Re: [vwrap] [wvrap] Simulation consistency
Morgaine <morgaine.dinova@googlemail.com> Sun, 03 April 2011 17:31 UTC
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Date: Sun, 03 Apr 2011 18:33:14 +0100
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From: Morgaine <morgaine.dinova@googlemail.com>
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Subject: Re: [vwrap] [wvrap] Simulation consistency
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"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> 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>> 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>>> 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>>> 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>>> >> � �> 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>> >> >> � �>> 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 >> � �> >> � �> >> >> >> >> >> ------------------------------------------------------------------------ >> >> _______________________________________________ >> vwrap mailing list >> 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 >> >> >> > > -- > --- 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