This is a security flaw in the platform of SL. Period. Report it or I will.

- Timeless Prototype

On 09/07/06, Jesse Nesbitt <[EMAIL PROTECTED]> wrote:
I disagree. I think that compiling in the upload sink doesn't fit.
Something tells me that this might force a fork in the codebase (and I
do not want to see that)
As for your XChat refrence, there are MANY people that provide free
XChat builds for windows.
Just by 2.5 cents.
--Jesse

On 7/9/06, Adam Frisby <[EMAIL PROTECTED]> wrote:
> Weighing in here - sure it's possible to compile out the upload fees -
> but the default should be to enforce them.
>
> People are going to get around things to avoid paying - that's a fact of
> life, but as the library developers we do have some obligation to make
> sure our client behaves with SL.
>
> To bring up an example - the windows version of X-Chat has a $15
> registration fee? Count the number of people who have been bothered to
> actually compile that out. Most just dont bother, pay the fee and be
> done with it. (or avoid using it)
>
> Until LL starts enforcing these serverside themselves, I think we have
> the obligation to make sure something we are at least partially
> responsible for doesnt kill the asset system, and at the end of the day,
> on the technical side, it should be fairly trivial to implement.
>
> -Adam
>
> Alondria LeFay wrote:
>
> > I think LL would be much more concerned with us having the programmatic
> > way of creating assets than whether we are enforcing their money sink
> > within it. Historically, they have held fast to not allowing LSL to
> > create assets due to the fear that someone could bring the asset server
> > to its knees. My fear is somewhat that when we do implement this,
> > someone will end up taking out the asset server. Likewise, if someone
> > makes a "free upload program" it could throw our economy on SL more out
> > of wack.
> >
> >
> >
> > I think the end result is we really need to think this one through and
> > perhaps we should talk to LL about the situation and what can be done to
> > ensure libsl sill not cause more harm than good.
> >
> >
> >
> > Thus, I somewhat disagree – I think we do have some responsibility to
> > ensure what we do is for the common good and seriously think about the
> > possible fallout of what we do. I also believe if we cause too much
> > negative effects to SL and LL, LL will change their opinion and start
> > inhibiting libSL's development.
> >
> >
> >
> > But – I haven't had my morning coffee yet….
> >
> >
> >
> > ------------------------------------------------------------------------
> >
> > *From:* [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] *On Behalf Of *Tom Wilson
> > *Sent:* Sunday, July 09, 2006 8:49 AM
> > *To:* Development list for libsecondlife
> > *Subject:* Re: [libsecondlife-dev] Inventory Upload & Fees
> >
> >
> >
> > I'm sorry, but it just doesn't make sense to enforce upload payments in
> > libSL.
> >
> > lilbSecondLife is open source, and unless you close the source (and
> > obfsucate it and use a language that's NOT C#), everybody who wants to
> > cheat and upload for free would simply modify the upload routine and rip
> > out the payment code anyway. If you closed certain modules to prevent
> > that, you're going against the very idea of open source. It is not our
> > job to make policy, and we are also not in the business of enforcing
> > LL's policies.
> >
> > Also, just from a pure technical perspective, payments and uploads
> > really have nothing to do with each other. It would be bad design to
> > build payments in to the texture upload function. However, if payments
> > and uploads happen together frequently (as they would with texture
> > uploads), then it would be smart to either introduce a second,
> > overloaded function or a new function that allows the user to specify
> > the payment amount as a parameter. The function would return an error
> > condition if there wasn't enough money in the person's account.
> >
> > IMO, paying for uploads should have been a server-side function all
> > along, and I don't doubt that LL *will* implement that server side as
> > soon as they figure out that people are  adding assets to the server
> > without paying to do it. (To do otherwise is simply bad design from a
> > security standpoint.) I assume that you're already talking to a Linden
> > once in a while: I'd suggest e-mailing that contact and commenting on
> > this. I have a feeling that we'd see a change in the .12 release.
> >
> > I have no doubt that as people start leveraging libSL in their programs
> > that LL will have their hands full trying to keep up with the things
> > people have figured out how to do. Free uploads are just the tip of the
> > iceberg. Now that LL's official position is "we encourage beneficial
> > reverse-engineering", Let LL worry about the bugs and security holes in
> > their protocol and fix it. It's not our job. :-)
> >
> > On 7/9/06, *Adam Frisby* <[EMAIL PROTECTED] <mailto:[EMAIL PROTECTED]>> 
wrote:
> >
> > Since inventory upload (aka automated asset creation) has been made
> > possible via the CRC discovery, I think it might be the time to raise
> > some important questions.
> >
> > 1. Upload fees are handled clientside, while I dont think this is the
> > best approach for LL to take - it is something we need to deal with. Do
> > we implement this? (Personally, I think there's a responsibility to
> > implement them.)
> >
> > 2. Automated uploads is now possible for more than just textures -
> > eventually someone's going to think it might be a great idea to share
> > files by uploading them as base64 encoded notecards - again I suggest we
> > implement a charge, L$2-10/asset fair?
> >
> > 3. Given the above, has anyone started implementing the code for
> > handling asset creation?
> >
> > -Adam
> >
> > _______________________________________________
> > libsecondlife-dev mailing list
> > libsecondlife-dev@gna.org <mailto:libsecondlife-dev@gna.org>
> > https://mail.gna.org/listinfo/libsecondlife-dev
> >
> >
> >
> >
> > --
> > Tom Wilson
> > [EMAIL PROTECTED] <mailto:[EMAIL PROTECTED]>
> > KI6ABZ
> >
> > --
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> >
> >
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> >
> > ------------------------------------------------------------------------
> >
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>
>
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--
--Jesse

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