Agreed. LL REALLY needs to fix this. I disagree that this is "purely a
technical issue" as this is by far IMHO the biggest sink they have. SL
is based on content creation, and this is a tax on that. I do agree
with the fact that it also helps keep down the asset server growth
rate, but I don't think that was originally the point. It may have
been a factor, but not the primary reason
--Jesse

On 7/9/06, Adam Frisby <[EMAIL PROTECTED]> wrote:
I think it's best we defer this one onto LL for a decision.

The upload fee isnt for sink purposes - it's to limit the number of
assets on the asset system. The fee itself has no real relation to the
economy side of SL - it's purely a technical issue.

Last I heard, the asset DB was 13TB and growing at 1.5% per *day*. The
upload fee is there to make sure that doesnt rise to 5% per day.

Yes people can disable the limit - but if by default it's enforced, then
  at least it's like putting a big red warning sign over the function
'Don't abuse this!'.

LL has been helpful in regards to assisting with this project - but this
is one of those points where LL really doesnt want to go ahead with
this. LL may verywell ban libsl from doing automated asset uploads if
it's abused.

I agree with Timeless that if LL isnt doing this serverside, they should
strongly consider it. But until such a time, it's the clients
responsibility to pay upload fees - and if we are building 'to spec',
then it's out responsibility too. Whether or not it can be easily
bypassed is completely irrelevant. It's there for a good reason.

-Adam

Jesse Nesbitt 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
>> >
>> > --
>> > No virus found in this incoming message.
>> > Checked by AVG Free Edition.
>> > Version: 7.1.394 / Virus Database: 268.9.10/383 - Release Date:
>> 7/7/2006
>> >
>> >
>> > --
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>> > Checked by AVG Free Edition.
>> > Version: 7.1.394 / Virus Database: 268.9.10/383 - Release Date:
>> 7/7/2006
>> >
>> >
>> >
>> ------------------------------------------------------------------------
>> >
>> > _______________________________________________
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>> > libsecondlife-dev@gna.org
>> > https://mail.gna.org/listinfo/libsecondlife-dev
>>
>>
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>
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--Jesse

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