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I understand you probably had good reason for needing it, I just don't think
the 'fix' was proper. They should have made it an optional engine call or at
worst hard coded a specific folder for garrys mod(your autorun folder?), so
it wouldn't effect other mods.

J

On 10/19/07, Garry Newman <[EMAIL PROTECTED]> wrote:
>
> 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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> > > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >
> > >
> > --
> >
> > _______________________________________________
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> please visit:
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> >
> >
>
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