The G World Engine (GWE) - connecting elements The Purpose of the GWE The G System is designed to simulate huge virtual realities. This can include many solar systems and planets, down to small details such as houses, environments, and even individual plants. All these things are not static. This means everything can change, humans (often controlled by real human users) move around, interact with other elements in their environment, ... To allow for such a large scale simulation, some infrastructure needs to provide the computer processing power, the storage, and the communication. This infrastructure is provided by the GWE - the G World Engine, it is the container framework for all elements. Elements simply operate. To them, the complete simulated universe is just a huge (hierarchical) collection of elements. They are not concerned with the physical location of other elements when communicating. Providing this seamless network transparency of a distributed server infrastructure is the purpose of the GWE. GWE Design As hinted in the previous section, the GWE is a distributed server infrastructure, or in other words, an element container and thus the framework the elements rely on for their operation. The following UML diagram should give an idea of the GWE structure. GWE Architecture UML design Component Interfaces To provide a flexible implementation a general interface for each functionality is defined. This currently includes the GweController which is responsible for element execution management and logic, and the GDataController which is responsible for persistent and network transparent data management and GWE Server network communication. The abstract interfaces, including the GWE Factory class, are available as public API, thus enabling application developers to control the GWE behaviour without being dependent on the actual implementation classes being used by the different components (for example whether a simple or advanced GWE Controller is used) because the implementation is not part of the API. The Factory class is used to bootstrap a GWE Server which uses the differen implementation classes. Distributed Data Management An important part is the complete abstraction of physical data location. This is accomplished by a data controller class that manages all data and data transfer. This is also where the other GWE Servers in the network are known and intelligent load and data balancing is done according to the logical hierarchical structure of the virtual universe. Currently there is one XML based data controller available. This controller uses a separate serialisation class to convert between C++ objects and XML representation of elements. The C++ objects are required for execution and the XML representation is used for sending element data across the network and managing database content. Element Execution Management The GWE Controller classes provide all execution management functionality that is required by elements. This includes influence routing, tracking data changes. Starting and stopping element execution, requesting and forwarding data from the data controller, etc. Network Infrastructure Currently there is one Network implementation available, the GXmppNetwork. This implementation builds on the standardised XMPP protocol. XMPP is essentially a real-time XML router, as Justin K. has put it in an email. And this is exactly what we need. We have XML data that needs to be routed through the network to some destination (another GWE Server). Speaking in XMPP language a GWE Server is an XMPP client and uses an XMPP server to communicate with other GWE Servers which are also XMPP clients (possibly from other XMPP servers). Thus we do not even have hardwired peer-to-peer connections but rather a transportation framework that takes care of message routing and delivering. The network structure basically looks like the following: GWE Architecture UML design Elements and the GWE Element Hierarchy The elements that make up the universe are structured hierarchically. Every element, such as a planet, includes all its subelements and presents itself as one complete unit. This way it does not matter how complex an element is internally. Planets, complete landscapes, cities, or even houses can be represented by one element, altough they consist of many subelements internally. This hierarchical structure can be thought of as logical layering. Communication between elements usually only takes place between adjecant layers. This makes the complete GWE Server infrastructure enormously scalable because each GWE Server only needs to know about adjecant Servers! Element Responsibility For every element exactly one GWE is responsible. Responsibility distribution is usually handled according to communication load between elements. Elements that communicate a lot with each other normally reside on the same physical GWE Server. GWE Servers that contain elements that send influence to elements not managed on the same GWE Server need to know where to find these elements. This information can be obtained from GWE servers higher in the hierarchy. Network transparent element management The network capabilities of the G System include distributed element management and in particular element responsibility. This means that responsibility can also shift between GWE Servers. This raises the requirement for data transport and for control messages. Data messages can contain any element data, either complete elements or just partial data which can then be updated on the receiving GWE Server. Elements that are known on multiple GWE Servers can only have one GWE Server that actually is responsible for a particular element. Passing on the responsibility can only originate from a server that currently possesses the responsibility of a particular element. Network latency implicitly requires save transactions and no influence loss. Here is the general procedure for shifting element responsibility described: First, the elements themselves need to be made known to the target GWE Server. This is a simple data transfer. The source GWE Server needs to keep track of all received influences after the element data has been transfered, since influences are only forwarded to the currently responsible GWE Server. This can be done by sequentially numbering received influences and remembering the last number that the elements have received before the last data transfer to the target host. As soon as the data has been sent to the target host, the source GWE Server asks the target host if it has enough capacity to take the responsibility for the specified elements. If the target GWE Server rejects the elements, then no further actions are taken. All influences are further delivered to the elements on the source GWE Server. In case the target GWE Server accepts the responsibility for the elements all influences that were received by the source GWE Server in the meantime are forwarded to the target host, the responsibility is implicitly shifted and all GWE Servers that are directly higher in the hierarchy of the shifted elements are notified about the responsibility shift. Note that this shift implies that the new responsible GWE Server activates influence emitting of the taken elements while the source GWE Server disables influence emitting for these elements. Element Predictions It is also possible that other GWE Servers do execute elements they are not responsible for to get adequate predictions of states. Such predicted elements are called secondary elements wheras the real elements are called primary elements. Each GWE Server can thus have primary and secondary elements. Secondary elements are usually found on a GWE to which clients are connected. Such secondary elements never send out influences but still can receive them from local influence sources to improve prediction accuracy. Such influences are then multiplexed to the primary element and the corresponding secondary element. Influences are never sent to remote secondary elements but only to the primary elements and local secondary elements. The data of predicted elements are constantly updated from the GWE Server that hosts the corresponding primary element. Clients and GWE Servers A client is a GWE Server with an user interface. To the network a client is thus nothing special. In general a GWE Server that acts as a client has few elements it is responsible for and has a lot of secondary (predicted) elements. GWE Sepcifications and Protocol All information about required GWE behaviour in terms of service for the G Core System as well as network protocol can be found in this section. It should provide enough information to build your own compatible G World Engine. You are still advised to know about the general GWE design discussed in earlier sections. This specification is work in progress. Information will be added while the specifications are being discussed and implemented by the developers. You can of course join the development team to add valuable considerations for this important part of the G System. Although it is a very important aspect to fully document the functionality requirements, the current focus is to provide an implementation on the basis of C++ and the Qt toolkit. This specification is definitely not as normative as it could or should be. If you have suggestions on improving the style of the specification you are very welcome to contact us on the mailinglists and discuss your ideas. Productive criticism is certainly welcome. GWE as a GCS Container The GCS, which defines the elements, works almost by itself. Still, it requires the GWE to provide some services, in particular the communication infrastructure between elements. The GWE and the GCS implementation must work together and be of a compatible implementation. If you plan to implement a GWE according to this specification, you must also provide a GCS that is compliant to the GCS specification. GWE network communication behaviour The network protocol builds directly on the XMPP Core protocol. You can find additional information for this on http://www.xmpp.org. The protocol is thus completely XML based. Here, all valid XML messages are defined as well as the roles of the various parts of the G System. Other protocols might be implemented. In such cases GWE Servers capable of both the XMPP based protocol and the other protocol must act as gateway. It is highly recommended to contact the G System team to discuss the integration of new protocols. The rest of this section only describes the official XMPP based protocol. The role of the GWE in an XMPP network The G World Engine Servers represent an XMPP client as defined by the XMPP protocol. XMPP Servers are used to establish a communication between the GWE Servers, the XMPP Servers are out of scope for this project, they are only used as a transport mechanism. Although the GWE basically adhers to the XMPP-Core (RFC 3920) specification some elements of the XMPP-IM (RFC 3921) specifications are implemented to allow presence handling and basic message exchange with so called Jabber instant messaging clients. This allows for interesting interaction between the GWE and pure instant messaging applications. GWE communication is totally accomplished through message stanzas. Each message stanza uses the appropriate to attribute for destination identification. In every such stanza additional xml data can be transported which is specified by the actual protocol. GWE Network initialization Network communication is initialized according to the rules specified in the XMPP-Core protocol. Additionally, after authentication a presence stanza is transmitted with an empty show element. This changes the state of the GWE Server to online in the sense of XMPP and actually enables message forwarding to the GWE Server from the XMPP Server. After XMPP initialization the master server of the established GWE Server infrastructure is contacted to register the GWE Server and integrate it into the hierarchy. The master server usually stores the registered GWE Server as a child server. After server registration basic element data is exchanged. When element information is exchanged for the first time normal communication is taken up. Normal GWE communication Normal GWE communication is taken up after successfull initialization and registration. In this state only relevant element data is exchanged between servers. Further cases to be described in the future: Server hierarchy restructuring Element responsibility exchange Proper shutdown XML Constructs for GWE Communication This section describes all known XML constructs that the GWE server must be able to understand. A short description of the expected behaviour is also given. We refer to each such XML construct as message. Be careful not to confuse it with the message stanza kind of XMPP. Still, it is true that the messages described here can only be contained in message stanzas, so there is some connection at least. Remember that particularly this section is subject to changes, especially extensions. The G System developers are not bound to ensure compatibility between different versions of development releases. Only with the release of version 1.0 can this protocol specification be considered stable and compatibility will be ensured at least through all 1.x releases. <GElement> See the GCS XML Schema for the structure of a valid GElement XML message. Additional to the given structure in the XML Schema, the following attribute is allowed in the <GElement> tag: Additional attributes in <GElement> tag: owner (string, XMPP JID), defines the GWE Server that manages this element as primary element. A GElement message is used to exchange information about elements. The additional owner attribute can be used to find the GWE Server that manages this element, which is very important for sending influences and other element related messages to the correct server. This kind of message is probably the most commonly used. <GElementInfluence> See the GCS XML Schema for the structure of a valid GElementInfluence XML message. Additional to the given structure in the XML Schema, the following attribute must be included in the <GElementInfluence> tag: Additional attributes in <GElementInfluence> tag: target (GCS::GElementID, target element), defines the target element to which the influence should be forwarded. A GElementInfluence message is used to transport influencing information. The additional target attribute must specify the actual target element since the influence itself does not contain target information. <reparent> <reparent> <element> element id which is reparented (GCS::GElementID) </element> <from> old parent GElementID (GCS::GElementID) </from> <to> new parent GElementID (GCS::GElementID) </to> <transformation> transformation matrix (GCS::GMatrix44) </transformation> </reparent> The IDs are in the form of GCS::GElementID XML representations, the transformation matrix is in the form of GCS::GMatrix44 XML representation. The <transformation> tag is optional, if it is not present, an identity matrix is assumed (usually the case with formless elements). For reparenting notifications this message is used. The same construct is sent to all servers that manage one of the three affected elements. Each server modifies the parent-child relations of its primary elements. Whenever a server managing a particular element detects that reparenting is necessary, this message is used to notify the old and new parent. Such a message should only be generated by a server which manages the reparented element (as primary element). <register> <register> descriptive text </register> The registration construct is simply empty or can contain some description. The sender can be identified through the XMPP protocol, so it doesn't need to be provided through this message. The use of this message is to register a new child server at a master GWE server. This is usually done after server startup. <unregister> <unregister> descriptive text </unregister> Like the register message, the unregister message is also an empty element with optional descriptive text in the body. The use of this message is to unregister a GWE server that is about to shutdown from a master server. <requestfreeids> <requestfreeids> unsigned long number, holding the amount of requested free element IDs </requestfreeids> The requestfreeids message only holds the amount of requested IDs. If a G World Engine server is running low on available element IDs it usually sends a requestfreeids message to its master server to request more free element IDs. Such a request is usually answered by a <freeids> message. <freeids> <freeids> <from> range 1, lower bound </from> <to> range 1, upper bound </to> <from> range 2, lower bound </from> <to> range 2, upper bound </to> <!-- and so on, any number of ranges allowed --> </freeids> The freeids message ranges of element IDs that can be used for additional element creation. The <freeids> message is usually an answer to a <requestfreeids> message. These two messages make it possible to distribute free element IDs within the server infrastructure. Note that it is not uncommon for a GWE server to send free IDs to its master server in case many IDs get available because elements are removed. This way used element IDs get reused.