[sldev] OpenID & SSL certificates
Argent Stonecutter
secret.argent at gmail.com
Mon Oct 1 06:36:58 PDT 2007
On 01-Oct-2007, at 04:19, Ryan McDougall wrote:
> Of course this brings us back to the original use case, an adulterated
> client viewer source (where once you access, the game is up no matter
> what).
The solution is to not worry about that case, because unless you're
using an Orange Book class B trusted computer system with mandatory
access control at every level (and you'd have to port SL to it first,
because it's unlikely to run on one as is), it doesn't matter whether
you're using the official viewer or a third party viewer... as soon
as you use any software other than that distributed by the OS vendor
or Linden Labs the game is up no matter what.
If you have the rights to install the copy of SL that you're running,
then you have the rights to modify it. If you're being a Good UNIX
Admin and you install it as a separate user ID just for Second Life
that you don't normally have the rights to, then if you have the
rights to run it, then you still have the rights to inject code into
the copy of it you're running. There's canned scripts for doing this
kind of thing after using the canned scripts from a virus toolkit
that you used to compromise the user's computer in the first place.
You drop the whole package on one of the well known accidentally-open
FTP servers and link to it from a post by a cutout account on
forums.secondlife.com and you're home free... so even sticking the
exploit code inside J Random Sculpty Editor isn't necessary.
This may seem an unlikely situation, but it's more likely than
someone distributing a crocked client. This isn't the BBS era any
more. You don't get software by trusting that the copy of
RandomTerminal that J Random User uploaded to the local Pirates Cove
is legit. You go to J Random User's public website, and if it's
crocked, Linden Labs can subpoena his identity from the ISP and lay
down a legal pimpsmack.
More information about the SLDev
mailing list