Re: [vwrap] Comments on http://tools.ietf.org/html/draft-ietf-vwrap-intro-00
Morgaine <morgaine.dinova@googlemail.com> Mon, 20 September 2010 02:09 UTC
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Date: Mon, 20 Sep 2010 03:09:56 +0100
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From: Morgaine <morgaine.dinova@googlemail.com>
To: Meadhbh Hamrick <ohmeadhbh@gmail.com>
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Subject: Re: [vwrap] Comments on
http://tools.ietf.org/html/draft-ietf-vwrap-intro-00
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On Sun, Sep 19, 2010 at 5:09 AM, Meadhbh Hamrick <ohmeadhbh@gmail.com>wrote;wrote: morgaine, secondly, VWRAP is not now, nor has it ever been a protocol to enable interoperability BETWEEN virtual worlds. there is a mailing list for such discussions: mmox@ietf.org. at the MMOX BoF, we were unable to find consensus on terminology, much less a consensus view on how to achieve it. VWRAP is not a mechanism for teleporting between two worlds (like Second Life or World of Warcraft.) at the end of the MMOX BoF, you mentioned your interest in this use case and Lisa Dusseault suggested the MMOX mailing list remain open for discussion of this use case. the OGPX mailing list and later this group were chartered to develop a protocol used to communicate information between hosts simulating one ore more virtual worlds. 100% incorrect. (And please stop mentioning World of Warcraft --- nobody has mentioned interoperating with WoW, and the IETF is the wrong place for straw men. In VWRAP we are referring purely to virtual worlds that can share our data model at this time, and there is no indication that WoW is in any way relevant.) Right at the start of the OGPX process, when it looked like draft writers were trying to create a standard for walled gardens and avoiding VW interop, I wrote this post in order to try to flush the foxes out of the henhouse: http://www.ietf.org/mail-archive/web/ogpx/current/msg00112.html . The intention was to check that business interests weren't subverting the * interoperable* part of the IETF mission statement. There was near unanimity on the list: apart from yourself, everyone was of the opinion that we were working towards interop BETWEEN virtual worlds. Indeed, it goes without saying that people like Charles Krinke of OSgrid related to OGPX only in the context of interop between separate virtual worlds. The VW of OSgrid and the VW of Second Life are certainly not one and the same world, they merely share a data model and a protocol, in part. This is at the heart of the issue. It is because some people are avidly writing drafts targeting the walled garden model of Second Life that we have the situation highlighted by Crista, a working group with documents that entirely fail to address interop between independent virtual worlds. Morgaine. ========================== On Sun, Sep 19, 2010 at 5:09 AM, Meadhbh Hamrick <ohmeadhbh@gmail.com>wrote;wrote: > morgaine, > > thanks for your viewpoint. i feel compelled to respond with a few points. > > first, if you remember from the conversation last year about whether > the VW in VWRAP stood for "Virtual World" or "Virtual Worlds," the > consensus was we wanted to describe mechanism, not policy. that is to > say, an operator of a VWRAP compliant region could make up their own > mind whom they allowed to rez avatars in their region and which > service providers they trust. so if someone like linden wanted to > setup a walled garden, that would be perfectly acceptable. (though i > agree with you that this example is the least interesting type of > thing you could do with a virtual world.) > > secondly, VWRAP is not now, nor has it ever been a protocol to enable > interoperability BETWEEN virtual worlds. there is a mailing list for > such discussions: mmox@ietf.org. at the MMOX BoF, we were unable to > find consensus on terminology, much less a consensus view on how to > achieve it. VWRAP is not a mechanism for teleporting between two > worlds (like Second Life or World of Warcraft.) at the end of the MMOX > BoF, you mentioned your interest in this use case and Lisa Dusseault > suggested the MMOX mailing list remain open for discussion of this use > case. the OGPX mailing list and later this group were chartered to > develop a protocol used to communicate information between hosts > simulating one ore more virtual worlds. > > in short, the consensus of this group has generally been to describe > the mechanisms one could use to build a single virtual world but does > not dictate that this world be a singleton. in other words, we do not > force operators of virtual world services to play in a single, global > virtual world. if they want to do that, great. but i suspect there may > be governmental, corporate and educational participants who will want > to have "private" virtual worlds, much like enterprises frequently > operate corporate intranets. > > while i understand that your interest is solely in the "tourist > model," i would remind you that supporting only this model would > require us to recharter this working group. pitching the existing > intro draft and starting from scratch would not give you what you > want. the intro draft MUST reflect the working groups charter. > > david and i, as authors of the intro draft, have solicited your input > on several occasions to ensure that your interests were reflected in > the documents. i was holding up on publishing a new revision of the > intro because (like i mentioned earlier) i wanted to include your use > case in the next draft revision. what you should probably do now is > provide us (the authors) with a detailed analysis of the text in > question along with recommended changes. > > please note, however, you cannot remove other participant's use cases. > but you can more accurately describe the use case you would like to > have added to the text. this is what diva did and her comments will > definitely be taken into consideration. > > so please. please. please. if you want your use case added to the > intro, please write down what your detailed concerns are with the > existing document. send those concerns to either david or i in private > or to the list. > > -cheers > -meadhbh > > i appreciate your comments about the intro draft and am waiting to see > comments on specific sections of the document. > - > meadhbh hamrick * it's pronounced "maeve" > @OhMeadhbh * http://meadhbh.org/ * OhMeadhbh@gmail.com > > > > On Sat, Sep 18, 2010 at 5:00 PM, Morgaine > <morgaine.dinova@googlemail.com> wrote: > > Welcome Cristina to the working group! And without further ado, let me > say > > that you are spot on. > > > > I had made it known previously that I was trying to rewrite the intro > > document. Those who have followed my specific areas of interest > throughout > > the 3-year process of AWG/OGP/MMOX/OGPX/VWRAP will have known what to > > expect: a complete dismissal of any attempt to create a single world, a > > focus on interop between multiple worlds, separation of world policies, > and > > a specific use case that embodies all of these: the direct support for > > tourism between virtual worlds. > > > > David spoke to me yesterday to find out how my document editing work was > > going, and I admitted to him that I was somewhere between desperation and > > failure. I had started off making relatively small changes to eradicate > > "single world" thinking from the document, but after some pages' worth of > > such changes, I realized that this was applying band aids to cure a > broken > > leg. The document is simply wrong in its entire approach. I asked for > > David's advice and offered to explain the problem I saw to the group this > > weekend, at which point I noticed Crista's post. > > > > I believe that you are 100% right in your observations, Crista. The > intro > > document is way off base as an introduction to the work of a group whose > > fundamental purpose is to provide protocol standards for VW interop. It > > doesn't even mention interop between VWs at all! It's hard to imagine > how > > it could be further from the intended goal. > > > > This problem is with us because it all started with OGP, a product of a > > single-minded desire to grow Second Life by adding individual or multiple > > regions to the existing SL world (or similar walled garden worlds), > without > > any policy rights of their own and without interoperability between such > > worlds. I'm not guessing about this. I've been with the process from > the > > start, and attempts to discuss asset sharing for VW interop were rejected > in > > OGP. In the last half year we have at least managed to put multi-world > > deployments on the agenda through the help of David's "deployment > patterns", > > but nowhere is this reflected in the existing protocol documentation. > The > > core (legacy) documents which originated with OGP do not reflect our > goals, > > at all. > > > > A few words on the scope of our "VWRAP deployments". These are expected > to > > cover the entire gamut from individual walled garden worlds through to a > > metaverse full of interoperating but otherwise independent virtual > worlds. > > Clusters of access-controlled worlds of various kinds would fall > somewhere > > in the middle, perhaps the VW counterparts of business VPNs. Because of > the > > OGP legacy, we have been unable to document anything but the closed > worlds > > part of this spectrum. We haven't even established a vocabulary for > > examining the key process of VW interop, which is the shared access to > > assets that gives rise to the visual client-side mashup which is the end > > product of all this. > > > > I've tried on numerous occasions to bring our discussions to focus on the > > worlds tourist use case, because this is the one that highlights the > areas > > of difficulty. Restricting a full-interop protocol to create walled > gardens > > is easy, whereas expanding a protocol for walled gardens into one that > > handles VW interoperation is not, so we need to focus on the larger issue > > first and only create mechanisms for restriction in passing. Just in > case > > this point isn't clear, we should note that even in the most tightly > > controlled networks (such as military ones), there is always a need to > > interoperate with the world outside. Thinking about only the closed > system > > as your primary requirement just gets you in trouble later. > > > > Thank you Crista for describing in detail the "impedance mismatch" > between > > our documents and OpenSimulator's model or goals. Since OpenSimulator > (or > > more accurately the worlds that use it) provides our primary example of > > worlds for which VWRAP would be expected to be relevant, your > observations > > are more than just accurate and devastating --- they are also the key to > > getting us to where we want to go, if VW interop is our goal. It > certainly > > is mine. > > > > I recommend that we start from scratch on an entirely new intro document, > in > > which we establish first, very explicitly, that our problem domain is > that > > of multiple virtual worlds and interoperation between them. We tried to > > approach this in the past, but all attempts were blocked by the > incongruous > > proposition that "we don't know what virtual worlds are", which verges on > > comedy. More importantly however, as Crista has pointed out, it should > be > > none of our business "what virtual worlds are" --- all we need to discuss > is > > how they can interoperate. After all, SMTP doesn't need to know how MTAs > or > > MUAs are structured, all that matters is how they communicate, and the > same > > is true here. > > > > Crista, while our current IETF drafts seem not to address the main issue > at > > all, you may find that the following article is more closely aligned with > > what I believe is our intended direction, written by Joshua, David and > > myself for IEEE Internet Computing, published in February. The article > is > > embarrassingly over-optimistic in suggesting that the OGP model leads > > towards VW tourism despite no such operation having been designed, but at > > least it expresses the intent. We need to go beyond intent though. > > > http://internetmessagingtechnology.org/pubs/VWRAP-for-Virtual-Worlds-Interoperability-mic2010010073.pdf > > > > Thank you very much for your effective post. I think we should use it as > a > > catalyst for affirming our interop direction to be between multiple > > independent worlds, and actually getting ourselves on the right road to > > achieve it. > > > > > > Morgaine. > > > > > > > > > > > > ==================================== > > > > On Tue, Sep 7, 2010 at 4:56 PM, Cristina Videira Lopes < > lopes@ics.uci.edu> > > wrote: > >> > >> This is my first time participating in an IETF WG, so apologies in > advance > >> for any mis-steps on the process. I believe it's ok to send comments at > this > >> point. But I understand that the work has been going on for about a year > >> without me being involved, so my comments may be out of order. This is > one > >> year's worth of comments, long and heavy email :-) > >> I leave to the Chairs of this WG the right to dismiss them, and I'll > >> accept it if that happens. > >> > >> I'm still not entirely sure the world is ready for "standards" for > virtual > >> world interoperability, but given that this working group exists, I hope > my > >> comments help strengthen the technical aspects of the work that has been > >> going on here, so that, in the end, this document will appeal to others > who > >> have absolutely nothing to do with the Linden Lab family of virtual > worlds > >> -- so as to make good on the word "interoperability." > >> > >> The document seems to be establishing the underlying assumptions and > scope > >> for the protocols recommended by this group. That's great. > >> > >> The gist of my comments is that the particular assumptions established > by > >> the document do not accurately reflect the underlying assumptions and > goals > >> of the OpenSimulator platform in important ways, and I suspect they also > >> don't reflect many other VW platforms. I don't know if that is a good > thing > >> or a bad thing or an irrelevant thing for the purposes of this working > >> group; I'm just making this observation. Assuming that the Chairs accept > my > >> commentary for discussion, I delegate to the group the judgment on the > >> consequences of this observation. > >> > >> Let me expand on it by going through the document, and pointing out the > >> differences in assumptions and goals, as well as the parts of the text > that > >> aren't clear to me, the parts that I think are good, and some general > >> technical commentary. > >> > >> ----- Comment 1 ----- > >> Section 1: "...This document introduces the > >> Virtual World Region Agent Protocol (VWRAP) suite. This protocol > >> suite is intended to carry information about a virtual world: its > >> shape, its residents and objects existing within it. VWRAP's goal is > >> to define an extensible set of messages for carrying state and state > >> change information between hosts participating in the simulation of > >> the virtual world." > >> > >> This starting statement offers the concept of a single virtual world; > >> reading further it seems to mean that the ecosystem of VWRAP is, > indeed, > >> treated here as one single system involving a multitude of > organizations. > >> Section 2.1, par 5: > >> "The VWRAP suite assumes network hosts, likely operated by distinct > >> organizations will collaborate to simulate the virtual world." > >> > >> The OpenSimulator platform has been designed with a plurality of virtual > >> worlds in mind, not just one. This plurality is a fundamental assumption > of > >> our platform, as it makes aggressive use of plugins for two important > >> aspects of virtual worlds: (1) the scene server -- scene renderer client > >> interaction; (2) the scene service -- resource services interaction. > >> > >> What the use of these plugins means is that we strongly believe that > each > >> virtual world is an independent system that should be designed and > >> implemented in a way that best fits that world's goals. We believe this > for > >> OpenSimulator-based worlds already by providing those important aspects > as > >> plugins, so we also believe it for virtual worlds that aren't based in > >> OpenSimulator software. The decisions made by, say, Blue Mars, with > respect > >> to how to send scenes to client software and how to manage their > resources, > >> are to be respected and treated independently of the decisions made by, > say, > >> ReactionGrid. But that doesn't mean that worlds operated by these > >> organizations can't interoperate. They can, given a minimum > interoperability > >> protocol. In summary, and this will recur throughout my commentary: > >> > >> OpenSimulator does not assume the existence of one single virtual world > >> involving a multitude of organizations; it assumes the existence of > multiple > >> virtual worlds, each one under the authority of one single organization > -- > >> which, in turn, may make its own internal decisions about sharing > ownership > >> and resources of parts of that world with other organizations, but that > is > >> an internal decision that is irrelevant for purposes of virtual world > >> interoperability. > >> For some background on the virtual world model assumed by OpenSimulator, > >> see > >> http://opensimulator.org/wiki/Virtual_World_Model > >> > >> ----- Comment 2 ----- > >> Section 2.1, the list of 3 characteristics: > >> > >> "1. The virtual world exists independent of the participating > >> clients." ... "VWRAP assumes the state virtual world is "always on"... > " > >> > >> OpenSimulator does not make these assumptions. While OpenSimulator > worlds > >> are usually run on servers to which clients connect over the network, it > is > >> possible to take the OpenSimulator framework and merge it with a > renderer > >> component, producing a virtual world that is both a client and, > eventually, > >> a server if that virtual world is to support multiple users over a > network. > >> > >> Also, OpenSimulator does not assume that the virtual world is "always > on", > >> on the contrary. Many OpenSimulator-based virtual worlds that already > exist > >> seem to be ran on people's personal computers in their home networks, > which > >> are often turned off. > >> > >> "2. Avatars have a single, unique presence in the virtual world." > >> > >> OpenSimulator does not make this assumption. It is possible to have > >> multiple presences (sessions) for the same user on the same virtual > world. > >> This supports use cases of users wanting to be in two different places > of > >> the world at the same time, e.g. for attending two different events. The > >> decision on whether to allow this or not pertains entirely to the > virtual > >> world operator. > >> > >> ----- Comment 3 ----- > >> Section 2.2, architectural patterns: > >> > >> "1. Systems implementing virtual world services must be distributed." > >> ... > >> "But however large (or small) a virtual world deployment is, or > >> how many distinct organizations contribute to its operation, > >> software implementing virtual world services MUST assume > >> resources required to perform its function are distributed > >> amongst multiple hosts." > >> > >> OpenSimulator does not impose this. In fact, the most popular > >> configuration of OpenSimulator-based worlds is a "standalone" > configuration > >> where both the scene service and all the resource services of that world > >> execute in one single process of one machine. In a standalone VW system, > >> none of the services (e.g. assets, inventory, etc) are "distributed." > >> Furthermore, as explained above, the OpenSimulator framework also > supports > >> the existence of single-process virtual worlds that include the renderer > >> itself. > >> > >> The only two requirements imposed by OpenSimulator, and indeed by any > >> software system, are: (1) in cases where these worlds wish to serve > multiple > >> users over the network, then network endpoints must exist that serve the > >> scene to the clients used by those users; (2) in cases where these > worlds > >> wish to interoperate, then network endpoints must exist that serve > certain > >> resources from those worlds to other worlds. > >> > >> "2. Services supporting collaboration are hosted on 'central' > >> systems." > >> > >> No such assumption in OpenSimulator. The way that virtual world > operators > >> decide to design and implement their collaborative features are entirely > up > >> to them. > >> > >> For example, in OpenSimulator the default implementation of Instant > >> Messaging is peer-to-peer, with only presence being looked up centrally; > >> there is no central IM server. This feature is implemented as a plugin, > so > >> other implementations (e.g. centralized) are possible. > >> > >> Maybe this architectural pattern pertains to inter-world collaboration? > If > >> that is the case, then this is clearly not a desired goal, as most > >> OpenSimulator virtual worlds want to operate their own collaboration > >> sub-systems, and do not wish to depend on third parties, unless there is > no > >> alternative. As an example, take the Groups service, which is > implemented > >> outside of the OpenSimulator core distribution. While there is an > instance > >> of that group service ran by an individual (the original developer) that > can > >> support groups for many virtual worlds, most grid operators choose to > run > >> their own instance. > >> > >> "3. Virtual world services default to being 'open'." > >> ... > >> "In other words, requiring > >> two services (e.g. - physics simulation and asset storage) be > >> managed by the same organization's servers is an issue of local > >> policy, not of protocol." > >> > >> I don't understand what 'open' means. Does it mean that they default to > >> being available on the internet? The quoted sentence doesn't seem to > relate > >> to the headline, so I'm not sure what this architectural pattern is > saying, > >> I think it needs to find its message. > >> > >> ----- Comment 4 ----- > >> Section 3.1: > >> > >> This is the best section of the document, but it needs a lot more depth. > I > >> would go as far as suggesting that protocol flexibility (and not just > data > >> presentation flexibility) may very well be the single most important > >> contribution that an interoperability standard in this area might make. > >> > >> Indeed, this document fails to address one critical question: what > >> assumptions do we make wrt how the server serves scenes to the clients? > Do > >> we assume that this is a fixed part for interoperability (i.e. there's > only > >> one protocol for doing this in the entire collection of interoperable > >> virtual worlds) or so we assume that each virtual world does it in > whichever > >> way it wants? > >> > >> To illustrate the issue, let me point out the spectrum of possibilities. > >> > >> On one extreme we have what is currently emerging on the Web: on-line, > >> multi-user 3D scene servers that simply send their "viewer code" to the > web > >> browsers in JavaScript. You go from one game to another, and you get > >> radically different pieces of JavaScript code that get the data from the > >> servers and render it; these JavaScript "viewers" are black boxes that > have > >> nothing to do with each other. > >> > >> On the other extreme of this spectrum, we have systems like Second Life > >> and World of Warcraft, with customized, non-programmable viewers that do > >> things in exactly one way, tightly coupling the protocol with the fixed > >> game-specific UI. > >> > >> Somewhere in the middle, we have Flash-based worlds (and others) that > run > >> on the general-purpose Web browser and that are identified by certain > MIME > >> types (e.g. application/x-shockwave-flash). > >> > >> So where does this group stand wrt this critical issue? > >> > >> As I said above, in principle, OpenSimulator assumes that each virtual > >> world has its own client-server protocol -- so in line with what is > emerging > >> on the Web. Unfortunately we still don't have viewers capable of doing > this > >> well: Web browsers still can't render the kinds of content we need, and > >> existing VW clients aren't general enough. But that should not be an > >> impediment to accepting the underlying principle of letting VW systems > do it > >> their way, and having that be a programmable component of a possible > >> interoperability framework. > >> > >> With this, we set up an interoperabilty framework that accommodates the > >> variety of protocols that already exist, and that are unlikely to be let > go > >> by their implementers. We also set up the stage for accommodating the > >> variety of protocols that still don't exist but that are bound to happen > as > >> the Web starts experimenting with 3D immersion. > >> > >> ----- Comment 5 ----- > >> Section 3.2: > >> > >> This section expands more on the basic VWRAP premise of "the single > >> virtual world" composed of multiple services under the authority of > multiple > >> organizations. As explained before, this is very different from the VW > model > >> assumed by OpenSimulator, where a myriad of virtual worlds, each under > one > >> authority, are assumed to exist, and where the internals of those > virtual > >> worlds are out of scope. > >> > >> ----- Comment 6 ----- > >> Section 3.3: > >> > >> This section is contrary to the design philosophy of OpenSimulator, > where > >> very few conditions are imposed on the internal implementation of > virtual > >> worlds. > >> > >> ----- Comment 7 ----- > >> Section 4.1: > >> > >> This section seems to be a summary of the document > >> http://tools.ietf.org/html/draft-ietf-vwrap-authentication-00 > >> > >> That document seems to describe a straightforward login procedure, > similar > >> to all login procedures out there that authenticate a user onto a > service > >> running on a server. It defines specific on-the-wire data > representations, > >> and a specific protocol for error handling. > >> > >> I understand that the introduction of the seed CAP, and subsequent > >> invocation, is a new thing that most login procedures don't have. > >> > >> But I'm at loss as to why this matters for interoperability purposes. > Each > >> virtual world should be free to do the initial user authentication in > >> whichever way it finds most suitable, and to send whichever information > it > >> needs to send, in whichever way, to the client. > >> > >> Maybe CAPs has a special role in inter-world authentication in VWRAP? > >> Unfortunately, I read all the available documents, and I couldn't find > >> anything that explains inter-world authentication in VWRAP. > >> > >> ----- Comment 8 ----- > >> Section 4.2: > >> > >> This section introduces concepts that haven't been explained before and > >> that aren't explained here either, specifically "agent domain" and > "region > >> domain". I know what these are, as I've read the AWG documents on the > Web; > >> but another less informed reader won't know. > >> > >> Many other things in this section are unclear because of the > non-existence > >> of referenced materials e.g. "VWRAP Teleport specification", so perhaps > >> these summaries shouldn't be in this intro document at all. But since > they > >> are, let me offer some comments. > >> > >> In 4.2.2: unclear, but I'm assuming this section pertains to inter-world > >> movements? That should be made clear. Because intra-world movements > should > >> be out of scope for interoperability purposes: the way that virtual > worlds > >> choose to move the agents within themselves, if they do at all, is > >> irrelevant. > >> > >> I believe there is some confusion here between model and mechanism, but > >> maybe I know too much. I'm assuming that the word "capability" in VWRAP > >> means "capability URL"; if I'm wrong, and if it means just "capability" > as > >> given by the Webster dictionary (roughly, authorization), then that > would be > >> great! > >> > >> Also in 4.2.2 there is an underlying assumption that the client keeps a > >> direct connection to the "agent domain". For example "The client signals > to > >> the agent domain its desire to move..." > >> The standard Linden client does not do this. But more important than the > >> Linden client, Web browsers, i.e. stateless clients, also don't keep > state. > >> So if we ever were to have a Web-browser-based viewer for a web of > virtual > >> worlds, we wouldn't be able to do what is suggested in this entire > section. > >> > >> These protocols hinted at in this section are the crux of > >> interoperability. I understand this is just the intro document, and it's > not > >> supposed to have all the details, that's fine. If you go ahead with the > >> protocol hinted at here, then it is important to note somewhere in this > >> intro document that it assumes stateful clients, and that Web browser > >> viewers (that aren't browser plugins) are N/A. > >> > >> As I said in comment #4, I would like to see a better analysis of what > >> virtual world inteoperability demands from the viewer software. I used > to > >> think that web browsers were an evolutionary dead-end, but with the > >> introduction of HTML5 and all the exciting work that is going on with > >> running verifiably-secure native code on Web browsers, I came to change > my > >> mind about this. Since the Web browser is the ubiquitous client > software, it > >> seems like a bad move to exclude this client from interoperability for > >> virtual worlds, because we're only going to see more 3D immersion, not > less, > >> on web browsers. > >> > >> ----- Comment 9 ----- > >> Section 4.3: > >> > >> This has nothing to do with interoperability and seems to be focusing > >> exclusively on how the Linden Lab world works. Statements like "The host > >> in the region domain responsible for managing spatial chat applies a > >> proximity algorithm to the chat to determine which avatars or objects > >> are close enough to hear it." > >> are too specific to be worth mentioning in this document. Other virtual > >> worlds may apply different schemes wrt chat. > >> > >> ----- Comment 10 ----- > >> Section 4.4: > >> > >> I suggest replacing the ad-hoc terminology "at rest" and "in world" with > >> more standard terminology. Assets are stored in persistent storage. > There's > >> technical terminology for "in world": assets that are referenced by a > 3D > >> scene. There's also technical terminology for "at rest": assets that are > not > >> referenced by a 3D scene directly but that are referenced by other > resources > >> like a user's inventory or scripts. > >> > >> This section is full of details that should not be here: > >> (1) how the scene server decides to manage the assets is an internal > >> decision of each virtual world. The scene server may have its own > assets, or > >> it may have its own asset storage server on the same data center, or it > may > >> use amazon. It may pre-fetch or may perform lazy fetch. It may cache or > it > >> may not. It doesn't matter for the purposes of interoperability. > >> (2) how the scene server decides to make the assets available to the > >> clients is an internal decision of each virtual world; in fact, a > central > >> part of the client(viewer)-server protocol, of which there should be > many. > >> It may send them on-line via UDP; it may zip them up in a zip file and > send > >> them; it may tell the client to fetch them from another server. It > doesn't > >> matter. > >> > >> Interoperability should not impose any conditions whatsoever on how > these > >> things are done, or the word "interoperability" will start moving into > the > >> realm of internal virtual world architecture, which is something this > group > >> probably should not be doing, lest alienating potential parties. Even in > the > >> small ecosystem of OpenSimulator, we are already seeing a variety of new > >> clients being developed that have nothing to do with the Linden Lab > client > >> (e.g. Unity3D). That's a direction that we very much encourage. > >> > >> ----- Comment 11 ----- > >> Section 4.2.2: > >> > >> This section seems to be implying that host based trust carried by X.509 > / > >> PKIX certificates will ensure that the receiving party will honor the > >> asset's metadata. These (i.e. certificates and honoring the metadata) > are > >> two different things. It should be made clear that, just because all > parties > >> are who they say they are, it doesn't mean that they will honor the > >> metadata. > >> > >> Again, I wish I knew more of what people in this group have in mind for > >> authentication, but I couldn't find any information. > >> > >> _______________________________________________ > >> vwrap mailing list > >> vwrap@ietf.org > >> https://www.ietf.org/mailman/listinfo/vwrap > > > > > > _______________________________________________ > > vwrap mailing list > > vwrap@ietf.org > > https://www.ietf.org/mailman/listinfo/vwrap > > > > >
- [vwrap] Comments on http://tools.ietf.org/html/dr… Cristina Videira Lopes
- [vwrap] Comments on http://tools.ietf.org/html/dr… Katherine Mancuso
- Re: [vwrap] Comments on http://tools.ietf.org/htm… Morgaine
- Re: [vwrap] Comments on http://tools.ietf.org/htm… Meadhbh Hamrick
- Re: [vwrap] Comments on http://tools.ietf.org/htm… Hurliman, John
- Re: [vwrap] Comments on http://tools.ietf.org/htm… Meadhbh Hamrick
- Re: [vwrap] Comments on http://tools.ietf.org/htm… Hurliman, John
- Re: [vwrap] Comments on http://tools.ietf.org/htm… Fleep Tuque
- Re: [vwrap] Comments on http://tools.ietf.org/htm… Cristina Videira Lopes
- Re: [vwrap] Comments on http://tools.ietf.org/htm… Meadhbh Hamrick
- Re: [vwrap] Comments on http://tools.ietf.org/htm… Meadhbh Hamrick
- Re: [vwrap] Comments on http://tools.ietf.org/htm… David W Levine
- Re: [vwrap] Comments on http://tools.ietf.org/htm… Cristina Videira Lopes
- Re: [vwrap] Comments on http://tools.ietf.org/htm… Morgaine