#Use miniscript's bytecode for in-game binaries

1 messages · Page 1 of 1 (latest)

pliant quartz
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Use the miniscript Parser class to first compile the code into three-address bytecode, and then store that bytecode in the game binaries. This feature will speed up executables because now you don't have to recompile the code every time you run it (but I don't know how much faster that will be), and it will prevent exploiters from reading source directly.
EDIT: I've read about it here: https://miniscript.org/files/MiniScript-Integration-Guide.pdf

molten belfry
pliant quartz
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Reference

molten belfry
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The scripts are run server-side.. he would need to alter the entire storage system to implement this benign request that'll maybe shave off a 200-400 milliseconds on a single script

pliant quartz
molten belfry
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That was due to the calls certain files made

pliant quartz
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Performance is just side-effect, the main thing here is security

daring crag
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but then how will the admins read your scripts 😔

pliant quartz
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At least someone will have to make the program which will reverse the compilation (too much effort for one exploit)

pliant quartz
molten belfry
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I have an idea

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just needs another json string 😏

glass grail
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your idea sucks

pliant quartz
glass grail
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nobody gonna learn the bytecode for a game

pliant quartz
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The idea is that your code won't be stored as it was when you compile it
Rather it will be an internal miniscript format to speed up your code and prevent hackers from modifying it

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The feature is completely internal, ordinary players will not notice anything.

daring crag