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
>>                � �>
>>                � �>
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