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