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Create a filesystem abstraction layer for CSM and only allow accessing files that are scanned into it. (#5965)
* Load client-side mods into memory before executing them. This removes the remaining filesystem access that client-sided mods had and it will hopefully make then more secure. * Lua Virtual filesystem: don't load the files into memory just scan the filenames into memory. * Fix the issues with backtrace * fix most of the issues * fix code style. * add a comment
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@@ -54,6 +54,12 @@ extern "C" {
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#define setOriginFromTable(index) \
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setOriginFromTableRaw(index, __FUNCTION__)
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enum class ScriptingType: u8 {
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Client,
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Server,
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MainMenu
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};
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class Server;
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#ifndef SERVER
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class Client;
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@@ -73,6 +79,10 @@ public:
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void loadMod(const std::string &script_path, const std::string &mod_name);
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void loadScript(const std::string &script_path);
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#ifndef SERVER
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void loadModFromMemory(const std::string &mod_name);
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#endif
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void runCallbacksRaw(int nargs,
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RunCallbacksMode mode, const char *fxn);
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@@ -82,6 +92,8 @@ public:
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IGameDef *getGameDef() { return m_gamedef; }
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Server* getServer();
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void setType(ScriptingType type) { m_type = type; }
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ScriptingType getType() { return m_type; }
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#ifndef SERVER
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Client* getClient();
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#endif
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@@ -133,6 +145,7 @@ private:
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IGameDef *m_gamedef = nullptr;
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Environment *m_environment = nullptr;
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GUIEngine *m_guiengine = nullptr;
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ScriptingType m_type;
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};
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#endif /* S_BASE_H_ */
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