Search found 9 matches

by fendrin
Tue Sep 15, 2020 12:21 pm
Forum: Support and Development
Topic: 'untrusted' code
Replies: 10
Views: 9553

Re: 'untrusted' code

Many thanks to all participants. If you want to protect against DoS (infinite or very long loops, memory exhaustion), it's a hell. I'd advise you to look into a different language or framework. Yes, it seems now, sooner or later, the server must move from Löve to another framework. Most likely the b...
by fendrin
Mon Sep 14, 2020 9:35 pm
Forum: Support and Development
Topic: 'untrusted' code
Replies: 10
Views: 9553

'untrusted' code

Hello, working on a port of a game which has a vital add-on community, so not every content being executed can be trusted. I wonder what Löve does to protect the user's system from potential malice lua code? Please note the discussion in the game's forum: https://forums.wesnoth.org/viewtopic.php?p=6...
by fendrin
Sun Aug 16, 2020 7:35 am
Forum: Support and Development
Topic: quit("restart") message passing
Replies: 5
Views: 4871

Re: quit("restart") message passing

It's sort of possible in pre-11.3 by exploiting bug in named Channel s but it's patched out. However, the development branch which is supposedly to be next major version of LOVE already have love.event.restart(somevalue) and there will be love.restart variable that contain the previously passed val...
by fendrin
Fri Aug 14, 2020 10:39 am
Forum: Support and Development
Topic: quit("restart") message passing
Replies: 5
Views: 4871

Re: quit("restart") message passing

Thank you.
by fendrin
Fri Aug 14, 2020 9:33 am
Forum: Support and Development
Topic: quit("restart") message passing
Replies: 5
Views: 4871

quit("restart") message passing

Hello,
is it possible to pass information to the next lua state when doing a restart with love.event.quit("restart") ?

My game comes with a launcher and passing information by file or the clipboard does not sound like a good solution.

Regards, Fabi
by fendrin
Thu Jun 14, 2018 12:57 pm
Forum: Support and Development
Topic: Where to put library.so in a MacOS package?
Replies: 0
Views: 2006

Where to put library.so in a MacOS package?

Hello, I fail to build a proper MacOSX package. Using Moonscript my code depends on the lpeg library. Building working packages for Windows and Linux wasn't a big problem, but my MacOSX one can't find the lpeg.so file, but only when executed from a file browser. The game is working well when execute...
by fendrin
Wed Apr 11, 2018 3:16 am
Forum: General
Topic: 11.0 bugs
Replies: 47
Views: 66500

Re: 11.0 bugs

bartbes wrote: Tue Apr 10, 2018 6:32 pm Even if you append a slash?
Sadly, still an empty table.
by fendrin
Tue Apr 10, 2018 11:23 am
Forum: General
Topic: 11.0 bugs
Replies: 47
Views: 66500

Re: 11.0 bugs

love.filesystem.getDirectoryItems( dir )
with dir being a symlink to a directory returns an empty table.

love.filesystem.areSymlinksEnabled( ) is true.

This pretty much breaks symlink support for my purposes, haven't found a workaround yet.
by fendrin
Fri Mar 02, 2018 5:07 pm
Forum: Support and Development
Topic: Mounting a directory from inside a zip file
Replies: 0
Views: 1372

Mounting a directory from inside a zip file

Wondering if it is possible to add support for mounting a directory from inside a zip file using some syntax like "path/to/zip/file.zip:path/to/directory". Or mounting from an already existing directory instead from a zip file, thus the goal can be reached by two mount commands. Regards, F...