Re: [Opensim-users] latest osslEnable.ini - (git master: 6bac44e)

2017-06-30 Thread dz
Well,

This conversation seems to beg  for input

HUH

"  ...  This does not relate directly to security in all cases:
osGetAgentIP does not check thread level anymore..."

osGetAgentIP  has the  MOST potential to be a security issue...

I mean  REALLY??? you rate the possibility of someone  animating  your
avatar without your permission as a higher threat  than allowing someone
with a script to do a geo-locate on a person USING an avatar??? That
seems  just wrong to me

I have a long history of arguing  with devs about  the  threat level they
seem to arbitrarily decide to apply.  If you are going to do something
 WRONG,  at least do it  consistently,  so us  mortals  can use functions
that are truly useful  ( without having to beg each and every grid admin
and convince them that  Animating the NPC they allowed us  to generate
 isn't going to allow us  to track him/her  down in RL ).

dz
>

P.S.   I've chopped the rest of the conversation  because I'm pretty  sure
 no one  REALLY want to re-read the 5 iterations of  Back and Forth..

> *
>
___
Opensim-users mailing list
Opensim-users@opensimulator.org
http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users


Re: [Opensim-users] OSSL OSFunctionThreatLevel no longer works in opensim since the OSgrid packaged release of 2015-10-18 0.8.3 dev

2015-10-28 Thread dz
>
> From: Fred Beckhusen 
> To: opensim-users@opensimulator.org
> Subject: [Opensim-users] OSSL OSFunctionThreatLevel no longer,  works
> [Ferd Frederix]
> Message-ID: <562fa1fe.3000...@mitsi.com>
>
>
> Hi Thomas:
>
> You had OSFunctionThreatLevel = VeryHigh followed by a list of Allow* =
> true in your original ini files.  OSFunctionThreatLevel = VeryHigh  was
> probably all you needed.   That one line set all functions "true" so anyone
> can do anything they want, which is also very dangerous. Any visitor could
> easily kill your systems with that high of a threat level. In spite of the
> warnings, pretty much everyone set it to VeryHigh (including me) which was
> not good.


Folks,

While  I am happy to see the issue raised  is resolved,  it pains me
greatly to see comments like this..  Lets be clear about a couple things...

1. Letting users run ANY script can be "dangerous" to the performance of
your grid, whether it uses  OS functions  or not.
Any user  with script execute permissions can start a script  that repeated
 calls  a resource consuming  function to degrade  the  sim / grid
performance. So  just setting  OSFunctionThreatLevel  is  NOT a grid wide
solution.   It is a reminder to Grid operators  that they need to consider
the implications of what they allow.

2. It is clear that the threat levels assigned to the  OS functions  have
 historically  been  "dramatic".
NPC related functions are still labelled SEVERE, even though a lot of work
has been directed  at making the default  NPC creation/destruction process
 much less "dangerous".  You need to balance the benefits with the possible
 consequences.   I've  crashed  more sims  using  OSDraw functions  (which
have a lower threat level, but  over time can consume  significantly more
resources)  than I have  generating  100's of NPCs  at a time.

3. The OS functions  can provide SIGNIFICANTLY BETTER performing  scripts
than attempting to perform the same operations in "standard" LSL.   For
instance..  Animation Overrides  where  OS functions eliminate the need to
loop 5 times a second to find out if the animation state  has changed.

4.  OS functions  enable a much BROADER range of scripted applications than
standard LSL  and  should be be promoted  as one of the advantages of the
 OpenSim platform  vs that Linden Place.

Please  don't  just say  "They are dangerous,  restrict them" 

Doug Osborn

.
___
Opensim-users mailing list
Opensim-users@opensimulator.org
http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users


Re: [Opensim-users] Theoretical limit on maximum number of NPCs on a region

2014-09-11 Thread dz
 From: Dr Ramesh Ramloll r.raml...@gmail.com
 ...
 I was wondering how much more NPCs can be created in one region, I did not
 experience any slow down whatsoever. Or may be the question is not relevant
 because it just depends on the CPU resources and memory available. In any
 case, let me know.
 Ramesh


I have been doing NPC development and testing on the MOSES grid for almost
a year now.
My NPCs are 1/2 scale rigged mesh with prim and mesh objects attached to
them.  They are also all equipped with an AO attached as a HUD object.  I
cannot say that I am aware of any theoretical limit on the number that can
be placed in a region, but there are practical limits when you start
generating large numbers.

One of the load tests I designed used 24 synchronized NPC generators to put
2800 NPC avatars into a regular 0.7.6 OpenSim region.  Each of the
avatars was seated on a scripted bench, which cycled through a series of
animations.  Subsets (40-200) of the NPCs were directed to walk/run/fly
between predetermined destinations and then return to their benches.  All
2800 of the NPC's were then logged out.   The load test was considered
successful only if all portions of the test were completed without crashing
the server.   As a practical matter, it took almost an hour to log all of
the NPCs in.  Once all the NPCs were in world, groups of 20 were
activated to move around the sim for approximately 45 minutes. As many as
300 NPCs were mobile at any single time. It then took more than an hour
to log them all back out.  Sim performance was dependent on a number of
factors, and was seemed most affected by generating the NPCs,  using
in-world scripted objects  to communicate the destinations they were to
move to, and then the process of logging them out.  If I eliminate the
walking around aspect of the tests, I have had as many as 3400 NPCs in a
region at one time.

Doug Osborn
___
Opensim-users mailing list
Opensim-users@opensimulator.org
http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users