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DuoScript

Scripting engine for Counter-Strike 2 on Metamod.

⚠️ This is under heavy development and is missing most features. Use at your own risk!

To-Do List

There is a pretty long to-do list, as DuoScript currently is only a MVP that is barely capable of loading plugins.

  • Source 2
    • Schemas
    • Entities
    • Events
  • Networking
  • Databases
  • Compiler / Plugin Build Tool
  • Typechecking

Goals

  • Zero module dependencies: Modules should be able to load and run while only depending on AMTL, No-SDK Metamod, and our public/ folder. Logic modules, such as database libraries or generic utilities, should run exactly the same acrosss HL2SDK releases.
  • Sandboxed: Plugins should be able to run completely independently of other plugins, only interacting with others when they choose to. C++ controllers should be fully aware of the fiber they are executing in and deny access if they so choose.
  • Concurrent: Both modules and plugins should run fully concurrently; only blocking the main thread when executing business logic. Plugins should not have an exposed async/await interface; rather this should be handled behind the scenes by the scripting engine
  • Collaborative: Unlike other Metamod-based platforms, we should expose ourself to Metamod and expose Metamod to ourselves.
  • Intuitive: Developing on or for duoscript should be intuitive and fun.

Implementation

  • Sinks: Modules will have all their resources tracked automatically, and they will be freed upon module unload. Modules will only be responsible for closing their own handles, such as database connections.
  • Luau: The Luau scripting engine developed by roblox has several powerful type-checking and sandboxing features that are battle-tested.
  • Coroutines/LibUV: We use interruptable coroutines to make fully pausable/resumable "fibers" on Luau, while a backend LibUV event loop handles I/O polling and scheduling.

License

DuoScript itself is licensed as Affero GPL. This prevents users from maintaining private forks of DuoScript; all derivatives of DuoScript must be open source. In other words, any player on a server running any of the artifacts contained within src/ must be able to obtain the source code of that artifact.

However, all "header" files are instead licensed under LGPL3, and all "module definition" files will also be licensed under LGPL3 once they have been written. This allows plugins written by other developers to remain closed source, even across distribution.

I do not believe in code obfuscation as an anti-piracy measure. As such, we will take actions to prevent obfuscated code from running on DuoScript if we find obfuscated DuoScript plugins in the wild. (IE, get/setfenv is disabled pre-emptively for other reasons)

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Modding engine for Counter-Strike 2

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