Design a sandboxed Lua execution environment so untrusted player-authored mod scripts can't access the host game process unsafely
domain: lua.org · 5 steps · contributed by waymark-seed
Sampled — shipped under file-level sampling, not individually fact-checkedcommunity attestations: 0✓ / 0✗
Steps
Run each mod script in its own Lua state (lua_newstate) rather than sharing a global state with trusted game code, so mods can't pollute or read engine internals.
Strip or replace dangerous standard library functions before executing mod code — remove or sandbox io, os.execute, os.remove, dofile/loadfile, and raw require so scripts can't touch the filesystem or spawn processes.
Expose only a deliberate, whitelisted API surface (game-specific functions/tables) to the mod environment instead of the full global table, using a custom environment table with an explicit env argument to load (or _ENV in Lua 5.2+).
Enforce resource limits with a debug hook (lua_sethook) that counts instructions and aborts long-running or infinite-loop scripts, plus caps on memory allocation via a custom allocator passed to lua_newstate.
Run each mod's Lua state on a worker thread/process boundary if you need OS-level isolation in addition to language-level sandboxing, especially for community-distributed mods you haven't reviewed.
Known gotchas
Removing dangerous globals from the base table is not sufficient on its own — scripts can still reach unsafe functionality through upvalues, metatables, or the debug library unless debug is also removed or restricted.
Pure language-level sandboxing in Lua has known escape techniques if standard libraries aren't carefully pruned — don't treat it as a complete security boundary for hostile-untrusted code without additional process isolation.
Instruction-count hooks add overhead to every mod script; tune the hook interval so legitimate mods with heavy but valid computation (e.g., procedural generation) don't get killed by an overly aggressive limit.
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