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Issue Details (XML | Word | Printable)

Key: VWR-10540
Type: Bug Bug
Status: Resolved Resolved
Resolution: Fixed
Priority: Critical Critical
Assignee: WorkingOnIt Linden
Reporter: Ezian Ecksol
Votes: 6
Watchers: 1
Operations

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1. Second Life Viewer - VWR

Griefer's rotating XXL Megaprims slow down client incredibly

Created: 17/Nov/08 10:54 AM   Updated: 24/Sep/09 06:22 AM
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Component/s: Graphics
Affects Version/s: 1.21
Fix Version/s: None

File Attachments: None
Image Attachments:

1. Unbenannt-3 Kopie.jpg
(109 kB)
Environment:
Second Life 1.21.5 (98701) Oct 6 2008 10:27:21 (Second Life Release Candidate)

Second Life Server 1.24.9.98659

CPU: Intel Core 2 Series Processor (2405 MHz)
Memory: 3072 MB
OS Version: Microsoft Windows XP Service Pack 3 (Build 2600)
Graphics Card Vendor: NVIDIA Corporation
Graphics Card: GeForce 8800 GTS/PCI/SSE2
OpenGL Version: 2.1.2

libcurl Version: libcurl/7.16.4 OpenSSL/0.9.7c zlib/1.2.3
J2C Decoder Version: KDU
LLMozLib Version: [LLMediaImplLLMozLib] - 2.01.19630 (Mozilla GRE version 1.8.1.13_0000000000)
Packets Lost: 0/10758 (0.0%)
Issue Links:
Relates

Last Triaged: 19/Nov/08 08:01 AM
Linden Lab Issue ID: DEV-24087


 Description  « Hide
Till some months it's new griefer fashion to rez certain XXL megaprims (sizes larger than 256m, sometimes up to 65536m), scripted with a slow z rotation and a color change - or give them to newbies and let them rez them, so the griefer's cannot be banned for this.

These megaprims slow down the viewer extremly, so the viewer need some seconds for each frame. It is so blocked that it's almost impossible to leave the region or write an abuse report.

There seems to be a bug in the client that allows the megaprims to drop the client's framerate so low that it render's the client unusable. This fact is unfortunetly exploited by griefers in sandbox.

Solution could be to either fix this in the client, or disallow server-sided any rezzing of megaprims with one edge size bigger than 256m.

With these griefing megaprims a region is unusable. Unfortunetly abuse reports are futile - the G-Team usually don't do anything and so sandboxes like Sandbox Island or Sandbox Island Extension are rendered useless very often until some auto-return deletes the megaprims.

For me it's a mistery why this problem is ignored by the G-Team verr often, so please find a technically solution/fix client- and/or server-sided.



 All   Comments   Change History      Sort Order: Ascending order - Click to sort in descending order
Ezian Ecksol added a comment - 17/Nov/08 01:13 PM
Right now a megaprim attack is running again in Sandbox Island + Extension. Till 2 hours. One cannot abuse report them, cause client almost stands (and even if abuse reporting, nothing happens). This is the 3rd time today.

While trying to TP away, after a time-out, client disconnects. This is a kind-of client crasher problem and not acceptable.


Jahar Aabye added a comment - 17/Nov/08 04:29 PM
Yet another reason why I loathe megaprims.

Unfortunately I'm not sure how to stop it. Part of the reason why megaprims are not officially supported is because this kind of thing can happen. I suppose one option might be to prevent megaprims from running scripts, but I'm not sure how that would work. Another possible option would be to add an option in the Advanced -> Rendering menu to disable the rendering of megaprims, which might stop it.

Thanks for reporting this, I'd never heard of it before.


Harleen Gretzky added a comment - 17/Nov/08 05:07 PM
Except it all depends upon your environment, the megaprim at Sandbox Island did not effect me at all.

Ezian Ecksol added a comment - 17/Nov/08 05:26 PM
Harleen, could you pls post your environment so one could compare the differnece between our configurations.

>> Jahar Aabye - 17/Nov/08 04:29 PM
>> Another possible option would be to add an option in the Advanced -> Rendering menu to disable the rendering of megaprims, which might stop it.

Even disabling the rendering of all prims by Advanced - Rendering - Type
-Simple and -Volume
doesn not stop the client lag.


darling brody added a comment - 18/Nov/08 12:19 AM
I have had the PN people do this in my region several times. They will rez the rotating prims on the ground, and I still feel the lag way up at 4000m.

We cant ban the megaprim because the griefers doing it are using the same megaprim which private region owners love to use for artificial horizons. Soft Linden was the one to blog that the horizon is cool and should be retained when they were considering killing all the really big megaprims under havok4.

I have also seem a similar device that uses only 10m prims to obtain the same amount of lag. [ deleted how to do it with 10m prims -Ed ]

There is little we can do about it, unless we able able to MUTE objects server side, in that their information is not sent to the viewer.

Now I say again. Griefing is a social program, not a technological one. I say ban the griefer, not the prim I use for my horizon! My prim didnt do anything wrong.

Darling Brody


Ezian Ecksol added a comment - 18/Nov/08 01:21 AM
>> darling brody - 18/Nov/08 12:19 AM
>> Now I say again. Griefing is a social program, not a technological one. I say ban the griefer, not the prim I use for my horizon! My prim didnt do anything wrong.

You know, LL can't ban the griefer's using one-day accounts and hiding their MAC and harddisk id. And if it's technically too easy, people will grief, so it's a technically problem, too. But I see your point regarding artificial horizon, didn't thought of them.

But at least we need a technically solution for this issue because the public sandboxes are targetted by this griefing tequnique too often, that is not acceptable. Solution could be to disallow these megaprims only in public sandboxes.

Best solution would be to fix the client so these megaprims wouldn't lag it anymore. E.g. by suppressing the rendering of rotating, very large megaprims.


Jahar Aabye added a comment - 18/Nov/08 04:56 AM
Part of the difficulty is that megaprims are not officially supported by LL in the first place, so there isn't really any code either server or client side that specifically handles them. Of course, this ticket is a prime example of one of the many reasons why megaprims are not officially supported by LL.

One thing that I wonder about is whether these are being rotated using llSetRot() or llTargetOmega(). The difference could explain why Ezian felt lag while Harleen did not. Constantly using llSetRot() could be what is contributing to the lag (in addition to the fact that they're megas, of course). On the other hand, if they're using llTargetOmega(), it could be that the reason for the difference between Ezian's observations and Harleen's observations is simply that the megas that Ezian observed were made physical, while the ones Harleen observed were not, since nonphysical objects set with llTargetOmega() are only rotated clientside.

Darling's description makes it sound as though the lag was serverside and not clientside. It would be good to know what the sim stats were when this thing was being used. Was it only a drop in client FPS without a concomitant drop in sim Time Dilation or simulator FPS? Or were the sim stats similarly slowed. I know it sounds like I'm splitting hairs, but it really is important to know whether the problems this causes are clientside, serverside, or both.


Ezian Ecksol added a comment - 18/Nov/08 09:06 AM - edited
>> One thing that I wonder about is whether these are being rotated using llSetRot() or llTargetOmega().

I don't know. I tried a simple llTargetOmega in a megamega prim, but that single one didn't caused any lag for me, and I deleted it almost immediatly cause I was afraid to be the target of abuse reports in the sandbox. Somebody should test that with either a single island in the void, or the surname Linden.

Unfortunetly my client's performance is so bad when I am around these megaprims, that I even cannot read anything by Control-Alt-1.

Normally if I or others abuse reports these megaprims the G-Team does not do anything with them. Maybe it would be a good idea, if they eventually come and copy the script out of one of the prims and send it to one of the developers.


Ezian Ecksol added a comment - 20/Nov/08 01:40 PM - edited
Using Second Life 1.22.0 (103345) the incredible client lag is a bit less, but not much. But now I had still enough performance to open the preferences, drag the Draw Distance to 64m, wait 2 minutes, so the client could refresh and recognize the rotating megaprim was out of drawing distance. Then everything is working normal again.

But sliding down Drawing distance to 64m is no solution.

Now I was able to take a screen shot with statistics. The parameters show, that the sim server is really healthy, time dilation 1., Sim FPS 45, Total Frame Time 15.4 ms. But the viewer FPS is at 0.3, that's the problem.


Right now a megaprim attack by a 'faxblaster Quandry" is running in Sandbox Goguen, I saw it 12:30 PM PST, client frozen, with lot of difficulties, took 10 minutes, was able to abuse report it. I asked the G-Team with this jira issues URL to please take a copy of the megaprims. Now it's 1:38 PM PST, megaprims still there and griefing and rotating, nothing happened. I fear without the support of the Lindens we won't find a solution here. I think the G-Team is tired of my boring tech abuse reports, so I will stop them - Griefers have won.


Dante Tucker added a comment - 22/Nov/08 11:09 AM
This griefers truely have won on this one. This is a very powerful computer, the fact that these single prims can bring the client from 45fps, all the way down to where I have to force quit the client is quite amazing.

spankmy boucher added a comment - 08/Jan/09 11:46 PM
I dont know how this stuff works but is there a way to prevent rezzed mega prims from being scripted ? that way they could still be used as horizons and there wont be a need to disable scripts on worn mega prims as wearing one of these devices would lag them out more than anyone.

Also I appologise for linking this wrongly to the g-team issue , I meant to say relates to rather than label it a duplicate.DuH !


Ezian Ecksol added a comment - 24/Sep/09 04:15 AM - edited
Possibly fixed.