Fixed duplication
This commit is contained in:
@@ -136,6 +136,7 @@ set(SHADER_MANIFEST_SOURCES
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"${SRC_DIR}/shader/ShaderManifestParameters.cpp"
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"${SRC_DIR}/shader/ShaderManifestParser.cpp"
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"${SRC_DIR}/shader/ShaderPackageRegistry.cpp"
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"${SRC_DIR}/shader/ShaderUiPath.cpp"
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)
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set(VIDEO_MODE_SOURCES
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@@ -2,73 +2,12 @@
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#include "../control/RuntimeControlCommand.h"
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#include "../control/RuntimeStateJson.h"
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#include "../shader/ShaderUiPath.h"
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#include <utility>
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namespace RenderCadenceCompositor
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{
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namespace
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{
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bool IsSafeShaderAssetPath(const std::string& assetPath, std::filesystem::path& normalizedPath)
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{
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if (assetPath.empty() || assetPath.find('\\') != std::string::npos ||
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assetPath.find(':') != std::string::npos || assetPath.find('?') != std::string::npos ||
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assetPath.find('#') != std::string::npos)
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return false;
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const std::filesystem::path path(assetPath);
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if (path.empty() || path.is_absolute())
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return false;
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bool firstPart = true;
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bool startsInUiDirectory = false;
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for (const std::filesystem::path& part : path)
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{
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if (part.empty() || part == "." || part == "..")
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return false;
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if (firstPart)
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{
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startsInUiDirectory = part == "ui";
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firstPart = false;
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}
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}
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if (!startsInUiDirectory)
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return false;
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normalizedPath = path.lexically_normal();
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if (normalizedPath.empty() || normalizedPath.is_absolute())
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return false;
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for (const std::filesystem::path& part : normalizedPath)
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{
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if (part.empty() || part == "." || part == "..")
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return false;
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}
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return true;
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}
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bool IsPathUnderRoot(const std::filesystem::path& root, const std::filesystem::path& path)
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{
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std::error_code errorCode;
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const std::filesystem::path canonicalRoot = std::filesystem::weakly_canonical(root, errorCode);
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if (errorCode)
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return false;
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const std::filesystem::path canonicalPath = std::filesystem::weakly_canonical(path, errorCode);
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if (errorCode)
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return false;
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const std::filesystem::path relative = canonicalPath.lexically_relative(canonicalRoot);
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if (relative.empty() || relative.is_absolute())
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return false;
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for (const std::filesystem::path& part : relative)
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{
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if (part == "..")
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return false;
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}
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return true;
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}
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}
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ShaderRuntimeContentController::ShaderRuntimeContentController(RenderLayerPublisher publisher) :
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mRuntimeLayers(std::move(publisher))
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{
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@@ -145,26 +84,15 @@ bool ShaderRuntimeContentController::ResolveAssetPath(
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return false;
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}
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std::filesystem::path normalizedPath;
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if (!IsSafeShaderAssetPath(assetPath, normalizedPath))
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if (!ShaderUiPath::ResolveAssetPath(shaderPackage->directoryPath, assetPath, resolvedPath))
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{
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error = "Shader asset path is not safe.";
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std::filesystem::path normalizedPath;
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if (!ShaderUiPath::NormalizeAssetPath(assetPath, normalizedPath))
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error = "Shader asset path is not safe.";
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else
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error = "Shader asset was not found.";
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return false;
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}
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const std::filesystem::path candidatePath = shaderPackage->directoryPath / normalizedPath;
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if (!IsPathUnderRoot(shaderPackage->directoryPath, candidatePath))
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{
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error = "Shader asset path escaped the package directory.";
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return false;
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}
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if (!std::filesystem::exists(candidatePath) || !std::filesystem::is_regular_file(candidatePath))
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{
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error = "Shader asset was not found.";
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return false;
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}
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resolvedPath = candidatePath;
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return true;
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}
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}
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@@ -1,6 +1,8 @@
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#include "stdafx.h"
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#include "ShaderManifestParser.h"
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#include "ShaderUiPath.h"
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#include <algorithm>
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#include <cmath>
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#include <cctype>
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@@ -47,46 +49,6 @@ bool ParseTemporalHistorySource(const std::string& sourceName, TemporalHistorySo
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return false;
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}
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bool IsSafeUiEntryPath(const std::string& entryPath)
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{
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if (Trim(entryPath).empty())
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return false;
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if (entryPath.find('\\') != std::string::npos || entryPath.find(':') != std::string::npos ||
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entryPath.find('?') != std::string::npos || entryPath.find('#') != std::string::npos)
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return false;
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const std::filesystem::path path(entryPath);
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if (path.empty() || path.is_absolute())
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return false;
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bool firstPart = true;
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bool startsInUiDirectory = false;
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for (const std::filesystem::path& part : path)
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{
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if (part.empty() || part == "." || part == "..")
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return false;
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if (firstPart)
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{
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startsInUiDirectory = part == "ui";
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firstPart = false;
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}
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}
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if (!startsInUiDirectory)
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return false;
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const std::filesystem::path normalized = path.lexically_normal();
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if (normalized.empty() || normalized.is_absolute())
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return false;
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for (const std::filesystem::path& part : normalized)
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{
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if (part.empty() || part == "." || part == "..")
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return false;
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}
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const std::string extension = normalized.extension().string();
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return extension == ".js" || extension == ".mjs";
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}
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bool IsValidCustomElementTag(const std::string& tag)
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{
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if (tag.empty() || tag.find('-') == std::string::npos || tag.front() == '-' || tag.back() == '-')
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@@ -450,7 +412,9 @@ bool ParseUiDefinition(const JsonValue& manifestJson, ShaderPackage& shaderPacka
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error = "Shader UI type must be 'webComponent' in: " + ManifestPathMessage(manifestPath);
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return false;
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}
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if (!IsSafeUiEntryPath(ui.entryPath))
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std::filesystem::path normalizedEntryPath;
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if (!ShaderUiPath::NormalizeAssetPath(ui.entryPath, normalizedEntryPath) ||
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!ShaderUiPath::IsModulePath(normalizedEntryPath))
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{
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error = "Shader UI entry must be a safe relative .js or .mjs path under ui/ in: " + ManifestPathMessage(manifestPath);
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return false;
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@@ -461,14 +425,15 @@ bool ParseUiDefinition(const JsonValue& manifestJson, ShaderPackage& shaderPacka
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return false;
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}
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const std::filesystem::path entryPath = shaderPackage.directoryPath / std::filesystem::path(ui.entryPath);
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if (!std::filesystem::exists(entryPath))
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std::filesystem::path entryPath;
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if (!ShaderUiPath::ResolveAssetPath(shaderPackage.directoryPath, ui.entryPath, entryPath))
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{
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error = "Shader UI entry not found for package " + shaderPackage.id + ": " + entryPath.string();
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error = "Shader UI entry not found for package " + shaderPackage.id + ": " +
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(shaderPackage.directoryPath / normalizedEntryPath).string();
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return false;
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}
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ui.entryPath = std::filesystem::path(ui.entryPath).lexically_normal().generic_string();
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ui.entryPath = normalizedEntryPath.generic_string();
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ui.enabled = true;
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shaderPackage.ui = ui;
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return true;
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96
src/shader/ShaderUiPath.cpp
Normal file
96
src/shader/ShaderUiPath.cpp
Normal file
@@ -0,0 +1,96 @@
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#include "stdafx.h"
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#include "ShaderUiPath.h"
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namespace ShaderUiPath
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{
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namespace
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{
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bool IsPathUnderRoot(const std::filesystem::path& root, const std::filesystem::path& path)
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{
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std::error_code errorCode;
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const std::filesystem::path canonicalRoot = std::filesystem::weakly_canonical(root, errorCode);
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if (errorCode)
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return false;
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const std::filesystem::path canonicalPath = std::filesystem::weakly_canonical(path, errorCode);
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if (errorCode)
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return false;
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const std::filesystem::path relative = canonicalPath.lexically_relative(canonicalRoot);
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if (relative.empty() || relative.is_absolute())
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return false;
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for (const std::filesystem::path& part : relative)
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{
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if (part == "..")
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return false;
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}
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return true;
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}
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}
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bool NormalizeAssetPath(const std::string& assetPath, std::filesystem::path& normalizedPath)
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{
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normalizedPath.clear();
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if (assetPath.empty() || assetPath.find('\\') != std::string::npos ||
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assetPath.find(':') != std::string::npos || assetPath.find('?') != std::string::npos ||
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assetPath.find('#') != std::string::npos)
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{
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return false;
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}
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const std::filesystem::path path(assetPath);
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if (path.empty() || path.is_absolute())
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return false;
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bool firstPart = true;
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bool startsInUiDirectory = false;
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for (const std::filesystem::path& part : path)
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{
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if (part.empty() || part == "." || part == "..")
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return false;
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if (firstPart)
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{
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startsInUiDirectory = part == "ui";
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firstPart = false;
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}
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}
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if (!startsInUiDirectory)
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return false;
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normalizedPath = path.lexically_normal();
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if (normalizedPath.empty() || normalizedPath.is_absolute())
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return false;
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for (const std::filesystem::path& part : normalizedPath)
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{
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if (part.empty() || part == "." || part == "..")
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return false;
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}
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return true;
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}
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bool IsModulePath(const std::filesystem::path& normalizedPath)
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{
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const std::string extension = normalizedPath.extension().string();
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return extension == ".js" || extension == ".mjs";
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}
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bool ResolveAssetPath(
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const std::filesystem::path& packageRoot,
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const std::string& assetPath,
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std::filesystem::path& resolvedPath)
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{
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resolvedPath.clear();
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std::filesystem::path normalizedPath;
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if (!NormalizeAssetPath(assetPath, normalizedPath))
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return false;
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const std::filesystem::path candidatePath = packageRoot / normalizedPath;
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if (!IsPathUnderRoot(packageRoot, candidatePath))
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return false;
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if (!std::filesystem::exists(candidatePath) || !std::filesystem::is_regular_file(candidatePath))
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return false;
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resolvedPath = candidatePath;
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return true;
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}
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}
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14
src/shader/ShaderUiPath.h
Normal file
14
src/shader/ShaderUiPath.h
Normal file
@@ -0,0 +1,14 @@
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#pragma once
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#include <filesystem>
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#include <string>
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namespace ShaderUiPath
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{
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bool NormalizeAssetPath(const std::string& assetPath, std::filesystem::path& normalizedPath);
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bool IsModulePath(const std::filesystem::path& normalizedPath);
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bool ResolveAssetPath(
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const std::filesystem::path& packageRoot,
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const std::string& assetPath,
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std::filesystem::path& resolvedPath);
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}
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