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Sanitize world directory names on create. Keep original name separate (

…#9432)

Blacklisted characters are replaced by '_' in the path. The display name is stored in world.mt, and duplicate file names are resolved by adding an incrementing suffix (_1, _2, _3, etc).
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Df458 committed Jul 28, 2020
1 parent f948e2c commit 3ce03d1c2a63d261c83f5962cd13212697f19472
Showing with 136 additions and 17 deletions.
  1. +44 −10 src/content/subgames.cpp
  2. +4 −1 src/content/subgames.h
  3. +5 −4 src/script/lua_api/l_mainmenu.cpp
  4. +7 −2 src/server.cpp
  5. +68 −0 src/util/string.cpp
  6. +8 −0 src/util/string.h
@@ -31,6 +31,9 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "client/tile.h" // getImagePath
#endif

// The maximum number of identical world names allowed
#define MAX_WORLD_NAMES 100

bool getGameMinetestConfig(const std::string &game_path, Settings &conf)
{
std::string conf_path = game_path + DIR_DELIM + "minetest.conf";
@@ -213,6 +216,21 @@ bool getWorldExists(const std::string &world_path)
fs::PathExists(world_path + DIR_DELIM + "world.mt"));
}

//! Try to get the displayed name of a world
std::string getWorldName(const std::string &world_path, const std::string &default_name)
{
std::string conf_path = world_path + DIR_DELIM + "world.mt";
Settings conf;
bool succeeded = conf.readConfigFile(conf_path.c_str());
if (!succeeded) {
return default_name;
}

if (!conf.exists("world_name"))
return default_name;
return conf.get("world_name");
}

std::string getWorldGameId(const std::string &world_path, bool can_be_legacy)
{
std::string conf_path = world_path + DIR_DELIM + "world.mt";
@@ -259,7 +277,7 @@ std::vector<WorldSpec> getAvailableWorlds()
if (!dln.dir)
continue;
std::string fullpath = worldspath + DIR_DELIM + dln.name;
std::string name = dln.name;
std::string name = getWorldName(fullpath, dln.name);
// Just allow filling in the gameid always for now
bool can_be_legacy = true;
std::string gameid = getWorldGameId(fullpath, can_be_legacy);
@@ -288,8 +306,24 @@ std::vector<WorldSpec> getAvailableWorlds()
return worlds;
}

bool loadGameConfAndInitWorld(const std::string &path, const SubgameSpec &gamespec)
void loadGameConfAndInitWorld(const std::string &path, const std::string &name,
const SubgameSpec &gamespec, bool create_world)
{
std::string final_path = path;

// If we're creating a new world, ensure that the path isn't already taken
if (create_world) {
int counter = 1;
while (fs::PathExists(final_path) && counter < MAX_WORLD_NAMES) {
final_path = path + "_" + std::to_string(counter);
counter++;
}

if (fs::PathExists(final_path)) {
throw BaseException("Too many similar filenames");
}
}

// Override defaults with those provided by the game.
// We clear and reload the defaults because the defaults
// might have been overridden by other subgame config
@@ -300,32 +334,33 @@ bool loadGameConfAndInitWorld(const std::string &path, const SubgameSpec &gamesp
getGameMinetestConfig(gamespec.path, game_defaults);
g_settings->overrideDefaults(&game_defaults);

infostream << "Initializing world at " << path << std::endl;
infostream << "Initializing world at " << final_path << std::endl;

fs::CreateAllDirs(path);
fs::CreateAllDirs(final_path);

// Create world.mt if does not already exist
std::string worldmt_path = path + DIR_DELIM "world.mt";
std::string worldmt_path = final_path + DIR_DELIM "world.mt";
if (!fs::PathExists(worldmt_path)) {
Settings conf;

conf.set("world_name", name);
conf.set("gameid", gamespec.id);
conf.set("backend", "sqlite3");
conf.set("player_backend", "sqlite3");
conf.set("auth_backend", "sqlite3");
conf.setBool("creative_mode", g_settings->getBool("creative_mode"));
conf.setBool("enable_damage", g_settings->getBool("enable_damage"));

if (!conf.updateConfigFile(worldmt_path.c_str()))
return false;
if (!conf.updateConfigFile(worldmt_path.c_str())) {
throw BaseException("Failed to update the config file");
}
}

// Create map_meta.txt if does not already exist
std::string map_meta_path = path + DIR_DELIM + "map_meta.txt";
std::string map_meta_path = final_path + DIR_DELIM + "map_meta.txt";
if (!fs::PathExists(map_meta_path)) {
verbosestream << "Creating map_meta.txt (" << map_meta_path << ")"
<< std::endl;
fs::CreateAllDirs(path);
std::ostringstream oss(std::ios_base::binary);

Settings conf;
@@ -338,5 +373,4 @@ bool loadGameConfAndInitWorld(const std::string &path, const SubgameSpec &gamesp

fs::safeWriteToFile(map_meta_path, oss.str());
}
return true;
}
@@ -63,6 +63,8 @@ std::set<std::string> getAvailableGameIds();
std::vector<SubgameSpec> getAvailableGames();

bool getWorldExists(const std::string &world_path);
//! Try to get the displayed name of a world
std::string getWorldName(const std::string &world_path, const std::string &default_name);
std::string getWorldGameId(const std::string &world_path, bool can_be_legacy = false);

struct WorldSpec
@@ -88,4 +90,5 @@ std::vector<WorldSpec> getAvailableWorlds();

// loads the subgame's config and creates world directory
// and world.mt if they don't exist
bool loadGameConfAndInitWorld(const std::string &path, const SubgameSpec &gamespec);
void loadGameConfAndInitWorld(const std::string &path, const std::string &name,
const SubgameSpec &gamespec, bool create_world);
@@ -618,18 +618,19 @@ int ModApiMainMenu::l_create_world(lua_State *L)

std::string path = porting::path_user + DIR_DELIM
"worlds" + DIR_DELIM
+ name;
+ sanitizeDirName(name, "world_");

std::vector<SubgameSpec> games = getAvailableGames();

if ((gameidx >= 0) &&
(gameidx < (int) games.size())) {

// Create world if it doesn't exist
if (!loadGameConfAndInitWorld(path, games[gameidx])) {
lua_pushstring(L, "Failed to initialize world");
} else {
try {
loadGameConfAndInitWorld(path, name, games[gameidx], true);
lua_pushnil(L);
} catch (const BaseException &e) {
lua_pushstring(L, (std::string("Failed to initialize world: ") + e.what()).c_str());
}
} else {
lua_pushstring(L, "Invalid game index");
@@ -356,8 +356,13 @@ void Server::init()
infostream << "- game: " << m_gamespec.path << std::endl;

// Create world if it doesn't exist
if (!loadGameConfAndInitWorld(m_path_world, m_gamespec))
throw ServerError("Failed to initialize world");
try {
loadGameConfAndInitWorld(m_path_world,
fs::GetFilenameFromPath(m_path_world.c_str()),
m_gamespec, false);
} catch (const BaseException &e) {
throw ServerError(std::string("Failed to initialize world: ") + e.what());
}

// Create emerge manager
m_emerge = new EmergeManager(this);
@@ -27,6 +27,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "translation.h"

#include <algorithm>
#include <array>
#include <sstream>
#include <iomanip>
#include <map>
@@ -889,3 +890,70 @@ std::wstring translate_string(const std::wstring &s)
return translate_string(s, g_client_translations);
#endif
}

static const std::array<std::wstring, 22> disallowed_dir_names = {
// Problematic filenames from here:
// https://docs.microsoft.com/en-us/windows/win32/fileio/naming-a-file#file-and-directory-names
L"CON",
L"PRN",
L"AUX",
L"NUL",
L"COM1",
L"COM2",
L"COM3",
L"COM4",
L"COM5",
L"COM6",
L"COM7",
L"COM8",
L"COM9",
L"LPT1",
L"LPT2",
L"LPT3",
L"LPT4",
L"LPT5",
L"LPT6",
L"LPT7",
L"LPT8",
L"LPT9",
};

/**
* List of characters that are blacklisted from created directories
*/
static const std::wstring disallowed_path_chars = L"<>:\"/\\|?*.";

/**
* Sanitize the name of a new directory. This consists of two stages:
* 1. Check for 'reserved filenames' that can't be used on some filesystems
* and add a prefix to them
* 2. Remove 'unsafe' characters from the name by replacing them with '_'
*/
std::string sanitizeDirName(const std::string &str, const std::string &optional_prefix)
{
std::wstring safe_name = utf8_to_wide(str);

for (std::wstring disallowed_name : disallowed_dir_names) {
if (str_equal(safe_name, disallowed_name, true)) {
safe_name = utf8_to_wide(optional_prefix) + safe_name;
break;
}
}

for (unsigned long i = 0; i < safe_name.length(); i++) {
bool is_valid = true;

// Unlikely, but control characters should always be blacklisted
if (safe_name[i] < 32) {
is_valid = false;
} else if (safe_name[i] < 128) {
is_valid = disallowed_path_chars.find_first_of(safe_name[i])
== std::wstring::npos;
}

if (!is_valid)
safe_name[i] = '_';
}

return wide_to_utf8(safe_name);
}
@@ -746,3 +746,11 @@ inline irr::core::stringw utf8_to_stringw(const std::string &input)
std::wstring str = utf8_to_wide(input);
return irr::core::stringw(str.c_str());
}

/**
* Sanitize the name of a new directory. This consists of two stages:
* 1. Check for 'reserved filenames' that can't be used on some filesystems
* and prefix them
* 2. Remove 'unsafe' characters from the name by replacing them with '_'
*/
std::string sanitizeDirName(const std::string &str, const std::string &optional_prefix);

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