WoW API: issecurevariable
Jump to navigation
Jump to search
Determines if given variable or table is secure or "tainted." Any usage of a "tainted" (= non-secure) variable, be it a function or simply data, will break secure state and prevent further access to Protected functions.
isSecure, unknown = issecurevariable([table], variable)
Parameters
Arguments
- [table], variable
Return
- isSecure - 1 (secure) or nil (not secure)
- unknown - always nil. If isSecure is nil, this is not returned (implied nil).
Example 1
local secure = issecurevariable( "JumpOrAscendStart" ); if secure then DEFAULT_CHAT_FRAME:AddMessage("OK! Given variable is secure!"); else DEFAULT_CHAT_FRAME:AddMessage("Given variable tainted. :s"); end
Result
- JumpOrAscendStart is a protected Blizzard-defined function, thus secure. Calling it will not break secure status.
- Message "OK! Given variable is secure!" will get displayed in your chat frame.
Example 2
local Old_UnitName = UnitName function UnitName(unit) return Old_UnitName(unit or "player") end local secure = issecurevariable( "UnitName" ); if secure then DEFAULT_CHAT_FRAME:AddMessage("OK! Given variable is secure!"); else DEFAULT_CHAT_FRAME:AddMessage("Given variable tainted. :s"); end
Result
- UnitName is not a protected Blizzard-defined function, but will still become tainted when hooked.
- Message "Given variable tainted. :s" will get displayed in your chat frame.
Notes
- Returns
1, nil
for undefined variables. This is because an undefined variable is secure since you have not tainted it. - Returns
1, nil
for all untainted variables (i.e. Blizzard variables). - Returns
nil
for any global variable that is hooked insecurely (tainted), even unprotected ones like UnitName(). - Returns
nil
for all user defined global variables. - If a table is passed first, it checks table.variable (e.g.
issecurevariable(PlayerFrame, "Show")
checks PlayerFrame["Show"] or PlayerFrame.Show (they are the same thing)). - Does not work for local variables.