O2O Nerfed Horribly *Groan*
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Nolan Nash
Frischer Frosch
Join date: 15 May 2003
Posts: 7,141
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10-25-2005 10:56
Let's talk about O2O nerfing /invalid_link.html "Sorry I can't give the finality you demand.
However I can tell you that this will be adjusted. You are right, only objects need to be blocked. Other possibilities to reduce the strictness of this rule are also to be investigated.
What was implemented was the sure fire way to stop a repeat of last Sunday on extremely short notice. Some of my favorite pieces of user content take advantage of self replication features, and for now those are limited to land you own. Hopefully this can be improved.
Other ideas on preventing grey goo attacks are welcome, you can email me directly at [email]kelly@lindenlab.com[/email] and I will forward suggestions to the rest of the development team."Wonderful. I can deal with the general problems that ensue after a major update - I have been through it many times - so let's not turn this thread into a discussion about that. This is about a BAD nerf dropped into the update at the last minute because of the global attack. This is not a viable solution. It screws over MANY scripters and sellers of products. See the following link for just a few examples of what a damaging change this is: /191/74/67694/1.htmlI realize this is a "short notice" fix - and that they are asking for suggestions. So, my question is - do any of you coders have any viable solutions/suggestions?
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blaze Spinnaker
1/2 Serious
Join date: 12 Aug 2004
Posts: 5,898
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10-25-2005 10:57
Yeah, and it's not even fixed. All they did was break lots of cool functionality. Fact is, all this change did was put in a very very minor roadblock to creating a global attack. Anyone who thinks about it for a minute can easily workaround what they did. I explain more here: /invalid_link.html
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Enabran Templar
Capitalist Pig
Join date: 26 Aug 2004
Posts: 4,506
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10-25-2005 11:02
I'm a little lost here. How does this prevent global attacks? Can't you just use llRezObject to rez an object that contains an object and a script to rez the object inside? etc?
Also, I'm feeling pretty dense, because I can't understand what vital function o2o inventory transfer serves that can't be accomplished by simply pre-loading inventory and calling llRezObject. Insights welcome.
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From: Hiro Pendragon Furthermore, as Second Life goes to the Metaverse, and this becomes an open platform, Linden Lab risks lawsuit in court and [attachment culling] will, I repeat WILL be reverse in court. Second Life Forums: Who needs Reason when you can use bold tags?
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blaze Spinnaker
1/2 Serious
Join date: 12 Aug 2004
Posts: 5,898
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10-25-2005 11:10
From: Enabran Templar I'm a little lost here. How does this prevent global attacks? Can't you just use llRezObject to rez an object that contains an object and a script to rez the object inside? etc?
Also, I'm feeling pretty dense, because I can't understand what vital function o2o inventory transfer serves that can't be accomplished by simply pre-loading inventory and calling llRezObject. Insights welcome. ` I can't think of anything either, really. Including doing a global attack. You can quickly preload 1 million plus objects under the new scheme and then attack rather than late loading during the attack. Unfortunately, whoever made the change completely missed this fact.
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Burke Prefect
Cafe Owner, Superhero
Join date: 29 Oct 2004
Posts: 2,785
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10-25-2005 11:14
I presently have a Grey Goo-like project in the works. It's not going to EVER be used... unless absolutely necessary. Instead of Self-Replication, there would be spawning points (Barrels), scattered around the grid, expecially in high-traffic, low-cpu areas. These barrels, when opened, would spew forth with swarming, VolumeDetecting, Physics enabled objects, that like to collide with eachother. (Monkehs). There would be, in the end different types of Monkehs, some will spread out (Scout Monkeh) , some will explode on contact (Pyro Monkey), some will seek out new life and civilizations, boldy going where no monkeh has gone before (Kirk Monkeh), and some will be randomly spew particles and hand out objects to random people (JLo Monkeh). These monkehs, nearing completion, will be part of standoff system in the even my plans should fail... or if I just need a distraction..... or if I just kick my feet up on my Evil Desk and hit the Big Red Button Of Doom. Either way, even if it doesn't royally screw the Space Server and such, it'll be a barrel fun 
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Francis Chung
This sentence no verb.
Join date: 22 Sep 2003
Posts: 918
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10-25-2005 11:17
I posted a few suggestions, none of which were well received. /invalid_link.htmlEnabran, it's llGiveInventory() is a crucial operation to allow true self-replication. So while your suggestion can work for a finite number of generations, it can't work in a generalized case anymore. I'm not happy about it, because there's no solution to allow existing work to continue to function, nor is there a work-around for things going forward. As far as I can tell, this means, "Suck it up."
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Burke Prefect
Cafe Owner, Superhero
Join date: 29 Oct 2004
Posts: 2,785
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10-25-2005 11:20
On second thought, disregard my above post.
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blaze Spinnaker
1/2 Serious
Join date: 12 Aug 2004
Posts: 5,898
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10-25-2005 11:21
heheh
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Burke Prefect
Cafe Owner, Superhero
Join date: 29 Oct 2004
Posts: 2,785
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10-25-2005 11:25
I do have some experiments, but I try to keep the contained. Just... if you see me in Island Sandbox, I'm not there for the view, ok?
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Malachi Petunia
Gentle Miscreant
Join date: 21 Sep 2003
Posts: 3,414
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10-25-2005 11:54
Reposted from here for consolidation: From: Malachi Petunia Given that the ban height extends only to 40m high and that it only applies to agents (avatars) and there were some resonable guesses that last night's grid-wide attack could likely have been made from a single spawn-point, it is unlikely that "ban group from parcel" would have any effect at all. Indeed there are few non-heuristic methods that could have stopped the griefballs without seriously nerfing much of SL.
In case anyone cares, heuristic methods could be along the lines of what big routers do now as in "hmm, looks like an awful lot of spurious TCP SYN_ACKs coming in the door, maybe a distributed denial of service attack is happening, I'll start throwing them out and buzz the operator". In SL terms this might look like the asset server saying "hmmm. this object was just rezzed 1 billion times, maybe I should slow it down and buzz an operator". Unfortunately, these are usually pretty hard rules to encode.
The griefballs were a specific instance of what I call the "diagnostic problem" but according to google I may have made that term up. The general problem in computer system design is "how can I point to any fault at all when I don't even know if I'm functioning properly?". NASA has one way of getting around this issue (3-5 simultaneous computers feeding into a "majority rules" device) which of course is subject to failure in the "majority rules" device. Ants colonies have a different, distributed, algorithm for trashing "crazy" ants. In the end though, we've yet to solve that class of problems without sticking a person in the system.
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Jesrad Seraph
Nonsense
Join date: 11 Dec 2004
Posts: 1,463
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10-25-2005 12:00
Why cant llRezObject be capped at the server level ? I mean, once the sim reaches N objects, it stops. And once M (< N) objects are physical, no more physical object can be rezzed and no more objects can turn physical.
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Either Man can enjoy universal freedom, or Man cannot. If it is possible then everyone can act freely if they don't stop anyone else from doing same. If it is not possible, then conflict will arise anyway so punch those that try to stop you. In conclusion the only strategy that wins in all cases is that of doing what you want against all adversity, as long as you respect that right in others.
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Logan Bauer
Inept Adept
Join date: 13 Jun 2004
Posts: 2,237
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10-25-2005 12:30
Hmm. I'm certainly not that great at scripting or many of the technical aspects behind it, but that's never kept my big dumb mouth shut before!  0. Anything it takes but do NOT "dumb down" or break or water down the existing functionality, it's already dumbed down enough as is - as Eggy said, if SL made real-world guns they'd wait 20 seconds before firing a cork out the end. ;P 1. If I'm understanding it right, people are using O2O to "get around" the don't-let-self-replicating-objects-go-more-than-4-generations limit. If so, can they simply fix/improve the generation limit so people can't get around it like this? 2. Cap llRezObject to not keep rezzing if the parcel or SIM are full, or basically if it's going to crash the SIM, then don't do that and don't keep rezzin' the objects. I'm sure it's got to be more complex than this, tho, because this is a pretty obvious answer... I'm assuming it's more complicated and measures like this have already been tried... Even what Blaze mentions, taking statistical samplings and going off them to "cap" rezzing or object-to-object, as long as it doesn't break existing functionality. 3. Hold these people responsible. Financially responsible. LL already has a biiiig loooong TOS we sign into agreeing to many, many things - would there be any harm in also agreeing to, in the event that for whatever reason you bring down enough sims to crash the entire grid, that you will be held financially responsible for at least the LL time/manpower to fix the problem, if not additionally any recompensation for lost time/DOS for those who log into SL. Right now it looks to me like the person responsible is banned,but can go out and get another alt with a credit card and keep doing it... And finally, B, C, and D : Anything it takes but please do NOT "dumb down" or break or water down any existing functionality.
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Enabran Templar
Capitalist Pig
Join date: 26 Aug 2004
Posts: 4,506
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10-25-2005 12:57
There's a four generation limit?
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From: Hiro Pendragon Furthermore, as Second Life goes to the Metaverse, and this becomes an open platform, Linden Lab risks lawsuit in court and [attachment culling] will, I repeat WILL be reverse in court. Second Life Forums: Who needs Reason when you can use bold tags?
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Jesrad Seraph
Nonsense
Join date: 11 Dec 2004
Posts: 1,463
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10-25-2005 13:05
This "nerfing" breaks: - automatic gridwide update of vendors - my trees and critters which rely on autoreplication - some games, I'm sure - Luc's (and certainly others') autoloading of spells into wands he sells etc...
What it doesn't fix: - sims still crash and burn if too many physical objects rez - sims still allow rezzing enough physical objects to cause the above crashing and burning, AFAIK, it just takes a bit more time or more effort (like putting more autorezzer scripts in the prim, duh)
LL, you fail it. But then, I completely understand it's hard to rush in a correct fix to a security flaw right before rolling a major update.
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Either Man can enjoy universal freedom, or Man cannot. If it is possible then everyone can act freely if they don't stop anyone else from doing same. If it is not possible, then conflict will arise anyway so punch those that try to stop you. In conclusion the only strategy that wins in all cases is that of doing what you want against all adversity, as long as you respect that right in others.
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Kyrah Abattoir
cruelty delight
Join date: 4 Jun 2004
Posts: 2,786
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10-25-2005 13:29
i am pretty happy this doesnt break my vendor system (hopefully) however this water any chances for one of my project to even exist.
Please LL why do you have to act like idiots when under pressure?
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Moopf Murray
Moopfmerising
Join date: 7 Jan 2004
Posts: 2,448
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10-25-2005 13:36
From: Jesrad Seraph But then, I completely understand it's hard to rush in a correct fix to a security flaw right before rolling a major update. Well, I'd agree, if this wasn't a security flaw highlighted to them and discussed since, it would appear, 2003. They've known about it for a very long time, and have waiting to do something reactive (not proactive) when it's happened. That's poor going in my book.
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Cid Jacobs
Theoretical Meteorologist
Join date: 18 Jul 2004
Posts: 4,304
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10-25-2005 14:45
I would like to throw my voice behind this as well, saying "I now have broken scripts as well"  . I'm sure this is just temporary.... right?
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Yumi Murakami
DoIt!AttachTheEarOfACat!
Join date: 27 Sep 2005
Posts: 6,860
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10-25-2005 15:01
This is extremely annoying. Not only has it drastically harmed the usefulness of HUD attachments, but it's basically a major victory for the griefers: rather than disrupting the game for one night, they've destroyed a useful piece of functionality for good. One possibility would be: whenever an object is llGiveObject()ed to another object, it gets flagged, and then can't be given to another object. This would leave replication stuck (so still no flamethrowers  ) but at least allow communication by passed objects.
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Kelly Linden
Linden Developer
Join date: 29 Mar 2004
Posts: 896
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10-25-2005 15:52
I've been getting lots of great feedback in the hotline and via email. I want to thank everyone who has shared their ideas.
I believe some changes to this restriction can be made that will answer many of the complaints about the current status of this fix. I'm currently in the process of gathering internal feedback before sharing the changes and then implementing the changes.
True self replication is much scarier than objects containing objects containing objects because as Francis says, the later have a finite number of generations they can create.
I agree the fix is annoying - I own cool items that are now broken and have personal projects that will now only work on my land. I hope to be able to share my tweaks later this week and everyone can take another turn yelling at me then. 
Yumi, I'm very interested in what this breaks on HUDs! I hadn't even thought of ways to use llGiveInventory in HUDs yet.
Please, everyone, feel free to continue to share suggestions / ideas. I can't promise to follow this thread but my email is open - [email]kelly@lindenlab.com[/email], or IM me in world whether I am online or not.
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Dnate Mars
Lost
Join date: 27 Jan 2004
Posts: 1,309
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10-25-2005 16:12
From: someone Some of my favorite pieces of user content take advantage of self replication features, and for now those are limited to land you own. Now how does this work for group land? If you are part of a group, does the object now have to be set to the group? Will it only work with land directly in you name? Any answers would be helpful. I fear that my project is now ruined 
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Hiro Pendragon
bye bye f0rums!
Join date: 22 Jan 2004
Posts: 5,905
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10-25-2005 17:20
How about this solution instead?
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Kelly Linden
Linden Developer
Join date: 29 Mar 2004
Posts: 896
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10-25-2005 18:22
Hiro, actually reading through the thread again I'm not sure which of the ideas you are trying to promote? The energy one from eggy or your tax?
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blaze Spinnaker
1/2 Serious
Join date: 12 Aug 2004
Posts: 5,898
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10-25-2005 20:18
I think people use llGiveInventory as a way for secure communication between objects, Kelly.
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Kelly Linden
Linden Developer
Join date: 29 Mar 2004
Posts: 896
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10-25-2005 20:31
From: blaze Spinnaker I think people use llGiveInventory as a way for secure communication between objects, Kelly. That is an interesting idea blaze. What manner is this done in? I think only inventory names, type and notecard contents are accessible to scripts. Perhaps permissions, but using that for data storage would be ... interesting. None of the methods I can think of actually allow a script to modify this data, or require that objects be used in particular (as opposed to notecards for example).
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Tony Tigereye
Registered User
Join date: 4 Sep 2003
Posts: 165
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10-25-2005 20:53
From: Kelly Linden None of the methods I can think of actually allow a script to modify this data, or require that objects be used in particular (as opposed to notecards for example).
Scripts within objects can modify the name and description of the object they are in by using llSetObjectName() and llSetObjectDesc() respectively. After they have put whatever data they want into these data storage areas, they can then call llGiveInventory() to send the object over to another object where a script in the receiving object can read the data stored in the object name by calling llGetInventoryName(), and/or it can rez the object it just received and use some kind of local communication method (llSay(), llWhisper()) to talk to the script inside the received object to get the description data. Wow that's hard to read. Does it make sense?
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