Re: [vwrap] [wvrap] Simulation consistency
Vaughn Deluca <vaughn.deluca@gmail.com> Fri, 08 April 2011 18:56 UTC
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Date: Fri, 08 Apr 2011 20:57:41 +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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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>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>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> 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>> 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 >>> >>> >> >
- [vwrap] [wvrap] Simulation consistency Vaughn Deluca
- Re: [vwrap] [wvrap] Simulation consistency Morgaine
- Re: [vwrap] [wvrap] Simulation consistency Morgaine
- Re: [vwrap] [wvrap] Simulation consistency Vaughn Deluca
- Re: [vwrap] [wvrap] Simulation consistency Morgaine
- Re: [vwrap] [wvrap] Simulation consistency dyerbrookme@juno.com
- Re: [vwrap] [wvrap] Simulation consistency dyerbrookme@juno.com
- Re: [vwrap] [wvrap] Simulation consistency Patnad Babii
- Re: [vwrap] [wvrap] Simulation consistency Morgaine
- Re: [vwrap] [wvrap] Simulation consistency Carlo Wood
- Re: [vwrap] [wvrap] Simulation consistency Dzonatas Sol
- Re: [vwrap] [wvrap] Simulation consistency Meadhbh Hamrick
- Re: [vwrap] [wvrap] Simulation consistency Meadhbh Hamrick
- Re: [vwrap] [wvrap] Simulation consistency Carlo Wood
- Re: [vwrap] [wvrap] Simulation consistency dyerbrookme@juno.com
- Re: [vwrap] Simulation consistency Carlo Wood
- Re: [vwrap] [wvrap] Simulation consistency Patnad Babii
- Re: [vwrap] [wvrap] Simulation consistency Izzy Alanis
- Re: [vwrap] [wvrap] Simulation consistency Dzonatas Sol
- Re: [vwrap] [wvrap] Simulation consistency Morgaine
- Re: [vwrap] Simulation consistency Dzonatas Sol
- Re: [vwrap] [wvrap] Simulation consistency Dzonatas Sol
- Re: [vwrap] [wvrap] Simulation consistency Morgaine
- Re: [vwrap] [wvrap] Simulation consistency Dzonatas Sol
- Re: [vwrap] [wvrap] Simulation consistency Morgaine
- Re: [vwrap] [wvrap] Simulation consistency Morgaine
- Re: [vwrap] [wvrap] Simulation consistency dyerbrookme@juno.com
- Re: [vwrap] [wvrap] Simulation consistency Dahlia Trimble
- Re: [vwrap] [wvrap] Simulation consistency Morgaine
- Re: [vwrap] [wvrap] Simulation consistency Vaughn Deluca
- Re: [vwrap] [wvrap] Simulation consistency Morgaine
- Re: [vwrap] [wvrap] Simulation consistency Vaughn Deluca
- Re: [vwrap] [wvrap] Simulation consistency Israel Alanis
- Re: [vwrap] [wvrap] Simulation consistency Dzonatas Sol
- Re: [vwrap] [wvrap] Simulation consistency Dzonatas Sol
- Re: [vwrap] [wvrap] Simulation consistency Vaughn Deluca
- Re: [vwrap] [wvrap] Simulation consistency Morgaine
- Re: [vwrap] [wvrap] Simulation consistency Morgaine
- Re: [vwrap] [wvrap] Simulation consistency Morgaine
- Re: [vwrap] [wvrap] Simulation consistency Vaughn Deluca
- Re: [vwrap] [wvrap] Simulation consistency Dzonatas Sol
- Re: [vwrap] [wvrap] Simulation consistency Morgaine
- Re: [vwrap] [wvrap] Simulation consistency Dzonatas Sol
- Re: [vwrap] [wvrap] Simulation consistency Morgaine
- Re: [vwrap] [wvrap] Simulation consistency Vaughn Deluca
- Re: [vwrap] [wvrap] Simulation consistency Dzonatas Sol
- Re: [vwrap] [wvrap] Simulation consistency Dzonatas Sol
- Re: [vwrap] Simulation consistency Meadhbh Hamrick
- Re: [vwrap] [wvrap] Simulation consistency Morgaine
- Re: [vwrap] [wvrap] Simulation consistency Dzonatas Sol
- Re: [vwrap] [wvrap] Simulation consistency Dzonatas Sol
- Re: [vwrap] Simulation consistency Morgaine
- Re: [vwrap] Simulation consistency Dzonatas Sol
- Re: [vwrap] Simulation consistency Morgaine
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- Re: [vwrap] [wvrap] Simulation consistency Fleep Tuque
- Re: [vwrap] [wvrap] Simulation consistency Dzonatas Sol
- Re: [vwrap] [wvrap] Simulation consistency Dzonatas Sol
- Re: [vwrap] [wvrap] Simulation consistency Carlo Wood
- Re: [vwrap] [wvrap] Simulation consistency Vaughn Deluca
- Re: [vwrap] [wvrap] Simulation consistency Vaughn Deluca
- Re: [vwrap] [wvrap] Simulation consistency Dzonatas Sol
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- Re: [vwrap] [wvrap] Simulation consistency Morgaine
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- Re: [vwrap] Is 'Data Z' immutable (like a git sna… Carlo Wood
- Re: [vwrap] Is 'Data Z' immutable (like a git sna… Morgaine
- Re: [vwrap] Is 'Data Z' immutable (like a git sna… Patnad Babii
- Re: [vwrap] Is 'Data Z' immutable (like a git sna… Morgaine
- Re: [vwrap] Is 'Data Z' immutable (like a git sna… Vaughn Deluca
- Re: [vwrap] [wvrap] Simulation consistency Vaughn Deluca
- Re: [vwrap] [wvrap] Simulation consistency Dzonatas Sol
- Re: [vwrap] [wvrap] Simulation consistency Vaughn Deluca
- Re: [vwrap] [wvrap] Simulation consistency Morgaine
- Re: [vwrap] [wvrap] Simulation consistency Dzonatas Sol
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