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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_server.cpp
parent2e53801fc0d9ba13afec6c1ddb5e3999f68b96bd (diff)
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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
Diffstat (limited to 'src/script/scripting_server.cpp')
-rw-r--r--src/script/scripting_server.cpp1
1 files changed, 1 insertions, 0 deletions
diff --git a/src/script/scripting_server.cpp b/src/script/scripting_server.cpp
index cd01b0773..51e13f04d 100644
--- a/src/script/scripting_server.cpp
+++ b/src/script/scripting_server.cpp
@@ -50,6 +50,7 @@ extern "C" {
ServerScripting::ServerScripting(Server* server)
{
setGameDef(server);
+ setType(ScriptingType::Server);
// setEnv(env) is called by ScriptApiEnv::initializeEnvironment()
// once the environment has been created