Showing posts with label improvement. Show all posts
Showing posts with label improvement. Show all posts

Monday, October 12, 2020

A Resident's Request to Linden Lab About Griefers

 

Griefers have been a problem in Second Life almost since the beginning. They come in two varieties. There are those whom like to play mindgames and cause drama. And then there are those whom rely on more visible attacks such as mass image rezzers like the old "Mario Moshpit" attacks. The more persistent rely on numerous alt accounts. If one gets banned, they just use others.

Lately some friends of mine have complained about "dumbcube" attacks, a cube place in an area that's open build, and quickly makes numerous copies of itself, causing a great deal of lag. Among them is Shockwave Yareach, whom is active in both the Sunweaver and Caledon communities. He felt that Linden Lab should be able to do something about these pests.

"We are having problems with griefers," he told me, "And I would like to suggest to the tech Lindens ways to fix it." He brought up one way, "The technique used to attack is that ANYONE can shoot a gun with TempPrim bullets. Then the bullets change to NonTemp. It's just code. The fix is: Do not allow any code to set the temp property back to FALSE.  Ignore inputs of FALSE in setting prim parameters in LSL. Then temp prims (bullets) cannot turn nonTemp (and wreck sims). Takes no time at all for the server code to be changed to do that.

"Long term, why can't we ban people based on the MAC address of their ethernet cards?  Can't fake that." When asked why the Lindens hadn't been doing that, Shockwave wondered, "They haven't thought of it? I can think of no good reason a temp prim becomes nontemp.  There might be one, but it allows anyone to grief without consequences and gets around the defenses."

I brought up that there seemed to be less of the more physical kinds of griefing than in the early days of Second Life. Why might this be? Shockwave answered, "I have no way of proving it.  But games like Eve Online not only allow such griefing, but it's rewarded and expected.  Backstabbing and wrecking everyone else's good time is part of daily gameplay in Eve Online.  So I suspect all the Goons have gone there. Now, people being silly is fine.  Even people doing stuff that only momentarily obstructs others activities has its place.  But sim killing and physics breaking have NO place in any virtual world. And if you don't like someone, you don't have to hang with him on their sim.  Go someplace else.  No point in ruining others good day because you had a bad one."

Shockwave really didn't have anything else to add on the subject, "Just that banning people by MAC address would make it pricy to be a punk and harder to get around the bans."

Will griefers always be an inevitable part of Second Life like crashing and sim tier? Or will one day the Lindens find a way to deal with it? Time will tell.

Bixyl Shuftan

Friday, August 14, 2020

Linden Lab Announces Improvements on Sim Crossings


One of the pet peeves a number of residents have is sim crossings, or "region crossings" as Linden Lab calls them. Sometimes there's a short pause. Occasionally there's a longer pause. And sometimes there's the "walk of lag" that results in you going walking on and on until you either "rubberband" back to the sim crossing, or the viewer crashes and you get knocked offline.

Last year, crashing after teleporting and sim crossing was getting to be worse of a problem. Though after a while, things began to improve. So how are things now? Yesterday on the "Tools and Technology" Linden blog, April Linden, announced that the programing on how sim crossings/teleports was changed and the results were that they were easier and less glitchy than ever.

The process of crossing from one region to another when you’re riding in a vehicle is pretty involved. The region you’re leaving needs to be able to tell the region where you’re arriving  everything it knows about the vehicle, and has to do it really quickly. That includes all of the scripts in the vehicle, everything that’s attached to it, the direction and how fast it’s going, and lots of other stuff. 

To make this happen quickly, early on in Second Life’s history we made some assumptions about our network, including things like how big a packet can be. Those assumptions generally worked okay on our own network, but not outside it. 

When you crossed from one region to another, the regions were putting a lot of information into large packets and sending them across our network. This was usually okay because our network was purposefully built to run Second Life. Then, as soon we tried to do this on someone else’s network (in the cloud), things didn’t work quite right. The problem was most noticeable when crossing from a region in our data center to one in the cloud. 

The first thing our engineering teams tried was breaking those large packets up into smaller ones, but that actually made the problem worse. Rather than send one big packet and wait for the other side to say it received the data, with smaller packets, it had to repeat that bunch of times for each packet. (Send, get an acknowledgement, send another piece, get an acknowledgement, etc.) It was still mostly okay across our network, but way worse when a region in our network was talking to one in the cloud. We now knew this code would never work well, so we needed a different approach. 

Next, our engineering team decided to use another way to send the data across the network, using the same protocol and method we use for other types of data. Most importantly, it is faster and more reliable. That did the trick! We’re still collecting statistics on the impact this change has, but things are looking very positive. 

Once this new code was written, the performance when going  from region to region got a lot better, and it worked between our data center and the cloud! The improvement was so dramatic that we decided to not make our Residents wait for uplifted simulators, and rolled the changes out right away. That code is what rolled out to the grid this week.

"It’s really exciting that the cloud migration is helping us find really old bugs and make Second Life better as we go," the "gridbun" would conclude.



Luca decided to test things out for herself. This video she did shows her testing several vehicles. Although some took longer than others, she concluded all showed some improvement, a few making the crossing in less than a second.

Have you found sim crossing and teleports easier? What about vehicle crossings? Please leave comments below.

Source: Linden blog, Luca 
Hat tip: Cynthia Farshore, Liffento 

Bixyl Shuftan

Sunday, June 2, 2019

Rekay Track Update: Six Days Left



 In the 24 hours since the Newser's brief on the Relay Track yesterday, there's been quite some improvement in the area visible from the American Cancer Society sim. Keep in mind they're not finished yet, so the end product will be much better. They've also smoothed out the road connection between the two sims.

It's just six more days until the Relay Weekend. Stand by for more updates.

Go Relay!