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https://github.com/Dingo-Shenanigans/ReSkate.git
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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.
115 lines
5.7 KiB
C++
115 lines
5.7 KiB
C++
#include "custom_script_loader.h"
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#include "lua_startup.h"
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#include "Engine/Vfs/initfs.h"
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#include "Engine/Scripting/custom_scripts.h"
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#include "Engine/Core/Log/logging.h"
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#include "embedded_custom_entry.h"
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#include <Windows.h>
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#include <array>
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#include <atomic>
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#include <filesystem>
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namespace dingosdk {
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namespace {
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// Custom scripts are switched off for now: nothing uses them, and the folder was a way to get
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// code of one's own into the game. Nothing in scripts/Custom is read or run. Everything below
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// is kept as it was for the day they come back; set this to true.
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constexpr bool custom_scripts_enabled = false;
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std::filesystem::path game_root;
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std::atomic<bool> ran{};
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// Custom scripts are Lua and nothing else. Lua's own ways of running native code are taken
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// away before the first one runs: loading a DLL (package.loadlib, and require through the two
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// C searchers and package.cpath) and starting a program (os.execute, io.popen). The game's own
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// scripts use none of them. The last line says whether it held, for the check below.
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constexpr std::string_view lua_only = R"lua(
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local p = package
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if type(p) == "table" then
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p.loadlib = nil
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p.cpath = ""
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for _, name in ipairs({"searchers", "loaders"}) do
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local list = p[name]
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if type(list) == "table" then
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for index = #list, 3, -1 do list[index] = nil end
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end
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end
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end
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if type(os) == "table" then os.execute = nil end
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if type(io) == "table" then io.popen = nil end
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if (type(p) == "table" and (p.loadlib ~= nil or p.cpath ~= "")) or (type(os) == "table" and os.execute ~= nil)
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or (type(io) == "table" and io.popen ~= nil) then
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error("native code loading could not be switched off")
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end
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)lua";
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bool load_scripts(const lua_startup::Context& context) {
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if (ran.exchange(true)) return false;
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// Without it no custom script runs at all.
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if (!context.execute(lua_only)) {
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logging::write(logging::Level::error, logging::Channel::assets,
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"Custom scripts were not loaded: Lua's native code loading could not be switched off.");
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custom_scripts::report("", "Custom scripts were not loaded");
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return false;
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}
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std::vector<custom_scripts::Script> scripts;
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try {
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scripts = custom_scripts::discover(game_root);
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custom_scripts::report("", "Startup discovery complete");
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} catch (const std::exception& error) {
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logging::log(logging::Level::error, logging::Channel::assets, "Custom script discovery failed: {}", error.what());
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custom_scripts::report("", error.what());
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return false;
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}
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bool executed = false;
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std::size_t loaded = 0, failed = 0, disabled = 0;
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for (const auto& script : scripts) {
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if (!script.enabled) { ++disabled; custom_scripts::report(script.id, "Disabled at launch"); continue; }
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try {
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const auto source = custom_scripts::read_source(script);
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const auto settings = custom_scripts::read_config(script);
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std::string wrapper = "local id=" + custom_scripts::lua_value(script.id) +
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"\nlocal source=" + custom_scripts::lua_value(source) +
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"\nlocal settings=" + custom_scripts::lua_value(settings) + '\n';
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wrapper += custom_entry_lua;
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custom_scripts::report(script.id, "Loading");
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logging::log(logging::Level::info, logging::Channel::assets, "Loading custom script: {}", script.id);
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executed = true;
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if (context.execute(wrapper)) {
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++loaded; custom_scripts::report(script.id, "Loaded");
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logging::log(logging::Level::info, logging::Channel::assets, "Custom script loaded: {}", script.id);
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} else {
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++failed; custom_scripts::report(script.id, "Lua error; see Lua console output");
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logging::log(logging::Level::error, logging::Channel::assets,
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"Custom script failed: {}. Lua reported a compilation or execution error; continuing with other scripts.", script.id);
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}
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} catch (const std::exception& error) {
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++failed; custom_scripts::report(script.id, error.what());
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logging::log(logging::Level::error, logging::Channel::assets, "Custom script {} failed: {}", script.id, error.what());
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}
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}
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logging::log(logging::Level::info, logging::Channel::assets,
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"Custom scripts: {} loaded, {} failed, {} disabled.", loaded, failed, disabled);
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custom_scripts::report("", std::to_string(loaded) + " loaded, " + std::to_string(failed) +
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" failed, " + std::to_string(disabled) + " disabled at startup");
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return executed;
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}
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}
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bool start_custom_script_loader(std::uintptr_t base, std::string& error) {
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error.clear();
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if (!custom_scripts_enabled) {
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custom_scripts::report("", "Custom scripts are switched off in this version of ReSkate");
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logging::write(logging::Level::info, logging::Channel::assets, "Custom scripts are switched off; scripts/Custom is not read.");
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return true;
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}
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try {
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std::array<wchar_t, 32768> path{};
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const auto length = GetModuleFileNameW(nullptr, path.data(), static_cast<DWORD>(path.size()));
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if (!length || length >= path.size()) { error = "Cannot locate the custom script directory"; return false; }
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game_root = std::filesystem::canonical(std::filesystem::path(std::wstring(path.data(), length))).parent_path();
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if (!initfs::loose_files_session_enabled(game_root)) {
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custom_scripts::report("", "Custom scripts disabled for this session");
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return true;
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}
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return lua_startup::add_callback(base, &load_scripts, error);
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} catch (const std::exception& exception) { error = exception.what(); return false; }
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}
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}
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