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IO access across platforms (steam, chrome -- future mac, *nix)


WrathOf
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[MENTION=8]Kevin[/MENTION] / [MENTION=2]Bigfoot[/MENTION]

Ok, mind as well put this out there as well....me and my darn thinking too much. :D

So...multiple platforms eh?....file I/O access eh?....security contexts eh?.....

How much trouble would it be to wrap (or sub/super class?) the Lua IO class with one that the exe interpreter processes so that we can access *only* the game's installation and saved game directories in the same security context as the exe?

The interest here is to allow us to create/edit files without knowing the underlying file system (esp. for Chrome) other than the game's known directory structure and to not cause elevation to administrator privilege level issues.

Yeah, ok, I'll shut up now.... :whistle:

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How much trouble would it be to wrap (or sub/super class?) the Lua IO class with one that the exe interpreter processes so that we can access *only* the game's installation and saved game directories in the same security context as the exe?

What we've already done is make sure file I/O can only happen in the same directory as DS. This would still require Admin rights, though, so the only safe way to write data currently is to use the savegame system. On Chrome, it's going to be very very hard for us to support mods as the filesystem is sandboxed and loads files in a very odd way. I don't think we're going to support mods on NaCL any time soon.
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Yeah, we discovered the basic I/O support (with admin rights elevation) so I was hoping this could be addressed more fully for us versus us inventing a new wheel to handle it, especially on Chrome.I was thinking since the game had access to the sandbox on Chrome you could expose them to us in Lua....oh well.EDIT:The randomness on chrome is what is most annoying....an external app would have to walk down the tree looking for a reference to DS and then traverse it's "files" to locate the "table file" to know what numbered file represented what deployed zip file. Then finally be able to inject a mod into the correct numbered zip file(s). A bit more work to deal with than I would prefer.

Edited by WrathOf
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What we've already done is make sure file I/O can only happen in the same directory as DS.

Re-reading this statement makes me wonder if this includes access to the steam remote folder or Klei (Windows profile) folder if steam clould is disabled (or in general really) which should not cause an admin rights issue? If so, how?
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