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>When you connect to a server, your client downloads the mods that the server has installed and applies them. From a security perspective, this is concerning.
by ryukafalz 10y ago
>When you connect to a server, your client downloads the mods that the server has installed and applies them.
From a security perspective, this is concerning.
- Pxtl 10y agoMost mod-heavy games support that, going back to the classics like Unreal Tournament 1. Generally using Lua or some other embedding-oriented language, and minimal security audits. Anything else has a prohibitive workflow, and players won't exactly be auditing the mod-packages they run. Lua is well-sandboxed for this, but I doubt devs are auditing the entire API they present to Lua. And no, there are no security audits on engines like this. The only reason the mods havent installed a cryptolocker is because nobody has mad a really concerted effort to do so.
- greenfire 10y agoThe server doesn't send code to the client, all mods are executed by the server. Server then send textures, models,etc to the client.
- qwertyuiop924 10y ago...No. The code is actually sent to the client. It has to be, in order for interfaces to work properly.
- greenfire 10y agoIt isn't code is ran by the server and the client only sends information to the server about the current state of the client. This of course is sub-optimal as it can introduce a lot of lag to a game with mods that add vehicles or mobs