The reason I needed this 'hack' was to stop servers downloading lua
files into GMod's autorun folders (which is open to all kinda of dumb
attacks from dumb server admins, ie adding a timer to make you say
"this server sucks" every 10 seconds). AFAIK there's no real way to
handle this without this hack.

That said, I'm all for a callback allowing the client.dll to reject
the download rather than blocking files for all mods.

But even if that happens I don't know how much that will help you,
since it'd probably have to happen in the EP2 code and I don't know
whether you're going to bother porting FF to the new engine.


garry

On 10/19/07, Jeremy <[EMAIL PROTECTED]> wrote:
> --
> [ Picked text/plain from multipart/alternative ]
> Lua is as safe as you make it, as is any scripting language. It's up to the
> developer to limit what sort of access it can have to the mod/system. Our
> map scripts aren't dynamically executable, they are server side only. We
> don't have any such thing as client side lua. However, the server sending
> the maps to the clients leave them with a useless map unless they also have
> the script. They won't be able to host the map themselves, run around in a
> listen server, etc. Blocking *.lua is a hack. If a mod supports lua and
> leave the default bindings wide open to open/edit files in arbitrary
> directories then yes it will be abused. Like I said, it's as safe as you
> want to make it. I'm not familiar with how it was being abused in garrys
> mod, and it doesn't really matter to me, because we need to be able to send
> them in a reasonable fashion(not hacking around it by making up some new
> extension, using txt files, or packing them in the bsp or something). I
> would still like an official answer on this please.
>
> Jeremy
>
> On 10/19/07, Kevin Ottalini <[EMAIL PROTECTED]> wrote:
> >
> > Jeremy,
> >     Downloading dynamic execuatble /scriptable files to clients from
> > servers
> > is always a big no no since they can be (and will be) abused.
> >
> > From the documentation, lua does not appear to be a safe solution.
> >
> >
> >
> > ----- Original Message -----
> > From: "Jeremy"
> > To: <[email protected]>
> > Sent: Friday, October 19, 2007 10:56 AM
> > Subject: Re: [hlcoders] Adding downloads via downloadables table
> >
> >
> > > I read you the first time, and like I said, that's not a solution for
> > how
> > > we
> > > use map scripting. I would like a real solution from Valve. Blocking lua
> > > files from downloading across all mods because of one mod was a pretty
> > > rash
> > > decision, and one that should be reversed and left up to each mod to
> > > filter
> > > file extensions as desired. engine->DisallowDownload(extension) or
> > > something
> > > simple like that. Had this problem been identified before we released we
> > > might have worked around it by using a different extension, ff_lua or
> > > something. But post release, and after there is a number of 3rd party
> > maps
> > > already in the wild, we need to be able to accommodate lua files.
> > >
> > >
> > > On 10/19/07, Mark Chandler  wrote:
> > >>
> > >> Add it to the bsp using pakrat
> > >>
> > >> On Oct 19, 2007, at 2:10 PM, Jeremy  wrote:
> > >>
> > >> > We use lua to go along with our maps, and I'm trying to get the
> > >> > server to
> > >> > automatically send the lua files to the clients like it already does
> > >> > the
> > >> > maps. After messing with it a bit trying to get it to work, I tried
> > >> > a text
> > >> > file and it worked, so it appears that lua files are filtered/
> > >> > excluded from
> > >> > being able to be downloaded. Is there any way to get around this? In
> > >> > our mod
> > >> > at least, the map files are incomplete without the lua files, so the
> > >> > clients
> > >> > can start their own server with the maps unless they get the lua
> > >> > files from
> > >> > somewhere else. Obviously that's not practical when it would be best
> > >> > if we
> > >> > could get the engine to send them the lua file as well. There a way
> > >> > to do
> > >> > this?
> > >> >
> > >> > J
> >
> >
> > _______________________________________________
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> >
> >
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>
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