Re: [Opensim-dev] Currency

2009-08-21 Thread Stefan Andersson
Aldon,

 

The source codes are hosted mostly on the GForge; some resources I could dig
up was these:

 

. The DTL Module -
http://forge.opensimulator.org/gf/project/currency/

. OpenCurrency, was the SampleMoneyModule -
http://forge.opensimulator.org/gf/project/opencurrency/

. I believe the OpenSimWi contains a basic monetary system backend -
http://forge.opensimulator.org/gf/project/opensimwi/

. The Money page on the wiki - http://opensimulator.org/wiki/Money
(This page should have a fat disclaimer saying Does not represent current
opensim stance - content should move to discussion, but it contains some
good points)

 

Aloas, when it comes to documentation, it's sorely lacking.

 

Hope you can get your effort started.

 

Best regards,

/Stefan

 

 

From: opensim-dev-boun...@lists.berlios.de
[mailto:opensim-dev-boun...@lists.berlios.de] On Behalf Of Aldon Hynes
Sent: den 8 juli 2009 17:03
To: opensim-dev@lists.berlios.de
Subject: Re: [Opensim-dev] Currency

 

Stefan, et al.,

 

  I'm glad you think this is a good idea.  I'm heading on vacation for a
couple weeks leaving this weekend, so I'll be hard to reach.  However, if we
can get the project up and going before I go, that would be great.
Questions I have:  Who wrote and/or has copies of the 

SampleMoney and OpenCurrency code?  Who has any design documents are would
be willing to create some design documents?  

 

  If you want to help, please contact me directly.  I can set up a Wiki on
one of my hosting accounts and try to get the ball rolling, but I'll need
help.

 

Aldon

-Original Message-
 So, for any of you that are really interested in OpenSimCurrency, what do
 you say to starting a parallel project that provides a third party
currency
 framework that can run in OpenSim?

Go for it. Host it on the forge, create a wiki for it. Can't wait to see the
first release.
 
Also, I believe there is still an Freenode IRC channel called
#opensim-money.
 
/Stefan
 

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Re: [Opensim-dev] Currency

2009-07-21 Thread Mark Malewski
Jason/Colin/Rock/Aldon,
I completely agree with your stance on having a virtual currency
system/Karma system (whether it is or is not based on actual real-world
currency).

Companies like Zynga that do online gaming, have virtual currencies and
things such as virtual money and Godfather points in their Mafia Wars
games, and all of their other various games.

Yes, I agree that there needs to be some form of virtual currency or
points system.  There is no argument concerning virtual currency as being
unsecure, or inappropriate or any form of liability.

I'm not saying that OpenSim core needs to add a gateway to secure e-commerce
(such as PayPal) but there are lots of way to implement secure commerce.

First off, the points in the game, are nothing more than that.  They are
just points.  I've lost items (through gifting) before on other online
games, and it's really no big deal.  Tech support normally makes things
right.  But this is not a liability issue as much as this seems to be a
money making issue.

There seem to be some developers (in the core dev team) that may or may not
want to offer their OWN e-commerce system (as a service/money making
opportunity).  So I can understand their rage in the concept of someone
creating an OpenCurrency project, because they may feel that it's a loss
of opportunity for them to sell a product (if someone gives it away for
free, as in air). Ultimately I feel that a points/virtual currency system is
vital to OpenSim's success.

I believe e-commerce is an important part of Virtual World development, just
as e-commerce is an important part of the web. Trying to have a virtual
world without any form of e-commerce is similar to having an internet
without any form of e-commerce.

I've seen payment gateways for virtual worlds dating all the way back to
1996 (Active Worlds) and designing the core (securely) from the ground up,
so that it could handle a virtual points system would seem to make sense.
 You don't need to build a mamoth of secure servers, as PayPal already does
much of that for you.  It would seem that just a simple module that would
work hand in hand with PayPal's API would suffice.

Linden dollars are nothing more than a points system.  Whether you choose to
call it Karma points, or currency, or virtual dollars, whatever the case...
it's still points.  It's NOT real money, it's NOT real cash, it's just
points.

It would seem to make sense to create a separate OpenCurrency project as
Aldon suggested, as this seems to be an EXTREMELY important piece of the
OpenSim project.

Designing a virtual world system (like OpenSim) without any form of points
systems (Karma, Currency, or whatever you wish to call it) would be similar
to designing a computer without a monitor, keyboard or mouse.

I understand the concept of having a 3D Virtual Chatroom (for educational
purposes and online learning) but 3D portals (such as Linden's) where people
come together, talk, chat, play online games, and engage in trading, etc.
some form of points or commerce system is critical.

If Core doesn't want to take part in the project (because they have their
own vested interests in their own personal ventures) then it may be in the
best interests of the Open Source Community to start a separate Open Source
OpenCurrency project, that is a separate entity from Core, and it seems
completely stupid to have to branch off and create a separate fork, but if
this is what the Core Devs want is a separate fork, then so be it.

RealXtend has had to fork, and it seems to hurt the OpenSource project as a
whole, because the forks eventually run independently of one another.

It would seem to make more sense to just make the OpenCurrency project a
part of OpenSim core (as a module) that can easily be enabled/disabled by
just installing the module, and enabling/disabling a flag in the OpenSim.ini
configuration file.  Something that will just allow the transfer of points
between users in the virtual world.

I believe something as simple as OS$ (open sim points, or open sim virtual
dollars) would be sufficient, similar to Linden's implementation.

I believe you are aware that I have a commercial RMT module, and had it for
more than a year.  Was not aware of that, but that's very good to know.

It would be good to create a separate OpenCurrency project, and if it's
something that the core OpenSim developers don't wish to take part in, then
maybe it can be something that can be developed and added to the RealXtend
module and the RealXtend crew has done a fine job of adding additional
features, but either way we should be able to create a separate
OpenCurrency project independent of the OpenSim project, and possibly even
work hand in hand with the RealXtend developers, as a virtual currency
and/or virtual point system really would be crucial in online gaming, and
virtual social networks (the ability to exchange  transfer points, and
objects/items between users).

It would seem that Core Dev are being very narrow 

Re: [Opensim-dev] Currency

2009-07-21 Thread Mark Malewski
I agree, if core dev doesn't want it a part of core... that's their choice,
but as long as we can create a separate OpenCurrency module and add
whatever hooks are necessary to core, that should suffice.
This way we can always improve upon the OpenCurrency module (add PayPal
API gateway, etc.).  But I believe first and foremost, to just start by
using the OpenCurrency module as a points system (OS$) as just a virtual
points system (during Alpha and early Beta testing).

Then later we can always add PayPal support (to purchase virtual points)
similar to what Zynga does in their online games.  You can buy Godfather
points, and most online games have some form of virtual points system.

 Agree a points system would be very good.  Most games have points of
 some kind, so I dont think that infinges anything.

I agree as well.  I think a points system is a great idea, and I think this
is the main point that Jason, Colin, Rock and Aldon were trying to make.

A virtual points system is key to online gaming, and the virtual world
experience.  Leaving this key element out of the equation makes no sense at
all.

The ability to add moving vehicles, attack and damage points, as well as
health points, and a virtual currency points system of some sort is what
makes online gaming fun.

If you could start out with 50 virtual points, and buy a baseball bat for 20
pts, and then hit garbage cans (causing virtual damage) it would make the
virtual experience more realistic and interesting/fun.

Personally I love what the RealXtend crew is doing, and their ideology of
seeing RealXtend evolve into a virtual gaming platform is an incredible idea
(and incredible vision).

An open source virtual gaming platform that developers can easily create
vehicles for, with a good physics engine, and the ability to drive/fly/sail
vehicles between regions seamlessly, and the ability to use weapons
(baseball bats, guns, cars, etc.) would ultimately combine the virtual
social networking platform with the interactive gaming world, and that is
something worth getting excited about.

Content developers (such as Zynga or Aldmino) or some of the others can
design content for virtual gaming worlds, and I believe OpenSim could be
very successful if they headed in this direction.  If not, then it'll just
be another 3D chatroom, and it will probably go the way of the dust (come
and go) like the countless others before it.  What made SL different was the
points aspect, and the ability to create vehicles, and it gave people hope
of what might be to come.  I think designing a virtual platform (from the
ground up) like OpenSim is doing, to be a great opportunity for online
virtual gaming platforms.  It really makes no sense at all to leave out a
points or karma system.

I'd really love to see a health, stamina, attack, defense, energy
and points/currency system added.  This way objects could have attack and
defense values.  Like a baseball bat could have an attack value of 2, and
a defense value of 2.  A Humvee could have an attack value of 22 and a
defense of 25.  A canon could have an attack value of 25 and a defense of 3.
 A machine gun might have an attack value of 16 and a defense of 10.  A
pistol may have an attack value of 5 and a defense of 7.

Then users could strike vehicles (and cause damage) or strike objects (such
a Coke machine, or garbage can).  Thus adding another layer (and dimension)
of gameplay to the OpenSim environment (making OpenSim an Open Gaming
Platform) for content developers.

I really believe in what the RealXtend crew is doing, in trying to create an
OpenSource Gaming Platform (built upon the OS core).

I just think a points/karma system is an integral part of an interactive
virtual environment.


On Tue, Jul 21, 2009 at 5:26 AM, Melvin Carvalho
melvincarva...@gmail.comwrote:

 Agree a points system would be very good.  Most games have points of
 some kind, so I dont think that infinges anything.

 Whether to make it part of the core or not is completely at the
 discretion of the development team.

 On Tue, Jul 21, 2009 at 12:18 PM, Mark Malewskimark.malew...@gmail.com
 wrote:
  Jason/Colin/Rock/Aldon,
  I completely agree with your stance on having a virtual currency
  system/Karma system (whether it is or is not based on actual real-world
  currency).
  Companies like Zynga that do online gaming, have virtual currencies and
  things such as virtual money and Godfather points in their Mafia Wars
  games, and all of their other various games.
  Yes, I agree that there needs to be some form of virtual currency or
  points system.  There is no argument concerning virtual currency as
 being
  unsecure, or inappropriate or any form of liability.
  I'm not saying that OpenSim core needs to add a gateway to secure
 e-commerce
  (such as PayPal) but there are lots of way to implement secure commerce.
  First off, the points in the game, are nothing more than that.  They
 are
  just points.  I've lost items (through gifting) before on 

Re: [Opensim-dev] Currency

2009-07-21 Thread Stefan Andersson
Mark,

 

Just a couple of corrections:

 

I have heard no 'rage' from any core dev over the concept of an
OpenCurrency project. On the contrary, that is what we want to see happen,
preferably several currency projects targeting different usage models and
catering for differing audiences.

 

Whether or not currency management hosted by the core repository is pivotal
for the success of OpenSim or not is a matter of opinion. In my opinion, if
that would be the case, that would be a sad prospect for OpenSim indeed.

 

Managing an economic points system is no more central to OpenSim than it is
for the Apache web server. It might be pivotal for certain implementations
based on OpenSim, like it would be for certain e-commerce sites running on
Apache, but not for OpenSim itself.

 

The OpenSim core devs has repeatedly stated that we are willing to add
whatever reasonable hooks any currency module would reasonably need into the
core. Please open mantis issues and attach your patches, and we'll review
them like any other patch.

 

I fail to see the need to 'fork' the entire code base over this kind of
issue.

 

The Rex team forked before the OpenSim core were even aware of them. The
issue was whether to re-incorporate their codebase into core, something that
was decided against in the end. From what I can see, both projects have
continued to run in parallel just fine, each free to pursue their specific
development goals.

 

There has been mailings before pointing to existing currency module code
bases.

 

A friendly suggestion though; it's probably not the best way to start your
fledgling currency project passing remarks discrediting core devs and their
motifs.

 

Best regards,

/Stefan

 

 

From: opensim-dev-boun...@lists.berlios.de
[mailto:opensim-dev-boun...@lists.berlios.de] On Behalf Of Mark Malewski
Sent: den 21 juli 2009 12:18
To: opensim-dev@lists.berlios.de
Subject: Re: [Opensim-dev] Currency

 

Jason/Colin/Rock/Aldon,

 

I completely agree with your stance on having a virtual currency
system/Karma system (whether it is or is not based on actual real-world
currency).

 

Companies like Zynga that do online gaming, have virtual currencies and
things such as virtual money and Godfather points in their Mafia Wars
games, and all of their other various games.

 

Yes, I agree that there needs to be some form of virtual currency or
points system.  There is no argument concerning virtual currency as being
unsecure, or inappropriate or any form of liability.

 

I'm not saying that OpenSim core needs to add a gateway to secure e-commerce
(such as PayPal) but there are lots of way to implement secure commerce.

 

First off, the points in the game, are nothing more than that.  They are
just points.  I've lost items (through gifting) before on other online
games, and it's really no big deal.  Tech support normally makes things
right.  But this is not a liability issue as much as this seems to be a
money making issue.

 

There seem to be some developers (in the core dev team) that may or may not
want to offer their OWN e-commerce system (as a service/money making
opportunity).  So I can understand their rage in the concept of someone
creating an OpenCurrency project, because they may feel that it's a loss
of opportunity for them to sell a product (if someone gives it away for
free, as in air). Ultimately I feel that a points/virtual currency system is
vital to OpenSim's success. 

 

I believe e-commerce is an important part of Virtual World development, just
as e-commerce is an important part of the web. Trying to have a virtual
world without any form of e-commerce is similar to having an internet
without any form of e-commerce.

 

I've seen payment gateways for virtual worlds dating all the way back to
1996 (Active Worlds) and designing the core (securely) from the ground up,
so that it could handle a virtual points system would seem to make sense.
You don't need to build a mamoth of secure servers, as PayPal already does
much of that for you.  It would seem that just a simple module that would
work hand in hand with PayPal's API would suffice.

 

Linden dollars are nothing more than a points system.  Whether you choose to
call it Karma points, or currency, or virtual dollars, whatever the case...
it's still points.  It's NOT real money, it's NOT real cash, it's just
points. 

 

It would seem to make sense to create a separate OpenCurrency project as
Aldon suggested, as this seems to be an EXTREMELY important piece of the
OpenSim project.  

 

Designing a virtual world system (like OpenSim) without any form of points
systems (Karma, Currency, or whatever you wish to call it) would be similar
to designing a computer without a monitor, keyboard or mouse.

 

I understand the concept of having a 3D Virtual Chatroom (for educational
purposes and online learning) but 3D portals (such as Linden's) where people
come together, talk, chat, play online games, and engage in trading, etc.
some form of points

Re: [Opensim-dev] Currency

2009-07-21 Thread Nebadon Izumi
I honestly think your wasting your time arguing, It seems to me everyone is
just arguing this topic just for the sake of arguing, there are already Open
Currnency Modules available, the hooks for currency are already in, the Core
devs have done tons of work to make this happen, honestly not one thing you
said makes any sense to me, you are arguing things that are already done
saying they are not done and saying the devs are against.   I suggest you go
back and re-read what was said in this email thread, if you had spent as
much time working on a module as you had typing this book of and email, you
probably already would have had a Currency Module.   If you want this so
badly, then go ahead and do it, stop wasting everyones time talking about
doing it and just do it already, and if you are not capable of doing it
yourself, guess what, your also not qualified to talk about doing it with
the core devs.. So please just back off this topic and let people who are
qualified develop these systems.

Nebadon

On Tue, Jul 21, 2009 at 3:18 AM, Mark Malewski mark.malew...@gmail.comwrote:

 Jason/Colin/Rock/Aldon,
 I completely agree with your stance on having a virtual currency
 system/Karma system (whether it is or is not based on actual real-world
 currency).

 Companies like Zynga that do online gaming, have virtual currencies and
 things such as virtual money and Godfather points in their Mafia Wars
 games, and all of their other various games.

 Yes, I agree that there needs to be some form of virtual currency or
 points system.  There is no argument concerning virtual currency as being
 unsecure, or inappropriate or any form of liability.

 I'm not saying that OpenSim core needs to add a gateway to secure
 e-commerce (such as PayPal) but there are lots of way to implement secure
 commerce.

 First off, the points in the game, are nothing more than that.  They are
 just points.  I've lost items (through gifting) before on other online
 games, and it's really no big deal.  Tech support normally makes things
 right.  But this is not a liability issue as much as this seems to be a
 money making issue.

 There seem to be some developers (in the core dev team) that may or may not
 want to offer their OWN e-commerce system (as a service/money making
 opportunity).  So I can understand their rage in the concept of someone
 creating an OpenCurrency project, because they may feel that it's a loss
 of opportunity for them to sell a product (if someone gives it away for
 free, as in air). Ultimately I feel that a points/virtual currency system is
 vital to OpenSim's success.

 I believe e-commerce is an important part of Virtual World development,
 just as e-commerce is an important part of the web. Trying to have a virtual
 world without any form of e-commerce is similar to having an internet
 without any form of e-commerce.

 I've seen payment gateways for virtual worlds dating all the way back to
 1996 (Active Worlds) and designing the core (securely) from the ground up,
 so that it could handle a virtual points system would seem to make sense.
  You don't need to build a mamoth of secure servers, as PayPal already does
 much of that for you.  It would seem that just a simple module that would
 work hand in hand with PayPal's API would suffice.

 Linden dollars are nothing more than a points system.  Whether you choose
 to call it Karma points, or currency, or virtual dollars, whatever the
 case... it's still points.  It's NOT real money, it's NOT real cash, it's
 just points.

 It would seem to make sense to create a separate OpenCurrency project as
 Aldon suggested, as this seems to be an EXTREMELY important piece of the
 OpenSim project.

 Designing a virtual world system (like OpenSim) without any form of points
 systems (Karma, Currency, or whatever you wish to call it) would be similar
 to designing a computer without a monitor, keyboard or mouse.

 I understand the concept of having a 3D Virtual Chatroom (for educational
 purposes and online learning) but 3D portals (such as Linden's) where people
 come together, talk, chat, play online games, and engage in trading, etc.
 some form of points or commerce system is critical.

 If Core doesn't want to take part in the project (because they have their
 own vested interests in their own personal ventures) then it may be in the
 best interests of the Open Source Community to start a separate Open Source
 OpenCurrency project, that is a separate entity from Core, and it seems
 completely stupid to have to branch off and create a separate fork, but if
 this is what the Core Devs want is a separate fork, then so be it.

 RealXtend has had to fork, and it seems to hurt the OpenSource project as a
 whole, because the forks eventually run independently of one another.

 It would seem to make more sense to just make the OpenCurrency project a
 part of OpenSim core (as a module) that can easily be enabled/disabled by
 just installing the module, and enabling/disabling a flag in 

Re: [Opensim-dev] Currency

2009-07-14 Thread Len Brown
I still experience an occasional hiccup with the Second Life money system so
i remain slightly wary of it.  Since money transactions remain a very buggy
and unreliable thing when it comes to virtual worlds, I've learned many new
ways to make financial gains without any in-world monetary implementations
at all.

At present I am gradually leasing out 25 regions from my own servers.  I
simply request payment be made via PayPal within the first 7 days of each
month and thus far I've not experienced any issues at all.  Everyone seems
very happy and I simplify things by only leasing out full regions rather
than trying to divide them up and lease out portions of regions.

While an in-world money system would at times be nice, and eventually will
come into being through optional plugins, I am quite happy managing my
virtual world properties through PayPal payments.

- Len W. Brown

On Tue, Jul 14, 2009 at 9:07 AM, J Ross Nicoll
jrn2...@cs.st-andrews.ac.ukwrote:

 I think this illustrates extremely well why most of the devs don't want
 to touch a money system. Making a proper monetary system means ensuring
 that transactions happen, or do not, you can't get 7 copies of the same
 transaction that then have to be unpicked by hand. I wouldn't be averse
 to writing a money module if I had time (so, not this year), but I'd
 want to do it properly so you can't get into this sort of mess...

 Len Brown wrote:

  This reminds me of a situation I encountered in Second Life last
  Autumn.  I logged in on a Saturday morning and decided to sell a piece
  of land I no longer needed.  I set the asking price at 10,000 Lindens.
 
  Right about that time Linden Lad encountered a problem and began a
  rolling restart of their servers.  Somehow the money system got stuck
  and when someone bought my land it did not register with the Linden Lab
  servers.
 
  The result was that, over the course of the next 20 minutes 7 people
  bought my land.  When the dust settled I had one actual owner of my
  land and 7 actual purchases.  As you might imagine, a lot of people were
  very angry that I got their Lindens and they got nothing in return.
 
  I communicated to them all and tried to explain the situation but most
  called me a liar since this never happened before.  I then contacted
  Linden Lab tech support (after waiting nearly an hour on hold) and was
  told NOT to refund the Lindens as they would resolve the glitch.
 
  After 24 hours and some very hostile people demanding their money back I
  decided to go ahead and send each of them the 10,000 Lindens they gave
  me.  Almost a week later I logged in to find my account nearly 70,000
  Lindens overdrawn!


 --
 The University of St Andrews is a charity registered in Scotland : No
 SC013532
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Re: [Opensim-dev] Currency

2009-07-11 Thread Fly Man
Well, what a long discussion about something that was already decided
long ago 

There is the OpenCurrency module for those that want to play around
with it and there are some other ppl working on Money related things.

The removal of the SampleMoney module was 1 of the things that I left
the OpenSim development scene, as the name of the module said: It's
SAMPLE money

I know there 3 people working on a real currency module as we speak
and 1 of them has succesfully integrated it into the OpenSim now.

The story continues ...

2009/7/8 Snowdrop Short snowdrop.sh...@gmail.com:
 The core developers have for valid reasons (whatever others may think
 and argue, they are - at least - subjectively valid) for not including a
 money module.

 I think it would be best to let this debate rest. I believe continuing
 to argue for a money module to be part of the core, is showing
 ingratitude to the core developers who has put in such a great effort on
 the project and completely needless.

 OpenSim is licensed via BSD, one of the most liberate licenses currently
 in common use, nothing prevents a money module from being implemented,
 either in close or open source. Furthermore I am convinced that the core
 will accept patches for hooks, if the current hooks prove in-adequate.
 (This has been done for other out-of-core modules).

 Even if the core team should decide a money module was within the scope
 of the project, it would still require volunteers to implement the
 module, so I fail to see the real difference between an out-of-core
 module for handling money and an in-core one.

 If all the passion thrown into this debate was directed towards creating
 an out-of-core module, it would spring into existence quite rapidly.

 /Snowcrash


 On Wed, 2009-07-08 at 17:17 +0200, Colin B. Withers wrote:
 Hi Neb,



 No, I do get the point, but I am simply not convinced of the
 arguments.



 Opensim is unsafe, understandably so. Right now, it is in the alpha
 stage, but that is no reason not to pursue code from alpha, through
 beta, and onto release.



 Let me put it this way, quite clearly..



 If I, or anyone else, wanted to to use Opensim as a platform for a
 virtual world, (not during alpha, or beta, but after it is released)
 and that virtual would was to have commerce, ala SL, and due to the
 Opensim policy of no currency module in core I went to a third party
 and procured a currency module, I would have a situation where the two
 most critical elements of a commerce system, ie:



 a) The asset server (produced by the core developers of opensim), and



 b) A currency module (produced by VW$$$.inc)



 are sourced from different suppliers.



 Now, please explain to me the difference between:



 i) People losing money due to a malfunction in the currency module,



 ii) People losing assets (that have a monetary value, having been
 bought with real $$$ through the currency module) due to an asset
 server malfunction?



 It seems to me that there is just as much, or even more risk, of
 people losing valuable assets from the asset server, than from the
 currency module.



 Is it then the devs' position that the asset server is (or eventually
 will be) immune from the risk of loss of assets?



 I do not believe that position could ever be held. Even after so much
 development work, both on the code and the backbone, SL still loses
 its residents' assets (the huge losses sustained by residents just 2
 or 3 weeks ago is testament to that).



 Is there any real difference between:



 1. Using US$10 to buy inworld currency, that does not show up then on
 my balance,

 2. Getting the inworld currency, but later due to a glitch, losing US
 $10's worth of inworld currency

 3. Buying an object inworld that costs the inworld currency equivalent
 to US$10, and the object disappearing from my inventory?



 To my mind, in all three cases, I am US$10 down.



 I just don't see how BOTH these statements can be true at the same
 time:



 Currency module = big risk

 Asset server = no risk



 And I have never argued that the devs should be responsible for risk
 (it is the devs themselves that are arguing that they have that risk,
 and hence the need to divest themselves of it). My position is that
 all risk is on the grid owner, and that risk can be mitigated (as SL
 does) by a carefully worded TOS.



 Rock



 From: opensim-dev-boun...@lists.berlios.de
 [mailto:opensim-dev-boun...@lists.berlios.de] On Behalf Of Nebadon
 Izumi
 Sent: Wednesday, July 08, 2009 4:39 PM
 To: opensim-dev@lists.berlios.de
 Subject: Re: [Opensim-dev] Currency




 Rock,

 I do beleive your missing the point entirely, the reason we do not
 wish to implement any money systems at this time, is exactly for that
 reason, OpenSImulator is not a safe place to be slinging money around,
 the asset server is not secure, nothing about opensimulator is secure,
 yet you people are all arguing that other people take on the risk so
 that you can have

Re: [Opensim-dev] Currency

2009-07-11 Thread Melanie
 4:39 PM
 To: opensim-dev@lists.berlios.de
 Subject: Re: [Opensim-dev] Currency




 Rock,

 I do beleive your missing the point entirely, the reason we do not
 wish to implement any money systems at this time, is exactly for that
 reason, OpenSImulator is not a safe place to be slinging money around,
 the asset server is not secure, nothing about opensimulator is secure,
 yet you people are all arguing that other people take on the risk so
 that you can have an economic system,  It is this exact argument you
 are making that has prompted the development team to flat out say no
 to everyone, you can not expect others to take on risk so you can make
 a living, if you want this functionality so badly, you should A,
 develop the system yourself like we said, or B hire a professional who
 understands security to evalute the risk assessment of this software
 and do the legal research and you take on the risk and provide the
 code to everyone if you all think it is so safe and ok to do things
 that lawyers and security experts say we should not be doing.  You
 guys can all argue to you are blue in the face, it wont change the
 fact that this is a monumentally horrible idea right now, we souldnt
 even be discussing this as an option until well after opensimulator
 has been proven to be a safe environment, which i will once again
 repeat, it currently is not!!!

 Neb

 On Wed, Jul 8, 2009 at 1:06 AM, Colin B. Withers
 colin.with...@eumetsat.int wrote:

 I fully understand that argument Stefan (although I do not agree with
 it). What I do not understand is how a currency module can be
 considered risky, but the entire asset server (holding everything that
 people have bought with an external currency module) is not considered
 even more of a risk.



 Rock

 From: opensim-dev-boun...@lists.berlios.de
 [mailto:opensim-dev-boun...@lists.berlios.de] On Behalf Of Stefan
 Andersson
 Sent: Wednesday, July 08, 2009 7:54 AM


 To: opensim-dev@lists.berlios.de
 Subject: Re: [Opensim-dev] Currency




 Rock,



 An implementation of a functional monetary system has been declared as
 out of scope for OpenSim. It is something that has to go into the
 custom implementation/third party provider layer.



 There is a live and ongoing discussion as of where to draw the line
 for what goes into the core, and what should be left to external
 module creators and custom implementation.



 It is within scope of OpenSim to provide hooks so that such a module,
 tailored for the specific use case, be created.



 As a project we need to draw a scope line somewhere, and often it’s a
 case of weighting several variables against each other.



 In this case, it’s been a long standing stance that implementation of
 a monetary system is outside of the scope of the OpenSim core
 distribution.



 We did provide the SampleMoneyModule, but the problem was that people
 was using this unsafe and immature example code directly in live and
 production environments. Though we could swear ourselves free from
 that with a  “suit yourself, it was wholly at your own risk”, it’s not
 only a legal case, but also a case of us not wanting to expose our
 users to unsafe and immature code that could cause them direct
 economic damage. We generally don’t want to take decisions for our
 users, but this one would be considered a real-world risk policy
 decision.



 I believe that the very absence of a money implementation outside of
 core would be an indication that it’s right not having one inside; if
 there is no external module being maintained and used, it either means
 nobody see value enough to work on it, or that any implementation is
 too use case specific for there to be any value for the general
 public.



 At any rate, it is my opinion that the whole economy domain needs a
 lot more work and reach a much higher level of maturity before
 anything could be considered for inclusion into the core distribution.



 /Stefan



 From: opensim-dev-boun...@lists.berlios.de
 [mailto:opensim-dev-boun...@lists.berlios.de] On Behalf Of Colin B.
 Withers
 Sent: den 7 juli 2009 15:27
 To: opensim-dev@lists.berlios.de
 Subject: Re: [Opensim-dev] Currency




 If ReactionGrid uses no currency, and has no plans to ever have it,
 and does not wish to get involded in virtual commerce, using either
 core solutions or external solutions, then indeed it is a 3D chatroom.
 3D chatrooms are well suited to Educational purposes, and indeed my
 own Opensim grid has been used by a US college for educational
 purposes.



 However, for a virtual space to take on the mantle of a virtual world,
 then commerce is an essential element, and currency is essential to
 that.



 I think the argument that there is a risk in providing a currency
 module in core, from those who might complain your code ate my money
 is a specious argument. This charge could be levelled whenever opensim
 is used as a platform for a virtual world providing virtual real
 estate, for real world money (whether

Re: [Opensim-dev] Currency

2009-07-11 Thread Melanie
The project is opencurrency on OpenSim forge. It uses a LAMP 
server. The ASP.NET is a different implementation.

Melanie

Aldon Hynes wrote:
 Melanie, Fly Man, et al.,
 
It is good to hear that a sample currency module is available on forge
 and that there are people interested in working on developing it.  On
 Wednesday, I sent an email, offering to help with a currency project and
 asked if anyone knew where the sample currency module was.  No one stepped
 forward to help, or to tell me where I could find any exisiting
 implementation.
 
I searched around and couldn't find anything.  On the OpenSim Wiki there
 is the
 http://opensimulator.org/wiki/Money which is intended as an open discussion
 board for ideas regarding an in-world financial system.  Unfortunately, it
 does not provide any links to sample implementations.
 
It does seem like this may primarily be a documentation problem.  After
 reading your emails today and doing a bit of searching, I did find
 http://forge.opensimulator.org/gf/project/currency/ In searching through the
 repository, I did find Currency_DesignDocument.doc which provides
 information about doing an installation of the module.  (Installation
 information can currently be found in section 2.2.1.1.2 )
 
It does appear as if it depends on having a ASP.NET enabled webserver,
 which rules me out from being able to do testing at this time.  It would be
 interesting to see if a LAMP based server could be developed, or perhaps a
 lighter weight service that simply uses the existing databases in a standard
 OpenSim installation.
 
With that, I am willing to set up an OpenSimCurrency Wiki and help
 document this project.  I can help with a LAMP money server that could
 potentially be integrated with other interfaces. (For example, Jeroen was
 asking about a WiXTD interface).
 
All of that said, I am heading off on vacation for the next two weeks.  I
 will have spotty access here and there and can't really focus on this
 substantially until August.  However, I would love to get some responses now
 and see what we can do to get currency much more usable for anyone that
 wants it.
 
 Aldon
 
 -Original Message-
 From: opensim-dev-boun...@lists.berlios.de
 [mailto:opensim-dev-boun...@lists.berlios.de]on Behalf Of Melanie
 Sent: Saturday, July 11, 2009 7:12 AM
 To: opensim-dev@lists.berlios.de
 Subject: Re: [Opensim-dev] Currency
 
 
 Well, I am maintaining the sample currency module on forge now and
 keeping it available.
 
 I believe you are aware that I have a commercial RMT module, and had
 it for more than a year.
 
 We have simply decided it can't be in core, but we are still making
 it as easy to access and integrate it as we can.
 We're not against people having money. If we were, we would have
 remove the interfaces.
 We just can't risk it in core.
 
 Melanie
 
 Fly Man wrote:
 Well, what a long discussion about something that was already decided
 long ago 

 There is the OpenCurrency module for those that want to play around
 with it and there are some other ppl working on Money related things.

 The removal of the SampleMoney module was 1 of the things that I left
 the OpenSim development scene, as the name of the module said: It's
 SAMPLE money

 I know there 3 people working on a real currency module as we speak
 and 1 of them has succesfully integrated it into the OpenSim now.

 The story continues ...

 2009/7/8 Snowdrop Short snowdrop.sh...@gmail.com:
 The core developers have for valid reasons (whatever others may think
 and argue, they are - at least - subjectively valid) for not including a
 money module.

 I think it would be best to let this debate rest. I believe continuing
 to argue for a money module to be part of the core, is showing
 ingratitude to the core developers who has put in such a great effort on
 the project and completely needless.

 OpenSim is licensed via BSD, one of the most liberate licenses currently
 in common use, nothing prevents a money module from being implemented,
 either in close or open source. Furthermore I am convinced that the core
 will accept patches for hooks, if the current hooks prove in-adequate.
 (This has been done for other out-of-core modules).

 Even if the core team should decide a money module was within the scope
 of the project, it would still require volunteers to implement the
 module, so I fail to see the real difference between an out-of-core
 module for handling money and an in-core one.

 If all the passion thrown into this debate was directed towards creating
 an out-of-core module, it would spring into existence quite rapidly.

 /Snowcrash


 On Wed, 2009-07-08 at 17:17 +0200, Colin B. Withers wrote:
 Hi Neb,



 No, I do get the point, but I am simply not convinced of the
 arguments.



 Opensim is unsafe, understandably so. Right now, it is in the alpha
 stage, but that is no reason not to pursue code from alpha, through
 beta, and onto release.



 Let me put

Re: [Opensim-dev] Currency

2009-07-11 Thread Aldon Hynes
Melanie, Fly Man, et al.,

   It is good to hear that a sample currency module is available on forge
and that there are people interested in working on developing it.  On
Wednesday, I sent an email, offering to help with a currency project and
asked if anyone knew where the sample currency module was.  No one stepped
forward to help, or to tell me where I could find any exisiting
implementation.

   I searched around and couldn't find anything.  On the OpenSim Wiki there
is the
http://opensimulator.org/wiki/Money which is intended as an open discussion
board for ideas regarding an in-world financial system.  Unfortunately, it
does not provide any links to sample implementations.

   It does seem like this may primarily be a documentation problem.  After
reading your emails today and doing a bit of searching, I did find
http://forge.opensimulator.org/gf/project/currency/ In searching through the
repository, I did find Currency_DesignDocument.doc which provides
information about doing an installation of the module.  (Installation
information can currently be found in section 2.2.1.1.2 )

   It does appear as if it depends on having a ASP.NET enabled webserver,
which rules me out from being able to do testing at this time.  It would be
interesting to see if a LAMP based server could be developed, or perhaps a
lighter weight service that simply uses the existing databases in a standard
OpenSim installation.

   With that, I am willing to set up an OpenSimCurrency Wiki and help
document this project.  I can help with a LAMP money server that could
potentially be integrated with other interfaces. (For example, Jeroen was
asking about a WiXTD interface).

   All of that said, I am heading off on vacation for the next two weeks.  I
will have spotty access here and there and can't really focus on this
substantially until August.  However, I would love to get some responses now
and see what we can do to get currency much more usable for anyone that
wants it.

Aldon

-Original Message-
From: opensim-dev-boun...@lists.berlios.de
[mailto:opensim-dev-boun...@lists.berlios.de]on Behalf Of Melanie
Sent: Saturday, July 11, 2009 7:12 AM
To: opensim-dev@lists.berlios.de
Subject: Re: [Opensim-dev] Currency


Well, I am maintaining the sample currency module on forge now and
keeping it available.

I believe you are aware that I have a commercial RMT module, and had
it for more than a year.

We have simply decided it can't be in core, but we are still making
it as easy to access and integrate it as we can.
We're not against people having money. If we were, we would have
remove the interfaces.
We just can't risk it in core.

Melanie

Fly Man wrote:
 Well, what a long discussion about something that was already decided
 long ago 

 There is the OpenCurrency module for those that want to play around
 with it and there are some other ppl working on Money related things.

 The removal of the SampleMoney module was 1 of the things that I left
 the OpenSim development scene, as the name of the module said: It's
 SAMPLE money

 I know there 3 people working on a real currency module as we speak
 and 1 of them has succesfully integrated it into the OpenSim now.

 The story continues ...

 2009/7/8 Snowdrop Short snowdrop.sh...@gmail.com:
 The core developers have for valid reasons (whatever others may think
 and argue, they are - at least - subjectively valid) for not including a
 money module.

 I think it would be best to let this debate rest. I believe continuing
 to argue for a money module to be part of the core, is showing
 ingratitude to the core developers who has put in such a great effort on
 the project and completely needless.

 OpenSim is licensed via BSD, one of the most liberate licenses currently
 in common use, nothing prevents a money module from being implemented,
 either in close or open source. Furthermore I am convinced that the core
 will accept patches for hooks, if the current hooks prove in-adequate.
 (This has been done for other out-of-core modules).

 Even if the core team should decide a money module was within the scope
 of the project, it would still require volunteers to implement the
 module, so I fail to see the real difference between an out-of-core
 module for handling money and an in-core one.

 If all the passion thrown into this debate was directed towards creating
 an out-of-core module, it would spring into existence quite rapidly.

 /Snowcrash


 On Wed, 2009-07-08 at 17:17 +0200, Colin B. Withers wrote:
 Hi Neb,



 No, I do get the point, but I am simply not convinced of the
 arguments.



 Opensim is unsafe, understandably so. Right now, it is in the alpha
 stage, but that is no reason not to pursue code from alpha, through
 beta, and onto release.



 Let me put it this way, quite clearly..



 If I, or anyone else, wanted to to use Opensim as a platform for a
 virtual world, (not during alpha, or beta, but after it is released)
 and that virtual would was to have commerce

Re: [Opensim-dev] Currency

2009-07-11 Thread Aldon Hynes
Melanie, et al.,

   Thanks for the update.  I've joined the opencurrency project and have put
in a request to join the currency project as well.  Is there any
documentation on how to install this?

   I've added links to both projects to the bottom of the Money page in the
OpenSim wiki.  Is the OpenSim Wiki sufficient for handling this project, or
is there need and interest in a parallel Wiki specific to currency
implementations for OpenSim?

Aldon

-Original Message-
From: opensim-dev-boun...@lists.berlios.de
[mailto:opensim-dev-boun...@lists.berlios.de]on Behalf Of Melanie
Sent: Saturday, July 11, 2009 9:17 AM
To: opensim-dev@lists.berlios.de
Subject: Re: [Opensim-dev] Currency


The project is opencurrency on OpenSim forge. It uses a LAMP
server. The ASP.NET is a different implementation.

Melanie

Aldon Hynes wrote:
 Melanie, Fly Man, et al.,

It is good to hear that a sample currency module is available on forge
 and that there are people interested in working on developing it.  On
 Wednesday, I sent an email, offering to help with a currency project and
 asked if anyone knew where the sample currency module was.  No one stepped
 forward to help, or to tell me where I could find any exisiting
 implementation.

I searched around and couldn't find anything.  On the OpenSim Wiki
there
 is the
 http://opensimulator.org/wiki/Money which is intended as an open
discussion
 board for ideas regarding an in-world financial system.  Unfortunately,
it
 does not provide any links to sample implementations.

It does seem like this may primarily be a documentation problem.  After
 reading your emails today and doing a bit of searching, I did find
 http://forge.opensimulator.org/gf/project/currency/ In searching through
the
 repository, I did find Currency_DesignDocument.doc which provides
 information about doing an installation of the module.  (Installation
 information can currently be found in section 2.2.1.1.2 )

It does appear as if it depends on having a ASP.NET enabled webserver,
 which rules me out from being able to do testing at this time.  It would
be
 interesting to see if a LAMP based server could be developed, or perhaps a
 lighter weight service that simply uses the existing databases in a
standard
 OpenSim installation.

With that, I am willing to set up an OpenSimCurrency Wiki and help
 document this project.  I can help with a LAMP money server that could
 potentially be integrated with other interfaces. (For example, Jeroen was
 asking about a WiXTD interface).

All of that said, I am heading off on vacation for the next two weeks.
I
 will have spotty access here and there and can't really focus on this
 substantially until August.  However, I would love to get some responses
now
 and see what we can do to get currency much more usable for anyone that
 wants it.

 Aldon

 -Original Message-
 From: opensim-dev-boun...@lists.berlios.de
 [mailto:opensim-dev-boun...@lists.berlios.de]on Behalf Of Melanie
 Sent: Saturday, July 11, 2009 7:12 AM
 To: opensim-dev@lists.berlios.de
 Subject: Re: [Opensim-dev] Currency


 Well, I am maintaining the sample currency module on forge now and
 keeping it available.

 I believe you are aware that I have a commercial RMT module, and had
 it for more than a year.

 We have simply decided it can't be in core, but we are still making
 it as easy to access and integrate it as we can.
 We're not against people having money. If we were, we would have
 remove the interfaces.
 We just can't risk it in core.

 Melanie

 Fly Man wrote:
 Well, what a long discussion about something that was already decided
 long ago 

 There is the OpenCurrency module for those that want to play around
 with it and there are some other ppl working on Money related things.

 The removal of the SampleMoney module was 1 of the things that I left
 the OpenSim development scene, as the name of the module said: It's
 SAMPLE money

 I know there 3 people working on a real currency module as we speak
 and 1 of them has succesfully integrated it into the OpenSim now.

 The story continues ...

 2009/7/8 Snowdrop Short snowdrop.sh...@gmail.com:
 The core developers have for valid reasons (whatever others may think
 and argue, they are - at least - subjectively valid) for not including a
 money module.

 I think it would be best to let this debate rest. I believe continuing
 to argue for a money module to be part of the core, is showing
 ingratitude to the core developers who has put in such a great effort on
 the project and completely needless.

 OpenSim is licensed via BSD, one of the most liberate licenses currently
 in common use, nothing prevents a money module from being implemented,
 either in close or open source. Furthermore I am convinced that the core
 will accept patches for hooks, if the current hooks prove in-adequate.
 (This has been done for other out-of-core modules).

 Even if the core team should decide a money module was within

Re: [Opensim-dev] Currency

2009-07-11 Thread Fly Man
) by a carefully worded TOS.



 Rock



 From: opensim-dev-boun...@lists.berlios.de
 [mailto:opensim-dev-boun...@lists.berlios.de] On Behalf Of Nebadon
 Izumi
 Sent: Wednesday, July 08, 2009 4:39 PM
 To: opensim-dev@lists.berlios.de
 Subject: Re: [Opensim-dev] Currency




 Rock,

 I do beleive your missing the point entirely, the reason we do not
 wish to implement any money systems at this time, is exactly for that
 reason, OpenSImulator is not a safe place to be slinging money around,
 the asset server is not secure, nothing about opensimulator is secure,
 yet you people are all arguing that other people take on the risk so
 that you can have an economic system,  It is this exact argument you
 are making that has prompted the development team to flat out say no
 to everyone, you can not expect others to take on risk so you can make
 a living, if you want this functionality so badly, you should A,
 develop the system yourself like we said, or B hire a professional who
 understands security to evalute the risk assessment of this software
 and do the legal research and you take on the risk and provide the
 code to everyone if you all think it is so safe and ok to do things
 that lawyers and security experts say we should not be doing.  You
 guys can all argue to you are blue in the face, it wont change the
 fact that this is a monumentally horrible idea right now, we souldnt
 even be discussing this as an option until well after opensimulator
 has been proven to be a safe environment, which i will once again
 repeat, it currently is not!!!

 Neb

 On Wed, Jul 8, 2009 at 1:06 AM, Colin B. Withers
 colin.with...@eumetsat.int wrote:

 I fully understand that argument Stefan (although I do not agree with
 it). What I do not understand is how a currency module can be
 considered risky, but the entire asset server (holding everything that
 people have bought with an external currency module) is not considered
 even more of a risk.



 Rock

 From: opensim-dev-boun...@lists.berlios.de
 [mailto:opensim-dev-boun...@lists.berlios.de] On Behalf Of Stefan
 Andersson
 Sent: Wednesday, July 08, 2009 7:54 AM


 To: opensim-dev@lists.berlios.de
 Subject: Re: [Opensim-dev] Currency




 Rock,



 An implementation of a functional monetary system has been declared as
 out of scope for OpenSim. It is something that has to go into the
 custom implementation/third party provider layer.



 There is a live and ongoing discussion as of where to draw the line
 for what goes into the core, and what should be left to external
 module creators and custom implementation.



 It is within scope of OpenSim to provide hooks so that such a module,
 tailored for the specific use case, be created.



 As a project we need to draw a scope line somewhere, and often it’s a
 case of weighting several variables against each other.



 In this case, it’s been a long standing stance that implementation of
 a monetary system is outside of the scope of the OpenSim core
 distribution.



 We did provide the SampleMoneyModule, but the problem was that people
 was using this unsafe and immature example code directly in live and
 production environments. Though we could swear ourselves free from
 that with a  “suit yourself, it was wholly at your own risk”, it’s not
 only a legal case, but also a case of us not wanting to expose our
 users to unsafe and immature code that could cause them direct
 economic damage. We generally don’t want to take decisions for our
 users, but this one would be considered a real-world risk policy
 decision.



 I believe that the very absence of a money implementation outside of
 core would be an indication that it’s right not having one inside; if
 there is no external module being maintained and used, it either means
 nobody see value enough to work on it, or that any implementation is
 too use case specific for there to be any value for the general
 public.



 At any rate, it is my opinion that the whole economy domain needs a
 lot more work and reach a much higher level of maturity before
 anything could be considered for inclusion into the core distribution.



 /Stefan



 From: opensim-dev-boun...@lists.berlios.de
 [mailto:opensim-dev-boun...@lists.berlios.de] On Behalf Of Colin B.
 Withers
 Sent: den 7 juli 2009 15:27
 To: opensim-dev@lists.berlios.de
 Subject: Re: [Opensim-dev] Currency




 If ReactionGrid uses no currency, and has no plans to ever have it,
 and does not wish to get involded in virtual commerce, using either
 core solutions or external solutions, then indeed it is a 3D chatroom.
 3D chatrooms are well suited to Educational purposes, and indeed my
 own Opensim grid has been used by a US college for educational
 purposes.



 However, for a virtual space to take on the mantle of a virtual world,
 then commerce is an essential element, and currency is essential to
 that.



 I think the argument that there is a risk in providing a currency
 module in core, from those who might complain your code ate

Re: [Opensim-dev] Currency

2009-07-08 Thread Colin B. Withers
I fully understand that argument Stefan (although I do not agree with it). What 
I do not understand is how a currency module can be considered risky, but the 
entire asset server (holding everything that people have bought with an 
external currency module) is not considered even more of a risk.

Rock
From: opensim-dev-boun...@lists.berlios.de 
[mailto:opensim-dev-boun...@lists.berlios.de] On Behalf Of Stefan Andersson
Sent: Wednesday, July 08, 2009 7:54 AM
To: opensim-dev@lists.berlios.de
Subject: Re: [Opensim-dev] Currency

Rock,

An implementation of a functional monetary system has been declared as out of 
scope for OpenSim. It is something that has to go into the custom 
implementation/third party provider layer.

There is a live and ongoing discussion as of where to draw the line for what 
goes into the core, and what should be left to external module creators and 
custom implementation.

It is within scope of OpenSim to provide hooks so that such a module, tailored 
for the specific use case, be created.

As a project we need to draw a scope line somewhere, and often it’s a case of 
weighting several variables against each other.

In this case, it’s been a long standing stance that implementation of a 
monetary system is outside of the scope of the OpenSim core distribution.

We did provide the SampleMoneyModule, but the problem was that people was using 
this unsafe and immature example code directly in live and production 
environments. Though we could swear ourselves free from that with a  “suit 
yourself, it was wholly at your own risk”, it’s not only a legal case, but also 
a case of us not wanting to expose our users to unsafe and immature code that 
could cause them direct economic damage. We generally don’t want to take 
decisions for our users, but this one would be considered a real-world risk 
policy decision.

I believe that the very absence of a money implementation outside of core would 
be an indication that it’s right not having one inside; if there is no external 
module being maintained and used, it either means nobody see value enough to 
work on it, or that any implementation is too use case specific for there to be 
any value for the general public.

At any rate, it is my opinion that the whole economy domain needs a lot more 
work and reach a much higher level of maturity before anything could be 
considered for inclusion into the core distribution.

/Stefan

From: opensim-dev-boun...@lists.berlios.de 
[mailto:opensim-dev-boun...@lists.berlios.de] On Behalf Of Colin B. Withers
Sent: den 7 juli 2009 15:27
To: opensim-dev@lists.berlios.de
Subject: Re: [Opensim-dev] Currency

If ReactionGrid uses no currency, and has no plans to ever have it, and does 
not wish to get involded in virtual commerce, using either core solutions or 
external solutions, then indeed it is a 3D chatroom. 3D chatrooms are well 
suited to Educational purposes, and indeed my own Opensim grid has been used by 
a US college for educational purposes.

However, for a virtual space to take on the mantle of a virtual world, then 
commerce is an essential element, and currency is essential to that.

I think the argument that there is a risk in providing a currency module in 
core, from those who might complain your code ate my money is a specious 
argument. This charge could be levelled whenever opensim is used as a platform 
for a virtual world providing virtual real estate, for real world money 
(whether a  currency module is implemented in core or external) as if the grid 
goes down due to software bugs the grid owner stands to lose rental income, or 
be liable for the claims of others.

This can all be mitigated against (in territotories that allow it) by use of a 
carefully worded TOS.

Should the development of opensim be halted because someone might claim your 
software crashed my hard-drive, and I have lost US$$$ or the bugs in your 
software have contributed to me losing several tenants this week, losing US$$$ 
in the process?

The software is used 'as is', with no claims as fitness for any particular 
purpose, and this would apply to any core currency module.

Rock
PS Another grid, that the owner ploughed 1000s of dollars into, has collapsed 
recently, due to lack of a viable currency solution.

From: opensim-dev-boun...@lists.berlios.de 
[mailto:opensim-dev-boun...@lists.berlios.de] On Behalf Of Chris Hart
Sent: Monday, July 06, 2009 3:50 PM
To: opensim-dev@lists.berlios.de
Subject: Re: [Opensim-dev] Currency

Couldn't disagree more - ReactionGrid has no inworld currency and no plans to 
ever have it. Encouraging creativity, sharing, and collaborative learning has 
proved more than worthwhile to us. And quite frankly, the legal and tax issues 
around running a currency system should require dedicated qualified experts to 
manage correctly. You can do a huge amount without play money inworld - and if 
you want to pay someone money for a product, there are many solutions out there 
that are properly

Re: [Opensim-dev] Currency

2009-07-08 Thread Stefan Andersson

Rock,

 

If I understand your question correctly, the answer is that if you as a grid 
service provider have enabled being able to invest economically in assets thru 
the use of an external currency module, it is you as a responsible grid service 
provider that has to make sure the currency module and the asset server is 
secure enough for your business model.

 

This still holds: OpenSim is alpha software, provided without guarantee. It can 
be used in commercial settings provided you have the means to mitigate the 
risks involved. Most commercial grid operations have their own opensim 
development and quality assurance resources.

 

That said, there is nothing stopping noone from creating and distributing 
currency, points or other economic implementations. We have provided hooks and 
examples.


Best regards,
Stefan Andersson



 


From: colin.with...@eumetsat.int
To: opensim-dev@lists.berlios.de
Date: Wed, 8 Jul 2009 10:06:47 +0200
Subject: Re: [Opensim-dev] Currency





I fully understand that argument Stefan (although I do not agree with it). What 
I do not understand is how a currency module can be considered risky, but the 
entire asset server (holding everything that people have bought with an 
external currency module) is not considered even more of a risk.
 
Rock


From: opensim-dev-boun...@lists.berlios.de 
[mailto:opensim-dev-boun...@lists.berlios.de] On Behalf Of Stefan Andersson
Sent: Wednesday, July 08, 2009 7:54 AM
To: opensim-dev@lists.berlios.de
Subject: Re: [Opensim-dev] Currency
 
Rock,
 
An implementation of a functional monetary system has been declared as out of 
scope for OpenSim. It is something that has to go into the custom 
implementation/third party provider layer.
 
There is a live and ongoing discussion as of where to draw the line for what 
goes into the core, and what should be left to external module creators and 
custom implementation.
 
It is within scope of OpenSim to provide hooks so that such a module, tailored 
for the specific use case, be created.
 
As a project we need to draw a scope line somewhere, and often it’s a case of 
weighting several variables against each other.
 
In this case, it’s been a long standing stance that implementation of a 
monetary system is outside of the scope of the OpenSim core distribution.
 
We did provide the SampleMoneyModule, but the problem was that people was using 
this unsafe and immature example code directly in live and production 
environments. Though we could swear ourselves free from that with a  “suit 
yourself, it was wholly at your own risk”, it’s not only a legal case, but also 
a case of us not wanting to expose our users to unsafe and immature code that 
could cause them direct economic damage. We generally don’t want to take 
decisions for our users, but this one would be considered a real-world risk 
policy decision.
 
I believe that the very absence of a money implementation outside of core would 
be an indication that it’s right not having one inside; if there is no external 
module being maintained and used, it either means nobody see value enough to 
work on it, or that any implementation is too use case specific for there to be 
any value for the general public.
 
At any rate, it is my opinion that the whole economy domain needs a lot more 
work and reach a much higher level of maturity before anything could be 
considered for inclusion into the core distribution.
 
/Stefan
 



From: opensim-dev-boun...@lists.berlios.de 
[mailto:opensim-dev-boun...@lists.berlios.de] On Behalf Of Colin B. Withers
Sent: den 7 juli 2009 15:27
To: opensim-dev@lists.berlios.de
Subject: Re: [Opensim-dev] Currency
 
If ReactionGrid uses no currency, and has no plans to ever have it, and does 
not wish to get involded in virtual commerce, using either core solutions or 
external solutions, then indeed it is a 3D chatroom. 3D chatrooms are well 
suited to Educational purposes, and indeed my own Opensim grid has been used by 
a US college for educational purposes. 
 
However, for a virtual space to take on the mantle of a virtual world, then 
commerce is an essential element, and currency is essential to that.
 
I think the argument that there is a risk in providing a currency module in 
core, from those who might complain your code ate my money is a specious 
argument. This charge could be levelled whenever opensim is used as a platform 
for a virtual world providing virtual real estate, for real world money 
(whether a  currency module is implemented in core or external) as if the grid 
goes down due to software bugs the grid owner stands to lose rental income, or 
be liable for the claims of others.
 
This can all be mitigated against (in territotories that allow it) by use of a 
carefully worded TOS.
 
Should the development of opensim be halted because someone might claim your 
software crashed my hard-drive, and I have lost US$$$ or the bugs in your 
software have contributed to me losing several tenants this week, losing

Re: [Opensim-dev] Currency

2009-07-08 Thread Len Brown
This reminds me of a situation I encountered in Second Life last Autumn.  I
logged in on a Saturday morning and decided to sell a piece of land I no
longer needed.  I set the asking price at 10,000 Lindens.

Right about that time Linden Lad encountered a problem and began a rolling
restart of their servers.  Somehow the money system got stuck and when
someone bought my land it did not register with the Linden Lab servers.

The result was that, over the course of the next 20 minutes 7 people
bought my land.  When the dust settled I had one actual owner of my land
and 7 actual purchases.  As you might imagine, a lot of people were very
angry that I got their Lindens and they got nothing in return.

I communicated to them all and tried to explain the situation but most
called me a liar since this never happened before.  I then contacted Linden
Lab tech support (after waiting nearly an hour on hold) and was told NOT to
refund the Lindens as they would resolve the glitch.

After 24 hours and some very hostile people demanding their money back I
decided to go ahead and send each of them the 10,000 Lindens they gave me.
Almost a week later I logged in to find my account nearly 70,000 Lindens
overdrawn!

That was last Autumn and to this day Linden Lab never restored the Lindens I
lost.

So this is just one small example of why I am personally very happy to see
that the monetary system is not tied in with the core OpenSim code.  I'm not
at all against the money system, but definitely feel it's best kept as a
separate module for me to decide when and if I want to implement it on my
own servers now.

- Len
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Re: [Opensim-dev] Currency

2009-07-08 Thread Aldon Hynes
Random thoughts:

I've always thought that the decision to not include currency in OpenSim was
an ill thought out decision for many reasons.  As people have noted, the
liability issue is a red herring.  I believe there are much greater
liability issues in the areas of intellectual property, copyright and so on
in the asset system than there would be in a currency system.  (I should
note that this comes, in part, after talking with retired U.S. Treasury
special agents).

Clearly, there are issues about people not understanding what it means to
use alpha code, as we learned last April, but that is also not a reasonable
excuse for not producing code.  All code is alpha at some stage.

As Jeroen noted, there are other aspects of how currency could be used such
as a karma system, that are well worth exploring.

All of that said, I have no expectation that the powers that be will ever
rethink their positions and so other alternatives should be pursued.
Perhaps the best would be for people committed to OpenSimCurrency to start a
seperate project where they can collaborate on building a strong and robust
currency system.

Currency doesn't need to be part of the core to be part of many worlds.
Instead, SampleMoney and OpenCurrency could be used as the starting point
for an OpenSimCurrency Project.  The project could be expanded to provide
much more information about the pros and cons of connecting a currency
system to external currency systems, and perhaps even mechanisms to make
such connections.

Likewise, code could be created to take currency and embed it in objects
using financial cryptography which could be used to transport currency
between worlds and for that matter between out of world systems.  (Side note
to skeptics:  I am well aware of the issues with many existing
implementations of financial cryptography.  I'm not saying this would be
easy.)

So, for any of you that are really interested in OpenSimCurrency, what do
you say to starting a parallel project that provides a third party currency
framework that can run in OpenSim?

Aldon

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Re: [Opensim-dev] Currency

2009-07-08 Thread Stefan Andersson

Aldon,

 

 Clearly, there are issues about people not understanding what it means to
 use alpha code, as we learned last April, but that is also not a reasonable
 excuse for not producing code. All code is alpha at some stage.


I can assure you that neither of us are looking for excuses not to produce code.

 
 As Jeroen noted, there are other aspects of how currency could be used such
 as a karma system, that are well worth exploring.


Definitively. I would suggest it would be based on some already-existing, 
web-based karma management cloud service implementation, so we don't need to 
download, compile and manage as much stuff.

 
 Perhaps the best would be for people committed to OpenSimCurrency to start a
 seperate project where they can collaborate on building a strong and robust
 currency system.


 So, for any of you that are really interested in OpenSimCurrency, what do
 you say to starting a parallel project that provides a third party currency
 framework that can run in OpenSim?


Go for it. Host it on the forge, create a wiki for it. Can't wait to see the 
first release.

 

Also, I believe there is still an Freenode IRC channel called #opensim-money.

 
/Stefan

 
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Re: [Opensim-dev] Currency

2009-07-08 Thread Len Brown
Very well put, Neb.  Some, it seems, argue simply for the sake of argument
and the perception that open-source equates free labor.

I myself have had disagreements with certain other open-source solutions and
I choose to take advantage of my disagreeable nature and learned enough C#
to implement the changes I desired that no one else would.

In the end I gained a great tool and accomplished a customized application
to suit my particular needs at the time.

- Len

On Wed, Jul 8, 2009 at 9:39 AM, Nebadon Izumi nebadon2...@gmail.com wrote:

 Rock,

 I do beleive your missing the point entirely, the reason we do not wish to
 implement any money systems at this time, is exactly for that reason,
 OpenSImulator is not a safe place to be slinging money around, the asset
 server is not secure, nothing about opensimulator is secure, yet you people
 are all arguing that other people take on the risk so that you can have an
 economic system,  It is this exact argument you are making that has prompted
 the development team to flat out say no to everyone, you can not expect
 others to take on risk so you can make a living, if you want this
 functionality so badly, you should A, develop the system yourself like we
 said, or B hire a professional who understands security to evalute the risk
 assessment of this software and do the legal research and you take on the
 risk and provide the code to everyone if you all think it is so safe and ok
 to do things that lawyers and security experts say we should not be doing.
 You guys can all argue to you are blue in the face, it wont change the fact
 that this is a monumentally horrible idea right now, we souldnt even be
 discussing this as an option until well after opensimulator has been proven
 to be a safe environment, which i will once again repeat, it currently is
 not!!!

 Neb


 On Wed, Jul 8, 2009 at 1:06 AM, Colin B. Withers 
 colin.with...@eumetsat.int wrote:

  I fully understand that argument Stefan (although I do not agree with
 it). What I do not understand is how a currency module can be considered
 risky, but the entire asset server (holding everything that people have
 bought with an external currency module) is not considered even more of a
 risk.



 Rock

 *From:* opensim-dev-boun...@lists.berlios.de [mailto:
 opensim-dev-boun...@lists.berlios.de] *On Behalf Of *Stefan Andersson
 *Sent:* Wednesday, July 08, 2009 7:54 AM

 *To:* opensim-dev@lists.berlios.de
 *Subject:* Re: [Opensim-dev] Currency



 Rock,



 An implementation of a functional monetary system has been declared as out
 of scope for OpenSim. It is something that has to go into the custom
 implementation/third party provider layer.



 There is a live and ongoing discussion as of where to draw the line for
 what goes into the core, and what should be left to external module creators
 and custom implementation.



 It is within scope of OpenSim to provide hooks so that such a module,
 tailored for the specific use case, be created.



 As a project we need to draw a scope line somewhere, and often it’s a case
 of weighting several variables against each other.



 In this case, it’s been a long standing stance that implementation of a
 monetary system is outside of the scope of the OpenSim core distribution.



 We did provide the SampleMoneyModule, but the problem was that people was
 using this unsafe and immature example code directly in live and production
 environments. Though we could swear ourselves free from that with a  “suit
 yourself, it was wholly at your own risk”, it’s not only a legal case, but
 also a case of us not wanting to expose our users to unsafe and immature
 code that could cause them direct economic damage. We generally don’t want
 to take decisions for our users, but this one would be considered a
 real-world risk policy decision.



 I believe that the very absence of a money implementation outside of core
 would be an indication that it’s right not having one inside; if there is no
 external module being maintained and used, it either means nobody see value
 enough to work on it, or that any implementation is too use case specific
 for there to be any value for the general public.



 At any rate, it is my opinion that the whole economy domain needs a lot
 more work and reach a much higher level of maturity before anything could be
 considered for inclusion into the core distribution.



 /Stefan



 *From:* opensim-dev-boun...@lists.berlios.de [mailto:
 opensim-dev-boun...@lists.berlios.de] *On Behalf Of *Colin B. Withers
 *Sent:* den 7 juli 2009 15:27
 *To:* opensim-dev@lists.berlios.de
 *Subject:* Re: [Opensim-dev] Currency



 If ReactionGrid uses no currency, and has no plans to ever have it, and
 does not wish to get involded in virtual commerce, using either core
 solutions or external solutions, then indeed it is a 3D chatroom. 3D
 chatrooms are well suited to Educational purposes, and indeed my own Opensim
 grid has been used by a US college for educational

Re: [Opensim-dev] Currency

2009-07-08 Thread Aldon Hynes
Stefan, et al.,

  I'm glad you think this is a good idea.  I'm heading on vacation for a
couple weeks leaving this weekend, so I'll be hard to reach.  However, if we
can get the project up and going before I go, that would be great.
Questions I have:  Who wrote and/or has copies of the
SampleMoney and OpenCurrency code?  Who has any design documents are would
be willing to create some design documents?



  If you want to help, please contact me directly.  I can set up a Wiki on
one of my hosting accounts and try to get the ball rolling, but I'll need
help.



Aldon

  -Original Message-
   So, for any of you that are really interested in OpenSimCurrency, what
do
   you say to starting a parallel project that provides a third party
currency
   framework that can run in OpenSim?

  Go for it. Host it on the forge, create a wiki for it. Can't wait to see
the first release.

  Also, I believe there is still an Freenode IRC channel called
#opensim-money.

  /Stefan


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Re: [Opensim-dev] Currency

2009-07-08 Thread Nebadon Izumi
$10 to buy inworld currency, that does not show up then on my
 balance,

 2. Getting the inworld currency, but later due to a glitch, losing US$10's
 worth of inworld currency

 3. Buying an object inworld that costs the inworld currency equivalent to
 US$10, and the object disappearing from my inventory?



 To my mind, in all three cases, I am US$10 down.



 I just don't see how BOTH these statements can be true at the same time:



 Currency module = big risk

 Asset server = no risk



 And I have never argued that the devs should be responsible for risk (it is
 the devs themselves that are arguing that they have that risk, and hence the
 need to divest themselves of it). My position is that all risk is on the
 grid owner, and that risk can be mitigated (as SL does) by a carefully
 worded TOS.



 Rock



 *From:* opensim-dev-boun...@lists.berlios.de [mailto:
 opensim-dev-boun...@lists.berlios.de] *On Behalf Of *Nebadon Izumi
 *Sent:* Wednesday, July 08, 2009 4:39 PM

 *To:* opensim-dev@lists.berlios.de
 *Subject:* Re: [Opensim-dev] Currency



 Rock,

 I do beleive your missing the point entirely, the reason we do not wish to
 implement any money systems at this time, is exactly for that reason,
 OpenSImulator is not a safe place to be slinging money around, the asset
 server is not secure, nothing about opensimulator is secure, yet you people
 are all arguing that other people take on the risk so that you can have an
 economic system,  It is this exact argument you are making that has prompted
 the development team to flat out say no to everyone, you can not expect
 others to take on risk so you can make a living, if you want this
 functionality so badly, you should A, develop the system yourself like we
 said, or B hire a professional who understands security to evalute the risk
 assessment of this software and do the legal research and you take on the
 risk and provide the code to everyone if you all think it is so safe and ok
 to do things that lawyers and security experts say we should not be doing.
 You guys can all argue to you are blue in the face, it wont change the fact
 that this is a monumentally horrible idea right now, we souldnt even be
 discussing this as an option until well after opensimulator has been proven
 to be a safe environment, which i will once again repeat, it currently is
 not!!!

 Neb

 On Wed, Jul 8, 2009 at 1:06 AM, Colin B. Withers 
 colin.with...@eumetsat.int wrote:

 I fully understand that argument Stefan (although I do not agree with it).
 What I do not understand is how a currency module can be considered risky,
 but the entire asset server (holding everything that people have bought with
 an external currency module) is not considered even more of a risk.



 Rock

 *From:* opensim-dev-boun...@lists.berlios.de [mailto:
 opensim-dev-boun...@lists.berlios.de] *On Behalf Of *Stefan Andersson
 *Sent:* Wednesday, July 08, 2009 7:54 AM


 *To:* opensim-dev@lists.berlios.de
 *Subject:* Re: [Opensim-dev] Currency



 Rock,



 An implementation of a functional monetary system has been declared as out
 of scope for OpenSim. It is something that has to go into the custom
 implementation/third party provider layer.



 There is a live and ongoing discussion as of where to draw the line for
 what goes into the core, and what should be left to external module creators
 and custom implementation.



 It is within scope of OpenSim to provide hooks so that such a module,
 tailored for the specific use case, be created.



 As a project we need to draw a scope line somewhere, and often it’s a case
 of weighting several variables against each other.



 In this case, it’s been a long standing stance that implementation of a
 monetary system is outside of the scope of the OpenSim core distribution.



 We did provide the SampleMoneyModule, but the problem was that people was
 using this unsafe and immature example code directly in live and production
 environments. Though we could swear ourselves free from that with a  “suit
 yourself, it was wholly at your own risk”, it’s not only a legal case, but
 also a case of us not wanting to expose our users to unsafe and immature
 code that could cause them direct economic damage. We generally don’t want
 to take decisions for our users, but this one would be considered a
 real-world risk policy decision.



 I believe that the very absence of a money implementation outside of core
 would be an indication that it’s right not having one inside; if there is no
 external module being maintained and used, it either means nobody see value
 enough to work on it, or that any implementation is too use case specific
 for there to be any value for the general public.



 At any rate, it is my opinion that the whole economy domain needs a lot
 more work and reach a much higher level of maturity before anything could be
 considered for inclusion into the core distribution.



 /Stefan



 *From:* opensim-dev-boun...@lists.berlios.de [mailto:
 opensim

Re: [Opensim-dev] Currency

2009-07-08 Thread Sean Hennessee
One huge difference between having OpenSim assets stolen vs. having real 
money stolen is that a lost asset means the *possible* loss of future 
sales, not the immediate loss of real money. Having money/account 
information stolen has 2 major disadvantages, 1) It's an immediate and 
substantial loss 2) It could be way more than a mere US$10 if your 
entire bank account is stolen or your identity is stolen.

OpenSim is about providing 3d virtual environments, not banking.

Peace,
Sean

Colin B. Withers wrote:
 Hi Neb,
 
  
 
 No, I do get the point, but I am simply not convinced of the arguments.
 
  
 
 Opensim is unsafe, understandably so. Right now, it is in the alpha 
 stage, but that is no reason not to pursue code from alpha, through 
 beta, and onto release.
 
  
 
 Let me put it this way, quite clearly..
 
  
 
 If I, or anyone else, wanted to to use Opensim as a platform for a 
 virtual world, (not during alpha, or beta, but after it is released) and 
 that virtual would was to have commerce, ala SL, and due to the Opensim 
 policy of no currency module in core I went to a third party and 
 procured a currency module, I would have a situation where the two most 
 critical elements of a commerce system, ie:
 
  
 
 a) The asset server (produced by the core developers of opensim), and
 
  
 
 b) A currency module (produced by VW$$$.inc)
 
  
 
 are sourced from different suppliers.
 
  
 
 Now, please explain to me the difference between:
 
  
 
 i) People losing money due to a malfunction in the currency module,
 
  
 
 ii) People losing assets (that have a monetary value, having been bought 
 with real $$$ through the currency module) due to an asset server 
 malfunction?
 
  
 
 It seems to me that there is just as much, or even more risk, of people 
 losing valuable assets from the asset server, than from the currency module.
 
  
 
 Is it then the devs' position that the asset server is (or eventually 
 will be) immune from the risk of loss of assets?
 
  
 
 I do not believe that position could ever be held. Even after so much 
 development work, both on the code and the backbone, SL still loses its 
 residents' assets (the huge losses sustained by residents just 2 or 3 
 weeks ago is testament to that).
 
  
 
 Is there any real difference between:
 
  
 
 1. Using US$10 to buy inworld currency, that does not show up then on my 
 balance,
 
 2. Getting the inworld currency, but later due to a glitch, losing 
 US$10's worth of inworld currency
 
 3. Buying an object inworld that costs the inworld currency equivalent 
 to US$10, and the object disappearing from my inventory?
 
  
 
 To my mind, in all three cases, I am US$10 down.
 
  
 
 I just don't see how BOTH these statements can be true at the same time:
 
  
 
 Currency module = big risk
 
 Asset server = no risk
 
  
 
 And I have never argued that the devs should be responsible for risk (it 
 is the devs themselves that are arguing that they have that risk, and 
 hence the need to divest themselves of it). My position is that all risk 
 is on the grid owner, and that risk can be mitigated (as SL does) by a 
 carefully worded TOS.
 
  
 
 Rock
 
  
 
 *From:* opensim-dev-boun...@lists.berlios.de 
 [mailto:opensim-dev-boun...@lists.berlios.de] *On Behalf Of *Nebadon Izumi
 *Sent:* Wednesday, July 08, 2009 4:39 PM
 *To:* opensim-dev@lists.berlios.de
 *Subject:* Re: [Opensim-dev] Currency
 
  
 
 Rock,
 
 I do beleive your missing the point entirely, the reason we do not wish 
 to implement any money systems at this time, is exactly for that reason, 
 OpenSImulator is not a safe place to be slinging money around, the asset 
 server is not secure, nothing about opensimulator is secure, yet you 
 people are all arguing that other people take on the risk so that you 
 can have an economic system,  It is this exact argument you are making 
 that has prompted the development team to flat out say no to everyone, 
 you can not expect others to take on risk so you can make a living, if 
 you want this functionality so badly, you should A, develop the system 
 yourself like we said, or B hire a professional who understands security 
 to evalute the risk assessment of this software and do the legal 
 research and you take on the risk and provide the code to everyone if 
 you all think it is so safe and ok to do things that lawyers and 
 security experts say we should not be doing.  You guys can all argue to 
 you are blue in the face, it wont change the fact that this is a 
 monumentally horrible idea right now, we souldnt even be discussing this 
 as an option until well after opensimulator has been proven to be a safe 
 environment, which i will once again repeat, it currently is not!!!
 
 Neb
 
 On Wed, Jul 8, 2009 at 1:06 AM, Colin B. Withers 
 colin.with...@eumetsat.int mailto:colin.with...@eumetsat.int wrote:
 
 I fully understand that argument Stefan (although I do not agree with 
 it). What I do not understand is how a currency module can

Re: [Opensim-dev] Currency

2009-07-08 Thread Snowdrop Short
The core developers have for valid reasons (whatever others may think
and argue, they are - at least - subjectively valid) for not including a
money module.

I think it would be best to let this debate rest. I believe continuing
to argue for a money module to be part of the core, is showing
ingratitude to the core developers who has put in such a great effort on
the project and completely needless.

OpenSim is licensed via BSD, one of the most liberate licenses currently
in common use, nothing prevents a money module from being implemented,
either in close or open source. Furthermore I am convinced that the core
will accept patches for hooks, if the current hooks prove in-adequate.
(This has been done for other out-of-core modules).

Even if the core team should decide a money module was within the scope
of the project, it would still require volunteers to implement the
module, so I fail to see the real difference between an out-of-core
module for handling money and an in-core one.

If all the passion thrown into this debate was directed towards creating
an out-of-core module, it would spring into existence quite rapidly.

/Snowcrash


On Wed, 2009-07-08 at 17:17 +0200, Colin B. Withers wrote:
 Hi Neb,
 
  
 
 No, I do get the point, but I am simply not convinced of the
 arguments.
 
  
 
 Opensim is unsafe, understandably so. Right now, it is in the alpha
 stage, but that is no reason not to pursue code from alpha, through
 beta, and onto release.
 
  
 
 Let me put it this way, quite clearly..
 
  
 
 If I, or anyone else, wanted to to use Opensim as a platform for a
 virtual world, (not during alpha, or beta, but after it is released)
 and that virtual would was to have commerce, ala SL, and due to the
 Opensim policy of no currency module in core I went to a third party
 and procured a currency module, I would have a situation where the two
 most critical elements of a commerce system, ie:
 
  
 
 a) The asset server (produced by the core developers of opensim), and
 
  
 
 b) A currency module (produced by VW$$$.inc)
 
  
 
 are sourced from different suppliers.
 
  
 
 Now, please explain to me the difference between:
 
  
 
 i) People losing money due to a malfunction in the currency module, 
 
  
 
 ii) People losing assets (that have a monetary value, having been
 bought with real $$$ through the currency module) due to an asset
 server malfunction?
 
  
 
 It seems to me that there is just as much, or even more risk, of
 people losing valuable assets from the asset server, than from the
 currency module.
 
  
 
 Is it then the devs' position that the asset server is (or eventually
 will be) immune from the risk of loss of assets?
 
  
 
 I do not believe that position could ever be held. Even after so much
 development work, both on the code and the backbone, SL still loses
 its residents' assets (the huge losses sustained by residents just 2
 or 3 weeks ago is testament to that).
 
  
 
 Is there any real difference between:
 
  
 
 1. Using US$10 to buy inworld currency, that does not show up then on
 my balance,
 
 2. Getting the inworld currency, but later due to a glitch, losing US
 $10's worth of inworld currency
 
 3. Buying an object inworld that costs the inworld currency equivalent
 to US$10, and the object disappearing from my inventory?
 
  
 
 To my mind, in all three cases, I am US$10 down.
 
  
 
 I just don't see how BOTH these statements can be true at the same
 time:
 
  
 
 Currency module = big risk
 
 Asset server = no risk
 
  
 
 And I have never argued that the devs should be responsible for risk
 (it is the devs themselves that are arguing that they have that risk,
 and hence the need to divest themselves of it). My position is that
 all risk is on the grid owner, and that risk can be mitigated (as SL
 does) by a carefully worded TOS.
 
  
 
 Rock
 
  
 
 From: opensim-dev-boun...@lists.berlios.de
 [mailto:opensim-dev-boun...@lists.berlios.de] On Behalf Of Nebadon
 Izumi
 Sent: Wednesday, July 08, 2009 4:39 PM
 To: opensim-dev@lists.berlios.de
 Subject: Re: [Opensim-dev] Currency
 
 
  
 
 Rock,
 
 I do beleive your missing the point entirely, the reason we do not
 wish to implement any money systems at this time, is exactly for that
 reason, OpenSImulator is not a safe place to be slinging money around,
 the asset server is not secure, nothing about opensimulator is secure,
 yet you people are all arguing that other people take on the risk so
 that you can have an economic system,  It is this exact argument you
 are making that has prompted the development team to flat out say no
 to everyone, you can not expect others to take on risk so you can make
 a living, if you want this functionality so badly, you should A,
 develop the system yourself like we said, or B hire a professional who
 understands security to evalute the risk assessment of this software
 and do the legal research and you take on the risk and provide the
 code to everyone if you all think it is so safe

Re: [Opensim-dev] Currency

2009-07-07 Thread Colin B. Withers
If ReactionGrid uses no currency, and has no plans to ever have it, and does 
not wish to get involded in virtual commerce, using either core solutions or 
external solutions, then indeed it is a 3D chatroom. 3D chatrooms are well 
suited to Educational purposes, and indeed my own Opensim grid has been used by 
a US college for educational purposes.

However, for a virtual space to take on the mantle of a virtual world, then 
commerce is an essential element, and currency is essential to that.

I think the argument that there is a risk in providing a currency module in 
core, from those who might complain your code ate my money is a specious 
argument. This charge could be levelled whenever opensim is used as a platform 
for a virtual world providing virtual real estate, for real world money 
(whether a  currency module is implemented in core or external) as if the grid 
goes down due to software bugs the grid owner stands to lose rental income, or 
be liable for the claims of others.

This can all be mitigated against (in territotories that allow it) by use of a 
carefully worded TOS.

Should the development of opensim be halted because someone might claim your 
software crashed my hard-drive, and I have lost US$$$ or the bugs in your 
software have contributed to me losing several tenants this week, losing US$$$ 
in the process?

The software is used 'as is', with no claims as fitness for any particular 
purpose, and this would apply to any core currency module.

Rock
PS Another grid, that the owner ploughed 1000s of dollars into, has collapsed 
recently, due to lack of a viable currency solution.

From: opensim-dev-boun...@lists.berlios.de 
[mailto:opensim-dev-boun...@lists.berlios.de] On Behalf Of Chris Hart
Sent: Monday, July 06, 2009 3:50 PM
To: opensim-dev@lists.berlios.de
Subject: Re: [Opensim-dev] Currency

Couldn't disagree more - ReactionGrid has no inworld currency and no plans to 
ever have it. Encouraging creativity, sharing, and collaborative learning has 
proved more than worthwhile to us. And quite frankly, the legal and tax issues 
around running a currency system should require dedicated qualified experts to 
manage correctly. You can do a huge amount without play money inworld - and if 
you want to pay someone money for a product, there are many solutions out there 
that are properly regulated by financial services authorities.

Money should be something you can add in yourselves if you want (hence I 
believe it's on Forge these days), but I completely understand core developer 
reluctance to have code in trunk that could potentially come back to haunt with 
your code ate my money complaints.

Chris

From: Colin B. Withersmailto:colin.with...@eumetsat.int
Sent: Monday, July 06, 2009 1:30 PM
To: opensim-dev@lists.berlios.demailto:opensim-dev@lists.berlios.de
Subject: Re: [Opensim-dev] Currency


Has this always been the case? Why was SampleMoney and OpenCurrency removed?

Without currency opensim regions and grids devolve into nothing more than 3D 
chatrooms.

Rock

-Original Message-
From: 
opensim-dev-boun...@lists.berlios.demailto:opensim-dev-boun...@lists.berlios.de
 [mailto:opensim-dev-boun...@lists.berlios.de] On Behalf Of Melanie
Sent: Monday, July 06, 2009 11:47 AM
To: opensim-dev@lists.berlios.demailto:opensim-dev@lists.berlios.de
Subject: Re: [Opensim-dev] Currency

OpenSim and the OpenSim project don't provide a grid currency
implementation.

Melanie

Melvin Carvalho wrote:
 Will currencies be distributed accross grids?

 On Mon, Jul 6, 2009 at 6:43 AM, Jason Fisherbikc...@gmail.com wrote:
 Hi, as of revision 9000 or so, SAMPLEMONEY was removed, meaning my
 grid no longer has currency based of wiredux. I also saw OPENCURRENCY
 has been removed. I really want currncy on my grid, and need help.
 Anyone know something I can use on a later revision? THANKS
 bikc...@gmail.com

 Sent from my iPhone
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Re: [Opensim-dev] Currency

2009-07-07 Thread Nebadon Izumi
Honestly from a legal stand point you would be insane to try to start a
currency in OpenSimulator at this time, it is Alpha Software, and
OpenSimulator team will in no way support an Economic system, i would have
to say if your grid is waiting on this, its probably going to be waiting for
ever, Do not expect the core dev team to work this problem out for you, if
you want an economy you will need to develop it yourself for your grid,
there are some examples around to help you get started, but I will repeat,
anyone attempting to do this now, is crazy, a TOS is not going to prevent
theft, and OpenSimulator is ultimatly not secure, and should not be used in
any Level of what is to be considered a Production level enviornment, those
who are doing so now are taking an extreme risk and probably have very
little understanding of security.  and lastly it has already been decided by
core dev team at the recommendation of lawyers, that oepnsimulator never
include any type of economy system in the core code, for those of you
waiting for this are waiting in vain at this point.

Neb

On Tue, Jul 7, 2009 at 6:26 AM, Colin B. Withers colin.with...@eumetsat.int
 wrote:

  If ReactionGrid uses no currency, and has no plans to ever have it, and
 does not wish to get involded in virtual commerce, using either core
 solutions or external solutions, then indeed it is a 3D chatroom. 3D
 chatrooms are well suited to Educational purposes, and indeed my own Opensim
 grid has been used by a US college for educational purposes.



 However, for a virtual space to take on the mantle of a virtual world, then
 commerce is an essential element, and currency is essential to that.



 I think the argument that there is a risk in providing a currency module in
 core, from those who might complain your code ate my money is a specious
 argument. This charge could be levelled whenever opensim is used as a
 platform for a virtual world providing virtual real estate, for real world
 money (whether a  currency module is implemented in core or external) as if
 the grid goes down due to software bugs the grid owner stands to lose rental
 income, or be liable for the claims of others.



 This can all be mitigated against (in territotories that allow it) by use
 of a carefully worded TOS.



 Should the development of opensim be halted because someone might claim
 your software crashed my hard-drive, and I have lost US$$$ or the bugs in
 your software have contributed to me losing several tenants this week,
 losing US$$$ in the process?



 The software is used 'as is', with no claims as fitness for any particular
 purpose, and this would apply to any core currency module.



 Rock

 PS Another grid, that the owner ploughed 1000s of dollars into, has
 collapsed recently, due to lack of a viable currency solution.



 *From:* opensim-dev-boun...@lists.berlios.de [mailto:
 opensim-dev-boun...@lists.berlios.de] *On Behalf Of *Chris Hart
 *Sent:* Monday, July 06, 2009 3:50 PM

 *To:* opensim-dev@lists.berlios.de
 *Subject:* Re: [Opensim-dev] Currency



 Couldn't disagree more - ReactionGrid has no inworld currency and no plans
 to ever have it. Encouraging creativity, sharing, and collaborative learning
 has proved more than worthwhile to us. And quite frankly, the legal and tax
 issues around running a currency system should require dedicated qualified
 experts to manage correctly. You can do a huge amount without play money
 inworld - and if you want to pay someone money for a product, there are many
 solutions out there that are properly regulated by financial services
 authorities.



 Money should be something you can add in yourselves if you want (hence I
 believe it's on Forge these days), but I completely understand core
 developer reluctance to have code in trunk that could potentially come back
 to haunt with your code ate my money complaints.



 Chris



 *From:* Colin B. Withers colin.with...@eumetsat.int

 *Sent:* Monday, July 06, 2009 1:30 PM

 *To:* opensim-dev@lists.berlios.de

 *Subject:* Re: [Opensim-dev] Currency



 Has this always been the case? Why was SampleMoney and OpenCurrency
 removed?

 Without currency opensim regions and grids devolve into nothing more than
 3D chatrooms.

 Rock

 -Original Message-
 From: opensim-dev-boun...@lists.berlios.de [
 mailto:opensim-dev-boun...@lists.berlios.deopensim-dev-boun...@lists.berlios.de]
 On Behalf Of Melanie
 Sent: Monday, July 06, 2009 11:47 AM
 To: opensim-dev@lists.berlios.de
 Subject: Re: [Opensim-dev] Currency

 OpenSim and the OpenSim project don't provide a grid currency
 implementation.

 Melanie

 Melvin Carvalho wrote:
  Will currencies be distributed accross grids?
 
  On Mon, Jul 6, 2009 at 6:43 AM, Jason Fisherbikc...@gmail.com wrote:
  Hi, as of revision 9000 or so, SAMPLEMONEY was removed, meaning my
  grid no longer has currency based of wiredux. I also saw OPENCURRENCY
  has been removed. I really want currncy on my grid, and need help.
  Anyone know

Re: [Opensim-dev] Currency

2009-07-07 Thread Robert Martin
On Tue, Jul 7, 2009 at 12:14 PM, Nebadon Izuminebadon2...@gmail.com wrote:
 Honestly from a legal stand point you would be insane to try to start a
 currency in OpenSimulator at this time,

the only thing that would be remotely safe IANAL IANACPA
would be for the team to put somewhere in the code
[currency module connects here]
and then leave it at that. You might be able to cheat Death but the
TaxMan will always get you (and he will brings his friends) the Dept
of the Treasury is not something you want to much about with.


-- 
Robert L Martin
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Re: [Opensim-dev] Currency

2009-07-07 Thread Stefan Andersson
Rock,

 

An implementation of a functional monetary system has been declared as out
of scope for OpenSim. It is something that has to go into the custom
implementation/third party provider layer.

 

There is a live and ongoing discussion as of where to draw the line for what
goes into the core, and what should be left to external module creators and
custom implementation.

 

It is within scope of OpenSim to provide hooks so that such a module,
tailored for the specific use case, be created.

 

As a project we need to draw a scope line somewhere, and often it's a case
of weighting several variables against each other.

 

In this case, it's been a long standing stance that implementation of a
monetary system is outside of the scope of the OpenSim core distribution.

 

We did provide the SampleMoneyModule, but the problem was that people was
using this unsafe and immature example code directly in live and production
environments. Though we could swear ourselves free from that with a  suit
yourself, it was wholly at your own risk, it's not only a legal case, but
also a case of us not wanting to expose our users to unsafe and immature
code that could cause them direct economic damage. We generally don't want
to take decisions for our users, but this one would be considered a
real-world risk policy decision.

 

I believe that the very absence of a money implementation outside of core
would be an indication that it's right not having one inside; if there is no
external module being maintained and used, it either means nobody see value
enough to work on it, or that any implementation is too use case specific
for there to be any value for the general public.

 

At any rate, it is my opinion that the whole economy domain needs a lot more
work and reach a much higher level of maturity before anything could be
considered for inclusion into the core distribution.

 

/Stefan

 

From: opensim-dev-boun...@lists.berlios.de
[mailto:opensim-dev-boun...@lists.berlios.de] On Behalf Of Colin B. Withers
Sent: den 7 juli 2009 15:27
To: opensim-dev@lists.berlios.de
Subject: Re: [Opensim-dev] Currency

 

If ReactionGrid uses no currency, and has no plans to ever have it, and does
not wish to get involded in virtual commerce, using either core solutions or
external solutions, then indeed it is a 3D chatroom. 3D chatrooms are well
suited to Educational purposes, and indeed my own Opensim grid has been used
by a US college for educational purposes. 

 

However, for a virtual space to take on the mantle of a virtual world, then
commerce is an essential element, and currency is essential to that.

 

I think the argument that there is a risk in providing a currency module in
core, from those who might complain your code ate my money is a specious
argument. This charge could be levelled whenever opensim is used as a
platform for a virtual world providing virtual real estate, for real world
money (whether a  currency module is implemented in core or external) as if
the grid goes down due to software bugs the grid owner stands to lose rental
income, or be liable for the claims of others.

 

This can all be mitigated against (in territotories that allow it) by use of
a carefully worded TOS.

 

Should the development of opensim be halted because someone might claim
your software crashed my hard-drive, and I have lost US$$$ or the bugs in
your software have contributed to me losing several tenants this week,
losing US$$$ in the process?

 

The software is used 'as is', with no claims as fitness for any particular
purpose, and this would apply to any core currency module.

 

Rock

PS Another grid, that the owner ploughed 1000s of dollars into, has
collapsed recently, due to lack of a viable currency solution.

 

From: opensim-dev-boun...@lists.berlios.de
[mailto:opensim-dev-boun...@lists.berlios.de] On Behalf Of Chris Hart
Sent: Monday, July 06, 2009 3:50 PM
To: opensim-dev@lists.berlios.de
Subject: Re: [Opensim-dev] Currency

 

Couldn't disagree more - ReactionGrid has no inworld currency and no plans
to ever have it. Encouraging creativity, sharing, and collaborative learning
has proved more than worthwhile to us. And quite frankly, the legal and tax
issues around running a currency system should require dedicated qualified
experts to manage correctly. You can do a huge amount without play money
inworld - and if you want to pay someone money for a product, there are many
solutions out there that are properly regulated by financial services
authorities.

 

Money should be something you can add in yourselves if you want (hence I
believe it's on Forge these days), but I completely understand core
developer reluctance to have code in trunk that could potentially come back
to haunt with your code ate my money complaints.

 

Chris

 

From: Colin mailto:colin.with...@eumetsat.int  B. Withers 

Sent: Monday, July 06, 2009 1:30 PM

To: opensim-dev@lists.berlios.de 

Subject: Re: [Opensim-dev] Currency

 

Has this always been

Re: [Opensim-dev] Currency

2009-07-06 Thread Melvin Carvalho
There seems to be a proposal here:

http://opensimulator.org/wiki/Money

So perhaps each grid operates its own system.  Though it would be very
cool if each grid system could interact with each other.

On Mon, Jul 6, 2009 at 11:46 AM, Melaniemela...@t-data.com wrote:
 OpenSim and the OpenSim project don't provide a grid currency
 implementation.

 Melanie

 Melvin Carvalho wrote:
 Will currencies be distributed accross grids?

 On Mon, Jul 6, 2009 at 6:43 AM, Jason Fisherbikc...@gmail.com wrote:
 Hi, as of revision 9000 or so, SAMPLEMONEY was removed, meaning my
 grid no longer has currency based of wiredux. I also saw OPENCURRENCY
 has been removed. I really want currncy on my grid, and need help.
 Anyone know something I can use on a later revision? THANKS
 bikc...@gmail.com

 Sent from my iPhone
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Re: [Opensim-dev] Currency

2009-07-06 Thread Colin B. Withers
Has this always been the case? Why was SampleMoney and OpenCurrency removed?

Without currency opensim regions and grids devolve into nothing more than 3D 
chatrooms.

Rock

-Original Message-
From: opensim-dev-boun...@lists.berlios.de 
[mailto:opensim-dev-boun...@lists.berlios.de] On Behalf Of Melanie
Sent: Monday, July 06, 2009 11:47 AM
To: opensim-dev@lists.berlios.de
Subject: Re: [Opensim-dev] Currency

OpenSim and the OpenSim project don't provide a grid currency 
implementation.

Melanie

Melvin Carvalho wrote:
 Will currencies be distributed accross grids?
 
 On Mon, Jul 6, 2009 at 6:43 AM, Jason Fisherbikc...@gmail.com wrote:
 Hi, as of revision 9000 or so, SAMPLEMONEY was removed, meaning my
 grid no longer has currency based of wiredux. I also saw OPENCURRENCY
 has been removed. I really want currncy on my grid, and need help.
 Anyone know something I can use on a later revision? THANKS
 bikc...@gmail.com

 Sent from my iPhone
 ___
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Re: [Opensim-dev] Currency

2009-07-06 Thread Chris Hart
Re: [Opensim-dev] CurrencyCouldn't disagree more - ReactionGrid has no inworld 
currency and no plans to ever have it. Encouraging creativity, sharing, and 
collaborative learning has proved more than worthwhile to us. And quite 
frankly, the legal and tax issues around running a currency system should 
require dedicated qualified experts to manage correctly. You can do a huge 
amount without play money inworld - and if you want to pay someone money for a 
product, there are many solutions out there that are properly regulated by 
financial services authorities.

Money should be something you can add in yourselves if you want (hence I 
believe it's on Forge these days), but I completely understand core developer 
reluctance to have code in trunk that could potentially come back to haunt with 
your code ate my money complaints.

Chris


From: Colin B. Withers 
Sent: Monday, July 06, 2009 1:30 PM
To: opensim-dev@lists.berlios.de 
Subject: Re: [Opensim-dev] Currency


Has this always been the case? Why was SampleMoney and OpenCurrency removed?

Without currency opensim regions and grids devolve into nothing more than 3D 
chatrooms.

Rock

-Original Message-
From: opensim-dev-boun...@lists.berlios.de 
[mailto:opensim-dev-boun...@lists.berlios.de] On Behalf Of Melanie
Sent: Monday, July 06, 2009 11:47 AM
To: opensim-dev@lists.berlios.de
Subject: Re: [Opensim-dev] Currency

OpenSim and the OpenSim project don't provide a grid currency
implementation.

Melanie

Melvin Carvalho wrote:
 Will currencies be distributed accross grids?

 On Mon, Jul 6, 2009 at 6:43 AM, Jason Fisherbikc...@gmail.com wrote:
 Hi, as of revision 9000 or so, SAMPLEMONEY was removed, meaning my
 grid no longer has currency based of wiredux. I also saw OPENCURRENCY
 has been removed. I really want currncy on my grid, and need help.
 Anyone know something I can use on a later revision? THANKS
 bikc...@gmail.com

 Sent from my iPhone
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