Second Life Hit By Massive In-Game Worm
An anonymous reader writes, "At 2:46 CST today, the game Second Life was hit by a massive attack by a rogue programmer. Spinning gold rings began to appear in the air and on the ground, and as users interacted with them they began to chase and replicate. Apparently, most people are willing to touch an object they've never seen before and this invoked a worm script that was designed to multiply and spread across the 2,700+ servers run by Linden Labs in California, the game's owner. Many of the six hundred thousand active users experienced serious lag and lost connectivity to the servers, making it one of the largest known denial-of-service attacks in an online game. Linden Labs had to invoke martial law and lock out all logins by users except their staff as they began the task of cleaning the servers of what they began to term 'the grey goo.'" Comments in the SL blog entry indicate that Linden Labs had already deployed a "grey goo fence" before this worm struck, but someone found a hole in it.
Now we have CopyBot and grey goo and it seems like SL is just another dodgy online game after all.
This sounds like horseshit. It's like something you would see in a factually absurd hollywood movie about a programmer uploading a virus into the power grid. How does this work in these games that someone is ever allowed to inject a code that can run on someone elses session? Why would they allow that. Spining rings appearing in my session from some one elses code and my computer runs the code if I touch them. Praise Tron. I assume there is some explanation for this but since I'm not a gamer I am without a clue.
Some drink at the fountain of knowledge. Others just gargle.
What? No Screenshot from anybody?
-jX
Don't you just love politics? It's like a comedy of errors.
This reads like something from Neal Stephenson's "Snow Crash".
I never thought we'd get real systems vulnerable to attacks with 3D visual components as an integral part of the attack. This is much closer to SF than expected.
Is there a video?
Wow, talk about reality imitating art. Or, art imitating art. Or technology imitating art. Or the virtual imitating the virtual.
Annnyway, this sure brings me back a few years. The first time I read Neuromancer, I thought, "Damn, what would it be like to live in a world where interacting with computers is so visceral?" We haven't developed networked, immersive 3d environments, but we've sure come a long way from the days when just getting on the Internet from home was a major accomplishment.
I'd say this attack is proof that no matter how creative and interesting and fun an environment you create, there's always going to be someone out there who will put a lot of time and effort into pissing in it. I'm sure the creator of the worm has some sort of wonderful rationalization, of course. I wonder, is it worse to attack networks in the name of profit (or patriotism), or to do so just because you can?
Read the EFF's Fair Use FAQ
This thread is worthless without pictures.
Does anyone have screenshots of the alleged "grey goo"?
We all know what to do, but we don't know how to get re-elected once we have done it
This appears to be related, at least in concept, to problem which sometimes comes up in network protocol design, Sorcerer's Apprentice Syndrome, which results in a cascade of copies that eventually overwhelms the ability of the connection to transmit and route the duplicates. The term originates from the Walt Disney animated feature Fantasia where the Sorcerer's Apprentice (Mickey Mouse in the red robes and wizard hat) accidentally causes the mops washing the floor to increase via geometric doubling. One wonders if other MMORPGs are vulnerable to similar attacks.
Given a complex enough virtual world, Heisenberg uncertainty principle will manifest itself through small variation in timing between different events, if not outright hardware glitches.
Under an hour from recognizing the problem to fixed. If this were WoW, the servers would have been down 3 or 4 days!
The problem is that the world is Zone Based, meaning each server is responsible for a equal size geographic portion of the world. The result is that processing power is spread evenly over the whole world. The problem is that people like to congregate causing some geographic areas to have more players, and other servers to have none. Where you have more players, you have more work for the server causing everything on that server to slow down. So the result is that the places players most want to be are also the places with the greatest lag. The unfortunate result is that many players have a negative experience right away.
Really, the whole server architecture needs to be reworked to behave more like a proper cluster, but that is too large of a change to ever consider implementing without starting over from scratch.
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It would at least seem possible to make the zone size a server is responsible for variable, and then eventually, dynamic. That would look just like it scaled.
Nerd rage is the funniest rage.
Ummm. . . VMWare ESX server clusters under the virtual Zone based servers? Maybe not even have separate clusters, but make all 2700 servers Virtual, run them in ESX cluster that is 2700+ servers, and let ESX handle the proper clustering? Would that work?
Opera, Proxomitron-Grypen,GPG 0x0A1C6EE3