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Refactor ScriptApiSecurity for cleaner separation of concerns
This commit is contained in:
parent
4c44942a39
commit
1fd4e0b82d
@ -3,6 +3,7 @@
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// Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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#include "common/c_internal.h"
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#include "cpp_api/s_security.h"
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#include "util/numeric.h"
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#include "debug.h"
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#include "log.h"
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@ -184,12 +185,9 @@ void log_deprecated(lua_State *L, std::string_view message, int stack_depth, boo
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void call_string_dump(lua_State *L, int idx)
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{
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// Retrieve string.dump from insecure env to avoid it being tampered with
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lua_rawgeti(L, LUA_REGISTRYINDEX, CUSTOM_RIDX_GLOBALS_BACKUP);
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if (!lua_isnil(L, -1))
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lua_getfield(L, -1, "string");
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else
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lua_getglobal(L, "string");
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// Retrieve string.dump from untampered env
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ScriptApiSecurity::getGlobalsBackup(L);
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lua_getfield(L, -1, "string");
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lua_getfield(L, -1, "dump");
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lua_remove(L, -2); // remove _G
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lua_remove(L, -2); // remove 'string' table
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@ -39,6 +39,7 @@ enum {
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#endif
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CUSTOM_RIDX_SCRIPTAPI,
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/// @warning don't use directly, `ScriptApiSecurity` has wrappers
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CUSTOM_RIDX_GLOBALS_BACKUP,
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CUSTOM_RIDX_CURRENT_MOD_NAME,
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CUSTOM_RIDX_ERROR_HANDLER,
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@ -50,11 +50,17 @@ class AsyncWorkerThread : public Thread,
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public:
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virtual ~AsyncWorkerThread();
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void *run();
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void *run() override;
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protected:
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AsyncWorkerThread(AsyncEngine* jobDispatcher, const std::string &name);
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bool checkPathInternal(const std::string &abs_path, bool write_required,
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bool *write_allowed) override {
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return ScriptApiSecurity::checkPathWithGamedef(getStack(),
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abs_path, write_required, write_allowed);
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};
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private:
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AsyncEngine *jobDispatcher = nullptr;
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bool isErrored = false;
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@ -225,37 +225,6 @@ std::string ScriptApiBase::getCurrentModNameInsecure(lua_State *L)
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return ret;
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}
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std::string ScriptApiBase::getCurrentModName(lua_State *L)
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{
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auto script = ModApiBase::getScriptApiBase(L);
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if (script->getType() == ScriptingType::Async ||
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script->getType() == ScriptingType::Emerge)
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{
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// As a precaution never return a "secure" mod name in the async and
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// emerge environment, because these currently do not track mod origins
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// in a spoof-safe way (see l_register_async_dofile and l_register_mapgen_script).
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return "";
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}
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// We have to make sure that this function is being called directly by
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// a mod, otherwise a malicious mod could override a function and
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// steal its return value. (e.g. request_insecure_environment)
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lua_Debug info;
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// Make sure there's only one item below this function on the stack...
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if (lua_getstack(L, 2, &info))
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return "";
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FATAL_ERROR_IF(!lua_getstack(L, 1, &info), "lua_getstack() failed");
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FATAL_ERROR_IF(!lua_getinfo(L, "S", &info), "lua_getinfo() failed");
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// ...and that that item is the main file scope.
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if (strcmp(info.what, "main") != 0)
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return "";
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// at this point we can trust this value:
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return getCurrentModNameInsecure(L);
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}
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void ScriptApiBase::loadMod(const std::string &script_path,
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const std::string &mod_name)
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{
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@ -273,7 +242,7 @@ void ScriptApiBase::loadScript(const std::string &script_path)
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int error_handler = PUSH_ERROR_HANDLER(L);
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bool ok;
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if (m_secure) {
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if (ScriptApiSecurity::isSecure(L)) {
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ok = ScriptApiSecurity::safeLoadFile(L, script_path.c_str());
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} else {
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ok = !luaL_loadfile(L, script_path.c_str());
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@ -101,17 +101,15 @@ public:
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void setOriginDirect(const char *origin);
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void setOriginFromTableRaw(int index, const char *fxn);
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// Returns the currently running mod, only during init time.
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// The reason this is "insecure" is that mods can mess with each others code,
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// so the boundary of who is responsible is fuzzy.
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// Note: checking this against BUILTIN_MOD_NAME is always safe (not spoofable).
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// returns "" on error
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/**
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* Returns the currently running mod, only during init time.
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* The reason this is insecure is that mods can mess with each others code,
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* so the boundary of who is responsible is fuzzy.
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* @note Checking this against BUILTIN_MOD_NAME is always safe (not spoofable).
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* @note See ScriptApiSecurity::getCurrentModName() for the secure equivalent.
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* @return mod name or "" on error
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*/
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static std::string getCurrentModNameInsecure(lua_State *L);
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// Returns the currently running mod, only during init time.
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// This checks the Lua stack to only permit direct calls in the file
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// scope. That way it is assured that it's really the mod it claims to be.
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// returns "" on error
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static std::string getCurrentModName(lua_State *L);
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#if !CHECK_CLIENT_BUILD()
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inline void clientOpenLibs(lua_State *L) { assert(false); }
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@ -171,7 +169,7 @@ protected:
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std::recursive_mutex m_luastackmutex;
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std::string m_last_run_mod;
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bool m_secure = false;
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#ifdef SCRIPTAPI_LOCK_DEBUG
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int m_lock_recursion_count{};
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std::thread::id m_owning_thread;
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@ -260,6 +260,8 @@ void ScriptApiSecurity::initializeSecurity()
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lua_pop(L, 1); // Pop empty string
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}
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#if CHECK_CLIENT_BUILD()
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void ScriptApiSecurity::initializeSecurityClient()
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{
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static const char *whitelist[] = {
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@ -375,6 +377,8 @@ void ScriptApiSecurity::initializeSecurityClient()
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setLuaEnv(L, thread);
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}
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#endif
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int ScriptApiSecurity::getThread(lua_State *L)
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{
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#if LUA_VERSION_NUM <= 501
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@ -408,19 +412,24 @@ void ScriptApiSecurity::setLuaEnv(lua_State *L, int thread)
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bool ScriptApiSecurity::isSecure(lua_State *L)
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{
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#if CHECK_CLIENT_BUILD()
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auto script = ModApiBase::getScriptApiBase(L);
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// CSM keeps no globals backup but is always secure
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if (script->getType() == ScriptingType::Client)
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return true;
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#endif
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lua_rawgeti(L, LUA_REGISTRYINDEX, CUSTOM_RIDX_GLOBALS_BACKUP);
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bool secure = !lua_isnil(L, -1);
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lua_pop(L, 1);
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return secure;
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auto *script = ModApiBase::getScriptApiBase(L);
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if (auto *sec = dynamic_cast<ScriptApiSecurity*>(script))
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return sec->m_secure;
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return false;
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}
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bool ScriptApiSecurity::safeLoadString(lua_State *L, const std::string &code, const char *chunk_name)
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void ScriptApiSecurity::getGlobalsBackup(lua_State *L)
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{
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if (!ScriptApiSecurity::isSecure(L)) {
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lua_getglobal(L, "_G");
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return;
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}
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lua_rawgeti(L, LUA_REGISTRYINDEX, CUSTOM_RIDX_GLOBALS_BACKUP);
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// We cannot fulfill the callers wish securely if they don't exist.
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FATAL_ERROR_IF(lua_isnil(L, -1), "Globals backup requested, but it is not available. Cannot proceed securely.");
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}
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bool ScriptApiSecurity::safeLoadString(lua_State *L, std::string_view code, const char *chunk_name)
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{
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if (code.size() > 0 && code[0] == LUA_SIGNATURE[0]) {
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lua_pushliteral(L, "Bytecode prohibited when mod security is enabled.");
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@ -441,7 +450,7 @@ bool ScriptApiSecurity::safeLoadFile(lua_State *L, const char *path, const char
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fp = stdin;
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chunk_name = const_cast<char *>("=stdin");
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} else {
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fp = fopen(path, "rb");
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fp = std::fopen(path, "rb");
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if (!fp) {
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lua_pushfstring(L, "%s: %s", path, strerror(errno));
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return false;
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@ -500,7 +509,35 @@ bool ScriptApiSecurity::safeLoadFile(lua_State *L, const char *path, const char
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}
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bool checkModNameWhitelisted(const std::string &mod_name, const std::string &setting)
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std::string ScriptApiSecurity::getCurrentModName(lua_State *L)
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{
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auto *script = ModApiBase::getScriptApiBase(L);
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auto *sec = dynamic_cast<ScriptApiSecurity*>(script);
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if (sec && !sec->modNamesAreTrusted())
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return "";
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// We have to make sure that this function is being called directly by
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// a mod, otherwise a malicious mod could override a function and
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// steal its return value. (e.g. request_insecure_environment)
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lua_Debug info;
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// Make sure there's only one item below this function on the stack...
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if (lua_getstack(L, 2, &info))
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return "";
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FATAL_ERROR_IF(!lua_getstack(L, 1, &info), "lua_getstack() failed");
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FATAL_ERROR_IF(!lua_getinfo(L, "S", &info), "lua_getinfo() failed");
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// ...and that that item is the main file scope.
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if (strcmp(info.what, "main") != 0)
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return "";
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// at this point we can trust this value:
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return getCurrentModNameInsecure(L);
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}
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static bool checkModNameWhitelisted(const std::string &mod_name, const std::string &setting)
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{
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assert(str_starts_with(setting, "secure."));
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@ -517,7 +554,7 @@ bool checkModNameWhitelisted(const std::string &mod_name, const std::string &set
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bool ScriptApiSecurity::checkWhitelisted(lua_State *L, const std::string &setting)
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{
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std::string mod_name = ScriptApiBase::getCurrentModName(L);
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std::string mod_name = getCurrentModName(L);
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return checkModNameWhitelisted(mod_name, setting);
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}
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@ -528,16 +565,8 @@ bool ScriptApiSecurity::checkPath(lua_State *L, const char *path,
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if (write_allowed)
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*write_allowed = false;
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std::string str; // Transient
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std::string abs_path = fs::AbsolutePath(path);
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if (!abs_path.empty()) {
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// Don't allow accessing the settings file
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str = fs::AbsolutePath(g_settings_path);
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if (str == abs_path) return false;
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}
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// If we couldn't find the absolute path (path doesn't exist) then
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// try removing the last components until it works (to allow
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// non-existent files/folders for mkdir).
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@ -560,61 +589,84 @@ bool ScriptApiSecurity::checkPath(lua_State *L, const char *path,
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}
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if (abs_path.empty())
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return false;
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// Add the removed parts back so that you can't, eg, create a
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// Add the removed parts back so that you can e.g. create a
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// directory in worldmods if worldmods doesn't exist.
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if (!removed.empty())
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abs_path += DIR_DELIM + removed;
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// Get gamedef from registry
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ScriptApiBase *script = ModApiBase::getScriptApiBase(L);
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const IGameDef *gamedef = script->getGameDef();
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tracestream << "ScriptApiSecurity: path \"" << path << "\" resolved to \""
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<< abs_path << "\"" << std::endl;
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// Ask the environment-specific implementation
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auto *sec = ModApiBase::getScriptApi<ScriptApiSecurity>(L);
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return sec->checkPathInternal(abs_path, write_required, write_allowed);
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}
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bool ScriptApiSecurity::checkPathWithGamedef(lua_State *L,
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const std::string &abs_path, bool write_required, bool *write_allowed)
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{
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const auto &set_write_allowed = [&] (bool v) {
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if (write_allowed)
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*write_allowed = v;
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};
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std::string str; // Transient
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auto *gamedef = ModApiBase::getGameDef(L);
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if (!gamedef)
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return false;
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if (!abs_path.empty()) {
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// Don't allow accessing the settings file
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str = fs::AbsolutePath(g_settings_path);
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if (str == abs_path)
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return false;
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}
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// Get mod name
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std::string mod_name = ScriptApiBase::getCurrentModNameInsecure(L);
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if (!mod_name.empty()) {
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// Builtin can access anything
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if (mod_name == BUILTIN_MOD_NAME) {
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if (write_allowed) *write_allowed = true;
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set_write_allowed(true);
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return true;
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}
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}
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// Allow paths in mod path
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// Don't bother if write access isn't important, since it will be handled later
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if (write_required || write_allowed != NULL) {
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const ModSpec *mod = gamedef->getModSpec(mod_name);
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if (mod) {
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str = fs::AbsolutePath(mod->path);
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if (!str.empty() && fs::PathStartsWith(abs_path, str)) {
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// `mod_name` cannot be trusted here, so we catch the scenarios where this becomes a problem:
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bool is_trusted = checkModNameWhitelisted(mod_name, "secure.trusted_mods") ||
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checkModNameWhitelisted(mod_name, "secure.http_mods");
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std::string filename = lowercase(fs::GetFilenameFromPath(abs_path.c_str()));
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// By writing to any of these a malicious mod could turn itself into
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// an existing trusted mod by renaming or becoming a modpack.
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bool is_dangerous_file = filename == "mod.conf" ||
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filename == "modpack.conf" ||
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filename == "modpack.txt";
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if (write_required) {
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if (is_trusted) {
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throw LuaError(
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"Unable to write to a trusted or http mod's directory. "
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"For data storage consider minetest.get_mod_data_path() or minetest.get_worldpath() instead.");
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} else if (is_dangerous_file) {
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throw LuaError(
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"Unable to write to special file for security reasons");
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} else {
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const char *message =
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"Writing to mod directories is deprecated, as any changes "
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"will be overwritten when updating content. "
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"For data storage consider minetest.get_mod_data_path() or minetest.get_worldpath() instead.";
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log_deprecated(L, message, 1);
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}
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// Allow paths in mod path
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// Don't bother if write access isn't important, since it will be handled later
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if (write_required || write_allowed) {
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const ModSpec *mod = gamedef->getModSpec(mod_name);
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if (mod) {
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str = fs::AbsolutePath(mod->path);
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if (!str.empty() && fs::PathStartsWith(abs_path, str)) {
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// `mod_name` cannot be trusted here, so we catch the scenarios where this becomes a problem:
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bool is_trusted = checkModNameWhitelisted(mod_name, "secure.trusted_mods") ||
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checkModNameWhitelisted(mod_name, "secure.http_mods");
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std::string filename = lowercase(fs::GetFilenameFromPath(abs_path.c_str()));
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// By writing to any of these a malicious mod could turn itself into
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// an existing trusted mod by renaming or becoming a modpack.
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bool is_dangerous_file = filename == "mod.conf" ||
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filename == "modpack.conf" ||
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filename == "modpack.txt";
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if (write_required) {
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if (is_trusted) {
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throw LuaError(
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"Unable to write to a trusted or http mod's directory. "
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"For data storage consider minetest.get_mod_data_path() or minetest.get_worldpath() instead.");
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} else if (is_dangerous_file) {
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throw LuaError(
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"Unable to write to special file for security reasons");
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} else {
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const char *message =
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"Writing to mod directories is deprecated, as any changes "
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"will be overwritten when updating content. "
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"For data storage consider minetest.get_mod_data_path() or minetest.get_worldpath() instead.";
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log_deprecated(L, message, 1);
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}
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if (write_allowed) *write_allowed = !is_trusted && !is_dangerous_file;
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return true;
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}
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set_write_allowed(!is_trusted && !is_dangerous_file);
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return true;
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}
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}
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}
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@ -624,9 +676,8 @@ bool ScriptApiSecurity::checkPath(lua_State *L, const char *path,
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const SubgameSpec *game_spec = gamedef->getGameSpec();
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if (game_spec && !game_spec->path.empty()) {
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str = fs::AbsolutePath(game_spec->path);
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if (!str.empty() && fs::PathStartsWith(abs_path, str)) {
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if (!str.empty() && fs::PathStartsWith(abs_path, str))
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return true;
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}
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}
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}
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@ -635,16 +686,15 @@ bool ScriptApiSecurity::checkPath(lua_State *L, const char *path,
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const std::vector<ModSpec> &mods = gamedef->getMods();
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for (const ModSpec &mod : mods) {
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str = fs::AbsolutePath(mod.path);
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if (!str.empty() && fs::PathStartsWith(abs_path, str)) {
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if (!str.empty() && fs::PathStartsWith(abs_path, str))
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return true;
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}
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}
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}
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// Allow read/write access to all mod common dirs
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str = fs::AbsolutePath(gamedef->getModDataPath());
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if (!str.empty() && fs::PathStartsWith(abs_path, str)) {
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if (write_allowed) *write_allowed = true;
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set_write_allowed(true);
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return true;
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}
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@ -662,12 +712,11 @@ bool ScriptApiSecurity::checkPath(lua_State *L, const char *path,
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}
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// Allow all other paths in world path
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if (fs::PathStartsWith(abs_path, str)) {
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if (write_allowed) *write_allowed = true;
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set_write_allowed(true);
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return true;
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}
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}
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// Default to disallowing
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return false;
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}
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@ -12,10 +12,12 @@
|
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throw LuaError(std::string("Mod security: Blocked attempted ") + \
|
||||
(write_required ? "write to " : "read from ") + path); \
|
||||
}
|
||||
|
||||
#define CHECK_SECURE_PATH(L, path, write_required) \
|
||||
if (ScriptApiSecurity::isSecure(L)) { \
|
||||
CHECK_SECURE_PATH_INTERNAL(L, path, write_required, NULL); \
|
||||
CHECK_SECURE_PATH_INTERNAL(L, path, write_required, nullptr); \
|
||||
}
|
||||
|
||||
#define CHECK_SECURE_PATH_POSSIBLE_WRITE(L, path, ptr) \
|
||||
if (ScriptApiSecurity::isSecure(L)) { \
|
||||
CHECK_SECURE_PATH_INTERNAL(L, path, false, ptr); \
|
||||
@ -27,19 +29,65 @@ class ScriptApiSecurity : virtual public ScriptApiBase
|
||||
public:
|
||||
// Sets up security on the ScriptApi's Lua state
|
||||
void initializeSecurity();
|
||||
#if CHECK_CLIENT_BUILD()
|
||||
void initializeSecurityClient();
|
||||
#else
|
||||
inline void initializeSecurityClient() { assert(0); }
|
||||
#endif
|
||||
|
||||
// Checks if the Lua state has been secured
|
||||
static bool isSecure(lua_State *L);
|
||||
// Loads a string as Lua code safely (doesn't allow bytecode).
|
||||
static bool safeLoadString(lua_State *L, const std::string &code, const char *chunk_name);
|
||||
// Loads a file as Lua code safely (doesn't allow bytecode).
|
||||
static bool safeLoadFile(lua_State *L, const char *path, const char *display_name = NULL);
|
||||
// Check if mod is whitelisted in the given setting
|
||||
// This additionally checks that the mod's main file scope is executing.
|
||||
// Leaves the untampered globals (table) on top of the stack
|
||||
static void getGlobalsBackup(lua_State *L);
|
||||
|
||||
/// Loads a string as Lua code safely (doesn't allow bytecode).
|
||||
static bool safeLoadString(lua_State *L, std::string_view code, const char *chunk_name);
|
||||
/// Loads a file as Lua code safely (doesn't allow bytecode).
|
||||
/// @warning path is not validated in any way
|
||||
static bool safeLoadFile(lua_State *L, const char *path, const char *display_name = nullptr);
|
||||
|
||||
/**
|
||||
* Returns the currently running mod, only during init time.
|
||||
* This checks the Lua stack to only permit direct calls in the file
|
||||
* scope. That way it is assured that it's really the mod it claims to be.
|
||||
* @return mod name or "" on error
|
||||
*/
|
||||
static std::string getCurrentModName(lua_State *L);
|
||||
/// Check if mod is whitelisted in the given setting.
|
||||
/// This additionally does main scope checks (see above method).
|
||||
/// @note check is performed even in non-secured Lua state
|
||||
static bool checkWhitelisted(lua_State *L, const std::string &setting);
|
||||
// Checks if mods are allowed to read (and optionally write) to the path
|
||||
|
||||
/// Checks if mods are allowed to read (and optionally write) to the path
|
||||
/// @note invalid to call in non-secured Lua state
|
||||
static bool checkPath(lua_State *L, const char *path, bool write_required,
|
||||
bool *write_allowed=NULL);
|
||||
bool *write_allowed = nullptr);
|
||||
|
||||
protected:
|
||||
// To be implemented by descendants:
|
||||
|
||||
/**
|
||||
* Specify if the mod names during init time(!) can be trusted.
|
||||
* It needs to be assured that no tampering happens before any call to `loadMod()`.
|
||||
* @note disabling this implies that mod whitelisting never works
|
||||
* @return boolean value
|
||||
*/
|
||||
virtual bool modNamesAreTrusted() { return false; }
|
||||
|
||||
/**
|
||||
* Should check if the given path may be accessed.
|
||||
* If `write_required` is true test for write access, if false test for read access.
|
||||
* @param abs_path absolute file/directory path, may not exist
|
||||
* @param write_required was write access requested?
|
||||
* @param write_allowed output parameter (nullable): set to true if writing is allowed
|
||||
* @return true if access is allowed
|
||||
*/
|
||||
virtual bool checkPathInternal(const std::string &abs_path, bool write_required,
|
||||
bool *write_allowed) = 0;
|
||||
|
||||
// Ready-made implementation of `checkPathInternal` suitable for server-related uses
|
||||
static bool checkPathWithGamedef(lua_State *L, const std::string &abs_path,
|
||||
bool write_required, bool *write_allowed);
|
||||
|
||||
private:
|
||||
int getThread(lua_State *L);
|
||||
@ -48,6 +96,8 @@ private:
|
||||
// creates an empty Lua environment
|
||||
void createEmptyEnv(lua_State *L);
|
||||
|
||||
bool m_secure = false;
|
||||
|
||||
// Syntax: "sl_" <Library name or 'g' (global)> '_' <Function name>
|
||||
// (sl stands for Secure Lua)
|
||||
|
||||
|
@ -494,18 +494,13 @@ int ModApiUtil::l_request_insecure_environment(lua_State *L)
|
||||
{
|
||||
NO_MAP_LOCK_REQUIRED;
|
||||
|
||||
// Just return _G if security is disabled
|
||||
if (!ScriptApiSecurity::isSecure(L)) {
|
||||
lua_getglobal(L, "_G");
|
||||
return 1;
|
||||
}
|
||||
|
||||
if (!ScriptApiSecurity::checkWhitelisted(L, "secure.trusted_mods")) {
|
||||
return 0;
|
||||
if (ScriptApiSecurity::isSecure(L)) {
|
||||
if (!ScriptApiSecurity::checkWhitelisted(L, "secure.trusted_mods"))
|
||||
return 0;
|
||||
}
|
||||
|
||||
// Push insecure environment
|
||||
lua_rawgeti(L, LUA_REGISTRYINDEX, CUSTOM_RIDX_GLOBALS_BACKUP);
|
||||
ScriptApiSecurity::getGlobalsBackup(L);
|
||||
return 1;
|
||||
}
|
||||
|
||||
|
@ -5,6 +5,8 @@
|
||||
|
||||
#pragma once
|
||||
|
||||
#include <cassert>
|
||||
|
||||
#include "cpp_api/s_base.h"
|
||||
#include "cpp_api/s_client.h"
|
||||
#include "cpp_api/s_modchannels.h"
|
||||
@ -27,6 +29,16 @@ public:
|
||||
void on_camera_ready(Camera *camera);
|
||||
void on_minimap_ready(Minimap *minimap);
|
||||
|
||||
protected:
|
||||
// from ScriptApiSecurity:
|
||||
bool checkPathInternal(const std::string &abs_path, bool write_required,
|
||||
bool *write_allowed) override {
|
||||
warningstream << "IO API called in client scripting" << std::endl;
|
||||
assert(0);
|
||||
return false;
|
||||
}
|
||||
bool modNamesAreTrusted() override { return true; }
|
||||
|
||||
private:
|
||||
virtual void InitializeModApi(lua_State *L, int top);
|
||||
};
|
||||
|
@ -17,6 +17,13 @@ class EmergeScripting:
|
||||
public:
|
||||
EmergeScripting(EmergeThread *parent);
|
||||
|
||||
protected:
|
||||
bool checkPathInternal(const std::string &abs_path, bool write_required,
|
||||
bool *write_allowed) override {
|
||||
return ScriptApiSecurity::checkPathWithGamedef(getStack(),
|
||||
abs_path, write_required, write_allowed);
|
||||
};
|
||||
|
||||
private:
|
||||
void InitializeModApi(lua_State *L, int top);
|
||||
};
|
||||
|
@ -50,6 +50,15 @@ public:
|
||||
u32 queueAsync(std::string &&serialized_func,
|
||||
PackedValue *param, const std::string &mod_origin);
|
||||
|
||||
protected:
|
||||
// from ScriptApiSecurity:
|
||||
bool checkPathInternal(const std::string &abs_path, bool write_required,
|
||||
bool *write_allowed) override {
|
||||
return ScriptApiSecurity::checkPathWithGamedef(getStack(),
|
||||
abs_path, write_required, write_allowed);
|
||||
}
|
||||
bool modNamesAreTrusted() override { return true; }
|
||||
|
||||
private:
|
||||
void InitializeModApi(lua_State *L, int top);
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user