minetest/src/script/scripting_mainmenu.cpp
red-001 f3ad75691a Create a filesystem abstraction layer for CSM and only allow accessing files that are scanned into it. (#5965)
* Load client-side mods into memory before executing them.

This removes the remaining filesystem access that client-sided mods had and it will hopefully make then more secure.

* Lua Virtual filesystem: don't load the files into memory just scan the filenames into memory.

* Fix the issues with backtrace

* fix most of the issues

* fix code style.

* add a comment
2017-06-30 20:14:39 +02:00

98 lines
2.8 KiB
C++

/*
Minetest
Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#include "scripting_mainmenu.h"
#include "mods.h"
#include "cpp_api/s_internal.h"
#include "lua_api/l_base.h"
#include "lua_api/l_mainmenu.h"
#include "lua_api/l_sound.h"
#include "lua_api/l_util.h"
#include "lua_api/l_settings.h"
extern "C" {
#include "lualib.h"
}
#define MAINMENU_NUM_ASYNC_THREADS 4
MainMenuScripting::MainMenuScripting(GUIEngine* guiengine)
{
setGuiEngine(guiengine);
setType(ScriptingType::MainMenu);
SCRIPTAPI_PRECHECKHEADER
lua_getglobal(L, "core");
int top = lua_gettop(L);
lua_newtable(L);
lua_setglobal(L, "gamedata");
// Initialize our lua_api modules
initializeModApi(L, top);
lua_pop(L, 1);
// Push builtin initialization type
lua_pushstring(L, "mainmenu");
lua_setglobal(L, "INIT");
infostream << "SCRIPTAPI: Initialized main menu modules" << std::endl;
}
/******************************************************************************/
void MainMenuScripting::initializeModApi(lua_State *L, int top)
{
registerLuaClasses(L, top);
// Initialize mod API modules
ModApiMainMenu::Initialize(L, top);
ModApiUtil::Initialize(L, top);
ModApiSound::Initialize(L, top);
asyncEngine.registerStateInitializer(registerLuaClasses);
asyncEngine.registerStateInitializer(ModApiMainMenu::InitializeAsync);
asyncEngine.registerStateInitializer(ModApiUtil::InitializeAsync);
// Initialize async environment
//TODO possibly make number of async threads configurable
asyncEngine.initialize(MAINMENU_NUM_ASYNC_THREADS);
}
/******************************************************************************/
void MainMenuScripting::registerLuaClasses(lua_State *L, int top)
{
LuaSettings::Register(L);
}
/******************************************************************************/
void MainMenuScripting::step()
{
asyncEngine.step(getStack());
}
/******************************************************************************/
unsigned int MainMenuScripting::queueAsync(const std::string &serialized_func,
const std::string &serialized_param)
{
return asyncEngine.queueAsyncJob(serialized_func, serialized_param);
}