Re: [vwrap] Definition of "Virtual World", in a protocols context
Dan Olivares <dcolivares@gmail.com> Wed, 22 September 2010 21:41 UTC
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Date: Wed, 22 Sep 2010 17:42:09 -0400
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From: Dan Olivares <dcolivares@gmail.com>
To: Carlo Wood <carlo@alinoe.com>
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Subject: Re: [vwrap] Definition of "Virtual World", in a protocols context
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There are three ways to get heard here in the context of the working group. Convince a draft writer to include your suggestions in the draft that they're writing, write a draft yourself, and vote when a general consensus is called for. :) Regards Dan On Wed, Sep 22, 2010 at 9:18 AM, Carlo Wood <carlo@alinoe.com> wrote: > As you might have noticed, I stopped writing to this list > a while ago (and reading it I must admit). The reason > for that being that I "gave up". I had the strong feeling > that people don't listen and any time invested in this > project from my side is wasted. > > Nevertheless, I decided to write another post... > > So, why would you listen to me? Who am I? I can only > answer that with something that will sound rather arrogant, > but I assure you, are just facts, not opinions: It is > not uncommon for me to understand things that everyone > else around me seems to miss (until they listen to me). > I've been tested officially (with an official test, > in an official test room by an official psychologist) > to have an average intelligence in the top 0.01% of > the general population. But I REALLY have a gift for > the things: abstract comprehension, spacial insight > and analytic insight. Imho, the latter matters in > this case. I've also experience with related matters > (see http://www.xs4all.nl/~carlo17/irc/run-irc.htm<http://www.xs4all.nl/%7Ecarlo17/irc/run-irc.htm> > ). > The things in the design for IRC that map 100% to a > protocol for VW's are... well, almost everything: > targets, (routing?), uniqueness, scalability, flow control, > Identities,... And the same holds for other design issues. > In other words, years of thought and experience. > > ======================================================== > > Back to VWRAP. > > There are a lot commonalities between "the web" with > http as the protocol, and VWRAP. It's absolutely not > the same, but it seems an access point to understanding > that works with most people. > > Down to earth, we are and will be dealing with (virtual) > servers: machines on the internet with some IP number > (ipv4 or ipv6 who cares). > > The most important difference between those servers is > and will be who controls them. That can be an individual, > or an organisation. For common understanding lets say > that servers that belong to the same "who controls it"-class > have an internet domain name that is the same. > Remember, this is just a model to allow understanding. > > [In reality it's not the virtual server that is the > smallest element in the whole, but the applications > running on them. And then I don't even mention that > I left the viewers (clients) out, although you can > call them 'server' too if you wish. Clients are > "leafs" (sort of) however, and therefore not a source > of great confusion here. For the purpose of understanding > we can (work with a model that) assume(s) that applications > running on the same machine and that have the same IP > number -- or even that have different IP numbers but > with the same internet domain (ie, if both run in > a virtual server each with their own IP number) -- > are controlled by the same organisation.] > > Conclusion: it is very workable, for understanding > and analysis purposes, to consider applictions running > on servers with IP numbers in the same internet domain > to be controlled by the same organisation. > I'm sorry to overload your terminology, but let me > call this simply a DOMAIN from now on (in this post). > > A (network) "protocol" is a language for communication > between *applications*, however it has never been needed > to have a *standard* for a protocol used within one > and the same DOMAIN. Examples are secondlife.com, > efnet.org, etc. Put very simplistically, that is > because every server within a given DOMAIN runs the > same (version of) application, and therefore automatically > use the same protocol-- defined by the source code of > the application (it is communicating with itself so to > say). Here the special role of the viewers comes into > play: the viewers are in many cases not directly > controlled by the same organisation (after all, they > run on machines owned by others, not by that organisation), > which DOES give rise to the need of a client-server protocol > document, but not as much as we need (see below) because > the DOMAIN owner usually has a lot of power and can > control which clients connect... > > I use(d) DOMAIN here, surely colliding with the meaning > of that word ELSEWHERE, because I don't want to type > "Applications connected over a network, most likely > the internet, and communicating using some protocol, > whose version, and therefore the protocol (version) > is controlled by a single entity (called 'organization' > above)" every time. > > We must realize however that this model so far is FUZZY. > It is NOT exactly defined. We already saw the problem > of needing a protocol document "some how" for the > client-server protocol (although one approach is to > release binary clients by the SAME organisation). > But at least as important, probably even MORE important > is the fact that a protocol evolves over time: it > changes! Lets call this a "protocol version", even > though the protocol may not be clearly documented and > as a result doesn't really have a version. But wait, > we only have ONE domain (so far) and thus the SAME > server application everywhere and since that controls > which clients can connect, there is hardly a difference > between the *application* version of the server, and > the protocol version. > > In this model, with a single DOMAIN, it is almost > trivial to "solve" the protocol changes over time > by constantly having at most two *server* versions > running: N and N+1 and making sure they are compatible. > Then it is possible to "slowly" migrate from 'protocol' > version N to N+1, by upgrading the servers one by one > from version N to N+1, and so on. > > ---------------------------------------------------- > > Our Problem > > I've seen the question on this list 'what we are doing' > too many times. "What are virtual worlds?", "how > many virtual worlds do we have?"... Blah. > Forget all that. Empty your mind and just consider > the text that I wrote above. > > What problem do we REALLY face here? When designing VWRAP. > > ... I almost decided to mail this post right here, > because if it isn't obvious at this point you will > never get it. > > Nevertheless, let me continue. > > The goal of this commitee is to design a well documented > protocol to allow communication of applications from > *different* DOMAIN's (as defined above). And that opens > a lot of cans with worms: > > 1 The protocol suddenly becomes static. It cannot be > upgraded anymore (unless we specifically builtin > a method for that!) > 2 The trust (level) between DOMAINS comes into play, > which was non-existent before. > 3 There might be differences between DOMAINS: from > the fact that they run their own server implementations > that are radically different from the others (no > more version N and N+1, or anything that compares) > to any thinkable difference at any level of the > whole experience. > > It is our goal to define and write a protocol that > addresses these three things. In general terms the > solutions are: > > 1 Include protocol negotiation IN the protocol, to > allow the protocol to evolve (slowly change over > time). > 2 While writing out the protocol details, keep in > mind that we can't necessarily trust the other > server. > 3 Make the protocol as flexible as possible for > possible differences between DOMAINS, without > making a finite list of those possibilities. > > Imho opinion-- ok, not so humble-- point 3 is nearly > the same as point 1: It can ONLY be satisfactory > solved with protocol negotiations. That will allow > *future* differences to be resolved that we can't > take into account at this moment. > > -------------------------------------------------------- > > Prologue > > If one considers the virtual experience while connected > with a server of a given DOMAIN to be "the same", and > this experience is (slighty) different while connected > to a server of another DOMAIN (because that organisation > wants things different), then it is logical to speak > of different virtual "worlds": when teleporting from > one DOMAIN to the other, it is as if you travel between > planets. > > On the other hand, if the protocol succeeds and you > can as flawlessly as possibly teleport from one DOMAIN > to the next in a way that is painless and realistic (ie, > you still look the same, and it is mostly a feeling of > having travelled between places) then you might more > think of it like travelling between countries and still > be on the same world. In that case ONE virtual world > would be the whole of places you can reach with teleporting. > > None of that matters however. What we should concentrate > on is a description of the protocol in the light of > the three points mentioned above. > > -- > Carlo Wood <carlo@alinoe.com> > _______________________________________________ > vwrap mailing list > vwrap@ietf.org > https://www.ietf.org/mailman/listinfo/vwrap >
- [vwrap] Definition of "Virtual World", in a proto… Morgaine
- Re: [vwrap] Definition of "Virtual World", in a p… Morgaine
- Re: [vwrap] Definition of "Virtual World", in a p… Meadhbh Hamrick
- Re: [vwrap] Definition of "Virtual World", in a p… Morgaine
- Re: [vwrap] Definition of "Virtual World", in a p… Carlo Wood
- Re: [vwrap] Definition of "Virtual World", in a p… Mike Dickson
- Re: [vwrap] Definition of "Virtual World", in a p… Morgaine
- Re: [vwrap] Definition of "Virtual World", in a p… Dan Olivares