GOM ATMs Offline
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Zeppi Schlegel
Registered User
Join date: 20 Nov 2003
Posts: 50
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10-20-2004 21:28
Linden Lab's mail server is broken again leaving our ATMs completely disabled. The reply I got from Cory was that they're fixing things. That was about 7 hours ago. I'm giving up for tonight and I'll check again tomorrow morning before work. Those of you who already have "linked" avatars and who are looking to withdraw can use the "Pay My Avatar" feature on the site. If you haven't linked or if you need to deposit, IM me and we'll work something out. Keep in mind that I'll be in bed for the next few hours and at work during the day tomorrow. If I don't respond immediately, it's not because I'm being rude.  Happy trading, and poke your local Linden for me. Zep
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Andrew Linden
Linden staff
Join date: 18 Nov 2002
Posts: 692
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10-20-2004 23:45
The email blockage has been fixed, but the backup has yet to clear, so they will continue to be delayed for a few hours.
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Hiro Pendragon
bye bye f0rums!
Join date: 22 Jan 2004
Posts: 5,905
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10-20-2004 23:46
Thanks to Zeppi and Andrew both for providing notification to customers.
Andrew, is there a cause that is cited for the outage that LL can share?
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Hiro Pendragon ------------------ http://www.involve3d.com - Involve - Metaverse / Emerging Media Studio
Visit my SL blog: http://secondtense.blogspot.com
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blaze Spinnaker
1/2 Serious
Join date: 12 Aug 2004
Posts: 5,898
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10-21-2004 01:51
Just a stab for laffs: 1. Script / code change was pushed to production which broke the LSL - OS - Internet chain of events. 2. DNS lookups weren't working properly (resolv.conf file wrong, pointing to DNS servers that were down, etc etc) 3. Sendmail process wasn't flushing the queue because it was down or server it was on was overloaded Been there done that 
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Taken from The last paragraph on pg. 16 of Cory Ondrejka's paper " Changing Realities: User Creation, Communication, and Innovation in Digital Worlds : " User-created content takes the idea of leveraging player opinions a step further by allowing them to effectively prototype new ideas and features. Developers can then measure which new concepts most improve the products and incorporate them into the game in future patches."
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Zeppi Schlegel
Registered User
Join date: 20 Nov 2003
Posts: 50
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10-21-2004 05:03
From: Andrew Linden The email blockage has been fixed, but the backup has yet to clear, so they will continue to be delayed for a few hours. Still delayed.  Zep
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Zeppi Schlegel
Registered User
Join date: 20 Nov 2003
Posts: 50
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10-21-2004 05:11
From: Zeppi Schlegel Still delayed.  Further to that, the main Shinda ATM seems to be back online and actually responded with my balance despite taking 11 minutes to activate itself. Expect delays, but if you're persistent, it just might work for you.  Sorry about this folks! Zep
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Zeppi Schlegel
Registered User
Join date: 20 Nov 2003
Posts: 50
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10-21-2004 17:05
*UPDATE* I have just deleted the two remaining ATMs in Shinda. I will put them back when things are working and I can spend my time doing something other than correcting transactions.  Anyone else using email scripts having insane problems? How about XML-RPC? Zep
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Andrew Linden
Linden staff
Join date: 18 Nov 2002
Posts: 692
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10-21-2004 17:28
We found a family of objects that were seding out many emails every second. These were the source of the email backup.
It appeared that the objects had been engineered to get around our email throttles, and it also seems that the emails were being sent for a valid purpose (i.e. not a denial of service attack against someone else's emailbox), however I can't imagine why anyone would need to send themselves so many emails.
We had to disable the email scripts to allow the flood to subside.
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Moleculor Satyr
Fireflies!
Join date: 5 Jan 2004
Posts: 2,650
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10-21-2004 17:59
From: Andrew Linden We found a family of objects that were seding out many emails every second. These were the source of the email backup.
It appeared that the objects had been engineered to get around our email throttles, and it also seems that the emails were being sent for a valid purpose (i.e. not a denial of service attack against someone else's emailbox), however I can't imagine why anyone would need to send themselves so many emails.
We had to disable the email scripts to allow the flood to subside. What have I been saying these past few months? Multithreading is evil, and the scripting system as it's set up right now gives people too much incentive to use it. Top that with oldbie scripters in the forums actually SUGGESTING multithreading as a viable option, and you have a recipe for problems like this. Yes, the email delay does make sense, of a sort, but not when it's so large that it makes people think "God, this SUCKS. Ok, I just need to multithread." Rework the damn delays so emails get QUEUED to be sent out, and the script keeps on running!
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Zeppi Schlegel
Registered User
Join date: 20 Nov 2003
Posts: 50
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10-21-2004 18:23
...And we're back. 2 ATMs in Shinda. The rest will be back once I finish rebuilding them...  Zep
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Zeppi Schlegel
Registered User
Join date: 20 Nov 2003
Posts: 50
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10-21-2004 18:26
From: Moleculor Satyr What have I been saying these past few months? Multithreading is evil, and the scripting system as it's set up right now gives people too much incentive to use it. Top that with oldbie scripters in the forums actually SUGGESTING multithreading as a viable option, and you have a recipe for problems like this. Yes, the email delay does make sense, of a sort, but not when it's so large that it makes people think "God, this SUCKS. Ok, I just need to multithread." Rework the damn delays so emails get QUEUED to be sent out, and the script keeps on running!  Our ATMs use this same technique. It was the only way to get reasonable performance for them. Perhaps an auditing process would work? ie. I submit my scripts, some knowledgeable Linden has a quick look to see that I'm not DOSing someone and flips a bit to let that instance of the script run free of delays. Of course LL would have to kill the ability to "multi-thread". And then stuff would really start to suck.. Just my 2 cents. Zep
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Hank Ramos
Lifetime Scripter
Join date: 15 Nov 2003
Posts: 2,328
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10-21-2004 18:51
Please, please, please don't kill multithreading in Scripts! There is no need.
What is needed is to remove a lot of the artificial delays that are added in, and rethink other avenues for preventing abuse via scripts. Delays do nothing other than actually causing more lag or using more server resources in the end. Also, please don't put in a silly restriction like 100 emails per day. Then you'll force people to autorez objects, and a bigger mess will ensue. Work on fixing the problem as to why people are sending large amounts of email for a valid purpose. Why is that? Is it because XML-RPC is only half implemented? Is it because of the silly length restrictions on emails? Is it poor proramming?
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Adam Zaius
Deus
Join date: 9 Jan 2004
Posts: 1,483
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10-21-2004 20:58
From: Moleculor Satyr What have I been saying these past few months? Multithreading is evil, and the scripting system as it's set up right now gives people too much incentive to use it. Top that with oldbie scripters in the forums actually SUGGESTING multithreading as a viable option, and you have a recipe for problems like this. Yes, the email delay does make sense, of a sort, but not when it's so large that it makes people think "God, this SUCKS. Ok, I just need to multithread." Rework the damn delays so emails get QUEUED to be sent out, and the script keeps on running! You sir are a misguided fool. Additional scripts do not cause lag, events cause lag (within those scripts). The Link_message script which is primarily used in multithreading, doesnt cause any lag becuase link_messages are pushed out to prims, rather than the prims poll a master event stack (like sensor). While the scripts are active (as in sending messages), most of them will be stuck in the sleep(20) after email. While in this state, they are paused and cannot do anything until the simulator resumes the script (which is done on a global push). I have said this to you before infact, in another thread where you claimed to know it all. -Adam
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Moleculor Satyr
Fireflies!
Join date: 5 Jan 2004
Posts: 2,650
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10-21-2004 21:12
From: Adam Zaius You sir are a misguided fool. Aw, thank you for the flame. I feel all toasty now. From: Adam Zaius Additional scripts do not cause lag Gee... What was this thread about? Oh yeah. LAGGED email. Problems with the email server being bogged down. Tell me that multithreading didn't cause that! That said, I'm not, and have not at all in this thread, suggested doing away with multithreading capability as Hank seems to be misguidedly worried about. I'm asking for alternatives. I'm asking that my entire script not be frozen for 20 seconds while it thinks about emailing someone. Just as Hank asked after me. You assume too much.
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Adam Zaius
Deus
Join date: 9 Jan 2004
Posts: 1,483
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10-21-2004 21:28
That wasnt the content of your wiki post. From: someone Warning: The practice of multithreading is a mildly dangerous one at best, and holds the potential to bring a server to it's knees, or outright crash it at it's worst. Please, for the love of the hippos, try to refrain from multithreading unless you absolutely need a script to have no delay. A multithreaded script can cause problems for dozens or even hundreds of users if done needlessly. Multithreading causes un-necessary strain on sims or other servers, and should be avoided when possible. Yes, the email delay is annoying, - a product of a time before two-way email infact. However; without it being limited to those who understand multithreading to send frequent messages, these server crashes would be more frequent. Keep also in mind, that it doesnt nessecarily need to be one script that brought the server down (I highly doubt even a 255+ thread script could do it.), but one script in multiple objects all over SL. What I would like to see, is that LL changes our primary interface for external I/O to be something more flexible and less likely to kill the sims - prehaps some new protocol which is designed to send blob's around, without any excess headers, message re-delivery or error correction, or anything else which will impede it from transmitting messages in an efficient manner. -Adam
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Moleculor Satyr
Fireflies!
Join date: 5 Jan 2004
Posts: 2,650
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10-21-2004 21:43
From: Me Warning: The practice of multithreading is a mildly dangerous one at best, and holds the potential to bring a server to it's knees, or outright crash it at it's worst. Lessee. Mildly dangerous... yes... mild would be a good word to describe most. At most something could go wrong with LL's code, and combined with your multithread, it could bork something. Bring a server to it's knees or outright crash it? Gee. What happened here again? From: Me Please, for the love of the hippos, try to refrain from multithreading unless you absolutely need a script to have no delay. A multithreaded script can cause problems for dozens or even hundreds of users if done needlessly. How many people use GOM? Or llEmail? Would you say it's at least two dozen? From: Me Multithreading causes un-necessary strain on sims or other servers, and should be avoided when possible. This is the only thing that might be construed as incorrect. Would you like me to put a "can cause" rather than "causes"? Would it make you feel better? How is any of the rest of what I said inaccurate?
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Ice Brodie
Head of Neo Mobius
Join date: 28 May 2004
Posts: 434
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10-22-2004 11:37
XML-RPC outbound would be nice.
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blaze Spinnaker
1/2 Serious
Join date: 12 Aug 2004
Posts: 5,898
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10-22-2004 17:25
Multi-threading itself isn't evil (except for perhaps program correctness), but what multi-threading lets you do in SecondLife is very very evil.
Andrew's point about "Why would anyone send so many emails to themselves?" is indicative of a dangerous philosophy to have when you're platform building. If it is possible it will be done, whether on purpose or by accident.
_____________________
Taken from The last paragraph on pg. 16 of Cory Ondrejka's paper " Changing Realities: User Creation, Communication, and Innovation in Digital Worlds : " User-created content takes the idea of leveraging player opinions a step further by allowing them to effectively prototype new ideas and features. Developers can then measure which new concepts most improve the products and incorporate them into the game in future patches."
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Tony Tigereye
Registered User
Join date: 4 Sep 2003
Posts: 165
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10-22-2004 18:55
From: Ice Brodie XML-RPC outbound would be nice. here, here, ice!
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