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if PERMISSION_ATTACH granted, ownership shouldn't matter

SnotWong Wollongong
Registered User
Join date: 17 May 2006
Posts: 6
06-07-2006 14:36
I've come across what seems to be a silly behavior in SL. Let's say you have an object on the ground that requests attach permissions from an avatar. What will happen is that the avatar will get a dialog box saying something like: "<Object> requests permission to attach to your avatar. Would you like to grant permission?" If you select "Yes", then SL will still not let the object attach to you, unless you are the owner of the object.

This puts a wrench in the works for hwen you are trying to attach a HUD for a game or a vehicle. You have to first give the HUD to the person, and then send the person a message saying "Go find this object in your inventory and wear it." It just seems silly to me that if there is already a level of security (the attachment permissions dialog) to block the attaching of malicious objects, why does there have to be this extra measure of requiring ownership?

With this feature implemented, you could, for instance:

Sit down at a game, automatically receive a dialog asking for attach permissions, simply accept the permissions and the HUD automatically attaches.

but currently, you have to:

Sit down at a game, the game has to give you the HUD object, you have to accept the HUD object, the game sends you a message to look in your inventory for a certain object and wear it, you have to open your inventory window, find the object, right click on it, and select wear. This is very tedious and inconvenient, in my opinion.

This feature would allow certain aspects of SL to go a lot smoother, and there is no security risk with enabling it.

Thanks for your consideration. Please vote on my proposal for this feature request if you agree.
SnotWong Wollongong
Registered User
Join date: 17 May 2006
Posts: 6
ownership issues
06-07-2006 15:15
Some people I've talked to have raised the point that for this feature request to become possible:

since attachments are contained in the wearer's inventory,

(a) it would require a total rewrite of attachments, or

(b) it would allow people to have things in their inventory that they don't own.

These are valid points, however, consider:

(c) if an object automatically attaches to an avatar (after permission is granted, of course), then ownership of that object changes as well. in other words, the object is "given" to the avatar upon attachment.
SnotWong Wollongong
Registered User
Join date: 17 May 2006
Posts: 6
prop 1463
06-07-2006 17:40
Note, the feature request proposal is Prop 1463.

Go here to vote:

http://secondlife.com/vote/index.php?get_id=1463

Thanks!
DoteDote Edison
Thinks Too Much
Join date: 6 Jun 2004
Posts: 790
06-07-2006 18:00
Ok, I'll think out loud for a second and wonder if the following method would be a viable solution to your problem:

Suppose you've created a game which involves driving a vehicle, and the vehicle requires a HUD. When the driver sits in the car, the HUD should automatically appear on the driver's screen. When the driver stands from the car, the HUD should vanish and NOT be copied to inventory.

If the user is NOT the owner of the vehicle, then the HUD object in the vehicle's contents could be set to NO COPY. When the driver sits, llAttachToAvatar() is called and the HUD is immediately attached, no need to have the driver manually attach the HUD. When the 'game' is over and the driver stands, the HUD detects the change and calls llDie(), leaving no copy of the HUD in the driver's inventory. I think that would work in a limited situation.
SnotWong Wollongong
Registered User
Join date: 17 May 2006
Posts: 6
06-08-2006 05:48
DoteDote,

If we could do what you're describing, that would truly be an optimal situation. However, I think there are a lot of issues that would have to be solved for that to happen. I've tried to do most of this stuff, and here are the things that don't work:

- Obviously, a HUD will not automatically attach to an avatar that is not its owner.

- When you detach the HUD, the attach() event is triggered, but if you call llDie() in the attach event, it doesn't do anything. I don't think you can destroy objects that are in someone's inventory.


At this point, I think that there could be security concerns if we allowed avatars to have objects in their inventory (i.e. attachments) that they don't own. Similarly, if we allowed inventory objects to delete themselves, this could also be dangerous "in the wrong hands". However, we will win half of the battle if we are allowed to have objects attach automatically (with permission from the avatar), and when the object attaches, its owner becomes the avatar it attached to. As long as this is clearly documented so that the creator of the object knows that he will lose ownership when the object attaches, then there is no problem. This feature request doesn't attempt to solve the problem of when you stand up from the vehicle or game.... At this point, we can force the attachment to detach, but it will still remain in the user's inventory.