of the URI
>                                   containing a host
>                                                  part and a
>                                                  � �hash part,
>                                                  � �> where the hash
>                 is generated
>                        (once, at
>                                   the time of
>                                                  storage to
>                                                  � �the asset
>                                                  � �> service) using a
>                 specified digest
>                                   algorithm over
>                                                  the content of
>                                                  � �the asset
>                                                  � �> being
>                 referenced. �You may wish to
>                                   note that if
>                                                  this design
>                                                  � �were used, the
>                                                  � �> failure of an
>                 asset service to
>                        deliver a
>                                                  requested item would
>                                                  � �result in a
>                                                  � �> failover request
>                 for the item
>                        to one
>                                   or more
>                                                  backup services,
>                                                  � �using the same
>                                                  � �> hash part but
>                 with a different host
>                                   address.
>                                                  � �>
>                                                  � �> This can go some
>                 way towards
>                                   overcoming the
>                                                  problem that you
>                                                  � �think might
>                                                  � �> occur when
>                 assets are fetched by
>                                   clients from
>                                                  asset services
>                                                  � �directly.
>                                                  � �> Although it
>                 won't help when the
>                                   missing item is
>                                                  available from
>                                                  � �only a single
>                                                  � �> asset service,
>                 it will help in many
>                                   other cases,
>                                                  and it will
>                                                  � �compensate for
>                                                  � �> service failures
>                 and network
>                        outages
>                                                  automatically at the same
>                                                  � �time.
>                                                  � �>
>                                                  � �> PS. This design
>                 for hash-based
>                        asset
>                                   addressing
>                                                  is already
>                                                  � �being tested by
>                                                  � �> Mojito Sorbet in
>                 her experimental
>                                   world and
>                                                  client. �It would give
>                                                  � �> VWRAP-based
>                 worlds an improved
>                        level
>                                   of service
>                                                  availability,
>                                                  � �so I think it
>                                                  � �> should be a core
>                 feature of our
>                        protocol.
>                                                  � �>
>                                                  � �>
>                                                  � �> Morgaine.
>                                                  � �>
>                                                  � �>
>                                                  � �>
>                                                  � �>
>                                                  � �>
>                 ===========================
>                                                  � �>
>                                                  � �> On Fri, Apr 1,
>                 2011 at 11:17 PM,
>                                   Vaughn Deluca
>                                                  �
>                 �<vaughn.deluca@gmail.com <mailto:vaughn.deluca@gmail.com>
>                        <mailto:vaughn.deluca@gmail.com
>                 <mailto:vaughn.deluca@gmail.com>>
>                                   <mailto:vaughn.deluca@gmail.com
>                 <mailto:vaughn.deluca@gmail.com>
>                        <mailto:vaughn.deluca@gmail.com
>                 <mailto:vaughn.deluca@gmail.com>>>
>                                                
>                  <mailto:vaughn.deluca@gmail.com
>                 <mailto:vaughn.deluca@gmail.com>
>                        <mailto:vaughn.deluca@gmail.com
>                 <mailto:vaughn.deluca@gmail.com>>
>                                   <mailto:vaughn.deluca@gmail.com
>                 <mailto:vaughn.deluca@gmail.com>
>                        <mailto:vaughn.deluca@gmail.com
>                 <mailto:vaughn.deluca@gmail.com>>>>
>                                                
>                  <mailto:vaughn.deluca@gmail.com
>                 <mailto:vaughn.deluca@gmail.com>
>                        <mailto:vaughn.deluca@gmail.com
>                 <mailto:vaughn.deluca@gmail.com>>
>                                   <mailto:vaughn.deluca@gmail.com
>                 <mailto:vaughn.deluca@gmail.com>
>                        <mailto:vaughn.deluca@gmail.com
>                 <mailto:vaughn.deluca@gmail.com>>>
>                                                
>                  <mailto:vaughn.deluca@gmail.com
>                 <mailto:vaughn.deluca@gmail.com>
>                        <mailto:vaughn.deluca@gmail.com
>                 <mailto:vaughn.deluca@gmail.com>>
>                                   <mailto:vaughn.deluca@gmail.com
>                 <mailto:vaughn.deluca@gmail.com>
>                        <mailto:vaughn.deluca@gmail.com
>                 <mailto:vaughn.deluca@gmail.com>>>>>>
>                                                  � �> wrote:
>                                                  � �>>
>                                                  � �>> This is a
>                 question i discussed
>                        with
>                                   Morgaine
>                                                  off-list a while
>                                                  � �ago (I
>                                                  � �>> intended to
>                 send it to the
>                        list but
>                                   pushed the
>                                                  wrong button...) I
>                                                  � �>> think we need
>                 to address this
>                                   problem, and
>                                                  decide how to deal
>                                                  � �with it.
>                                                  � �>>
>                                                  � �>> �In Davids
>                 deployment draft,
>                        section
>                                   7.3.1.1 an
>                                                  overview is
>                                                  � �given van
>                                                  � �>> ways to deliver
>                 content to the
>                                   region. One way
>                                                  is only passing a
>                                                  � �>> capability that
>                 allows access to
>                                   (part of) the
>                                                  resource:
>                                                  � �>>
>                                                  � �>> � � � � �
>                 7.3.1.1. �Content
>                        delivery
>                                   models
>                                                  � �>> � � � � � A
>                 range of possible
>                                   represenations can
>                                                  be passed to
>                                                  � �a region for
>                                                  � �>> � � � � �
>                 simulation. [...]
>                        The other
>                                   end of the
>                                                  delivery spectrum
>                                                  � �>> involves passing
>                                                  � �>> � � � � � only
>                 a URI or capability
>                                   used to
>                                                  access the rendering
>                                                  � �>> information and a
>                                                  � �>> � � � � �
>                 collision mesh,and
>                        related
>                                   data for
>                                                  physical simulation.
>                                                  � �>> � � � � � In
>                 such a model, the
>                        client is
>                                                  responsible for
>                                                  � �fetching the
>                                                  � �>> additional
>                                                  � �>> � � � � �
>                 information needed to
>                                   render the
>                                                  item's visual
>                                                  � �presence from a
>                                                  � �>> separate
>                                                  � �>> � � � � �
>                 service. �This fetch
>                        can be
>                                   done
>                                                  *under the
>                                                  � �credentials of the
>                                                  � �>> end user*
>                                                  � �>> � � � � �
>                 viewing the material [my
>                                   emphasis--VD]
>                                                  , and
>                                                  � �divorces the
>                                                  � �>> simulation from
>                                                  � �>> � � � � � the
>                 trust chain
>                        needed to
>                                   manage
>                                                  content. �Any
>                                                  � �automation
>                                                  � �>> is done on a
>                                                  � �>> � � � � �
>                 separate host which
>                        the content
>                                                  creator or owner trusts,
>                                                  � �>> interacting
>                 with the
>                                                  � �>> � � � � �
>                 object through remoted
>                                   interfaces.
>                                                  � �>>
>                                                  � �>> �I can see the
>                 need for such a
>                        setup,
>                                   however, i
>                                                  feel we are
>                                                  � �>> unpleasantly
>                 close to a situation
>                                   were the
>                                                  coherence of the
>                                                  � �simulation
>                                                  � �>> falls apart.
>                                                  � �>> In this
>                 deployment pattern the
>                        region
>                                   advertises
>                                                  the presence
>                                                  � �of the
>                                                  � �>> asset, and
>                 *some* clients will be
>                                   able to get it
>                                                  as expected,
>                                                  � �while
>                                                  � �>> -based on the
>                 arbitrary whims
>                        of the
>                                   asset
>                                                  service- others
>                                                  � �might not.
>                                                  � �>>
>                                                  � �>> My hope would
>                 be that after
>                        the asset
>                                   server
>                                                  provides the
>                                                  � �region with
>                                                  � �>> the capability
>                 to get the
>                        asset, it
>                                   gives up
>                                                  control. That
>                                                  � �would mean
>                                                  � �>> that if the
>                 client finds the
>                                   inventory server is
>                                                  unwilling to
>                                                  � �serve
>                                                  � �>> the content -
>                 in spire of the
>                        region
>                                   saying it
>                                                  is present-,
>                                                  � �the client
>                                                  � �>> should be able
>                 to turn around
>                        ask the
>                                   *region*
>                                                  for the asset,
>                                                  � �(and get
>                                                  � �>> is after all).
>                                                  � �>>
>                                                  � �>> �If that is not
>                 the case, -and
>                        there are
>                                                  probably good reasons
>                                                  � �for the
>                                                  � �>> deployment
>                 pattern as described-
>                                   �shouldn't we
>                                                  *warn* clients
>                                                  � �that the
>                                                  � �>> region might be
>                 inconsistent,
>                        so the
>                                   users
>                                                  behind the client
>                                                  � �can vote
>                                                  � �>> with their
>                 feet, (or take the
>                        risk)?
>                                                  � �>>
>                                                  � �>> --Vaughn
>                                                  � �>>
>                                  
>                 _______________________________________________
>                                                  � �>> vwrap mailing list
>                                                  � �>> vwrap@ietf.org
>                 <mailto:vwrap@ietf.org>
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>                 <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>>>>
>                                                
>                  <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>
>                        <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>>
>                                   <mailto:vwrap@ietf.org
>                 <mailto:vwrap@ietf.org> <mailto:vwrap@ietf.org
>                 <mailto:vwrap@ietf.org>>>
>                        <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>
>                 <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>>
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>                                                  � �>
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>                                                  � �>
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>
>
>
>                                                              
>                  ------------------------------------------------------------------------
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>                                                    
>                 _______________________________________________
>                                              vwrap mailing list
>                                              vwrap@ietf.org
>                 <mailto:vwrap@ietf.org> <mailto:vwrap@ietf.org
>                 <mailto:vwrap@ietf.org>>
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>                 <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>>>
>                                   <mailto:vwrap@ietf.org
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>                 <mailto:vwrap@ietf.org>>
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>                  https://www.ietf.org/mailman/listinfo/vwrap
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>
>
>
>
>                                      --     ---
>                 https://twitter.com/Dzonatas_Sol ---
>                                      Web Development, Software
>                 Engineering, Virtual
>                        Reality,
>                                   Consultant
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>                 <mailto:vwrap@ietf.org>>
>                        <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>
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>                               --         ---
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>                               Web Development, Software Engineering,
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>                      
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>                      
>                    --     --- https://twitter.com/Dzonatas_Sol ---
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>
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>
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>
>
>     -- 
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>     Web Development, Software Engineering, Virtual Reality, Consultant
>
>


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--- https://twitter.com/Dzonatas_Sol ---
Web Development, Software Engineering, Virtual Reality, Consultant


From sllists@boroon.dasgupta.ch  Sun Apr 10 14:27:18 2011
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Subject: [vwrap] Inventory, Asset Metadata and Privacy (was:  [wvrap] Simulation consistency)
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Hi Morgaine

The distinction between metadata and 'content' and storing them in
separately acquirable chunks is a good and quite important idea, I
think. More generally, I can think of several reasons to split a
monolithic data entity E into several separate ones, connected by
referencing each other or by being referenced by a common meta-entity
which replaces the previous monolithic entity:

   1. Several other entities are expected to have some parts in common
      with E, without having other parts in common with it.
   2. Some parties only need some parts of E, but not other parts.
   3. Some parties are only allowed access to some parts of E, but not
      to other parts.

(You might note the similarity between reason (1) and rules used for
database normalization.)

If the entities are immutable (which assets should be according to
previous discussion
<http://www.ietf.org/mail-archive/web/vwrap/current/threads.html#00796>), (1)
can not only occur between unrelated items but will also be very common
for items that result from changing a previous item. Some examples how
this applies specifically to the metadata-content separation (assuming a
similar inventory UI as we have in SL):

    * You rez an object from inventory, resize it, and take it back into
      inventory (which creates a new item there).
          o Same metadata (permissions, name(?), owner)
                + (What about a 'last edited' date, though? SL doesn't
                  seem to store one, but some VWRAP systems might want
                  to keep that info.)
          o Different content
    * You rename an item in-inventory
          o Different metadata (maybe ... see below)
          o Same content
    * You change next-owner permissions on an item, then give it to someone
          o Different metadata
          o Same content

Reason (2) off course occurs when browsing your inventory. If you just
want to e.g. read the names of your items, you don't have to fetch all
the associated content data.

Off course, there are more potential separations that fit one or several
of these three reasons than just the metadata-content one. In SL, having
objects being composed of prims, having prims reference textures for
their faces instead of having the texture data lumped into their own
data, or gestures being composed of steps some of which can reference
animation and sound assets are other examples of such separations.

On 04/10/2011 03:11 PM, Morgaine wrote:
> It is worth noting that while inventories are mostly a client-side
> implementation detail which can be changed unilaterally, the
> /metadata/ held by inventories is a very important and separable
> information type in an architecture that uses 3rd party asset
> services, so it needs detailed examination.
>
> The metadata has to be available to remote parties in the same way as
> the data itself is, and the best way of handling this is to make
> metadata a separate item normally stored in the same asset service as
> the data.
As far as I know, this differs slightly from the concepts/architecture
in SL. This might be a good thing, but because it is almost, but not
completely, the same, we should be aware of these differences: In SL,
there are the concept of assets (which are what I called 'content'
above) and the concept of inventory items, referencing these assets and
holding additional information such as permissions, name, etc. These
inventory items themselves however are *not* considered assets in SL.

So far, that's just a difference in nomenclature, I guess. But the SL
inventory items are also handled differently from SL assets: They aren't
stored (and served to the region) by the asset server, like assets are,
but instead by the inventory service, which also serves the inventory
tree. In fact, at least in the viewer's data model, the folders making
up that tree are just special inventory items that do not reference
assets but reference other inventory items.

One of the drawbacks of how SL draws the line between inventory (-items)
and assets is that it's probably difficult to implement something like
VWR-2427 <https://jira.secondlife.com/browse/VWR-2427>. Treating the
item-metadata as a type of assets as you seem to suggest might allow to
better exploit the commonality that both inventory items and some data
assets can refer to other assets.

(Note that I'm not really an expert on SL's internal architecture, and
most of the above is based on hear-say and some viewer code comments I
remember. Please correct me if I'm wrong somewhere.)

> The metadata item will naturally reference the corresponding data item
> (which is an N:1 relationship when hash-based addressing is used), and
> in some cases can reference more than one data item --- for example,
> the metadata of a mesh will commonly reference not only the graphical
> data required for rendering in the client but also the collision mesh
> or bounding box data required by the region.
Wouldn't it make more sense to keep the metadata-item-to-data-item
relation strictly N:1, and have the mesh data item have a N:N relation
to it's components? (Analogous to SL gestures.) While the item type
should be part of the metadata, I don't think the metadata's structure
should depend on the item type. After all, the structure of inodes of a
file system also doesn't depend on the file formats of the referenced files.

> These two types of data are separate because it would be inefficient
> to require clients or regions to download data that they do not use. 
> Our "asset" singleton now turns into a metadata + data pair.
Yep.

> As a final point about metadata versus data, it should be mentioned
> that generally only the data ever has access restrictions placed on it,
No restrictions for whom? Just for the user whose inventory it is (but
then he/she has to authenticate somehow) or no restrictions for anyone?

> because placing restrictions on metadata leads to unsearchable
> inventories for which the technical term is "annoying as hell", or
> more seriously, poorly functionality and yet another source of lag.
I agree everyone should be able to access their own inventory tree,
including the item-metadata at its leaf nodes. For the tree part, you
later write
> Regions don't have access to your inventory [...]
("inventory" here refers to just the tree, if I understood you
correctly). I guess this is also the case for other users, except where
I have given them explicit permission to view parts of my inventory (if
the protocol was capable of that).

> I am going to assume that nobody wants that [poor functionality and
> lag] and hence, that metadata is never accessed through capabilities.
Now here I'm beginning to wonder, what data all is part of the tree
(that others aren't able to access) and what is instead part of the
item-metadata, (a fraction of) which needs to be broadcasted to other
users, as it contains the references to the assets those other users
have to fetch to render my avatar correctly. For example, is the item
name part of that metadata or part of the tree? It obviously isn't
needed by others, it's merely a reminder for myself of what that item is.

If the item name for worn stuff /is/ broadcasted together with the other
relevant metadata, that's OK as long as the user is aware of it, but it
/does/ have some consequences: In that case, I probably wouldn't want to
name a wearable "The dress that this stupid guy bought me, but that I
like to wear anyway" or "Those shoes that my secret lover Example
Resident gave me" but something more innocent, so that I wouldn't upset
that other user and wouldn't leak that Example Resident was my secret lover.

There might be other metadata that's useful to the users themselves but
that they might want to withhold from region owners and other users.
Imagine for example information about where and when you acquired an
item, which allows you to efficiently search for that item when you
forgot the item name but still remember how you got it. However, if that
info is broadcasted for worn items and you wear enough different items,
everyone around you has a partial trace of your virtual travels.

So we can either split the metadata asset according to reason (3) above
into several assets with different access policies. Or we just lump
metadata we want to keep private together with the tree while only
having metadata we don't mind sharing in the metadata assets.

Cheers,
Boroondas

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    Hi Morgaine<br>
    <br>
    The distinction between metadata and 'content' and storing them in
    separately acquirable chunks is a good and quite important idea, I
    think. More generally, I can think of several reasons to split a
    monolithic data entity E into several separate ones, connected by
    referencing each other or by being referenced by a common
    meta-entity which replaces the previous monolithic entity:<br>
    <ol>
      <li>Several other entities are expected to have some parts in
        common with E, without having other parts in common with it.</li>
      <li>Some parties only need some parts of E, but not other parts.<br>
      </li>
      <li>Some parties are only allowed access to some parts of E, but
        not to other parts.<br>
      </li>
    </ol>
    (You might note the similarity between reason (1) and rules used for
    database normalization.)<br>
    <br>
    If the entities are immutable (which assets should be <a
href="http://www.ietf.org/mail-archive/web/vwrap/current/threads.html#00796">according
      to previous discussion</a>), (1) can not only occur between
    unrelated items but will also be very common for items that result
    from changing a previous item. Some examples how this applies
    specifically to the metadata-content separation (assuming a similar
    inventory UI as we have in SL):<br>
    <ul>
      <li>You rez an object from inventory, resize it, and take it back
        into inventory (which creates a new item there).</li>
      <ul>
        <li>Same metadata (permissions, name(?), owner)</li>
        <ul>
          <li>(What about a 'last edited' date, though? SL doesn't seem
            to store one, but some VWRAP systems might want to keep that
            info.)<br>
          </li>
        </ul>
        <li>Different content</li>
      </ul>
      <li>You rename an item in-inventory</li>
      <ul>
        <li>Different metadata (maybe ... see below)<br>
        </li>
        <li>Same content</li>
      </ul>
      <li>You change next-owner permissions on an item, then give it to
        someone</li>
      <ul>
        <li>Different metadata</li>
        <li>Same content<br>
        </li>
      </ul>
    </ul>
    Reason (2) off course occurs when browsing your inventory. If you
    just want to e.g. read the names of your items, you don't have to
    fetch all the associated content data.<br>
    <br>
    Off course, there are more potential separations that fit one or
    several of these three reasons than just the metadata-content one.
    In SL, having objects being composed of prims, having prims
    reference textures for their faces instead of having the texture
    data lumped into their own data, or gestures being composed of steps
    some of which can reference animation and sound assets are other
    examples of such separations.<br>
    <br>
    On 04/10/2011 03:11 PM, Morgaine wrote:<br>
    <blockquote
      cite="mid:BANLkTi=_hP7N=Xe6h3ni=jRAAc8jkkpnjQ@mail.gmail.com"
      type="cite">It is worth noting that while inventories are mostly a
      client-side implementation detail which can be changed
      unilaterally, the <i>metadata</i> held by inventories is a very
      important and separable information type in an architecture that
      uses 3rd party asset services, so it needs detailed examination.<br>
      <br>
      The metadata has to be available to remote parties in the same way
      as the data itself is, and the best way of handling this is to
      make metadata a separate item normally stored in the same asset
      service as the data.</blockquote>
    As far as I know, this differs slightly from the
    concepts/architecture in SL. This might be a good thing, but because
    it is almost, but not completely, the same, we should be aware of
    these differences: In SL, there are the concept of assets (which are
    what I called 'content' above) and the concept of inventory items,
    referencing these assets and holding additional information such as
    permissions, name, etc. These inventory items themselves however are
    <b>not</b> considered assets in SL.<br>
    <br>
    So far, that's just a difference in nomenclature, I guess. But the
    SL inventory items are also handled differently from SL assets: They
    aren't stored (and served to the region) by the asset server, like
    assets are, but instead by the inventory service, which also serves
    the inventory tree. In fact, at least in the viewer's data model,
    the folders making up that tree are just special inventory items
    that do not reference assets but reference other inventory items.<br>
    <br>
    One of the drawbacks of how SL draws the line between inventory
    (-items) and assets is that it's probably difficult to implement
    something like <a id="key-val" rel="14564"
      href="https://jira.secondlife.com/browse/VWR-2427">VWR-2427</a>.
    Treating the item-metadata as a type of assets as you seem to
    suggest might allow to better exploit the commonality that both
    inventory items and some data assets can refer to other assets.<br>
    <br>
    (Note that I'm not really an expert on SL's internal architecture,
    and most of the above is based on hear-say and some viewer code
    comments I remember. Please correct me if I'm wrong somewhere.)<br>
    <br>
    <blockquote
      cite="mid:BANLkTi=_hP7N=Xe6h3ni=jRAAc8jkkpnjQ@mail.gmail.com"
      type="cite">The metadata item will naturally reference the
      corresponding data item (which is an N:1 relationship when
      hash-based addressing is used), and in some cases can reference
      more than one data item --- for example, the metadata of a mesh
      will commonly reference not only the graphical data required for
      rendering in the client but also the collision mesh or bounding
      box data required by the region.</blockquote>
    Wouldn't it make more sense to keep the metadata-item-to-data-item
    relation strictly <tt>N:1</tt>, and have the mesh data item have a
    <tt>N:N</tt> relation to it's components? (Analogous to SL
    gestures.) While the item type should be part of the metadata, I
    don't think the metadata's structure should depend on the item type.
    After all, the structure of inodes of a file system also doesn't
    depend on the file formats of the referenced files.<br>
    <br>
    <blockquote
      cite="mid:BANLkTi=_hP7N=Xe6h3ni=jRAAc8jkkpnjQ@mail.gmail.com"
      type="cite">These two types of data are separate because it would
      be inefficient to require clients or regions to download data that
      they do not use.  Our "asset" singleton now turns into a metadata
      + data pair.<br>
    </blockquote>
    Yep.<br>
    <br>
    <blockquote
      cite="mid:BANLkTi=_hP7N=Xe6h3ni=jRAAc8jkkpnjQ@mail.gmail.com"
      type="cite">
      As a final point about metadata versus data, it should be
      mentioned that generally only the data ever has access
      restrictions placed on it,</blockquote>
    No restrictions for whom? Just for the user whose inventory it is
    (but then he/she has to authenticate somehow) or no restrictions for
    anyone?<br>
    <br>
    <blockquote
      cite="mid:BANLkTi=_hP7N=Xe6h3ni=jRAAc8jkkpnjQ@mail.gmail.com"
      type="cite">
      because placing restrictions on metadata leads to unsearchable
      inventories for which the technical term is "annoying as hell", or
      more seriously, poorly functionality and yet another source of
      lag.</blockquote>
    I agree everyone should be able to access their own inventory tree,
    including the item-metadata at its leaf nodes. For the tree part,
    you later write<br>
    <blockquote type="cite">Regions don't have access to your inventory
      [...]<br>
    </blockquote>
    ("inventory" here refers to just the tree, if I understood you
    correctly). I guess this is also the case for other users, except
    where I have given them explicit permission to view parts of my
    inventory (if the protocol was capable of that).<br>
    <br>
    <blockquote
      cite="mid:BANLkTi=_hP7N=Xe6h3ni=jRAAc8jkkpnjQ@mail.gmail.com"
      type="cite">I am going to assume that nobody wants that [poor
      functionality and lag] and hence, that metadata is never accessed
      through capabilities.</blockquote>
    Now here I'm beginning to wonder, what data all is part of the tree
    (that others aren't able to access) and what is instead part of the
    item-metadata, (a fraction of) which needs to be broadcasted to
    other users, as it contains the references to the assets those other
    users have to fetch to render my avatar correctly. For example, is
    the item name part of that metadata or part of the tree? It
    obviously isn't needed by others, it's merely a reminder for myself
    of what that item is.<br>
    <br>
    If the item name for worn stuff <i>is</i> broadcasted together with
    the other relevant metadata, that's OK as long as the user is aware
    of it, but it <i>does</i> have some consequences: In that case, I
    probably wouldn't want to name a wearable "The dress that this
    stupid guy bought me, but that I like to wear anyway" or "Those
    shoes that my secret lover Example Resident gave me" but something
    more innocent, so that I wouldn't upset that other user and wouldn't
    leak that Example Resident was my secret lover.<br>
    <br>
    There might be other metadata that's useful to the users themselves
    but that they might want to withhold from region owners and other
    users. Imagine for example information about where and when you
    acquired an item, which allows you to efficiently search for that
    item when you forgot the item name but still remember how you got
    it. However, if that info is broadcasted for worn items and you wear
    enough different items, everyone around you has a partial trace of
    your virtual travels.<br>
    <br>
    So we can either split the metadata asset according to reason (3)
    above into several assets with different access policies. Or we just
    lump metadata we want to keep private together with the tree while
    only having metadata we don't mind sharing in the metadata assets.<br>
    <br>
    Cheers,<br>
    Boroondas<br>
  </body>
</html>

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From: Morgaine <morgaine.dinova@googlemail.com>
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Subject: Re: [vwrap] Inventory, Asset Metadata and Privacy (was: [wvrap] Simulation consistency)
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Excellent response, Boroondas, full of detailed analysis! :-)

I won't respond to everything in-line because it would be mostly a long
sequence of "Yes!" and "Good idea!", but I'll expand in a couple of areas
where your reply makes me think that I should have been clearer, and also
where I prefer your suggestions to mine.

What's more, I'll adopt your suggested nomenclature straight away:

*asset == (metadata + content)*

I like that!  "Metadata + data" has never felt right, because everything is
"data". :-)



On Sun, Apr 10, 2011 at 10:27 PM, Boroondas Gupte <
sllists@boroon.dasgupta.ch> wrote:

>
>
> > On 04/10/2011 03:11 PM, Morgaine wrote:
>> The metadata has to be available to remote parties in the same way as the
data itself is, and the best way of handling this is to make metadata a
separate item normally stored in the same asset service as the data.

As far as I know, this differs slightly from the concepts/architecture in
SL. This might be a good thing, but because it is almost, but not
completely, the same, we should be aware of these differences: In SL, there
are the concept of assets (which are what I called 'content' above) and the
concept of inventory items, referencing these assets and holding additional
information such as permissions, name, etc. These inventory items themselves
however are *not* considered assets in SL.

So far, that's just a difference in nomenclature, I guess. But the SL
inventory items are also handled differently from SL assets: They aren't
stored (and served to the region) by the asset server, like assets are, but
instead by the inventory service, which also serves the inventory tree. In
fact, at least in the viewer's data model, the folders making up that tree
are just special inventory items that do not reference assets but reference
other inventory items.

One of the drawbacks of how SL draws the line between inventory (-items) and
assets is that it's probably difficult to implement something like
VWR-2427<https://jira.secondlife.com/browse/VWR-2427>.
Treating the item-metadata as a type of assets as you seem to suggest might
allow to better exploit the commonality that both inventory items and some
data assets can refer to other assets.

(Note that I'm not really an expert on SL's internal architecture, and most
of the above is based on hear-say and some viewer code comments I remember.
Please correct me if I'm wrong somewhere.)


I'm not an expert on SL's architecture either, but our discussions in the
AWG over 3+ years suggest that your analysis above is correct.  We are
actually sticking fairly closely to the *conceptual* model used in SL (not
for compatibility, but because it is a reasonable model), but we are
departing from SL's *physical* model in some significant ways to gain better
functional properties.

According to the very rough consensus in AW Groupies (:P), in SL only the *
content* is stored in *asset storage*, whereas *metadata* is stored in
a *relational
database* (and is mutable).  In the design that we are discussing here for
VWRAP asset services, both *content* and *metadata *are held in asset
services, and both types of data are immutable.  Our "updates" are achieved
simply by referring to new metadata.

SL handles its metadata specially and caches it in an inventory cache
separately from content, whereas we store and cache them uniformly in both
asset services and caches.  Our inventories merely organize our cached
metadata into a hierarchical *view*.  We're building on past experience to
improve functionality and performance and scalability (and elegance too!),
which is quite natural.

The "information about assets" stored at the leaves of inventories in
SL-compatible clients is conceptually very similar to the metadata stored in
our proposed asset services.  Even the content referencing model is similar,
in the sense that capabilities are used in SL to obtain the UUIDs of
textures for example, and these UUIDs are then stored in the metadata held
in inventory items.

In other words, UUIDs held in SL inventory leaves are equivalent to our *direct
addresses* (URIs) held in metadata.  In both cases, once you have the UUID
or *direct address*, you no longer need a capability to obtain the item.
The cap's only function is to control acquisition of the UUID, which is the
actual address of the content.  Our content URIs just extend the concept of
an address to external asset services.


>> The metadata item will naturally reference the corresponding data item
(which is an N:1 relationship when hash-based addressing is used), and in
some cases can reference more than one data item --- for example, the
metadata of a mesh will commonly reference not only the graphical data
required for rendering in the client but also the collision mesh or bounding
box data required by the region.

> Wouldn't it make more sense to keep the metadata-item-to-data-item
relation strictly N:1, and have the mesh data item have a N:N relation to
it's components? (Analogous to SL gestures.) While the item type should be
part of the metadata, I don't think the metadata's structure should depend
on the item type. After all, the structure of inodes of a file system also
doesn't depend on the file formats of the referenced files.

>
>
Yes!  That makes more sense.  I withdraw my N:M suggestion. :-)  Let's stick
with N:1 and then be more clever with content if needed later.  This is also
in keeping with my cost engineering mantra, namely "The burden of X should
be borne only by those who need X".  There is no sense complicating metadata
to make it N:M when the vast majority of its use cases are N:1.


 >> As a final point about metadata versus data, it should be mentioned that
generally only the data ever has access restrictions placed on it,

> No restrictions for whom? Just for the user whose inventory it is (but
then he/she has to authenticate somehow) or no restrictions for anyone?


Sorry, I was ambiguous.  What I should have said was "Only access to the
content of assets may be restricted by access controls, and only when it is
appropriate to do so (eg. never for open content).  Access to the metadata
of assets is never restricted, for anyone.  When access controls restrict
access to the content of a particular asset, then different policies may be
applied to agents who hold assets in inventory and agents who merely render
assets worn by others in the region.  The asset service holds authority over
the asset, and has the power to discriminate."


> ("inventory" here refers to just the tree, if I understood you correctly).
I guess this is also the case for other users, except where I have given
them explicit permission to view parts of my inventory (if the protocol was
capable of that).


I do not envisage anyone ever having access to an agent's inventory, other
than the agent who owns the inventory (inventories are client-side after
all, despite also being saved server-side).  Only the metadata that an
inventory may be referencing can ever be seen by others (for example, when a
region provides the references), but never the hierarchical structure.  This
is similar to how SL/Opensim works:  you can inspect the metadata of an
asset in the scene and see that it is owned by user X, but you have no
access to X's inventory.


>> I am going to assume that nobody wants that [poor functionality and lag]
and hence, that metadata is never accessed through capabilities.

> Now here I'm beginning to wonder, what data all is part of the tree (that
others aren't able to access) and what is instead part of the item-metadata,
(a fraction of) which needs to be broadcasted to other users, as it contains
the references to the assets those other users have to fetch to render my
avatar correctly. For example, is the item name part of that metadata or
part of the tree? It obviously isn't needed by others, it's merely a
reminder for myself of what that item is.


Just in case I wasn't clear before, I'll underline that inventory trees are
entirely unrelated to the process by which others gain access to assets
(they use metadata which links to content, not inventories).  The only
reason why I mentioned inventories at all is because they too happen to
point to metadata.  As to the question of what is in inventories that isn't
in metadata, the answer is "almost nothing" other than the hierarchical
skeleton of named folders.  I guess it's possible to have local symlinks,
and even to modify the metadata locally if desired, for example to change
the local name of an item, but those are just frills.  Generally, inventory
is merely metadata organized locally into a tree.


> If the item name for worn stuff *is* broadcasted together with the other
relevant metadata, that's OK as long as the user is aware of it, but it *
does* have some consequences: In that case, I probably wouldn't want to name
a wearable "The dress that this stupid guy bought me, but that I like to
wear anyway" or "Those shoes that my secret lover Example Resident gave me"
but something more innocent, so that I wouldn't upset that other user and
wouldn't leak that Example Resident was my secret lover.

Haha. :-)  Well it's already the case in SL that the metadata is
inspectable, so people are already used to the fact that how they name
objects and what they write in object descriptions is visible publicly,
nothing new there.


> There might be other metadata that's useful to the users themselves but
that they might want to withhold from region owners and other users. Imagine
for example information about where and when you acquired an item, which
allows you to efficiently search for that item when you forgot the item name
but still remember how you got it. However, if that info is broadcasted for
worn items and you wear enough different items, everyone around you has a
partial trace of your virtual travels.


Yes, good ideas for purely local enhancements to inventories. :-)  I'm sure
that inventories can be extended in many useful ways to build upon their
primary role of organizing and referencing metadata.  That could be a very
interesting area.  Anyone with dozens of thousands of objects in inventory
can appreciate very well the need for some new thinking to help us manage
the object explosion. :-)


Morgaine.




======================

On Sun, Apr 10, 2011 at 10:27 PM, Boroondas Gupte <
sllists@boroon.dasgupta.ch> wrote:

>  Hi Morgaine
>
> The distinction between metadata and 'content' and storing them in
> separately acquirable chunks is a good and quite important idea, I think.
> More generally, I can think of several reasons to split a monolithic data
> entity E into several separate ones, connected by referencing each other or
> by being referenced by a common meta-entity which replaces the previous
> monolithic entity:
>
>    1. Several other entities are expected to have some parts in common
>    with E, without having other parts in common with it.
>    2. Some parties only need some parts of E, but not other parts.
>     3. Some parties are only allowed access to some parts of E, but not to
>    other parts.
>
> (You might note the similarity between reason (1) and rules used for
> database normalization.)
>
> If the entities are immutable (which assets should be according to
> previous discussion<http://www.ietf.org/mail-archive/web/vwrap/current/threads.html#00796>),
> (1) can not only occur between unrelated items but will also be very common
> for items that result from changing a previous item. Some examples how this
> applies specifically to the metadata-content separation (assuming a similar
> inventory UI as we have in SL):
>
>    - You rez an object from inventory, resize it, and take it back into
>    inventory (which creates a new item there).
>       - Same metadata (permissions, name(?), owner)
>          - (What about a 'last edited' date, though? SL doesn't seem to
>          store one, but some VWRAP systems might want to keep that info.)
>           - Different content
>    - You rename an item in-inventory
>       - Different metadata (maybe ... see below)
>        - Same content
>    - You change next-owner permissions on an item, then give it to someone
>       - Different metadata
>       - Same content
>
> Reason (2) off course occurs when browsing your inventory. If you just want
> to e.g. read the names of your items, you don't have to fetch all the
> associated content data.
>
> Off course, there are more potential separations that fit one or several of
> these three reasons than just the metadata-content one. In SL, having
> objects being composed of prims, having prims reference textures for their
> faces instead of having the texture data lumped into their own data, or
> gestures being composed of steps some of which can reference animation and
> sound assets are other examples of such separations.
>
> On 04/10/2011 03:11 PM, Morgaine wrote:
>
> It is worth noting that while inventories are mostly a client-side
> implementation detail which can be changed unilaterally, the *metadata*held by inventories is a very important and separable information type in an
> architecture that uses 3rd party asset services, so it needs detailed
> examination.
>
> The metadata has to be available to remote parties in the same way as the
> data itself is, and the best way of handling this is to make metadata a
> separate item normally stored in the same asset service as the data.
>
> As far as I know, this differs slightly from the concepts/architecture in
> SL. This might be a good thing, but because it is almost, but not
> completely, the same, we should be aware of these differences: In SL, there
> are the concept of assets (which are what I called 'content' above) and the
> concept of inventory items, referencing these assets and holding additional
> information such as permissions, name, etc. These inventory items themselves
> however are *not* considered assets in SL.
>
> So far, that's just a difference in nomenclature, I guess. But the SL
> inventory items are also handled differently from SL assets: They aren't
> stored (and served to the region) by the asset server, like assets are, but
> instead by the inventory service, which also serves the inventory tree. In
> fact, at least in the viewer's data model, the folders making up that tree
> are just special inventory items that do not reference assets but reference
> other inventory items.
>
> One of the drawbacks of how SL draws the line between inventory (-items)
> and assets is that it's probably difficult to implement something like
> VWR-2427 <https://jira.secondlife.com/browse/VWR-2427>. Treating the
> item-metadata as a type of assets as you seem to suggest might allow to
> better exploit the commonality that both inventory items and some data
> assets can refer to other assets.
>
> (Note that I'm not really an expert on SL's internal architecture, and most
> of the above is based on hear-say and some viewer code comments I remember.
> Please correct me if I'm wrong somewhere.)
>
> The metadata item will naturally reference the corresponding data item
> (which is an N:1 relationship when hash-based addressing is used), and in
> some cases can reference more than one data item --- for example, the
> metadata of a mesh will commonly reference not only the graphical data
> required for rendering in the client but also the collision mesh or bounding
> box data required by the region.
>
> Wouldn't it make more sense to keep the metadata-item-to-data-item relation
> strictly N:1, and have the mesh data item have a N:N relation to it's
> components? (Analogous to SL gestures.) While the item type should be part
> of the metadata, I don't think the metadata's structure should depend on the
> item type. After all, the structure of inodes of a file system also doesn't
> depend on the file formats of the referenced files.
>
> These two types of data are separate because it would be inefficient to
> require clients or regions to download data that they do not use.  Our
> "asset" singleton now turns into a metadata + data pair.
>
> Yep.
>
>  As a final point about metadata versus data, it should be mentioned that
> generally only the data ever has access restrictions placed on it,
>
> No restrictions for whom? Just for the user whose inventory it is (but then
> he/she has to authenticate somehow) or no restrictions for anyone?
>
>  because placing restrictions on metadata leads to unsearchable inventories
> for which the technical term is "annoying as hell", or more seriously,
> poorly functionality and yet another source of lag.
>
> I agree everyone should be able to access their own inventory tree,
> including the item-metadata at its leaf nodes. For the tree part, you later
> write
>
> Regions don't have access to your inventory [...]
>
> ("inventory" here refers to just the tree, if I understood you correctly).
> I guess this is also the case for other users, except where I have given
> them explicit permission to view parts of my inventory (if the protocol was
> capable of that).
>
> I am going to assume that nobody wants that [poor functionality and lag]
> and hence, that metadata is never accessed through capabilities.
>
> Now here I'm beginning to wonder, what data all is part of the tree (that
> others aren't able to access) and what is instead part of the item-metadata,
> (a fraction of) which needs to be broadcasted to other users, as it contains
> the references to the assets those other users have to fetch to render my
> avatar correctly. For example, is the item name part of that metadata or
> part of the tree? It obviously isn't needed by others, it's merely a
> reminder for myself of what that item is.
>
> If the item name for worn stuff *is* broadcasted together with the other
> relevant metadata, that's OK as long as the user is aware of it, but it *
> does* have some consequences: In that case, I probably wouldn't want to
> name a wearable "The dress that this stupid guy bought me, but that I like
> to wear anyway" or "Those shoes that my secret lover Example Resident gave
> me" but something more innocent, so that I wouldn't upset that other user
> and wouldn't leak that Example Resident was my secret lover.
>
> There might be other metadata that's useful to the users themselves but
> that they might want to withhold from region owners and other users. Imagine
> for example information about where and when you acquired an item, which
> allows you to efficiently search for that item when you forgot the item name
> but still remember how you got it. However, if that info is broadcasted for
> worn items and you wear enough different items, everyone around you has a
> partial trace of your virtual travels.
>
> So we can either split the metadata asset according to reason (3) above
> into several assets with different access policies. Or we just lump metadata
> we want to keep private together with the tree while only having metadata we
> don't mind sharing in the metadata assets.
>
> Cheers,
> Boroondas
>
> _______________________________________________
> vwrap mailing list
> vwrap@ietf.org
> https://www.ietf.org/mailman/listinfo/vwrap
>
>

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Excellent response, Boroondas, full of detailed analysis! :-)<br><br>I won&=
#39;t respond to everything in-line because it would be mostly a long seque=
nce of &quot;Yes!&quot; and &quot;Good idea!&quot;, but I&#39;ll expand in =
a couple of areas where your reply makes me think that I should have been c=
learer, and also where I prefer your suggestions to mine.<br>
<br>What&#39;s more, I&#39;ll adopt your suggested nomenclature straight aw=
ay:<br><br><div style=3D"margin-left: 120px;"><b>asset =3D=3D (metadata + c=
ontent)</b><br><br></div>I like that!=A0 &quot;Metadata + data&quot; has ne=
ver felt right, because everything is &quot;data&quot;. :-)<br>
<br><br><br>On Sun, Apr 10, 2011 at 10:27 PM, Boroondas Gupte <span dir=3D"=
ltr">&lt;<a href=3D"mailto:sllists@boroon.dasgupta.ch">sllists@boroon.dasgu=
pta.ch</a>&gt;</span> wrote:<br><blockquote class=3D"gmail_quote" style=3D"=
margin: 0pt 0pt 0pt 0.8ex; border-left: 1px solid rgb(204, 204, 204); paddi=
ng-left: 1ex;">


 =20
   =20
   =20
 =20
  <div bgcolor=3D"#ffffff">
    <br>
    <br></div></blockquote><div bgcolor=3D"#ffffff"><div style=3D"margin-le=
ft: 40px;" bgcolor=3D"#ffffff">
    &gt; On 04/10/2011 03:11 PM, Morgaine wrote:<br></div><div style=3D"mar=
gin-left: 40px;" bgcolor=3D"#ffffff"><div style=3D"margin-left: 40px;">&gt;=
&gt; The metadata has to be available to remote parties in the same way
      as the data itself is, and the best way of handling this is to
      make metadata a separate item normally stored in the same asset
      service as the data.<br></div></div><div style=3D"margin-left: 40px;"=
 bgcolor=3D"#ffffff"><br>
    As far as I know, this differs slightly from the
    concepts/architecture in SL. This might be a good thing, but because
    it is almost, but not completely, the same, we should be aware of
    these differences: In SL, there are the concept of assets (which are
    what I called &#39;content&#39; above) and the concept of inventory ite=
ms,
    referencing these assets and holding additional information such as
    permissions, name, etc. These inventory items themselves however are
    <b>not</b> considered assets in SL.<br><br>
    So far, that&#39;s just a difference in nomenclature, I guess. But the
    SL inventory items are also handled differently from SL assets: They
    aren&#39;t stored (and served to the region) by the asset server, like
    assets are, but instead by the inventory service, which also serves
    the inventory tree. In fact, at least in the viewer&#39;s data model,
    the folders making up that tree are just special inventory items
    that do not reference assets but reference other inventory items.<br><b=
r>
    One of the drawbacks of how SL draws the line between inventory
    (-items) and assets is that it&#39;s probably difficult to implement
    something like <a rel=3D"14564" href=3D"https://jira.secondlife.com/bro=
wse/VWR-2427" target=3D"_blank">VWR-2427</a>.
    Treating the item-metadata as a type of assets as you seem to
    suggest might allow to better exploit the commonality that both
    inventory items and some data assets can refer to other assets.<br><br>
    (Note that I&#39;m not really an expert on SL&#39;s internal architectu=
re,
    and most of the above is based on hear-say and some viewer code
    comments I remember. Please correct me if I&#39;m wrong somewhere.)<br>=
</div></div><div bgcolor=3D"#ffffff">
   =20
     <br></div><div><br>I&#39;m not an expert on SL&#39;s architecture eith=
er, but our discussions in the AWG over 3+ years suggest that your analysis=
 above is correct.=A0 We are actually sticking fairly closely to the <i>con=
ceptual</i> model used in SL (not for compatibility, but because it is a re=
asonable model), but we are departing from SL&#39;s <i>physical</i> model i=
n some significant ways to gain better functional properties.<br>
<br>According to the very rough consensus in AW Groupies (:P), in SL only t=
he <b>content</b> is stored in <i>asset storage</i>, whereas <b>metadata</b=
> is stored in a <i>relational database</i> (and is mutable).=A0 In the des=
ign that we are discussing here for VWRAP asset services, both <b>content</=
b> and <b>metadata </b>are held in asset services, and both types of data a=
re immutable.=A0 Our &quot;updates&quot; are achieved simply by referring t=
o new metadata.<br>
<br>SL handles its metadata specially and caches it in an inventory cache s=
eparately from content, whereas we store and cache them uniformly in both a=
sset services and caches.=A0 Our inventories merely organize our cached met=
adata into a hierarchical <i>view</i>.=A0 We&#39;re building on past experi=
ence to improve functionality and performance and scalability (and elegance=
 too!), which is quite natural.<br>
<br>The &quot;information about assets&quot; stored at the leaves of invent=
ories in SL-compatible clients is conceptually very similar to the metadata=
 stored in our proposed asset services.=A0 Even the content referencing mod=
el is similar, in the sense that capabilities are used in SL to obtain the =
UUIDs of textures for example, and these UUIDs are then stored in the metad=
ata held in inventory items.<br>
<br>In other words, UUIDs held in SL inventory leaves are equivalent to our=
 <i>direct addresses</i> (URIs) held in metadata.=A0 In both cases, once yo=
u have the UUID or <i>direct address</i>, you no longer need a capability t=
o obtain the item.=A0 The cap&#39;s only function is to control acquisition=
 of the UUID, which is the actual address of the content.=A0 Our content UR=
Is just extend the concept of an address to external asset services.<br>
<br><br></div><div style=3D"margin-left: 80px;" bgcolor=3D"#ffffff">
    &gt;&gt; The metadata item will naturally reference the
      corresponding data item (which is an N:1 relationship when
      hash-based addressing is used), and in some cases can reference
      more than one data item --- for example, the metadata of a mesh
      will commonly reference not only the graphical data required for
      rendering in the client but also the collision mesh or bounding
      box data required by the region.<br></div><div style=3D"margin-left: =
40px;">=A0</div><div style=3D"margin-left: 40px;" bgcolor=3D"#ffffff">
    &gt; Wouldn&#39;t it make more sense to keep the metadata-item-to-data-=
item
    relation strictly <tt>N:1</tt>, and have the mesh data item have a
    <tt>N:N</tt> relation to it&#39;s components? (Analogous to SL
    gestures.) While the item type should be part of the metadata, I
    don&#39;t think the metadata&#39;s structure should depend on the item =
type.
    After all, the structure of inodes of a file system also doesn&#39;t
    depend on the file formats of the referenced files.<br></div><blockquot=
e class=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt 0.8ex; border-left: 1p=
x solid rgb(204, 204, 204); padding-left: 1ex;"><div bgcolor=3D"#ffffff">
    <br></div></blockquote><div bgcolor=3D"#ffffff"><br>Yes!=A0 That makes =
more sense.=A0 I withdraw my N:M suggestion. :-)=A0 Let&#39;s stick with N:=
1 and then be more clever with content if needed later.=A0 This is also in =
keeping with my cost engineering mantra, namely &quot;The burden of X shoul=
d be borne only by those who need X&quot;.=A0 There is no sense complicatin=
g metadata to make it N:M when the vast majority of its use cases are N:1.<=
br>
<br>
    <br>
    <div style=3D"margin-left: 40px;"><div style=3D"margin-left: 40px;">
      &gt;&gt; As a final point about metadata versus data, it should be
      mentioned that generally only the data ever has access
      restrictions placed on it,<br></div><br>
    &gt; No restrictions for whom? Just for the user whose inventory it is
    (but then he/she has to authenticate somehow) or no restrictions for
    anyone?<br></div>
    <br><br>Sorry, I was ambiguous.=A0 What I should have said was &quot;On=
ly access to the content of assets may be restricted by access controls, an=
d only when it is appropriate to do so (eg. never for open content).=A0 Acc=
ess to the metadata of assets is never restricted, for anyone.=A0 When acce=
ss controls restrict access to the content of a particular asset, then diff=
erent policies may be applied to agents who hold assets in inventory and ag=
ents who merely render assets worn by others in the region.=A0 The asset se=
rvice holds authority over the asset, and has the power to discriminate.&qu=
ot;<br>
<br><div style=3D"margin-left: 40px;"><div style=3D"margin-left: 40px;"><br=
></div>
    &gt; (&quot;inventory&quot; here refers to just the tree, if I understo=
od you
    correctly). I guess this is also the case for other users, except
    where I have given them explicit permission to view parts of my
    inventory (if the protocol was capable of that).<br></div>
   =20
    <br><br>I do not envisage anyone ever having access to an agent&#39;s i=
nventory, other than the agent who owns the inventory (inventories are clie=
nt-side after all, despite also being saved server-side).=A0 Only the metad=
ata that an inventory may be referencing can ever be seen by others (for ex=
ample, when a region provides the references), but never the hierarchical s=
tructure.=A0 This is similar to how SL/Opensim works:=A0 you can inspect th=
e metadata of an asset in the scene and see that it is owned by user X, but=
 you have no access to X&#39;s inventory.<br>
<br><br>
    <div style=3D"margin-left: 40px;"><div style=3D"margin-left: 40px;">&gt=
;&gt; I am going to assume that nobody wants that [poor
      functionality and lag] and hence, that metadata is never accessed
      through capabilities.<br></div><br>
    &gt; Now here I&#39;m beginning to wonder, what data all is part of the=
 tree
    (that others aren&#39;t able to access) and what is instead part of the
    item-metadata, (a fraction of) which needs to be broadcasted to
    other users, as it contains the references to the assets those other
    users have to fetch to render my avatar correctly. For example, is
    the item name part of that metadata or part of the tree? It
    obviously isn&#39;t needed by others, it&#39;s merely a reminder for my=
self
    of what that item is.<br></div>
    <br><br>Just in case I wasn&#39;t clear before, I&#39;ll underline that=
 inventory trees are entirely unrelated to the process by which others gain=
 access to assets (they use metadata which links to content, not inventorie=
s).=A0 The only reason why I mentioned inventories at all is because they t=
oo happen to point to metadata.=A0 As to the question of what is in invento=
ries that isn&#39;t in metadata, the answer is &quot;almost nothing&quot; o=
ther than the hierarchical skeleton of named folders.=A0 I guess it&#39;s p=
ossible to have local symlinks, and even to modify the metadata locally if =
desired, for example to change the local name of an item, but those are jus=
t frills.=A0 Generally, inventory is merely metadata organized locally into=
 a tree.<br>
<br><br><div style=3D"margin-left: 40px;">
    &gt; If the item name for worn stuff <i>is</i> broadcasted together wit=
h
    the other relevant metadata, that&#39;s OK as long as the user is aware
    of it, but it <i>does</i> have some consequences: In that case, I
    probably wouldn&#39;t want to name a wearable &quot;The dress that this
    stupid guy bought me, but that I like to wear anyway&quot; or &quot;Tho=
se
    shoes that my secret lover Example Resident gave me&quot; but something
    more innocent, so that I wouldn&#39;t upset that other user and wouldn&=
#39;t
    leak that Example Resident was my secret lover.<br></div>
    <br>Haha. :-)=A0 Well it&#39;s already the case in SL that the metadata=
 is inspectable, so people are already used to the fact that how they name =
objects and what they write in object descriptions is visible publicly, not=
hing new there.<br>
<br><br><div style=3D"margin-left: 40px;">
    &gt; There might be other metadata that&#39;s useful to the users thems=
elves
    but that they might want to withhold from region owners and other
    users. Imagine for example information about where and when you
    acquired an item, which allows you to efficiently search for that
    item when you forgot the item name but still remember how you got
    it. However, if that info is broadcasted for worn items and you wear
    enough different items, everyone around you has a partial trace of
    your virtual travels.<br><br></div><br>Yes, good ideas for purely local=
 enhancements to inventories. :-)=A0 I&#39;m sure that inventories can be e=
xtended in many useful ways to build upon their primary role of organizing =
and referencing metadata.=A0 That could be a very interesting area.=A0 Anyo=
ne with dozens of thousands of objects in inventory can appreciate very wel=
l the need for some new thinking to help us manage the object explosion. :-=
)<br>

   =20
    <br></div><br>Morgaine.<br><br><br><br><br>=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D<br><br><div class=3D"gmail_quote">O=
n Sun, Apr 10, 2011 at 10:27 PM, Boroondas Gupte <span dir=3D"ltr">&lt;<a h=
ref=3D"mailto:sllists@boroon.dasgupta.ch">sllists@boroon.dasgupta.ch</a>&gt=
;</span> wrote:<br>
<blockquote class=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt 0.8ex; borde=
r-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;">

 =20
   =20
   =20
 =20
  <div bgcolor=3D"#ffffff" text=3D"#000000">
    Hi Morgaine<br>
    <br>
    The distinction between metadata and &#39;content&#39; and storing them=
 in
    separately acquirable chunks is a good and quite important idea, I
    think. More generally, I can think of several reasons to split a
    monolithic data entity E into several separate ones, connected by
    referencing each other or by being referenced by a common
    meta-entity which replaces the previous monolithic entity:<br>
    <ol>
      <li>Several other entities are expected to have some parts in
        common with E, without having other parts in common with it.</li>
      <li>Some parties only need some parts of E, but not other parts.<br>
      </li>
      <li>Some parties are only allowed access to some parts of E, but
        not to other parts.<br>
      </li>
    </ol>
    (You might note the similarity between reason (1) and rules used for
    database normalization.)<br>
    <br>
    If the entities are immutable (which assets should be <a href=3D"http:/=
/www.ietf.org/mail-archive/web/vwrap/current/threads.html#00796" target=3D"=
_blank">according
      to previous discussion</a>), (1) can not only occur between
    unrelated items but will also be very common for items that result
    from changing a previous item. Some examples how this applies
    specifically to the metadata-content separation (assuming a similar
    inventory UI as we have in SL):<br>
    <ul>
      <li>You rez an object from inventory, resize it, and take it back
        into inventory (which creates a new item there).</li>
      <ul>
        <li>Same metadata (permissions, name(?), owner)</li>
        <ul>
          <li>(What about a &#39;last edited&#39; date, though? SL doesn&#3=
9;t seem
            to store one, but some VWRAP systems might want to keep that
            info.)<br>
          </li>
        </ul>
        <li>Different content</li>
      </ul>
      <li>You rename an item in-inventory</li>
      <ul>
        <li>Different metadata (maybe ... see below)<br>
        </li>
        <li>Same content</li>
      </ul>
      <li>You change next-owner permissions on an item, then give it to
        someone</li>
      <ul>
        <li>Different metadata</li>
        <li>Same content<br>
        </li>
      </ul>
    </ul>
    Reason (2) off course occurs when browsing your inventory. If you
    just want to e.g. read the names of your items, you don&#39;t have to
    fetch all the associated content data.<br>
    <br>
    Off course, there are more potential separations that fit one or
    several of these three reasons than just the metadata-content one.
    In SL, having objects being composed of prims, having prims
    reference textures for their faces instead of having the texture
    data lumped into their own data, or gestures being composed of steps
    some of which can reference animation and sound assets are other
    examples of such separations.<br>
    <br>
    On 04/10/2011 03:11 PM, Morgaine wrote:<br>
    <blockquote type=3D"cite">It is worth noting that while inventories are=
 mostly a
      client-side implementation detail which can be changed
      unilaterally, the <i>metadata</i> held by inventories is a very
      important and separable information type in an architecture that
      uses 3rd party asset services, so it needs detailed examination.<br>
      <br>
      The metadata has to be available to remote parties in the same way
      as the data itself is, and the best way of handling this is to
      make metadata a separate item normally stored in the same asset
      service as the data.</blockquote>
    As far as I know, this differs slightly from the
    concepts/architecture in SL. This might be a good thing, but because
    it is almost, but not completely, the same, we should be aware of
    these differences: In SL, there are the concept of assets (which are
    what I called &#39;content&#39; above) and the concept of inventory ite=
ms,
    referencing these assets and holding additional information such as
    permissions, name, etc. These inventory items themselves however are
    <b>not</b> considered assets in SL.<br>
    <br>
    So far, that&#39;s just a difference in nomenclature, I guess. But the
    SL inventory items are also handled differently from SL assets: They
    aren&#39;t stored (and served to the region) by the asset server, like
    assets are, but instead by the inventory service, which also serves
    the inventory tree. In fact, at least in the viewer&#39;s data model,
    the folders making up that tree are just special inventory items
    that do not reference assets but reference other inventory items.<br>
    <br>
    One of the drawbacks of how SL draws the line between inventory
    (-items) and assets is that it&#39;s probably difficult to implement
    something like <a rel=3D"14564" href=3D"https://jira.secondlife.com/bro=
wse/VWR-2427" target=3D"_blank">VWR-2427</a>.
    Treating the item-metadata as a type of assets as you seem to
    suggest might allow to better exploit the commonality that both
    inventory items and some data assets can refer to other assets.<br>
    <br>
    (Note that I&#39;m not really an expert on SL&#39;s internal architectu=
re,
    and most of the above is based on hear-say and some viewer code
    comments I remember. Please correct me if I&#39;m wrong somewhere.)<br>
    <br>
    <blockquote type=3D"cite">The metadata item will naturally reference th=
e
      corresponding data item (which is an N:1 relationship when
      hash-based addressing is used), and in some cases can reference
      more than one data item --- for example, the metadata of a mesh
      will commonly reference not only the graphical data required for
      rendering in the client but also the collision mesh or bounding
      box data required by the region.</blockquote>
    Wouldn&#39;t it make more sense to keep the metadata-item-to-data-item
    relation strictly <tt>N:1</tt>, and have the mesh data item have a
    <tt>N:N</tt> relation to it&#39;s components? (Analogous to SL
    gestures.) While the item type should be part of the metadata, I
    don&#39;t think the metadata&#39;s structure should depend on the item =
type.
    After all, the structure of inodes of a file system also doesn&#39;t
    depend on the file formats of the referenced files.<br>
    <br>
    <blockquote type=3D"cite">These two types of data are separate because =
it would
      be inefficient to require clients or regions to download data that
      they do not use.=A0 Our &quot;asset&quot; singleton now turns into a =
metadata
      + data pair.<br>
    </blockquote>
    Yep.<br>
    <br>
    <blockquote type=3D"cite">
      As a final point about metadata versus data, it should be
      mentioned that generally only the data ever has access
      restrictions placed on it,</blockquote>
    No restrictions for whom? Just for the user whose inventory it is
    (but then he/she has to authenticate somehow) or no restrictions for
    anyone?<br>
    <br>
    <blockquote type=3D"cite">
      because placing restrictions on metadata leads to unsearchable
      inventories for which the technical term is &quot;annoying as hell&qu=
ot;, or
      more seriously, poorly functionality and yet another source of
      lag.</blockquote>
    I agree everyone should be able to access their own inventory tree,
    including the item-metadata at its leaf nodes. For the tree part,
    you later write<br>
    <blockquote type=3D"cite">Regions don&#39;t have access to your invento=
ry
      [...]<br>
    </blockquote>
    (&quot;inventory&quot; here refers to just the tree, if I understood yo=
u
    correctly). I guess this is also the case for other users, except
    where I have given them explicit permission to view parts of my
    inventory (if the protocol was capable of that).<br>
    <br>
    <blockquote type=3D"cite">I am going to assume that nobody wants that [=
poor
      functionality and lag] and hence, that metadata is never accessed
      through capabilities.</blockquote>
    Now here I&#39;m beginning to wonder, what data all is part of the tree
    (that others aren&#39;t able to access) and what is instead part of the
    item-metadata, (a fraction of) which needs to be broadcasted to
    other users, as it contains the references to the assets those other
    users have to fetch to render my avatar correctly. For example, is
    the item name part of that metadata or part of the tree? It
    obviously isn&#39;t needed by others, it&#39;s merely a reminder for my=
self
    of what that item is.<br>
    <br>
    If the item name for worn stuff <i>is</i> broadcasted together with
    the other relevant metadata, that&#39;s OK as long as the user is aware
    of it, but it <i>does</i> have some consequences: In that case, I
    probably wouldn&#39;t want to name a wearable &quot;The dress that this
    stupid guy bought me, but that I like to wear anyway&quot; or &quot;Tho=
se
    shoes that my secret lover Example Resident gave me&quot; but something
    more innocent, so that I wouldn&#39;t upset that other user and wouldn&=
#39;t
    leak that Example Resident was my secret lover.<br>
    <br>
    There might be other metadata that&#39;s useful to the users themselves
    but that they might want to withhold from region owners and other
    users. Imagine for example information about where and when you
    acquired an item, which allows you to efficiently search for that
    item when you forgot the item name but still remember how you got
    it. However, if that info is broadcasted for worn items and you wear
    enough different items, everyone around you has a partial trace of
    your virtual travels.<br>
    <br>
    So we can either split the metadata asset according to reason (3)
    above into several assets with different access policies. Or we just
    lump metadata we want to keep private together with the tree while
    only having metadata we don&#39;t mind sharing in the metadata assets.<=
br>
    <br>
    Cheers,<br>
    Boroondas<br>
  </div>

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ttps://www.ietf.org/mailman/listinfo/vwrap</a><br>
<br></blockquote></div><br>

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Date: Mon, 11 Apr 2011 05:22:21 +0100
Message-ID: <BANLkTikGdYLe0CrTWa_1ENPRYrkRzM-rpQ@mail.gmail.com>
From: Morgaine <morgaine.dinova@googlemail.com>
To: vwrap@ietf.org
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Subject: Re: [vwrap] Inventory, Asset Metadata and Privacy (was: [wvrap] Simulation consistency)
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I'd better tighten up one paragraph I wrote, because it could be interpreted
as "all metadata is public", which wasn't intended.  Here's an improved
version:


"Access to the *content* of a restricted asset may be achieved by first
acquiring a capability for that asset.  A capability needs to be acquired
only when that asset's metadata indicates that the content is restricted.
Access to the *metadata* of an asset is never restricted, for anyone, once
an asset has been placed in-world.  Until an asset is placed in-world, its
metadata address is not known to anyone except the owner of the asset, and
is unguessable.  When an asset service restricts access to the content of a
particular asset, then different policies may be applied to agents who hold
assets in inventory and agents who merely render assets worn by others in
the region.  The asset service holds authority over the asset, and has the
power to discriminate."


And further on access controls, a point which we haven't yet discussed:


"If access to the content of a restricted asset is attempted without using a
capability, the access attempt will be rejected by the asset service because
insufficient credentials were provided.  Consequently, simply removing the *
Restricted* property from a restricted asset's metadata in order to avoid
requesting a capability cannot bypass required access controls."


Those are actually reasonable paragraphs for a draft document describing the
design model of VWRAP asset services, assuming there is agreement. :-)


Morgaine.




===========================


On Mon, Apr 11, 2011 at 4:25 AM, Morgaine <morgaine.dinova@googlemail.com>wrote:

>
>
> Sorry, I was ambiguous.  What I should have said was "Only access to the
> content of assets may be restricted by access controls, and only when it is
> appropriate to do so (eg. never for open content).  Access to the metadata
> of assets is never restricted, for anyone.  When access controls restrict
> access to the content of a particular asset, then different policies may be
> applied to agents who hold assets in inventory and agents who merely render
> assets worn by others in the region.  The asset service holds authority over
> the asset, and has the power to discriminate."
>
>
> <cut>



On Mon, Apr 11, 2011 at 4:25 AM, Morgaine <morgaine.dinova@googlemail.com>wrote:

> Excellent response, Boroondas, full of detailed analysis! :-)
>
> I won't respond to everything in-line because it would be mostly a long
> sequence of "Yes!" and "Good idea!", but I'll expand in a couple of areas
> where your reply makes me think that I should have been clearer, and also
> where I prefer your suggestions to mine.
>
> What's more, I'll adopt your suggested nomenclature straight away:
>
> *asset == (metadata + content)*
>
> I like that!  "Metadata + data" has never felt right, because everything is
> "data". :-)
>
>
>
>
> On Sun, Apr 10, 2011 at 10:27 PM, Boroondas Gupte <
> sllists@boroon.dasgupta.ch> wrote:
>
>>
>>
>> > On 04/10/2011 03:11 PM, Morgaine wrote:
> >> The metadata has to be available to remote parties in the same way as
> the data itself is, and the best way of handling this is to make metadata a
> separate item normally stored in the same asset service as the data.
>
> As far as I know, this differs slightly from the concepts/architecture in
> SL. This might be a good thing, but because it is almost, but not
> completely, the same, we should be aware of these differences: In SL, there
> are the concept of assets (which are what I called 'content' above) and the
> concept of inventory items, referencing these assets and holding additional
> information such as permissions, name, etc. These inventory items themselves
> however are *not* considered assets in SL.
>
> So far, that's just a difference in nomenclature, I guess. But the SL
> inventory items are also handled differently from SL assets: They aren't
> stored (and served to the region) by the asset server, like assets are, but
> instead by the inventory service, which also serves the inventory tree. In
> fact, at least in the viewer's data model, the folders making up that tree
> are just special inventory items that do not reference assets but reference
> other inventory items.
>
> One of the drawbacks of how SL draws the line between inventory (-items)
> and assets is that it's probably difficult to implement something like
> VWR-2427 <https://jira.secondlife.com/browse/VWR-2427>. Treating the
> item-metadata as a type of assets as you seem to suggest might allow to
> better exploit the commonality that both inventory items and some data
> assets can refer to other assets.
>
> (Note that I'm not really an expert on SL's internal architecture, and most
> of the above is based on hear-say and some viewer code comments I remember.
> Please correct me if I'm wrong somewhere.)
>
>
> I'm not an expert on SL's architecture either, but our discussions in the
> AWG over 3+ years suggest that your analysis above is correct.  We are
> actually sticking fairly closely to the *conceptual* model used in SL (not
> for compatibility, but because it is a reasonable model), but we are
> departing from SL's *physical* model in some significant ways to gain
> better functional properties.
>
> According to the very rough consensus in AW Groupies (:P), in SL only the
> *content* is stored in *asset storage*, whereas *metadata* is stored in a
> *relational database* (and is mutable).  In the design that we are
> discussing here for VWRAP asset services, both *content* and *metadata *are
> held in asset services, and both types of data are immutable.  Our "updates"
> are achieved simply by referring to new metadata.
>
> SL handles its metadata specially and caches it in an inventory cache
> separately from content, whereas we store and cache them uniformly in both
> asset services and caches.  Our inventories merely organize our cached
> metadata into a hierarchical *view*.  We're building on past experience to
> improve functionality and performance and scalability (and elegance too!),
> which is quite natural.
>
> The "information about assets" stored at the leaves of inventories in
> SL-compatible clients is conceptually very similar to the metadata stored in
> our proposed asset services.  Even the content referencing model is similar,
> in the sense that capabilities are used in SL to obtain the UUIDs of
> textures for example, and these UUIDs are then stored in the metadata held
> in inventory items.
>
> In other words, UUIDs held in SL inventory leaves are equivalent to our *direct
> addresses* (URIs) held in metadata.  In both cases, once you have the UUID
> or *direct address*, you no longer need a capability to obtain the item.
> The cap's only function is to control acquisition of the UUID, which is the
> actual address of the content.  Our content URIs just extend the concept of
> an address to external asset services.
>
>
> >> The metadata item will naturally reference the corresponding data item
> (which is an N:1 relationship when hash-based addressing is used), and in
> some cases can reference more than one data item --- for example, the
> metadata of a mesh will commonly reference not only the graphical data
> required for rendering in the client but also the collision mesh or bounding
> box data required by the region.
>
> > Wouldn't it make more sense to keep the metadata-item-to-data-item
> relation strictly N:1, and have the mesh data item have a N:N relation to
> it's components? (Analogous to SL gestures.) While the item type should be
> part of the metadata, I don't think the metadata's structure should depend
> on the item type. After all, the structure of inodes of a file system also
> doesn't depend on the file formats of the referenced files.
>
>>
>>
> Yes!  That makes more sense.  I withdraw my N:M suggestion. :-)  Let's
> stick with N:1 and then be more clever with content if needed later.  This
> is also in keeping with my cost engineering mantra, namely "The burden of X
> should be borne only by those who need X".  There is no sense complicating
> metadata to make it N:M when the vast majority of its use cases are N:1.
>
>
>
>  >> As a final point about metadata versus data, it should be mentioned
> that generally only the data ever has access restrictions placed on it,
>
> > No restrictions for whom? Just for the user whose inventory it is (but
> then he/she has to authenticate somehow) or no restrictions for anyone?
>
>
> Sorry, I was ambiguous.  What I should have said was "Only access to the
> content of assets may be restricted by access controls, and only when it is
> appropriate to do so (eg. never for open content).  Access to the metadata
> of assets is never restricted, for anyone.  When access controls restrict
> access to the content of a particular asset, then different policies may be
> applied to agents who hold assets in inventory and agents who merely render
> assets worn by others in the region.  The asset service holds authority over
> the asset, and has the power to discriminate."
>
>
>
> > ("inventory" here refers to just the tree, if I understood you
> correctly). I guess this is also the case for other users, except where I
> have given them explicit permission to view parts of my inventory (if the
> protocol was capable of that).
>
>
> I do not envisage anyone ever having access to an agent's inventory, other
> than the agent who owns the inventory (inventories are client-side after
> all, despite also being saved server-side).  Only the metadata that an
> inventory may be referencing can ever be seen by others (for example, when a
> region provides the references), but never the hierarchical structure.  This
> is similar to how SL/Opensim works:  you can inspect the metadata of an
> asset in the scene and see that it is owned by user X, but you have no
> access to X's inventory.
>
>
>
> >> I am going to assume that nobody wants that [poor functionality and lag]
> and hence, that metadata is never accessed through capabilities.
>
> > Now here I'm beginning to wonder, what data all is part of the tree (that
> others aren't able to access) and what is instead part of the item-metadata,
> (a fraction of) which needs to be broadcasted to other users, as it contains
> the references to the assets those other users have to fetch to render my
> avatar correctly. For example, is the item name part of that metadata or
> part of the tree? It obviously isn't needed by others, it's merely a
> reminder for myself of what that item is.
>
>
> Just in case I wasn't clear before, I'll underline that inventory trees are
> entirely unrelated to the process by which others gain access to assets
> (they use metadata which links to content, not inventories).  The only
> reason why I mentioned inventories at all is because they too happen to
> point to metadata.  As to the question of what is in inventories that isn't
> in metadata, the answer is "almost nothing" other than the hierarchical
> skeleton of named folders.  I guess it's possible to have local symlinks,
> and even to modify the metadata locally if desired, for example to change
> the local name of an item, but those are just frills.  Generally, inventory
> is merely metadata organized locally into a tree.
>
>
>
> > If the item name for worn stuff *is* broadcasted together with the other
> relevant metadata, that's OK as long as the user is aware of it, but it *
> does* have some consequences: In that case, I probably wouldn't want to
> name a wearable "The dress that this stupid guy bought me, but that I like
> to wear anyway" or "Those shoes that my secret lover Example Resident gave
> me" but something more innocent, so that I wouldn't upset that other user
> and wouldn't leak that Example Resident was my secret lover.
>
> Haha. :-)  Well it's already the case in SL that the metadata is
> inspectable, so people are already used to the fact that how they name
> objects and what they write in object descriptions is visible publicly,
> nothing new there.
>
>
>
> > There might be other metadata that's useful to the users themselves but
> that they might want to withhold from region owners and other users. Imagine
> for example information about where and when you acquired an item, which
> allows you to efficiently search for that item when you forgot the item name
> but still remember how you got it. However, if that info is broadcasted for
> worn items and you wear enough different items, everyone around you has a
> partial trace of your virtual travels.
>
>
> Yes, good ideas for purely local enhancements to inventories. :-)  I'm sure
> that inventories can be extended in many useful ways to build upon their
> primary role of organizing and referencing metadata.  That could be a very
> interesting area.  Anyone with dozens of thousands of objects in inventory
> can appreciate very well the need for some new thinking to help us manage
> the object explosion. :-)
>
>
> Morgaine.
>
>
>
>
> ======================
>
> On Sun, Apr 10, 2011 at 10:27 PM, Boroondas Gupte <
> sllists@boroon.dasgupta.ch> wrote:
>
>>  Hi Morgaine
>>
>> The distinction between metadata and 'content' and storing them in
>> separately acquirable chunks is a good and quite important idea, I think.
>> More generally, I can think of several reasons to split a monolithic data
>> entity E into several separate ones, connected by referencing each other or
>> by being referenced by a common meta-entity which replaces the previous
>> monolithic entity:
>>
>>    1. Several other entities are expected to have some parts in common
>>    with E, without having other parts in common with it.
>>    2. Some parties only need some parts of E, but not other parts.
>>     3. Some parties are only allowed access to some parts of E, but not
>>    to other parts.
>>
>> (You might note the similarity between reason (1) and rules used for
>> database normalization.)
>>
>> If the entities are immutable (which assets should be according to
>> previous discussion<http://www.ietf.org/mail-archive/web/vwrap/current/threads.html#00796>),
>> (1) can not only occur between unrelated items but will also be very common
>> for items that result from changing a previous item. Some examples how this
>> applies specifically to the metadata-content separation (assuming a similar
>> inventory UI as we have in SL):
>>
>>    - You rez an object from inventory, resize it, and take it back into
>>    inventory (which creates a new item there).
>>       - Same metadata (permissions, name(?), owner)
>>          - (What about a 'last edited' date, though? SL doesn't seem to
>>          store one, but some VWRAP systems might want to keep that info.)
>>           - Different content
>>    - You rename an item in-inventory
>>       - Different metadata (maybe ... see below)
>>        - Same content
>>    - You change next-owner permissions on an item, then give it to
>>    someone
>>       - Different metadata
>>       - Same content
>>
>> Reason (2) off course occurs when browsing your inventory. If you just
>> want to e.g. read the names of your items, you don't have to fetch all the
>> associated content data.
>>
>> Off course, there are more potential separations that fit one or several
>> of these three reasons than just the metadata-content one. In SL, having
>> objects being composed of prims, having prims reference textures for their
>> faces instead of having the texture data lumped into their own data, or
>> gestures being composed of steps some of which can reference animation and
>> sound assets are other examples of such separations.
>>
>> On 04/10/2011 03:11 PM, Morgaine wrote:
>>
>> It is worth noting that while inventories are mostly a client-side
>> implementation detail which can be changed unilaterally, the *metadata*held by inventories is a very important and separable information type in an
>> architecture that uses 3rd party asset services, so it needs detailed
>> examination.
>>
>> The metadata has to be available to remote parties in the same way as the
>> data itself is, and the best way of handling this is to make metadata a
>> separate item normally stored in the same asset service as the data.
>>
>> As far as I know, this differs slightly from the concepts/architecture in
>> SL. This might be a good thing, but because it is almost, but not
>> completely, the same, we should be aware of these differences: In SL, there
>> are the concept of assets (which are what I called 'content' above) and the
>> concept of inventory items, referencing these assets and holding additional
>> information such as permissions, name, etc. These inventory items themselves
>> however are *not* considered assets in SL.
>>
>> So far, that's just a difference in nomenclature, I guess. But the SL
>> inventory items are also handled differently from SL assets: They aren't
>> stored (and served to the region) by the asset server, like assets are, but
>> instead by the inventory service, which also serves the inventory tree. In
>> fact, at least in the viewer's data model, the folders making up that tree
>> are just special inventory items that do not reference assets but reference
>> other inventory items.
>>
>> One of the drawbacks of how SL draws the line between inventory (-items)
>> and assets is that it's probably difficult to implement something like
>> VWR-2427 <https://jira.secondlife.com/browse/VWR-2427>. Treating the
>> item-metadata as a type of assets as you seem to suggest might allow to
>> better exploit the commonality that both inventory items and some data
>> assets can refer to other assets.
>>
>> (Note that I'm not really an expert on SL's internal architecture, and
>> most of the above is based on hear-say and some viewer code comments I
>> remember. Please correct me if I'm wrong somewhere.)
>>
>> The metadata item will naturally reference the corresponding data item
>> (which is an N:1 relationship when hash-based addressing is used), and in
>> some cases can reference more than one data item --- for example, the
>> metadata of a mesh will commonly reference not only the graphical data
>> required for rendering in the client but also the collision mesh or bounding
>> box data required by the region.
>>
>> Wouldn't it make more sense to keep the metadata-item-to-data-item
>> relation strictly N:1, and have the mesh data item have a N:N relation to
>> it's components? (Analogous to SL gestures.) While the item type should be
>> part of the metadata, I don't think the metadata's structure should depend
>> on the item type. After all, the structure of inodes of a file system also
>> doesn't depend on the file formats of the referenced files.
>>
>> These two types of data are separate because it would be inefficient to
>> require clients or regions to download data that they do not use.  Our
>> "asset" singleton now turns into a metadata + data pair.
>>
>> Yep.
>>
>>  As a final point about metadata versus data, it should be mentioned that
>> generally only the data ever has access restrictions placed on it,
>>
>> No restrictions for whom? Just for the user whose inventory it is (but
>> then he/she has to authenticate somehow) or no restrictions for anyone?
>>
>>  because placing restrictions on metadata leads to unsearchable
>> inventories for which the technical term is "annoying as hell", or more
>> seriously, poorly functionality and yet another source of lag.
>>
>> I agree everyone should be able to access their own inventory tree,
>> including the item-metadata at its leaf nodes. For the tree part, you later
>> write
>>
>> Regions don't have access to your inventory [...]
>>
>> ("inventory" here refers to just the tree, if I understood you correctly).
>> I guess this is also the case for other users, except where I have given
>> them explicit permission to view parts of my inventory (if the protocol was
>> capable of that).
>>
>> I am going to assume that nobody wants that [poor functionality and lag]
>> and hence, that metadata is never accessed through capabilities.
>>
>> Now here I'm beginning to wonder, what data all is part of the tree (that
>> others aren't able to access) and what is instead part of the item-metadata,
>> (a fraction of) which needs to be broadcasted to other users, as it contains
>> the references to the assets those other users have to fetch to render my
>> avatar correctly. For example, is the item name part of that metadata or
>> part of the tree? It obviously isn't needed by others, it's merely a
>> reminder for myself of what that item is.
>>
>> If the item name for worn stuff *is* broadcasted together with the other
>> relevant metadata, that's OK as long as the user is aware of it, but it *
>> does* have some consequences: In that case, I probably wouldn't want to
>> name a wearable "The dress that this stupid guy bought me, but that I like
>> to wear anyway" or "Those shoes that my secret lover Example Resident gave
>> me" but something more innocent, so that I wouldn't upset that other user
>> and wouldn't leak that Example Resident was my secret lover.
>>
>> There might be other metadata that's useful to the users themselves but
>> that they might want to withhold from region owners and other users. Imagine
>> for example information about where and when you acquired an item, which
>> allows you to efficiently search for that item when you forgot the item name
>> but still remember how you got it. However, if that info is broadcasted for
>> worn items and you wear enough different items, everyone around you has a
>> partial trace of your virtual travels.
>>
>> So we can either split the metadata asset according to reason (3) above
>> into several assets with different access policies. Or we just lump metadata
>> we want to keep private together with the tree while only having metadata we
>> don't mind sharing in the metadata assets.
>>
>> Cheers,
>> Boroondas
>>
>> _______________________________________________
>> vwrap mailing list
>> vwrap@ietf.org
>> https://www.ietf.org/mailman/listinfo/vwrap
>>
>>
>

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Content-Type: text/html; charset=ISO-8859-1
Content-Transfer-Encoding: quoted-printable

I&#39;d better tighten up one paragraph I wrote, because it could be interp=
reted as &quot;all metadata is public&quot;, which wasn&#39;t intended.=A0 =
Here&#39;s an improved version:<br><br><br><div style=3D"margin-left: 40px;=
">
&quot;Access to the <i>content</i> of a restricted asset may be achieved by=
 first acquiring a capability for that asset.=A0 A capability needs to be a=
cquired only when that asset&#39;s metadata indicates that the content is r=
estricted.=A0 Access to the <i>metadata</i> of an asset is never restricted=
, for=20
anyone, once an asset has been placed in-world.=A0 Until an asset is placed=
 in-world, its metadata address is not known to anyone except the owner of =
the asset, and is unguessable.=A0 When an asset service restricts access to=
 the content of a=20
particular asset, then different policies may be applied to agents who=20
hold assets in inventory and agents who merely render assets worn by=20
others in the region.=A0 The asset service holds authority over the asset,
 and has the power to discriminate.&quot;</div><br><br>And further on acces=
s controls, a point which we haven&#39;t yet discussed:<br><br><br><div sty=
le=3D"margin-left: 40px;">&quot;If access to the content of a restricted as=
set is attempted without using a capability, the access attempt will be rej=
ected by the asset service because insufficient credentials were provided.=
=A0 Consequently, simply removing the <b>Restricted</b> property from a res=
tricted asset&#39;s metadata in order to avoid requesting a capability cann=
ot bypass required access controls.&quot;<br>
</div><br><br>Those are actually reasonable paragraphs for a draft document=
 describing the design model of VWRAP asset services, assuming there is agr=
eement. :-)<br><br><br>Morgaine.<br><br><br><br><br>=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D<br>
<br><br>On Mon, Apr 11, 2011 at 4:25 AM, Morgaine <span dir=3D"ltr">&lt;<a =
href=3D"mailto:morgaine.dinova@googlemail.com">morgaine.dinova@googlemail.c=
om</a>&gt;</span> wrote:<br><blockquote class=3D"gmail_quote" style=3D"marg=
in: 0pt 0pt 0pt 0.8ex; border-left: 1px solid rgb(204, 204, 204); padding-l=
eft: 1ex;">
<br><div bgcolor=3D"#ffffff"><div class=3D"im"><br></div>Sorry, I was ambig=
uous.=A0 What I should have said was=20
&quot;Only access to the content of assets may be restricted by access=20
controls, and only when it is appropriate to do so (eg. never for open=20
content).=A0 Access to the metadata of assets is never restricted, for=20
anyone.=A0 When access controls restrict access to the content of a=20
particular asset, then different policies may be applied to agents who=20
hold assets in inventory and agents who merely render assets worn by=20
others in the region.=A0 The asset service holds authority over the asset,
 and has the power to discriminate.&quot;<div class=3D"im"><br>
</div></div><br></blockquote>&lt;cut&gt;<br><br><br><br><div class=3D"gmail=
_quote">On Mon, Apr 11, 2011 at 4:25 AM, Morgaine <span dir=3D"ltr">&lt;<a =
href=3D"mailto:morgaine.dinova@googlemail.com">morgaine.dinova@googlemail.c=
om</a>&gt;</span> wrote:<br>
<blockquote class=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt 0.8ex; borde=
r-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;">Excellent respons=
e, Boroondas, full of detailed analysis! :-)<br><br>I won&#39;t respond to =
everything in-line because it would be mostly a long sequence of &quot;Yes!=
&quot; and &quot;Good idea!&quot;, but I&#39;ll expand in a couple of areas=
 where your reply makes me think that I should have been clearer, and also =
where I prefer your suggestions to mine.<br>

<br>What&#39;s more, I&#39;ll adopt your suggested nomenclature straight aw=
ay:<br><br><div style=3D"margin-left: 120px;"><b>asset =3D=3D (metadata + c=
ontent)</b><br><br></div>I like that!=A0 &quot;Metadata + data&quot; has ne=
ver felt right, because everything is &quot;data&quot;. :-)<div class=3D"im=
">
<br>
<br><br><br>On Sun, Apr 10, 2011 at 10:27 PM, Boroondas Gupte <span dir=3D"=
ltr">&lt;<a href=3D"mailto:sllists@boroon.dasgupta.ch" target=3D"_blank">sl=
lists@boroon.dasgupta.ch</a>&gt;</span> wrote:<br><blockquote class=3D"gmai=
l_quote" style=3D"margin: 0pt 0pt 0pt 0.8ex; border-left: 1px solid rgb(204=
, 204, 204); padding-left: 1ex;">



 =20
   =20
   =20
 =20
  <div bgcolor=3D"#ffffff">
    <br>
    <br></div></blockquote></div><div bgcolor=3D"#ffffff"><div class=3D"im"=
><div style=3D"margin-left: 40px;" bgcolor=3D"#ffffff">
    &gt; On 04/10/2011 03:11 PM, Morgaine wrote:<br></div></div><div class=
=3D"im"><div style=3D"margin-left: 40px;" bgcolor=3D"#ffffff"><div style=3D=
"margin-left: 40px;">&gt;&gt; The metadata has to be available to remote pa=
rties in the same way
      as the data itself is, and the best way of handling this is to
      make metadata a separate item normally stored in the same asset
      service as the data.<br></div></div><div style=3D"margin-left: 40px;"=
 bgcolor=3D"#ffffff"><br>
    As far as I know, this differs slightly from the
    concepts/architecture in SL. This might be a good thing, but because
    it is almost, but not completely, the same, we should be aware of
    these differences: In SL, there are the concept of assets (which are
    what I called &#39;content&#39; above) and the concept of inventory ite=
ms,
    referencing these assets and holding additional information such as
    permissions, name, etc. These inventory items themselves however are
    <b>not</b> considered assets in SL.<br><br>
    So far, that&#39;s just a difference in nomenclature, I guess. But the
    SL inventory items are also handled differently from SL assets: They
    aren&#39;t stored (and served to the region) by the asset server, like
    assets are, but instead by the inventory service, which also serves
    the inventory tree. In fact, at least in the viewer&#39;s data model,
    the folders making up that tree are just special inventory items
    that do not reference assets but reference other inventory items.<br><b=
r>
    One of the drawbacks of how SL draws the line between inventory
    (-items) and assets is that it&#39;s probably difficult to implement
    something like <a rel=3D"14564" href=3D"https://jira.secondlife.com/bro=
wse/VWR-2427" target=3D"_blank">VWR-2427</a>.
    Treating the item-metadata as a type of assets as you seem to
    suggest might allow to better exploit the commonality that both
    inventory items and some data assets can refer to other assets.<br><br>
    (Note that I&#39;m not really an expert on SL&#39;s internal architectu=
re,
    and most of the above is based on hear-say and some viewer code
    comments I remember. Please correct me if I&#39;m wrong somewhere.)<br>=
</div></div></div><div bgcolor=3D"#ffffff">
   =20
     <br></div><div><br>I&#39;m not an expert on SL&#39;s architecture eith=
er, but our discussions in the AWG over 3+ years suggest that your analysis=
 above is correct.=A0 We are actually sticking fairly closely to the <i>con=
ceptual</i> model used in SL (not for compatibility, but because it is a re=
asonable model), but we are departing from SL&#39;s <i>physical</i> model i=
n some significant ways to gain better functional properties.<br>

<br>According to the very rough consensus in AW Groupies (:P), in SL only t=
he <b>content</b> is stored in <i>asset storage</i>, whereas <b>metadata</b=
> is stored in a <i>relational database</i> (and is mutable).=A0 In the des=
ign that we are discussing here for VWRAP asset services, both <b>content</=
b> and <b>metadata </b>are held in asset services, and both types of data a=
re immutable.=A0 Our &quot;updates&quot; are achieved simply by referring t=
o new metadata.<br>

<br>SL handles its metadata specially and caches it in an inventory cache s=
eparately from content, whereas we store and cache them uniformly in both a=
sset services and caches.=A0 Our inventories merely organize our cached met=
adata into a hierarchical <i>view</i>.=A0 We&#39;re building on past experi=
ence to improve functionality and performance and scalability (and elegance=
 too!), which is quite natural.<br>

<br>The &quot;information about assets&quot; stored at the leaves of invent=
ories in SL-compatible clients is conceptually very similar to the metadata=
 stored in our proposed asset services.=A0 Even the content referencing mod=
el is similar, in the sense that capabilities are used in SL to obtain the =
UUIDs of textures for example, and these UUIDs are then stored in the metad=
ata held in inventory items.<br>

<br>In other words, UUIDs held in SL inventory leaves are equivalent to our=
 <i>direct addresses</i> (URIs) held in metadata.=A0 In both cases, once yo=
u have the UUID or <i>direct address</i>, you no longer need a capability t=
o obtain the item.=A0 The cap&#39;s only function is to control acquisition=
 of the UUID, which is the actual address of the content.=A0 Our content UR=
Is just extend the concept of an address to external asset services.<br>

<br><br></div><div class=3D"im"><div style=3D"margin-left: 80px;" bgcolor=
=3D"#ffffff">
    &gt;&gt; The metadata item will naturally reference the
      corresponding data item (which is an N:1 relationship when
      hash-based addressing is used), and in some cases can reference
      more than one data item --- for example, the metadata of a mesh
      will commonly reference not only the graphical data required for
      rendering in the client but also the collision mesh or bounding
      box data required by the region.<br></div><div style=3D"margin-left: =
40px;">=A0</div><div style=3D"margin-left: 40px;" bgcolor=3D"#ffffff">
    &gt; Wouldn&#39;t it make more sense to keep the metadata-item-to-data-=
item
    relation strictly <tt>N:1</tt>, and have the mesh data item have a
    <tt>N:N</tt> relation to it&#39;s components? (Analogous to SL
    gestures.) While the item type should be part of the metadata, I
    don&#39;t think the metadata&#39;s structure should depend on the item =
type.
    After all, the structure of inodes of a file system also doesn&#39;t
    depend on the file formats of the referenced files.<br></div><blockquot=
e class=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt 0.8ex; border-left: 1p=
x solid rgb(204, 204, 204); padding-left: 1ex;"><div bgcolor=3D"#ffffff">
    <br></div></blockquote></div><div bgcolor=3D"#ffffff"><br>Yes!=A0 That =
makes more sense.=A0 I withdraw my N:M suggestion. :-)=A0 Let&#39;s stick w=
ith N:1 and then be more clever with content if needed later.=A0 This is al=
so in keeping with my cost engineering mantra, namely &quot;The burden of X=
 should be borne only by those who need X&quot;.=A0 There is no sense compl=
icating metadata to make it N:M when the vast majority of its use cases are=
 N:1.<div class=3D"im">
<br>
<br>
    <br>
    <div style=3D"margin-left: 40px;"><div style=3D"margin-left: 40px;">
      &gt;&gt; As a final point about metadata versus data, it should be
      mentioned that generally only the data ever has access
      restrictions placed on it,<br></div><br>
    &gt; No restrictions for whom? Just for the user whose inventory it is
    (but then he/she has to authenticate somehow) or no restrictions for
    anyone?<br></div>
    <br><br></div>Sorry, I was ambiguous.=A0 What I should have said was &q=
uot;Only access to the content of assets may be restricted by access contro=
ls, and only when it is appropriate to do so (eg. never for open content).=
=A0 Access to the metadata of assets is never restricted, for anyone.=A0 Wh=
en access controls restrict access to the content of a particular asset, th=
en different policies may be applied to agents who hold assets in inventory=
 and agents who merely render assets worn by others in the region.=A0 The a=
sset service holds authority over the asset, and has the power to discrimin=
ate.&quot;<div class=3D"im">
<br>
<br><div style=3D"margin-left: 40px;"><div style=3D"margin-left: 40px;"><br=
></div>
    &gt; (&quot;inventory&quot; here refers to just the tree, if I understo=
od you
    correctly). I guess this is also the case for other users, except
    where I have given them explicit permission to view parts of my
    inventory (if the protocol was capable of that).<br></div>
   =20
    <br><br></div>I do not envisage anyone ever having access to an agent&#=
39;s inventory, other than the agent who owns the inventory (inventories ar=
e client-side after all, despite also being saved server-side).=A0 Only the=
 metadata that an inventory may be referencing can ever be seen by others (=
for example, when a region provides the references), but never the hierarch=
ical structure.=A0 This is similar to how SL/Opensim works:=A0 you can insp=
ect the metadata of an asset in the scene and see that it is owned by user =
X, but you have no access to X&#39;s inventory.<div class=3D"im">
<br>
<br><br>
    <div style=3D"margin-left: 40px;"><div style=3D"margin-left: 40px;">&gt=
;&gt; I am going to assume that nobody wants that [poor
      functionality and lag] and hence, that metadata is never accessed
      through capabilities.<br></div><br>
    &gt; Now here I&#39;m beginning to wonder, what data all is part of the=
 tree
    (that others aren&#39;t able to access) and what is instead part of the
    item-metadata, (a fraction of) which needs to be broadcasted to
    other users, as it contains the references to the assets those other
    users have to fetch to render my avatar correctly. For example, is
    the item name part of that metadata or part of the tree? It
    obviously isn&#39;t needed by others, it&#39;s merely a reminder for my=
self
    of what that item is.<br></div>
    <br><br></div>Just in case I wasn&#39;t clear before, I&#39;ll underlin=
e that inventory trees are entirely unrelated to the process by which other=
s gain access to assets (they use metadata which links to content, not inve=
ntories).=A0 The only reason why I mentioned inventories at all is because =
they too happen to point to metadata.=A0 As to the question of what is in i=
nventories that isn&#39;t in metadata, the answer is &quot;almost nothing&q=
uot; other than the hierarchical skeleton of named folders.=A0 I guess it&#=
39;s possible to have local symlinks, and even to modify the metadata local=
ly if desired, for example to change the local name of an item, but those a=
re just frills.=A0 Generally, inventory is merely metadata organized locall=
y into a tree.<div class=3D"im">
<br>
<br><br><div style=3D"margin-left: 40px;">
    &gt; If the item name for worn stuff <i>is</i> broadcasted together wit=
h
    the other relevant metadata, that&#39;s OK as long as the user is aware
    of it, but it <i>does</i> have some consequences: In that case, I
    probably wouldn&#39;t want to name a wearable &quot;The dress that this
    stupid guy bought me, but that I like to wear anyway&quot; or &quot;Tho=
se
    shoes that my secret lover Example Resident gave me&quot; but something
    more innocent, so that I wouldn&#39;t upset that other user and wouldn&=
#39;t
    leak that Example Resident was my secret lover.<br></div>
    <br></div>Haha. :-)=A0 Well it&#39;s already the case in SL that the me=
tadata is inspectable, so people are already used to the fact that how they=
 name objects and what they write in object descriptions is visible publicl=
y, nothing new there.<div class=3D"im">
<br>
<br><br><div style=3D"margin-left: 40px;">
    &gt; There might be other metadata that&#39;s useful to the users thems=
elves
    but that they might want to withhold from region owners and other
    users. Imagine for example information about where and when you
    acquired an item, which allows you to efficiently search for that
    item when you forgot the item name but still remember how you got
    it. However, if that info is broadcasted for worn items and you wear
    enough different items, everyone around you has a partial trace of
    your virtual travels.<br><br></div><br></div>Yes, good ideas for purely=
 local enhancements to inventories. :-)=A0 I&#39;m sure that inventories ca=
n be extended in many useful ways to build upon their primary role of organ=
izing and referencing metadata.=A0 That could be a very interesting area.=
=A0 Anyone with dozens of thousands of objects in inventory can appreciate =
very well the need for some new thinking to help us manage the object explo=
sion. :-)<br>


   =20
    <br></div><br>Morgaine.<br><br><br><br><br>=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D<br><br><div class=3D"gmail_quote"><=
div><div></div><div class=3D"h5">On Sun, Apr 10, 2011 at 10:27 PM, Boroonda=
s Gupte <span dir=3D"ltr">&lt;<a href=3D"mailto:sllists@boroon.dasgupta.ch"=
 target=3D"_blank">sllists@boroon.dasgupta.ch</a>&gt;</span> wrote:<br>

</div></div><blockquote class=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt =
0.8ex; border-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;"><div>=
<div></div><div class=3D"h5">

 =20
   =20
   =20
 =20
  <div bgcolor=3D"#ffffff" text=3D"#000000">
    Hi Morgaine<br>
    <br>
    The distinction between metadata and &#39;content&#39; and storing them=
 in
    separately acquirable chunks is a good and quite important idea, I
    think. More generally, I can think of several reasons to split a
    monolithic data entity E into several separate ones, connected by
    referencing each other or by being referenced by a common
    meta-entity which replaces the previous monolithic entity:<br>
    <ol>
      <li>Several other entities are expected to have some parts in
        common with E, without having other parts in common with it.</li>
      <li>Some parties only need some parts of E, but not other parts.<br>
      </li>
      <li>Some parties are only allowed access to some parts of E, but
        not to other parts.<br>
      </li>
    </ol>
    (You might note the similarity between reason (1) and rules used for
    database normalization.)<br>
    <br>
    If the entities are immutable (which assets should be <a href=3D"http:/=
/www.ietf.org/mail-archive/web/vwrap/current/threads.html#00796" target=3D"=
_blank">according
      to previous discussion</a>), (1) can not only occur between
    unrelated items but will also be very common for items that result
    from changing a previous item. Some examples how this applies
    specifically to the metadata-content separation (assuming a similar
    inventory UI as we have in SL):<br>
    <ul>
      <li>You rez an object from inventory, resize it, and take it back
        into inventory (which creates a new item there).</li>
      <ul>
        <li>Same metadata (permissions, name(?), owner)</li>
        <ul>
          <li>(What about a &#39;last edited&#39; date, though? SL doesn&#3=
9;t seem
            to store one, but some VWRAP systems might want to keep that
            info.)<br>
          </li>
        </ul>
        <li>Different content</li>
      </ul>
      <li>You rename an item in-inventory</li>
      <ul>
        <li>Different metadata (maybe ... see below)<br>
        </li>
        <li>Same content</li>
      </ul>
      <li>You change next-owner permissions on an item, then give it to
        someone</li>
      <ul>
        <li>Different metadata</li>
        <li>Same content<br>
        </li>
      </ul>
    </ul>
    Reason (2) off course occurs when browsing your inventory. If you
    just want to e.g. read the names of your items, you don&#39;t have to
    fetch all the associated content data.<br>
    <br>
    Off course, there are more potential separations that fit one or
    several of these three reasons than just the metadata-content one.
    In SL, having objects being composed of prims, having prims
    reference textures for their faces instead of having the texture
    data lumped into their own data, or gestures being composed of steps
    some of which can reference animation and sound assets are other
    examples of such separations.<br>
    <br>
    On 04/10/2011 03:11 PM, Morgaine wrote:<br>
    <blockquote type=3D"cite">It is worth noting that while inventories are=
 mostly a
      client-side implementation detail which can be changed
      unilaterally, the <i>metadata</i> held by inventories is a very
      important and separable information type in an architecture that
      uses 3rd party asset services, so it needs detailed examination.<br>
      <br>
      The metadata has to be available to remote parties in the same way
      as the data itself is, and the best way of handling this is to
      make metadata a separate item normally stored in the same asset
      service as the data.</blockquote>
    As far as I know, this differs slightly from the
    concepts/architecture in SL. This might be a good thing, but because
    it is almost, but not completely, the same, we should be aware of
    these differences: In SL, there are the concept of assets (which are
    what I called &#39;content&#39; above) and the concept of inventory ite=
ms,
    referencing these assets and holding additional information such as
    permissions, name, etc. These inventory items themselves however are
    <b>not</b> considered assets in SL.<br>
    <br>
    So far, that&#39;s just a difference in nomenclature, I guess. But the
    SL inventory items are also handled differently from SL assets: They
    aren&#39;t stored (and served to the region) by the asset server, like
    assets are, but instead by the inventory service, which also serves
    the inventory tree. In fact, at least in the viewer&#39;s data model,
    the folders making up that tree are just special inventory items
    that do not reference assets but reference other inventory items.<br>
    <br>
    One of the drawbacks of how SL draws the line between inventory
    (-items) and assets is that it&#39;s probably difficult to implement
    something like <a rel=3D"14564" href=3D"https://jira.secondlife.com/bro=
wse/VWR-2427" target=3D"_blank">VWR-2427</a>.
    Treating the item-metadata as a type of assets as you seem to
    suggest might allow to better exploit the commonality that both
    inventory items and some data assets can refer to other assets.<br>
    <br>
    (Note that I&#39;m not really an expert on SL&#39;s internal architectu=
re,
    and most of the above is based on hear-say and some viewer code
    comments I remember. Please correct me if I&#39;m wrong somewhere.)<br>
    <br>
    <blockquote type=3D"cite">The metadata item will naturally reference th=
e
      corresponding data item (which is an N:1 relationship when
      hash-based addressing is used), and in some cases can reference
      more than one data item --- for example, the metadata of a mesh
      will commonly reference not only the graphical data required for
      rendering in the client but also the collision mesh or bounding
      box data required by the region.</blockquote>
    Wouldn&#39;t it make more sense to keep the metadata-item-to-data-item
    relation strictly <tt>N:1</tt>, and have the mesh data item have a
    <tt>N:N</tt> relation to it&#39;s components? (Analogous to SL
    gestures.) While the item type should be part of the metadata, I
    don&#39;t think the metadata&#39;s structure should depend on the item =
type.
    After all, the structure of inodes of a file system also doesn&#39;t
    depend on the file formats of the referenced files.<br>
    <br>
    <blockquote type=3D"cite">These two types of data are separate because =
it would
      be inefficient to require clients or regions to download data that
      they do not use.=A0 Our &quot;asset&quot; singleton now turns into a =
metadata
      + data pair.<br>
    </blockquote>
    Yep.<br>
    <br>
    <blockquote type=3D"cite">
      As a final point about metadata versus data, it should be
      mentioned that generally only the data ever has access
      restrictions placed on it,</blockquote>
    No restrictions for whom? Just for the user whose inventory it is
    (but then he/she has to authenticate somehow) or no restrictions for
    anyone?<br>
    <br>
    <blockquote type=3D"cite">
      because placing restrictions on metadata leads to unsearchable
      inventories for which the technical term is &quot;annoying as hell&qu=
ot;, or
      more seriously, poorly functionality and yet another source of
      lag.</blockquote>
    I agree everyone should be able to access their own inventory tree,
    including the item-metadata at its leaf nodes. For the tree part,
    you later write<br>
    <blockquote type=3D"cite">Regions don&#39;t have access to your invento=
ry
      [...]<br>
    </blockquote>
    (&quot;inventory&quot; here refers to just the tree, if I understood yo=
u
    correctly). I guess this is also the case for other users, except
    where I have given them explicit permission to view parts of my
    inventory (if the protocol was capable of that).<br>
    <br>
    <blockquote type=3D"cite">I am going to assume that nobody wants that [=
poor
      functionality and lag] and hence, that metadata is never accessed
      through capabilities.</blockquote>
    Now here I&#39;m beginning to wonder, what data all is part of the tree
    (that others aren&#39;t able to access) and what is instead part of the
    item-metadata, (a fraction of) which needs to be broadcasted to
    other users, as it contains the references to the assets those other
    users have to fetch to render my avatar correctly. For example, is
    the item name part of that metadata or part of the tree? It
    obviously isn&#39;t needed by others, it&#39;s merely a reminder for my=
self
    of what that item is.<br>
    <br>
    If the item name for worn stuff <i>is</i> broadcasted together with
    the other relevant metadata, that&#39;s OK as long as the user is aware
    of it, but it <i>does</i> have some consequences: In that case, I
    probably wouldn&#39;t want to name a wearable &quot;The dress that this
    stupid guy bought me, but that I like to wear anyway&quot; or &quot;Tho=
se
    shoes that my secret lover Example Resident gave me&quot; but something
    more innocent, so that I wouldn&#39;t upset that other user and wouldn&=
#39;t
    leak that Example Resident was my secret lover.<br>
    <br>
    There might be other metadata that&#39;s useful to the users themselves
    but that they might want to withhold from region owners and other
    users. Imagine for example information about where and when you
    acquired an item, which allows you to efficiently search for that
    item when you forgot the item name but still remember how you got
    it. However, if that info is broadcasted for worn items and you wear
    enough different items, everyone around you has a partial trace of
    your virtual travels.<br>
    <br>
    So we can either split the metadata asset according to reason (3)
    above into several assets with different access policies. Or we just
    lump metadata we want to keep private together with the tree while
    only having metadata we don&#39;t mind sharing in the metadata assets.<=
br>
    <br>
    Cheers,<br>
    Boroondas<br>
  </div>

<br></div></div>_______________________________________________<br>
vwrap mailing list<br>
<a href=3D"mailto:vwrap@ietf.org" target=3D"_blank">vwrap@ietf.org</a><br>
<a href=3D"https://www.ietf.org/mailman/listinfo/vwrap" target=3D"_blank">h=
ttps://www.ietf.org/mailman/listinfo/vwrap</a><br>
<br></blockquote></div><br>
</blockquote></div><br>

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Date: Mon, 11 Apr 2011 07:30:40 +0100
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From: Morgaine <morgaine.dinova@googlemail.com>
To: vwrap@ietf.org
Content-Type: multipart/alternative; boundary=00235429d8f4e4d54604a09eb66a
Subject: Re: [vwrap] Inventory, Asset Metadata and Privacy (was: [wvrap] Simulation consistency)
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--00235429d8f4e4d54604a09eb66a
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Notice how, by making the use of capabilities dependent on the presence of
the *Restricted* bit in the asset's metadata, we have introduced the
possibility of making VWRAP asset access control flexible and extensible.
This single control bit is just the start. :-)

Where currently we have just one access control bit in the metadata
properties field and one capability mechanism to match, we could have a
vector of control bits or a multi-bit field instead, each bit or the value
of the field activating a different access control mechanism, perhaps to
acquire different types of access credentials.

This could open up many new possibilities, beyond user/region asset
controls.


Morgaine.




======================


On Mon, Apr 11, 2011 at 5:22 AM, Morgaine <morgaine.dinova@googlemail.com>wrote:

>
> "If access to the content of a restricted asset is attempted without using
> a capability, the access attempt will be rejected by the asset service
> because insufficient credentials were provided.  Consequently, simply
> removing the *Restricted* property from a restricted asset's metadata in
> order to avoid requesting a capability cannot bypass required access
> controls."
>
>
> Morgaine.
>
>
>
>
> ===========================
>
>
>
> On Mon, Apr 11, 2011 at 4:25 AM, Morgaine <morgaine.dinova@googlemail.com>wrote:
>
>>
>>
>> Sorry, I was ambiguous.  What I should have said was "Only access to the
>> content of assets may be restricted by access controls, and only when it is
>> appropriate to do so (eg. never for open content).  Access to the metadata
>> of assets is never restricted, for anyone.  When access controls restrict
>> access to the content of a particular asset, then different policies may be
>> applied to agents who hold assets in inventory and agents who merely render
>> assets worn by others in the region.  The asset service holds authority over
>> the asset, and has the power to discriminate."
>>
>>
>> <cut>
>
>
>
>
> On Mon, Apr 11, 2011 at 4:25 AM, Morgaine <morgaine.dinova@googlemail.com>wrote:
>
>> Excellent response, Boroondas, full of detailed analysis! :-)
>>
>> I won't respond to everything in-line because it would be mostly a long
>> sequence of "Yes!" and "Good idea!", but I'll expand in a couple of areas
>> where your reply makes me think that I should have been clearer, and also
>> where I prefer your suggestions to mine.
>>
>> What's more, I'll adopt your suggested nomenclature straight away:
>>
>> *asset == (metadata + content)*
>>
>> I like that!  "Metadata + data" has never felt right, because everything
>> is "data". :-)
>>
>>
>>
>>
>> On Sun, Apr 10, 2011 at 10:27 PM, Boroondas Gupte <
>> sllists@boroon.dasgupta.ch> wrote:
>>
>>>
>>>
>>> > On 04/10/2011 03:11 PM, Morgaine wrote:
>> >> The metadata has to be available to remote parties in the same way as
>> the data itself is, and the best way of handling this is to make metadata a
>> separate item normally stored in the same asset service as the data.
>>
>> As far as I know, this differs slightly from the concepts/architecture in
>> SL. This might be a good thing, but because it is almost, but not
>> completely, the same, we should be aware of these differences: In SL, there
>> are the concept of assets (which are what I called 'content' above) and the
>> concept of inventory items, referencing these assets and holding additional
>> information such as permissions, name, etc. These inventory items themselves
>> however are *not* considered assets in SL.
>>
>> So far, that's just a difference in nomenclature, I guess. But the SL
>> inventory items are also handled differently from SL assets: They aren't
>> stored (and served to the region) by the asset server, like assets are, but
>> instead by the inventory service, which also serves the inventory tree. In
>> fact, at least in the viewer's data model, the folders making up that tree
>> are just special inventory items that do not reference assets but reference
>> other inventory items.
>>
>> One of the drawbacks of how SL draws the line between inventory (-items)
>> and assets is that it's probably difficult to implement something like
>> VWR-2427 <https://jira.secondlife.com/browse/VWR-2427>. Treating the
>> item-metadata as a type of assets as you seem to suggest might allow to
>> better exploit the commonality that both inventory items and some data
>> assets can refer to other assets.
>>
>> (Note that I'm not really an expert on SL's internal architecture, and
>> most of the above is based on hear-say and some viewer code comments I
>> remember. Please correct me if I'm wrong somewhere.)
>>
>>
>> I'm not an expert on SL's architecture either, but our discussions in the
>> AWG over 3+ years suggest that your analysis above is correct.  We are
>> actually sticking fairly closely to the *conceptual* model used in SL
>> (not for compatibility, but because it is a reasonable model), but we are
>> departing from SL's *physical* model in some significant ways to gain
>> better functional properties.
>>
>> According to the very rough consensus in AW Groupies (:P), in SL only the
>> *content* is stored in *asset storage*, whereas *metadata* is stored in a
>> *relational database* (and is mutable).  In the design that we are
>> discussing here for VWRAP asset services, both *content* and *metadata *are
>> held in asset services, and both types of data are immutable.  Our "updates"
>> are achieved simply by referring to new metadata.
>>
>> SL handles its metadata specially and caches it in an inventory cache
>> separately from content, whereas we store and cache them uniformly in both
>> asset services and caches.  Our inventories merely organize our cached
>> metadata into a hierarchical *view*.  We're building on past experience
>> to improve functionality and performance and scalability (and elegance
>> too!), which is quite natural.
>>
>> The "information about assets" stored at the leaves of inventories in
>> SL-compatible clients is conceptually very similar to the metadata stored in
>> our proposed asset services.  Even the content referencing model is similar,
>> in the sense that capabilities are used in SL to obtain the UUIDs of
>> textures for example, and these UUIDs are then stored in the metadata held
>> in inventory items.
>>
>> In other words, UUIDs held in SL inventory leaves are equivalent to our *direct
>> addresses* (URIs) held in metadata.  In both cases, once you have the
>> UUID or *direct address*, you no longer need a capability to obtain the
>> item.  The cap's only function is to control acquisition of the UUID, which
>> is the actual address of the content.  Our content URIs just extend the
>> concept of an address to external asset services.
>>
>>
>> >> The metadata item will naturally reference the corresponding data item
>> (which is an N:1 relationship when hash-based addressing is used), and in
>> some cases can reference more than one data item --- for example, the
>> metadata of a mesh will commonly reference not only the graphical data
>> required for rendering in the client but also the collision mesh or bounding
>> box data required by the region.
>>
>> > Wouldn't it make more sense to keep the metadata-item-to-data-item
>> relation strictly N:1, and have the mesh data item have a N:N relation to
>> it's components? (Analogous to SL gestures.) While the item type should be
>> part of the metadata, I don't think the metadata's structure should depend
>> on the item type. After all, the structure of inodes of a file system also
>> doesn't depend on the file formats of the referenced files.
>>
>>>
>>>
>> Yes!  That makes more sense.  I withdraw my N:M suggestion. :-)  Let's
>> stick with N:1 and then be more clever with content if needed later.  This
>> is also in keeping with my cost engineering mantra, namely "The burden of X
>> should be borne only by those who need X".  There is no sense complicating
>> metadata to make it N:M when the vast majority of its use cases are N:1.
>>
>>
>>
>>  >> As a final point about metadata versus data, it should be mentioned
>> that generally only the data ever has access restrictions placed on it,
>>
>> > No restrictions for whom? Just for the user whose inventory it is (but
>> then he/she has to authenticate somehow) or no restrictions for anyone?
>>
>>
>> Sorry, I was ambiguous.  What I should have said was "Only access to the
>> content of assets may be restricted by access controls, and only when it is
>> appropriate to do so (eg. never for open content).  Access to the metadata
>> of assets is never restricted, for anyone.  When access controls restrict
>> access to the content of a particular asset, then different policies may be
>> applied to agents who hold assets in inventory and agents who merely render
>> assets worn by others in the region.  The asset service holds authority over
>> the asset, and has the power to discriminate."
>>
>>
>>
>> > ("inventory" here refers to just the tree, if I understood you
>> correctly). I guess this is also the case for other users, except where I
>> have given them explicit permission to view parts of my inventory (if the
>> protocol was capable of that).
>>
>>
>> I do not envisage anyone ever having access to an agent's inventory, other
>> than the agent who owns the inventory (inventories are client-side after
>> all, despite also being saved server-side).  Only the metadata that an
>> inventory may be referencing can ever be seen by others (for example, when a
>> region provides the references), but never the hierarchical structure.  This
>> is similar to how SL/Opensim works:  you can inspect the metadata of an
>> asset in the scene and see that it is owned by user X, but you have no
>> access to X's inventory.
>>
>>
>>
>> >> I am going to assume that nobody wants that [poor functionality and
>> lag] and hence, that metadata is never accessed through capabilities.
>>
>> > Now here I'm beginning to wonder, what data all is part of the tree
>> (that others aren't able to access) and what is instead part of the
>> item-metadata, (a fraction of) which needs to be broadcasted to other users,
>> as it contains the references to the assets those other users have to fetch
>> to render my avatar correctly. For example, is the item name part of that
>> metadata or part of the tree? It obviously isn't needed by others, it's
>> merely a reminder for myself of what that item is.
>>
>>
>> Just in case I wasn't clear before, I'll underline that inventory trees
>> are entirely unrelated to the process by which others gain access to assets
>> (they use metadata which links to content, not inventories).  The only
>> reason why I mentioned inventories at all is because they too happen to
>> point to metadata.  As to the question of what is in inventories that isn't
>> in metadata, the answer is "almost nothing" other than the hierarchical
>> skeleton of named folders.  I guess it's possible to have local symlinks,
>> and even to modify the metadata locally if desired, for example to change
>> the local name of an item, but those are just frills.  Generally, inventory
>> is merely metadata organized locally into a tree.
>>
>>
>>
>> > If the item name for worn stuff *is* broadcasted together with the
>> other relevant metadata, that's OK as long as the user is aware of it, but
>> it *does* have some consequences: In that case, I probably wouldn't want
>> to name a wearable "The dress that this stupid guy bought me, but that I
>> like to wear anyway" or "Those shoes that my secret lover Example Resident
>> gave me" but something more innocent, so that I wouldn't upset that other
>> user and wouldn't leak that Example Resident was my secret lover.
>>
>> Haha. :-)  Well it's already the case in SL that the metadata is
>> inspectable, so people are already used to the fact that how they name
>> objects and what they write in object descriptions is visible publicly,
>> nothing new there.
>>
>>
>>
>> > There might be other metadata that's useful to the users themselves but
>> that they might want to withhold from region owners and other users. Imagine
>> for example information about where and when you acquired an item, which
>> allows you to efficiently search for that item when you forgot the item name
>> but still remember how you got it. However, if that info is broadcasted for
>> worn items and you wear enough different items, everyone around you has a
>> partial trace of your virtual travels.
>>
>>
>> Yes, good ideas for purely local enhancements to inventories. :-)  I'm
>> sure that inventories can be extended in many useful ways to build upon
>> their primary role of organizing and referencing metadata.  That could be a
>> very interesting area.  Anyone with dozens of thousands of objects in
>> inventory can appreciate very well the need for some new thinking to help us
>> manage the object explosion. :-)
>>
>>
>> Morgaine.
>>
>>
>>
>>
>> ======================
>>
>> On Sun, Apr 10, 2011 at 10:27 PM, Boroondas Gupte <
>> sllists@boroon.dasgupta.ch> wrote:
>>
>>>  Hi Morgaine
>>>
>>> The distinction between metadata and 'content' and storing them in
>>> separately acquirable chunks is a good and quite important idea, I think.
>>> More generally, I can think of several reasons to split a monolithic data
>>> entity E into several separate ones, connected by referencing each other or
>>> by being referenced by a common meta-entity which replaces the previous
>>> monolithic entity:
>>>
>>>    1. Several other entities are expected to have some parts in common
>>>    with E, without having other parts in common with it.
>>>    2. Some parties only need some parts of E, but not other parts.
>>>     3. Some parties are only allowed access to some parts of E, but not
>>>    to other parts.
>>>
>>> (You might note the similarity between reason (1) and rules used for
>>> database normalization.)
>>>
>>> If the entities are immutable (which assets should be according to
>>> previous discussion<http://www.ietf.org/mail-archive/web/vwrap/current/threads.html#00796>),
>>> (1) can not only occur between unrelated items but will also be very common
>>> for items that result from changing a previous item. Some examples how this
>>> applies specifically to the metadata-content separation (assuming a similar
>>> inventory UI as we have in SL):
>>>
>>>    - You rez an object from inventory, resize it, and take it back into
>>>    inventory (which creates a new item there).
>>>       - Same metadata (permissions, name(?), owner)
>>>          - (What about a 'last edited' date, though? SL doesn't seem to
>>>          store one, but some VWRAP systems might want to keep that info.)
>>>           - Different content
>>>    - You rename an item in-inventory
>>>       - Different metadata (maybe ... see below)
>>>        - Same content
>>>    - You change next-owner permissions on an item, then give it to
>>>    someone
>>>       - Different metadata
>>>       - Same content
>>>
>>> Reason (2) off course occurs when browsing your inventory. If you just
>>> want to e.g. read the names of your items, you don't have to fetch all the
>>> associated content data.
>>>
>>> Off course, there are more potential separations that fit one or several
>>> of these three reasons than just the metadata-content one. In SL, having
>>> objects being composed of prims, having prims reference textures for their
>>> faces instead of having the texture data lumped into their own data, or
>>> gestures being composed of steps some of which can reference animation and
>>> sound assets are other examples of such separations.
>>>
>>> On 04/10/2011 03:11 PM, Morgaine wrote:
>>>
>>> It is worth noting that while inventories are mostly a client-side
>>> implementation detail which can be changed unilaterally, the *metadata*held by inventories is a very important and separable information type in an
>>> architecture that uses 3rd party asset services, so it needs detailed
>>> examination.
>>>
>>> The metadata has to be available to remote parties in the same way as the
>>> data itself is, and the best way of handling this is to make metadata a
>>> separate item normally stored in the same asset service as the data.
>>>
>>> As far as I know, this differs slightly from the concepts/architecture in
>>> SL. This might be a good thing, but because it is almost, but not
>>> completely, the same, we should be aware of these differences: In SL, there
>>> are the concept of assets (which are what I called 'content' above) and the
>>> concept of inventory items, referencing these assets and holding additional
>>> information such as permissions, name, etc. These inventory items themselves
>>> however are *not* considered assets in SL.
>>>
>>> So far, that's just a difference in nomenclature, I guess. But the SL
>>> inventory items are also handled differently from SL assets: They aren't
>>> stored (and served to the region) by the asset server, like assets are, but
>>> instead by the inventory service, which also serves the inventory tree. In
>>> fact, at least in the viewer's data model, the folders making up that tree
>>> are just special inventory items that do not reference assets but reference
>>> other inventory items.
>>>
>>> One of the drawbacks of how SL draws the line between inventory (-items)
>>> and assets is that it's probably difficult to implement something like
>>> VWR-2427 <https://jira.secondlife.com/browse/VWR-2427>. Treating the
>>> item-metadata as a type of assets as you seem to suggest might allow to
>>> better exploit the commonality that both inventory items and some data
>>> assets can refer to other assets.
>>>
>>> (Note that I'm not really an expert on SL's internal architecture, and
>>> most of the above is based on hear-say and some viewer code comments I
>>> remember. Please correct me if I'm wrong somewhere.)
>>>
>>> The metadata item will naturally reference the corresponding data item
>>> (which is an N:1 relationship when hash-based addressing is used), and in
>>> some cases can reference more than one data item --- for example, the
>>> metadata of a mesh will commonly reference not only the graphical data
>>> required for rendering in the client but also the collision mesh or bounding
>>> box data required by the region.
>>>
>>> Wouldn't it make more sense to keep the metadata-item-to-data-item
>>> relation strictly N:1, and have the mesh data item have a N:N relation
>>> to it's components? (Analogous to SL gestures.) While the item type should
>>> be part of the metadata, I don't think the metadata's structure should
>>> depend on the item type. After all, the structure of inodes of a file system
>>> also doesn't depend on the file formats of the referenced files.
>>>
>>> These two types of data are separate because it would be inefficient to
>>> require clients or regions to download data that they do not use.  Our
>>> "asset" singleton now turns into a metadata + data pair.
>>>
>>> Yep.
>>>
>>>  As a final point about metadata versus data, it should be mentioned that
>>> generally only the data ever has access restrictions placed on it,
>>>
>>> No restrictions for whom? Just for the user whose inventory it is (but
>>> then he/she has to authenticate somehow) or no restrictions for anyone?
>>>
>>>  because placing restrictions on metadata leads to unsearchable
>>> inventories for which the technical term is "annoying as hell", or more
>>> seriously, poorly functionality and yet another source of lag.
>>>
>>> I agree everyone should be able to access their own inventory tree,
>>> including the item-metadata at its leaf nodes. For the tree part, you later
>>> write
>>>
>>> Regions don't have access to your inventory [...]
>>>
>>> ("inventory" here refers to just the tree, if I understood you
>>> correctly). I guess this is also the case for other users, except where I
>>> have given them explicit permission to view parts of my inventory (if the
>>> protocol was capable of that).
>>>
>>> I am going to assume that nobody wants that [poor functionality and lag]
>>> and hence, that metadata is never accessed through capabilities.
>>>
>>> Now here I'm beginning to wonder, what data all is part of the tree (that
>>> others aren't able to access) and what is instead part of the item-metadata,
>>> (a fraction of) which needs to be broadcasted to other users, as it contains
>>> the references to the assets those other users have to fetch to render my
>>> avatar correctly. For example, is the item name part of that metadata or
>>> part of the tree? It obviously isn't needed by others, it's merely a
>>> reminder for myself of what that item is.
>>>
>>> If the item name for worn stuff *is* broadcasted together with the other
>>> relevant metadata, that's OK as long as the user is aware of it, but it
>>> *does* have some consequences: In that case, I probably wouldn't want to
>>> name a wearable "The dress that this stupid guy bought me, but that I like
>>> to wear anyway" or "Those shoes that my secret lover Example Resident gave
>>> me" but something more innocent, so that I wouldn't upset that other user
>>> and wouldn't leak that Example Resident was my secret lover.
>>>
>>> There might be other metadata that's useful to the users themselves but
>>> that they might want to withhold from region owners and other users. Imagine
>>> for example information about where and when you acquired an item, which
>>> allows you to efficiently search for that item when you forgot the item name
>>> but still remember how you got it. However, if that info is broadcasted for
>>> worn items and you wear enough different items, everyone around you has a
>>> partial trace of your virtual travels.
>>>
>>> So we can either split the metadata asset according to reason (3) above
>>> into several assets with different access policies. Or we just lump metadata
>>> we want to keep private together with the tree while only having metadata we
>>> don't mind sharing in the metadata assets.
>>>
>>> Cheers,
>>> Boroondas
>>>
>>> _______________________________________________
>>> vwrap mailing list
>>> vwrap@ietf.org
>>> https://www.ietf.org/mailman/listinfo/vwrap
>>>
>>>
>>
>

--00235429d8f4e4d54604a09eb66a
Content-Type: text/html; charset=ISO-8859-1
Content-Transfer-Encoding: quoted-printable

Notice how, by making the use of capabilities dependent on the presence of =
the <b>Restricted</b> bit in the asset&#39;s metadata, we have introduced t=
he possibility of making VWRAP asset access control flexible and extensible=
.=A0 This single control bit is just the start. :-)<br>
<br>Where currently we have just one access control bit in the metadata pro=
perties field and one capability mechanism to match, we could have a vector=
 of control bits or a multi-bit field instead, each bit or the value of the=
 field activating a different access control mechanism, perhaps to acquire =
different types of access credentials.<br>
<br>This could open up many new possibilities, beyond user/region asset con=
trols.<br><br><br>Morgaine.<br><br><br><br><br>=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D<br><br><br><div class=3D"gmail_quot=
e">On Mon, Apr 11, 2011 at 5:22 AM, Morgaine <span dir=3D"ltr">&lt;<a href=
=3D"mailto:morgaine.dinova@googlemail.com">morgaine.dinova@googlemail.com</=
a>&gt;</span> wrote:<br>
<blockquote class=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt 0.8ex; borde=
r-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;"><br><div style=3D=
"margin-left: 40px;">&quot;If access to the content of a restricted asset i=
s attempted without using a capability, the access attempt will be rejected=
 by the asset service because insufficient credentials were provided.=A0 Co=
nsequently, simply removing the <b>Restricted</b> property from a restricte=
d asset&#39;s metadata in order to avoid requesting a capability cannot byp=
ass required access controls.&quot;<br>

</div><br><br>Morgaine.<br><br><br><br><br>=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D<div class=3D"im"><br>
<br><br>On Mon, Apr 11, 2011 at 4:25 AM, Morgaine <span dir=3D"ltr">&lt;<a =
href=3D"mailto:morgaine.dinova@googlemail.com" target=3D"_blank">morgaine.d=
inova@googlemail.com</a>&gt;</span> wrote:<br><blockquote class=3D"gmail_qu=
ote" style=3D"margin: 0pt 0pt 0pt 0.8ex; border-left: 1px solid rgb(204, 20=
4, 204); padding-left: 1ex;">

<br><div bgcolor=3D"#ffffff"><div><br></div>Sorry, I was ambiguous.=A0 What=
 I should have said was=20
&quot;Only access to the content of assets may be restricted by access=20
controls, and only when it is appropriate to do so (eg. never for open=20
content).=A0 Access to the metadata of assets is never restricted, for=20
anyone.=A0 When access controls restrict access to the content of a=20
particular asset, then different policies may be applied to agents who=20
hold assets in inventory and agents who merely render assets worn by=20
others in the region.=A0 The asset service holds authority over the asset,
 and has the power to discriminate.&quot;<div><br>
</div></div><br></blockquote></div>&lt;cut&gt;<div><div></div><div class=3D=
"h5"><br><br><br><br><div class=3D"gmail_quote">On Mon, Apr 11, 2011 at 4:2=
5 AM, Morgaine <span dir=3D"ltr">&lt;<a href=3D"mailto:morgaine.dinova@goog=
lemail.com" target=3D"_blank">morgaine.dinova@googlemail.com</a>&gt;</span>=
 wrote:<br>

<blockquote class=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt 0.8ex; borde=
r-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;">Excellent respons=
e, Boroondas, full of detailed analysis! :-)<br><br>I won&#39;t respond to =
everything in-line because it would be mostly a long sequence of &quot;Yes!=
&quot; and &quot;Good idea!&quot;, but I&#39;ll expand in a couple of areas=
 where your reply makes me think that I should have been clearer, and also =
where I prefer your suggestions to mine.<br>


<br>What&#39;s more, I&#39;ll adopt your suggested nomenclature straight aw=
ay:<br><br><div style=3D"margin-left: 120px;"><b>asset =3D=3D (metadata + c=
ontent)</b><br><br></div>I like that!=A0 &quot;Metadata + data&quot; has ne=
ver felt right, because everything is &quot;data&quot;. :-)<div>

<br>
<br><br><br>On Sun, Apr 10, 2011 at 10:27 PM, Boroondas Gupte <span dir=3D"=
ltr">&lt;<a href=3D"mailto:sllists@boroon.dasgupta.ch" target=3D"_blank">sl=
lists@boroon.dasgupta.ch</a>&gt;</span> wrote:<br><blockquote class=3D"gmai=
l_quote" style=3D"margin: 0pt 0pt 0pt 0.8ex; border-left: 1px solid rgb(204=
, 204, 204); padding-left: 1ex;">




 =20
   =20
   =20
 =20
  <div bgcolor=3D"#ffffff">
    <br>
    <br></div></blockquote></div><div bgcolor=3D"#ffffff"><div><div style=
=3D"margin-left: 40px;" bgcolor=3D"#ffffff">
    &gt; On 04/10/2011 03:11 PM, Morgaine wrote:<br></div></div><div><div s=
tyle=3D"margin-left: 40px;" bgcolor=3D"#ffffff"><div style=3D"margin-left: =
40px;">&gt;&gt; The metadata has to be available to remote parties in the s=
ame way
      as the data itself is, and the best way of handling this is to
      make metadata a separate item normally stored in the same asset
      service as the data.<br></div></div><div style=3D"margin-left: 40px;"=
 bgcolor=3D"#ffffff"><br>
    As far as I know, this differs slightly from the
    concepts/architecture in SL. This might be a good thing, but because
    it is almost, but not completely, the same, we should be aware of
    these differences: In SL, there are the concept of assets (which are
    what I called &#39;content&#39; above) and the concept of inventory ite=
ms,
    referencing these assets and holding additional information such as
    permissions, name, etc. These inventory items themselves however are
    <b>not</b> considered assets in SL.<br><br>
    So far, that&#39;s just a difference in nomenclature, I guess. But the
    SL inventory items are also handled differently from SL assets: They
    aren&#39;t stored (and served to the region) by the asset server, like
    assets are, but instead by the inventory service, which also serves
    the inventory tree. In fact, at least in the viewer&#39;s data model,
    the folders making up that tree are just special inventory items
    that do not reference assets but reference other inventory items.<br><b=
r>
    One of the drawbacks of how SL draws the line between inventory
    (-items) and assets is that it&#39;s probably difficult to implement
    something like <a rel=3D"14564" href=3D"https://jira.secondlife.com/bro=
wse/VWR-2427" target=3D"_blank">VWR-2427</a>.
    Treating the item-metadata as a type of assets as you seem to
    suggest might allow to better exploit the commonality that both
    inventory items and some data assets can refer to other assets.<br><br>
    (Note that I&#39;m not really an expert on SL&#39;s internal architectu=
re,
    and most of the above is based on hear-say and some viewer code
    comments I remember. Please correct me if I&#39;m wrong somewhere.)<br>=
</div></div></div><div bgcolor=3D"#ffffff">
   =20
     <br></div><div><br>I&#39;m not an expert on SL&#39;s architecture eith=
er, but our discussions in the AWG over 3+ years suggest that your analysis=
 above is correct.=A0 We are actually sticking fairly closely to the <i>con=
ceptual</i> model used in SL (not for compatibility, but because it is a re=
asonable model), but we are departing from SL&#39;s <i>physical</i> model i=
n some significant ways to gain better functional properties.<br>


<br>According to the very rough consensus in AW Groupies (:P), in SL only t=
he <b>content</b> is stored in <i>asset storage</i>, whereas <b>metadata</b=
> is stored in a <i>relational database</i> (and is mutable).=A0 In the des=
ign that we are discussing here for VWRAP asset services, both <b>content</=
b> and <b>metadata </b>are held in asset services, and both types of data a=
re immutable.=A0 Our &quot;updates&quot; are achieved simply by referring t=
o new metadata.<br>


<br>SL handles its metadata specially and caches it in an inventory cache s=
eparately from content, whereas we store and cache them uniformly in both a=
sset services and caches.=A0 Our inventories merely organize our cached met=
adata into a hierarchical <i>view</i>.=A0 We&#39;re building on past experi=
ence to improve functionality and performance and scalability (and elegance=
 too!), which is quite natural.<br>


<br>The &quot;information about assets&quot; stored at the leaves of invent=
ories in SL-compatible clients is conceptually very similar to the metadata=
 stored in our proposed asset services.=A0 Even the content referencing mod=
el is similar, in the sense that capabilities are used in SL to obtain the =
UUIDs of textures for example, and these UUIDs are then stored in the metad=
ata held in inventory items.<br>


<br>In other words, UUIDs held in SL inventory leaves are equivalent to our=
 <i>direct addresses</i> (URIs) held in metadata.=A0 In both cases, once yo=
u have the UUID or <i>direct address</i>, you no longer need a capability t=
o obtain the item.=A0 The cap&#39;s only function is to control acquisition=
 of the UUID, which is the actual address of the content.=A0 Our content UR=
Is just extend the concept of an address to external asset services.<br>


<br><br></div><div><div style=3D"margin-left: 80px;" bgcolor=3D"#ffffff">
    &gt;&gt; The metadata item will naturally reference the
      corresponding data item (which is an N:1 relationship when
      hash-based addressing is used), and in some cases can reference
      more than one data item --- for example, the metadata of a mesh
      will commonly reference not only the graphical data required for
      rendering in the client but also the collision mesh or bounding
      box data required by the region.<br></div><div style=3D"margin-left: =
40px;">=A0</div><div style=3D"margin-left: 40px;" bgcolor=3D"#ffffff">
    &gt; Wouldn&#39;t it make more sense to keep the metadata-item-to-data-=
item
    relation strictly <tt>N:1</tt>, and have the mesh data item have a
    <tt>N:N</tt> relation to it&#39;s components? (Analogous to SL
    gestures.) While the item type should be part of the metadata, I
    don&#39;t think the metadata&#39;s structure should depend on the item =
type.
    After all, the structure of inodes of a file system also doesn&#39;t
    depend on the file formats of the referenced files.<br></div><blockquot=
e class=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt 0.8ex; border-left: 1p=
x solid rgb(204, 204, 204); padding-left: 1ex;"><div bgcolor=3D"#ffffff">
    <br></div></blockquote></div><div bgcolor=3D"#ffffff"><br>Yes!=A0 That =
makes more sense.=A0 I withdraw my N:M suggestion. :-)=A0 Let&#39;s stick w=
ith N:1 and then be more clever with content if needed later.=A0 This is al=
so in keeping with my cost engineering mantra, namely &quot;The burden of X=
 should be borne only by those who need X&quot;.=A0 There is no sense compl=
icating metadata to make it N:M when the vast majority of its use cases are=
 N:1.<div>

<br>
<br>
    <br>
    <div style=3D"margin-left: 40px;"><div style=3D"margin-left: 40px;">
      &gt;&gt; As a final point about metadata versus data, it should be
      mentioned that generally only the data ever has access
      restrictions placed on it,<br></div><br>
    &gt; No restrictions for whom? Just for the user whose inventory it is
    (but then he/she has to authenticate somehow) or no restrictions for
    anyone?<br></div>
    <br><br></div>Sorry, I was ambiguous.=A0 What I should have said was &q=
uot;Only access to the content of assets may be restricted by access contro=
ls, and only when it is appropriate to do so (eg. never for open content).=
=A0 Access to the metadata of assets is never restricted, for anyone.=A0 Wh=
en access controls restrict access to the content of a particular asset, th=
en different policies may be applied to agents who hold assets in inventory=
 and agents who merely render assets worn by others in the region.=A0 The a=
sset service holds authority over the asset, and has the power to discrimin=
ate.&quot;<div>

<br>
<br><div style=3D"margin-left: 40px;"><div style=3D"margin-left: 40px;"><br=
></div>
    &gt; (&quot;inventory&quot; here refers to just the tree, if I understo=
od you
    correctly). I guess this is also the case for other users, except
    where I have given them explicit permission to view parts of my
    inventory (if the protocol was capable of that).<br></div>
   =20
    <br><br></div>I do not envisage anyone ever having access to an agent&#=
39;s inventory, other than the agent who owns the inventory (inventories ar=
e client-side after all, despite also being saved server-side).=A0 Only the=
 metadata that an inventory may be referencing can ever be seen by others (=
for example, when a region provides the references), but never the hierarch=
ical structure.=A0 This is similar to how SL/Opensim works:=A0 you can insp=
ect the metadata of an asset in the scene and see that it is owned by user =
X, but you have no access to X&#39;s inventory.<div>

<br>
<br><br>
    <div style=3D"margin-left: 40px;"><div style=3D"margin-left: 40px;">&gt=
;&gt; I am going to assume that nobody wants that [poor
      functionality and lag] and hence, that metadata is never accessed
      through capabilities.<br></div><br>
    &gt; Now here I&#39;m beginning to wonder, what data all is part of the=
 tree
    (that others aren&#39;t able to access) and what is instead part of the
    item-metadata, (a fraction of) which needs to be broadcasted to
    other users, as it contains the references to the assets those other
    users have to fetch to render my avatar correctly. For example, is
    the item name part of that metadata or part of the tree? It
    obviously isn&#39;t needed by others, it&#39;s merely a reminder for my=
self
    of what that item is.<br></div>
    <br><br></div>Just in case I wasn&#39;t clear before, I&#39;ll underlin=
e that inventory trees are entirely unrelated to the process by which other=
s gain access to assets (they use metadata which links to content, not inve=
ntories).=A0 The only reason why I mentioned inventories at all is because =
they too happen to point to metadata.=A0 As to the question of what is in i=
nventories that isn&#39;t in metadata, the answer is &quot;almost nothing&q=
uot; other than the hierarchical skeleton of named folders.=A0 I guess it&#=
39;s possible to have local symlinks, and even to modify the metadata local=
ly if desired, for example to change the local name of an item, but those a=
re just frills.=A0 Generally, inventory is merely metadata organized locall=
y into a tree.<div>

<br>
<br><br><div style=3D"margin-left: 40px;">
    &gt; If the item name for worn stuff <i>is</i> broadcasted together wit=
h
    the other relevant metadata, that&#39;s OK as long as the user is aware
    of it, but it <i>does</i> have some consequences: In that case, I
    probably wouldn&#39;t want to name a wearable &quot;The dress that this
    stupid guy bought me, but that I like to wear anyway&quot; or &quot;Tho=
se
    shoes that my secret lover Example Resident gave me&quot; but something
    more innocent, so that I wouldn&#39;t upset that other user and wouldn&=
#39;t
    leak that Example Resident was my secret lover.<br></div>
    <br></div>Haha. :-)=A0 Well it&#39;s already the case in SL that the me=
tadata is inspectable, so people are already used to the fact that how they=
 name objects and what they write in object descriptions is visible publicl=
y, nothing new there.<div>

<br>
<br><br><div style=3D"margin-left: 40px;">
    &gt; There might be other metadata that&#39;s useful to the users thems=
elves
    but that they might want to withhold from region owners and other
    users. Imagine for example information about where and when you
    acquired an item, which allows you to efficiently search for that
    item when you forgot the item name but still remember how you got
    it. However, if that info is broadcasted for worn items and you wear
    enough different items, everyone around you has a partial trace of
    your virtual travels.<br><br></div><br></div>Yes, good ideas for purely=
 local enhancements to inventories. :-)=A0 I&#39;m sure that inventories ca=
n be extended in many useful ways to build upon their primary role of organ=
izing and referencing metadata.=A0 That could be a very interesting area.=
=A0 Anyone with dozens of thousands of objects in inventory can appreciate =
very well the need for some new thinking to help us manage the object explo=
sion. :-)<br>



   =20
    <br></div><br>Morgaine.<br><br><br><br><br>=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D<br><br><div class=3D"gmail_quote"><=
div><div></div><div>On Sun, Apr 10, 2011 at 10:27 PM, Boroondas Gupte <span=
 dir=3D"ltr">&lt;<a href=3D"mailto:sllists@boroon.dasgupta.ch" target=3D"_b=
lank">sllists@boroon.dasgupta.ch</a>&gt;</span> wrote:<br>


</div></div><blockquote class=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt =
0.8ex; border-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;"><div>=
<div></div><div>

 =20
   =20
   =20
 =20
  <div bgcolor=3D"#ffffff" text=3D"#000000">
    Hi Morgaine<br>
    <br>
    The distinction between metadata and &#39;content&#39; and storing them=
 in
    separately acquirable chunks is a good and quite important idea, I
    think. More generally, I can think of several reasons to split a
    monolithic data entity E into several separate ones, connected by
    referencing each other or by being referenced by a common
    meta-entity which replaces the previous monolithic entity:<br>
    <ol>
      <li>Several other entities are expected to have some parts in
        common with E, without having other parts in common with it.</li>
      <li>Some parties only need some parts of E, but not other parts.<br>
      </li>
      <li>Some parties are only allowed access to some parts of E, but
        not to other parts.<br>
      </li>
    </ol>
    (You might note the similarity between reason (1) and rules used for
    database normalization.)<br>
    <br>
    If the entities are immutable (which assets should be <a href=3D"http:/=
/www.ietf.org/mail-archive/web/vwrap/current/threads.html#00796" target=3D"=
_blank">according
      to previous discussion</a>), (1) can not only occur between
    unrelated items but will also be very common for items that result
    from changing a previous item. Some examples how this applies
    specifically to the metadata-content separation (assuming a similar
    inventory UI as we have in SL):<br>
    <ul>
      <li>You rez an object from inventory, resize it, and take it back
        into inventory (which creates a new item there).</li>
      <ul>
        <li>Same metadata (permissions, name(?), owner)</li>
        <ul>
          <li>(What about a &#39;last edited&#39; date, though? SL doesn&#3=
9;t seem
            to store one, but some VWRAP systems might want to keep that
            info.)<br>
          </li>
        </ul>
        <li>Different content</li>
      </ul>
      <li>You rename an item in-inventory</li>
      <ul>
        <li>Different metadata (maybe ... see below)<br>
        </li>
        <li>Same content</li>
      </ul>
      <li>You change next-owner permissions on an item, then give it to
        someone</li>
      <ul>
        <li>Different metadata</li>
        <li>Same content<br>
        </li>
      </ul>
    </ul>
    Reason (2) off course occurs when browsing your inventory. If you
    just want to e.g. read the names of your items, you don&#39;t have to
    fetch all the associated content data.<br>
    <br>
    Off course, there are more potential separations that fit one or
    several of these three reasons than just the metadata-content one.
    In SL, having objects being composed of prims, having prims
    reference textures for their faces instead of having the texture
    data lumped into their own data, or gestures being composed of steps
    some of which can reference animation and sound assets are other
    examples of such separations.<br>
    <br>
    On 04/10/2011 03:11 PM, Morgaine wrote:<br>
    <blockquote type=3D"cite">It is worth noting that while inventories are=
 mostly a
      client-side implementation detail which can be changed
      unilaterally, the <i>metadata</i> held by inventories is a very
      important and separable information type in an architecture that
      uses 3rd party asset services, so it needs detailed examination.<br>
      <br>
      The metadata has to be available to remote parties in the same way
      as the data itself is, and the best way of handling this is to
      make metadata a separate item normally stored in the same asset
      service as the data.</blockquote>
    As far as I know, this differs slightly from the
    concepts/architecture in SL. This might be a good thing, but because
    it is almost, but not completely, the same, we should be aware of
    these differences: In SL, there are the concept of assets (which are
    what I called &#39;content&#39; above) and the concept of inventory ite=
ms,
    referencing these assets and holding additional information such as
    permissions, name, etc. These inventory items themselves however are
    <b>not</b> considered assets in SL.<br>
    <br>
    So far, that&#39;s just a difference in nomenclature, I guess. But the
    SL inventory items are also handled differently from SL assets: They
    aren&#39;t stored (and served to the region) by the asset server, like
    assets are, but instead by the inventory service, which also serves
    the inventory tree. In fact, at least in the viewer&#39;s data model,
    the folders making up that tree are just special inventory items
    that do not reference assets but reference other inventory items.<br>
    <br>
    One of the drawbacks of how SL draws the line between inventory
    (-items) and assets is that it&#39;s probably difficult to implement
    something like <a rel=3D"14564" href=3D"https://jira.secondlife.com/bro=
wse/VWR-2427" target=3D"_blank">VWR-2427</a>.
    Treating the item-metadata as a type of assets as you seem to
    suggest might allow to better exploit the commonality that both
    inventory items and some data assets can refer to other assets.<br>
    <br>
    (Note that I&#39;m not really an expert on SL&#39;s internal architectu=
re,
    and most of the above is based on hear-say and some viewer code
    comments I remember. Please correct me if I&#39;m wrong somewhere.)<br>
    <br>
    <blockquote type=3D"cite">The metadata item will naturally reference th=
e
      corresponding data item (which is an N:1 relationship when
      hash-based addressing is used), and in some cases can reference
      more than one data item --- for example, the metadata of a mesh
      will commonly reference not only the graphical data required for
      rendering in the client but also the collision mesh or bounding
      box data required by the region.</blockquote>
    Wouldn&#39;t it make more sense to keep the metadata-item-to-data-item
    relation strictly <tt>N:1</tt>, and have the mesh data item have a
    <tt>N:N</tt> relation to it&#39;s components? (Analogous to SL
    gestures.) While the item type should be part of the metadata, I
    don&#39;t think the metadata&#39;s structure should depend on the item =
type.
    After all, the structure of inodes of a file system also doesn&#39;t
    depend on the file formats of the referenced files.<br>
    <br>
    <blockquote type=3D"cite">These two types of data are separate because =
it would
      be inefficient to require clients or regions to download data that
      they do not use.=A0 Our &quot;asset&quot; singleton now turns into a =
metadata
      + data pair.<br>
    </blockquote>
    Yep.<br>
    <br>
    <blockquote type=3D"cite">
      As a final point about metadata versus data, it should be
      mentioned that generally only the data ever has access
      restrictions placed on it,</blockquote>
    No restrictions for whom? Just for the user whose inventory it is
    (but then he/she has to authenticate somehow) or no restrictions for
    anyone?<br>
    <br>
    <blockquote type=3D"cite">
      because placing restrictions on metadata leads to unsearchable
      inventories for which the technical term is &quot;annoying as hell&qu=
ot;, or
      more seriously, poorly functionality and yet another source of
      lag.</blockquote>
    I agree everyone should be able to access their own inventory tree,
    including the item-metadata at its leaf nodes. For the tree part,
    you later write<br>
    <blockquote type=3D"cite">Regions don&#39;t have access to your invento=
ry
      [...]<br>
    </blockquote>
    (&quot;inventory&quot; here refers to just the tree, if I understood yo=
u
    correctly). I guess this is also the case for other users, except
    where I have given them explicit permission to view parts of my
    inventory (if the protocol was capable of that).<br>
    <br>
    <blockquote type=3D"cite">I am going to assume that nobody wants that [=
poor
      functionality and lag] and hence, that metadata is never accessed
      through capabilities.</blockquote>
    Now here I&#39;m beginning to wonder, what data all is part of the tree
    (that others aren&#39;t able to access) and what is instead part of the
    item-metadata, (a fraction of) which needs to be broadcasted to
    other users, as it contains the references to the assets those other
    users have to fetch to render my avatar correctly. For example, is
    the item name part of that metadata or part of the tree? It
    obviously isn&#39;t needed by others, it&#39;s merely a reminder for my=
self
    of what that item is.<br>
    <br>
    If the item name for worn stuff <i>is</i> broadcasted together with
    the other relevant metadata, that&#39;s OK as long as the user is aware
    of it, but it <i>does</i> have some consequences: In that case, I
    probably wouldn&#39;t want to name a wearable &quot;The dress that this
    stupid guy bought me, but that I like to wear anyway&quot; or &quot;Tho=
se
    shoes that my secret lover Example Resident gave me&quot; but something
    more innocent, so that I wouldn&#39;t upset that other user and wouldn&=
#39;t
    leak that Example Resident was my secret lover.<br>
    <br>
    There might be other metadata that&#39;s useful to the users themselves
    but that they might want to withhold from region owners and other
    users. Imagine for example information about where and when you
    acquired an item, which allows you to efficiently search for that
    item when you forgot the item name but still remember how you got
    it. However, if that info is broadcasted for worn items and you wear
    enough different items, everyone around you has a partial trace of
    your virtual travels.<br>
    <br>
    So we can either split the metadata asset according to reason (3)
    above into several assets with different access policies. Or we just
    lump metadata we want to keep private together with the tree while
    only having metadata we don&#39;t mind sharing in the metadata assets.<=
br>
    <br>
    Cheers,<br>
    Boroondas<br>
  </div>

<br></div></div>_______________________________________________<br>
vwrap mailing list<br>
<a href=3D"mailto:vwrap@ietf.org" target=3D"_blank">vwrap@ietf.org</a><br>
<a href=3D"https://www.ietf.org/mailman/listinfo/vwrap" target=3D"_blank">h=
ttps://www.ietf.org/mailman/listinfo/vwrap</a><br>
<br></blockquote></div><br>
</blockquote></div><br>
</div></div></blockquote></div><br>

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From dzonatas@gmail.com  Mon Apr 11 08:51:53 2011
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From: Dzonatas Sol <dzonatas@gmail.com>
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Subject: [vwrap] SPDY
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Seems like GOOGLE did something similar to what I did with 
"bidirectional" ReSTful combines, and they called it SPDY.

(read about SPDY near the bottom)
http://www.conceivablytech.com/6696/products/google-chrome-gets-spdy-and-an-onscreen-keyboard

 >> Google said that it saw pageload times to improve by 44 to up to 
64%. According to the company, SPDY still uses HTTP methods, headers and 
“other semantics.” <<

The difference is chrome implements a modified HTTP stack (SPDY) instead 
of being limited to HTTP itself. So far, I only see a BSD style 
denotation placed on the source files.

Maybe worthwhile to investigate to see how easy it is to add the 
ReSTful/LLSD/LLIDL combines and secure the transport within any 
specified trust domain.

-- 
--- https://twitter.com/Dzonatas_Sol ---
Web Development, Software Engineering, Virtual Reality, Consultant


From dzonatas@gmail.com  Mon Apr 11 08:59:23 2011
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Subject: Re: [vwrap] SPDY
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White paper: http://www.chromium.org/spdy/spdy-whitepaper

Dzonatas Sol wrote:
> Seems like GOOGLE did something similar to what I did with 
> "bidirectional" ReSTful combines, and they called it SPDY.
>
> (read about SPDY near the bottom)
> http://www.conceivablytech.com/6696/products/google-chrome-gets-spdy-and-an-onscreen-keyboard 
>
>
> >> Google said that it saw pageload times to improve by 44 to up to 
> 64%. According to the company, SPDY still uses HTTP methods, headers 
> and “other semantics.” <<
>
> The difference is chrome implements a modified HTTP stack (SPDY) 
> instead of being limited to HTTP itself. So far, I only see a BSD 
> style denotation placed on the source files.
>
> Maybe worthwhile to investigate to see how easy it is to add the 
> ReSTful/LLSD/LLIDL combines and secure the transport within any 
> specified trust domain.
>


-- 
--- https://twitter.com/Dzonatas_Sol ---
Web Development, Software Engineering, Virtual Reality, Consultant


From dcolivares@gmail.com  Mon Apr 11 09:48:51 2011
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Date: Mon, 11 Apr 2011 12:48:50 -0400
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From: Dan Olivares <dcolivares@gmail.com>
To: Dzonatas Sol <dzonatas@gmail.com>
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Subject: Re: [vwrap] SPDY
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It would be nice if they could push that through the IETF.

-Dan

On Mon, Apr 11, 2011 at 12:00 PM, Dzonatas Sol <dzonatas@gmail.com> wrote:
> White paper: http://www.chromium.org/spdy/spdy-whitepaper
>
> Dzonatas Sol wrote:
>>
>> Seems like GOOGLE did something similar to what I did with "bidirectiona=
l"
>> ReSTful combines, and they called it SPDY.
>>
>> (read about SPDY near the bottom)
>>
>> http://www.conceivablytech.com/6696/products/google-chrome-gets-spdy-and=
-an-onscreen-keyboard
>>
>> >> Google said that it saw pageload times to improve by 44 to up to 64%.
>> >> According to the company, SPDY still uses HTTP methods, headers and =
=93other
>> >> semantics.=94 <<
>>
>> The difference is chrome implements a modified HTTP stack (SPDY) instead
>> of being limited to HTTP itself. So far, I only see a BSD style denotati=
on
>> placed on the source files.
>>
>> Maybe worthwhile to investigate to see how easy it is to add the
>> ReSTful/LLSD/LLIDL combines and secure the transport within any specifie=
d
>> trust domain.
>>
>
>
> --
> --- https://twitter.com/Dzonatas_Sol ---
> Web Development, Software Engineering, Virtual Reality, Consultant
>
> _______________________________________________
> vwrap mailing list
> vwrap@ietf.org
> https://www.ietf.org/mailman/listinfo/vwrap
>

From stpeter@stpeter.im  Mon Apr 11 11:11:37 2011
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Subject: Re: [vwrap] SPDY
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On 4/11/11 10:48 AM, Dan Olivares wrote:
> It would be nice if they could push that through the IETF.

At IETF 80 in Prague a few weeks ago, Mike Belshe of Google made a
presentation about SPDY at the HTTPBIS WG session (and I think also the
Transport Area meeting). He reported that they are interested in working
to standardize SPDY at the IETF, but they don't want to pursue that
until they are completely happy with the technology (they feel that it
is still experimental and they want to work out more of the kinks based
on deployment experience).

Peter

--=20
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https://stpeter.im/




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Date: Mon, 11 Apr 2011 12:04:08 -0700
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Subject: Re: [vwrap] SPDY
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Quoted from: http://tech.slashdot.org/comments.pl?sid=2078504&cid=35782366
by: mbelshe (462412) <http://slashdot.org/%7Embelshe> writes: on Monday 
April 11, @11:56AM (#35782366 
<http://tech.slashdot.org/comments.pl?sid=2078504&cid=35782366>)

Thanks for all the kind words on SPDY; I wish the magazine authors would 
ask before putting their own results in the titles!

Regarding standards, we're still experimenting (sorry that protocol 
changes take so long!). You can't build a new protocol without 
measuring, and we're doing just that - measuring very carefully.

Note that we aren't ignoring the standards bodies. We have presented 
this information to the IETF, and we got a lot of great feedback during 
the process. When the protocol is ready for a RFC, we'll submit one - 
but it's not ready yet.

Here are the IETF presentations on SPDY:
      http://www.ietf.org/proceedings/80/slides/tsvarea-0.pdf [ietf.org]
and
      https://www.tools.ietf.org/agenda/80/slides/httpbis-7.pdf [ietf.org]

I've also answered a few similar questions to this here: 
http://hackerne.ws/item?id=2420201 [hackerne.ws]

We love help- if you're passionate about protocols and want to lend 
implementation help, please hop onto spdy-dev@google.com Several 
independent implementations have already cropped up and the feedback 
continues to be really great.




Dan Olivares wrote:
> It would be nice if they could push that through the IETF.
>
> -Dan
>
> On Mon, Apr 11, 2011 at 12:00 PM, Dzonatas Sol <dzonatas@gmail.com> wrote:
>   
>> White paper: http://www.chromium.org/spdy/spdy-whitepaper
>>
>> Dzonatas Sol wrote:
>>     
>>> Seems like GOOGLE did something similar to what I did with "bidirectional"
>>> ReSTful combines, and they called it SPDY.
>>>
>>> (read about SPDY near the bottom)
>>>
>>> http://www.conceivablytech.com/6696/products/google-chrome-gets-spdy-and-an-onscreen-keyboard
>>>
>>>       
>>>>> Google said that it saw pageload times to improve by 44 to up to 64%.
>>>>> According to the company, SPDY still uses HTTP methods, headers and �other
>>>>> semantics.� <<
>>>>>           
>>> The difference is chrome implements a modified HTTP stack (SPDY) instead
>>> of being limited to HTTP itself. So far, I only see a BSD style denotation
>>> placed on the source files.
>>>
>>> Maybe worthwhile to investigate to see how easy it is to add the
>>> ReSTful/LLSD/LLIDL combines and secure the transport within any specified
>>> trust domain.
>>>
>>>       
>> --
>> --- https://twitter.com/Dzonatas_Sol ---
>> Web Development, Software Engineering, Virtual Reality, Consultant
>>
>> _______________________________________________
>> vwrap mailing list
>> vwrap@ietf.org
>> https://www.ietf.org/mailman/listinfo/vwrap
>>
>>     
>
>   


-- 
--- https://twitter.com/Dzonatas_Sol ---
Web Development, Software Engineering, Virtual Reality, Consultant


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Date: Thu, 14 Apr 2011 19:14:24 -0700
From: Dzonatas Sol <dzonatas@gmail.com>
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Subject: [vwrap] IPv6 now mandatory, so next...
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Asset servers that feature IPv6 access I can almost bet will win this 
next bubble.

If they offer any kind of IPv6 tunnel, then I can further almost bet 
they will the next bubble as simulator proxies, ...

... and simulators as assets.

Keep in mind more structured based transports than TCP and HTTP, yet 
with the same methods. The address scheme is in for the radical change. 
Something like the "UUID:UUID" instead of  
"http://some.place.xxx/strict" or "UUID://UUID.com/UUID/sec" we can see 
on the horizon. We've been through the best cases, yet obviously can't 
expect everybody to implement them in the same structure. Of course, 
they'll need to prove it for themselves.

For now, I think we can use URN format for resources transistions:

 URN:UUID:AssetID,AssetID,AssetID,...

Where UUID is translated to the resources we now use, yet can be used as 
the protocol under IPv6. If this is still vague, think of the DNS 
implementation in LSL ran by one of the simulators. You'll get the idea 
if it matters.

Nice to have joined each one of us. Take care of id and it.

-- 
--- https://twitter.com/Dzonatas_Sol ---
Web Development, Software Engineering, Virtual Reality, Consultant


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> That said, we need to be leading this discussion on consensus that can
> be documented and posted. =A0And we need to focus on that and accomplish
> it soon, for a vague but near-term value of "soon".

We had a good bit of discussion in early April.  Now that we're at the
end of April, and the discussions seem to have stopped for the last
couple of weeks, I'd like a progress report.  Has there been any work
on coming to consensus on the direction the group wants to take?  Any
progress on consensus for the contents of an intro/overview document?

Barry, as chair
