aboutsummaryrefslogtreecommitdiff
path: root/build
Commit message (Expand)AuthorAge
* Fix armv7 using arm arch while arm uses armv7sapier2015-01-08
* Switch android build to external sqlite3sapier2015-01-07
* Fixes for androidsapier2015-01-06
* Fix broken android version due to new openssl not linking correct to curlsapier2015-01-05
* Switch to official openssl version and update to 1.0.1jsapier2015-01-04
* Speedup initial android startup on some devices by factor 10 or moresapier2015-01-02
* Bump version to 0.4.11kwolekr2014-12-24
* Add fontengine.cpp to Android.mkKahrl2014-12-01
* Fixes for Android build errors. Enable sensor landscape rotation.KodexKy2014-11-25
* Implement WieldMeshSceneNode which improves wield mesh renderingKahrl2014-11-08
* Split up mapgen.cppkwolekr2014-11-01
* Split settings into seperate source and header filesShadowNinja2014-09-21
* Makefile support for build without leveldbsapier2014-08-16
* Fix error handling on inconsistent client ready messagesapier2014-07-16
* Fix android build after removal of indev and math mapgensapier2014-07-16
* Update version numbers for 0.4.10sapier2014-07-06
* Switch android to leveldb as sqlite3 is broken and fails to save any mapblock...sapier2014-07-06
* Add support for Android 2.3+sapier2014-06-29
="hl ppc">#define CHECK_SECURE_PATH_POSSIBLE_WRITE(L, path, ptr) \ if (ScriptApiSecurity::isSecure(L)) { \ CHECK_SECURE_PATH_INTERNAL(L, path, false, ptr); \ } class ScriptApiSecurity : virtual public ScriptApiBase { public: int getThread(lua_State *L); // creates an empty Lua environment void createEmptyEnv(lua_State *L); // sets the enviroment to the table thats on top of the stack void setLuaEnv(lua_State *L, int thread); // Sets up security on the ScriptApi's Lua state void initializeSecurity(); void initializeSecurityClient(); // Checks if the Lua state has been secured static bool isSecure(lua_State *L); // Loads a string as Lua code safely (doesn't allow bytecode). static bool safeLoadString(lua_State *L, const std::string &code, const char *chunk_name); // Loads a file as Lua code safely (doesn't allow bytecode). static bool safeLoadFile(lua_State *L, const char *path, const char *display_name = NULL); // Checks if mods are allowed to read (and optionally write) to the path static bool checkPath(lua_State *L, const char *path, bool write_required, bool *write_allowed=NULL); private: // Syntax: "sl_" <Library name or 'g' (global)> '_' <Function name> // (sl stands for Secure Lua) static int sl_g_dofile(lua_State *L); static int sl_g_load(lua_State *L); static int sl_g_loadfile(lua_State *L); static int sl_g_loadstring(lua_State *L); static int sl_g_require(lua_State *L); static int sl_io_open(lua_State *L); static int sl_io_input(lua_State *L); static int sl_io_output(lua_State *L); static int sl_io_lines(lua_State *L); static int sl_os_rename(lua_State *L); static int sl_os_remove(lua_State *L); };