Add note about handling of UTF-8 sequences in properties files.
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@ -35,16 +35,37 @@ type ReplaceValue struct {
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valueType jsonparser.ValueType
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}
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// Value returns the underlying value of the replacement. Be aware that this
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// can include escaped UTF-8 sequences that will need to be handled by the caller
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// in order to avoid accidentally injecting invalid sequences into the running
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// process.
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//
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// For example the expected value may be "§Foo" but you'll be working directly
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// with "\u00a7FOo" for this value. This will cause user pain if not solved since
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// that is clearly not the value they were expecting to be using.
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func (cv *ReplaceValue) Value() []byte {
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return cv.value
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}
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// Type returns the underlying data type for the Value field.
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func (cv *ReplaceValue) Type() jsonparser.ValueType {
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return cv.valueType
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}
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// String returns the value as a string representation. This will automatically
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// handle casting the UTF-8 sequence into the expected value, switching something
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// like "\u00a7Foo" into "§Foo".
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func (cv *ReplaceValue) String() string {
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str, _ := jsonparser.ParseString(cv.value)
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if cv.Type() != jsonparser.String {
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if cv.Type() == jsonparser.Null {
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return "<nil>"
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}
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return "<invalid>"
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}
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str, err := jsonparser.ParseString(cv.value)
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if err != nil {
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panic(errors.Wrap(err, "parser: could not parse value"))
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}
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return str
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}
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@ -95,15 +116,16 @@ func (f *ConfigurationFile) UnmarshalJSON(data []byte) error {
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return nil
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}
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// Defines a single find/replace instance for a given server configuration file.
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// ConfigurationFileReplacement defines a single find/replace instance for a
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// given server configuration file.
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type ConfigurationFileReplacement struct {
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Match string `json:"match"`
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IfValue string `json:"if_value"`
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ReplaceWith ReplaceValue `json:"replace_with"`
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}
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// Handles unmarshaling the JSON representation into a struct that provides more useful
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// data to this functionality.
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// UnmarshalJSON handles unmarshaling the JSON representation into a struct that
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// provides more useful data to this functionality.
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func (cfr *ConfigurationFileReplacement) UnmarshalJSON(data []byte) error {
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m, err := jsonparser.GetString(data, "match")
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if err != nil {
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@ -494,6 +516,25 @@ func (f *ConfigurationFile) parsePropertiesFile(path string) error {
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s.WriteString(key)
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s.WriteByte('=')
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// There is no winning with this logic. This fixes a bug where users with hand
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// rolled UTF-8 escape sequences would have all sorts of pain in their configurations
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// because we were writing the UTF-8 literal characters which their games could
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// not actually handle.
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//
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// However, by adding this fix to only store the escaped UTF-8 sequence we unwittingly
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// introduced a "regression" that causes _other_ games to have issues because they
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// can only handle the unescaped representations. I cannot think of a simple approach
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// to this problem that doesn't just lead to more complicated cases and problems.
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//
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// So, if your game cannot handle parsing UTF-8 sequences that are escaped into
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// the string, well, sucks. There are fewer of those games than there are games
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// that have issues parsing the raw UTF-8 sequence into a string? Also how does one
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// really know what the user intended at this point? We'd need to know if the value
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// was escaped or not to begin with before setting it, which I suppose can work but
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// jesus that is going to be some annoyingly complicated logic?
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//
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// @see https://github.com/pterodactyl/panel/issues/2308 (original)
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// @see https://github.com/pterodactyl/panel/issues/3009 ("bug" introduced as result)
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s.WriteString(strings.Trim(strconv.QuoteToASCII(value), `"`))
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s.WriteString("\n")
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}
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@ -16,11 +16,6 @@ import (
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"github.com/pterodactyl/wings/server"
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)
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type serverProcData struct {
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server.ResourceUsage
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Suspended bool `json:"suspended"`
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}
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// Returns a single server from the collection of servers.
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func getServer(c *gin.Context) {
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s := ExtractServer(c)
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@ -143,12 +143,12 @@ func (s *Server) Log() *log.Entry {
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return log.WithField("server", s.Id())
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}
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// Syncs the state of the server on the Panel with Wings. This ensures that we're always
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// using the state of the server from the Panel and allows us to not require successful
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// API calls to Wings to do things.
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// Sync syncs the state of the server on the Panel with Wings. This ensures that
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// we're always using the state of the server from the Panel and allows us to
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// not require successful API calls to Wings to do things.
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//
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// This also means mass actions can be performed against servers on the Panel and they
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// will automatically sync with Wings when the server is started.
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// This also means mass actions can be performed against servers on the Panel
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// and they will automatically sync with Wings when the server is started.
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func (s *Server) Sync() error {
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cfg, err := s.client.GetServerConfiguration(s.Context(), s.Id())
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if err != nil {
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