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luanti/src/script/cpp_api/s_security.h
2025-05-29 21:10:29 +02:00

120 lines
4.3 KiB
C++

// Luanti
// SPDX-License-Identifier: LGPL-2.1-or-later
// Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>
#pragma once
#include "cpp_api/s_base.h"
#define CHECK_SECURE_PATH_INTERNAL(L, path, write_required, ptr) \
if (!ScriptApiSecurity::checkPath(L, path, write_required, ptr)) { \
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, nullptr); \
}
#define CHECK_SECURE_PATH_POSSIBLE_WRITE(L, path, ptr) \
if (ScriptApiSecurity::isSecure(L)) { \
CHECK_SECURE_PATH_INTERNAL(L, path, false, ptr); \
}
class ScriptApiSecurity : virtual public ScriptApiBase
{
public:
// Sets up security on the ScriptApi's Lua state
void initializeSecurity();
#if CHECK_CLIENT_BUILD()
void initializeSecurityClient();
void initializeSecuritySSCSM();
#else
void initializeSecurityClient() { assert(0); }
void initializeSecuritySSCSM() { assert(0); }
#endif
// Checks if the Lua state has been secured
static bool isSecure(lua_State *L);
// 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
/// @note invalid to call in non-secured Lua state
static bool checkPath(lua_State *L, const char *path, bool write_required,
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);
// sets the enviroment to the table thats on top of the stack
void setLuaEnv(lua_State *L, int thread);
// 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)
static int sl_g_dofile(lua_State *L);
static int sl_g_load(lua_State *L);
static int sl_g_loadfile(lua_State *L);
static int sl_g_loadstring(lua_State *L);
static int sl_g_require(lua_State *L);
static int sl_io_open(lua_State *L);
static int sl_io_input(lua_State *L);
static int sl_io_output(lua_State *L);
static int sl_io_lines(lua_State *L);
static int sl_os_rename(lua_State *L);
static int sl_os_remove(lua_State *L);
static int sl_os_setlocale(lua_State *L);
};