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Load client mods into memory before execution.

Preperation for server-sent CSM which will eventually need this.
This commit is contained in:
sfan5 2019-11-08 20:01:47 +01:00
parent 5ab546f99b
commit 82a2e02323
4 changed files with 46 additions and 24 deletions

View file

@ -627,16 +627,19 @@ int ScriptApiSecurity::sl_g_loadfile(lua_State *L)
ScriptApiBase *script = (ScriptApiBase *) lua_touserdata(L, -1);
lua_pop(L, 1);
// Client implementation
if (script->getType() == ScriptingType::Client) {
std::string display_path = readParam<std::string>(L, 1);
const std::string *path = script->getClient()->getModFile(display_path);
if (!path) {
std::string error_msg = "Coudln't find script called:" + display_path;
std::string path = readParam<std::string>(L, 1);
const std::string *contents = script->getClient()->getModFile(path);
if (!contents) {
std::string error_msg = "Coudln't find script called: " + path;
lua_pushnil(L);
lua_pushstring(L, error_msg.c_str());
return 2;
}
if (!safeLoadFile(L, path->c_str(), display_path.c_str())) {
std::string chunk_name = "@" + path;
if (!safeLoadString(L, *contents, chunk_name.c_str())) {
lua_pushnil(L);
lua_insert(L, -2);
return 2;
@ -644,6 +647,8 @@ int ScriptApiSecurity::sl_g_loadfile(lua_State *L)
return 1;
}
#endif
// Server implementation
const char *path = NULL;
if (lua_isstring(L, 1)) {
path = lua_tostring(L, 1);