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I played around with this a little bit and this is what I got. :)
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m (I played around with this a little bit and this is what I got. :)) |
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Determines if given variable or table is [[secure]] or "[[Tainted (Addons)|tainted]]." Any usage of a "[[Tainted (Addons)|tainted]]" (= non-secure) variable, be it a function or simply data, will break [[secure]] state and prevent further access to Protected functions. | Determines if given variable or table is [[secure]] or "[[Tainted (Addons)|tainted]]." Any usage of a "[[Tainted (Addons)|tainted]]" (= non-secure) variable, be it a function or simply data, will break [[secure]] state and prevent further access to Protected functions. | ||
issecurevariable() | isSecure, unknown = issecurevariable([table], variable) | ||
==Parameters== | ==Parameters== | ||
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===Return=== | ===Return=== | ||
:; | :;isSecure - 1 (secure) or nil (not secure) | ||
:;unknown - always nil. If isSecure is nil, this is not returned (implied nil). | |||
==Example 1== | ==Example 1== | ||
local secure = issecurevariable( "JumpOrAscendStart" ); | local secure = issecurevariable( "JumpOrAscendStart" ); | ||
if | if secure then | ||
DEFAULT_CHAT_FRAME:AddMessage("OK! Given variable is secure!"); | DEFAULT_CHAT_FRAME:AddMessage("OK! Given variable is secure!"); | ||
else | else | ||
DEFAULT_CHAT_FRAME:AddMessage("Given variable | DEFAULT_CHAT_FRAME:AddMessage("Given variable tainted. :s"); | ||
end | end | ||
===Result=== | ===Result=== | ||
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==Example 2== | ==Example 2== | ||
local Old_UnitName = UnitName | |||
local secure = issecurevariable( " | function UnitName(unit) | ||
if | return Old_UnitName(unit or "player") | ||
end | |||
local secure = issecurevariable( "UnitName" ); | |||
if secure then | |||
DEFAULT_CHAT_FRAME:AddMessage("OK! Given variable is secure!"); | DEFAULT_CHAT_FRAME:AddMessage("OK! Given variable is secure!"); | ||
else | else | ||
DEFAULT_CHAT_FRAME:AddMessage("Given variable | DEFAULT_CHAT_FRAME:AddMessage("Given variable tainted. :s"); | ||
end | end | ||
===Result=== | ===Result=== | ||
*Message "Given variable | *[[API_UnitName|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== | ==Notes== | ||
* | * Returns <code>1, nil</code> for undefined variables. This is because an undefined variable is secure since you have not tainted it. | ||
* Returns <code>1, nil</code> for all untainted variables (i.e. Blizzard variables). | |||
* Returns <code>nil</code> for '''any''' global variable that is hooked insecurely (tainted), even unprotected ones like [[API UnitName|UnitName()]]. | |||
* Returns <code>nil</code> for all user defined global variables. | |||
* If a table is passed first, it checks table.variable (e.g. <code>issecurevariable(PlayerFrame, "Show")</code> checks PlayerFrame["Show"] or PlayerFrame.Show (they are the same thing)). | |||
* Does not work for local variables. | |||