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Lua mod compatibility checks #8495

@StephenCWills

Description

@StephenCWills

This issue intends to summarize the requirements for closing the gap between where we are and where we need to be for the 1.6 release. The goal is that it should be equally hard for someone to cheat by modding as it is by building a hacked client.

  • Do not load *.lua, *.tsv, and *.sol assets in Multiplayer games unless they come from MPQ files
  • Compute a "mod identifier" (SHA-256) for MPQ-packed mods
  • Add "mod compatibility" information to Multiplayer save files (list of active mod identifiers)
  • Do not load save files which are incompatible with the active mod configuration (mod order matters!)
  • Add "mod versioning" support where mods can provide a list of mod identifiers indicating past versions they are compatible with
  • Add mod compatibility checks when joining a Multiplayer game by comparing mod identifiers
  • Whitelist of known good mods which can be ignored for compatibility checks (clock mod, floating numbers, etc)

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