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lua io.exists (#2771)
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docs/lua/tables/io.md
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27
docs/lua/tables/io.md
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@ -0,0 +1,27 @@
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# Table: io
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Table for file manipulation. Modified for security purposes.
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## Functions (2)
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### `open()`
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- **Returns:**
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- `file_handle`: file handle or nil if can't read / write to the given path.
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**Example Usage:**
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```lua
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file_handle = io.open()
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```
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### `exists()`
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- **Returns:**
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- `boolean`: True if the passed file path exists
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**Example Usage:**
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```lua
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boolean = io.exists()
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```
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@ -6,58 +6,80 @@ Table containing functions for getting information about vehicles in GTA V.
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### `get_vehicle_display_name(vehicle_hash)`
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- **Example Usage:**
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```lua
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log.info(vehicles.get_vehicle_display_name('BTYPE2'))
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```
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- **Parameters:**
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- `vehicle_hash` (Hash): JOAAT hash of the vehicle.
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- **Returns:**
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- `vehicle_display_string`: String: the in-game display string. If the vehicle is not found, or the call is made too early, a blank string will be returned. It is guranteed to return a safe value.
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**Example Usage:**
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```lua
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vehicle_display_string = vehicles.get_vehicle_display_name(vehicle_hash)
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```
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### `get_vehicle_display_name(vehicle_name)`
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- **Example Usage:**
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```lua
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log.info(vehicles.get_vehicle_display_name('BTYPE2'))
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```
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### `get_vehicle_display_name(vehicle_name)`
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- **Parameters:**
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- `vehicle_name` (String): Name of the vehicle.
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- **Returns:**
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- `vehicle_display_string`: String: the in-game display string. If the vehicle is not found, or the call is made too early, a blank string will be returned. It is guranteed to return a safe value.
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- **Example Usage:**
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**Example Usage:**
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```lua
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log.info(vehicles.get_vehicle_display_name('BTYPE2'))
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vehicle_display_string = vehicles.get_vehicle_display_name(vehicle_name)
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```
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### `get_all_vehicles_by_class(vehicle_class)`
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- **Example Usage:**
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```lua
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local sports_classics = vehicles.get_all_vehicles_by_class('Sports Classics')
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for i = 1, #sports_classics do
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log.info(sports_classics[i])
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end
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```
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- **Parameters:**
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- `vehicle_class` (String): The vehicle class.
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- **Returns:**
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- `vehicles`: table<int, String>: a list of all vehicles that match the class passed in. The list can contain anything from 0 to n elements.
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- **Example Usage:**
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**Example Usage:**
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```lua
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local sports_classics = vehicles.get_all_vehicles_by_class('Sports Classics')
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for i = 1, #sports_classics do
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log.info(sports_classics[i])
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end
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vehicles = vehicles.get_all_vehicles_by_class(vehicle_class)
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```
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### `get_all_vehicles_by_mfr(manufacturer)`
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- **Example Usage:**
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```lua
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local albanies = vehicles.get_all_vehicles_by_mfr('Albany')
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for i = 1, #albanies do
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log.info(albanies[i])
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end
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```
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- **Parameters:**
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- `manufacturer` (String): The vehicle manufacturer.
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- **Returns:**
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- `vehicles`: table<int, String>: a list of all vehicles that match the manufacturer passed in. The list can contain anything from 0 to n elements.
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- **Example Usage:**
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**Example Usage:**
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```lua
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local albanies = vehicles.get_all_vehicles_by_mfr('Albany')
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for i = 1, #albanies do
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log.info(albanies[i])
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end
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```
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vehicles = vehicles.get_all_vehicles_by_mfr(manufacturer)
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```
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@ -6,38 +6,42 @@ Table containing functions for getting information about weapons in GTA V.
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### `get_weapon_display_name(weapon_hash)`
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- **Example Usage:**
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```lua
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log.info(weapons.get_weapon_display_name(joaat('WEAPON_REVOLVER')))
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```
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- **Parameters:**
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- `weapon_hash` (Hash): JOAAT hash of the weapon.
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- **Returns:**
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- `weapon_display_name`: String: the in-game display string. If the weapon is not found, or the call is made too early, a blank string will be returned. It is guranteed to return a safe value.
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- **Example Usage:**
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**Example Usage:**
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```lua
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log.info(weapons.get_weapon_display_name(joaat('WEAPON_REVOLVER')))
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weapon_display_name = weapons.get_weapon_display_name(weapon_hash)
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```
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### `get_weapon_display_name(weapon_name)`
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- **Example Usage:**
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```lua
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log.info(weapons.get_weapon_display_name('WEAPON_REVOLVER'))
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```
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- **Parameters:**
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- `weapon_name` (String): Name of the weapon.
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- **Returns:**
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- `weapon_display_name`: String: the in-game display string. If the weapon is not found, or the call is made too early, a blank string will be returned. It is guranteed to return a safe value.
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- **Example Usage:**
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**Example Usage:**
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```lua
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log.info(weapons.get_weapon_display_name('WEAPON_REVOLVER'))
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weapon_display_name = weapons.get_weapon_display_name(weapon_name)
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```
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### `get_all_weapons_of_group_type(group_hash)`
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- **Parameters:**
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- `group_hash` (Hash): The JOAAT hash of the group the weapon(s) belong to.
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- **Returns:**
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- `weapons_of_group_type`: table<int, String>: a list of all weapons that match the group hash passed in. The list can contain anything from 0 to n elements.
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- **Example Usage:**
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```lua
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local pistols = weapons.get_all_weapons_of_group_type(joaat('GROUP_PISTOL'))
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@ -46,14 +50,19 @@ for i = 1, #pistols do
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end
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```
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### `get_all_weapons_of_group_type(group_name)`
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- **Parameters:**
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- `group_name` (String): The group the weapon(s) belong to. Can be in either GROUP_ format or not. Parameter is case-insensitive.
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- `group_hash` (Hash): The JOAAT hash of the group the weapon(s) belong to.
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- **Returns:**
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- `weapons_of_group_type`: table<int, String>: a list of all weapons that match the group hash passed in. The list can contain anything from 0 to n elements.
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**Example Usage:**
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```lua
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weapons_of_group_type = weapons.get_all_weapons_of_group_type(group_hash)
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```
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### `get_all_weapons_of_group_type(group_name)`
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- **Example Usage:**
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```lua
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local pistols = weapons.get_all_weapons_of_group_type('GROUP_PISTOL')
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@ -67,13 +76,18 @@ for i = 1, #pistols do
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end
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```
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### `get_all_weapon_components(weapon_hash)`
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- **Parameters:**
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- `weapon_hash` (Hash): The JOAAT hash of the weapon the component(s) belong to.
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- `group_name` (String): The group the weapon(s) belong to. Can be in either GROUP_ format or not. Parameter is case-insensitive.
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- **Returns:**
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- `weapon_components`: table<int, String>: a list of all components that match the weapon passed in. The list can contain anything from 0 to n elements.
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- `weapons_of_group_type`: table<int, String>: a list of all weapons that match the group hash passed in. The list can contain anything from 0 to n elements.
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**Example Usage:**
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```lua
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weapons_of_group_type = weapons.get_all_weapons_of_group_type(group_name)
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```
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### `get_all_weapon_components(weapon_hash)`
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- **Example Usage:**
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```lua
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@ -83,14 +97,19 @@ for i = 1, #pistol_attachments do
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end
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```
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### `get_all_weapon_components(weapon_name)`
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- **Parameters:**
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- `weapon_name` (String): The weapon the component(s) belong to.
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- `weapon_hash` (Hash): The JOAAT hash of the weapon the component(s) belong to.
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- **Returns:**
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- `weapon_components`: table<int, String>: a list of all components that match the weapon passed in. The list can contain anything from 0 to n elements.
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**Example Usage:**
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```lua
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weapon_components = weapons.get_all_weapon_components(weapon_hash)
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```
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### `get_all_weapon_components(weapon_name)`
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- **Example Usage:**
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```lua
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local pistol_attachments = weapons.get_all_weapon_components('WEAPON_PISTOL')
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@ -99,54 +118,87 @@ for i = 1, #pistol_attachments do
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end
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```
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### `get_weapon_component_display_name(weapon_component_hash)`
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- **Parameters:**
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- `weapon_component_hash` (Hash): JOAAT hash of the weapon component.
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- `weapon_name` (String): The weapon the component(s) belong to.
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- **Returns:**
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- `component_display_name`: String: the in-game display string. If the component is not found, or the call is made too early, a blank string will be returned. It is guranteed to return a safe value.
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- `weapon_components`: table<int, String>: a list of all components that match the weapon passed in. The list can contain anything from 0 to n elements.
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**Example Usage:**
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```lua
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weapon_components = weapons.get_all_weapon_components(weapon_name)
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```
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### `get_weapon_component_display_name(weapon_component_hash)`
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- **Example Usage:**
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```lua
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log.info(weapons.get_weapon_component_display_name(joaat('COMPONENT_PISTOL_CLIP_01')))
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```
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- **Parameters:**
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- `weapon_component_hash` (Hash): JOAAT hash of the weapon component.
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- **Returns:**
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- `component_display_name`: String: the in-game display string. If the component is not found, or the call is made too early, a blank string will be returned. It is guranteed to return a safe value.
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**Example Usage:**
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```lua
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component_display_name = weapons.get_weapon_component_display_name(weapon_component_hash)
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```
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### `get_weapon_component_display_name(weapon_component)`
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- **Example Usage:**
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```lua
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log.info(weapons.get_weapon_component_display_name('COMPONENT_PISTOL_CLIP_01'))
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```
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- **Parameters:**
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- `weapon_component` (String): The weapon component.
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- **Returns:**
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- `component_display_name`: String: the in-game display string. If the component is not found, or the call is made too early, a blank string will be returned. It is guranteed to return a safe value.
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- **Example Usage:**
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**Example Usage:**
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```lua
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log.info(weapons.get_weapon_component_display_name('COMPONENT_PISTOL_CLIP_01'))
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component_display_name = weapons.get_weapon_component_display_name(weapon_component)
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```
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### `get_weapon_component_display_desc(weapon_component_hash)`
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- **Example Usage:**
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```lua
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log.info(weapons.get_weapon_component_display_desc(joaat('COMPONENT_PISTOL_CLIP_01')))
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```
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- **Parameters:**
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- `weapon_component_hash` (Hash): JOAAT hash of the weapon component.
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- **Returns:**
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- `component_display_desc`: String: the in-game display string. If the component is not found, or the call is made too early, a blank string will be returned. It is guranteed to return a safe value.
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- **Example Usage:**
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**Example Usage:**
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```lua
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log.info(weapons.get_weapon_component_display_desc(joaat('COMPONENT_PISTOL_CLIP_01')))
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component_display_desc = weapons.get_weapon_component_display_desc(weapon_component_hash)
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```
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### `get_weapon_component_display_desc(weapon_component)`
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- **Example Usage:**
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```lua
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log.info(weapons.get_weapon_component_display_desc('COMPONENT_PISTOL_CLIP_01'))
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```
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- **Parameters:**
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- `weapon_component` (String): The weapon component.
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- **Returns:**
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- `component_display_desc`: String: the in-game display string. If the component is not found, or the call is made too early, a blank string will be returned. It is guranteed to return a safe value.
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- **Example Usage:**
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**Example Usage:**
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```lua
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log.info(weapons.get_weapon_component_display_desc('COMPONENT_PISTOL_CLIP_01'))
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```
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component_display_desc = weapons.get_weapon_component_display_desc(weapon_component)
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```
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@ -1,7 +1,7 @@
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import os
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from enum import Enum
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src_folder = "../../src/"
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src_folder = "../src/"
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lua_api_comment_identifier = "lua api"
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lua_api_comment_separator = ":"
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@ -597,19 +597,19 @@ def is_lua_doc_comment_startswith(line_lower, starts_with_text):
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parse_lua_api_doc(src_folder)
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try:
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os.makedirs("./tables/")
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os.makedirs("../docs/lua/tables/")
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except:
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pass
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for table_name, table in tables.items():
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file_name = f"./tables/{table_name}.md"
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file_name = f"../docs/lua/tables/{table_name}.md"
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if os.path.exists(file_name):
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os.remove(file_name)
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f = open(file_name, "ba")
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f.write(bytes(str(table), "UTF8"))
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f.close()
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tabs_file_name = f"./tabs.md"
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tabs_file_name = f"../docs/lua/tabs.md"
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if os.path.exists(tabs_file_name):
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os.remove(tabs_file_name)
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f = open(tabs_file_name, "a")
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@ -641,7 +641,7 @@ for i in range(1, len(tabs_enum) - 1):
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f.close()
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infraction_file_name = f"../lua/infraction.md"
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infraction_file_name = f"../docs/lua/infraction.md"
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if os.path.exists(infraction_file_name):
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os.remove(infraction_file_name)
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f = open(infraction_file_name, "a")
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@ -667,12 +667,12 @@ for i in range(0, len(infraction_enum)):
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f.close()
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try:
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os.makedirs("./classes/")
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os.makedirs("../docs/lua/classes/")
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except:
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pass
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for class_name, class_ in classes.items():
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file_name = f"./classes/{class_name}.md"
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file_name = f"../docs/lua/classes/{class_name}.md"
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if os.path.exists(file_name):
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os.remove(file_name)
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f = open(file_name, "ba")
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@ -680,7 +680,7 @@ for class_name, class_ in classes.items():
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f.close()
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commands_file_name = f"./commands.md"
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commands_file_name = f"../docs/lua/commands.md"
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if os.path.exists(commands_file_name):
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os.remove(commands_file_name)
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f = open(commands_file_name, "a")
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@ -704,7 +704,7 @@ For a complete list of available command functions, please refer to the command
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commands = []
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with open("./commands_dump.txt", "r") as file:
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with open("../docs/lua/commands_dump.txt", "r") as file:
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for line in file:
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cmd = line.split("|", 1)[1].strip().split("|")
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commands.append(cmd)
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@ -190,24 +190,34 @@ namespace big
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m_state["os"] = sandbox_os;
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}
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static std::optional<std::filesystem::path> make_absolute(const std::filesystem::path& root, const std::filesystem::path& user_path)
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{
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auto final_path = std::filesystem::weakly_canonical(root / user_path);
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auto [root_end, nothing] = std::mismatch(root.begin(), root.end(), final_path.begin());
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if (root_end != root.end())
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return std::nullopt;
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return final_path;
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};
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void lua_module::sandbox_lua_io_library()
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{
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auto io = m_state["io"];
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sol::table sandbox_io(m_state, sol::create);
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m_io_open = io["open"];
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m_io_open = io["open"];
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// Lua API: Table
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// Name: io
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// Table for file manipulation. Modified for security purposes.
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// Lua API: Function
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// Table: io
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// Name: open
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// Returns: file_handle: file handle or nil if can't read / write to the given path.
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sandbox_io["open"] = [this](const std::string& filename, const std::string& mode) {
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constexpr auto make_absolute = [](const std::filesystem::path& root, const std::filesystem::path& user_path) -> std::optional<std::filesystem::path> {
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auto final_path = std::filesystem::weakly_canonical(root / user_path);
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auto [root_end, nothing] = std::mismatch(root.begin(), root.end(), final_path.begin());
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|
||||
if (root_end != root.end())
|
||||
return std::nullopt;
|
||||
|
||||
return final_path;
|
||||
};
|
||||
|
||||
const auto scripts_config_sub_path = make_absolute(g_lua_manager->get_scripts_config_folder().get_path(), filename);
|
||||
if (!scripts_config_sub_path)
|
||||
{
|
||||
@ -220,12 +230,28 @@ namespace big
|
||||
|
||||
if (res.get_type() == sol::type::lua_nil)
|
||||
{
|
||||
LOG(WARNING) << "Couldn't io.open a file called " << filename << " mode (" << mode << "). Note that io.open is restricted to the scripts_config folder.";
|
||||
LOG(WARNING) << "Couldn't io.open a file called " << filename << " mode (" << mode << "). Note that io.open is restricted to the scripts_config folder. If you want to check if a file exists, use io.exists";
|
||||
}
|
||||
|
||||
return res;
|
||||
};
|
||||
|
||||
// Lua API: Function
|
||||
// Table: io
|
||||
// Name: exists
|
||||
// Returns: boolean: True if the passed file path exists
|
||||
sandbox_io["exists"] = [](const std::string& filename) -> bool {
|
||||
const auto scripts_config_sub_path = make_absolute(g_lua_manager->get_scripts_config_folder().get_path(), filename);
|
||||
if (!scripts_config_sub_path)
|
||||
{
|
||||
LOG(WARNING) << "io.open is restricted to the scripts_config folder, and the filename provided (" << filename << ") is outside of it.";
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
return std::filesystem::exists(*scripts_config_sub_path);
|
||||
};
|
||||
|
||||
m_state["io"] = sandbox_io;
|
||||
}
|
||||
|
||||
@ -329,4 +355,4 @@ namespace big
|
||||
return script->is_done();
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user