Thanks for your detailed answers! It's always nice to get a better
understanding of what's really going on. And yet another question: I see in your announcement descriptions (and the recent Squeak mailing list) that the WiscWorlds app supports webcams. What are the requirements for my PC to participate in this? On 7/7/06, Howard Stearns <[hidden email]> wrote: > > On Jul 7, 2006, at 7:22 AM, David Faught wrote: > > > Hi Howard, > > > > I finally had a chance to try out your new app last night, but it > > wouldn't work for me. I have a reasonably good cable connection > > through TimeWarner and the PC is wired, the same one that I have used > > to Croquet-connect (once, a few weeks ago) to Peter Moore's island at > > UMN. I tried a couple of different times at around 7:30 and 9:30 PM > > and waited several minutes each time, but all I ever got was the big > > red neverending rectangle. > > Try again. It looks like the machine running the router (and a bunch > of other stuff on campus) was rebooted last night. > It happens, and we don't have things set to automatically restart > when the machine goes down. > > For debugging purposes, please see the thread "Running Wisconsin > Croquet Demo" (e.g., from me July 6). > Also, this: > On Jul 4, 2006, at 9:51 AM, Howard Stearns wrote: > > Subject: Re: Video Conferencing > > To: [hidden email] > > If you go into the 'Wisconsinization' project, there are a number > > of buttons. The one marked '3dWiki' is the same as the button on > > the startup project, and connects to a router on Mac which also has > > a headless peer on Windows connected to it (to provide the current > > world definitions). The one marked 'campus' connects to a router > > and headless peer both running in the same Squeak, on Linux. > > Neither of these will be up permanently, but the 'campus' router is > the one likely to go away first. > > > After waiting, I interrupted > > Croquet/Squeak and the traceback looked like it was waiting to logon > > to the global cache with some hardcoded ID, not "everyone". I take it > > that this is a separate thing from joining the island? > > yes. Explained below. > > > > > On a different tack, by taking this approach to having persistent > > content, aren't you going a step backwards to a client-server model? > > No. And yes. It depends. > > We're all pretty used to the components of the client-server model, > and we know what the issues are. > I think most folks individually have a some idea of what "full" > TeaTime might be like. (I'm imagining a fully P2P overlay network, > which carries traffic within and between islands.) > But the 1.0 SDK, aka Hedgehog, aka "Simplified TeaTime", is something > in between. > > If we parse it like a lawyer, here are the fragments: > > - There's a router. The Internet is dependent on the workings of > hardware routers. Here's a software router. We can make it > arbitrarily reliable in a conventional sense, and of quite small > scope for scalability, but it is still a single point of failure and > not infinitely scalable. It's easy, though to envision adding a fail- > over mechanism for reliability, and __maybe__ some sort of of Paxos- > like mechanism to make it distributed. > > - There's something to give continuity of island state. This is > simply a peer that is left on. There's some engineering involved in > figuring out the "best" way to do this for a given application, but a > "continuity server" is an easy and adequate model for now. > > - There's a lot of immutable stuff that doesn't need to be in the > island state. In the SDK, this includes textures, and comes first > from your disk cache, otherwise you ask the router for a peer in the > same world to give it to you. In WiscWorlds, we're moving more stuff > into this cache. Sounds, movies, hopefully meshes. Right now, we have > a global cache (among all our worlds) that is handled by an > additional router. Everyone connects to it as a client, and one or > more machines connect as a "server," analogous to the continuity > server. This is what you saw being logged into with a hardcoded id. > (Hats off to Josh for this model and implementation.) A WorldBase > would be another approach. Both of these approaches do introduce > another client-server-like single point of failure within this aspect > of the system. However, I think it's pretty straightforward (e.g., > "just work") to swap this whole thing out with a "conventional" > Distributed Hash Table p2p overlay network. > > - Discovery of routers. The SDK handles this only on the LAN. > Dormouse used a single global introducer. But it is pretty easy to > envision a distributed introducer. In WiscWorlds, we ignore the > problem by hardcoding the router (actually, the dispatcher) address. > > The point is that we're trying to break the problems apart into more > tractable pieces. Right now, the total effect for practical purposes > is to still be be pretty dependent on "servers." But I am 100% > confident of being able to make everything "parallel distributed" > when required -- except for the routers. Here I am only confident of > making each router "serially distributed" (e.g., handling failover, > but not automatically distributing a load using parallelism). My gut > feeling is that it is too early, and entirely unnecessary, to place > bets on whether it is more productive to work on a parallel > distributed router for simplified teatime, or to just work on full > teatime. But I am going to do neither. Just apps and the technology > for them. > > > Maybe for this application that makes sense, and I'm still trying to > > figure out what would be a good way to provide persistent content in a > > P2P model. I guess UMN's approach is the WorldBase object store > > server. Maybe by the time you provide a persistent but dynamically > > updateable object store and a meeting place/introducer server, you may > > as well have a full participating but unmanned host. > > It should be clear that my preference is to break the issues apart, > using individual solutions for orthogonal problems. To me, DHTs have > the right math for immutable data/media, used across worlds, which > never need to be garbage collected. I think quasi-relational > databases are a proven technology for handling metadata as a service: > things like author, time, rating, comments, and postcard data all > change slowly, and tend to be accessed in a way which allows a > connectionless, service-oriented, big-iron server implementation to > be adequate. In the long run, I'd like to see searchable metadata > services handled in a more free way, but that's a political opinion, > not an engineering one. > |
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