--
[ 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
>
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
--

_______________________________________________
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders

Reply via email to