path validation
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@@ -1,5 +1,6 @@
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#![allow(clippy::missing_errors_doc)]
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mod path_validation;
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mod peer;
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use std::{
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@@ -32,7 +33,10 @@ use tokio::{
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};
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use uuid::Uuid;
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use crate::peer::{send_game_file_chunk, send_game_file_data};
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use crate::{
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path_validation::validate_game_file_path,
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peer::{send_game_file_chunk, send_game_file_data},
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};
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/// Initialize and start the peer system
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/// This function replaces the main.rs entry point and allows the peer to be started from other crates
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@@ -348,11 +352,13 @@ async fn prepare_game_storage(
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file_descs: &[GameFileDescription],
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) -> eyre::Result<()> {
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for desc in file_descs {
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let path = games_folder.join(&desc.relative_path);
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// Validate the path to prevent directory traversal
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let validated_path = validate_game_file_path(games_folder, &desc.relative_path)?;
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if desc.is_dir {
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tokio::fs::create_dir_all(&path).await?;
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tokio::fs::create_dir_all(&validated_path).await?;
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} else {
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if let Some(parent) = path.parent() {
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if let Some(parent) = validated_path.parent() {
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tokio::fs::create_dir_all(parent).await?;
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}
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let file_size = desc.file_size().unwrap_or(0);
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@@ -360,7 +366,7 @@ async fn prepare_game_storage(
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.create(true)
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.truncate(true)
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.write(true)
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.open(&path)
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.open(&validated_path)
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.await?;
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file.set_len(file_size).await?;
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}
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@@ -450,12 +456,13 @@ async fn download_chunk(
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tx.close().await?;
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let path = base_dir.join(&chunk.relative_path);
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// Validate the path to prevent directory traversal
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let validated_path = validate_game_file_path(base_dir, &chunk.relative_path)?;
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let mut file = OpenOptions::new()
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.create(true)
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.write(true)
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.truncate(false)
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.open(&path)
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.open(&validated_path)
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.await?;
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if chunk.length == 0 && chunk.offset == 0 {
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// fallback-to-whole-file path replaces any existing partial data
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@@ -493,7 +500,7 @@ async fn download_chunk(
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file.flush().await?;
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// Verify file integrity by checking the file size
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verify_chunk_integrity(&path, chunk.offset, chunk.length).await?;
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verify_chunk_integrity(&validated_path, chunk.offset, chunk.length).await?;
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Ok(())
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}
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@@ -534,12 +541,13 @@ async fn download_whole_file(
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.await?;
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tx.close().await?;
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let path = base_dir.join(&desc.relative_path);
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// Validate the path to prevent directory traversal
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let validated_path = validate_game_file_path(base_dir, &desc.relative_path)?;
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let mut file = OpenOptions::new()
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.create(true)
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.truncate(true)
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.write(true)
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.open(&path)
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.open(&validated_path)
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.await?;
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file.seek(std::io::SeekFrom::Start(0)).await?;
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@@ -0,0 +1,181 @@
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use std::path::{Path, PathBuf};
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/// Validates and sanitizes a relative path to prevent directory traversal attacks.
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///
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/// # Errors
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/// Returns an error if the path attempts to escape the base directory or contains invalid components.
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pub fn validate_relative_path(base_dir: &Path, relative_path: &str) -> eyre::Result<PathBuf> {
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// Create the full path by joining base directory with relative path
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let full_path = base_dir.join(relative_path);
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// Normalize the path to resolve any ".." or "." components
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let canonical_path = match std::fs::canonicalize(&full_path) {
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Ok(path) => path,
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Err(_) => {
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// If the file doesn't exist, we can't canonicalize it.
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// Instead, we'll manually validate the path components.
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validate_path_components(&full_path, base_dir)?
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}
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};
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// Get the canonical base directory
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let canonical_base = match std::fs::canonicalize(base_dir) {
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Ok(path) => path,
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Err(_) => {
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// If base directory doesn't exist, use its absolute form
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match std::fs::canonicalize(base_dir) {
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Ok(path) => path,
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Err(_) => base_dir.to_path_buf(),
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}
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}
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};
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// Ensure the canonical path starts with the canonical base directory
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if !canonical_path.starts_with(&canonical_base) {
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eyre::bail!(
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"Path validation failed: {} attempts to escape base directory",
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relative_path
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);
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}
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Ok(canonical_path)
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}
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/// Validates path components without requiring the file to exist
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fn validate_path_components(full_path: &Path, base_dir: &Path) -> eyre::Result<PathBuf> {
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let mut result = base_dir.to_path_buf();
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for component in full_path.components() {
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match component {
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std::path::Component::Prefix(_) => {
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eyre::bail!("Path contains Windows prefix: {:?}", full_path);
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}
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std::path::Component::RootDir | std::path::Component::CurDir => {
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// Skip root directory and current directory components
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}
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std::path::Component::ParentDir => {
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// Check if we can go up one level without escaping base_dir
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if !result.pop() {
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eyre::bail!(
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"Path attempts to escape base directory with '..': {:?}",
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full_path
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);
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}
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}
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std::path::Component::Normal(name) => {
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// Validate the component name
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let name_str = name.to_string_lossy();
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if name_str.contains('\0') || name_str.contains('/') || name_str.contains('\\') {
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eyre::bail!("Path component contains invalid characters: {}", name_str);
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}
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result.push(name);
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}
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}
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}
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Ok(result)
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}
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/// Validates a relative path that will be used for accessing files within a game directory.
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/// This is a stricter validation that ensures the path is relative and doesn't escape.
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///
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/// # Errors
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/// Returns an error if the path is absolute or attempts directory traversal.
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pub fn validate_game_file_path(game_dir: &Path, relative_path: &str) -> eyre::Result<PathBuf> {
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// First check if the relative path is actually relative
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if Path::new(relative_path).is_absolute() {
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eyre::bail!("Path must be relative, not absolute: {}", relative_path);
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}
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// Check for obvious traversal attempts
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if relative_path.contains("..") {
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eyre::bail!("Path contains directory traversal: {}", relative_path);
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}
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// For Windows paths
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if relative_path.contains(':')
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&& (relative_path.contains(":\\") || relative_path.contains(":/"))
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{
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eyre::bail!("Path contains drive letter: {}", relative_path);
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}
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// Use the general validation function
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validate_relative_path(game_dir, relative_path)
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}
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#[cfg(test)]
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mod tests {
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use super::*;
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fn create_temp_dir() -> std::io::Result<std::path::PathBuf> {
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let mut dir = std::env::temp_dir();
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dir.push(format!("lanspread_test_{}", std::process::id()));
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std::fs::create_dir_all(&dir)?;
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Ok(dir)
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}
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struct TempDir(std::path::PathBuf);
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impl TempDir {
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fn new() -> std::io::Result<Self> {
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let path = create_temp_dir()?;
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Ok(TempDir(path))
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}
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fn path(&self) -> &std::path::Path {
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&self.0
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}
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}
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impl Drop for TempDir {
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fn drop(&mut self) {
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let _ = std::fs::remove_dir_all(&self.0);
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}
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}
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#[test]
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fn test_valid_paths() {
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let temp_dir = TempDir::new().expect("Failed to create temp dir for test");
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let base = temp_dir.path();
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// Valid relative paths
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assert!(validate_game_file_path(base, "file.txt").is_ok());
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assert!(validate_game_file_path(base, "subdir/file.txt").is_ok());
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assert!(validate_game_file_path(base, "subdir/deep/nested/file.txt").is_ok());
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assert!(validate_game_file_path(base, "file with spaces.txt").is_ok());
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}
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#[test]
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fn test_traversal_attempts() {
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let temp_dir = TempDir::new().expect("Failed to create temp dir for test");
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let base = temp_dir.path();
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// These should all fail
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assert!(validate_game_file_path(base, "../outside.txt").is_err());
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assert!(validate_game_file_path(base, "subdir/../../outside.txt").is_err());
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assert!(validate_game_file_path(base, "../../etc/passwd").is_err());
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}
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#[test]
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fn test_absolute_paths() {
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let temp_dir = TempDir::new().expect("Failed to create temp dir for test");
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let base = temp_dir.path();
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// Absolute paths should fail
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assert!(validate_game_file_path(base, "/etc/passwd").is_err());
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if cfg!(windows) {
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assert!(validate_game_file_path(base, "C:\\Windows\\System32\\cmd.exe").is_err());
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}
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}
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#[test]
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fn test_windows_specific() {
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let temp_dir = TempDir::new().expect("Failed to create temp dir for test");
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let base = temp_dir.path();
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// Windows-specific paths that should fail
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assert!(validate_game_file_path(base, "C:\\evil.txt").is_err());
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assert!(validate_game_file_path(base, "D:/evil.txt").is_err());
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assert!(validate_game_file_path(base, "\\\\server\\share\\file.txt").is_err());
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}
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}
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@@ -9,6 +9,8 @@ use tokio::{
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time::Instant,
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};
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use crate::path_validation::validate_game_file_path;
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async fn stream_file_bytes(
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tx: &mut SendStream,
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base_dir: &Path,
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@@ -17,13 +19,15 @@ async fn stream_file_bytes(
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length: Option<u64>,
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) -> eyre::Result<()> {
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let remote_addr = maybe_addr!(tx.connection().remote_addr());
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let game_file = base_dir.join(relative_path);
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// Validate the path to prevent directory traversal
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let validated_path = validate_game_file_path(base_dir, relative_path)?;
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log::debug!(
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"{remote_addr} streaming file bytes for peer: {}, offset: {offset}, length: {length:?}",
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game_file.display()
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validated_path.display()
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);
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let mut file = tokio::fs::File::open(&game_file).await?;
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let mut file = tokio::fs::File::open(&validated_path).await?;
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if offset > 0 {
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file.seek(std::io::SeekFrom::Start(offset)).await?;
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}
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@@ -59,7 +63,7 @@ async fn stream_file_bytes(
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let mb_per_s = (diff_bytes as f64) / (elapsed.as_secs_f64() * 1_000_000.0);
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log::debug!(
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"{remote_addr} sending file data: {}, MB/s: {mb_per_s:.2}",
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game_file.display()
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validated_path.display()
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);
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last_total_bytes = total_bytes;
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timestamp = Instant::now();
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@@ -69,7 +73,7 @@ async fn stream_file_bytes(
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log::debug!(
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"{remote_addr} finished streaming file bytes: {}, total_bytes: {total_bytes}",
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game_file.display()
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validated_path.display()
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);
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tx.close().await?;
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