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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, taint = issecurevariable([table], variable)

Returns

isSecure
"boolean" flag: 1 if variable is secure, nil if it is tainted.
taint
string: addon that tainted the variable (possibly nil if not tainted by an addon).

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.
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