50 bool *write_allowed)
override {
52 abs_path, write_required, write_allowed);
lua_State * getStack()
Definition s_base.h:142
Definition s_inventory.h:14
Definition s_modchannels.h:12
Definition s_security.h:28
static bool checkPathWithGamedef(lua_State *L, const std::string &abs_path, bool write_required, bool *write_allowed)
Definition s_security.cpp:608
Definition scripting_server.h:34
void loadBuiltin()
Definition scripting_server.cpp:83
void initAsync() override
Definition scripting_server.cpp:106
bool modNamesAreTrusted() override
Specify if the mod names during init time(!) can be trusted.
Definition scripting_server.h:54
ServerScripting(Server *server)
Definition scripting_server.cpp:41
void InitializeModApi(lua_State *L, int top)
Definition scripting_server.cpp:122
void saveGlobals()
Definition scripting_server.cpp:89
bool checkPathInternal(const std::string &abs_path, bool write_required, bool *write_allowed) override
Should check if the given path may be accessed.
Definition scripting_server.h:49
static void InitializeAsync(lua_State *L, int top)
Definition scripting_server.cpp:162
Definition activeobjectmgr.cpp:11
A packed value can be a primitive like a string or number but also a table including all of its conte...
Definition c_packer.h:72