From f3ad75691aea30d2d68aab19fbfa9031409c39d7 Mon Sep 17 00:00:00 2001 From: red-001 Date: Fri, 30 Jun 2017 19:14:39 +0100 Subject: 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 --- src/client.h | 16 ++++++++++++++++ 1 file changed, 16 insertions(+) (limited to 'src/client.h') diff --git a/src/client.h b/src/client.h index ab9801d62..0255b2803 100644 --- a/src/client.h +++ b/src/client.h @@ -37,6 +37,8 @@ with this program; if not, write to the Free Software Foundation, Inc., #include "mapnode.h" #include "tileanimation.h" #include "mesh_generator_thread.h" +#include +#include "filesys.h" #define CLIENT_CHAT_MESSAGE_LIMIT_PER_10S 10.0f @@ -273,6 +275,16 @@ public: ~Client(); DISABLE_CLASS_COPY(Client); + // Load local mods into memory + void loadMods(); + void scanModSubfolder(const std::string &mod_name, const std::string &mod_path, + std::string mod_subpath); + inline void scanModIntoMemory(const std::string &mod_name, const std::string &mod_path) + { + scanModSubfolder(mod_name, mod_path, ""); + } + + // Initizle the mods void initMods(); /* @@ -492,6 +504,7 @@ public: bool checkLocalPrivilege(const std::string &priv) { return checkPrivilege(priv); } virtual scene::IAnimatedMesh* getMesh(const std::string &filename); + const std::string* getModFile(const std::string &filename); virtual std::string getModStoragePath() const; virtual bool registerModStorage(ModMetadata *meta); @@ -672,6 +685,8 @@ private: // Storage for mesh data for creating multiple instances of the same mesh StringMap m_mesh_data; + StringMap m_mod_files; + // own state LocalClientState m_state; @@ -684,6 +699,7 @@ private: bool m_modding_enabled; std::unordered_map m_mod_storages; float m_mod_storage_save_timer = 10.0f; + std::vector m_mods; GameUIFlags *m_game_ui_flags; bool m_shutdown = false; -- cgit v1.2.3