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authorred-001 <red-001@outlook.ie>2017-06-30 19:14:39 +0100
committerLoïc Blot <nerzhul@users.noreply.github.com>2017-06-30 20:14:39 +0200
commitf3ad75691aea30d2d68aab19fbfa9031409c39d7 (patch)
treeb73109f1d3d14af91b3593dc80645a1bb70274a8 /src/script/scripting_client.cpp
parent2e53801fc0d9ba13afec6c1ddb5e3999f68b96bd (diff)
downloadhax-minetest-server-f3ad75691aea30d2d68aab19fbfa9031409c39d7.tar.gz
hax-minetest-server-f3ad75691aea30d2d68aab19fbfa9031409c39d7.zip
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
Diffstat (limited to 'src/script/scripting_client.cpp')
-rw-r--r--src/script/scripting_client.cpp4
1 files changed, 4 insertions, 0 deletions
diff --git a/src/script/scripting_client.cpp b/src/script/scripting_client.cpp
index da289e564..904f735f3 100644
--- a/src/script/scripting_client.cpp
+++ b/src/script/scripting_client.cpp
@@ -36,6 +36,7 @@ ClientScripting::ClientScripting(Client *client):
ScriptApiBase()
{
setGameDef(client);
+ setType(ScriptingType::Client);
SCRIPTAPI_PRECHECKHEADER
@@ -58,6 +59,9 @@ ClientScripting::ClientScripting(Client *client):
lua_pushstring(L, "client");
lua_setglobal(L, "INIT");
+ lua_pushstring(L, "/");
+ lua_setglobal(L, "DIR_DELIM");
+
infostream << "SCRIPTAPI: Initialized client game modules" << std::endl;
}