Re: [vwrap] [wvrap] Simulation consistency
Dzonatas Sol <dzonatas@gmail.com> Sun, 03 April 2011 03:49 UTC
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Date: Sat, 02 Apr 2011 20:51:29 -0700
From: Dzonatas Sol <dzonatas@gmail.com>
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Subject: Re: [vwrap] [wvrap] Simulation consistency
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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] [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