Unexpected behavior with permissions
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Monica Balut
Beam-Me
Join date: 18 Feb 2007
Posts: 311
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12-12-2007 20:34
Has anyone else noticed this?
I build an object and put a script in it. I make the object no copy, modify but set the script as no modify. Then I have an alt Open the contents of the object. When the alt tries to open the script, s/he gets a "you have insufficient privileges .." message as expected. But the alt is able to select and unselect the "Running" attribute and is able to reset the script!
If I give the object to someone else, and a 3rd alt tries to open the contents, the running attribute is greyed out, but s/he can still reset the script.
Now it seems to me that no modify should mean no modify for anything. I found it disturbing that anyone could do that to the original object and to a copy owned by someone else. I would have expected that anyone besides the owner should not be able to reset a script nor stop it from running. It seems to me that griefers would have a field day with this.
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Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
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12-12-2007 21:12
the reset button is ALWAYS available to the owner, the behavior with the running box is odd, if it worked for one and not the other... but it really doesn't matter since both options are available in the tools menu, where you can reset, and set the running state of any script you own or have control of.
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Monica Balut
Beam-Me
Join date: 18 Feb 2007
Posts: 311
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12-13-2007 04:50
But the point is that these functions were available to someone who is NOT the owner! I would expect the owner to be the only one allowed access to these functions.
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Ordinal Malaprop
really very ordinary
Join date: 9 Sep 2005
Posts: 4,607
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12-13-2007 05:03
From: Void Singer the reset button is ALWAYS available to the owner, the behavior with the running box is odd, if it worked for one and not the other... but it really doesn't matter since both options are available in the tools menu, where you can reset, and set the running state of any script you own or have control of. That's not the case. You can't reset no-mod scripts in a no-mod object. You can, however, take them out, put them in a mod object, and reset them there. Monica, yes, it _is_ odd that mod on the prims means a certain subset of modification is possible to the scripts. I can never remember how these things work myself and always have to test and retest.
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Darien Caldwell
Registered User
Join date: 12 Oct 2006
Posts: 3,127
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12-13-2007 12:17
From: Monica Balut Has anyone else noticed this?
I build an object and put a script in it. I make the object no copy, modify but set the script as no modify. Then I have an alt Open the contents of the object. When the alt tries to open the script, s/he gets a "you have insufficient privileges .." message as expected. But the alt is able to select and unselect the "Running" attribute and is able to reset the script!
If I give the object to someone else, and a 3rd alt tries to open the contents, the running attribute is greyed out, but s/he can still reset the script.
Now it seems to me that no modify should mean no modify for anything. I found it disturbing that anyone could do that to the original object and to a copy owned by someone else. I would have expected that anyone besides the owner should not be able to reset a script nor stop it from running. It seems to me that griefers would have a field day with this. Did you give your alt Mod rights? That may be the cause.
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Lafiel Takaaki
Registered User
Join date: 2 Oct 2007
Posts: 29
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12-13-2007 12:28
I'm not sure, i understood your problem, but i'd say it's working as intended. It would be hilarious, if you couldn't stop or reset a no-mod script in an object you could modify.
Well imagine, you put a 3rd party script in your object and it's not working propetly. There would be no way for you, to remove or disable that script, if the script has nomod attribute, other then trashing that object and creating a new one.
If you look it at this way, it only makes sense, that people could reset or stop no-mod scripts, in mod objects.
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Ordinal Malaprop
really very ordinary
Join date: 9 Sep 2005
Posts: 4,607
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12-13-2007 12:41
Well, if the object was mod (i.e. you can change its inventory) you could still delete the script.
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Monica Balut
Beam-Me
Join date: 18 Feb 2007
Posts: 311
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12-13-2007 17:40
This is driving me nuts. I retain ownership of the object. The object permissions show that group members have no permissions allowed. The object is not shared with the group. In one of my experiments I even had the alt leave the group to see if that was causing the problem. So my assumption is that my alts should behave like any random avatar that attempts to open an object that doesn't belong to them. Usually you can't see anything at all if you are not the owner of the object or haven't been given modify permission because you are in the same group.
But my alts can open the object and open the contents tab even though they do not own it. And as described above, they can see the scripts and get to the usual screen you get when you open a script, but they get a message saying they have insufficient permissions to view the script. They can reset it and stop or start it from running. If they were behaving like normal random avatars they should not be able to do any of this!
What I don't see is what I may have set somewhere that allows these alts to do this. I'll have to check it out with a non-alt friend to see what happens. I may have created the object originally with group permissions granted, but shouldn't that go away if later retracted it or if the alt is no longer a member of the group?
Darien: How would I give my alt mod rights besides by setting permissions in the object. Is there something I'm missing here?
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Jesse Barnett
500,000 scoville units
Join date: 21 May 2006
Posts: 4,160
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12-13-2007 18:13
From: Monica Balut Darien: How would I give my alt mod rights besides by setting permissions in the object. Is there something I'm missing here? It's in your Freind's List Monica. You can set for each freind whether they can see you online, on the map or modify your objects.
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Monica Balut
Beam-Me
Join date: 18 Feb 2007
Posts: 311
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12-13-2007 18:18
Bingo! Thanks Jesse. I feel like a real dummy (and I'm not even a blonde so I have no excuse). I totally forgot about that.
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Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
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12-13-2007 21:07
From: Ordinal Malaprop That's not the case. You can't reset no-mod scripts in a no-mod object. You can, however, take them out, put them in a mod object, and reset them there. huh, wonder when that changed... used to be at the very least you could recompile/reset/set running state (via menu at worst) on any object you owned.... and could be very bad that you can't on object you'd by w/ no mod/no copy.... it breaks and you're screwed... @Monica: sorry I didn't realize you were talking about a non-owner, but I'm assuming by your last comment that you granted your alt modify rights for your objects? that would definitely do it.
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Jesse Barnett
500,000 scoville units
Join date: 21 May 2006
Posts: 4,160
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12-14-2007 03:40
From: Void Singer huh, wonder when that changed... used to be at the very least you could recompile/reset/set running state (via menu at worst) on any object you owned.... and could be very bad that you can't on object you'd by w/ no mod/no copy.... it breaks and you're screwed...
Yep, been like that for over a year, an exploit was discovered. I remember posting a thread here saying that we should start building into our scripts a way to reset a script if necessary. IE using the sit or touch buttons if available or a listen. /54/dc/150088/1.html
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Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
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12-14-2007 04:12
From: Jesse Barnett Yep, been like that for over a year, an exploit was discovered. I remember posting a thread here saying that we should start building into our scripts a way to reset a script if necessary. IE using the sit or touch buttons if available or a listen. /54/dc/150088/1.htmlbugger =( and none of that is any help if allscripts get stopped, like say a land owner gets trigger happy in top scripts and sets them ALL to not running shows you how long it's been since I tested some of this eh? =)
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Shjak Monde
Registered User
Join date: 10 Feb 2004
Posts: 111
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12-15-2007 06:15
I am having a simular problem with my "No Transfer" permission On my Items I build to sell. I need to set the Prims to "Modify" the Scripts to "No Modify" Everything to "no Copy" and "No Transfer". But seems now everything is still "Transferable"
I have learned that Setting Permisions while in Inventory, Must be rezed inworld and then taken back into your inventory again..because of a Cross referancing. But even when setting Permissions while it is rezed inworld, doesn't seem to stop the fact that the new owner can still transfer the item. Is this a new thing? I have even tried to check the Modify and Copy and then uncheck the Transfer.. then uncheck the Modify and Copy but a greyed out checkmark reappears in the Transfer as soon as I do this. Is it a new rule that if you set to "No Modify""No Copy" you have to allow Transfer?
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Anti Antonelli
Deranged Toymaker
Join date: 25 Apr 2006
Posts: 1,091
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12-15-2007 07:22
From: Shjak Monde Is it a new rule that if you set to "No Modify""No Copy" you have to allow Transfer?
It's always been the case, that either copy or transfer must be allowed - you can't disable both of those.
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Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
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12-15-2007 13:25
Shjak Monde, you MUST allow either copy or mod, but there is a way to fake the permissions being off for both.... if a mod object has a no-mod item item inside of it, it will show as no mod in inventory... when rezzed it will still be modifiable, but not everyone is savvy to this and may not try.
exactly why do you want to prevent a user from doing any of those things wit the object? usually at least allowing copy not only helps the user, but saves you the hassle of 'my object broke, can I have another" requests... not to mention any rezzable items that might get lost, or disappear in a sim reset
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