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
#Use miniscript's bytecode for in-game binaries
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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
- About the performance. Maybe you are right, but I don't think that it would take much effort to do
- The scripts are server sided, but there were several cases in the past when exploiters could read the binaries contents which is the same source code that it was compiled from. So I thought, why not kill two birds with one stone?
That was due to the calls certain files made
Performance is just side-effect, the main thing here is security
but then how will the admins read your scripts 😔
At least someone will have to make the program which will reverse the compilation (too much effort for one exploit)
🤷♂️
your idea sucks
Explain why?
nobody gonna learn the bytecode for a game
You didn't got the idea
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
The feature is completely internal, ordinary players will not notice anything.
i mean idk.. im making my own bytecode for the game, even working on a cpu and filesystem (block device) emulator