Welcome to the Second Life Forums Archive

These forums are CLOSED. Please visit the new forums HERE

Some more anti-grid attack thoughts.

Aliasi Stonebender
Return of Catbread
Join date: 30 Jan 2005
Posts: 1,858
04-29-2006 12:52
These are some ideas on how to make the mainland more resilient to grid bombs that don't rely on the idea of some kind of "universial script checker" or such.

1) Firebreaks. the void sims could be made into no build, no script, possibly even no-physics areas... or simply dispense with the idea of a contiguious maingrid entirely. Here, I'm NOT talking about the big interior lakes people use to boat, but the north/south continent connector, or the sims linking to the bulk-sale areas. It has some downsides, but it would help slow things down, I'd think.

2) A big red "NO SIM CROSSINGS" switch. Metaphorically speaking. Some manner of halting all sim crossings of any sort on the "Linden estate". While such a thing may exist, and it would certainly be a hassle, having a Linden turn it on, clean up a griefbomb attack, and then set things back to normal is better than having the grid crash again!
_____________________
Red Mary says, softly, “How a man grows aggressive when his enemy displays propriety. He thinks: I will use this good behavior to enforce my advantage over her. Is it any wonder people hold good behavior in such disregard?”
Anything Surplus Home to the "Nuke the Crap Out of..." series of games and other stuff
Draco18s Majestic
Registered User
Join date: 19 Sep 2005
Posts: 2,744
04-29-2006 17:58
Maybe if just some "smaller" spaces between portions of each 'continent' that are no build-no script and large enough that objects can't be Pushed (?) or llPositioned across, yet would allow avatars to move freely.
Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
04-30-2006 08:25
From: Draco18s Majestic
Maybe if just some "smaller" spaces between portions of each 'continent' that are no build-no script and large enough that objects can't be Pushed (?) or llPositioned across, yet would allow avatars to move freely.
Any firebreak that was going to stop malicious scripts from getting across them on physics would have to be multiple sims wide.
Introvert Petunia
over 2 billion posts
Join date: 11 Sep 2004
Posts: 2,065
04-30-2006 08:26
Disable logins. 100% effective. :D
Lex Neva
wears dorky glasses
Join date: 27 Nov 2004
Posts: 1,361
04-30-2006 09:53
Ooh, I just had an idea. Let's combine both of those ideas. Whenever a grid attack looks like it's getting going, hit the big "FIREWALL" switch, which disables sim-crossings selectively to split the mainland into a bunch of small clumps of sims. Figure out which ones are infected, take them down, clean them up, etc. The rest of the grid is mostly unhampered, aside from a few border crossings. I'm pretty sure that most people would gladly accept not being able to cross borders in exchnage for being able to stay on the grid while it's being cleaned up. People can always just teleport past a border... and objects can't.

Yet one more step: turn off object border-crossings during an attack. Avs can still move across boundaries (because, despite prim-babies, we still haven't figured out how to replicate avs ;)) but any object can't, which would pen in grey goo. Vehicles would be hampered, of course, but come on... who's going to complain that they can't drive down linden highways during a grid attack?

I guess the point here is to limit the spread of grid attacks when they do start, rather than trying to enforce some kind of draconian restriction to prevent them completely. Seems like a much better way of handling the situation to me.
Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
04-30-2006 10:50
The firewall idea could actually help, though it won't stop a prepared attack that plants the malevolent objects ahead of time.

As an extra bonus they could change the cloud particles to a flame animation while the firewall's up. :)
Draco18s Majestic
Registered User
Join date: 19 Sep 2005
Posts: 2,744
04-30-2006 14:10
From: Argent Stonecutter
Any firebreak that was going to stop malicious scripts from getting across them on physics would have to be multiple sims wide.


That was the idea, encase ever 9 or 16 sims in a 10m wide no-script zone. Highways and open water areas would have to be considered differently.

Or somethng like this, looks like it might work:

From: Lex Neva
Ooh, I just had an idea. Let's combine both of those ideas. Whenever a grid attack looks like it's getting going, hit the big "FIREWALL" switch, which disables sim-crossings selectively to split the mainland into a bunch of small clumps of sims. Figure out which ones are infected, take them down, clean them up, etc. The rest of the grid is mostly unhampered, aside from a few border crossings. I'm pretty sure that most people would gladly accept not being able to cross borders in exchnage for being able to stay on the grid while it's being cleaned up. People can always just teleport past a border... and objects can't.

Yet one more step: turn off object border-crossings during an attack. Avs can still move across boundaries (because, despite prim-babies, we still haven't figured out how to replicate avs ;)) but any object can't, which would pen in grey goo. Vehicles would be hampered, of course, but come on... who's going to complain that they can't drive down linden highways during a grid attack?


This second half is kinda what I was thinking--if it can be done. The 10m zone was if you can't make a physical/no-script/etc.-for-objects "wall."
Warda Kawabata
Amityville Horror
Join date: 4 Nov 2005
Posts: 1,300
04-30-2006 14:54
If people can teleport across the firewall borders, then so can whoever is planting the malicious scripted objects.
Aliasi Stonebender
Return of Catbread
Join date: 30 Jan 2005
Posts: 1,858
04-30-2006 14:56
From: Warda Kawabata
If people can teleport across the firewall borders, then so can whoever is planting the malicious scripted objects.


Certainly so. But it would slow them down - for the same reason private islands have mostly been unscathed during these attacks. Make it too time-consuming, they can't bring down the grid.
_____________________
Red Mary says, softly, “How a man grows aggressive when his enemy displays propriety. He thinks: I will use this good behavior to enforce my advantage over her. Is it any wonder people hold good behavior in such disregard?”
Anything Surplus Home to the "Nuke the Crap Out of..." series of games and other stuff
Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
Permanent void firebreaks.
04-30-2006 16:33
From: Draco18s Majestic
That was the idea, encase ever 9 or 16 sims in a 10m wide no-script zone. Highways and open water areas would have to be considered differently.
No, I mean the firebreak would have to be 9 or 16 sims of "no script" wide. It's trivial to get an object across a couple of sims without it having to run scripts while it's doing it, and it's not that hard to get it across 10 sims.

I have an even better idea.

Disassemble the Linden Estate. Islands don't HAVE these problems.

There's lots of other reasons why the whole "contiguous world" concept has been a less than successful experiment. Just break the continents up into islands, none more than 20-30 sims each. Use llTeleportAgent to create an illusion of continuity.
Warda Kawabata
Amityville Horror
Join date: 4 Nov 2005
Posts: 1,300
05-01-2006 01:06
With the amount of teleporting going on, the whole concept of a global continent vis pretty meaningless anyway. I don't know anyone who routinely travels across more than 2 sims in succession without teleporting.
Aodhan McDunnough
Gearhead
Join date: 29 Mar 2006
Posts: 1,518
05-01-2006 01:26
Well you don't know me. But I routinely roam sims by vehicle. I like vehicles and I ride them a lot. At the speeds I go crossing 2 sims is nothing.

If not on vehicle I fly. It's a really great view traveling from sim to sim. Teleports take out all the fun and I use them only if I'm in a hurry or there's some emergency.
Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
05-01-2006 14:30
From: Warda Kawabata
With the amount of teleporting going on, the whole concept of a global continent vis pretty meaningless anyway. I don't know anyone who routinely travels across more than 2 sims in succession without teleporting.
I do. I've flown from Ahern to Calbeck and back, and fly around the Atoll continent (that mountain range is gorgeous on a flying wing like the Mehve) or from Lusk to Abbotts and back regularly. Which is why I would like to have the option of at least retaining the illusion of a contiguous world with llTeleportArgent().
Haravikk Mistral
Registered User
Join date: 8 Oct 2005
Posts: 2,482
05-02-2006 04:35
I've flown as much as 8km before just to get somewhere for the hell of it because I didn't want to TP, and despite my often limited range of places I go to, I do enjoy exploring and seeing cool things (I'd never seen the awesome railway systems people have made until I did this!).

One question though, what (if any) are the legitimate uses of:
a) rezzing an object over a sim-border
b) moving an object over a sim-border via script?

The only things I'm thinking of are vehicles being propelled over sim-borders, but in this case there will be someone sitting on it.

Perhaps more importantly, what (if any) are the legitimate uses of combining both events? I'm thinking none here, as for the above I can think of large vehicles (e.g space cruisers) that require a 'seated' part followed by other parts with no-one sitting on them.
However, these don't move into a sim and then attempt to rez objects.

So what if a huge delay were put on llRezObject() and llRezAtRoot() after an item moves into a sim? ie, Object A has just cross from Sim B, to Sim C, Sim C places a 24 hour delay on Object A's ability to rez other objects. This would only occur if the object was moved by script or as the result of a physical action.
Additionally, objects which are rezzed across a sim border would be similarly delayed.
For scripted games (such as Tringo) this shouldn't be a problem, as they rez objects which are then moved into position and do not rez objects of their own, so this would be fine.

While I know some people hate dialogues, if an object recently arrived in a sim without someone on it, attached to it or manually moving it, and it attempts to perform a push ON someone, it should ask their permission first or otherwise silently fail, it would ask only once and respect this user's answer. If multiple users are asked, and all say no, then the script is disabled. Similarly if multiple scripts of the same owner ask the same user who says no to all then that owner stops being able to ask for permission to push that user.

The worst that can happen this way, is that a parent object can send out lots of child objects in every direction, however, they won't then be able to do much due to the restrictions, the hope being that within 24 hours a Linden can be informed of the attempted attack and remove all of the objects, perhaps using a "Remove and ban" option which would remove all objects by a given owner and kick their ass off of SL.

Other ideas include having simulators track the number of rezzes that an object owner has made recently. ie for each object rezzed a counter goes up by one and incurs an increasing delay on future object creations. The counter would go down every time an item is removed/de-rezzed whatever. So if an object is creating things like crazy and none of them are being deleted, it will lose the ability to create anything. The counter would also go down after a while (say an hour), to allow people who are just building innoccently to not suffer because they have a ton of objects added to a sim.
Objects that are created and move out of the simulator would remain in the counter as the sim doesn't know if they were deleted or not.
This one would only help against objects that just spam by rezzing everywhere, it wouldn't stop orbitting attacks that are done with some degree of care.
_____________________
Computer (Mac Pro):
2 x Quad Core 3.2ghz Xeon
10gb DDR2 800mhz FB-DIMMS
4 x 750gb, 32mb cache hard-drives (RAID-0/striped)
NVidia GeForce 8800GT (512mb)
Kyrah Abattoir
cruelty delight
Join date: 4 Jun 2004
Posts: 2,786
05-02-2006 05:28
so basically most of these solutions would prevent me to write this script tharecord stats from sim to sim by roaming the grid right?

All these suggestions are as usually formulated by peoples that have no clue -_-
_____________________

tired of XStreetSL? try those!
apez http://tinyurl.com/yfm9d5b
metalife http://tinyurl.com/yzm3yvw
metaverse exchange http://tinyurl.com/yzh7j4a
slapt http://tinyurl.com/yfqah9u
Haravikk Mistral
Registered User
Join date: 8 Oct 2005
Posts: 2,482
05-02-2006 06:56
Not by my idea, unless you're rezzing a ton of objects that replicate in order to travel the sims, the should really just move in order to do this in some sensible pattern.
_____________________
Computer (Mac Pro):
2 x Quad Core 3.2ghz Xeon
10gb DDR2 800mhz FB-DIMMS
4 x 750gb, 32mb cache hard-drives (RAID-0/striped)
NVidia GeForce 8800GT (512mb)
Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
05-03-2006 13:47
From: Haravikk Mistral
One question though, what (if any) are the legitimate uses of:
a) rezzing an object over a sim-border
b) moving an object over a sim-border via script?
Any object that follows an avatar has to do (b). Many followers rez objects.
grumble Loudon
A Little bit a lion
Join date: 30 Nov 2005
Posts: 612
05-03-2006 15:17
Making small "Firebreaks" is a quick short term solution since land owners can do it, however if you look at how some of the atacks are done and the resources the atackers have you will see that anything that any atempt to stop them will also prevent normal activities.

1. People have screen readers and programs that can control SL. This means that
they can program there avitar to teleport from sim to sim and drop objects automaticly.

2. Some atacks drop non physical objects that then rez other things like that "ultra-lag"

3. People want there pet's to follow them and they want to be free to build stuff.

It's like trying to prevent theves from using "social engenering" to steal things by blocking all Emails.

what we need is for LL to make the system more resiliant to atacks so that they don't have any affect.

For example: I'd like a setting that let's me limit the number of "temp-on-rez" prims.
Myrilla Vixen
Definitely Bloo
Join date: 11 Jun 2005
Posts: 143
05-03-2006 15:34
From a nearby post: /108/19/103390/5.html#post1020392


Why not give scripts the ability to toggle no-build and no-outside scripts on land? Then people could make a detector that, if it saw enough physical objects in range, would literally just shut them off.. hell could even make it a new toggle for sim owners so that no in-game scripting was needed.


From: LSL Wiki

Q: Is there a way to determine how many objects are on a given parcel of land, or better yet, who owns them?
A: Unfortunately, no. Sensors are only able to detect up to 16 objects per scan. There's currently no way to get a list of all the prims, or even a number.



This is also an issue, if there were a way to check primcounts and owners on a parcel/sim*, it would be very useful. I could see a script that did a check ever 5-10seconds and compared growth of primcount, where say a single sharp rise wouldn't trigger it.. say if someone rezzed a whole house, but a steady increase would set it off?

Also the lindens could quietly place a single prim sim controller into every sim in SL, and in case of grid attack they could all be instant messaged and activated, halting all object and script production in the grid?.. maybe a little much, and maybe people could opt out of the system, but I think having to retoggle some flags on your land(after having it locked for maybe a half hour to clean up the mess) would be better then losing six hours to a grid crash.

*I am really for this idea now, since I think it's more useful than a sensor even if specific info would need to be weeded out. I am envisioning it as something like:

From: Idea
list llGetRegionPrimcount()
Returns a strided list with all users/prims in the parcel/sim listed in the form of ([key a, integer a, key b, integer b..]) with the key being the person's key and the integer being their primcount.



and perhaps to suppliment that:

From: Idea
list llGetAgentPrimcount(key id)
Returns a strided list in the form of ([integer physcount, integer scriptcount, integer other]) This would break the primcount down into the different(sometimes overlapping) types of prims(I thought of physical, scripter, and non-phys/non-scripted off the top of my head) the user has on the parcel/sim the command is run on.



Long post, probably confusing to alot of you, and I bet a little messy since I am hoping to get a nap soon..

Comments appreciated though, and if the idea needs to be shot down, just say so.

**Sorry if it's confusing, kinda all over the place at the moment, but I will gladly clarify..
grumble Loudon
A Little bit a lion
Join date: 30 Nov 2005
Posts: 612
05-04-2006 01:29
I'd like to do

if ( llGetLandPrimCount() > x )
{
//Set "No build" and "No outside scripts"
// IM land owner
}

Or SL could set "no build" automaticly when a piece of land hits the prim limit.

Intrestingy LL has the ability to set "No stripts at all" on a sim. I've seen them do it.
Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
05-04-2006 08:00
From: Myrilla Vixen
From: LSL Wiki

Q: Is there a way to determine how many objects are on a given parcel of land, or better yet, who owns them?
A: Unfortunately, no. Sensors are only able to detect up to 16 objects per scan. There's currently no way to get a list of all the prims, or even a number.
Kelly Linden indicated to me that they're considering a call to allow you to enumerate all the objects on a parcel.
Myrilla Vixen
Definitely Bloo
Join date: 11 Jun 2005
Posts: 143
05-04-2006 19:29
From: Argent Stonecutter
Kelly Linden indicated to me that they're considering a call to allow you to enumerate all the objects on a parcel.


<3