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Looking Inside the Second Life Data Centers

An anonymous reader writes "InformationWeek looks inside the data centers that power the game Second Life. Tidbits from the article: The software architecture is an extension of the virtual world metaphor of Second Life. At any time, it's possible to walk into one of Second Life's two data centers, pat one of the rack-mounted servers, and say that particular server is running virtual New York, or San Francisco, or ancient Rome, and imagine itty-bitty people and buildings inside the 1U rack-mounted servers. Linden Lab, which develops and maintains Second Life, runs 2,000 Intel- and AMD-based servers in two co-location facilities in San Francisco and Dallas. And, contrary to widespread belief among Second Life users, Linden Lab has not decided whether to open-source the Second Life server software."

25 of 103 comments (clear)

  1. OpenSim? by Gwala · · Score: 4, Interesting

    "Linden Lab has not decided whether to open-source the Second Life server software."

    I dont think it matters too much, the opensim project has been making amazing strides using the BSD licensed libsecondlife code as a base. http://openmetaverse.org/wiki/OpenSim

    --
    #!/bin/csh cat $0
  2. Game? by Simon+Garlick · · Score: 4, Insightful

    Second Life isn't a game, it's an advertising medium. Nothing more.

    1. Re:Game? by cowscows · · Score: 3, Informative

      You can create an account and run around the secondlife universe all day for free. You only have to pay if you want to own virtual land within SL.

      --

      One time I threw a brick at a duck.

    2. Re:Game? by hal9000(jr) · · Score: 2, Insightful

      SecondLife is what you make it. If you don't get invloved with the other characters, then yeah, there isn't a whole lot to do other than shop for stuff and have virtual sex.

      But I have also spent lots of time "playing". Engaging in combat, playing hide and seek, chases, role playing, and just plain goofing around.

    3. Re:Game? by MustardMan · · Score: 4, Funny

      Yeah, it's amazing.... I can't think of any other advertisement medium where viewers pay to see advertising. I bet I could make a killing with such a service - I'm gonna start my own business. I think I'll call it Able Mellowvision.

    4. Re:Game? by DaleGlass · · Score: 3, Informative

      For me it's mostly like 3D IRC. In the places I visit, advertising is pretty much inexistent.

    5. Re:Game? by Professor_UNIX · · Score: 3, Insightful

      I can't think of any other advertisement medium where viewers pay to see advertising.
      You can't? Cable/Satellite television? Satellite radio? Sporting events (all those billboards you paid to go look at). Advertising is everywhere and you often pay to see it.
    6. Re:Game? by wcb4 · · Score: 2, Informative

      That's not troubling at all..... to a Klingon

      --
      I reject your reality ... and substitute my own.
    7. Re:Game? by jomagam · · Score: 2, Informative

      Hate to point out the obvious, but you're paying and seeing ads in cable TV or sporting events, not paying to.... Without the ads you would have to pay even more; premium CAble channels for example.

    8. Re:Game? by The+One+and+Only · · Score: 2, Informative

      Or virtual money. Although if you create a female avatar you can get virtual money with enough hard work.

      --
      In Repressive Burma, it's not just your connection that dies. slashdot.org/comments.pl?sid=314547&cid=20819199
    9. Re:Game? by The+One+and+Only · · Score: 2, Informative

      As for combat

      Some women like to be wrestled down and pinned. Other women like to be hit. Make sure your woman falls into one of these categories before trying this out.

      --
      In Repressive Burma, it's not just your connection that dies. slashdot.org/comments.pl?sid=314547&cid=20819199
  3. OSL? by Aladrin · · Score: 3, Interesting

    I think, instead of using Second Life as a base, they should have started from scratch and fixed some of the 'issues' with Second Life.

    You can't use anything but primitives. Making a non-simple object often requires more polys and ingenuity than it should. A cowboy hat, for example.

    Proprietary scripting language. Going with Lua (more popular) or Ruby (my choice) would not only be easier to use, but would also let budding geeks learn a good language. SL is implementing .NET, if I remember correctly, though. Not bad as a third choice.

    Texture maps, shaders, etc, etc. SL supports no advanced graphical features.

    I'm sure someone will say 'get off yer lazy butt and do it yourself', but it's obviously not that easy. I don't have the time, money, or skill to create an entire virtual 3D world that is user-scriptable. And gathering a team of those who DO have those things is tough on a from-scratch project.

    --
    "If you make people think they're thinking, they'll love you; But if you really make them think, they'll hate you." - DM
    1. Re:OSL? by DaleGlass · · Score: 2, Interesting

      My understanding is that primitives are a requirement if you want physics. Calculating the physics of objects with an arbitrary shape would be seriously complicated, while it's trivial to calculate say, the volume of a sphere.

      Regarding advanced graphical features, LL are adding reflections, but really, I don't think most people at the time want LL to work on scalability. Everybody I see is saying "scalability first, everything else second". So massive graphical improvements are probably going to come from other people. Somebody on the mailing list mentioned making a patch for a stereo version of SL, which sounds very cool, but I haven't seen it yet.

  4. Residual self image by mushadv · · Score: 3, Insightful

    At any time, it's possible to walk into one of Second Life's two data centers, pat one of the rack-mounted servers, and say that particular server is running virtual New York, or San Francisco, or ancient Rome, and imagine itty-bitty people and buildings inside the 1U rack-mounted servers.

    "No...I don't believe it...let me out! I want out!"

  5. OMG by ReidMaynard · · Score: 2, Funny

    There's that thunderous "pat-pat-pat" from the heavens again...time to sacrifice more AOL CDs...

    --
    -- www.globaltics.net

    Political discussion for a new world

  6. Pictures by allscan · · Score: 3, Insightful

    Why do all of these "inside the data center of ..." never have pictures? Everyone knows geeks needs something to drool over and fantasize with.

    1. Re:Pictures by miller60 · · Score: 3, Interesting

      Here's a couple recent linsk for data center photo tour geeks: Info Week just had a slideshow of photos from inside the Sun Blackbox portable data center, while C/Net offered a look inside LucasFilms' Death Star data center in San Francisco.

  7. Well, it isn't a "good" system at all by SmallFurryCreature · · Score: 4, Interesting

    It works, up to a point but it is extremely limited.

    If you read the article you will have noted that an area in the game is run on a single processor. That makes it fairly simple to grow, more areas == more servers.

    But it is a bit like handling multi-tasking on your PC by adding more cores for every task. Run your OS, 1 cure, run a music player another core, run a game, another core, run a virus scanner, another core.

    This is NOT the way things are done and for three reasons.

    First it is wastefull, an empty area (no players) would still be using a full processor, granted probably a light one but it would be like having one Pentium4 cpu dedicated to running your mp3 player, even the cheapest available is going to be overkill.

    Second it is limited, you can only use 1 cpu and they are still limited in how fast you can go, worse each speed increase is going to cost you more and more. So an area with lots of visitors will be unable to scale.

    Last is that areas are seperated, you have to move from cpu to cpu as you move areas, this means transferring a lot of data even if you go from one desolate area to another.

    Imagine if an ISP had every website on a single CPU box and that is the only option. Wastefull for small sites, not powerfull enough for large sites and a nightmare to administrate.

    So why did they do it?

    Well, it is relativly simple to setup. You don't need loadbalancing for instance or dynamic scaling. Customer simply buys a server space from you and that is the their server. It should in theory also be fairly robust, one cpu/server crashing won't really affect all the others. In a cluster setup one bit going down CAN (doesn't have to but it seems like it in MMORPG terms) take everything with it.

    it is also cheap, they can use stock hardware buyable from any cheap box maker. Blizzard and Sony had to cough up some serious cash long before they could even open their game to get their servers running.

    It is the reason why today the majority of hosting providers still work with crappy intel/amd boxes and not virtual servers on proper sun/ibm or some such hardware. It is cheap and you can get started with just one desktop PC (I seen server farms that had racks specially designed to house desktops, not racks).

    More traditional setups for MMO's are to have clusters, each cluster is made up of a combination of hardware setup to serve a particular area. The advantage here is that you can more easily upgrade a cluster to handle a bigger load from an area. There are limits but more or less you can simply plug in more hardware to handle a high load. Offcourse such hardware is going to cost you.

    The software for it is more complex to build and in all it is just more costly BUT in the long run more flexible.

    Linden Labs had (still doesn't) have anywhere near the resources of a SOE or Blizzard. Their system worked for them but by now they are feeling the pinch as some areas just can't handle the load.

    Their advantage is that customers themselves pay for the servers directly, so anyone with an underused area is wasting their own money, not Linden Labs. Same as when you buy a dedicated super server to serve you knitting club photo's. Your money your waste.

    By the way, the above is based on an extremely old in depth article, it could well be that nowadays a sim (area) can use more then 1 cpu, but back in the day it couldn't

    --

    MMO Quests are like orgasms:

    You may solo them, I prefer them in a group.

  8. FOSS details from TFA by kripkenstein · · Score: 3, Interesting

    Second Life servers run Debian and use MySQL. They are transitioning to use Mono as a scripting language (from their own scripting language, which apparently isn't working out so well).

    Which is nice. However, not open-sourcing their server code is somewhat disappointing. Oh well, at least the client is open, someone else can create a FOSS server if the interest ever arises.

    1. Re:FOSS details from TFA by Aladrin · · Score: 3, Informative

      http://www.libsecondlife.org/wiki/Main_Page

      "The libsecondlife and libsecondlife-java projects both provide the additional flexibility of having a BSD license,"

      Your definition of 'not FOSS' is radically different from mine, then. BSD License is just about as open as you get.

      --
      "If you make people think they're thinking, they'll love you; But if you really make them think, they'll hate you." - DM
  9. Wheres the server pr0n? by rmadmin · · Score: 4, Insightful

    Am I the only one that reads these titles that say "A peak inside X's datacenter" and go "OMG Datacenter pics!!!!!!"? Only to be disappointed by a text article with no pics? I DEMAND MY SERVER PR0N!

  10. Whoosh by MustardMan · · Score: 2, Informative

    That's the sound of the joke flying over your head. Able Mellowvision? Come on, think for half a second before you respond to a post.

  11. 1 server per "place"? by textstring · · Score: 3, Funny

    is wyoming running on a 386 in a closet somewhere then?

  12. Re:That's just good old capitalism for you pal! by osu-neko · · Score: 2, Insightful

    Virtual land is not infinite, unless you really think Linden Labs has developed computers with infinite processor power and hard drives and are just hiding the fact from us. Not to mention infinite bandwidth and infinitely fast network switches, without which having the first couple of things wouldn't help.

    And there's no Linden Policy against releasing land. The main problem right now is, they're releasing it as fast as they possibly can and are still developing a longer and longer backlog of orders for more. Demand has outstripped their ability to produce it, not to mention their ability to host it all on their existing network (although they've done a lot in the last couple of months to help improve that).

    Saying LL has infinite land to give is like saying any real world real-estate agent has infinite land to sell. Sure, there's a finite amount of land on Earth, but there's like umpteen zillion planets in the galaxy with land no one has claimed yet. Surely, given that, land prices on Earth are way too high, right?

    That logic doesn't work in the virtual world any more than in the real one. In both cases, there may theoretically be near infinite land, but in fact they're far far less available today than people would ideally like.

    --
    "Convictions are more dangerous enemies of truth than lies."
  13. Re:That's just good old capitalism for you pal! by hackingbear · · Score: 2, Insightful

    I think one huge difference between real-world land and SL land is that in the real-world, you can't just teleport from place to another for free. You have to spend a lot of time and money moving around. That alone place more meaningful value differences on lands. That's why lands in metropolitan area cost much more than lands in a rural area in New Mexico, even though the toral amount of land in this country is finite. You can't eat lunch in New Mexico and return to work in San Francisco. Now imaging what the land price of San Francisco would be if people can teleport in no time and money in the physical world. If there is any significant value of "land" in SL now, it is the limited server resource but hardware and network bandwidth are still depreciated by half or more every 2 year due to Moore's Law. And it would deminish more if they run multiple sims in one CPU/core. Therefore, the hardware cost is not a good measurement of sim value. I believe the right way is to do away teleporting and implement virtual fee-bearing commute system. So area with more people and businesses naturally worth more, just like they do in the real world.