Search found 9 matches
- Tue Sep 15, 2020 12:21 pm
- Forum: Support and Development
- Topic: 'untrusted' code
- Replies: 10
- Views: 11096
Re: 'untrusted' code
Many thanks to all participants. If you want to protect against DoS (infinite or very long loops, memory exhaustion), it's a hell. I'd advise you to look into a different language or framework. Yes, it seems now, sooner or later, the server must move from Löve to another framework. Most likely the b...
- Mon Sep 14, 2020 9:35 pm
- Forum: Support and Development
- Topic: 'untrusted' code
- Replies: 10
- Views: 11096
'untrusted' code
Hello, working on a port of a game which has a vital add-on community, so not every content being executed can be trusted. I wonder what Löve does to protect the user's system from potential malice lua code? Please note the discussion in the game's forum: https://forums.wesnoth.org/viewtopic.php?p=6...
- Sun Aug 16, 2020 7:35 am
- Forum: Support and Development
- Topic: quit("restart") message passing
- Replies: 5
- Views: 5338
Re: quit("restart") message passing
It's sort of possible in pre-11.3 by exploiting bug in named Channel s but it's patched out. However, the development branch which is supposedly to be next major version of LOVE already have love.event.restart(somevalue) and there will be love.restart variable that contain the previously passed val...
- Fri Aug 14, 2020 10:39 am
- Forum: Support and Development
- Topic: quit("restart") message passing
- Replies: 5
- Views: 5338
Re: quit("restart") message passing
Thank you.
- Fri Aug 14, 2020 9:33 am
- Forum: Support and Development
- Topic: quit("restart") message passing
- Replies: 5
- Views: 5338
quit("restart") message passing
Hello,
is it possible to pass information to the next lua state when doing a restart with love.event.quit("restart") ?
My game comes with a launcher and passing information by file or the clipboard does not sound like a good solution.
Regards, Fabi
is it possible to pass information to the next lua state when doing a restart with love.event.quit("restart") ?
My game comes with a launcher and passing information by file or the clipboard does not sound like a good solution.
Regards, Fabi
- Thu Jun 14, 2018 12:57 pm
- Forum: Support and Development
- Topic: Where to put library.so in a MacOS package?
- Replies: 0
- Views: 2132
Where to put library.so in a MacOS package?
Hello, I fail to build a proper MacOSX package. Using Moonscript my code depends on the lpeg library. Building working packages for Windows and Linux wasn't a big problem, but my MacOSX one can't find the lpeg.so file, but only when executed from a file browser. The game is working well when execute...
Re: 11.0 bugs
love.filesystem.getDirectoryItems( dir )
with dir being a symlink to a directory returns an empty table.
love.filesystem.areSymlinksEnabled( ) is true.
This pretty much breaks symlink support for my purposes, haven't found a workaround yet.
with dir being a symlink to a directory returns an empty table.
love.filesystem.areSymlinksEnabled( ) is true.
This pretty much breaks symlink support for my purposes, haven't found a workaround yet.
- Fri Mar 02, 2018 5:07 pm
- Forum: Support and Development
- Topic: Mounting a directory from inside a zip file
- Replies: 0
- Views: 1437
Mounting a directory from inside a zip file
Wondering if it is possible to add support for mounting a directory from inside a zip file using some syntax like "path/to/zip/file.zip:path/to/directory". Or mounting from an already existing directory instead from a zip file, thus the goal can be reached by two mount commands. Regards, F...