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CSM restrictions: Make 'LOAD_CLIENT_MODS' disable loading of 'builtin' (#8000)

Previously, when the CSM restriction 'LOAD_CLIENT_MODS' was used a
client was still able to add CSM code to 'builtin' to bypass that
restriction, because 'builtin' is not yet verified.

Until server-sent CSM and verifying of 'builtin' are complete, make
'LOAD_CLIENT_MODS' disable the loading of builtin.

Clarify code comments and messages to distinguish between client-side
modding and client-side scripting. 'Scripting' includes 'builtin',
'modding' does not.
This commit is contained in:
Paramat 2019-01-03 11:10:07 +00:00 committed by Loïc Blot
parent c26eab6319
commit ceacff13a6
4 changed files with 38 additions and 16 deletions

View file

@ -1891,7 +1891,7 @@ void Game::processKeyInput()
if (client->moddingEnabled())
openConsole(0.2, L".");
else
m_game_ui->showStatusText(wgettext("CSM is disabled"));
m_game_ui->showStatusText(wgettext("Client side scripting is disabled"));
} else if (wasKeyDown(KeyType::CONSOLE)) {
openConsole(core::clamp(g_settings->getFloat("console_height"), 0.1f, 1.0f));
} else if (wasKeyDown(KeyType::FREEMOVE)) {
@ -2554,7 +2554,7 @@ void Game::handleClientEvent_PlayerForceMove(ClientEvent *event, CameraOrientati
void Game::handleClientEvent_Deathscreen(ClientEvent *event, CameraOrientation *cam)
{
// If CSM enabled, deathscreen is handled by CSM code in
// If client scripting is enabled, deathscreen is handled by CSM code in
// builtin/client/init.lua
if (client->moddingEnabled())
client->getScript()->on_death();