Allow inventory rename of modify objects containing no modify scripts
tracked
Furious Soup
There is a vast amount of content available where the object itself is modifiable, but the scripts or other content it contains are no mod.
It is possible to rename such objects or change their description by rezzing them in world, renaming and then taking back into inventory.
It is not possible however to rename the same objects directly in inventory, or when attached.
This limitation makes the process of renaming modify objects unnecessarily difficult.
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Darling Brody
Apposed: Any change to permissions inevitable opens up exploits. In this case we have no way of knowing if the original creator was relying on the fact that the object cant be renamed without being rezzed as part of their security/copyright enforcement or functionality of the object.
Such a change should only be possible on new objects created after the date the permissions rule change, to ensure no undesirable security exploits result.
Anna Salyx
Darling Brody While I agree with the your objection for a wholly no-mod object that is not what is being asked for here. What is being asked for for an object/linkset that is fully modifiable
except
for one or more object-inventory items. In such a scenario, the object/linkset itself can be ranamed, recolored, resized, links added and links removed while rezzed in world but while in the avatar inventory it becomes un-renameable. And since that is the only manipulation available within player inventory that is the only one we concern ourselves with in this request
All that is being asked is that if the object is able to be renamed while rezzed in world, that some mechanism be implemented for renaming it while in player inventory. that's all, and for that reason, I've added my support/vote for it.
I find it extremely frustrating and annoying (at times) that to rename an object that I have permission to rename (but has a no-mod script/notecard/texture within) I have to
1) rez it in world,
2) open the edit interface,
3) rename the object, then
4) take it back into inventory.
So, now I have 2 of the same object in inventory but with separate names. it means a lot of extra work that could accomplished in a single step.
Darling Brody
Anna Salyx I get you, but the whole reason that you need to rez it in-world is because that is the only way the sim/server can check the permissions on all of the sub-components. when it is in your inventory it's just a link to an object in the database that can't be inspected in that form without going through the rez process.
Without going through the process of simulating a rez into a region there is the potential to introduce a permission exploit. I think the overhead on all the items in inventory would just be too much to make it worth doing for LL.
I think this is why they have left it so that we raise the items in world in order to rename them.
Anna Salyx
Darling Brody and I get that that is the current reason for the need to rez to rename. I get that this right now it a limitation. But that doesn't preclude that there might be away to add a flag to an object like "renamable in inventory" or some such. When an object is taken up into inventory (either by the original creator, or by the subsequent end user) if the actual object perm is Mod, set the flag to yes. If the flag is not set (or is missing), it's not renamable and that would cover legacy items from before the flag was introduced. ie: everything would have to be rezzed at least once to set. it'd take an initial rez and retake to establish.
Now, on the practical technical side, this may very well not be feasible for any number of reasons, but at the very least those in charge of the server code could make an assessment to determine this. That's what's being asked at the very base level. As a QOL thing it'd be great, if it turns out to be completely undoable, we've lost nothing for them to have looked into it.
Circling back to one of your concerns: there is no event to check for renames after rez so unless a script is constantly polling the name on a timer (eek), a rename in inventory won't affect object functionality or security IMO. But again that's something that the devs can look into. The idea, as an exploratory, has merit for several both technical as well at QOL reasons. again IMO.
Darling Brody
Anna Salyx There is an on_rez() event which is the logical place to call for a registration check because it happens immediately after an object is rezzed or worn.
If for example, the object name is used to identify the product in that registration check then it could cause issues. Eg: Being able to change an object name before its first rez and registration check introduces security vulnerabilities.
As all objects are held in an SQL database that would mean every object would have to have the additional flag you suggested added to it to indicate whether it is allowed to be renamed - that is an additional bite multiplied by every single object ever created. That is a huge amount of data. I'm not sure it's going to be worth that much overhead. It also won't help all the existing items in inventory which will need to be rezzed in order to set the flag.
The only way I can think of to do it is to set up a dedicated function in the region to simulate rezzing an object to check its permissions. That also would be a lot of work for a small function and this still will not address the security vulnerabilities of being able to rename an object that has never been rezzed.
I honestly think these are the reasons it has remained in the too hard basket for 2 decades.
OPPOSED : Once again I state that changing an object name without checking the permissions first is something I oppose.
Edit: somebody further down reminded me of the technical reason this cannot be done. The initial uuid of an object is based on the creators original uuid and thus cannot be renamed without renaming the creators object as well. when you rez an object you are actually creating a copy of it that is unique with its own UUID and thus you are then able to rename it. Once you take it back into inventory it becomes a pointer to that original object and can't be renamed again for the same reason you couldn't rename the creators original object.
Livi Evergarden
Actually allowing us to change the name on any NO MOD item, while preserving the NO MOD on all other aspects
Lance Kent
Oh my yes please.
Spidey Linden
tracked
Issue tracked. We have no estimate when it may be implemented. Please see future updates here.
Darling Brody
Spidey Linden
Apposed: Any change to permissions inevitable opens up exploits. In this case we have no way of knowing if the original creator was relying on the fact that the object cant be renamed without being rezzed as part of their security/copyright enforcement or functionality of the object.
Such a change should only be possible on new objects created after the date the permissions rule change, to ensure no undesirable security exploits result.