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Avoiding grid overloads by Object mass production

Mianko Kirkorian
Registered User
Join date: 30 Mar 2006
Posts: 23
04-30-2006 15:27
The theory I had in mind is to protect the hub from mass production of objects.

In theory, by giving every item a certain unique serial code that the hub reconizes as the object.. and to also have a certain sub code on every object which ic a copy of the original... In this case the Hub or server would be able to reconize the object is copy via its sub serial code of the original... On this note it would know that there can only be so many copies in one parcel of object "X" to many copies would thus be deleted by the hub and leave only the original with a 3 strike process... thus avoiding a honest mistake of making to many copies with a server flooder.. It can also be done if the the 3 strikes are exseeed the user will automatically be banned for a Hour or two while a Linden or the abuse team investigates wheather its a fluke or attack...

Other things can be done to avoid attacks from happening such as using certain word triggers to detect conpircing against the server.. with a yellow flag.... again a linden or abuse team would be able to detirmen the nature of the threat...
Heir Maelstrom
Chaotica Drive-In Manager
Join date: 11 Sep 2004
Posts: 81
04-30-2006 15:30
/108/3a/103632/1.html#post1012554
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Mianko Kirkorian
Registered User
Join date: 30 Mar 2006
Posts: 23
04-30-2006 15:35
By using the serial code idea it would also allow the hub to reconize which object it is and report it to the server directly... its easly intergradable into the hub... on top of that to take it one step further this serial codes can be used to rez objects much faster by creating a data bank of the serial codes and loading objects from a very compressed disc space rather than continuiously downloaing and uploading with every relog...it would save the lindens a termendous amount of bandwidth

( as oposed to a object that simply knows there are tomany objects)
AJ DaSilva
woz ere
Join date: 15 Jun 2005
Posts: 1,993
04-30-2006 16:37
If I'm reading right, this would totally screw most gun scripts and make lots of people really angry.
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Heir Maelstrom
Chaotica Drive-In Manager
Join date: 11 Sep 2004
Posts: 81
04-30-2006 17:14
oh noes...
sucks to be gun users then eh?

Whatcha gonna do? Complain that you cant use your gun in a safe zone? or complain that all the unsafe zones are being attacked by self rezing objects?
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Heir Maelstrom
Chaotica Drive-In Manager
Join date: 11 Sep 2004
Posts: 81
04-30-2006 17:20
Guns should be designed like the Jahi... one bullet which encompases the entire need, will toytally whipe out the target... not a hundred bullets to overwhelm the shield.
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Conway Jarrico
Backwards and inside out
Join date: 28 May 2005
Posts: 19
04-30-2006 17:25
I won't be able to use prim weapons. WAH.

Here's a concept, aircraft dogfighters have been using TCS (Terra Combat System) and CCC (Callahan Combat Control) for fights for AGES.
We rez no prims. We fire particles for effect and use a detect script. Go look up Phase5HQ and get yourself a copy of CCC for free, or swing by the Aerodrome. I believe TCS is cheap these days as well.

What I'm driving at here is this:
Want to play with guns AND remove high speed object rezzing griefers? Remove high speed object rezzing scripts, and make gunplay necessitate use of a fight script. I'll have you know I routinely dogfight in the vehicle sims which are all NO BUILD and things work just fine because I use bullet-free combat scripted aircraft. So, removing high speed object rezzing will make you have to develop a new script to continue to play with guns.
OH THE NOES! THAT MIGHT BE TOO MUCH LIKE WORK. Get over it.
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Phedre Aquitaine
I am the zombie queen
Join date: 26 Jan 2006
Posts: 1,157
04-30-2006 17:28
Heir,

Way to recommend something that will basically drive out a goodly portion of those who actually use SL as a FPS, legitimately, without causing damage.
AJ DaSilva
woz ere
Join date: 15 Jun 2005
Posts: 1,993
04-30-2006 17:31
/me points out that there are lots of things that want to rez several objects quickly and guns were just the best example of the point.
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Heir Maelstrom
Chaotica Drive-In Manager
Join date: 11 Sep 2004
Posts: 81
04-30-2006 17:34
If your logging in SL just to shoot shit your likely the same breed that visits safe sims and orbits people... or *gasp* releases herpes balls and shuts down SL. Im not saying shut down the industry, Im saying work around it.
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AJ DaSilva
woz ere
Join date: 15 Jun 2005
Posts: 1,993
04-30-2006 17:39
From: Heir Maelstrom
If your logging in SL just to shoot shit your likely the same breed that visits safe sims and orbits people... or *gasp* releases herpes balls and shuts down SL.
Hey, way to generalise there. Congratulations!
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Conway Jarrico
Backwards and inside out
Join date: 28 May 2005
Posts: 19
04-30-2006 17:40
From: AJ DaSilva
/me points out that there are lots of things that want to rez several objects quickly and guns were just the best example of the point.


Sure, fine. Want to rez a build? Two hundred prims up in a flash. WHAM. Doesn't lag the system.
Grief objects don't rez a couple hundred prims and stop. They rez as many prims as possible, as fast as possible. That is where the throttle needs to be, not elimination of, but throttling of self replication, object-to-object rezzing, and batch rezzing (say, 300+ prims at once or some arbitrarily important number). I'm a fur, I go to a sandbox and rez a head to work on it? Couple hundred prims in ONE object if its an exceedingly fancy avatar. However I don't rez 46,000 heads side by side. That is the detection trigger that we need to be after, continual high speed object spawning. If you can pull an entire sim out of your inventory and drop it down, you'll probably make the server puke anyway. LL knows the system better than you or I do, they can determine via studying grief attacks where the line is between a user pulling a house and yard out of their pocket vs a griefer setting off a scripted object spawner.
_____________________
You say black, I say white.
You say bark, I say bite.
You say shark, I say hey man.
Jaws was never my scene,
And I don't like Star Wars.
Heir Maelstrom
Chaotica Drive-In Manager
Join date: 11 Sep 2004
Posts: 81
04-30-2006 17:41
Thanks
AJ DaSilva
woz ere
Join date: 15 Jun 2005
Posts: 1,993
04-30-2006 18:09
Hmm... thinking about it might be possible to put a reasonable cap on how many calls to llRezObject can be made by an object per minute, 100 or something maybe. But it won't solve any problems since each of the objects is going to have a new UUID.

Actually, rereading the OP, I think what (s)he's suggesting isn't what I originally thought and would require a huge amount of work changing core SL code. It would enable instancing though, which is something I've always wanted.
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