Re: [vwrap] [wvrap] Simulation consistency
Vaughn Deluca <vaughn.deluca@gmail.com> Sun, 03 April 2011 06:54 UTC
Return-Path: <vaughn.deluca@gmail.com>
X-Original-To: vwrap@core3.amsl.com
Delivered-To: vwrap@core3.amsl.com
Received: from localhost (localhost [127.0.0.1]) by core3.amsl.com (Postfix) with ESMTP id E6ED53A692F for <vwrap@core3.amsl.com>; Sat, 2 Apr 2011 23:54:39 -0700 (PDT)
X-Virus-Scanned: amavisd-new at amsl.com
X-Spam-Flag: NO
X-Spam-Score: -3.016
X-Spam-Level:
X-Spam-Status: No, score=-3.016 tagged_above=-999 required=5 tests=[AWL=-0.318, BAYES_00=-2.599, HTML_MESSAGE=0.001, J_CHICKENPOX_43=0.6, RCVD_IN_DNSWL_LOW=-1, SARE_WEOFFER=0.3]
Received: from mail.ietf.org ([64.170.98.32]) by localhost (core3.amsl.com [127.0.0.1]) (amavisd-new, port 10024) with ESMTP id iSS5DURM-vXx for <vwrap@core3.amsl.com>; Sat, 2 Apr 2011 23:54:36 -0700 (PDT)
Received: from mail-ey0-f172.google.com (mail-ey0-f172.google.com [209.85.215.172]) by core3.amsl.com (Postfix) with ESMTP id A81733A692E for <vwrap@ietf.org>; Sat, 2 Apr 2011 23:54:35 -0700 (PDT)
Received: by eye13 with SMTP id 13so1628181eye.31 for <vwrap@ietf.org>; Sat, 02 Apr 2011 23:56:16 -0700 (PDT)
DKIM-Signature: v=1; a=rsa-sha256; c=relaxed/relaxed; d=gmail.com; s=gamma; h=domainkey-signature:mime-version:in-reply-to:references:date :message-id:subject:from:to:cc:content-type; bh=/xFg8zYb/SGVv1rVvWT65GsmaYPZ+xEUen4LqgJr29s=; b=vDrGLxPhyg1SobbA4UYPVCY+irtzyCnvsCzu654i76U/ZsOEyeYGV53KlNEFxVjjy+ YD/g31K4/Wlq7ovzNenWE3mluUDB5zM3xiWLDny3b2W4pVJLvtO4chSpoxWGQspOeg0F tz4v0BuRdgvSIfgrqigQ12MgQPwZzlBFkw02M=
DomainKey-Signature: a=rsa-sha1; c=nofws; d=gmail.com; s=gamma; h=mime-version:in-reply-to:references:date:message-id:subject:from:to :cc:content-type; b=fyCIISK7QTgVINpCD8xIDQzNh9q5pqcNuVPL5z/0H2NH+IioF/Ku5j3ag3WFtzXCo4 uNdLMhZ/f3DOpwDwJ85fy0wxfGPWNMjksMpfMmDbCgEYA+nRCaga4CbDwWghAatKAFmK zkDmVnZWgaTg0lC9GGZaN1CS0t+f/71rFTpNk=
MIME-Version: 1.0
Received: by 10.213.34.209 with SMTP id m17mr3060712ebd.3.1301813775355; Sat, 02 Apr 2011 23:56:15 -0700 (PDT)
Received: by 10.213.17.17 with HTTP; Sat, 2 Apr 2011 23:56:15 -0700 (PDT)
In-Reply-To: <4D97EEC1.7020207@gmail.com>
References: <BANLkTint6CiMRZWj59sEYM2j7VoKgz4-Bw@mail.gmail.com> <AANLkTimuVubm5Becx8cg_Uq2Gdj8EjHL7maMyqWOeYCJ@mail.gmail.com> <AANLkTi=0iBKxo0_yv2LWsExzrKUjJLqP5Ua2uHB=M_7d@mail.gmail.com> <AANLkTi=QH+c-19PvavnXU+pgWyaqpAA0F5G5SMd6h4JR@mail.gmail.com> <5365485D-FFAE-46CA-B04E-D413E85FB1D1@gmail.com> <4D97E7FE.7010104@gmail.com> <4D97EEC1.7020207@gmail.com>
Date: Sun, 03 Apr 2011 08:56:15 +0200
Message-ID: <BANLkTi=9CXCtb=ryFtMuyG2w9ifb-2urkA@mail.gmail.com>
From: Vaughn Deluca <vaughn.deluca@gmail.com>
To: Dzonatas Sol <dzonatas@gmail.com>
Content-Type: multipart/alternative; boundary="0015174c177ca4d0a0049ffe23a4"
Cc: vwrap@ietf.org
Subject: Re: [vwrap] [wvrap] Simulation consistency
X-BeenThere: vwrap@ietf.org
X-Mailman-Version: 2.1.9
Precedence: list
List-Id: Virtual World Region Agent Protocol - IETF working group <vwrap.ietf.org>
List-Unsubscribe: <https://www.ietf.org/mailman/listinfo/vwrap>, <mailto:vwrap-request@ietf.org?subject=unsubscribe>
List-Archive: <http://www.ietf.org/mail-archive/web/vwrap>
List-Post: <mailto:vwrap@ietf.org>
List-Help: <mailto:vwrap-request@ietf.org?subject=help>
List-Subscribe: <https://www.ietf.org/mailman/listinfo/vwrap>, <mailto:vwrap-request@ietf.org?subject=subscribe>
X-List-Received-Date: Sun, 03 Apr 2011 06:54:40 -0000
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> 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>> 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>> 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>> >>>> > 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> >>>> >> https://www.ietf.org/mailman/listinfo/vwrap >>>> > >>>> > >>>> > _______________________________________________ >>>> > 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 mailing list > vwrap@ietf.org > https://www.ietf.org/mailman/listinfo/vwrap >
- [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