Re: [vwrap] [wvrap] Simulation consistency
Dzonatas Sol <dzonatas@gmail.com> Sun, 03 April 2011 17:35 UTC
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Date: Sun, 03 Apr 2011 10:38:06 -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] [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 > > > ------------------------------------------------------------------------ > > _______________________________________________ > 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] [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
- Re: [vwrap] Simulation consistency Dzonatas Sol
- 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
- [vwrap] Is 'Data Z' immutable (like a git snapsho… Carlo Wood
- Re: [vwrap] [wvrap] Simulation consistency Morgaine
- Re: [vwrap] Is 'Data Z' immutable (like a git sna… Morgaine
- 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
- [vwrap] Inventory, Asset Metadata and Privacy (wa… Boroondas Gupte
- Re: [vwrap] Inventory, Asset Metadata and Privacy… Morgaine
- Re: [vwrap] Inventory, Asset Metadata and Privacy… Morgaine
- Re: [vwrap] Inventory, Asset Metadata and Privacy… Morgaine