[sldev] Re: Exciting reuter's post about OpenSim - project to create open source version of SL Servers

Dale Glass dale at daleglass.net
Sat Sep 8 07:38:57 PDT 2007


On Saturday 08 September 2007 07:13:58 Callum Lerwick wrote:
> On Sat, 2007-09-08 at 06:11 +0200, Dale Glass wrote:
> > It also makes a lot of caching impossible as with no central server
> > there's no universal ID for an object (probably fixable by using
> > content based hashes)
>
> A content hash, of course.
Ok, but do you want to preserve ownership on your grid?

Say, who is the owner or the creator of a texture or object on this grid? 
If it goes by content hash there can't be two separate copies by different 
people.

Take a box for instance. The second box rezzed will have the same hash as 
the first one. Does that give them the same LLUUID? If not, where does 
that LLUUID come from?


> P2P-ish technology. Its nothing but a big distributed cache anyway. It
> will become as basic an internet service as DNS is. All ISPs will run a
> "seed" farm for its customers. Or at least contract it out to some
> really big seed farms. :)

P2P from where to where? Example situations:

Situation A:
I login in sim A, obtain a house and save it to my inventory.
I cross to sim B, don't stop there and don't do anything, and cross to C.
I try to rez the house in sim C.

How does it get rezzed?

Situation B:
I login in sim A, obtain a house and save it to my inventory.
I logout, log back in to some completely different part of the grid, 6 
months later.
I try to rez the house.

How does it get rezzed? Does it get rezzed at all?


Easiest way to do it seems to have the user keep the inventory and transmit 
it to the sim on rez, but that means that you lose your inventory if 
anything happens to your computer.

If on the other hand, inventory is held by the sim that gave it to you, 
then that means it's lost if that sim is removed. Also there either needs 
to be a central DB to figure out which sim has the data, or you have the 
same problem as above.


> Identify all avatars by a PGP key. Build a trust web with your friends.
> All assets referenced or belonging to an avatar get signed with that
> avatar's key. Combined with the referencing based on content hash, ta
> da, can't slip anything in without detection.
>
> All the pieces are there, you just have to put them together. :)

While I really like PGP that doesn't sound like a very friendly system :-) 
TrustNet is hard enough to explain already.

I have to agree with Laurent here. This could be very cool, but it won't be 
a competitor to LL. It'll be a completely different beast. 
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