forked from Mirrorlandia_minetest/minetest
31e0667a4a
This allows mods to perform both asynchronous and synchronous HTTP requests. Mods are only granted access to HTTP APIs if either mod security is disabled or if they are whitelisted in any of the the secure.http_mods and secure.trusted_mods settings. Adds httpfetch_caller_alloc_secure to generate random, non-predictable caller IDs so that lua mods cannot spy on each others HTTP queries.
115 lines
3.1 KiB
C++
115 lines
3.1 KiB
C++
/*
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Minetest
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Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#include "scripting_game.h"
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#include "server.h"
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#include "log.h"
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#include "settings.h"
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#include "cpp_api/s_internal.h"
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#include "lua_api/l_areastore.h"
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#include "lua_api/l_base.h"
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#include "lua_api/l_craft.h"
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#include "lua_api/l_env.h"
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#include "lua_api/l_inventory.h"
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#include "lua_api/l_item.h"
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#include "lua_api/l_mapgen.h"
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#include "lua_api/l_nodemeta.h"
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#include "lua_api/l_nodetimer.h"
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#include "lua_api/l_noise.h"
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#include "lua_api/l_object.h"
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#include "lua_api/l_particles.h"
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#include "lua_api/l_rollback.h"
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#include "lua_api/l_server.h"
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#include "lua_api/l_util.h"
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#include "lua_api/l_vmanip.h"
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#include "lua_api/l_settings.h"
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#include "lua_api/l_http.h"
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extern "C" {
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#include "lualib.h"
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}
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GameScripting::GameScripting(Server* server)
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{
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setServer(server);
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// setEnv(env) is called by ScriptApiEnv::initializeEnvironment()
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// once the environment has been created
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SCRIPTAPI_PRECHECKHEADER
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if (g_settings->getBool("secure.enable_security")) {
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initializeSecurity();
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}
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lua_getglobal(L, "core");
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int top = lua_gettop(L);
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lua_newtable(L);
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lua_setfield(L, -2, "object_refs");
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lua_newtable(L);
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lua_setfield(L, -2, "luaentities");
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// Initialize our lua_api modules
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InitializeModApi(L, top);
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lua_pop(L, 1);
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// Push builtin initialization type
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lua_pushstring(L, "game");
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lua_setglobal(L, "INIT");
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infostream << "SCRIPTAPI: Initialized game modules" << std::endl;
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}
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void GameScripting::InitializeModApi(lua_State *L, int top)
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{
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// Initialize mod api modules
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ModApiCraft::Initialize(L, top);
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ModApiEnvMod::Initialize(L, top);
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ModApiInventory::Initialize(L, top);
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ModApiItemMod::Initialize(L, top);
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ModApiMapgen::Initialize(L, top);
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ModApiParticles::Initialize(L, top);
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ModApiRollback::Initialize(L, top);
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ModApiServer::Initialize(L, top);
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ModApiUtil::Initialize(L, top);
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ModApiHttp::Initialize(L, top);
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// Register reference classes (userdata)
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InvRef::Register(L);
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LuaAreaStore::Register(L);
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LuaItemStack::Register(L);
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LuaPerlinNoise::Register(L);
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LuaPerlinNoiseMap::Register(L);
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LuaPseudoRandom::Register(L);
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LuaPcgRandom::Register(L);
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LuaSecureRandom::Register(L);
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LuaVoxelManip::Register(L);
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NodeMetaRef::Register(L);
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NodeTimerRef::Register(L);
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ObjectRef::Register(L);
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LuaSettings::Register(L);
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}
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void log_deprecated(const std::string &message)
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{
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log_deprecated(NULL, message);
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}
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