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Issue Details (XML | Word | Printable)

Key: VWR-2909
Type: Bug Bug
Status: Open Open
Priority: Normal Normal
Assignee: Unassigned
Reporter: Gigs Taggart
Votes: 15
Watchers: 8
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1. Second Life Viewer - VWR

Users are misled into thinking texture permissions do anything.

Created: 29/Oct/07 11:30 AM   Updated: 12/Mar/09 10:45 AM
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Component/s: Permissions
Affects Version/s: 1.18.4 Release Candidate
Fix Version/s: None

Issue Links:
Relates

Linden Lab Issue ID: DEV-13612


 Description  « Hide

Reproduction:

1. Upload a texture.
2. Mark that texture "no-copy" or "no-transfer" or "no-modify".
3. Give that texture to another user
4. Note that they can still freely copy/modify/transfer the texture using any one of several means.

Expected behavior:
That the no-copy/no-modify/no-transfer flags actually accomplish something.

Actual behavior:
The copy/mod/transfer flags on textures do not function properly.



 All   Comments   Change History      Sort Order: Ascending order - Click to sort in descending order
WarKirby Magojiro added a comment - 30/Oct/07 07:43 AM
I'm inclined to agree, gigs. If someone ccan see a texture, they can copy it trivially. Print scren. Gl intercept. UUIID grabbers. And this new search too, apparently. Sounds, animations, etc. Can be copied, with some difficulty. But textures are pointlessly trivial as to maker permissions useless.

Lex Neva added a comment - 30/Oct/07 10:54 AM
Texture permissions are still useful. I know that YOU can trivially copy any texture, but most technical people don't know how. The permissions system does enforce texture permissions. Example:
  • You buy a no-copy texture.
  • You apply it to a face on a prim.
  • The texture is moved by SL into the inventory of that prim.
  • If you remove the texture from that prim's inventory, any face it was on is turned to plywood.

So I think it's fairly legit to keep texture permissions.

I am kind of concerned by that url you listed above, though. Does that provide a full-resolution copy of any texture in SL?


Gigs Taggart added a comment - 30/Oct/07 12:24 PM
It's not legit at all.

For the non-technical:
Enable View Admin options
Select the object you want the textures from.
Press Ctrl-alt-shift-T
Copy the UUIDs.
Use these texture UUIDs from LSL wherever you need them with llSetTexture(uuid, ALL_SIDES);

If "writing a 1 line LSL script" is a huge technical hurdle that somehow makes textures "hard" to copy at will, then the SL userbase is stupider than I thought.


Gigs Taggart added a comment - 30/Oct/07 12:28 PM
That URL provides slightly scaled versions. The steps above provide full versions, as do GLIntercept, adding the headers back on the textures in cache, or any other of a dozen ways that inherently require no serious technical knowledge.

orion raymaker added a comment - 08/Nov/07 03:48 AM
A very good point Gigs - on the UUID etc - programming level.

Just a thought that diverting slightly from this thread again, although I agree that users are missled by permissions.

I am drawing on - the copy only function serves to prevent users from passing on textures but with the danger of simple screen print theft.

Perhaps something like texture ''watermarking' would be a useful perm - that could be included or as an addition to the orignial copy perm. Similar to photographers tools in RL. A sort of 'true full perms' and 'limited full perms' option to allow selling of orignal materials with out the associated abuse - if you get my drift. I think watermarking would still allow users to search textures visually (for their own legit use), but 'reduce' other forms of copying etc... I think such an feature would also be highly desireable for sculptie textures.

Although I should say that this idea is being proposed to some degree here:

https://jira.secondlife.com/browse/MISC-288

and similar here:

https://jira.secondlife.com/browse/MISC-330


Lex Neva added a comment - 14/Dec/07 04:47 PM
Quick note: the new search system now puts a "Second Life Search" text label in the lower right hand corner of all images it serves.

Lex Neva added a comment - 14/Dec/07 04:54 PM
I know this is kind of an old discussion at this point, but in coming back here and rereading this, I have to say I'm still of the same opinion. I know that, technically speaking, nothing protects textures. However, that doesn't mean that it's okay to copy any texture you see on someone else's object. Technically speaking, it's quite possible, but legally speaking, it's against the law. Why not make the system put hurdles in the way of those people who want to break copyright law and copy a texture illegally? Those hurdles are ultimately circumventable, but that doesn't mean that they don't serve a purpose.

Almost all locks on houses can be trivially circumvented in a matter of less than a minute through various means. Breaking into a house is still illegal, though. The lock is there less to actually prevent someone from breaking into the house than to prevent them from breaking into it easily; it turns away people who just "test the knob" to see if they walk right in. I think the texture permissions system could be seen to do the same. It's a lot harder to go through the several-step process of acquiring a texture's UUID and then setting it on your own prim with a script than it is to simply drag the texture from your inventory onto a prim or eyedropper it from someone else's object. Those extra steps are often enough to make someone stop and realize they're doing something they're not supposed to do.


Gigs Taggart added a comment - 15/Dec/07 08:04 PM
Lex,

Why do browser makers put "view source" as an option in the menu? Surely that should be removed to add a hurdle for would-be infringers, right?


Celierra Darling added a comment - 16/Dec/07 12:09 AM
To be frank, I've been wondering why that has still been in the menus ever since the whole patent/intellectual patent mess started making headlines. (For example, viewing source could become some feature hidden into the plugin API, for example, so at least one'd need an explicit add-on to do it. It might be a slight pain for web developers, but to be honest, we usually use plugins like Firebug anyway.) But I suppose the reason could be that the tradition started in the days when the IP mess wasn't as severe or visible.

I think the "right thing" would be to redesign the system without any of these circumventions (ex. an explicit set of allowed users for llSetTexture, slightly lossy/watermarked textures from server), but at this point, I can't think of how one could do this without tons of content-breakage and such. I don't think "have no semblance of IP protection at all, after already declaring in-world content as 'yours'" is an option, to be honest.


miss hera added a comment - 16/Dec/07 05:14 AM
Go take a look into the real SL people. Most residents CANNOT script. Most residents CANNOT make a one line script.

People like me are able to make a decent business out of selling objects with our own textures, and our business would soon come to an end if everyone could take our textures easily and knew how to do it. Because many people don't know how to steal our texture most buy our items instead of rip them. If they could get them easily, it would soon mean the end of our shop.

So thanks everyone who puts great effort into informing the public of how to do so and coming up with ideas on how to prevent LL from improving anything. A big thanks.


Lex Neva added a comment - 16/Dec/07 09:11 AM
Celierra, I wouldn't be a fan of locking llSetTexture() down to some registered group of allowed coders... that'd be a big mess and I'm not a fan of restricting the language like that. Watermarking could be interesting, but I'm not sure how feasible that is when using lossy compression like SL does.

Lex Neva added a comment - 16/Dec/07 09:12 AM
I propose that this issue be converted to a feature request. The current system works as designed, and this issue requests a change in the policy/design.

Gordon Wendt added a comment - 16/Dec/07 10:55 AM
Lex, I agree in terms of watermarking and I believe it is feasible but only if done on the server side before the texture is sent to the client and no non watermarked texture data is sent to the client (due to open source clients not having to enforce any non server side restrictions)

Incidentally is there anything actionable on this issue? if not then it should probably be closed since it's not the place... yes I realize there is no proper place anymore but still.


Gordon Wendt added a comment - 16/Dec/07 11:03 AM
There are legitimate reasons for at least LSL to have access to texture UUIDs even if a way was implemented to prevent them from being visible, an example of this is a billboard I made where people can use _________ (scripters have to have their secrets after all) to plant their textures on the billboard but for that to happen the board has to be able to access the texture via it's UUID for several purposes, I'm entirely opposed to crippling LSL though even if it were a way to make UUID's available to LSL without them being available to the scripter (unfeasible in several major ways) or any other way, I also don't think LL would agree to something like that.

Gordon Wendt added a comment - 16/Dec/07 11:05 AM
I agree that it's a change in designed behavior not a bug and have changed it as such.

Gigs Taggart added a comment - 17/Dec/07 01:20 PM
Yes, of course there is something actionable:

Remove all texture permission flags, and make them all full perm, to reflect reality.

A bug is defined by there being a disconnect between user expectations and actual program behavior. This is a classic, clear cut bug.


Seg Baphomet added a comment - 17/Dec/07 07:48 PM
I think you're going to have a hard time arguing in court that copying texture UUIDs is against the law. You're not copying the texture. It all stays in LL's asset servers. And the reality is, you have to copy the texture to view it at all. Several times. You are not going to be able to make any copyright infringement claims based on "copying" UUIDs.

Now, getting someone banned based on TOS violation, that might be doable...


Gordon Wendt added a comment - 17/Dec/07 07:53 PM
A bug is a flaw in the coding or design of a system, the fact that you do not want this feature does not make the existence of such a feature a bug. I am disappointed that both you and apparently Linden Labs are willing to give into the panic mongering crowd that would rather have the illusion of security rather than work towards actually having more true security where it is really needed i.e. preventing transaction exploits and scam, grid stability,... etc.

Gordon Wendt added a comment - 17/Dec/07 07:56 PM
I agree with Seg on that, if someone is copying textures you have the right to send an abuse report to LL (which they make or may not act on), A DMCA (which they have to act on) or sue them and whoever stole the texture (once you sue LL to get their RL info). I also agree with the comparison to a web browser hiding the save image button, or to take it even farther you'd probably like it if every browser was outlawed from having a view source button since viewing webpage source code can be used for all kinds of infringement. Your argument breaks down if you look at those two comparisions.

Gordon Wendt added a comment - 17/Dec/07 08:04 PM
I've taken the liberty of emailing Torley since he's been following the various permissions issues recently, hopefully he'll pull himself away from his other issues to chime in on one side or the other on this.

Argent Stonecutter added a comment - 17/Dec/07 08:28 PM
I don't have a problem with Linden Labs providing an incentive to follow the permissions system, by making it a bit inconvenient to bypass, so while I agree with the sentiments in the subject I don't believe the proposed solution is necessarily desirable.

I sure hope that we can find a middle ground between the people who think the permissions system should be abolished and the folks who believe it's something hard and tight and secure and anything that shows up the fact that it's not really much stronger than the "honor system" is a critical flaw that demands overreaction...


Gordon Wendt added a comment - 17/Dec/07 08:39 PM
I know I've been made out to be the bad guy here but I just want to clarify that I don't want to scrap the permissions system, I just don't think that security through obscurity is the answer, and really the fact that this is even an issue is the fact that the permissions system is flawed from the symbol {, It is also flawed to blame the open sourcing of the client for the recent issues with the permissions system, the open sourcing just made it more evident that the system is flawed. Unfortunately there's no waY to currently fix the system that I can see without doing a massive overhaul that would undoubtedly screw over every content creator, every scripter, and everyone with >0 objects in their inventory that they either didn't create or already have full perms since it would require massive server side changes to how permissions are handled not to mention how assets are handled in the client.

Gordon Wendt added a comment - 17/Dec/07 08:42 PM
I apologize for the last comment being one big blurb, I'm too tired right now to bother with proper paragraphing, I tried to keep it somewhat short though so it's at least moderately readable.

Lex Neva added a comment - 18/Dec/07 09:46 AM
I'm for marking this as a new feature, but let's not have a revert war. This is about helping each other present a better issue to LL, not forcing each other to accept our opinions. Gigs doesn't have to take our suggestions.

Gordon Wendt added a comment - 18/Dec/07 09:58 AM
Nor will I and I won't revert it if Gigs decides to change it back to bug though I'd ask respectfully that he not.

Thomas Shikami added a comment - 19/Dec/07 05:50 AM
Instead of hiding and making it harder to get at the bits of an UUID there should be more incentive to not copy stuff at all. Content theft is seen as bad behaviour and should be seen as that. The community is a better copy protection than software alone can give. Better work on tools to detect content theft and provide a warning for View Admin Options usage, giving the incentive to not abuse that feature.
For Texture permissions I only see two of them being really useable:
modify: to allow renaming and changing description
transfer: to allow sharing the texture with others

hulk ah added a comment - 19/Dec/07 04:53 PM
I really do not agree with the comment:

"Remove all texture permission flags, and make them all full perm, to reflect reality. "

Just because in reality things can be stolen in a certain way means we should make it as easy as possible? Why not hand out all second life textures full permission right away? Yes DMCA's and lawsuits are possible..but who is gonna do that for a texture?


Jacek Antonelli added a comment - 20/Dec/07 08:52 AM
My concern with this issue and comments in similar vein (e.g. on VWR-1919) is the binary, black-or-white logic being employed: unless the permission system works perfectly, it does nothing. Unless it's 100%, it's 0%. This is an oversimplification; it disregards all sense of the degree of difficulty involved in circumventing the system. I don't trust such flawed logic to lead to a sensible solution.

Lex Neva added a comment - 20/Dec/07 08:57 AM
Well put, Jacek. It's a form of perfectionism, at its base. I think programmers can fall into that kind of trap often (I sure do).

orion raymaker added a comment - 20/Dec/07 01:23 PM
I think there have been some very interesting comments and views in relation to the use of permissions. However in regards to Gigs comments I agree with his concept of bug. To elaborate:

'A software bug (or just "bug") is an error, flaw, mistake, failure, or fault in a computer program that prevents it from behaving as intended (e.g., producing an incorrect result)... Others qualify as security bugs and might for example enable a malicious user to bypass access controls in order to obtain unauthorized privileges...They arise from oversights made by computer programmers during design, coding and data entry...'

Source (accessed 20/12/2007): http://en.wikipedia.org/wiki/Computer_bug

In this respect Gigs comment in removing permissions to reflect reality has significant weight in emphasising the true nature of this problem. Although I would have to agree for the moment, at least, there is a small semblance of protection for texture designers, from the casual and inexperienced user, to protect their images by means of current permissions provided untill a satisfactory patch is provided. However, there is no getting away from the fact that textures are probably the most vulnerable element in SL and Gigs is right to highlight this problem as a bug that misleads people into thinking they are fully protected, particularly in the way these permissions are presented to users in the client software.


Fnordian Link added a comment - 25/Dec/07 11:43 PM
While I'm sure it's not trivial to make this change (and of course, it's not 100% foolproof), is there a reason why a permission check couldn't be made for any script trying to set a texture with a UUID?

In order to avoid messing up all legitimate texture references in scripts, the permission check should pass for textures that aren't copy/transfer if the texture is:

a) created by the script creator;
or b) created by the current script owner;
or c) owned by the current script owner.

Copy/trans textures are no problem, of course. But how many legitimate textures are accessed in a script where the script creator doesn't even own them?

Sure, this does nothing to stop screen shots. It may not even help with certain other methods if the texture can be captured and re-uploaded without needing to display the original via a script first, but I suspect a change of this nature would render the vast majority of texture-snagging methods useless.

Am I mistaken?

Or is changing the code to perform this permission check next to impossible?


Gigs Taggart added a comment - 26/Dec/07 05:42 PM
Fnordian,

That wouldn't accomplish anything, since you can just as easily reupload the texture with yourself as the owner. If anything, allowing LSL to apply textures by UUID without regard to permission makes it easier to catch people doing something they aren't supposed to.

All any of these things do is make it harder to catch people actually infringing on copyrights.


Nizzy Lusch added a comment - 07/Feb/08 08:06 AM - edited
llSetTexture in its current state is similar to netbanking not requiring a password. You can just type a name and withdraw whatever you need.

I know that resource theft can never be 100% prevented, but making it rediculously easy certainly doesn't help. Alot of thieves steal because it's easy. Once it becomes harder, it begins to seem like work.

My guess is that programmers often don't realise what a huge amount of work goes into making a texture map, so this function seems fine to them.

Imagine if Linden Lab made a llCopyScriptFullPerms() function? I imagine alot of scripters would feel frustrated when every noob could steal their work in a few clicks.


Nadine Nozaki added a comment - 18/Feb/08 07:19 AM
As texture and web content maker, I know anyone that see can copy, I don't get fooled that any technical system can prevent this and live but this real life rules. The permission however is an easy way to show my intentions to the receiver of the texture.

The viewer are just as a web-browser when you put info into SL or on the web people can (and will copy) it's reality, one have to adopt once sale model after it, not build up false hopes.


Lex Neva added a comment - 18/Feb/08 12:52 PM
"The permission however is an easy way to show my intentions to the receiver of the texture."

Nadine, that was very well put. Regardless of how easy it is to steal textures in SL or images off the web, it's still against copyright law. The permissions system does provide a convenient way to make it clear whether or not you, as a copyright holder, intend to allow others to copy and distribute your content.

That in and of itself is enough of a reason to keep texture permissions, and it means that they DO do something.


Gigs Taggart added a comment - 18/Feb/08 04:07 PM
Actually, that's a good reason to get rid of texture permissions.

It would be much more useful to replace them with a copyright license that conveys your intent in a precise legal way. Permissions are vague and open to interpretation. An explicit license lets everyone know what your intent was with distribution terms.


Anti Destiny added a comment - 29/Feb/08 03:26 AM - edited
I do agree with good intentions. However, that does not make it "copyright law".

Sections 3.2-3.4 seems pretty clear to me:

3.2 You retain copyright and other intellectual property rights with respect to Content you create in Second Life, to the extent that you have such rights under applicable law. However, you must make certain representations and warranties, and provide certain license rights, forbearances and indemnification, to Linden Lab and to other users of Second Life.

3.3 Linden Lab retains ownership of the account and related data, regardless of intellectual property rights you may have in content you create or otherwise own.

3.4 Linden Lab licenses its textures and environmental content to you for your use in creating content in-world.

Translation:

ALL YOUR DATA ARE BELONG TO LINDEN LAB.


Gigs Taggart added a comment - 29/Feb/08 09:59 PM
3.2 Means you still own a copyright on the works that you create or submit to linden lab. This means you can indeed sue someone, or license it in a way you see fit.

3.3 Means that you don't own your "account", in so far as you can't sue Linden Lab for closing it, you can't license your account, or sell your account on Ebay.

3.4 Means you can use the Linden Library textures/objects and other stuff that comes free with your client for building things in SL.


Anti Destiny added a comment - 01/Mar/08 11:34 AM
That's a fairly optimistic interpretation, but the devil is in the details. Here's what I find interesting in the fine print:

3.2 ..You also understand and agree that by submitting your Content to any area of the Service, you automatically grant (or you warrant that the owner of such Content has expressly granted) to Linden Lab and to all other users of the Service a non-exclusive, worldwide, fully paid-up, transferable, irrevocable, royalty-free and perpetual License, under any and all patent rights you may have or obtain with respect to your Content, to use your Content for all purposes within the Service.

3.3 You agree that even though you may retain certain copyright or other intellectual property rights with respect to Content you create while using the Service, you do not own the account you use to access the Service, nor do you own any data Linden Lab stores on Linden Lab servers (including without limitation any data representing or embodying any or all of your Content)..

3.4 During any period in which your Account is active and in good standing, Linden Lab gives you permission to create still and/or moving media, for use only within the virtual world environment of the Service ("in-world"), which use or include the "textures" and/or "environmental content" that are both (a) created or owned by Linden Lab and (b) displayed by Linden Lab in-world.

****

Talk about covering your ..err.. assets. Basically if you've went through all the legal hassle of procuring real world copyrights and trademarks you retain those real world intellectual property rights, although the way the remainder of the stipulations read to me as if all in game content (including user uploaded content) is OWNED by Linden Labs and given freely to the users of Secondlife to be used solely for in game purposes. Here's the real kicker though:

3.2 ..You further agree that you will not make any claims against Linden Lab or against other users of the Service based on any allegations that any activities by either of the foregoing within the Service infringe your (or anyone else's) patent rights.

Now is it just me, or does that really say it's against the terms of service to accuse someone of "stealing" content in game? =.=


Gigs Taggart added a comment - 01/Mar/08 12:50 PM
3.2 That is a patent license. You can't enforce a patent in SL. Patents, copyright, and trademarks are three different things.

3.3 This is just expanding what you said it said earlier, you don't own your account, i.e. the fixed representation of bytes sitting on a hard disk at LL's data center. That's mostly to protect LL if they should lose all your data. You also can't go to LL's HQ and demand a copy of all your data if you account is banned.

3.4 This says you can pretty much use any Linden created content for whatever you want.


IAm Zabelin added a comment - 11/Apr/08 09:50 AM
Texture permissions should stay.

Although you CAN easily (or not) copy textures, doesn't mean its right. The texture permissions are a way for the creator to communicate their copyright intentions on the texture, up to them to use any means to enforce it or not.

I CAN steal my neighbors car too ... actually quite easily. But its not right.


Gigs Taggart added a comment - 13/Apr/08 08:38 AM
This is not a "new feature"! It implies a new feature, namely a better way to communicate the license intent. I'll link it to the related feature request.

Gigs Taggart added a comment - 13/Apr/08 08:44 AM
IAm,

I agree that the best we can do is communicate intent. Permissions, as they exist today, are a very poor way to do that. They mislead some creators into believing that it's an effective technical means to protect their creations, when no such technical means exists. That is what this bug is about.


Raskolnikow Roffo added a comment - 23/Apr/08 10:18 AM
Peoples,

My worry is not the overall discussion about texture copyright and ways to deal with it. It is a complex issue. What I do worry about is this: There seems to be a way to rip textures from objects Inworld, with just a few mouseclicks, when some debug settings are changed.

I do not understand why ripping is made so simple!


Gigs Taggart added a comment - 25/Apr/08 09:45 AM
Rasko,

There's no point in try to make it "hard". Think about the web. You can save any image you want off the web right? If one browser made it harder to do, people would just use a different browser. It's the same with SL, people can use whatever viewer they want. I can guarantee you that people that want to rip textures off will just use a viewer that doesn't make it "hard".

Anyway even though people can save images off the web, sites still make a living selling images. It's not impossible.


Raskolnikow Roffo added a comment - 28/Apr/08 09:26 AM - edited
Giggs,

Name me one site that sells images that has no build-in security to prevent ripping. That is the point, in making it 'hard'. And that is why they make money. Look:

http://www1.istockphoto.com/file_closeup/object/4974211_isolated_linden_tree_leaves.php?id=4974211


Creem Pye added a comment - 28/Apr/08 10:14 AM
Raskolnikow,

So I guess your point is that watermarks and low-res previews are a good idea for shops selling textures. That's not a bad idea for texture stores in SL as well. But for most "textures" (images) in websites, it's as easy as right-clicking and selecting "save as.." to grab the image. Or you can simply open the image cache directory of your web browser or SL viewer to get the image, which is already on your hard drive.

VWR-1919 is already undone on the most popular ui-modded SL viewer that I know of, so I don't see the point in crippling ctrl+alt+shift+t for getting texture UUIDs in the main viewer. But if this security model is valid, maybe we should make fork of Firefox that doesn't let the user view HTML source code or save images? I'm sure it could be a hit ; )


Prokofy Neva added a comment - 09/Jun/08 08:32 PM
Just because something is technically feasible doesn't mean that you should give up using a variety of technical means and social policies to mitigate the problem. If Gigs were in charge in real life, everyone would be made to stop locking their doors just because a thief occasionally breaks in anyway in some homes.

It's this geek "0/1" or "100 percent or nothing" extremism that really hobbles the discussion. And it is being decided here by NON stakeholders who are not making and selling content with permissions and whose livlihoods do not depend on doing this. That's unjust, and wrong.

The discussion on SL-DEV has been disgraceful, and ideological, and not technical.

The permissions system must remain, even if it has holes, because it signals intent, and most people comply with the creator's intent and most people do not have the technical ability to rip off a content creator. Most people on the web, in fact, are deterred by either copyright notices or by prevention of right-clicking. Most people are not going to bother to tinker with printsqueen or various devices to try to copy content. So signally intention, putting in hindrances, and invoking laws and social polices are all necessary, and no one of them can work alone.

This is a feature, not a bug, and the persistence of the Lindens in allowing it to be presented as a "bug" is the sort of extreme Stallmanitism that they should be curbing here.


Gigs Taggart added a comment - 09/Jun/08 08:43 PM
It's a little subtle Prok, but it's is far from an "all or nothing" analysis that leads to that conclusion.

It's actually a fully relative cost-benefit analysis that leads to the conclusion that imperfect protection should be avoided.

Any client side protection is fundamentally flawed in that it can be easily circumvented by any programmer. You say "everyone isn't a programmer"... That's true. But it only takes one programmer to write the program, and then, anyone who likes can circumvent the protection. So what does it actually accomplish? People who have a legitimate reason to back up a copy of their stuff have to jump through extra hoops, and are lumped in with someone who actually wants to commit real infringement. Because the benefit is so small (malicious infringers need to locate some freeware), and the there are non-negligible drawbacks for legitimate users, it doesn't make sense.

But that's not what this issue is about. This issue is that there isn't any protection currently, but the permission system implies that there is. One way to solve it would be to add some sort of non-trivial protection... But obviously that's not a resolution that I personally think makes sense.


Ann Otoole added a comment - 10/Jun/08 08:56 AM
Find a way to make it so a open source programmer cannot change the identity of the official LL browser. (difficult I know, would have to be a lib and gen some sort of token that cannot be grabbed with a sniffer)
Then when someone uses a non standard viewer and is later found to have engaged in criminal activity then it shows intent.
This makes a difference in court and could be used by LL as part of it's governance process.

The presence of a user utilizing a viewer known to have circumvented DRM type controls should be viewed with interest by LL.
So should the intent of the person that wrote the code.
If LL removed people from SL that demonstrate clear intent to circumvent LL's controls then perhaps we would see less of this type activity.

example/analogy not directed at anyone in particular: If a person has a lock picking tool set in their possession and they are not a licensed locksmith then what do they need such tools for.

At minimum every person connecting with a non LL browser should go into a suspect registry and when something is found to be stolen the data mining done to see if intent was present in the form of using viewers coded to circumvent controls. If so then all assets of the guilty party are removed and machine bans enforced.etc etc.

LL needs to bring some real world thinking into this mix.
I would love to hear from LL's general counsel on the topic of LL's liability for not providing controls on what code can directly access LL's network assets.


Lex Neva added a comment - 10/Jun/08 09:51 AM
> Find a way to make it so a open source programmer cannot change the identity of the official
> LL browser. (difficult I know, would have to be a lib and gen some sort of token that cannot be
> grabbed with a sniffer)

That's not technically possible. I can gain access to anything generated on my computer, especially if I can see the source code of the client and see how it retrieves the token from the library.

> At minimum every person connecting with a non LL browser should go into a suspect registry...

I run the Nicholaz third-party client. I'd rather not be in ANY "suspect registry", even if it's only used as you describe. People make mistakes, make false assumptions, etc. I don't want someone accusing me of stealing resulting in all my data getting wiped.

> I would love to hear from LL's general counsel on the topic of LL's liability for not providing controls
> on what code can directly access LL's network assets.

The iron-clad law of computing is that I can reverse-engineer anything that happens on my computer and fool any authentication mechanism (such as DRM and the like) if that mechanism runs on my computer.


Strife Onizuka added a comment - 12/Jun/08 08:37 AM
You don't need a hacked/custom viewer to steal textures, you can packet sniff and cache hack instead. Stealing textures can be done entirely passively.

This proposal is a false dichotomy, there are more then two solutions here. The problem stems from users assuming that permissions are DRM. That permissions impose technical restrictions.

The correct solution to this is to make it plain and obvious to all users that permission only convey the intent of the texture creator and not provide any significant technical restrictions. That the permissions dictate the licensing agreement between the user and the creator, and that while it is possible to skirt the agreement, to do so would be illegal.

If the user base understood that permissions were a form of licensing agreement and nothing more, then issue VWR-2909 would evaporate because there would be no misleading.


Gigs Taggart added a comment - 12/Jun/08 08:48 AM
Right, any bug is defined as a disconnect between expected behavior and actual behavior.

The usual solution is to make the behavior match the expectation, in this case, it's probably going to be easier to make the expectation match the behavior.

There are multiple ways to accomplish this, and really I'd be happy to see any of them go in. As long as we maintain this "false illusion of effectiveness" though, we have a problem.


Hypatia Callisto added a comment - 24/Jun/08 09:44 AM
VWR-4970 was a request for some server side checking. I actually do not see why leeching should be allowed for non-full perm texture assets. Sure you can rip them, but I don't see the rationale for allowing anyone to USE the texture in a script. Not even the WWW works like that > its fairly trivial to stop other sites from inline linking content from the server side if you so choose.

It complicates DMCAs badly because the content creator risks damaging their own content by having the content blocked to the infringer. it's a huge mess, and permissions need an overhaul > if to just do a little checking on WHO should be using assets, as opposed to letting leeching just go unchecked. And say if its another grid leeching LL assets > don't you think there should be at least SOME server side checking.

I'm in the category of those that say yeah, there needs to be better security on the server side, in regards to assets. It doesnt have to be STRONG DRM, but come on, bandwidth leeching is sort of an old WWW issue, and its sure likely to rear its head again before long.


Ann Otoole added a comment - 24/Jun/08 10:29 AM
The permissions are part of the asset system.

Arguing about this pjira entry is rather pointless wouldn't you say? The same 3 permission settings are present for each and every item in inventory. It is not going to change. Utterly pointless pjira.

An intelligently written pjira feature request for this would be part of a request for a permissions system overhaul (which is needed but unlikely to be done with the existing staff of LL unless ordered by the CEO).

This issue needs to be closed as irrelevant.
([Closed - Irrelevant] <- a needed jira resolution eh?)


Hypatia Callisto added a comment - 24/Jun/08 11:14 AM - edited
I think its important to be a dissenting voice, especially when people try to claim things work a certain way when in fact they do not.

Flickr is a great WWW example. They very effectively block linking to private and restricted content hosted on the service. You can right click > save as all you want ... you can even save out pictures at low res if they block the save as function (but you'll only get a low res picture), but you can't link a restricted Flickr picture on your own site. Only open Flickr content is linkable. It's that way by design

There are two issues being mixed up here. right click > save as never did have anything to do with inline content. Using UUIDs which you haven't got permissions to use has far more to do with inline content linking and nothing really at all to do with the ability to save content you view on a website.

UUID's are a security issue if in fact you don't have permissions to use them. And yes, its also a copyright issue if you in fact do broadcast the restricted asset in question.

I think it's important to understand that textures need to be easily used and displayed, therefore there will never be airtight security where this is the case. Sure, that's fine. I in fact have no problem with that. I'm well aware that if you can see it, you can copy it. This is in fact not what I am after. You may even notice I am sort of arguing a situation that forces one to rip and reupload instead of using restricted UUIDs easily. Why that? Because its far easier to block the infringing content through technical and legal channels without damage to legit content if that's the case


Gigs Taggart added a comment - 24/Jun/08 12:40 PM
Ann,

It's not a feature request. It's actually not a big deal. It's simply a bug report.

Reproduction:

1. Upload a texture.
2. Mark that texture "no-copy" or "no-transfer" or "no-modify".
3. Give that texture to another user
4. Note that they can still freely copy/modify/transfer the texture using any one of several means.

Expected behavior:
That the no-copy/no-modify/no-transfer flags actually accomplish something.

Actual behavior:
The copy/mod/transfer flags on textures do not function properly.

If we had any other feature that claimed to do something but failed utterly at doing what it was supposed to do, we'd file a bug report. Just because people get uptight about this subject doesn't change that.

As for how to solve this bug, well, there's two options. Invent a DRM system that works, or get rid of the permissions that are broken.


Hypatia Callisto added a comment - 24/Jun/08 08:45 PM - edited
or option no. 3 - simply enforce the permissions in regards to using textures in builds and scripts.

They already work, kinda. And I have hope that LL will in fact, finish the rest in light of the recent copybot fiascos.

First off > It's not DRM, and it never was. There is no DRM in the files themselves > this is done by the backend asset server system, just like any network system > you have users with various rights to various files and directories. It's a simple prevention from using a UUID when you haven't got perms for it. It's in fact, NOT a difficult thing and contrary to people who claim "the world will be falling" > should not cause SL to fall down. (if it does > geez do we need a better architecture!)

I don't know why people think its hard. It's simple rights settings for files and users > do I have next owner permissions to this file > yes/no > allow linking/block linking

I learned this stuff way back in the old pre-WWW days when I was working with Novell networks. It's how sites like Flickr work (is this open content/restricted content > open content > link works — restricted content > link fails). Why can't SL?

It could be that the current perms system isn't enough > fine, then let us have a restricted to our own content option which prevents any copy or transfer, basically a "view only" setting as suggested in VWR-4970.


Hypatia Callisto added a comment - 24/Jun/08 10:18 PM
the next person who says this is DRM I'm gonna beat over the head with this wikipedia entry -

http://en.wikipedia.org/wiki/Access_control_list

That is what we're talking about here. File attributes for access control lists. How best to go about it, I'm all ears. But its NOT DRM. Never was, and still isn't.


Gigs Taggart added a comment - 24/Jun/08 10:31 PM
This bug is about DRM. What you are talking about is a completely different issue. You even said so yourself. Why are you trying to hijack this issue?

If you think UUIDs should have permission checking, go file a new issue. That's not what this one is about.


Hypatia Callisto added a comment - 24/Jun/08 10:38 PM
there is no DRM and will be no DRM in SL. This is about permissions. Permissions are a feature of access control lists. They are a feature of the permissions system. This is about permissions, no?

then it's about file attributes. Which you originally wanted to remove. Which makes no sense, really. Every operating system and network has file attributes.

UUIDs are just one feature of that > its just the "file name".


Gigs Taggart added a comment - 24/Jun/08 10:49 PM
Just because the SL permissions look superficially similar to unix file permissions doesn't mean they are anything like the same thing. You are still trying to confuse this with other unrelated things.

Hypatia Callisto added a comment - 24/Jun/08 11:03 PM
Except that they are the same thing

Quacks like a duck, walks like a duck... its not a mouse. Really.

Actually, are they really broken?

Modify on a texture > allows you to change the textures name.

Works > check

copy on a texture > allows you to make multiple copies in your inventory

Works > check

transfer on a texture > allows you to transfer that texture from your inventory to someone else's inventory

Works > check

Are the texture permissions in fact broken or just not working as people expect them to?

More likely the latter. But they do in fact, work.

People assume that the texture permissions are working to prevent people from actually requesting access to textures they upload. They do not. There is no access control on textures.

Should there be, or should not be > good question. But again, it's not DRM. It's Networking 101.


Gigs Taggart added a comment - 24/Jun/08 11:21 PM
>Are the texture permissions in fact broken or just not working as people expect them to?

As I talked about above, a bug is defined by a disconnect between user expectations and actual behavior. That's what this bug is about, users being mislead into incorrect conclusions. See the title.


JetZep Zabelin added a comment - 24/Jul/08 02:09 AM - edited
Are you still using the 1.18.4 RC?

With the latest RC, my textures are only transferrable when uploaded, I have to make sure i checkmark modify/copy if I want the next owner to have those permissions.

Getting texture info with admin options doesn't give them the UUID.

I think this should be resolved as fixed. If people still want to nitpick about how textures can still be stolen then open a new issue and mark it as MONITOR related because the textures are displaying on my MONITOR. o.O


Prokofy Neva added a comment - 20/Feb/09 09:43 AM
While this proposal isn't being properly challenged by the Lindens, it is de-facto challenged by continued appearance of the c/m/d permissions system inworld, and its continued functioning as part of the engine of the economy.

Not so the wider Metaverse, where Lindens and AWGroupies are going to the IETF to put the case for standardization of virtual world technologies for interoperability. There, they are not promoting c/m/d.

So in effect, the Lindens continue to put it up in their own world as a temporary ruse to keep their current customers satisfied and not panicked, but in the wider context of IETF they abandon it as technical not feasible.

So if you are concerned about this, vote for withdrawal of the MMOX proposal from IETF until a decision is made to promote and enforce c/m/d


Solar Legion added a comment - 11/Mar/09 09:15 AM
Gigs, not everyone knows the little tricks and such to get around the permission system. Filing this entry and then giving instructions in the comments on how to do such a thing shows a clear lack of ethics.

The permissions work as intended: They prevent copies from being made or transferred as individual inventory items. This was NOT intended to prevent a UUID from being used in a script for adding a texture to objects.


Gigs Taggart added a comment - 11/Mar/09 11:59 AM
It's unethical to misrepresent that a security feature works when in reality it does not.

Gordon Wendt added a comment - 11/Mar/09 06:44 PM
Gigs, you beat me to it. Hiding the fact that a security feature is worthless is worse than not having the security feature in the first place since your just giving people a false hope and you are hiding vital information from the people who might need the information to mitigate a given threat and trying to obscure a security hole does little to nothing to mitigate the threat posed by it.

Solar Legion added a comment - 12/Mar/09 10:45 AM
Gigs and gordon ... Show me exactly where in the technical specifications it states that the permissions are meant to affect ANYTHING beyond inventory controls and MAYBE you have a case.

Right now, you do not and this very entry ALONG with some of the comments is doing nothing at all but PROMOTE the means you CLAIM are covered but not functioning.

Once again: Texture permissions are NOT MEANT to control the use of a UUID or other methods to copy said texture. They are meant ONLY for the actual asset itself and to control how the entry in the database is transmitted.

Gigs, if you'd like a leg to stand on for this in making the ethics call ... delete all of the comments you've made that outline how to circumvent the permission system.

Failure to do so is aiding and abetting such actions.