[mmox] 3-world OGP interop scenario

Morgaine <morgaine.dinova@googlemail.com> Thu, 12 March 2009 14:34 UTC

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Date: Thu, 12 Mar 2009 14:35:23 +0000
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From: Morgaine <morgaine.dinova@googlemail.com>
To: MMOX-IETF <mmox@ietf.org>
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Subject: [mmox] 3-world OGP interop scenario
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The following VW interop scenario is posed to find answers to Jon's
questions that I highlighted
here<http://www.ietf.org/mail-archive/web/mmox/current/msg01112.html>
.


Consider 3 virtual worlds, A, B and C.  World A has an account for a client
A1 associated with it, world B has an account for client B1, and C has an
account for C1.  World A's server(s) are connected for interop to those of
B, and B's server(s) are connected for interop to those of C.  A1 is
initially connected only to A, B1 only to B, and C1 only to C.

To simplify this scenario, I'm going to use "A1" to refer to many things:
the client itself, its user, its associated account in world A, its
agent/presence in any world, and its displayed avatar.  Use context to
disambiguate them please. :-)

A1 has an avatar wearing or carrying objects from world A.  A1 teleports
from world A into a region in world B.  From B, A1 walks over transparently
into a region in world C.  Within C, A1 purchases a dress C1D produced by
the user C1, wears it, and obtains a landmark to its source.  A1 then walks
or teleports back into world B and engages in polite conversation about
interop of dress graphics with catwalk organizer B1.

A1 then returns to A, notes that C1D looks beautiful in world A's lighting,
decides that she wants another C1D, and teleports to that region of C (to
which A is not connected) directly using the landmark.

For bonus points, let A1 also buy from C1 an object C1S containing scripted
behaviour, and transport it back to world A for use there.


Please explain to the list how all these elements might work in OGP, from
the perspective of protocol endpoints.


Morgaine.