Steam IDs in the player list for the team; custom scripts switched off

Player list. A player on the developer, staff or homie list sees each
player's Steam ID in the overlay's PLAYERS list for the session they are
in, after "Host" / "Guest" and the distance, on their own row too. A click
copies it. The lists are the backend's, the same ones the tags come from;
every client in a session already knew the IDs, so this changes who is
shown them and nothing else.

Custom scripts. Nothing in scripts/Custom is read or run any more, whatever
the launcher's "Loose files" setting says: nothing used them, and a mod was
using the folder to load a DLL into the game (package.loadlib from its
init.lua). The loader is kept behind one switch (custom_scripts_enabled in
custom_script_loader.cpp) for the day they come back.

For that day, the loader now also takes Lua's ways of running native code
away before the first custom script runs: package.loadlib, require through
the two C searchers and package.cpath, os.execute and io.popen. If that
does not hold, no custom script runs.

The overlay's Mods page no longer has the INSTALLED / SCRIPTS tabs; it is
the installed mods. Editing the game's own Lua and config through loose
files is unchanged.
This commit is contained in:
AyeZeeBB committed 2026-10-10 10:52:59 -05:00
1 parent 94ce8fddd7
commit b7936a36c6
16 files changed
+510 -23

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@@ -11,10 +11,44 @@
namespace dingosdk {
namespace {
// Custom scripts are switched off for now: nothing uses them, and the folder was a way to get
// code of one's own into the game. Nothing in scripts/Custom is read or run. Everything below
// is kept as it was for the day they come back; set this to true.
constexpr bool custom_scripts_enabled = false;
std::filesystem::path game_root;
std::atomic<bool> ran{};
// Custom scripts are Lua and nothing else. Lua's own ways of running native code are taken
// away before the first one runs: loading a DLL (package.loadlib, and require through the two
// C searchers and package.cpath) and starting a program (os.execute, io.popen). The game's own
// scripts use none of them. The last line says whether it held, for the check below.
constexpr std::string_view lua_only = R"lua(
local p = package
if type(p) == "table" then
p.loadlib = nil
p.cpath = ""
for _, name in ipairs({"searchers", "loaders"}) do
local list = p[name]
if type(list) == "table" then
for index = #list, 3, -1 do list[index] = nil end
end
end
end
if type(os) == "table" then os.execute = nil end
if type(io) == "table" then io.popen = nil end
if (type(p) == "table" and (p.loadlib ~= nil or p.cpath ~= "")) or (type(os) == "table" and os.execute ~= nil)
or (type(io) == "table" and io.popen ~= nil) then
error("native code loading could not be switched off")
end
)lua";
bool load_scripts(const lua_startup::Context& context) {
if (ran.exchange(true)) return false;
// Without it no custom script runs at all.
if (!context.execute(lua_only)) {
logging::write(logging::Level::error, logging::Channel::assets,
"Custom scripts were not loaded: Lua's native code loading could not be switched off.");
custom_scripts::report("", "Custom scripts were not loaded");
return false;
}
std::vector<custom_scripts::Script> scripts;
try {
scripts = custom_scripts::discover(game_root);
@@ -60,6 +94,11 @@ bool load_scripts(const lua_startup::Context& context) {
}
bool start_custom_script_loader(std::uintptr_t base, std::string& error) {
error.clear();
if (!custom_scripts_enabled) {
custom_scripts::report("", "Custom scripts are switched off in this version of ReSkate");
logging::write(logging::Level::info, logging::Channel::assets, "Custom scripts are switched off; scripts/Custom is not read.");
return true;
}
try {
std::array<wchar_t, 32768> path{};
const auto length = GetModuleFileNameW(nullptr, path.data(), static_cast<DWORD>(path.size()));