Open sl-service-account opened 7 years ago
Simon Linden commented at 2017-04-19T18:29:21Z
Let's discuss how this will get used at a user group
Lucia Nightfire commented at 2017-04-26T09:47:07Z
It also was brought up by a few people in the last meeting that a creation key exposed to the viewer such as in its own column in the inspection floater could be used to authenticate content, particularly no-copy content. I still think the best deterrence is for LL to remove no-copy objects from all sim state saves when they are removed from rezzed state in the region.
Attn: Simon
After https://jira.secondlife.com/browse/BUG-48155 was accepted it was later determined by viewer devs that direct access to mesh keys should not be given as it risks content theft so I am now filing a request for a different prim detail.
Problems
Applications that rely on prim attributes such as link order, prim names, prim descriptions or settext cannot function correctly in mod environments if the retailer or end user needs to make changes to the prim attributes referenced.
This can interfere with operations such as:
Touches detected from correct links.
Solution
We need a prim detail that cannot be modified by script or agent that is unique with every prim creation or mesh upload and remain unchanged with any future copying or rerezzing.
This feature request is for the creation of a "creation key" prim detail and access to said detail by the llGetObjectDetails() constant OBJECT_CREATION_KEY.
This key is the same key that objects receive during raw material creation through the build menu such as when rezzing a cube, sphere, torus, etc. and is the only time where both llGetKey() and OBJECT_CREATION_KEY will return the same key.
Mesh links that are uploaded to the server need to have a creation key generated at the same time creation time is generated, but creation keys must be unique for each mesh link as they are with actual mesh keys. They must not all be the same key like creation time is with multi-link or multi-object mesh/bulk uploads.
Since this prim detail does not exist yet, all content prior to it's implementation will return NULL_KEY for OBJECT_CREATION_KEY. This is similar to how OBJECT_REZZER_KEY worked once it and its related prim detail were created.
Benefits
Having a unique and unchangeable prim attribute to reference will allow scripted content to function correctly in mod environments whenever links, link names, link descriptions are changed.
Creators will be able to make texture appliers that work correctly for rigged mesh clothes even when their owner links them with other rigged clothes or rigged avatars to save attach slots.
Creators can now make use of prim attributes they previously devoted solely to references for texture applying or other multi-link script operation.
Other Information
This prim detail will work with future created mesh and legacy prims, but I still urge for the implementation of the llGetObjectDetails() constant OBJECT_CREATION_TIME as filed in BUG-9666 as that prim detail already exists and when combined with checking OBJECT_CREATOR can be used with all existing and future content and is a pretty reliable link identifier and will only have duplicates with rapid raw material creation or with bulk/multi-link/multi-object mesh uploads.
Comments welcome. Thanks in advance for any consideration.
Links
Related
Original Jira Fields
| Field | Value | | ------------- | ------------- | | Issue | BUG-100487 | | Summary | Feature Request: llGetObjectDetails() constant OBJECT_CREATION_KEY. The quest for better texture applier capability part deux. | | Type | New Feature Request | | Priority | Unset | | Status | Accepted | | Resolution | Accepted | | Reporter | Lucia Nightfire (lucia.nightfire) | | Created at | 2017-04-19T09:38:48Z | | Updated at | 2017-05-08T23:46:22Z | ``` { 'Business Unit': ['Platform'], 'Date of First Response': '2017-04-19T13:29:21.065-0500', 'How would you like the feature to work?': "Attn: Simon\r\n\r\nh1. Information\r\n\r\nAfter https://jira.secondlife.com/browse/BUG-48155 was accepted it was later determined by viewer devs that direct access to mesh keys should not be given as it risks content theft so I am now filing a request for a different data point.\r\n\r\nThis feature request if for the creation of a creation key prim detail.\r\n\r\nThis key is the same key that objects receive during raw material creation through the build menu. Like with creation time, this key will be constant and unchanging with future rezzes or copies.\r\n\r\nMesh links that are uploaded to the server need to have a creation key generated at the same time creation time is generated, but creation keys must be unique for each mesh link as they are with actual mesh keys. They must not all be the same key like creation time is with multi-link or multi-object mesh/bulk uploads.\r\n\r\nThe need for access to this prim detail and all use cases are still the same as outlined in https://jira.secondlife.com/browse/BUG-48155\r\n\r\nThis prim detail will need to be accessed by the llGetObjectDetails() constant OBJECT_CREATION_KEY.\r\n\r\nSince this prim detail does not exist yet, all content prior to it's implementation will return NUL_KEY for OBJECT_CREATION_KEY. This is similar to how OBJECT_REZZER_KEY worked once it and its related prim detail were created.\r\n\r\nh1. Other Information\r\n\r\nThis prim detail will work with future created mesh and legacy prims, but I still urge for the implementation of OBJECT_CREATION_TIME as filed in BUG-9666 as this prim detail already exists and when combined with use of OBJECT_CREATOR can be used with all existing and future content and is a pretty reliable link identifier and will only have duplicates rapid raw material creation or with bulk/multi-link/multi-object mesh uploads.", 'ReOpened Count': 0.0, 'Severity': 'Unset', 'Target Viewer Version': 'viewer-development', 'Why is this feature important to you? How would it benefit the community?': '?', } ```