DaveTheCoder
Yes, you can build exe and plugin packages from source.
But because if you turn on the smart plug-in switch at runtime. Then the most matching plug-in package that has been allocated will be downloaded from the Internet, and then the logic in the plug-in package will be executed.
I believe he is more worried about whether there are security vulnerabilities in the smartly downloaded plug-in packages, or whether it is possible to download malware plug-in packages.
But I can't avoid automatic downloading. If a pop-up window pops up before each download step to let the user choose whether to allow the download, it will interrupt the user experience.
Let me explain the download logic:
- When I ask a question to AI: "I want to download music xxx"
- Will be sent to the 3 best plugins on the platform that match this problem
- Send the plug-in method and question to ai:
- If ai determines that there is a plug-in that can execute this logic, it will return the method name and parameters that the plug-in needs to call. Subsequently, the godot engine will download the plug-in and load it into the runtime. Then call it based on the plug-in method name and plug-in parameters
- If it is judged that there is no executable plug-in, the problem will be treated as a dialogue.
It is true that the plug-in you download automatically in 3.1 may have security issues. Even if you can get all the source code of the plug-in, it is impossible for you to understand the code of the plug-in every time before downloading to allow the plug-in package to be downloaded.
So I may use a certain audit mechanism to ensure the security of the plug-in package.