mpv/player/lua.c

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2014-03-07 11:46:33 +00:00
/*
* This file is part of mpv.
*
Relicense some non-MPlayer source files to LGPL 2.1 or later This covers source files which were added in mplayer2 and mpv times only, and where all code is covered by LGPL relicensing agreements. There are probably more files to which this applies, but I'm being conservative here. A file named ao_sdl.c exists in MPlayer too, but the mpv one is a complete rewrite, and was added some time after the original ao_sdl.c was removed. The same applies to vo_sdl.c, for which the SDL2 API is radically different in addition (MPlayer supports SDL 1.2 only). common.c contains only code written by me. But common.h is a strange case: although it originally was named mp_common.h and exists in MPlayer too, by now it contains only definitions written by uau and me. The exceptions are the CONTROL_ defines - thus not changing the license of common.h yet. codec_tags.c contained once large tables generated from MPlayer's codecs.conf, but all of these tables were removed. From demux_playlist.c I'm removing a code fragment from someone who was not asked; this probably could be done later (see commit 15dccc37). misc.c is a bit complicated to reason about (it was split off mplayer.c and thus contains random functions out of this file), but actually all functions have been added post-MPlayer. Except get_relative_time(), which was written by uau, but looks similar to 3 different versions of something similar in each of the Unix/win32/OSX timer source files. I'm not sure what that means in regards to copyright, so I've just moved it into another still-GPL source file for now. screenshot.c once had some minor parts of MPlayer's vf_screenshot.c, but they're all gone.
2016-01-19 17:36:06 +00:00
* mpv is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
2014-03-07 11:46:33 +00:00
*
* mpv is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
Relicense some non-MPlayer source files to LGPL 2.1 or later This covers source files which were added in mplayer2 and mpv times only, and where all code is covered by LGPL relicensing agreements. There are probably more files to which this applies, but I'm being conservative here. A file named ao_sdl.c exists in MPlayer too, but the mpv one is a complete rewrite, and was added some time after the original ao_sdl.c was removed. The same applies to vo_sdl.c, for which the SDL2 API is radically different in addition (MPlayer supports SDL 1.2 only). common.c contains only code written by me. But common.h is a strange case: although it originally was named mp_common.h and exists in MPlayer too, by now it contains only definitions written by uau and me. The exceptions are the CONTROL_ defines - thus not changing the license of common.h yet. codec_tags.c contained once large tables generated from MPlayer's codecs.conf, but all of these tables were removed. From demux_playlist.c I'm removing a code fragment from someone who was not asked; this probably could be done later (see commit 15dccc37). misc.c is a bit complicated to reason about (it was split off mplayer.c and thus contains random functions out of this file), but actually all functions have been added post-MPlayer. Except get_relative_time(), which was written by uau, but looks similar to 3 different versions of something similar in each of the Unix/win32/OSX timer source files. I'm not sure what that means in regards to copyright, so I've just moved it into another still-GPL source file for now. screenshot.c once had some minor parts of MPlayer's vf_screenshot.c, but they're all gone.
2016-01-19 17:36:06 +00:00
* GNU Lesser General Public License for more details.
2014-03-07 11:46:33 +00:00
*
Relicense some non-MPlayer source files to LGPL 2.1 or later This covers source files which were added in mplayer2 and mpv times only, and where all code is covered by LGPL relicensing agreements. There are probably more files to which this applies, but I'm being conservative here. A file named ao_sdl.c exists in MPlayer too, but the mpv one is a complete rewrite, and was added some time after the original ao_sdl.c was removed. The same applies to vo_sdl.c, for which the SDL2 API is radically different in addition (MPlayer supports SDL 1.2 only). common.c contains only code written by me. But common.h is a strange case: although it originally was named mp_common.h and exists in MPlayer too, by now it contains only definitions written by uau and me. The exceptions are the CONTROL_ defines - thus not changing the license of common.h yet. codec_tags.c contained once large tables generated from MPlayer's codecs.conf, but all of these tables were removed. From demux_playlist.c I'm removing a code fragment from someone who was not asked; this probably could be done later (see commit 15dccc37). misc.c is a bit complicated to reason about (it was split off mplayer.c and thus contains random functions out of this file), but actually all functions have been added post-MPlayer. Except get_relative_time(), which was written by uau, but looks similar to 3 different versions of something similar in each of the Unix/win32/OSX timer source files. I'm not sure what that means in regards to copyright, so I've just moved it into another still-GPL source file for now. screenshot.c once had some minor parts of MPlayer's vf_screenshot.c, but they're all gone.
2016-01-19 17:36:06 +00:00
* You should have received a copy of the GNU Lesser General Public
* License along with mpv. If not, see <http://www.gnu.org/licenses/>.
2014-03-07 11:46:33 +00:00
*/
#include <assert.h>
#include <string.h>
#include <strings.h>
#include <sys/types.h>
#include <sys/stat.h>
#include <unistd.h>
#include <dirent.h>
#include <math.h>
#include <lua.h>
#include <lualib.h>
#include <lauxlib.h>
#include "osdep/io.h"
#include "mpv_talloc.h"
#include "common/common.h"
#include "options/m_property.h"
#include "common/msg.h"
lua: allow scripts to snoop messages Adds the following Lua function to enable message events: mp.enable_messages(size, level) size is the maximum number of messages the ringbuffer consists of. level is the minimum log level for a message to be added to the ringbuffer, and uses the same values as the mp.log() function. (Actually not yet, but this will be fixed in the following commit.) The messages will be delivered via the mp_event() in the user script, using "message" as event name. The event argument is a table with the following fields: level: log level of the message (string as in mp.log()) prefix: string identifying the module of origin text: contents of the message As of currently, the message text will contain newline characters. A message can consist of several lines. It is also possible that a message doesn't end with a newline, and a caller can use multiple messages to "build" a line. Most messages will contain exactly 1 line ending with a single newline character, though. If the message buffer overflows (messages are not read quickly enough), new messages are lost until the queued up messages are read. At the point of the overflow, a special overflow message is inserted. It will have prefix set to "overflow", and the message text is set to "". Care should be taken not to print any messages from the message event handler. This would lead to an infinite loop (the event handler would be called again after returning, because a new message is available). This includes mp.log() and all mp.msg.* functions. Keep in mind that the Lua print() function is mapped to mp.msg.info().
2014-01-16 20:34:58 +00:00
#include "common/msg_control.h"
#include "common/stats.h"
#include "options/m_option.h"
2013-12-17 00:23:09 +00:00
#include "input/input.h"
#include "options/path.h"
#include "misc/bstr.h"
#include "misc/json.h"
#include "osdep/subprocess.h"
#include "osdep/timer.h"
#include "osdep/threads.h"
lua: add an utility function for starting processes Because 1) Lua is terrible, and 2) popen() is terrible. Unfortunately, since Unix is also terrible, this turned out more complicated than I hoped. As a consequence and to avoid that this code has to be maintained forever, add a disclaimer that any function in Lua's utils module can disappear any time. The complexity seems a bit ridiculous, especially for a feature so far removed from actual video playback, so if it turns out that we don't really need this function, it will be dropped again. The motivation for this commit is the same as with 8e4fa5fc. Note that there is an "#ifndef __GLIBC__". The GNU people are very special people and thought it'd be convenient to actually declare "environ", even though the POSIX people, which are also very special people, state that no header declares this and that the user has to declare this manually. Since the GNU people overtook the Unix world with their very clever "embrace, extend, extinguish" strategy, but not 100%, and trying to build without _GNU_SOURCE is hopeless; but since there might be Unix environments which support _GNU_SOURCE features partially, this means that in practice "environ" will be randomly declared or not declared by system headers. Also, gcc was written by very clever people too, and prints a warning if an external variable is declared twice (I didn't check, but I suppose redeclaring is legal C, and not even the gcc people are clever enough to only warn against a definitely not legal C construct, although sometimes they do this), ...and since we at mpv hate compiler warnings, we seek to silence them all. Adding a configure test just for a warning seems too radical, so we special-case this against __GLIBC__, which is hopefully not defined on other libcs, especially not libcs which don't implement all aspects of _GNU_SOURCE, and redefine "environ" on systems even if the headers define it already (because they support _GNU_SOURCE - as I mentioned before, the clever GNU people wrote software THAT portable that other libcs just gave up and implemented parts of _GNU_SOURCE, although probably not all), which means that compiling mpv will print a warning about "environ" being redefined, but at least this won't happen on my system, so all is fine. However, should someone complain about this warning, I will force whoever complained about this warning to read this ENTIRE commit message, and if possible, will also force them to eat a printed-out copy of the GNU Manifesto, and if that is not enough, maybe this person could even be forced to convince the very clever POSIX people of not doing crap like this: having the user to manually declare somewhat central symbols - but I doubt it's possible, because the POSIX people are too far gone and only care about maintaining compatibility with old versions of AIX and HP-UX. Oh, also, this code contains some subtle and obvious issues, but writing about this is not fun.
2014-10-18 23:42:28 +00:00
#include "stream/stream.h"
#include "sub/osd.h"
#include "core.h"
#include "command.h"
#include "client.h"
#include "libmpv/client.h"
// List of builtin modules and their contents as strings.
2013-12-16 23:53:22 +00:00
// All these are generated from player/lua/*.lua
static const char * const builtin_lua_scripts[][2] = {
{"mp.defaults",
# include "player/lua/defaults.lua.inc"
},
{"mp.assdraw",
# include "player/lua/assdraw.lua.inc"
},
{"mp.options",
# include "player/lua/options.lua.inc"
},
{"@osc.lua",
# include "player/lua/osc.lua.inc"
2014-11-19 17:51:53 +00:00
},
{"@ytdl_hook.lua",
# include "player/lua/ytdl_hook.lua.inc"
},
{"@stats.lua",
# include "player/lua/stats.lua.inc"
},
{"@console.lua",
# include "player/lua/console.lua.inc"
},
{"@auto_profiles.lua",
# include "player/lua/auto_profiles.lua.inc"
},
{0}
};
// Represents a loaded script. Each has its own Lua state.
struct script_ctx {
const char *name;
const char *filename;
const char *path; // NULL if single file
lua_State *state;
struct mp_log *log;
struct mpv_handle *client;
struct MPContext *mpctx;
size_t lua_malloc_size;
lua_Alloc lua_allocf;
void *lua_alloc_ud;
struct stats_ctx *stats;
};
#if LUA_VERSION_NUM <= 501
#define mp_cpcall lua_cpcall
#define mp_lua_len lua_objlen
#else
// Curse whoever had this stupid idea. Curse whoever thought it would be a good
// idea not to include an emulated lua_cpcall() even more.
static int mp_cpcall (lua_State *L, lua_CFunction func, void *ud)
{
lua_pushcfunction(L, func); // doesn't allocate in 5.2 (but does in 5.1)
lua_pushlightuserdata(L, ud);
return lua_pcall(L, 1, 0, 0);
}
#define mp_lua_len lua_rawlen
#endif
// Ensure that the given argument exists, even if it's nil. Can be used to
// avoid confusing the last missing optional arg with the first temporary value
// pushed to the stack.
static void mp_lua_optarg(lua_State *L, int arg)
{
while (arg > lua_gettop(L))
lua_pushnil(L);
}
// autofree: avoid leaks if a lua-error occurs between talloc new/free.
// If a lua c-function does a new allocation (not tied to an existing context),
// and an uncaught lua-error occurs before "free" - the allocation is leaked.
// autofree lua C function: same as lua_CFunction but with these differences:
// - It accepts an additional void* argument - a pre-initialized talloc context
// which it can use, and which is freed with its children once the function
2022-04-25 11:27:18 +00:00
// completes - regardless if a lua error occurred or not. If a lua error did
// occur then it's re-thrown after the ctx is freed.
// The stack/arguments/upvalues/return are the same as with lua_CFunction.
// - It's inserted into the lua VM using af_pushc{function,closure} instead of
// lua_pushc{function,closure}, which takes care of wrapping it with the
2022-04-25 11:27:18 +00:00
// automatic talloc allocation + lua-error-handling + talloc release.
// This requires using AF_ENTRY instead of FN_ENTRY at struct fn_entry.
// - The autofree overhead per call is roughly two additional plain lua calls.
// Typically that's up to 20% slower than plain new+free without "auto",
// and at most about twice slower - compared to bare new+free lua_CFunction.
2022-04-25 11:27:18 +00:00
// - The overhead of af_push* is one additional lua-c-closure with two upvalues.
typedef int (*af_CFunction)(lua_State *L, void *ctx);
static void af_pushcclosure(lua_State *L, af_CFunction fn, int n);
#define af_pushcfunction(L, fn) af_pushcclosure((L), (fn), 0)
// add_af_dir, add_af_mpv_alloc take a valid DIR*/char* value respectively,
// and closedir/mpv_free it when the parent is freed.
static void destruct_af_dir(void *p)
{
closedir(*(DIR**)p);
}
static void add_af_dir(void *parent, DIR *d)
{
DIR **pd = talloc(parent, DIR*);
*pd = d;
talloc_set_destructor(pd, destruct_af_dir);
}
static void destruct_af_mpv_alloc(void *p)
{
mpv_free(*(char**)p);
}
static void add_af_mpv_alloc(void *parent, char *ma)
{
char **p = talloc(parent, char*);
*p = ma;
talloc_set_destructor(p, destruct_af_mpv_alloc);
}
// Perform the equivalent of mpv_free_node_contents(node) when tmp is freed.
static void steal_node_allocations(void *tmp, mpv_node *node)
{
talloc_steal(tmp, node_get_alloc(node));
}
// lua_Alloc compatible. Serves only to track memory usage. This wraps the
// existing allocator, partly because luajit requires the use of its internal
// allocator on 64-bit platforms.
static void *mp_lua_alloc(void *ud, void *ptr, size_t osize, size_t nsize)
{
struct script_ctx *ctx = ud;
// Ah, what the fuck, screw whoever introduced this to Lua 5.2.
if (!ptr)
osize = 0;
ptr = ctx->lua_allocf(ctx->lua_alloc_ud, ptr, osize, nsize);
if (nsize && !ptr)
return NULL; // allocation failed, so original memory left untouched
ctx->lua_malloc_size = ctx->lua_malloc_size - osize + nsize;
stats_size_value(ctx->stats, "mem", ctx->lua_malloc_size);
return ptr;
}
static struct script_ctx *get_ctx(lua_State *L)
{
lua_getfield(L, LUA_REGISTRYINDEX, "ctx");
struct script_ctx *ctx = lua_touserdata(L, -1);
lua_pop(L, 1);
assert(ctx);
return ctx;
}
static struct MPContext *get_mpctx(lua_State *L)
{
return get_ctx(L)->mpctx;
}
static int error_handler(lua_State *L)
{
struct script_ctx *ctx = get_ctx(L);
if (luaL_loadstring(L, "return debug.traceback('', 3)") == 0) { // e fn|err
lua_call(L, 0, 1); // e backtrace
const char *tr = lua_tostring(L, -1);
MP_WARN(ctx, "%s\n", tr ? tr : "(unknown)");
}
lua_pop(L, 1); // e
return 1;
}
// Check client API error code:
// if err >= 0, push "true" to the stack, and return 1
// if err < 0, push nil and then the error string to the stack, and return 2
static int check_error(lua_State *L, int err)
{
if (err >= 0) {
lua_pushboolean(L, 1);
return 1;
}
lua_pushnil(L);
lua_pushstring(L, mpv_error_string(err));
return 2;
}
static void add_functions(struct script_ctx *ctx);
static void load_file(lua_State *L, const char *fname)
{
struct script_ctx *ctx = get_ctx(L);
MP_DBG(ctx, "loading file %s\n", fname);
void *tmp = talloc_new(ctx);
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// according to Lua manual chunkname should be '@' plus the filename
char *dispname = talloc_asprintf(tmp, "@%s", fname);
struct bstr s = stream_read_file(fname, tmp, ctx->mpctx->global, 100000000);
if (!s.start)
luaL_error(L, "Could not read file.\n");
if (luaL_loadbuffer(L, s.start, s.len, dispname))
lua_error(L);
lua_call(L, 0, 1);
talloc_free(tmp);
}
static int load_builtin(lua_State *L)
{
const char *name = luaL_checkstring(L, 1);
char dispname[80];
snprintf(dispname, sizeof(dispname), "@%s", name);
for (int n = 0; builtin_lua_scripts[n][0]; n++) {
if (strcmp(name, builtin_lua_scripts[n][0]) == 0) {
const char *script = builtin_lua_scripts[n][1];
if (luaL_loadbuffer(L, script, strlen(script), dispname))
lua_error(L);
lua_call(L, 0, 1);
return 1;
}
}
luaL_error(L, "builtin module '%s' not found\n", name);
return 0;
}
// Execute "require " .. name
static void require(lua_State *L, const char *name)
{
struct script_ctx *ctx = get_ctx(L);
MP_DBG(ctx, "loading %s\n", name);
// Lazy, but better than calling the "require" function manually
char buf[80];
snprintf(buf, sizeof(buf), "require '%s'", name);
if (luaL_loadstring(L, buf))
lua_error(L);
lua_call(L, 0, 0);
}
// Push the table of a module. If it doesn't exist, it's created.
// The Lua script can call "require(module)" to "load" it.
static void push_module_table(lua_State *L, const char *module)
{
lua_getglobal(L, "package"); // package
lua_getfield(L, -1, "loaded"); // package loaded
lua_remove(L, -2); // loaded
lua_getfield(L, -1, module); // loaded module
if (lua_isnil(L, -1)) {
lua_pop(L, 1); // loaded
lua_newtable(L); // loaded module
lua_pushvalue(L, -1); // loaded module module
lua_setfield(L, -3, module); // loaded module
}
lua_remove(L, -2); // module
}
static int load_scripts(lua_State *L)
{
struct script_ctx *ctx = get_ctx(L);
const char *fname = ctx->filename;
require(L, "mp.defaults");
if (fname[0] == '@') {
require(L, fname);
} else {
load_file(L, fname);
}
lua_getglobal(L, "mp_event_loop"); // fn
if (lua_isnil(L, -1))
luaL_error(L, "no event loop function\n");
lua_call(L, 0, 0); // -
return 0;
}
lua: fix highly security relevant arbitrary code execution bug It appears Lua's package paths try to load .lua files from the current working directory. Not only that, but also shared libraries. WHAT THE FUCK IS WHOEVER IS RESPONSIBLE FOR THIS FUCKING DOING? mpv isn't setting this package path; currently it's only extending it. In any sane world, this wouldn't be a default. Most programs use essentially random working directories and don't change it. I cannot comprehend what bullshit about "convenience" or whatever made them do something this broken and dangerous. Thousands of programs using Lua out there will try to randomly load random code from random directories. In mpv's case, this is so security relevant, because mpv is normally used from the command line, and you will most likely actually change into your media directory or whatever with the shell, and play a file from there. No, you don't want to load a (probably downloaded) shared library from this directory if a script try to load a system lib with the same name or so. I'm not sure why LUA_PATH_DEFAULT in luaconf.h (both upstream and the Debian version) put "./?.lua" at the end, but in any case, trying to load a module that doesn't exist nicely lists all package paths in order, and confirms it tries to load files from the working directory first (anyone can try this). Even if it didn't, this would be problematic at best. Note that scripts are _not_ sandboxed. They're allowed to load system libraries, which is also why we want to keep the non-idiotic parts of the package paths. Attempt to fix this by filtering out relative paths. This is a bit fragile and not very great for something security related, but probably the best we can do without having to make assumptions about the target system file system layout. Also, someone else can fix this for Windows. Also replace ":" with ";" (for the extra path). On a side note, this extra path addition is just in this function out of laziness, since I'd rather not have 2 functions with edit the package path. mpv in default configuration (i.e. no external scripts) is probably not affected. All builtin scripts only "require" preloaded modules, which, in a stroke of genius by the Lua developers, are highest priority in the load order. Otherwise, enjoy your semi-remote code execution bug. Completely unrelated this, I'm open for scripting languages and especially implementations which are all around better than Lua, and are suited for low footprint embedding.
2020-02-05 15:20:37 +00:00
static void fuck_lua(lua_State *L, const char *search_path, const char *extra)
{
void *tmp = talloc_new(NULL);
lua_getglobal(L, "package"); // package
lua: fix highly security relevant arbitrary code execution bug It appears Lua's package paths try to load .lua files from the current working directory. Not only that, but also shared libraries. WHAT THE FUCK IS WHOEVER IS RESPONSIBLE FOR THIS FUCKING DOING? mpv isn't setting this package path; currently it's only extending it. In any sane world, this wouldn't be a default. Most programs use essentially random working directories and don't change it. I cannot comprehend what bullshit about "convenience" or whatever made them do something this broken and dangerous. Thousands of programs using Lua out there will try to randomly load random code from random directories. In mpv's case, this is so security relevant, because mpv is normally used from the command line, and you will most likely actually change into your media directory or whatever with the shell, and play a file from there. No, you don't want to load a (probably downloaded) shared library from this directory if a script try to load a system lib with the same name or so. I'm not sure why LUA_PATH_DEFAULT in luaconf.h (both upstream and the Debian version) put "./?.lua" at the end, but in any case, trying to load a module that doesn't exist nicely lists all package paths in order, and confirms it tries to load files from the working directory first (anyone can try this). Even if it didn't, this would be problematic at best. Note that scripts are _not_ sandboxed. They're allowed to load system libraries, which is also why we want to keep the non-idiotic parts of the package paths. Attempt to fix this by filtering out relative paths. This is a bit fragile and not very great for something security related, but probably the best we can do without having to make assumptions about the target system file system layout. Also, someone else can fix this for Windows. Also replace ":" with ";" (for the extra path). On a side note, this extra path addition is just in this function out of laziness, since I'd rather not have 2 functions with edit the package path. mpv in default configuration (i.e. no external scripts) is probably not affected. All builtin scripts only "require" preloaded modules, which, in a stroke of genius by the Lua developers, are highest priority in the load order. Otherwise, enjoy your semi-remote code execution bug. Completely unrelated this, I'm open for scripting languages and especially implementations which are all around better than Lua, and are suited for low footprint embedding.
2020-02-05 15:20:37 +00:00
lua_getfield(L, -1, search_path); // package search_path
bstr path = bstr0(lua_tostring(L, -1));
char *newpath = talloc_strdup(tmp, "");
// Script-directory paths take priority.
if (extra) {
newpath = talloc_asprintf_append(newpath, "%s%s",
newpath[0] ? ";" : "",
mp_path_join(tmp, extra, "?.lua"));
}
lua: fix highly security relevant arbitrary code execution bug It appears Lua's package paths try to load .lua files from the current working directory. Not only that, but also shared libraries. WHAT THE FUCK IS WHOEVER IS RESPONSIBLE FOR THIS FUCKING DOING? mpv isn't setting this package path; currently it's only extending it. In any sane world, this wouldn't be a default. Most programs use essentially random working directories and don't change it. I cannot comprehend what bullshit about "convenience" or whatever made them do something this broken and dangerous. Thousands of programs using Lua out there will try to randomly load random code from random directories. In mpv's case, this is so security relevant, because mpv is normally used from the command line, and you will most likely actually change into your media directory or whatever with the shell, and play a file from there. No, you don't want to load a (probably downloaded) shared library from this directory if a script try to load a system lib with the same name or so. I'm not sure why LUA_PATH_DEFAULT in luaconf.h (both upstream and the Debian version) put "./?.lua" at the end, but in any case, trying to load a module that doesn't exist nicely lists all package paths in order, and confirms it tries to load files from the working directory first (anyone can try this). Even if it didn't, this would be problematic at best. Note that scripts are _not_ sandboxed. They're allowed to load system libraries, which is also why we want to keep the non-idiotic parts of the package paths. Attempt to fix this by filtering out relative paths. This is a bit fragile and not very great for something security related, but probably the best we can do without having to make assumptions about the target system file system layout. Also, someone else can fix this for Windows. Also replace ":" with ";" (for the extra path). On a side note, this extra path addition is just in this function out of laziness, since I'd rather not have 2 functions with edit the package path. mpv in default configuration (i.e. no external scripts) is probably not affected. All builtin scripts only "require" preloaded modules, which, in a stroke of genius by the Lua developers, are highest priority in the load order. Otherwise, enjoy your semi-remote code execution bug. Completely unrelated this, I'm open for scripting languages and especially implementations which are all around better than Lua, and are suited for low footprint embedding.
2020-02-05 15:20:37 +00:00
// Unbelievable but true: Lua loads .lua files AND dynamic libraries from
// the working directory. This is highly security relevant.
// Lua scripts are still supposed to load globally installed libraries, so
// try to get by by filtering out any relative paths.
while (path.len) {
bstr item;
bstr_split_tok(path, ";", &item, &path);
if (mp_path_is_absolute(item)) {
lua: fix highly security relevant arbitrary code execution bug It appears Lua's package paths try to load .lua files from the current working directory. Not only that, but also shared libraries. WHAT THE FUCK IS WHOEVER IS RESPONSIBLE FOR THIS FUCKING DOING? mpv isn't setting this package path; currently it's only extending it. In any sane world, this wouldn't be a default. Most programs use essentially random working directories and don't change it. I cannot comprehend what bullshit about "convenience" or whatever made them do something this broken and dangerous. Thousands of programs using Lua out there will try to randomly load random code from random directories. In mpv's case, this is so security relevant, because mpv is normally used from the command line, and you will most likely actually change into your media directory or whatever with the shell, and play a file from there. No, you don't want to load a (probably downloaded) shared library from this directory if a script try to load a system lib with the same name or so. I'm not sure why LUA_PATH_DEFAULT in luaconf.h (both upstream and the Debian version) put "./?.lua" at the end, but in any case, trying to load a module that doesn't exist nicely lists all package paths in order, and confirms it tries to load files from the working directory first (anyone can try this). Even if it didn't, this would be problematic at best. Note that scripts are _not_ sandboxed. They're allowed to load system libraries, which is also why we want to keep the non-idiotic parts of the package paths. Attempt to fix this by filtering out relative paths. This is a bit fragile and not very great for something security related, but probably the best we can do without having to make assumptions about the target system file system layout. Also, someone else can fix this for Windows. Also replace ":" with ";" (for the extra path). On a side note, this extra path addition is just in this function out of laziness, since I'd rather not have 2 functions with edit the package path. mpv in default configuration (i.e. no external scripts) is probably not affected. All builtin scripts only "require" preloaded modules, which, in a stroke of genius by the Lua developers, are highest priority in the load order. Otherwise, enjoy your semi-remote code execution bug. Completely unrelated this, I'm open for scripting languages and especially implementations which are all around better than Lua, and are suited for low footprint embedding.
2020-02-05 15:20:37 +00:00
newpath = talloc_asprintf_append(newpath, "%s%.*s",
newpath[0] ? ";" : "",
BSTR_P(item));
}
}
lua: fix highly security relevant arbitrary code execution bug It appears Lua's package paths try to load .lua files from the current working directory. Not only that, but also shared libraries. WHAT THE FUCK IS WHOEVER IS RESPONSIBLE FOR THIS FUCKING DOING? mpv isn't setting this package path; currently it's only extending it. In any sane world, this wouldn't be a default. Most programs use essentially random working directories and don't change it. I cannot comprehend what bullshit about "convenience" or whatever made them do something this broken and dangerous. Thousands of programs using Lua out there will try to randomly load random code from random directories. In mpv's case, this is so security relevant, because mpv is normally used from the command line, and you will most likely actually change into your media directory or whatever with the shell, and play a file from there. No, you don't want to load a (probably downloaded) shared library from this directory if a script try to load a system lib with the same name or so. I'm not sure why LUA_PATH_DEFAULT in luaconf.h (both upstream and the Debian version) put "./?.lua" at the end, but in any case, trying to load a module that doesn't exist nicely lists all package paths in order, and confirms it tries to load files from the working directory first (anyone can try this). Even if it didn't, this would be problematic at best. Note that scripts are _not_ sandboxed. They're allowed to load system libraries, which is also why we want to keep the non-idiotic parts of the package paths. Attempt to fix this by filtering out relative paths. This is a bit fragile and not very great for something security related, but probably the best we can do without having to make assumptions about the target system file system layout. Also, someone else can fix this for Windows. Also replace ":" with ";" (for the extra path). On a side note, this extra path addition is just in this function out of laziness, since I'd rather not have 2 functions with edit the package path. mpv in default configuration (i.e. no external scripts) is probably not affected. All builtin scripts only "require" preloaded modules, which, in a stroke of genius by the Lua developers, are highest priority in the load order. Otherwise, enjoy your semi-remote code execution bug. Completely unrelated this, I'm open for scripting languages and especially implementations which are all around better than Lua, and are suited for low footprint embedding.
2020-02-05 15:20:37 +00:00
lua_pushstring(L, newpath); // package search_path newpath
lua_setfield(L, -3, search_path); // package search_path
lua_pop(L, 2); // -
talloc_free(tmp);
}
static int run_lua(lua_State *L)
{
struct script_ctx *ctx = lua_touserdata(L, -1);
lua_pop(L, 1); // -
luaL_openlibs(L);
// used by get_ctx()
lua_pushlightuserdata(L, ctx); // ctx
lua_setfield(L, LUA_REGISTRYINDEX, "ctx"); // -
add_functions(ctx); // mp
push_module_table(L, "mp"); // mp
// "mp" is available by default, and no "require 'mp'" is needed
lua_pushvalue(L, -1); // mp mp
lua_setglobal(L, "mp"); // mp
lua_pushstring(L, ctx->name); // mp name
lua_setfield(L, -2, "script_name"); // mp
// used by pushnode()
lua_newtable(L); // mp table
lua_pushvalue(L, -1); // mp table table
lua_setfield(L, LUA_REGISTRYINDEX, "UNKNOWN_TYPE"); // mp table
lua_setfield(L, -2, "UNKNOWN_TYPE"); // mp
lua_newtable(L); // mp table
lua_pushvalue(L, -1); // mp table table
lua_setfield(L, LUA_REGISTRYINDEX, "MAP"); // mp table
lua_setfield(L, -2, "MAP"); // mp
lua_newtable(L); // mp table
lua_pushvalue(L, -1); // mp table table
lua_setfield(L, LUA_REGISTRYINDEX, "ARRAY"); // mp table
lua_setfield(L, -2, "ARRAY"); // mp
lua_pop(L, 1); // -
assert(lua_gettop(L) == 0);
// Add a preloader for each builtin Lua module
lua_getglobal(L, "package"); // package
assert(lua_type(L, -1) == LUA_TTABLE);
lua_getfield(L, -1, "preload"); // package preload
assert(lua_type(L, -1) == LUA_TTABLE);
for (int n = 0; builtin_lua_scripts[n][0]; n++) {
lua_pushcfunction(L, load_builtin); // package preload load_builtin
lua_setfield(L, -2, builtin_lua_scripts[n][0]);
}
lua_pop(L, 2); // -
assert(lua_gettop(L) == 0);
lua: fix highly security relevant arbitrary code execution bug It appears Lua's package paths try to load .lua files from the current working directory. Not only that, but also shared libraries. WHAT THE FUCK IS WHOEVER IS RESPONSIBLE FOR THIS FUCKING DOING? mpv isn't setting this package path; currently it's only extending it. In any sane world, this wouldn't be a default. Most programs use essentially random working directories and don't change it. I cannot comprehend what bullshit about "convenience" or whatever made them do something this broken and dangerous. Thousands of programs using Lua out there will try to randomly load random code from random directories. In mpv's case, this is so security relevant, because mpv is normally used from the command line, and you will most likely actually change into your media directory or whatever with the shell, and play a file from there. No, you don't want to load a (probably downloaded) shared library from this directory if a script try to load a system lib with the same name or so. I'm not sure why LUA_PATH_DEFAULT in luaconf.h (both upstream and the Debian version) put "./?.lua" at the end, but in any case, trying to load a module that doesn't exist nicely lists all package paths in order, and confirms it tries to load files from the working directory first (anyone can try this). Even if it didn't, this would be problematic at best. Note that scripts are _not_ sandboxed. They're allowed to load system libraries, which is also why we want to keep the non-idiotic parts of the package paths. Attempt to fix this by filtering out relative paths. This is a bit fragile and not very great for something security related, but probably the best we can do without having to make assumptions about the target system file system layout. Also, someone else can fix this for Windows. Also replace ":" with ";" (for the extra path). On a side note, this extra path addition is just in this function out of laziness, since I'd rather not have 2 functions with edit the package path. mpv in default configuration (i.e. no external scripts) is probably not affected. All builtin scripts only "require" preloaded modules, which, in a stroke of genius by the Lua developers, are highest priority in the load order. Otherwise, enjoy your semi-remote code execution bug. Completely unrelated this, I'm open for scripting languages and especially implementations which are all around better than Lua, and are suited for low footprint embedding.
2020-02-05 15:20:37 +00:00
fuck_lua(L, "path", ctx->path);
fuck_lua(L, "cpath", NULL);
assert(lua_gettop(L) == 0);
// run this under an error handler that can do backtraces
lua_pushcfunction(L, error_handler); // errf
lua_pushcfunction(L, load_scripts); // errf fn
if (lua_pcall(L, 0, 0, -2)) { // errf [error]
const char *e = lua_tostring(L, -1);
MP_FATAL(ctx, "Lua error: %s\n", e ? e : "(unknown)");
}
return 0;
}
static int load_lua(struct mp_script_args *args)
{
int r = -1;
struct script_ctx *ctx = talloc_ptrtype(NULL, ctx);
*ctx = (struct script_ctx) {
.mpctx = args->mpctx,
.client = args->client,
.name = mpv_client_name(args->client),
.log = args->log,
.filename = args->filename,
.path = args->path,
.stats = stats_ctx_create(ctx, args->mpctx->global,
mp_tprintf(80, "script/%s", mpv_client_name(args->client))),
};
stats_register_thread_cputime(ctx->stats, "cpu");
if (LUA_VERSION_NUM != 501 && LUA_VERSION_NUM != 502) {
MP_FATAL(ctx, "Only Lua 5.1 and 5.2 are supported.\n");
goto error_out;
}
lua_State *L = ctx->state = luaL_newstate();
if (!L) {
MP_FATAL(ctx, "Could not initialize Lua.\n");
goto error_out;
}
// Wrap the internal allocator with our version that does accounting
ctx->lua_allocf = lua_getallocf(L, &ctx->lua_alloc_ud);
lua_setallocf(L, mp_lua_alloc, ctx);
if (mp_cpcall(L, run_lua, ctx)) {
const char *err = "unknown error";
if (lua_type(L, -1) == LUA_TSTRING) // avoid allocation
err = lua_tostring(L, -1);
MP_FATAL(ctx, "Lua error: %s\n", err);
goto error_out;
}
r = 0;
error_out:
if (ctx->state)
lua_close(ctx->state);
talloc_free(ctx);
return r;
}
lua: allow scripts to snoop messages Adds the following Lua function to enable message events: mp.enable_messages(size, level) size is the maximum number of messages the ringbuffer consists of. level is the minimum log level for a message to be added to the ringbuffer, and uses the same values as the mp.log() function. (Actually not yet, but this will be fixed in the following commit.) The messages will be delivered via the mp_event() in the user script, using "message" as event name. The event argument is a table with the following fields: level: log level of the message (string as in mp.log()) prefix: string identifying the module of origin text: contents of the message As of currently, the message text will contain newline characters. A message can consist of several lines. It is also possible that a message doesn't end with a newline, and a caller can use multiple messages to "build" a line. Most messages will contain exactly 1 line ending with a single newline character, though. If the message buffer overflows (messages are not read quickly enough), new messages are lost until the queued up messages are read. At the point of the overflow, a special overflow message is inserted. It will have prefix set to "overflow", and the message text is set to "". Care should be taken not to print any messages from the message event handler. This would lead to an infinite loop (the event handler would be called again after returning, because a new message is available). This includes mp.log() and all mp.msg.* functions. Keep in mind that the Lua print() function is mapped to mp.msg.info().
2014-01-16 20:34:58 +00:00
static int check_loglevel(lua_State *L, int arg)
{
const char *level = luaL_checkstring(L, arg);
for (int n = 0; n < MSGL_MAX; n++) {
if (mp_log_levels[n] && strcasecmp(mp_log_levels[n], level) == 0)
lua: allow scripts to snoop messages Adds the following Lua function to enable message events: mp.enable_messages(size, level) size is the maximum number of messages the ringbuffer consists of. level is the minimum log level for a message to be added to the ringbuffer, and uses the same values as the mp.log() function. (Actually not yet, but this will be fixed in the following commit.) The messages will be delivered via the mp_event() in the user script, using "message" as event name. The event argument is a table with the following fields: level: log level of the message (string as in mp.log()) prefix: string identifying the module of origin text: contents of the message As of currently, the message text will contain newline characters. A message can consist of several lines. It is also possible that a message doesn't end with a newline, and a caller can use multiple messages to "build" a line. Most messages will contain exactly 1 line ending with a single newline character, though. If the message buffer overflows (messages are not read quickly enough), new messages are lost until the queued up messages are read. At the point of the overflow, a special overflow message is inserted. It will have prefix set to "overflow", and the message text is set to "". Care should be taken not to print any messages from the message event handler. This would lead to an infinite loop (the event handler would be called again after returning, because a new message is available). This includes mp.log() and all mp.msg.* functions. Keep in mind that the Lua print() function is mapped to mp.msg.info().
2014-01-16 20:34:58 +00:00
return n;
}
luaL_error(L, "Invalid log level '%s'", level);
abort();
}
static int script_log(lua_State *L)
{
struct script_ctx *ctx = get_ctx(L);
lua: allow scripts to snoop messages Adds the following Lua function to enable message events: mp.enable_messages(size, level) size is the maximum number of messages the ringbuffer consists of. level is the minimum log level for a message to be added to the ringbuffer, and uses the same values as the mp.log() function. (Actually not yet, but this will be fixed in the following commit.) The messages will be delivered via the mp_event() in the user script, using "message" as event name. The event argument is a table with the following fields: level: log level of the message (string as in mp.log()) prefix: string identifying the module of origin text: contents of the message As of currently, the message text will contain newline characters. A message can consist of several lines. It is also possible that a message doesn't end with a newline, and a caller can use multiple messages to "build" a line. Most messages will contain exactly 1 line ending with a single newline character, though. If the message buffer overflows (messages are not read quickly enough), new messages are lost until the queued up messages are read. At the point of the overflow, a special overflow message is inserted. It will have prefix set to "overflow", and the message text is set to "". Care should be taken not to print any messages from the message event handler. This would lead to an infinite loop (the event handler would be called again after returning, because a new message is available). This includes mp.log() and all mp.msg.* functions. Keep in mind that the Lua print() function is mapped to mp.msg.info().
2014-01-16 20:34:58 +00:00
int msgl = check_loglevel(L, 1);
int last = lua_gettop(L);
lua_getglobal(L, "tostring"); // args... tostring
for (int i = 2; i <= last; i++) {
lua_pushvalue(L, -1); // args... tostring tostring
lua_pushvalue(L, i); // args... tostring tostring args[i]
lua_call(L, 1, 1); // args... tostring str
const char *s = lua_tostring(L, -1);
if (s == NULL)
return luaL_error(L, "Invalid argument");
mp_msg(ctx->log, msgl, "%s%s", s, i > 0 ? " " : "");
lua_pop(L, 1); // args... tostring
}
mp_msg(ctx->log, msgl, "\n");
return 0;
}
static int script_find_config_file(lua_State *L)
{
struct MPContext *mpctx = get_mpctx(L);
const char *s = luaL_checkstring(L, 1);
char *path = mp_find_config_file(NULL, mpctx->global, s);
if (path) {
lua_pushstring(L, path);
} else {
lua_pushnil(L);
}
talloc_free(path);
return 1;
}
static int script_get_script_directory(lua_State *L)
{
struct script_ctx *ctx = get_ctx(L);
if (ctx->path) {
lua_pushstring(L, ctx->path);
return 1;
}
return 0;
}
static void pushnode(lua_State *L, mpv_node *node);
static int script_raw_wait_event(lua_State *L, void *tmp)
{
struct script_ctx *ctx = get_ctx(L);
lua: allow scripts to snoop messages Adds the following Lua function to enable message events: mp.enable_messages(size, level) size is the maximum number of messages the ringbuffer consists of. level is the minimum log level for a message to be added to the ringbuffer, and uses the same values as the mp.log() function. (Actually not yet, but this will be fixed in the following commit.) The messages will be delivered via the mp_event() in the user script, using "message" as event name. The event argument is a table with the following fields: level: log level of the message (string as in mp.log()) prefix: string identifying the module of origin text: contents of the message As of currently, the message text will contain newline characters. A message can consist of several lines. It is also possible that a message doesn't end with a newline, and a caller can use multiple messages to "build" a line. Most messages will contain exactly 1 line ending with a single newline character, though. If the message buffer overflows (messages are not read quickly enough), new messages are lost until the queued up messages are read. At the point of the overflow, a special overflow message is inserted. It will have prefix set to "overflow", and the message text is set to "". Care should be taken not to print any messages from the message event handler. This would lead to an infinite loop (the event handler would be called again after returning, because a new message is available). This includes mp.log() and all mp.msg.* functions. Keep in mind that the Lua print() function is mapped to mp.msg.info().
2014-01-16 20:34:58 +00:00
mpv_event *event = mpv_wait_event(ctx->client, luaL_optnumber(L, 1, 1e20));
lua: allow scripts to snoop messages Adds the following Lua function to enable message events: mp.enable_messages(size, level) size is the maximum number of messages the ringbuffer consists of. level is the minimum log level for a message to be added to the ringbuffer, and uses the same values as the mp.log() function. (Actually not yet, but this will be fixed in the following commit.) The messages will be delivered via the mp_event() in the user script, using "message" as event name. The event argument is a table with the following fields: level: log level of the message (string as in mp.log()) prefix: string identifying the module of origin text: contents of the message As of currently, the message text will contain newline characters. A message can consist of several lines. It is also possible that a message doesn't end with a newline, and a caller can use multiple messages to "build" a line. Most messages will contain exactly 1 line ending with a single newline character, though. If the message buffer overflows (messages are not read quickly enough), new messages are lost until the queued up messages are read. At the point of the overflow, a special overflow message is inserted. It will have prefix set to "overflow", and the message text is set to "". Care should be taken not to print any messages from the message event handler. This would lead to an infinite loop (the event handler would be called again after returning, because a new message is available). This includes mp.log() and all mp.msg.* functions. Keep in mind that the Lua print() function is mapped to mp.msg.info().
2014-01-16 20:34:58 +00:00
struct mpv_node rn;
mpv_event_to_node(&rn, event);
steal_node_allocations(tmp, &rn);
pushnode(L, &rn); // event
lua: allow scripts to snoop messages Adds the following Lua function to enable message events: mp.enable_messages(size, level) size is the maximum number of messages the ringbuffer consists of. level is the minimum log level for a message to be added to the ringbuffer, and uses the same values as the mp.log() function. (Actually not yet, but this will be fixed in the following commit.) The messages will be delivered via the mp_event() in the user script, using "message" as event name. The event argument is a table with the following fields: level: log level of the message (string as in mp.log()) prefix: string identifying the module of origin text: contents of the message As of currently, the message text will contain newline characters. A message can consist of several lines. It is also possible that a message doesn't end with a newline, and a caller can use multiple messages to "build" a line. Most messages will contain exactly 1 line ending with a single newline character, though. If the message buffer overflows (messages are not read quickly enough), new messages are lost until the queued up messages are read. At the point of the overflow, a special overflow message is inserted. It will have prefix set to "overflow", and the message text is set to "". Care should be taken not to print any messages from the message event handler. This would lead to an infinite loop (the event handler would be called again after returning, because a new message is available). This includes mp.log() and all mp.msg.* functions. Keep in mind that the Lua print() function is mapped to mp.msg.info().
2014-01-16 20:34:58 +00:00
// return event
return 1;
lua: allow scripts to snoop messages Adds the following Lua function to enable message events: mp.enable_messages(size, level) size is the maximum number of messages the ringbuffer consists of. level is the minimum log level for a message to be added to the ringbuffer, and uses the same values as the mp.log() function. (Actually not yet, but this will be fixed in the following commit.) The messages will be delivered via the mp_event() in the user script, using "message" as event name. The event argument is a table with the following fields: level: log level of the message (string as in mp.log()) prefix: string identifying the module of origin text: contents of the message As of currently, the message text will contain newline characters. A message can consist of several lines. It is also possible that a message doesn't end with a newline, and a caller can use multiple messages to "build" a line. Most messages will contain exactly 1 line ending with a single newline character, though. If the message buffer overflows (messages are not read quickly enough), new messages are lost until the queued up messages are read. At the point of the overflow, a special overflow message is inserted. It will have prefix set to "overflow", and the message text is set to "". Care should be taken not to print any messages from the message event handler. This would lead to an infinite loop (the event handler would be called again after returning, because a new message is available). This includes mp.log() and all mp.msg.* functions. Keep in mind that the Lua print() function is mapped to mp.msg.info().
2014-01-16 20:34:58 +00:00
}
static int script_request_event(lua_State *L)
{
struct script_ctx *ctx = get_ctx(L);
const char *event = luaL_checkstring(L, 1);
bool enable = lua_toboolean(L, 2);
// brute force event name -> id; stops working for events > assumed max
int event_id = -1;
for (int n = 0; n < 256; n++) {
const char *name = mpv_event_name(n);
if (name && strcmp(name, event) == 0) {
event_id = n;
break;
}
}
lua_pushboolean(L, mpv_request_event(ctx->client, event_id, enable) >= 0);
return 1;
}
lua: allow scripts to snoop messages Adds the following Lua function to enable message events: mp.enable_messages(size, level) size is the maximum number of messages the ringbuffer consists of. level is the minimum log level for a message to be added to the ringbuffer, and uses the same values as the mp.log() function. (Actually not yet, but this will be fixed in the following commit.) The messages will be delivered via the mp_event() in the user script, using "message" as event name. The event argument is a table with the following fields: level: log level of the message (string as in mp.log()) prefix: string identifying the module of origin text: contents of the message As of currently, the message text will contain newline characters. A message can consist of several lines. It is also possible that a message doesn't end with a newline, and a caller can use multiple messages to "build" a line. Most messages will contain exactly 1 line ending with a single newline character, though. If the message buffer overflows (messages are not read quickly enough), new messages are lost until the queued up messages are read. At the point of the overflow, a special overflow message is inserted. It will have prefix set to "overflow", and the message text is set to "". Care should be taken not to print any messages from the message event handler. This would lead to an infinite loop (the event handler would be called again after returning, because a new message is available). This includes mp.log() and all mp.msg.* functions. Keep in mind that the Lua print() function is mapped to mp.msg.info().
2014-01-16 20:34:58 +00:00
static int script_enable_messages(lua_State *L)
{
struct script_ctx *ctx = get_ctx(L);
const char *level = luaL_checkstring(L, 1);
int r = mpv_request_log_messages(ctx->client, level);
if (r == MPV_ERROR_INVALID_PARAMETER)
luaL_error(L, "Invalid log level '%s'", level);
return check_error(L, r);
}
static int script_command(lua_State *L)
{
struct script_ctx *ctx = get_ctx(L);
const char *s = luaL_checkstring(L, 1);
return check_error(L, mpv_command_string(ctx->client, s));
}
static int script_commandv(lua_State *L)
{
struct script_ctx *ctx = get_ctx(L);
int num = lua_gettop(L);
const char *args[50];
if (num + 1 > MP_ARRAY_SIZE(args))
luaL_error(L, "too many arguments");
for (int n = 1; n <= num; n++) {
const char *s = lua_tostring(L, n);
if (!s)
luaL_error(L, "argument %d is not a string", n);
args[n - 1] = s;
}
args[num] = NULL;
return check_error(L, mpv_command(ctx->client, args));
}
2022-12-16 21:22:33 +00:00
static int script_del_property(lua_State *L)
{
struct script_ctx *ctx = get_ctx(L);
const char *p = luaL_checkstring(L, 1);
return check_error(L, mpv_del_property(ctx->client, p));
}
2014-02-10 23:23:10 +00:00
static int script_set_property(lua_State *L)
{
struct script_ctx *ctx = get_ctx(L);
const char *p = luaL_checkstring(L, 1);
const char *v = luaL_checkstring(L, 2);
return check_error(L, mpv_set_property_string(ctx->client, p, v));
}
static int script_set_property_bool(lua_State *L)
{
struct script_ctx *ctx = get_ctx(L);
const char *p = luaL_checkstring(L, 1);
int v = lua_toboolean(L, 2);
return check_error(L, mpv_set_property(ctx->client, p, MPV_FORMAT_FLAG, &v));
}
static bool is_int(double d)
{
int64_t v = d;
return d == (double)v;
}
static int script_set_property_number(lua_State *L)
{
struct script_ctx *ctx = get_ctx(L);
const char *p = luaL_checkstring(L, 1);
double d = luaL_checknumber(L, 2);
// If the number might be an integer, then set it as integer. The mpv core
// will (probably) convert INT64 to DOUBLE when setting, but not the other
// way around.
int res;
if (is_int(d)) {
res = mpv_set_property(ctx->client, p, MPV_FORMAT_INT64, &(int64_t){d});
} else {
res = mpv_set_property(ctx->client, p, MPV_FORMAT_DOUBLE, &d);
}
return check_error(L, res);
}
static void makenode(void *tmp, mpv_node *dst, lua_State *L, int t)
{
luaL_checkstack(L, 6, "makenode");
if (t < 0)
t = lua_gettop(L) + (t + 1);
switch (lua_type(L, t)) {
case LUA_TNIL:
dst->format = MPV_FORMAT_NONE;
break;
case LUA_TNUMBER: {
double d = lua_tonumber(L, t);
if (is_int(d)) {
dst->format = MPV_FORMAT_INT64;
dst->u.int64 = d;
} else {
dst->format = MPV_FORMAT_DOUBLE;
dst->u.double_ = d;
}
break;
}
case LUA_TBOOLEAN:
dst->format = MPV_FORMAT_FLAG;
dst->u.flag = !!lua_toboolean(L, t);
break;
case LUA_TSTRING: {
size_t len = 0;
char *s = (char *)lua_tolstring(L, t, &len);
bool has_zeros = !!memchr(s, 0, len);
if (has_zeros) {
mpv_byte_array *ba = talloc_zero(tmp, mpv_byte_array);
*ba = (mpv_byte_array){talloc_memdup(tmp, s, len), len};
dst->format = MPV_FORMAT_BYTE_ARRAY;
dst->u.ba = ba;
} else {
dst->format = MPV_FORMAT_STRING;
dst->u.string = talloc_strdup(tmp, s);
}
break;
}
case LUA_TTABLE: {
// Lua uses the same type for arrays and maps, so guess the correct one.
int format = MPV_FORMAT_NONE;
if (lua_getmetatable(L, t)) { // mt
lua_getfield(L, -1, "type"); // mt val
if (lua_type(L, -1) == LUA_TSTRING) {
const char *type = lua_tostring(L, -1);
if (strcmp(type, "MAP") == 0) {
format = MPV_FORMAT_NODE_MAP;
} else if (strcmp(type, "ARRAY") == 0) {
format = MPV_FORMAT_NODE_ARRAY;
}
}
lua_pop(L, 2);
}
if (format == MPV_FORMAT_NONE) {
// If all keys are integers, and they're in sequence, take it
// as an array.
int count = 0;
for (int n = 1; ; n++) {
lua_pushinteger(L, n); // n
lua_gettable(L, t); // t[n]
bool empty = lua_isnil(L, -1); // t[n]
lua_pop(L, 1); // -
if (empty) {
count = n - 1;
break;
}
}
if (count > 0)
format = MPV_FORMAT_NODE_ARRAY;
lua_pushnil(L); // nil
while (lua_next(L, t) != 0) { // key value
count--;
lua_pop(L, 1); // key
if (count < 0) {
lua_pop(L, 1); // -
format = MPV_FORMAT_NODE_MAP;
break;
}
}
}
if (format == MPV_FORMAT_NONE)
format = MPV_FORMAT_NODE_ARRAY; // probably empty table; assume array
mpv_node_list *list = talloc_zero(tmp, mpv_node_list);
dst->format = format;
dst->u.list = list;
if (format == MPV_FORMAT_NODE_ARRAY) {
for (int n = 0; ; n++) {
lua_pushinteger(L, n + 1); // n1
lua_gettable(L, t); // t[n1]
if (lua_isnil(L, -1))
break;
MP_TARRAY_GROW(tmp, list->values, list->num);
makenode(tmp, &list->values[n], L, -1);
list->num++;
lua_pop(L, 1); // -
}
lua_pop(L, 1); // -
} else {
lua_pushnil(L); // nil
while (lua_next(L, t) != 0) { // key value
MP_TARRAY_GROW(tmp, list->values, list->num);
MP_TARRAY_GROW(tmp, list->keys, list->num);
makenode(tmp, &list->values[list->num], L, -1);
if (lua_type(L, -2) != LUA_TSTRING) {
luaL_error(L, "key must be a string, but got %s",
lua_typename(L, lua_type(L, -2)));
}
list->keys[list->num] = talloc_strdup(tmp, lua_tostring(L, -2));
list->num++;
lua_pop(L, 1); // key
}
}
break;
}
default:
// unknown type
luaL_error(L, "disallowed Lua type found: %s\n", lua_typename(L, t));
}
}
static int script_set_property_native(lua_State *L, void *tmp)
{
struct script_ctx *ctx = get_ctx(L);
const char *p = luaL_checkstring(L, 1);
struct mpv_node node;
makenode(tmp, &node, L, 2);
int res = mpv_set_property(ctx->client, p, MPV_FORMAT_NODE, &node);
return check_error(L, res);
}
static int script_get_property_base(lua_State *L, void *tmp, int is_osd)
{
struct script_ctx *ctx = get_ctx(L);
const char *name = luaL_checkstring(L, 1);
int type = is_osd ? MPV_FORMAT_OSD_STRING : MPV_FORMAT_STRING;
char *result = NULL;
int err = mpv_get_property(ctx->client, name, type, &result);
if (err >= 0) {
add_af_mpv_alloc(tmp, result);
lua_pushstring(L, result);
return 1;
} else {
if (lua_isnoneornil(L, 2) && type == MPV_FORMAT_OSD_STRING) {
lua_pushstring(L, "");
} else {
lua_pushvalue(L, 2);
}
lua_pushstring(L, mpv_error_string(err));
return 2;
}
}
static int script_get_property(lua_State *L, void *tmp)
{
return script_get_property_base(L, tmp, 0);
}
static int script_get_property_osd(lua_State *L, void *tmp)
{
return script_get_property_base(L, tmp, 1);
}
static int script_get_property_bool(lua_State *L)
{
struct script_ctx *ctx = get_ctx(L);
const char *name = luaL_checkstring(L, 1);
int result = 0;
int err = mpv_get_property(ctx->client, name, MPV_FORMAT_FLAG, &result);
if (err >= 0) {
lua_pushboolean(L, !!result);
return 1;
} else {
lua_pushvalue(L, 2);
lua_pushstring(L, mpv_error_string(err));
return 2;
}
}
static int script_get_property_number(lua_State *L)
{
struct script_ctx *ctx = get_ctx(L);
const char *name = luaL_checkstring(L, 1);
// Note: the mpv core will (hopefully) convert INT64 to DOUBLE
double result = 0;
int err = mpv_get_property(ctx->client, name, MPV_FORMAT_DOUBLE, &result);
if (err >= 0) {
lua_pushnumber(L, result);
return 1;
} else {
lua_pushvalue(L, 2);
lua_pushstring(L, mpv_error_string(err));
return 2;
}
}
static void pushnode(lua_State *L, mpv_node *node)
{
luaL_checkstack(L, 6, "pushnode");
switch (node->format) {
case MPV_FORMAT_STRING:
lua_pushstring(L, node->u.string);
break;
case MPV_FORMAT_INT64:
lua_pushnumber(L, node->u.int64);
break;
case MPV_FORMAT_DOUBLE:
lua_pushnumber(L, node->u.double_);
break;
case MPV_FORMAT_NONE:
lua_pushnil(L);
break;
case MPV_FORMAT_FLAG:
lua_pushboolean(L, node->u.flag);
break;
case MPV_FORMAT_NODE_ARRAY:
lua_newtable(L); // table
lua_getfield(L, LUA_REGISTRYINDEX, "ARRAY"); // table mt
lua_setmetatable(L, -2); // table
for (int n = 0; n < node->u.list->num; n++) {
pushnode(L, &node->u.list->values[n]); // table value
lua_rawseti(L, -2, n + 1); // table
}
break;
case MPV_FORMAT_NODE_MAP:
lua_newtable(L); // table
lua_getfield(L, LUA_REGISTRYINDEX, "MAP"); // table mt
lua_setmetatable(L, -2); // table
for (int n = 0; n < node->u.list->num; n++) {
lua_pushstring(L, node->u.list->keys[n]); // table key
pushnode(L, &node->u.list->values[n]); // table key value
lua_rawset(L, -3);
}
break;
case MPV_FORMAT_BYTE_ARRAY:
lua_pushlstring(L, node->u.ba->data, node->u.ba->size);
break;
default:
// unknown value - what do we do?
// for now, set a unique dummy value
lua_newtable(L); // table
lua_getfield(L, LUA_REGISTRYINDEX, "UNKNOWN_TYPE");
lua_setmetatable(L, -2); // table
break;
}
}
static int script_get_property_native(lua_State *L, void *tmp)
{
struct script_ctx *ctx = get_ctx(L);
const char *name = luaL_checkstring(L, 1);
mp_lua_optarg(L, 2);
mpv_node node;
int err = mpv_get_property(ctx->client, name, MPV_FORMAT_NODE, &node);
if (err >= 0) {
steal_node_allocations(tmp, &node);
pushnode(L, &node);
return 1;
}
lua_pushvalue(L, 2);
lua_pushstring(L, mpv_error_string(err));
return 2;
}
static mpv_format check_property_format(lua_State *L, int arg)
{
if (lua_isnil(L, arg))
return MPV_FORMAT_NONE;
const char *fmts[] = {"none", "native", "bool", "string", "number", NULL};
switch (luaL_checkoption(L, arg, "none", fmts)) {
case 0: return MPV_FORMAT_NONE;
case 1: return MPV_FORMAT_NODE;
case 2: return MPV_FORMAT_FLAG;
case 3: return MPV_FORMAT_STRING;
case 4: return MPV_FORMAT_DOUBLE;
}
abort();
}
// It has a raw_ prefix, because there is a more high level API in defaults.lua.
static int script_raw_observe_property(lua_State *L)
{
struct script_ctx *ctx = get_ctx(L);
uint64_t id = luaL_checknumber(L, 1);
const char *name = luaL_checkstring(L, 2);
mpv_format format = check_property_format(L, 3);
return check_error(L, mpv_observe_property(ctx->client, id, name, format));
}
static int script_raw_unobserve_property(lua_State *L)
{
struct script_ctx *ctx = get_ctx(L);
uint64_t id = luaL_checknumber(L, 1);
lua_pushnumber(L, mpv_unobserve_property(ctx->client, id));
return 1;
}
static int script_command_native(lua_State *L, void *tmp)
{
struct script_ctx *ctx = get_ctx(L);
mp_lua_optarg(L, 2);
struct mpv_node node;
struct mpv_node result;
makenode(tmp, &node, L, 1);
int err = mpv_command_node(ctx->client, &node, &result);
if (err >= 0) {
steal_node_allocations(tmp, &result);
pushnode(L, &result);
return 1;
}
lua_pushvalue(L, 2);
lua_pushstring(L, mpv_error_string(err));
return 2;
}
static int script_raw_command_native_async(lua_State *L, void *tmp)
{
struct script_ctx *ctx = get_ctx(L);
uint64_t id = luaL_checknumber(L, 1);
struct mpv_node node;
makenode(tmp, &node, L, 2);
int res = mpv_command_node_async(ctx->client, id, &node);
return check_error(L, res);
}
static int script_raw_abort_async_command(lua_State *L)
{
struct script_ctx *ctx = get_ctx(L);
uint64_t id = luaL_checknumber(L, 1);
mpv_abort_async_command(ctx->client, id);
return 0;
}
static int script_get_time(lua_State *L)
{
struct script_ctx *ctx = get_ctx(L);
lua_pushnumber(L, mpv_get_time_us(ctx->client) / (double)(1000 * 1000));
return 1;
}
static int script_input_set_section_mouse_area(lua_State *L)
{
struct MPContext *mpctx = get_mpctx(L);
char *section = (char *)luaL_checkstring(L, 1);
int x0 = luaL_checkinteger(L, 2);
int y0 = luaL_checkinteger(L, 3);
int x1 = luaL_checkinteger(L, 4);
int y1 = luaL_checkinteger(L, 5);
mp_input_set_section_mouse_area(mpctx->input, section, x0, y0, x1, y1);
return 0;
}
static int script_format_time(lua_State *L)
{
double t = luaL_checknumber(L, 1);
const char *fmt = luaL_optstring(L, 2, "%H:%M:%S");
char *r = mp_format_time_fmt(fmt, t);
if (!r)
luaL_error(L, "Invalid time format string '%s'", fmt);
lua_pushstring(L, r);
talloc_free(r);
return 1;
}
static int script_get_wakeup_pipe(lua_State *L)
{
struct script_ctx *ctx = get_ctx(L);
lua_pushinteger(L, mpv_get_wakeup_pipe(ctx->client));
return 1;
}
static int script_raw_hook_add(lua_State *L)
{
struct script_ctx *ctx = get_ctx(L);
uint64_t ud = luaL_checkinteger(L, 1);
const char *name = luaL_checkstring(L, 2);
int pri = luaL_checkinteger(L, 3);
return check_error(L, mpv_hook_add(ctx->client, ud, name, pri));
}
static int script_raw_hook_continue(lua_State *L)
{
struct script_ctx *ctx = get_ctx(L);
lua_Integer id = luaL_checkinteger(L, 1);
return check_error(L, mpv_hook_continue(ctx->client, id));
}
static int script_readdir(lua_State *L, void *tmp)
{
// 0 1 2 3
const char *fmts[] = {"all", "files", "dirs", "normal", NULL};
const char *path = luaL_checkstring(L, 1);
int t = luaL_checkoption(L, 2, "normal", fmts);
DIR *dir = opendir(path);
if (!dir) {
lua_pushnil(L);
lua_pushstring(L, "error");
return 2;
}
add_af_dir(tmp, dir);
lua_newtable(L); // list
char *fullpath = talloc_strdup(tmp, "");
struct dirent *e;
int n = 0;
while ((e = readdir(dir))) {
char *name = e->d_name;
if (t) {
if (strcmp(name, ".") == 0 || strcmp(name, "..") == 0)
continue;
if (fullpath)
fullpath[0] = '\0';
fullpath = talloc_asprintf_append(fullpath, "%s/%s", path, name);
struct stat st;
if (stat(fullpath, &st))
continue;
if (!(((t & 1) && S_ISREG(st.st_mode)) ||
((t & 2) && S_ISDIR(st.st_mode))))
continue;
}
lua_pushinteger(L, ++n); // list index
lua_pushstring(L, name); // list index name
lua_settable(L, -3); // list
}
return 1;
}
static int script_file_info(lua_State *L)
{
const char *path = luaL_checkstring(L, 1);
struct stat statbuf;
if (stat(path, &statbuf) != 0) {
lua_pushnil(L);
lua_pushstring(L, "error");
return 2;
}
lua_newtable(L); // Result stat table
const char * stat_names[] = {
"mode", "size",
"atime", "mtime", "ctime", NULL
};
const lua_Number stat_values[] = {
statbuf.st_mode,
statbuf.st_size,
statbuf.st_atime,
statbuf.st_mtime,
statbuf.st_ctime
};
// Add all fields
for (int i = 0; stat_names[i]; i++) {
lua_pushnumber(L, stat_values[i]);
lua_setfield(L, -2, stat_names[i]);
}
// Convenience booleans
lua_pushboolean(L, S_ISREG(statbuf.st_mode));
lua_setfield(L, -2, "is_file");
lua_pushboolean(L, S_ISDIR(statbuf.st_mode));
lua_setfield(L, -2, "is_dir");
// Return table
return 1;
}
static int script_split_path(lua_State *L)
{
const char *p = luaL_checkstring(L, 1);
bstr fname = mp_dirname(p);
lua_pushlstring(L, fname.start, fname.len);
lua_pushstring(L, mp_basename(p));
return 2;
}
static int script_join_path(lua_State *L, void *tmp)
{
const char *p1 = luaL_checkstring(L, 1);
const char *p2 = luaL_checkstring(L, 2);
char *r = mp_path_join(tmp, p1, p2);
lua_pushstring(L, r);
return 1;
}
static int script_parse_json(lua_State *L, void *tmp)
{
mp_lua_optarg(L, 2);
char *text = talloc_strdup(tmp, luaL_checkstring(L, 1));
bool trail = lua_toboolean(L, 2);
bool ok = false;
struct mpv_node node;
if (json_parse(tmp, &node, &text, MAX_JSON_DEPTH) >= 0) {
json_skip_whitespace(&text);
ok = !text[0] || trail;
}
if (ok) {
pushnode(L, &node);
lua_pushnil(L);
} else {
lua_pushnil(L);
lua_pushstring(L, "error");
}
lua_pushstring(L, text);
return 3;
}
static int script_format_json(lua_State *L, void *tmp)
{
struct mpv_node node;
makenode(tmp, &node, L, 1);
char *dst = talloc_strdup(tmp, "");
if (json_write(&dst, &node) >= 0) {
lua_pushstring(L, dst);
lua_pushnil(L);
} else {
lua_pushnil(L);
lua_pushstring(L, "error");
}
return 2;
}
static int script_get_env_list(lua_State *L)
{
lua_newtable(L); // table
for (int n = 0; environ && environ[n]; n++) {
lua_pushstring(L, environ[n]); // table str
lua_rawseti(L, -2, n + 1); // table
}
return 1;
}
#define FN_ENTRY(name) {#name, script_ ## name, 0}
#define AF_ENTRY(name) {#name, 0, script_ ## name}
struct fn_entry {
const char *name;
int (*fn)(lua_State *L); // lua_CFunction
int (*af)(lua_State *L, void *); // af_CFunction
};
static const struct fn_entry main_fns[] = {
FN_ENTRY(log),
AF_ENTRY(raw_wait_event),
FN_ENTRY(request_event),
FN_ENTRY(find_config_file),
FN_ENTRY(get_script_directory),
FN_ENTRY(command),
FN_ENTRY(commandv),
AF_ENTRY(command_native),
AF_ENTRY(raw_command_native_async),
FN_ENTRY(raw_abort_async_command),
AF_ENTRY(get_property),
AF_ENTRY(get_property_osd),
FN_ENTRY(get_property_bool),
FN_ENTRY(get_property_number),
AF_ENTRY(get_property_native),
2022-12-16 21:22:33 +00:00
FN_ENTRY(del_property),
2014-02-10 23:23:10 +00:00
FN_ENTRY(set_property),
FN_ENTRY(set_property_bool),
FN_ENTRY(set_property_number),
AF_ENTRY(set_property_native),
FN_ENTRY(raw_observe_property),
FN_ENTRY(raw_unobserve_property),
FN_ENTRY(get_time),
FN_ENTRY(input_set_section_mouse_area),
FN_ENTRY(format_time),
lua: allow scripts to snoop messages Adds the following Lua function to enable message events: mp.enable_messages(size, level) size is the maximum number of messages the ringbuffer consists of. level is the minimum log level for a message to be added to the ringbuffer, and uses the same values as the mp.log() function. (Actually not yet, but this will be fixed in the following commit.) The messages will be delivered via the mp_event() in the user script, using "message" as event name. The event argument is a table with the following fields: level: log level of the message (string as in mp.log()) prefix: string identifying the module of origin text: contents of the message As of currently, the message text will contain newline characters. A message can consist of several lines. It is also possible that a message doesn't end with a newline, and a caller can use multiple messages to "build" a line. Most messages will contain exactly 1 line ending with a single newline character, though. If the message buffer overflows (messages are not read quickly enough), new messages are lost until the queued up messages are read. At the point of the overflow, a special overflow message is inserted. It will have prefix set to "overflow", and the message text is set to "". Care should be taken not to print any messages from the message event handler. This would lead to an infinite loop (the event handler would be called again after returning, because a new message is available). This includes mp.log() and all mp.msg.* functions. Keep in mind that the Lua print() function is mapped to mp.msg.info().
2014-01-16 20:34:58 +00:00
FN_ENTRY(enable_messages),
FN_ENTRY(get_wakeup_pipe),
FN_ENTRY(raw_hook_add),
FN_ENTRY(raw_hook_continue),
{0}
};
static const struct fn_entry utils_fns[] = {
AF_ENTRY(readdir),
FN_ENTRY(file_info),
FN_ENTRY(split_path),
AF_ENTRY(join_path),
AF_ENTRY(parse_json),
AF_ENTRY(format_json),
FN_ENTRY(get_env_list),
{0}
};
typedef struct autofree_data {
af_CFunction target;
void *ctx;
} autofree_data;
/* runs the target autofree script_* function with the ctx argument */
static int script_autofree_call(lua_State *L)
{
// n*args &data
autofree_data *data = lua_touserdata(L, -1);
lua_pop(L, 1); // n*args
assert(data && data->target && data->ctx);
return data->target(L, data->ctx);
}
static int script_autofree_trampoline(lua_State *L)
{
// n*args
autofree_data data = {
.target = lua_touserdata(L, lua_upvalueindex(2)), // fn
.ctx = NULL,
};
assert(data.target);
lua_pushvalue(L, lua_upvalueindex(1)); // n*args autofree_call (closure)
lua_insert(L, 1); // autofree_call n*args
lua_pushlightuserdata(L, &data); // autofree_call n*args &data
data.ctx = talloc_new(NULL);
int r = lua_pcall(L, lua_gettop(L) - 1, LUA_MULTRET, 0); // m*retvals
talloc_free(data.ctx);
if (r)
lua_error(L);
return lua_gettop(L); // m (retvals)
}
static void af_pushcclosure(lua_State *L, af_CFunction fn, int n)
{
// Instead of pushing a direct closure of fn with n upvalues, we push an
// autofree_trampoline closure with two upvalues:
// 1: autofree_call closure with the n upvalues given here.
// 2: fn
//
// when called the autofree_trampoline closure will pcall the autofree_call
// closure with the current lua call arguments and an additional argument
// which holds ctx and fn. the autofree_call closure (with the n upvalues
// given here) calls fn directly and provides it with the ctx C argument,
// so that fn sees the exact n upvalues and lua call arguments as intended,
// wrapped with ctx init/cleanup.
lua_pushcclosure(L, script_autofree_call, n);
lua_pushlightuserdata(L, fn);
lua_pushcclosure(L, script_autofree_trampoline, 2);
}
static void register_package_fns(lua_State *L, char *module,
const struct fn_entry *e)
{
push_module_table(L, module); // modtable
for (int n = 0; e[n].name; n++) {
if (e[n].af) {
af_pushcclosure(L, e[n].af, 0); // modtable fn
} else {
lua_pushcclosure(L, e[n].fn, 0); // modtable fn
}
lua_setfield(L, -2, e[n].name); // modtable
}
lua_pop(L, 1); // -
}
static void add_functions(struct script_ctx *ctx)
{
lua_State *L = ctx->state;
register_package_fns(L, "mp", main_fns);
register_package_fns(L, "mp.utils", utils_fns);
}
const struct mp_scripting mp_scripting_lua = {
.name = "lua script",
.file_ext = "lua",
.load = load_lua,
};