e5edf9a003 | ||
---|---|---|
csm | ||
csm_strict | ||
LICENSE.md | ||
README.md | ||
init.lua | ||
minify.lua | ||
mod.conf | ||
sscsm_init.lua | ||
sscsm_testing.lua |
README.md
Minetest server-sent CSM proof-of-concept
Attempts to run server-sent CSMs locally in a sandbox.
How it works
Any client with the CSM installed will automatically attempt to request SSCSMs
from the server via a mod channel. If the server has this mod installed, it
will reply with a few messages containing the mod name and partially minified
mod code. The CSM will then create a separate environment so SSCSMs cannot mess
with existing CSMs (and so CSMs do not accidentally interfere with SSCSMs), and
execute the SSCSMs inside this environment. Note that it is trivial for users
to modify this environment. The server-side mod sends two "built-in" SSCSMs
before and after all other SSCSMs to add extra helper functions (in the sscsm
namespace), to execute register_on_mods_loaded
callbacks and attempt to leave
the mod channel.
Instructions
To create a SSCSM:
- Install this mod onto a server.
- Enable mod channels on the server (add
enable_mod_channels = true
to minetest.conf). - Create SSCSMs with the API.
- Install the CSM (in the
csm/
directory) onto clients and enable it.
Preserving copyright and license notices
The minifier preserves comments starting with "copyright" or "license": (case-insensitive, excluding leading spaces).
Input:
-- Copyright: 1
-- License: 2
-- A normal comment.
--COPYRIGHT5
...
Output:
-- Copyright: 1
-- License: 2
--COPYRIGHT5
...
Server-side mod facing API
This API is subject to change.
sscsm.register(def)
Registers a server-provided CSM with the following definition table.
name
(string): The name of the server-provided CSM. Please use themodname:sscsmname
convention. Cannot start with a colon or contain newlines.code
(string): The code to be sent to clients.file
(string): The file to read the code from, read during theregister()
call.depends
(list): A list of SSCSMs that must be loaded before this one.
This definition table must have name
and either code
or file
.
sscsm.register_on_sscsms_loaded(function(name))
Registers a function to be called when a client loads SSCSMs. Note that this function will not work unless CSMs have the ability to send chat messages as it relies on the SSCSM communication API described below.
Communication with SSCSMs
SSCSM provides an API inspired by csm_com for sending private messages to clients. Unlike mod channels, only the target client gets these messages. The internal communication protocol is currently unstable and will probably change in a future release.
Note that channel names must not contain \001
/U+0001.
sscsm.com_send(player_or_name, channel, msg)
: Sendsmsg
(a JSON-compatible object) toplayer_or_name
on the SSCSM com channelchannel
. Channel names should bemodname
ormodname:name
to prevent conflicts. Although the limit for server-to-client messages is 128MB, I strongly recommend not sending large messages when not necessary.sscsm.com_send_all(channel, msg)
: Sendsmsg
to all clients that are running SSCSMs.sscsm.register_on_com_receive(channel, function(name, msg))
: Registers a function to be called when a message onchannel
is received from the client.msg
may be any JSON-compatible type, so checking the type of this object is strongly recommended.sscsm.has_sscsms_enabled(name)
: Returnstrue
ifname
has enabled SSCSMs. This will not betrue
immediately after players join, however.
Maximum SSCSM size
Because of Minetest network protocol limitations, the amount of data that can be sent over mod channels is limited, and therefore the maximum SSCSM size is 65300 (to leave room for the player name and future expansion). The name of the SSCSM also counts towards this total.
Because of this size limitation, SSCSMs are passed through a primitive code minifier that removes some whitespace and comments, so even if your code is above this size limit it could still work.
Server-sent CSM facing API
SSCSMs can access most functions on client_lua_api.txt, as well as a separate sscsm
namespace:
sscsm.global_exists(name)
: The same asminetest.global_exists
.sscsm.register_on_mods_loaded(callback)
: Runs the callback once all SSCSMs are loaded.sscsm.register_chatcommand(...)
: Similar tominetest.register_chatcommand
, however overrides commands starting in/
instead. This can be used to make some commands have instantaneous responses. The command handler is only added onceregister_chatcommand
has been called.sscsm.unregister_chatcommand(name)
: Unregisters a chatcommand.sscsm.get_player_control()
: Returns a table similar to the server-sideplayer:get_player_control()
.sscsm.every(interval, func, ...)
: Callsfunc
everyinterval
seconds with any extra parameters specified. Useminetest.register_globalstep
instead ifinterval
is0
.sscsm.restriction_flags
: Thecsm_restriction_flags
setting set in the server'sminetest.conf
.sscsm.restrictions
: A table based oncsm_restriction_flags
:chat_messages
: Whentrue
, SSCSMs can't send chat messages or run server chatcommands.read_itemdefs
: Whentrue
, SSCSMs can't read item definitions.read_nodedefs
: Whentrue
, SSCSMs can't read node definitions.lookup_nodes_limit
: Whentrue
, any get_node calls are restricted.read_playerinfo
: Whentrue
,minetest.get_player_names()
will returnnil
.
sscsm.com_send(channel, msg)
: Sendsmsg
(a JSON-compatible object) to the server. Note that client-to-server messages cannot be long, for plain strings the channel and message combined must be at most 492 characters.sscsm.register_on_com_receive(channel, function(msg))
: Registers a function to be called when a message onchannel
is received from the server.
To communicate with the server-side mods, it is possible to open a mod channel.
CSM restriction flags example
minetest.register_chatcommand('m', {
description = 'Alias for /msg',
func = function(param)
if sscsm.restrictions.chat_messages then
return false, 'Sorry, csm_restriction_flags prevents chat messages'
.. ' from being sent.'
end
minetest.run_server_chatcommand('msg', param)
end,
})
Note that modifying sscsm.restrictions
or sscsm.restriction_flags
will
not add or remove restrictions and is not recommended.
Security considerations
Do not trust any input sent to the server via SSCSMs (and do not store sensitive data in SSCSM code), as malicious users can and will inspect code and modify the output from SSCSMs.
I repeat, do not trust the client and/or SSCSMs with any sensitive information and do not trust any output from the client and/or SSCSMs. Make sure to rerun any privilege checks on the server.
Other recommendations
Although it is possible to kick clients that do not support SSCSMs, this has not been implemented. Some users may not want to allow servers to automatically download and run code locally for security reasons. Please try and make sure clients without SSCSMs do not suffer from major functionality loss.