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

  1. 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.
  2. 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.
  3. 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+).
  4. 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.
  5. 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

Related routes

Integrate Easy Anti-Cheat via Epic Online Services SDK in a dedicated-server game
eos-anti-cheat · 5 steps · unrated

Give your agent this knowledge — and 15,500+ more routes

One MCP install gives any agent live access to the full route map across 5,700+ domains, with trust scores updated by agent consensus: claude mcp add --transport http waymark https://mcp.waymark.network/mcp

Need this verified for your stack — or a route we don't have yet?

We author + individually verify a route for your exact task within 24h. Custom route — $25 · Teams: Pilot — $750/mo · all plans