How to solve the self-replicating problem once and for all
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Dragon Keen
Registered User
Join date: 24 Apr 2006
Posts: 245
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04-30-2006 17:12
i'm fairly new, so don't flame too bad, but why does it take so long to fix? Are the Lindens in there manually removing these objects?
If thats the case, or even if not. an idea with this I have is to create search and destroy B1 bombers, abram tanks, autonomous hitmen, killer furbies, or whatever your imagination fancies. The Lindens should (I'd imagine) be able to write a script that patrols a sim, searching for objects owned by the person responsible then deleting it. Maybe a few killer furbies per sim to get the job done faster. Once done, the objects self-destruct, the grid is back up, and hopefully took less time to reopen.
Or a backend script built into the self replication giving linden's permission for a "one-button kill-all" function. If you use the replication calls, the script automatically has a 'backdoor' that can be used by employees if the replication gets out of control.
Just some ideas I'm throwing out there, if their viable or not. Something like this though won't take away from the game, add more costs, and everyones happy.
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kornation Bommerang
cant spell, wont spell
Join date: 13 Jan 2005
Posts: 125
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04-30-2006 17:14
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Jamie Bergman
SL's Largest Distributor
Join date: 17 Feb 2005
Posts: 1,752
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04-30-2006 17:40
From: Enabran Templar Man, the worst part about a grid attack isn't the downtime. It's the flurry of bad, half-cocked ideas that invariably show up afterward. You got that right!
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Allana Dion
Registered User
Join date: 12 Jul 2005
Posts: 1,230
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04-30-2006 18:09
From: Myrilla Vixen Self replicating objects use llRezObject. llRezObject does hundreds of other jobs in SL, as outlined earlier. If you put restrictions on llRezObject then you hurt alot of scripts. The only 'valid' /self/-replicator I have heard of is those adorable lil breeding eating fish  Ahh ok. Well so as you can see I know squat about scripting... therefore done inserting my lousy two cents. 
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Makaio Stygian
Registered User
Join date: 18 Jun 2004
Posts: 5
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04-30-2006 18:25
From: Enabran Templar Man, the worst part about a grid attack isn't the downtime. It's the flurry of bad, half-cocked ideas that invariably show up afterward. No, the worst part is when I get bored enough to come to the forums and actually read these posts and revalidate my lack of faith in the general population. Hi, Enabran.. shoot me?
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Darkness Anubis
Registered User
Join date: 14 Jun 2004
Posts: 1,628
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04-30-2006 18:28
From: Dragon Keen i'm fairly new, so don't flame too bad, but why does it take so long to fix? Are the Lindens in there manually removing these objects? If thats the case, or even if not. an idea with this I have is to create search and destroy B1 bombers, abram tanks, autonomous hitmen, killer furbies, or whatever your imagination fancies. The Lindens should (I'd imagine) be able to write a script that patrols a sim, searching for objects owned by the person responsible then deleting it. Maybe a few killer furbies per sim to get the job done faster. Once done, the objects self-destruct, the grid is back up, and hopefully took less time to reopen. Or a backend script built into the self replication giving linden's permission for a "one-button kill-all" function. If you use the replication calls, the script automatically has a 'backdoor' that can be used by employees if the replication gets out of control. Just some ideas I'm throwing out there, if their viable or not. Something like this though won't take away from the game, add more costs, and everyones happy. One thing that does take time is checking to see if a sim needs to be rolled back because all these objects have caused parts of builds to be deleted.
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Pat Junot
Junior Member
Join date: 7 Apr 2006
Posts: 4
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04-30-2006 18:42
Look, these people must be getting banned for doing what they're doing, so it's simple, place a limit on rezzed objects/day for accounts that have just been created. Say, 500 rezzes a day for the first 2 weeks, then increases.
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Aodhan McDunnough
Gearhead
Join date: 29 Mar 2006
Posts: 1,518
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A (hopefully) elegant solution
04-30-2006 18:47
When a self-replicating object rezzes it would have a new key ... my question is, does the script that is inside that rezzed object have a key unique from its parent or is a script's key identical until edited?
IF the script's key stays constant over replication then here's yet another solution.
1. Linden freezes all scripts 2. They get the key of the offending script then alter it (without altering the key). They alter it into a script that causes instant deletion. 3. They unfreeze all scripts.
Result should be that all the millions of self-replicated objects will stop replicating and delete themselves in their next script cycle.
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Teeny Leviathan
Never started World War 3
Join date: 20 May 2003
Posts: 2,716
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04-30-2006 18:48
From: Argent Stonecutter I appreciate that you're not doing this to be nasty, but it still makes your land hostile and I won't hang around any area that's like that. I'm not trying to start an argument, but I don't see using restrictions on my land as "hostile". Anyone can fly over my builds and not be spammed, orbited or hit ban lines. I don't see anything I've done as "hostile". Whether people hang around is irrelevant. Its not like I'll miss that L$10 a week (average) I get in dwell anyway. 
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Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
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04-30-2006 19:26
From: Teeny Leviathan I'm not trying to start an argument, but I don't see using restrictions on my land as "hostile". I understand, and appreciate that. The hostility I feel when I'm in that kind of area is entirely subjective. It's not your responsibility... but... I just feel sufficiently uneasy on land with those kinds of restrictions that it is, to me, a hostile environment. If a significant amount of SL became that unwelcoming I'd find it extremely disturbing.
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Pixeleen Mistral
the strange
Join date: 19 Sep 2005
Posts: 253
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04-30-2006 20:36
From: Cilis Nephilim Your idea is just retarded, I'm sorry but it underminds creativity and learning.
/sarcasm on Your super-cogent argument has convinced me. You are right. All my ideas suck. Oops! hey wait... the grid is down again? hmmm.... how did that happen? I'm stuck yammering at the trolls in the forums again. I'm having a hard time being "creative and learning" since the grid is down, but that must be a problem with me, since we would not want to limit someone's ability to creatively learn by taking down the grid for everyone. I'd hate to cramp someone personality that way. /sarcasm off You right to swing your fist ends just short of my (and everyone else's) nose. Since we are all in this together, either you all accept the idea of some sort of limit on self replicating and some sort of throttle on your creativity or the grid is up... occasionally. have a nice day! 
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Kyrah Abattoir
cruelty delight
Join date: 4 Jun 2004
Posts: 2,786
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04-30-2006 20:54
i think peoples that have no clue on how SL work, wich mean every residents, should shut the f***k up and let the lindens come with a solution, they know SL's backend better than us and yes makaio the majority of the user base is... well From: Pixeleen Mistral /sarcasm on Your super-cogent argument has convinced me. You are right. All my ideas suck. Oops! hey wait... the grid is down again? hmmm.... how did that happen? I'm stuck yammering at the trolls in the forums again. I'm having a hard time being "creative and learning" since the grid is down, but that must be a problem with me, since we would not want to limit someone's ability to creatively learn by taking down the grid for everyone. I'd hate to cramp someone personality that way. /sarcasm off You right to swing your fist ends just short of my (and everyone else's) nose. Since we are all in this together, either you all accept the idea of some sort of limit on self replicating and some sort of throttle on your creativity or the grid is up... occasionally. have a nice day!  i don't know if you are retarded but your solutions for the problem surely are, usually when you don't have a real solution to offer you sensor yourself and spare to peoples the torture to read "yet another dumb idea from a clueless user" If i have to choose between a "solution like yours" and downtimes... i prefere downtimes
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Reitsuki Kojima
Witchhunter
Join date: 27 Jan 2004
Posts: 5,328
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05-01-2006 02:08
From: Pixeleen Mistral Since we are all in this together, either you all accept the idea of some sort of limit on self replicating and some sort of throttle on your creativity or the grid is up... occasionally. Only someone who is too lazy to work towards a real solution would assume those are the only two options.
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I am myself indifferent honest; but yet I could accuse me of such things that it were better my mother had not borne me: I am very proud, revengeful, ambitious, with more offenses at my beck than I have thoughts to put them in, imagination to give them shape, or time to act them in. What should such fellows as I do crawling between earth and heaven? We are arrant knaves, all; believe none of us.
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Selador Cellardoor
Registered User
Join date: 16 Nov 2003
Posts: 3,082
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05-01-2006 03:15
From: Pixeleen Mistral We keep having the grid taken down by self replicating objects because the capability to do this exists. Expecting everyone in a population of 200,000 avatars to play nice is unrealistic, and expecting the threat of RL legal action to deter this behavior is clearly not working. Any large population is going to have criminals. We need to change the rules so crime does not pay. In fact, crime should be very expensive.
What will solve the problem is to attach a cost to the act of rezing an object. If the owner of an object is automatically charged to rez an object inworld, self replicating objects create a self-replicating drain on your L$ balance and a automatic brake to stop runaway scripts. By setting the price-to-rez very low for small numbers of objects, the vast majority of users will not feel any pain. Those that feel the need to rez more can buy more L$. And those that want to replicate without bound are automatically throttled. What I have in mind is an exponential increase in the cost to rez an object after a threshold number of rezed object in a day, so the cost goes up very quickly. With a volume-based surcharge (the inverse of a volume discount) after you have rezed enough to fill half a sim or so, there is an effective and automatic brake on this problem. The idea here is very similar to the charge to upload textures. Just add a sliding chrage to rez and you stop the problem before it gets out of hand, and nobody doing reasonable things loses any funactionality.
Another weak spot in the whole SL system is probably the user's inventory, since objects held here are against stored "free", and there is no volume-based pricing to throttle excessive database resource consumption. The same principle of volume-based surcharges can be employed to protect the database by running the L$ balances of abusers down to zero.
Providing the capability to cause large volumes of resource intensive transactions without some sort of cost to the user is why we have these grid wide attacks. Without a throttle we are going to keep having them. Linden Labs can fix this problem inworld, if it wants to. That it has not adopted any of these sorts of measure makes me question how interested they are in providing a stable game environment. Yes, and residents should be forced to beat themselves with a knotted quirt at least ten times every morning.
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Fade Languish
I just build stuff...
Join date: 20 Oct 2005
Posts: 1,760
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05-01-2006 03:45
From: Pixeleen Mistral /sarcasm on Your super-cogent argument has convinced me. You are right. All my ideas suck. Oops! hey wait... the grid is down again? hmmm.... how did that happen? I'm stuck yammering at the trolls in the forums again. Sure there's been a couple of grid attacks in a short timeframe. It still remains a relatively infrequent event.
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Pixeleen Mistral
the strange
Join date: 19 Sep 2005
Posts: 253
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05-01-2006 06:49
From: Reitsuki Kojima Only someone who is too lazy to work towards a real solution would assume those are the only two options. I'm not hte only one who thinks there needs to be costs associated with scripts/objects to address the problem. Take a look at this: http://playnoevil.com/serendipity/index.php?/archives/380-Another-Denial-of-Service-Attack-Hack-on-Linden-Labs-Second-Life-MMO.htmlthey say: Part of the problem may be the underlying model that has informed Second Life from the beginning. The model is based on valuing real-estate as the sole element of the world/game that Second Life meters and charges for. This has had a curious effect - it means that the game does not naturally charge people for processor usage and storage space. This means that a replicating script is "hard" for Linden Lab to see. To address this problem, assets need a strong sense of ownership and ned to be charged for, like real estate. This would make scripts naturally accountable.
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FlipperPA Peregrine
Magically Delicious!
Join date: 14 Nov 2003
Posts: 3,703
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05-01-2006 07:14
connect to central servers
select $avatar_id from avatar where avatar_first='Plastic' and avatar_last='Duck'
delete from item_master where avatar_id_owner = $avatar_id delete from inventory where avatar_id_owner = $avatar_id
(object stops rezzing)
for(mainland_sims) { connect_to_sim_db(); delete from item where avatar_id_owner = $avatar_id }
Bam, bam, bam and done. Linden Lab should really have a construct to delete all items in world by avatar name. This firelane stuff should be scrapped - go straight to the source.
Oh, and what ever happened to the FBI reporting?
Regards,
-Flip
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Reitsuki Kojima
Witchhunter
Join date: 27 Jan 2004
Posts: 5,328
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05-01-2006 07:18
From: Pixeleen Mistral I'm not hte only one who thinks there needs to be costs associated with scripts/objects to address the problem. Again: Only a lazy mind would assume that there were only two options. Or, in this case, all you have is an argumentum ad populum. You know the old saying, "twice nothing is still nothing"? Twice a stupid idea is still a stupid idea.
_____________________
I am myself indifferent honest; but yet I could accuse me of such things that it were better my mother had not borne me: I am very proud, revengeful, ambitious, with more offenses at my beck than I have thoughts to put them in, imagination to give them shape, or time to act them in. What should such fellows as I do crawling between earth and heaven? We are arrant knaves, all; believe none of us.
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Aodhan McDunnough
Gearhead
Join date: 29 Mar 2006
Posts: 1,518
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05-01-2006 07:28
There are already astronomical costs attached to scripting ... the creation of the script itself. I'm working on a vehicle script that has not been released to anyone else. I hope to earn something from it but for now it earns nothing and I don't know if it will even sell. I've been in SL over a month and seen a few hundred tweaks, rewrites, and reworks for the scripts involved.
Now ... if you say costs should be associated with scripting ... how much would you charge me for:
1. the time I spent making and testing EACH revision script, 2. putting up with push scripts throwing me this way and that, 3. putting up with griefers who put objects and boxes around me, 4. with glitches in sim crossing that toss me to infinity, 5. losing my stable vehicles for no reason (and it says it was returned to my lost and found, but isn't there).
Make a charge for scripting and see budding GOOD scripters LEAVE. Charge for scripting and kill the good scripters and BENEFIT the griefers who need ZERO development time (the scripts are ALREADY developed). Charge L$1 for script creation and hit the developers for L$200+ and hit the griefers for L$1.
While I do agree that some kind of cost mechanic might prevent future self-rep attacks the same mechanic will also hit legitimate self-rep users.
Before anyone makes suggestions, do us a favor and WALK IN THE OTHER MAN'S SHOES FOR A MILE.
I am more for finding ways of detecting abusive self-rep (difficult) or halting its progress (much simpler).
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Myrilla Vixen
Definitely Bloo
Join date: 11 Jun 2005
Posts: 143
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05-01-2006 10:49
From: Aodhan McDunnough While I do agree that some kind of cost mechanic might prevent future self-rep attacks the same mechanic will also hit legitimate self-rep users. they did have a cost mechanic, free accounts weren't always free.. Hey! How about we only let free accounts onto the preview grid? Then you can learn a little, pay 10 bucks, and move into the real SL?
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Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
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05-01-2006 13:48
From: Myrilla Vixen they did have a cost mechanic, free accounts weren't always free.. Hey! How about we only let free accounts onto the preview grid? Then you can learn a little, pay 10 bucks, and move into the real SL? Interesting idea. Have a separate grid - not the preview grid - something something like the welcome island that you get to play around in but you don't get out of it until you've paid your fee. Regular users could get there, but they'd be unable to give you anything because you'd only have access to the Linden Library... no "your objects". In fact... how about just keeping that restriction, and not worrying about the "island"? When you show up, if you hadn't upgraded from Free to basic by paying your initiation fee of $10 (before everyone yells, existing accounts should be grandfathered in), you don't get any money or inventory, you can't edit anything except appearance, you can't rez anything except the objects in the Library, and so on. Once you upgrade to basic... then you get the tools. You could even defer things like picking your last name until you pay. Until then, your name would be "Randomname Guest". That way people will have an idea of what names are like and how important it is to pick a good one instead of ending up as "HornyStud65" or the like.
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Myrilla Vixen
Definitely Bloo
Join date: 11 Jun 2005
Posts: 143
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05-01-2006 14:22
From: Argent Stonecutter Interesting idea. Have a separate grid - not the preview grid - something something like the welcome island that you get to play around in but you don't get out of it until you've paid your fee. Regular users could get there, but they'd be unable to give you anything because you'd only have access to the Linden Library... no "your objects".
In fact... how about just keeping that restriction, and not worrying about the "island"?
When you show up, if you hadn't upgraded from Free to basic by paying your initiation fee of $10 (before everyone yells, existing accounts should be grandfathered in), you don't get any money or inventory, you can't edit anything except appearance, you can't rez anything except the objects in the Library, and so on. Once you upgrade to basic... then you get the tools.
You could even defer things like picking your last name until you pay. Until then, your name would be "Randomname Guest". That way people will have an idea of what names are like and how important it is to pick a good one instead of ending up as "HornyStud65" or the like. <3, signed Edit: Upon further consideration, I think the grandfathering in of people who didn't pay is prolly the worst part of that whole idea. I think all the free accounts should have to upgrade to basic if they haven't paid yet, even the ones with a clean track record..
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Geepa Lazarno
Registered User
Join date: 7 Apr 2006
Posts: 61
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05-01-2006 17:49
Is it possible for a sim to track the number of objects rezzed in a short, rolling period of time and auto-disable rezzing (and possibly pushing as well) in the event that number gets too high?
If so, it could be an option the landowners have to combat grid attacks. Understandably, combat sims wouldn't be able to make use of this feature, and Sandboxes do occasionally have high prim-count objects rezzed. But non-combat sims with limited sandbox use might make good use of this. In addition, I would think most non-weapons sandboxes wouldn't suffer for it either.
By the way, not allowing us basic account-holders access to see what others have done off the starting island is a bad idea. Part of what keeps a person here is that interaction on the mainland, a chance to explore freely. Strict limitations will leave the potential guest with less than a less than stellar opinion.
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Gus Plisskin
Registered User
Join date: 8 Feb 2005
Posts: 84
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/nuke (resident name)
05-01-2006 18:05
From: Pixeleen Mistral We keep having the grid taken down by self replicating objects because the capability to do this exists. Expecting everyone in a population of 200,000 avatars to play nice is unrealistic, and expecting the threat of RL legal action to deter this behavior is clearly not working. Any large population is going to have criminals. We need to change the rules so crime does not pay. In fact, crime should be very expensive. How about a less invasive solution? LL could implement a program or script that would: 1) Send a gridwide pop up that scripts will be briefly disabled. 2) Cause each server hosting a sim to stop LSL script execution. 3) Delete or auto-return all objects belonging to a specific resident. 4) Re-enable LSL scripts. 5) Send a gridwide pop up that scripts have been reenabled. If all servers could do this over a few minute period, there would be comparatively little disruption of the grid. This solution would hurt those who innocently rez an object that self replicates, but all the deleted objects could be sent to a trashcan instead of being deleted directly.
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Joannah Cramer
Registered User
Join date: 12 Apr 2006
Posts: 1,539
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05-01-2006 19:35
From: Argent Stonecutter When you show up, if you hadn't upgraded from Free to basic by paying your initiation fee of $10 (before everyone yells, existing accounts should be grandfathered in), you don't get any money or inventory, you can't edit anything except appearance, you can't rez anything except the objects in the Library, and so on. Once you upgrade to basic... then you get the tools.
You could even defer things like picking your last name until you pay. Until then, your name would be "Randomname Guest". That way people will have an idea of what names are like and how important it is to pick a good one instead of ending up as "HornyStud65" or the like. This still operates with mindset a $10 basic account setup fee is somehow going to selectively weed out idiots who run scripts to crash grid on purpose. (which in turn operates on presumption it's basic accounts that were used for this task, to begin with) While any griefer is still perfectly able to sign up for premium account, sell their startup L$ to get quite a bit of the signup cost back, and then either fire up the grid crashing script themselves, or hand them out to gullible people to do the work for him.... from the get-go. Meaning, none of these imitations would affect them. And the actual game environment still remains as vulnerable to attacks as it is now. It seems about as effective in adressing the actual issue, as shooting yourself in the head to prevent brain tumor from spreading... (yes, you may get some results, but the side-effects are highly likely to outweight that)
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