• qaz
    link
    English
    311 hours ago

    What is the problem with security?

    • @[email protected]
      link
      fedilink
      310 hours ago

      Online play is 100% unencrypted or authenticated. Client executes lua code sent by the server. I hope the code is kinda sandboxed but wouldnt put my hopes up there.

      • @orgrinrt
        link
        310 hours ago

        As far as I’m aware, most of the “dangerous” lua api (io/network etc) is blocked and only available to mods during the startup phase, and not otherwise during runtime.

        But I’m sure there are workarounds. For one, I’ve written mods with rust for it, and you can require and then call any dynamic library through lua, with all of the io and networking you’d want, as long as it is brought in during the init phase. And the mods that do access the “dangerous” api, have to be explicitly given rights to do so (but again, by the server, not the clients) in the config before it works.

        It’s not that bad for the most cases, as long as you trust the server. If playing single player, you personally control which mods get the secure environment access, so at that point it’s entirely your own fault, if you get exploited.

        • @[email protected]
          link
          fedilink
          22 hours ago

          I hope they can build on some work from the lua devs. Isolating stuff like that is not always easy. But given lua is used extensively for embedded scripting, there is a good chance they can.

      • Possibly linux
        link
        fedilink
        English
        110 hours ago

        Also there isn’t necessarily a clean environment between mods. This means one mod could modify another mod.