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Permissions Bug

eltee Statosky
Luskie
Join date: 23 Sep 2003
Posts: 1,258
01-05-2004 20:58
I dunno if I'm the first to track down the specific bug thats been causing people to have some problems with permissions reverting to no mod/no copy but i haven't seen any other forum post with it specifically mentioned yet.

Basically whats causing otherwise normal bought/given objects to suddenly revert to no copy/no mod status is a permissions assignment bug percolating through and presenitng itself when someone attempts to mod/copy a succeptable item.

The bug can be re-created and studied abit (and hopefully in the future avoided) by doing the following series' of actions:

1) Create an arbitrary prim, for the sake of this exmaple say call it 'Sphere

2) Take this arbitrary prim, and set its permissions to be copy/mod

3) Take a no copy, no mod script, second prim, texture, or whatever else you fancy, and stick it as a contained object into Sphere's inventory (note this *WILL* set sphere to be no copy/no mod tho for scripting, especially av scripting, that becomes a nightmare i'll get into later)

4) Take sphere into your inventory

5) go to the properties of Sphere in your inventory, and re-check copy-mod (they *will* stick this time)

This effective'y sets sphere as a permissions time bomb. As it is now set copy/mod and will appear to be so, but upon use/copying, it will revert to nocopy/nomod status


6) find a friend or random volunteer and hand them Sphere from your inventory. They will recieve sphere as a mod/copy object that for all intents and purposes looks normal

7) have them attach sphere to their avatar, and then create a new outfit that includes it (the game will attempty to copy Sphere to that new folder, but will discover its supposed to be 'no mod/no copy' thanks to its container object, and will NOW set sphere as no mod/no copy and move it to the new folder


Thats it in a nutshell, i've seen it happen with linked objects as well but i haven't been able to come up with a 'recipe' for that yet.



Knowing this now the only current way to workaround it is simply don't put nomod/nocopy scripts/textures/sounds/rezzin objects inside of things you don't want to be no mod/no copy.

This un-fortunately has somewhat dire consequences for those who want to help other people by letting them 'use' scripts in their builds but not expose the source code for anyone to see. In the current system it simply can't be done without locking the object as well.


The actual bug of not tracing permissions in the inventory obviously needs to be fixed and im assuming now that its been pretty solidly documented, it will be.... as to making scripting 'safe' again... we need some kind of 'private' permissions for contained objects so that they can have them set, but not 'push' them onto their containers.

(and yes that will spread across any links that the container has and set all of them nomod/nocopy as well :P)


i do reccomend people take a look at their inventories, especially for any fancy linked/scripted accessories they might have purchased that weren't supposed to be locked... i found 7 of them myself :/

(i tend to backup avatars with the make outfit command alot though)
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wash, rinse, repeat
Carnildo Greenacre
Flight Engineer
Join date: 15 Nov 2003
Posts: 1,044
01-05-2004 23:48
I've got another no-copy/no-mod bug:

1) Purchase a copy of the v3.6 Linden motorcycle. It allows copying, modification, and modification of the script.
2) Rez a copy of it out of your inventory.
3) Delete the sound effect from it
4) Modify the script to not reference that sound effect
5) Rename the motorcycle
6) Use "Take" to move the motorcycle back to your inventory. It's now no-copy/no-mod, but the script is still modifiable.
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perl -le '$_ = 1; (1 x $_) !~ /^(11+)\1+$/ && print while $_++;'
Azelda Garcia
Azelda Garcia
Join date: 3 Nov 2003
Posts: 819
01-06-2004 03:23
Edit: post deleted because it was inaccurate.
eltee Statosky
Luskie
Join date: 23 Sep 2003
Posts: 1,258
01-06-2004 04:48
well there simply has to be a choice that doesn't affect a parent at all, but with scripts prevents the source from being exposed, with textures allows the texture to be referenced but not opened and recaptured with a screenshot etc etc

there just simply is *no* way to currently give someone a copy allowed object, with protected sript innit... which means for the forseeable future I simply can't make scripts that do cool or fun things and could be sold... I can still use them myself, and even give them to friends to use persoanlly... but i can't 'subtontract' out scripts for my friends to use in their own builds because either it's going to break them and force them all no copy, (which jus isn practical from an avatar accessory standpoint with all the ghosting), or anyone who buys one can see all my source code :P
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wash, rinse, repeat
Kex Godel
Master Slacker
Join date: 14 Nov 2003
Posts: 869
01-06-2004 07:55
Since most of the things I have for sale contain scripts, I have a feeling this is going to become a problem if/when I come across something that I want to sell as copyable.

Currently, I have objects for sale that are modifyable, no copy, transferrable. This allows me to still keep my scripts safe, since the no-copy flag still keeps scripts secret.

To put it simply:

With this bug, it is highly problematic to sell a copyable object with a closed-source script.

The only work-around I can see for this right now is to create a customer-keyed seller-owned vending machine that hands out free additional copies of objects to customers who have already paid for them.
Cory Linden
Linden Lab Employee
Join date: 19 Nov 2002
Posts: 173
01-06-2004 08:01
Consider this thread bumped! Thank you for the complete description of the problem.

Cory