mirror of
https://github.com/luanti-org/luanti.git
synced 2025-06-27 16:36:03 +00:00
Create a filesystem abstraction layer for CSM and only allow accessing files that are scanned into it. (#5965)
* Load client-side mods into memory before executing them. This removes the remaining filesystem access that client-sided mods had and it will hopefully make then more secure. * Lua Virtual filesystem: don't load the files into memory just scan the filenames into memory. * Fix the issues with backtrace * fix most of the issues * fix code style. * add a comment
This commit is contained in:
parent
2e53801fc0
commit
f3ad75691a
24 changed files with 230 additions and 101 deletions
|
@ -24,37 +24,9 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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std::string script_get_backtrace(lua_State *L)
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{
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std::string s;
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lua_getglobal(L, "debug");
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if(lua_istable(L, -1)){
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lua_getfield(L, -1, "traceback");
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if(lua_isfunction(L, -1)) {
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lua_call(L, 0, 1);
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if(lua_isstring(L, -1)){
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s = lua_tostring(L, -1);
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}
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}
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lua_pop(L, 1);
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}
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lua_pop(L, 1);
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return s;
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}
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int script_error_handler(lua_State *L) {
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lua_getglobal(L, "debug");
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if (!lua_istable(L, -1)) {
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lua_pop(L, 1);
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return 1;
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}
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lua_getfield(L, -1, "traceback");
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if (!lua_isfunction(L, -1)) {
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lua_pop(L, 2);
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return 1;
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}
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lua_pushvalue(L, 1);
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lua_pushinteger(L, 2);
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lua_call(L, 2, 1);
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return 1;
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lua_rawgeti(L, LUA_REGISTRYINDEX, CUSTOM_RIDX_BACKTRACE);
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lua_call(L, 0, 1);
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return luaL_checkstring(L, -1);
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}
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int script_exception_wrapper(lua_State *L, lua_CFunction f)
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@ -53,11 +53,11 @@ extern "C" {
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#define CUSTOM_RIDX_SCRIPTAPI (CUSTOM_RIDX_BASE)
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#define CUSTOM_RIDX_GLOBALS_BACKUP (CUSTOM_RIDX_BASE + 1)
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#define CUSTOM_RIDX_CURRENT_MOD_NAME (CUSTOM_RIDX_BASE + 2)
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#define CUSTOM_RIDX_ERROR_HANDLER (CUSTOM_RIDX_BASE + 3)
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#define CUSTOM_RIDX_BACKTRACE (CUSTOM_RIDX_BASE + 3)
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// Pushes the error handler onto the stack and returns its index
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#define PUSH_ERROR_HANDLER(L) \
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(lua_rawgeti((L), LUA_REGISTRYINDEX, CUSTOM_RIDX_ERROR_HANDLER), lua_gettop((L)))
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(lua_rawgeti((L), LUA_REGISTRYINDEX, CUSTOM_RIDX_BACKTRACE), lua_gettop((L)))
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#define PCALL_RESL(L, RES) do { \
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int result_ = (RES); \
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@ -89,8 +89,10 @@ ScriptApiBase::ScriptApiBase()
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lua_rawseti(m_luastack, LUA_REGISTRYINDEX, CUSTOM_RIDX_SCRIPTAPI);
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// Add and save an error handler
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lua_pushcfunction(m_luastack, script_error_handler);
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lua_rawseti(m_luastack, LUA_REGISTRYINDEX, CUSTOM_RIDX_ERROR_HANDLER);
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lua_getglobal(m_luastack, "debug");
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lua_getfield(m_luastack, -1, "traceback");
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lua_rawseti(m_luastack, LUA_REGISTRYINDEX, CUSTOM_RIDX_BACKTRACE);
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lua_pop(m_luastack, 1); // pop debug
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// If we are using LuaJIT add a C++ wrapper function to catch
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// exceptions thrown in Lua -> C++ calls
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@ -158,6 +160,35 @@ void ScriptApiBase::loadScript(const std::string &script_path)
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lua_pop(L, 1); // Pop error handler
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}
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#ifndef SERVER
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void ScriptApiBase::loadModFromMemory(const std::string &mod_name)
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{
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ModNameStorer mod_name_storer(getStack(), mod_name);
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const std::string *init_filename = getClient()->getModFile(mod_name + ":init.lua");
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const std::string display_filename = mod_name + ":init.lua";
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if(init_filename == NULL)
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throw ModError("Mod:\"" + mod_name + "\" lacks init.lua");
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verbosestream << "Loading and running script " << display_filename << std::endl;
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lua_State *L = getStack();
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int error_handler = PUSH_ERROR_HANDLER(L);
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bool ok = ScriptApiSecurity::safeLoadFile(L, init_filename->c_str(), display_filename.c_str());
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if (ok)
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ok = !lua_pcall(L, 0, 0, error_handler);
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if (!ok) {
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std::string error_msg = luaL_checkstring(L, -1);
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lua_pop(L, 2); // Pop error message and error handler
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throw ModError("Failed to load and run mod \"" +
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mod_name + "\":\n" + error_msg);
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}
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lua_pop(L, 1); // Pop error handler
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}
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#endif
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// Push the list of callbacks (a lua table).
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// Then push nargs arguments.
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// Then call this function, which
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@ -54,6 +54,12 @@ extern "C" {
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#define setOriginFromTable(index) \
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setOriginFromTableRaw(index, __FUNCTION__)
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enum class ScriptingType: u8 {
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Client,
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Server,
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MainMenu
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};
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class Server;
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#ifndef SERVER
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class Client;
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@ -73,6 +79,10 @@ public:
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void loadMod(const std::string &script_path, const std::string &mod_name);
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void loadScript(const std::string &script_path);
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#ifndef SERVER
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void loadModFromMemory(const std::string &mod_name);
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#endif
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void runCallbacksRaw(int nargs,
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RunCallbacksMode mode, const char *fxn);
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@ -82,6 +92,8 @@ public:
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IGameDef *getGameDef() { return m_gamedef; }
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Server* getServer();
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void setType(ScriptingType type) { m_type = type; }
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ScriptingType getType() { return m_type; }
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#ifndef SERVER
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Client* getClient();
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#endif
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@ -133,6 +145,7 @@ private:
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IGameDef *m_gamedef = nullptr;
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Environment *m_environment = nullptr;
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GUIEngine *m_guiengine = nullptr;
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ScriptingType m_type;
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};
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#endif /* S_BASE_H_ */
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@ -22,6 +22,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "filesys.h"
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#include "porting.h"
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#include "server.h"
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#include "client.h"
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#include "settings.h"
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#include <cerrno>
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@ -140,8 +141,18 @@ void ScriptApiSecurity::initializeSecurity()
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lua_State *L = getStack();
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// Backup globals to the registry
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lua_getglobal(L, "_G");
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lua_rawseti(L, LUA_REGISTRYINDEX, CUSTOM_RIDX_GLOBALS_BACKUP);
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int old_globals = backupGlobals(L);
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// Replace the global environment with an empty one
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int thread = getThread(L);
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createEmptyEnv(L);
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setLuaEnv(L, thread);
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// Get old globals
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lua_rawgeti(L, LUA_REGISTRYINDEX, CUSTOM_RIDX_GLOBALS_BACKUP);
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int old_globals = lua_gettop(L);
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// Copy safe base functions
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@ -274,80 +285,83 @@ void ScriptApiSecurity::initializeSecurityClient()
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m_secure = true;
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lua_State *L = getStack();
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int thread = getThread(L);
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int old_globals = backupGlobals(L);
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// create an empty environment
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createEmptyEnv(L);
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// Copy safe base functions
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lua_getglobal(L, "_G");
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lua_getfield(L, -2, "_G");
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copy_safe(L, whitelist, sizeof(whitelist));
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// And replace unsafe ones
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SECURE_API(g, dofile);
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SECURE_API(g, load);
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SECURE_API(g, loadfile);
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SECURE_API(g, loadstring);
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SECURE_API(g, require);
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lua_pop(L, 1);
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lua_pop(L, 2);
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// Copy safe OS functions
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lua_getfield(L, old_globals, "os");
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lua_getglobal(L, "os");
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lua_newtable(L);
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copy_safe(L, os_whitelist, sizeof(os_whitelist));
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lua_setglobal(L, "os");
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lua_setfield(L, -3, "os");
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lua_pop(L, 1); // Pop old OS
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// Copy safe debug functions
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lua_getfield(L, old_globals, "debug");
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lua_getglobal(L, "debug");
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lua_newtable(L);
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copy_safe(L, debug_whitelist, sizeof(debug_whitelist));
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lua_setglobal(L, "debug");
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lua_setfield(L, -3, "debug");
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lua_pop(L, 1); // Pop old debug
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#if USE_LUAJIT
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// Copy safe jit functions, if they exist
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lua_getfield(L, -1, "jit");
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if (!lua_isnil(L, -1)) {
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lua_newtable(L);
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copy_safe(L, jit_whitelist, sizeof(jit_whitelist));
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lua_setglobal(L, "jit");
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}
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lua_getglobal(L, "jit");
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lua_newtable(L);
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copy_safe(L, jit_whitelist, sizeof(jit_whitelist));
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lua_setfield(L, -3, "jit");
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lua_pop(L, 1); // Pop old jit
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#endif
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lua_pop(L, 1); // Pop globals_backup
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// Set the environment to the one we created earlier
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setLuaEnv(L, thread);
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}
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int ScriptApiSecurity::backupGlobals(lua_State *L)
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int ScriptApiSecurity::getThread(lua_State *L)
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{
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// Backup globals to the registry
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lua_getglobal(L, "_G");
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lua_rawseti(L, LUA_REGISTRYINDEX, CUSTOM_RIDX_GLOBALS_BACKUP);
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// Replace the global environment with an empty one
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#if LUA_VERSION_NUM <= 501
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int is_main = lua_pushthread(L); // Push the main thread
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FATAL_ERROR_IF(!is_main, "Security: ScriptApi's Lua state "
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"isn't the main Lua thread!");
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return lua_gettop(L);
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#endif
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return 0;
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}
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void ScriptApiSecurity::createEmptyEnv(lua_State *L)
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{
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lua_newtable(L); // Create new environment
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lua_pushvalue(L, -1);
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lua_setfield(L, -2, "_G"); // Set _G of new environment
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lua_setfield(L, -2, "_G"); // Create the _G loop
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}
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void ScriptApiSecurity::setLuaEnv(lua_State *L, int thread)
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{
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#if LUA_VERSION_NUM >= 502 // Lua >= 5.2
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// Set the global environment
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lua_rawseti(L, LUA_REGISTRYINDEX, LUA_RIDX_GLOBALS);
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#else // Lua <= 5.1
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// Set the environment of the main thread
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FATAL_ERROR_IF(!lua_setfenv(L, -2), "Security: Unable to set "
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FATAL_ERROR_IF(!lua_setfenv(L, thread), "Security: Unable to set "
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"environment of the main Lua thread!");
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lua_pop(L, 1); // Pop thread
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#endif
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// Get old globals
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lua_rawgeti(L, LUA_REGISTRYINDEX, CUSTOM_RIDX_GLOBALS_BACKUP);
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return lua_gettop(L);
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}
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bool ScriptApiSecurity::isSecure(lua_State *L)
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@ -367,11 +381,13 @@ bool ScriptApiSecurity::isSecure(lua_State *L)
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}
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bool ScriptApiSecurity::safeLoadFile(lua_State *L, const char *path)
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bool ScriptApiSecurity::safeLoadFile(lua_State *L, const char *path, const char *display_name)
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{
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FILE *fp;
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char *chunk_name;
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if (path == NULL) {
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if (!display_name)
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display_name = path;
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if (!path) {
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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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@ -380,10 +396,10 @@ bool ScriptApiSecurity::safeLoadFile(lua_State *L, const char *path)
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lua_pushfstring(L, "%s: %s", path, strerror(errno));
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return false;
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}
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chunk_name = new char[strlen(path) + 2];
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chunk_name = new char[strlen(display_name) + 2];
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chunk_name[0] = '@';
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chunk_name[1] = '\0';
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strcat(chunk_name, path);
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strcat(chunk_name, display_name);
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}
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size_t start = 0;
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@ -626,8 +642,29 @@ int ScriptApiSecurity::sl_g_load(lua_State *L)
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int ScriptApiSecurity::sl_g_loadfile(lua_State *L)
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{
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const char *path = NULL;
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#ifndef SERVER
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lua_rawgeti(L, LUA_REGISTRYINDEX, CUSTOM_RIDX_SCRIPTAPI);
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ScriptApiBase *script = (ScriptApiBase *) lua_touserdata(L, -1);
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lua_pop(L, 1);
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if (script->getType() == ScriptingType::Client) {
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std:: string display_path = lua_tostring(L, 1);
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const std::string *path = script->getClient()->getModFile(display_path);
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if (!path) {
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std::string error_msg = "Coudln't find script called:" + display_path;
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lua_pushnil(L);
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lua_pushstring(L, error_msg.c_str());
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return 2;
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}
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if (!safeLoadFile(L, path->c_str(), display_path.c_str())) {
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lua_pushnil(L);
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lua_insert(L, -2);
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return 2;
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}
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return 1;
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}
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#endif
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const char *path = NULL;
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if (lua_isstring(L, 1)) {
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path = lua_tostring(L, 1);
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CHECK_SECURE_PATH_INTERNAL(L, path, false, NULL);
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@ -41,14 +41,18 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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class ScriptApiSecurity : virtual public ScriptApiBase
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{
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public:
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int backupGlobals(lua_State *L);
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int getThread(lua_State *L);
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// creates an empty Lua environment
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void createEmptyEnv(lua_State *L);
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// sets the enviroment to the table thats on top of the stack
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void setLuaEnv(lua_State *L, int thread);
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// Sets up security on the ScriptApi's Lua state
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void initializeSecurity();
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void initializeSecurityClient();
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// Checks if the Lua state has been secured
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static bool isSecure(lua_State *L);
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// Loads a file as Lua code safely (doesn't allow bytecode).
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static bool safeLoadFile(lua_State *L, const char *path);
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static bool safeLoadFile(lua_State *L, const char *path, const char *display_name = NULL);
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// Checks if mods are allowed to read (and optionally write) to the path
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static bool checkPath(lua_State *L, const char *path, bool write_required,
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bool *write_allowed=NULL);
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@ -341,6 +341,14 @@ int ModApiClient::l_get_privilege_list(lua_State *L)
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}
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return 1;
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}
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// get_builtin_path()
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int ModApiClient::l_get_builtin_path(lua_State *L)
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{
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lua_pushstring(L, BUILTIN_MOD_NAME ":");
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return 1;
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}
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void ModApiClient::Initialize(lua_State *L, int top)
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{
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API_FCT(get_current_modname);
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@ -366,4 +374,5 @@ void ModApiClient::Initialize(lua_State *L, int top)
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API_FCT(get_node_def);
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API_FCT(take_screenshot);
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API_FCT(get_privilege_list);
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API_FCT(get_builtin_path);
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}
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@ -95,6 +95,9 @@ private:
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// get_privilege_list()
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static int l_get_privilege_list(lua_State *L);
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// get_builtin_path()
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static int l_get_builtin_path(lua_State *L);
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public:
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static void Initialize(lua_State *L, int top);
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};
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@ -246,7 +246,7 @@ int ModApiUtil::l_get_builtin_path(lua_State *L)
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{
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NO_MAP_LOCK_REQUIRED;
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std::string path = porting::path_share + DIR_DELIM + "builtin";
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std::string path = porting::path_share + DIR_DELIM + "builtin" + DIR_DELIM;
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lua_pushstring(L, path.c_str());
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return 1;
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@ -470,8 +470,6 @@ void ModApiUtil::InitializeClient(lua_State *L, int top)
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API_FCT(is_yes);
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API_FCT(get_builtin_path);
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API_FCT(compress);
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API_FCT(decompress);
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@ -36,6 +36,7 @@ ClientScripting::ClientScripting(Client *client):
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ScriptApiBase()
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{
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setGameDef(client);
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setType(ScriptingType::Client);
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SCRIPTAPI_PRECHECKHEADER
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@ -58,6 +59,9 @@ ClientScripting::ClientScripting(Client *client):
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lua_pushstring(L, "client");
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lua_setglobal(L, "INIT");
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lua_pushstring(L, "/");
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lua_setglobal(L, "DIR_DELIM");
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infostream << "SCRIPTAPI: Initialized client game modules" << std::endl;
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||||
}
|
||||
|
||||
|
|
|
@ -36,6 +36,7 @@ extern "C" {
|
|||
MainMenuScripting::MainMenuScripting(GUIEngine* guiengine)
|
||||
{
|
||||
setGuiEngine(guiengine);
|
||||
setType(ScriptingType::MainMenu);
|
||||
|
||||
SCRIPTAPI_PRECHECKHEADER
|
||||
|
||||
|
|
|
@ -50,6 +50,7 @@ extern "C" {
|
|||
ServerScripting::ServerScripting(Server* server)
|
||||
{
|
||||
setGameDef(server);
|
||||
setType(ScriptingType::Server);
|
||||
|
||||
// setEnv(env) is called by ScriptApiEnv::initializeEnvironment()
|
||||
// once the environment has been created
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue