Hypergrid

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==The OpenSim Hypergrid==
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= What is the hypergrid? =
=== What is the hypergrid? ===
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The basic idea for the hypergrid is that region/grid administrations can place hyperlinks on their map to hypergrided regions run by others. Once those hyperlinks are established, users interact with those regions in exactly the same way as they interact with local regions. Specifically, users can choose to teleport there. Once the user reaches the region behind the hyperlink, she is automatically interacting with a different virtual world without having to logout from the world where she came from, and while still having access to her inventory.
 
The basic idea for the hypergrid is that region/grid administrations can place hyperlinks on their map to hypergrided regions run by others. Once those hyperlinks are established, users interact with those regions in exactly the same way as they interact with local regions. Specifically, users can choose to teleport there. Once the user reaches the region behind the hyperlink, she is automatically interacting with a different virtual world without having to logout from the world where she came from, and while still having access to her inventory.
  
The hypergrid started as a GForge project, but it is now included in the standard distribution of OpenSim. To run your OpenSim instance in hypergrid mode, please see [[Hypergrid#Installing_and_Running_Hypergrid|Installing and Running]].
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The hypergrid started as a external project, but it is now included in the standard distribution of OpenSimulator. '''To run your OpenSimulator instance in hypergrid mode, please see [[Installing and Running Hypergrid]].'''
 
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=== Virtual World Hyperlinks ===
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[[image:hghyperlink.jpg|250px|thumb|A Virtual World Hyperlink]]
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We're all familiar with hypertext links on the Web. But what is a virtual world hyperlink?
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In the hypergrid model, we consider the 2D map of the virtual world as the equivalent of a web page. As such, a VW hyperlink is simply a region on that map.
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The default model of opensim-based virtual worlds already supports this concept of hyperlink, to some extent. When you teleport from one region to another via the map, chances are you are migrating your agent into a different opensim server. This migration is a glorified "agent transfer" that also exists, in rudimentary form, on the web when hypertext links are followed. The default model, however, imposes two very strong constraints on these hyperlinks:
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# The entire map of regions is controlled by a central service known as the grid service, whose job is to provide a uniform view of the world to all of its regions.
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# The only agents that can be transferred are those pertaining to users known to another central service, the user service; if the incoming user is not on that service's database, the agent transfer doesn't go through.
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The hypergrid simply removes these two constraints.
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First, it allows individual opensim instances to add "neighbors" to their local map, shifting the control of the map down from the grid server to individual opensim instances (although hyperlinks can also be served by grid servers if grid admins so wish). In doing so, the world becomes a lot more interesting and varied. The map that you see in one opensim instance may be completely different from the map that you see after you teleport via an hyperlink. As an opensim administrator, you are free to define what other opensims you want to see on your map.
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Second, it allows the transfer of agents pertaining to foreigner users, i.e. users who are registered elsewhere. Instead of assuming one central user service, the hypergrid assumes an arbitrarily large number of such services distributed all over the world. As such, when agents are transferred among hypergrided opensims, a lot more information is passed about the corresponding user. That information includes the collection of servers that the transferring user needs.
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=== Usage Scenarios ===
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The following are some usage scenarios. There isn't a clear separation between these scenarios, there's a large overlap between them. This is also not an exhaustive list. The purpose of these descriptions is to give you some starting ideas for how to use the hypergrid in practice. Please feel free to add other interesting scenarios to this list.
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{| {{Prettytable}}
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[[image:topoA.jpg|400px|left]]
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'''Personal Worlds'''
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This first scenario pertains to standalone opensims. Normally, standalones are completely disconnected from the internet. However, when run in hypergrid mode, standalones become network-able. As such, you can run your own world in your own computer, and link your world to whoever you want. For example, you can link to your friends' hypergrided opensims and to hypergrid gateways in open grids such as OSGrid.
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The great thing about this scenario is that all of your assets are stored on your computer, and not on somebody else's server. You can back them up using ordinary backend tools. The not so great thing about this scenario is that all of your assets are stored on your computer! If your disk goes berserk, you loose them. (so make sure you make external backups regularly)
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[[image:topoB.jpg|400px|left]]
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'''Communities'''
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This second scenario is about communities, broadly construed. The idea here is that a group of people come together to support a small community grid, i.e. a common world where shared activities take place. But at the same time, the members of the community maintain their own standalone worlds. The standalones link to the community grid, and the community grid may link back to the individual members' worlds and other places of interest.
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The members' identities are probably the identities they have on their standalones, and their assets are also probably stored there. The assets present in the community regions, however, are stored on the grid asset server.
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[[image:topoC.jpg|400px|left]]
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'''Grid Public Regions'''
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Walled-gardens are here to stay, and they serve many useful purposes. There is a hybrid mode for the hypergrid that some walled-garden grid operators may be interested in supporting. In this hybrid mode, most opensim instances on the grid run in normal, wall-garden mode, so no foreign visitors are allowed there - technically it is impossible to reach them. However, a few opensim instances on that grid can run in hypergrid mode, so that foreign visitors are allowed. This way, there is a gateway for grid-local users and arbitrary visitors to meet. This is also a good strategy for attracting new users to the grid, since random users are able to visit those gateway regions without having to sign up for an account upfront.
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This hybrid mode is very similar to what happens on the web. For example, anyone can visit Facebook's public pages without having to sign up for a Facebook account. However, only Facebook users can go further inside.
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[[image:topoD.jpg|400px|left]]
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'''Level Games'''
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The normal version of OpenSim enforces a common map for all the regions on a grid. The hypergrid removes that constraint. As such, it becomes easy to design VW games where the world looks different depending of where the player is.
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== Security Concerns ==
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There is a wide-spread assumption that open grids such as OSGrid and new forms of grids such as the hypergrid are inherently insecure, and that it will be impossible to develop a "goods-based" economy on top of them; only walled-gardens can be secured. This is both true and false. While it is true with the current state of things, open grids, whatever their form, can be made as secure as the web. The first step towards that is to define exactly what the security threats are, and how they affect (or not) open and closed grids. So, let's spell them out, and face them head-on. This will help put our feet on the ground so that we start developing appropriate solutions.
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=== Malicious Clients ===
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==== CopyBots ====
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Everyone knows about the infamous [http://en.wikipedia.org/wiki/CopyBot CopyBot]. Using libraries such as [http://www.libsecondlife.org/wiki/Main_Page LibSL] (now known as OpenMetaverse) it is possible to develop clients for opensim servers that do unorthodox things such as bypassing the permissions system to copy people's assets. Bots written by griefers can do lots of other nasty things.
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Malicious bots are a problem for all opensim administrators, including walled-garden grids. They can be prevented, to a certain extent, by exo-technical solutions such as Terms of Service and real-world lawsuits. Technically speaking, the only way to keep intruders out is to run opensim inside a firewall, pretty much like all other pieces of client/server software out there. If that's an acceptable solution for your case, you should do it.
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Unfortunately firewalls also keep the public out, and most opensim operators, even the ones running walled-garden grids, want to reach out to the public. In this case, opensim operators may develop additional technical obstacles for bots, similar to those we see on the Web. For example, make sure agents are being run by real people by giving them a human-challenge during the login/TP process, etc.
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Every obstacle to malicious clients lowers the risk of an intruder attack. However keep this in mind: no matter how many obstacles one builds, a sufficiently skilled and motivated attacker will be able to overcome them to penetrate opensims connected to the public internet. This affects hypergrid nodes as much as walled-garden grids. In fact, it's more pervasive than that: it affects '''all''' servers (opensim, web, etc.) connected to the public internet. Fighting malicious intruders is a fact of a connected world. Fortunately, those attacks don't happen very often, or the Web would have been dead by now.
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==== Web Clients ====
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CopyBots are the most well-known bots for opensim-based virtual worlds, but these virtual worlds are also susceptible to attacks by regular web clients. With the current state of things, it is actually easier to copy assets with a web-based client than with a libsl-based one. The weakness is that asset servers are connected to the public internet, and the protocol for interacting with them is public.
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OpenSim has some minimal guards in place to fence against these kinds of attacks. Specifically, when the inventory server receives a request for an item, it checks the session identifier of the requester. Web clients aren't logged in, so they are refused service. I don't want to expand much more on this, so not to make life easy for attackers, but let's just say that opensim has the necessary mechanisms in place to fence off web-based attackers.
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=== Malicious Hosts ===
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==== Actively Malicious Hosts ====
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The new security threat introduced by openness, one that does not exist in closed grids, is the possibility of a user to visit a region that is running malicious code. In the current state of opensim, a malicious host can do serious damage to the user's assets. Let's see how.
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Assume you have your assets in your hypergrided-standalone opensim, and you go visit another opensim that happens to be running malicious code. Here is a non-exhaustive list of vulnerabilities that you are exposed to:
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* The host has your session id, so it can request your inventory items on your behalf and store copies in its local asset server. To add insult to injury, a malicious host could simply wipe out your inventory after having copied it.
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* Even if the malicious host doesn't access your items by itself, every time you access items in your inventory while you are in that region, those items are cached in the region's local cache, and can be stored persistently by the malicious host.
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Malicious hosts can do a lot more damage, but those two are enough to illustrate this new kind of vulnerability affecting open grids. Note that this affects all open grids, i.e. those where arbitrary people can plug-in their opensims, and not just the hypergrid.
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Fortunately, there is a family of simple solutions to this problem that can be summarized as "protecting you from yourself." That proposal is described [[Hypergrid Inventory Access|here]].
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==== Piracy ====
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A second new security threat affecting open grids is one pertaining to commerce of virtual goods. Suppose you put something out for sale on your hypergrided opensim. A foreign user comes and buys it. What that really means is that that user will physically get a copy of the assets moved to his/her asset server, which is different from your asset server. The permissions will be whatever you define them to be, and using the regular VW client, that user can only do what you defined he/she should could do with the object, as usual. However, if the user has direct backend access to the asset and inventory servers, that person can simply modify the permissions on his/her copy. This is commonly known as '''piracy'''.  (This is also a problem with programmers who have direct access to the cache that their client keeps; in this case, the only thing that needs to be done to enable piracy is for the user to actually see a texture/animation/in-world object.  This does NOT allow scripts to be copied, though, since the script is only interpreted on the server and is never sent for interpretation by the client.)
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This situation is the kernel of the belief that open grids are hopeless for a virtual-goods economy. DRM discussion aside, maybe they are hopeless. But then, everyone thought the web was hopeless for selling music, and look at the success of iTunes in spite of all the piracy that still exists out there. Who will be the equivalent of iTunes for virtual hair, skin and clothes?
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== Hypergrid Implementation ==
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=== Hyperlinks and Agent Transfers ===
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When you establish a link between your opensim and another, a message is sent out to that other opensim requesting information about it; the required information includes the network information of that opensim host, and the coordinates of its first region on its local grid in the form of a region handle. For example, suppose you are linking node X.com:9000, placing it in your local map at 900, 900. That opensim runs one or more regions that likely are not in 900, 900 on their own map; suppose the first region of that opensim is at 1100, 1100. From your point of view, it doesn't matter what those other coordinates are, and you don't need to know -- that's the key to being able to decentralize the "world" as given by a 2D map; you want to place it in your map at 900, 900. The "true" position of that simulator only matters for the LL viewer, when there are teleports between your world and that other opensim. This mapping between coordinate systems is the essence of  hyperlinks for opensim; it's one simple but critical thing that the hypergrid implementation does. The mapping happens on the TeleportFinish event; instead of sending the local coordinates to the viewer, the hypergrid teleport wrapper sends the remote coordinates.
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When an agent teleports through that hyperlink the following happens. First, before InformRegionOfChildAgent, the local opensim notifies the remote opensim of this foreign user via the "expect_hg_user" method. That message sends along the addresses of all the servers that this user uses, i.e. user, inventory and asset servers. The remote opensim places an entry for that user in its local user profile cache but not in its user database; the foreign user information is non-persistent. After that, the teleport process is exactly the same as the normal teleport process; the only difference is that the region handles are switched between the remote region's hyperlink position on the local grid and its actual position on its grid.
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In summary, the two new concepts introduced by the hypergrid are the concept of an hyperlink and the concept of a "local user" vs. "foreign user".
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=== Inventory Access ===
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Inventory access from abroad is done by wrapping the existing scene-inventory interactions with additional code that gets or posts inventory assets from/to the user's asset server. When inventory is accessed, the hypergrid wrapper checks if the user is foreign and, if she is, the wrapper simply brings the necessary assets from the user's asset server to the local asset cache and server; from then on, the wrapper passes the control to the existing inventory access functions. When something is added to inventory, the hypergrid wrapper is notified via an event, and posts the assets to the user's asset server. A cache of the exchanged item identifiers is maintained so that they aren't brought back over and over again.
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The result is that hypergrided opensim instances end up interacting with several asset servers, instead of just one. That interaction is implemented in a straightforward manner by instantiating several GridAssetClient objects, instead of just one.
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=== The Hypergrid Namespace ===
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Currently, the hypergrid is implemented outside of the OpenSim namespace, so that there is complete separation between what already exists and this new behavior. It has its own namespace, HyperGrid. In it, there are 4 sub-namespaces that follow directly the software architecture of OpenSim, namely:
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* '''HyperGrid.Framework''' extends OpenSim.Framework in the following manner:
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** HGUserProfileData extends UserProfileData by introducing information about the user's "home", namely the home address, port and remoting port. The user's home is not that user's user service; it's the opensim that the user has defined to be her home. This is necessary for supporting the home jump (Ctrl-Shift-H).
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** HGNetworkServersInfo follows the spirit of NetworkServersInfo, although it neither extends it nor uses it. For now, it's a utility class whose two main functions are to convert domain names of servers to IP addresses, and to uniformly provide the answer to the question bool IsLocalUser(...).
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* '''HyperGrid.Environment''' extends OpenSim.Region.Environment.Scenes in the following manner:
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** HGSceneCommunicationService extends SceneCommunicationService, overriding RequestTeleportToLocation. There are two very small but critical changes to the base method: (a) on the TeleportFinish event, we switch the region handles when the destination region is an hyperlink; (b) the connections at the end are always closed for hyperlink TPs.
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** HGScene extends Scene, overriding TeleportClientHome(...). The only change to the base method is to stay away from the user server, for now, because the user service is still not completely wrapped up for foreign users. Once the user service is properly wrapped up, this class will become unnecessary.
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** HGScene.Inventory is a partial class of HGScene, just like what happens in the OpenSim framework. This part of HGScene overrides some inventory-scene interaction methods, so that assets are fetched/posted from/to the user's asset server. Once that extra fetching/posting is done, these methods simply pass the ball to the base methods.
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** HGAssetMapper: this is a new class specific to the hypergrid that manages the fetching and posting of assets between foreign regions where the user is and the user's asset server.
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* '''HyperGrid.Protocol''' is a mashup of OpenSim.Region.Communications.*. This is the place where most of the hypergrid extension lies. One of the reasons for this is that the hypergrid communications part is doing one additional thing: it is making standalones network-able.
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** HGCommunicationsStandalone extends CommuniationsLocal. Just as its base, it is a hub for the several network services available in standalone mode. The main difference is that those services are extensions of what's in OpenSim.
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** HGCommunicationsGridMode extends CommunicationsManager directly. Again, it's a hub for the network services available in grid mode, those services being extensions of OpenSim.
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** The cluster HGGridServices (superclass), HGGridServicesStandalone and HGGridServicesGridMode (subclasses) implements the OpenSim interfaces IGridServices and IInterRegionCommunications. The 2 subclasses are wrappers for LocalBackEndServices and OGS1GridServices, respectively. There is one common pattern throughout these classes: check if the region to talk to is an hyperlink; if it's not, simply delegate the work to LocalBackEndServices/OGS1GridServices; if it is, push the work to the base class HGGridServices. HGGridServices, in turn, does the management of hyperlink regions, and defines two additional pieces of inter-region protocol:
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*** region_uuid: for linking regions
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*** expect_hg_user: similar to the existing expect_user interface, but with a lot more information about the user being passed around, namely all the user's servers (inventory, asset, user, home, etc.)
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** HGInventoryService extends LocalInventoryService and implements ISecureInventoryService. This class is the most obvious mashup of the pack, mixing local service access for standalone users and remote inventory access for when users are out and about. Right now, there is a fair amount of selective copy-and-paste, to stay away from the ugliness coming from OGS1InventoryService and OGS1SecureInventoryService. HGInventoryService is always a ISecureInventoryService. Its methods all follow the same pattern: check if the user is a local standalone user; if it is, pass the work to the base method (in LocalInventoryService); if it's not perform secure remote access.
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** HGUserServices wraps OSG1UserServices, but it's not functional yet.
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* '''HyperGrid.Modules''' is a collection of 3 region modules:
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** HGWorldMapModule extends WorldMapModule. It reuses almost everything from the base class. The only small change is in RequestMapBlocks, where it tries to send Offline mapblocks to the client.
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** HGStandaloneInventoryService and HGStandaloneAssetService do what their names say. They are region modules that allow access to inventory and assets for standalones, when the standalone user is out and about. In spirit, there is a lot in common between these modules and the REST inventory/asset plugin. Unfortunately, that plugin could not be used because it defines a completely different interface than that used by existing inventory and asset servers, and the access for the hypergrid must use a consistent interface.
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=== Class Diagram ===
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[[image:HypergridImplementation.jpg|600px|center|(Click on the image to enlarge)]]
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== Installing and Running Hypergrid ==
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=== Installing ===
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# Checkout OpenSim, prebuild and build as normal.
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# Make the following changes to your OpenSim.ini:
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#* The map: '''WorldMapModule = "HGWorldMap" ''' If you didn't have this setting in your original OpenSim.ini, make sure you place it under the [Startup] section.
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#* If you're running your opensim in grid mode with the UGAIM servers on other machines, you're done. If you're running in standalone and you want it to be network-able, or if you have your grid on loopback (127.0.0.1) change all the [Network] server addresses to <nowiki>"http://<external_host_name>:<http_port>"</nowiki>. See below.
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# Run opensim like this: <nowiki>[mono] OpenSim.exe -hypergrid=true</nowiki>. To make sure the hypergrid is running type this on your console: '''link-region'''. If you don't hear anything back, the hypergrid is not properly installed.
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Here is an example of the Network settings for a standalone:
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[Network]
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http_listener_port = 9300
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remoting_listener_port = 9895
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grid_server_url = http://example.com:9300
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grid_send_key = null
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grid_recv_key = null
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user_server_url = http://example.com:9300
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user_send_key = null
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user_recv_key = null
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asset_server_url = http://example.com:9300
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inventory_server_url = http://example.com:9300
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Here is an example of the Network settings for a grided opensim:
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[Network]
 
http_listener_port = 9300
 
remoting_listener_port = 9895
 
 
grid_server_url = http://example.com:8001
 
grid_send_key = null
 
grid_recv_key = null
 
 
user_server_url = http://example.com:8002
 
user_send_key = null
 
user_recv_key = null
 
 
asset_server_url = http://example.com:8003
 
inventory_server_url = http://example.com:8004
 
  
'''Important Note'''
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= Hypergrid Versions =
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* [[Hypergrid 2.0]] - current Hypergrid with greater security controls for region operators
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* [[Hypergrid 1.5]] - past Hypergrid version with greater asset security and expanded services
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* [[Hypergrid 1.0]] - the original Hypergrid described below
  
Make sure you have a 'home' set. If your home region doesn't exist, the hyperlink TPs may not work. To set your home, go to one of your local regions and "Set Home" from the viewer.
 
  
=== Linking regions ===
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= Teleporting via the Hypergrid =
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The structure of a hypergrid link is similar to a web page link : [hop://]<hg-host>:<hg-port>[/<region-name>][/x/y].  Examples:
  
On the console, type for example:
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"hop://cc.opensimulator.org:8002/keynote 1"
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"hop://grid.mydomain.com:9000"
  
link-region <Xloc> <Yloc> osl2.nac.uci.edu 9006 OSGrid Gateway
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The first example is the Hypergrid address of a region named "keynote 1" on the grid at cc.opensimulator.org that has port 8002.
  
* Use Xloc and Yloc that make sense to your world, i.e. close to your regions, but not adjacent.
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The second example gives only the hg-host and port.  In this case, the destination region is the default region setup for that grid, as specified in the [GridService] section of bin/Robust.HG.ini (for grid) or bin/config-include/StandaloneCommon.ini (for standalones).
* replace osl2.nac.uci.edu and 9006 with the domain name / ip address and the port of the region you want to link to
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'''Important Note'''
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= Installing and Running =
  
Due to a viewer [https://jira.secondlife.com/browse/SVC-2941 bug], you can only TP between regions that are no more than 4096 cells apart in any dimension. What this means in practice is that if you want to link to OSGrid, you must have your own regions reachable from the (10,000; 10,000) point on the map, which is where OSGrid is centered. Place your regions somewhere in the 8,000s or the 12,000s.
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Please see [[Installing and Running Hypergrid]].
  
== Public Hypergrid Nodes ==
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= Hypergrid Concepts =
  
The following is a list of hypergrid-ready nodes that you can use for testing your installation and for linking your world. Please add your public node here if you wish to help build a web of opensims!
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* [[Hypergrid Concepts]].
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* [[Hypergrid Glossary]].
  
For the time being, and until the security concerns described above are addressed, we advise you to be careful about who you link to.  
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= Hypergrid Development =
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See [[Hypergrid Protocol]] for protocol level details.
  
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See [[Hypergrid Implementation]] for implementation details.
  
* '''osl2.nac.uci.edu 9006'''
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= Hypergrid Parameters =
The "UCI Welcome" region connected to OSGrid. It is run by Diva (Crista Lopes) on a machine owned by the University of California, Irvine. You can link to it as a way to link to OSGrid.
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* '''ucigrid02.nacs.uci.edu 9000'''
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For information about each Hypergrid configuration parameter and what it does, please see [[Hypergrid Parameters]] (eventually).
A region in the UCI Grid. It is run by Diva (Crista Lopes) on a machine owned by the University of California, Irvine.
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* '''hypergrid.cyberlandia.net 9000'''
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= Hypergrid Security =
The "Cyberlandia Gw" region connected to OSGrid.  Search on map "cyberlandia grid" Is link to cyberlandia Italian Opensim grid. You can link to it as a way to link to Cyberlandia.
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* '''hypergrid.cyberlandia.net 9300'''
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Please see [[Hypergrid Security]].
The "Osgrid Gw" region connected to Cyberlandia grid http://www.cyberlandia.net.  Search on map "Osgrid grid" You can link to it as a way to link to OSGrid.
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* '''joomla-italia.net 9000
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= Hypergrid Friends =
The "SNI City" region connected to SNI (Social Network Italia) grid http://www.opensim-italia.net. This grid is connected with Osgrid,Collateral World and Francogrid
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* '''collateral.opensim-italia.net 9000
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* [[Hypergrid Friends]] (updated 2015)
The "Collateral" region connected to Collateral World Grid http://collateral.opensim-italia.net. This grid is connected with Social Network Italia, Osgrid and Francogrid '''[This grid is temporarily offline for maintenance]'''
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* [[Hypergrid_Friends_and_IM]] (updated 2011)
  
* '''88.191.79.199 9050'''
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= Public Hypergrid Nodes =
Francogrid node, connected to "City", behind the welcome land of Francogrid "Orion"
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* '''94.23.8.158  9999'''
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Please see [[Public Hypergrid Nodes]].
Le Monde de Darwin node, The Lost of Darwin
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* '''k-grid.net 9000'''
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= Hypergrid Lists =
K-grid,  [http://k-grid.net the Kool grid for the Kool KidZ] . Feel free to visit us. The main Gateway is located at 3700,3700 so take that in account before any HyperJump
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Please see [[Hypergrid Lists]].
  
* '''81.169.166.109 9000'''
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= Further References =
The Region "Center-World" (at 1000:1000) connected to the METROPOLIS-Grid http://metropolis.hypergrid.org . German Grid with a lot of free Content and free SIM-hosting. Connected via HG to the most of the Grids listed here.
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* [http://www.ics.uci.edu/~lopes/opensim/HypergridReferenceGuide.html The Hypergrid Reference Guide]
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* [https://web.archive.org/web/20150426153421/https://dl.dropboxusercontent.com/u/18483217/hypergrid-draft.pdf Hypergrid: Architecture and Protocol for Virtual World Interoperability] - Cristina Videira Lopes paper defining Hypergrid protocol (PDF format)
  
* '''ascent.bluewallgroup.com 9910'''
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= Development Meetings =
This region is in a good proximity @ (6000,6000) for intermediate jumps to OSGrid from grids in the default (1000,1000) range, or any region within 4096 units.
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* '''sim.thestudyofracialism.org 9000'''
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[[Hypergrid Meetings]]
Stand-alone 2-region sim (at 8500,8500). Connects via HG to most of the other sites listed here. Although currently sparse, the sim is eventually intended for an SL discussion-group's migration from SL to OS.
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* '''http://myopengrid.com 9000'''
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[[Category:Hypergrid]]
Myopengrid is connected to osl2.nac.uci.edu "Osgrid Gateway" our regions are at (7000,7000).
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* '''metaversesims.net 8002'''
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= See Also =
Grid mode - 6 regions - located at (9000,9000).
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Also see [[Grider]]; [[Virtual World Model]]; [[HyperGrid Team]]

Latest revision as of 11:53, 24 December 2021


Contents

[edit] What is the hypergrid?

The hypergrid is an extension to opensim that allows you to link your opensim to other opensims on the internet, and that supports seamless agent transfers among those opensims. It can be used both in standalone mode and in grid mode. The hypergrid is effectively supporting the emergence of a Web of virtual worlds.

The basic idea for the hypergrid is that region/grid administrations can place hyperlinks on their map to hypergrided regions run by others. Once those hyperlinks are established, users interact with those regions in exactly the same way as they interact with local regions. Specifically, users can choose to teleport there. Once the user reaches the region behind the hyperlink, she is automatically interacting with a different virtual world without having to logout from the world where she came from, and while still having access to her inventory.

The hypergrid started as a external project, but it is now included in the standard distribution of OpenSimulator. To run your OpenSimulator instance in hypergrid mode, please see Installing and Running Hypergrid.


[edit] Hypergrid Versions

  • Hypergrid 2.0 - current Hypergrid with greater security controls for region operators
  • Hypergrid 1.5 - past Hypergrid version with greater asset security and expanded services
  • Hypergrid 1.0 - the original Hypergrid described below


[edit] Teleporting via the Hypergrid

The structure of a hypergrid link is similar to a web page link : [hop://]<hg-host>:<hg-port>[/<region-name>][/x/y]. Examples:

"hop://cc.opensimulator.org:8002/keynote 1"
"hop://grid.mydomain.com:9000"

The first example is the Hypergrid address of a region named "keynote 1" on the grid at cc.opensimulator.org that has port 8002.

The second example gives only the hg-host and port. In this case, the destination region is the default region setup for that grid, as specified in the [GridService] section of bin/Robust.HG.ini (for grid) or bin/config-include/StandaloneCommon.ini (for standalones).

[edit] Installing and Running

Please see Installing and Running Hypergrid.

[edit] Hypergrid Concepts

[edit] Hypergrid Development

See Hypergrid Protocol for protocol level details.

See Hypergrid Implementation for implementation details.

[edit] Hypergrid Parameters

For information about each Hypergrid configuration parameter and what it does, please see Hypergrid Parameters (eventually).

[edit] Hypergrid Security

Please see Hypergrid Security.

[edit] Hypergrid Friends

[edit] Public Hypergrid Nodes

Please see Public Hypergrid Nodes.

[edit] Hypergrid Lists

Please see Hypergrid Lists.

[edit] Further References

[edit] Development Meetings

Hypergrid Meetings

[edit] See Also

Also see Grider; Virtual World Model; HyperGrid Team

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