Welcome to the Second Life Forums Archive

These forums are CLOSED. Please visit the new forums HERE

UUIDs - permissions, security, changes, etc.

Chaz Longstaff
Registered User
Join date: 11 Oct 2006
Posts: 685
08-18-2007 16:47
From: Kidd Krasner
....social engineering holes.


social engineering????
Qie Niangao
Coin-operated
Join date: 24 May 2006
Posts: 7,138
08-18-2007 20:16
From: Chaz Longstaff
social engineering????
Funny how that term has evolved; . It's come to mean any exploit or security compromise that involves a human divulging more info than they should. It used to be rather more specific: that the exploiter had to trick the source into divulging that information.
Chaz Longstaff
Registered User
Join date: 11 Oct 2006
Posts: 685
Texture UUID
01-05-2008 08:57
How long does the UUID of a texture persist on the asset server?

Say I upload a texture. I get the UUID of it to reference in a script, then I delete the texture cause I don't want it hanging around in my invy.

Does any kind of garbage collection process eventually make the UUID invalid, or is it good "forever"?
Day Oh
Registered User
Join date: 3 Feb 2007
Posts: 1,257
01-05-2008 09:50
I'm surprised that sat for so many months! Actually, without the UUID, one can't SEE the texture. The texture entries on prims are in the form of a list of texture UUIDs which clients use to request the images themselves. It may not make perfect sense, but the permissions system affects only the item in your inventory which is used as a reference to the texture and proof that you own a copy.

From: Chaz Longstaff
How long does the UUID of a texture persist on the asset server?

Say I upload a texture. I get the UUID of it to reference in a script, then I delete the texture cause I don't want it hanging around in my invy.

Does any kind of garbage collection process eventually make the UUID invalid, or is it good "forever"?


Quote from James Linden on sldev https://lists.secondlife.com/pipermail/sldev/2007-April/001486.html

From: James Cook james at lindenlab.com
There is garbage collection, but as you noted it is very slow.
Basically we scan the entire world dataset, including inventory items,
region state files (textures on objects, textures as inventory items
inside objects) and assets (notecards and script text). Anything that
looks like a texture UUID is added to a list, then textures (well, all
assets really) that aren't on the list are deleted.

So if you have a raw key reference to a texture inside a script the
texture will not be garbage collected. If it is, then our garbage
collector is broken. (It has broken in the past. We don't immediately
delete the garbage -- we keep it around for a few days just in case we
screwed something up so we can put it back.)

If you do something silly like this, though, the texture will be garbage
collected:

key texture_id = (key)("12345678-abcd-abcd-" + "abcd-123456789012";);

:-)

James
_____________________
1 2