Yes, that is what I wanted to say but the words are not as strong in me.
So I try not to say many things.
Ideia Boa
Diva Canto wrote:
We want to secure many things:
- Simulators data and performance against malicious users -- this is the
most vocally spoken problem, but it's not specific to a web of VWs; it
happens in closed worlds too. Obviously, we need to address it in some
way if we want to be friendly to content producers.
- User's data against malicious simulators -- e.g. the ability that a
rogue sim currently has of wiping out a user's inventory, doing false
impersonations, etc etc. This is specific to a web of VWs; this problem
doesn't exist in closed worlds, because there are no rogue sims in those
worlds, all sims are within the same domain of trust. These are the
kinds of problems I'm most worried about, because they come with
decentralization of control.
So we're talking about safety of users' data. Currently when a user
visits a sim that sim has access to just about everything related to
that user.
Ideia Boa wrote:
I think the big confusion is that most posts are referring to USERS and
safety is not the topic.
I suppose what is at stake is how to interconnect grids and regions in a
safe or not and nothing is related to the USERS.
Please correct me if I am wrong in my way of seeing "The essence of grid"
Ideia Boa
Diva Canto wrote:
I think you may be thinking of OpenSim's equivalent to OGP's
"agent domain" -- that's different, and yes, that is our User Server.
"Trust domain", in the context of this discussion, is what Melanie and I
said over a few emails: a collection of simulators that trust each other
and that are all under one single authority. They may be associated with
User services or not -- they may simply be simulators without associated
user accounts. I think OGP has a name for it too, "region domain" perhaps?
Charles Krinke wrote:
I have had this discussion with Adam and Lbsa in the past.
The OpenSim equivalent to SecondLife's AgentDomain is our UserServer.
So, the "trust domain" is the UserServer executable on a given grid.
Now, it may be incomplete, but that is the direction we have been going
for the last two years.
Charles
------------------------------------------------------------------------
*From:* Ideia Boa <ideia...@gmail.com>
*To:* opensim-dev@lists.berlios.de
*Sent:* Thursday, April 16, 2009 1:16:52 PM
*Subject:* Re: [Opensim-dev] The essence of "grid"
Finally someone to explain in brief what is "trust domain" and is
precisely what we need. We need to create something that the grids and
regions connected by hypergrid can behave as "trust domain"
Cristina got 100000% of reason in your security considerations for links
between grids and regions.
Melanie, thanks for the help given by your post.
Ideia Boa
Melanie wrote:
In the future, the avatar and his inventory will be independent of
the grid. This is already almost a reality.
To address another post, a "trust domain" doesn't imply that the
visitor trusts it. It merely means that all regions within it trust
each other. Like the servers that make up a web application.
Melanie
Charles Krinke wrote:
Backing up a bit, I think we need to start with the fact that a grid provides a
common start point for an avatar logon. By that, I mean, a grid will have some
quantity of users in the users MySQL or MSSQL table with a particular avatar
appearance and some semblance of an inventory.
For the purpose of HyperGrid, many folks wish to travel from grid->grid,
standalone->grid, standalone->standalone or grid->standalone. And most of those
folks will expect to have their avatar appearance constant based on their original logon
place as they HG around.
So, from the most basic point, we can say that our current and most reasonable
use case is an avatar with custom edits and some inventory that logs onto a
particular standalone or grid and then expects to be able to HyperGrid to a
different grid and have that avatar and inventory stay reasonably constant.
That is, the avatar should not be ruthed.
In order to accomplish this
in the general case is a bit tricky and I believe is one of the issues being worked on currently. A number of other things begin falling out of this notion after this one is working reliability and consistently such as the other things brought up in this thread.
But, I think it all begins with a desire for a consistent avatar and inventory
experience while HyperGridding.
Charles
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