Re: [mmox] User Accounts / "Object" Transfer.

Jon Watte <jwatte@gmail.com> Thu, 19 February 2009 05:45 UTC

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Date: Wed, 18 Feb 2009 21:45:50 -0800
From: Jon Watte <jwatte@gmail.com>
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To: Gareth Nelson <gareth@litesim.com>
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Cc: mmox@ietf.org
Subject: Re: [mmox] User Accounts / "Object" Transfer.
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Gareth Nelson wrote:
> This is a nice way of looking at the problem. So far, everyone has
> assumed we send whole objects together with scripts, a very SL-centric
> approach. Of course, one big problem is this:
> 1 - VW A has Cool Object X
> 2 - User A on VW A sends Cool Object X to user B on VW B
> 3 - User B on VW B rez's it (and let's assume they're both utterly
> different types of world)
> 4 - VW B's servers talk to VW A and ask VW A to simulate the object
>
> What happens in step 4 if VW A's servers are down?
>   


How can the user even be available to interoperate if VW A server is down?

Think of it like cell phones. If I call you, and you don't have your 
cell phone on (not "logged in" to "your system"), or your cell phone 
operator has an outage ("server down"), then how can I call you? I can't.

Sincerely,

jw