WoW:API issecurevariable: Difference between revisions

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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===
:;nil (tainted) or 1 (secure)
:;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 not ( secure == nil ) then  
  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 is not secure, doing stuff with it will break secure status. :s");
   DEFAULT_CHAT_FRAME:AddMessage("Given variable tainted. :s");
  end
  end
===Result===
===Result===
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==Example 2==
==Example 2==
  some_variable_not_defined_by_blizzard = "bla39_j!";
  local Old_UnitName = UnitName
  local secure = issecurevariable( "some_variable_not_defined_by_blizzard" );
function UnitName(unit)
  if not ( secure == nil ) then  
    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 is not secure, doing stuff with it will break secure status. :s");
   DEFAULT_CHAT_FRAME:AddMessage("Given variable tainted. :s");
  end
  end
===Result===
===Result===
*Message "Given variable is not secure, doing stuff with it will break secure status. :s" will get displayed in your chat frame.
*[[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==
*Seems to always return 1 for nil variables.
* 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.

Revision as of 06:24, 30 January 2009

WoW API < issecurevariable

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.