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* Add mod securityShadowNinja2015-05-16
| | | | Due to compatibility concerns, this is temporarily disabled.
* Tests: Modularize unit testingkwolekr2015-04-26
| | | | | | Split unit tests into separate files under src/unittest/ Give better unittest diagnostics Clean up some code
* Porting: Refactor initalizePaths()kwolekr2015-04-19
| | | | | Add support for Solaris and HP-UX Search additional potential procfs locations for current executable
* Schematics: Prepend mod path to relative schematic filepathskwolekr2015-04-08
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* Dont write directly to files but rather write and copy a tmp filePilzAdam2013-08-13
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* Replace C++ mainmenu by formspec powered onesapier2013-07-02
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* Update Copyright YearsSfan52013-02-24
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* Change Minetest-c55 to MinetestPilzAdam2013-02-24
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* Switch the license to be LGPLv2/later, with small parts still remaining as ↵Perttu Ahola2012-06-05
| | | | GPLv2/later, by agreement of major contributors
* Better file/directory removal platform code and utilitiesPerttu Ahola2012-03-26
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* Fix map delete on windows (concatenate paths correctly with / or \ depending ↵Perttu Ahola2011-10-16
| | | | on OS)
* New map directory structure that avoids map size being limited by filesystemCiaran Gultnieks2011-05-18
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* should work nowPerttu Ahola2011-01-26
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* Map deletion buttonPerttu Ahola2011-01-26
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* license stuffPerttu Ahola2010-11-29
| | | | | --HG-- rename : src/licensecomment.txt => licensecomment.txt
* Initial filesPerttu Ahola2010-11-27
pan class="hl pps">"config.h" #define SCRIPTAPI_LOCK_DEBUG // MUST be an invalid mod name so that mods can't // use that name to bypass security! #define BUILTIN_MOD_NAME "*builtin*" #define PCALL_RES(RES) { \ int result_ = (RES); \ if (result_ != 0) { \ scriptError(result_, __FUNCTION__); \ } \ } #define runCallbacks(nargs, mode) \ runCallbacksRaw((nargs), (mode), __FUNCTION__) #define setOriginFromTable(index) \ setOriginFromTableRaw(index, __FUNCTION__) enum class ScriptingType: u8 { Async, Client, MainMenu, Server }; class Server; #ifndef SERVER class Client; #endif class IGameDef; class Environment; class GUIEngine; class ServerActiveObject; struct PlayerHPChangeReason; class ScriptApiBase : protected LuaHelper { public: ScriptApiBase(ScriptingType type); // fake constructor to allow script API classes (e.g ScriptApiEnv) to virtually inherit from this one. ScriptApiBase() { FATAL_ERROR("ScriptApiBase created without ScriptingType!"); } virtual ~ScriptApiBase(); DISABLE_CLASS_COPY(ScriptApiBase); // These throw a ModError on failure void loadMod(const std::string &script_path, const std::string &mod_name); void loadScript(const std::string &script_path); #ifndef SERVER void loadModFromMemory(const std::string &mod_name); #endif void runCallbacksRaw(int nargs, RunCallbacksMode mode, const char *fxn); /* object */ void addObjectReference(ServerActiveObject *cobj); void removeObjectReference(ServerActiveObject *cobj); IGameDef *getGameDef() { return m_gamedef; } Server* getServer(); ScriptingType getType() { return m_type; } #ifndef SERVER Client* getClient(); #endif // IMPORTANT: these cannot be used for any security-related uses, they exist // only to enrich error messages const std::string &getOrigin() { return m_last_run_mod; } void setOriginDirect(const char *origin); void setOriginFromTableRaw(int index, const char *fxn); void clientOpenLibs(lua_State *L); protected: friend class LuaABM; friend class LuaLBM; friend class InvRef; friend class ObjectRef; friend class NodeMetaRef; friend class ModApiBase; friend class ModApiEnvMod; friend class LuaVoxelManip; /* Subtle edge case with coroutines: If for whatever reason you have a method in a subclass that's called from existing lua_CFunction (any of the l_*.cpp files) then make it static and take the lua_State* as an argument. This is REQUIRED because getStack() will not return the correct state if called inside coroutines. Also note that src/script/common/ is the better place for such helpers. */ lua_State* getStack() { return m_luastack; } // Checks that stack size is sane void realityCheck(); // Takes an error from lua_pcall and throws it as a LuaError void scriptError(int result, const char *fxn); // Dumps stack contents for debugging void stackDump(std::ostream &o); void setGameDef(IGameDef* gamedef) { m_gamedef = gamedef; } Environment* getEnv() { return m_environment; } void setEnv(Environment* env) { m_environment = env; } #ifndef SERVER GUIEngine* getGuiEngine() { return m_guiengine; } void setGuiEngine(GUIEngine* guiengine) { m_guiengine = guiengine; } #endif void objectrefGetOrCreate(lua_State *L, ServerActiveObject *cobj); void pushPlayerHPChangeReason(lua_State *L, const PlayerHPChangeReason& reason); std::recursive_mutex m_luastackmutex; std::string m_last_run_mod; bool m_secure = false; #ifdef SCRIPTAPI_LOCK_DEBUG int m_lock_recursion_count{}; std::thread::id m_owning_thread; #endif private: static int luaPanic(lua_State *L); lua_State *m_luastack = nullptr; IGameDef *m_gamedef = nullptr; Environment *m_environment = nullptr; #ifndef SERVER GUIEngine *m_guiengine = nullptr; #endif ScriptingType m_type; };