The Walled City Project Requirement Specifications Peter 'darkewolf' Crystal darke@it.net.au Daniel 'danpat' Patterson danpat@danpat.net Robert 'rmt' Thomson robert.thomson@studentmail.newcastle.edu.au The requirement specifications document for the Walled City Project. This project will implement a "metaverse" which gives an unified environment for its users. Both to conduct work and social events. FarReach: The Walled City is Copyright 1998--200 Peter Crystal and the Walled City Team. There is little to none at the moment. _________________________________________________________________ Table of Contents 1. [1]Project Specification [2]Project Scope [3]Reason for a distributed system [4]An example new-user experience _________________________________________________________________ Chapter 1. Project Specification " WalledCity is a distributed architecture for the same reasons that the web is. " _________________________________________________________________ Project Scope We aim to create a 'world' system that takes todays ideas of MUD's, the Web, IRC, email, etc, and encompasses them in one environment which seamlessly allows access to all these services. Interaction with the system can be done via any number of different mechanisms (textual, graphical etc), and no loss of system functionality should result from using a certain type of access mechanism. The environment is staged on multible distributed (geographically) servers, where individual users can provide their own 'worlds' which link into the 'overworld'. _________________________________________________________________ Reason for a distributed system _________________________________________________________________ An example new-user experience Upon loading Walled City the MUE (Multi-User Environment) for the first time, the user is presented with the tools to create and manage his person, and his home world. He hasn't connected to any other Walled City MUE's as of yet. He need not have a network connection at all. The user will have a graphical interface to the MUE, with menu bars, popup windows, and wizards for some common tasks. Once the user has created his person and his first room, he may connect to another MUE. She can type in the URI of the MUE, or he can choose from a default list, which would be comprised of our main servers. Once he is connected, he can enter the other MUE via one of the many public entrances, or he may specify explicitely where he wants to go. At this time, the person he created (his body, anyway) would appear at the destination. The user would see the location no different to how she sees her own local rooms, except for the slight inherent network lag. She could then move around the foreign MUE and do things with the foreign objects. If she finds a beach ball, picks it up, and comes back to her own MUE, assuming the beach ball and the foreign MUE give permission, the beach ball will come too. So now the user has one uplink, the MUE they connected to. They don't want to connect to a different MUE manually each time, just to visit the rooms. They'd like to follow a link on the foreign MUE and wind up at another MUE altogether - without necessarily having to spawn another network connection. If the user were to be stuck behind a firewall, for example, the other network connection may be disallowed. So the MUE should be able to forward traffic from the user's MUE to another MUE which the secondary MUE has connectivity with. References 1. file://localhost/tmp/@4438.2#AEN36 2. file://localhost/tmp/@4438.2#AEN41 3. file://localhost/tmp/@4438.2#AEN46 4. file://localhost/tmp/@4438.2#AEN49