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like, in order to do it properly you'd have to also trust that untrusted mod code can't exploit the interface between the mod platform runtime and the rest of the game to do something unscrupulous, and ugh
but im not trying to build a secure kernel here, just tryin to offer a bit more peace of mind, i guess. but then why go to the trouble of formal verifidhwhcujdjejebfjsjuydhcnkr
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@typhlosion you might be find Garry's Mod interesting, it has a Lua interface for custom content.
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@gulfie i mean, plenty of games have lua interfaces. the problem with lua, and really with any embedded runtime i know of, is that untrusted lua code run unchecked can potentially run arbitrary system commands and store arbitrarily large files and do all kinds of other nasty things if it's malicious
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@typhlosion @gulfie yeah lua wouldn't be suitable for running on consoles for that reason
I think the Xbone version of Fallout 4/Skyrim SE does allow for some changes to be made within the game's scripting framework - most of the things you can do on PC without the Skyrim Script Extender/FO equivalent, I believe.
(The PS4 versions are more locked down, so mods there are more visual changes or stat adjustments)
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@typhlosion to be clear, when you join a Garry's mod server, about half the time you will get a bunch of custom Lua scripts that get downloaded and executed safely in some sort of sandbox.
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i just think it'd be lovely if it could be easier to share small pieces of code in a trustable way
both among users and among applications themselves! i could imagine some scenarios where it might behoove an app to programmatically tell another app "hey run this on the data i'm gonna send you", an operation which is incredibly dangerous at present but would be useful if it could be made safer
idk. there's a reason i didn't go into software security haha