Better explain what is happening in this file
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@ -450,48 +450,66 @@ func (f *ConfigurationFile) parseTextFile(path string) error {
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return nil
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}
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// Parses a properties file and updates the values within it to match those that
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// are passed. Writes the file once completed.
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// parsePropertiesFile parses a properties file and updates the values within it
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// to match those that are passed. Once completed the new file is written to the
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// disk. This will cause comments not present at the head of the file to be
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// removed unfortunately.
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//
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// Any UTF-8 value will be written back to the disk as their escaped value rather
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// than the raw value There is no winning with this logic. This fixes a bug where
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// users with hand rolled UTF-8 escape sequences would have all sorts of pain in
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// their configurations because we were writing the UTF-8 literal characters which
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// their games could 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
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// unwittingly introduced a "regression" that causes _other_ games to have issues
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// because they can only handle the unescaped representations. I cannot think of
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// a simple approach to this problem that doesn't just lead to more complicated
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// 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
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// one really know what the user intended at this point? We'd need to know if
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// the value was escaped or not to begin with before setting it, which I suppose
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// can work but 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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func (f *ConfigurationFile) parsePropertiesFile(path string) error {
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// Open the file.
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f2, err := os.Open(path)
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if err != nil {
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return err
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}
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var s strings.Builder
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// Get any header comments from the file.
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scanner := bufio.NewScanner(f2)
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// Open the file and attempt to load any comments that currenty exist at the start
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// of the file. This is kind of a hack, but should work for a majority of users for
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// the time being.
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if fd, err := os.Open(path); err != nil {
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return errors.Wrap(err, "parser: could not open file for reading")
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} else {
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scanner := bufio.NewScanner(fd)
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// Scan until we hit a line that is not a comment that actually has content
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// on it. Keep appending the comments until that time.
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for scanner.Scan() {
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text := scanner.Text()
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if len(text) > 0 && text[0] != '#' {
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break
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}
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s.WriteString(text)
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s.WriteString("\n")
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s.WriteString(text + "\n")
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}
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// Close the file.
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_ = f2.Close()
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// Handle any scanner errors.
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_ = fd.Close()
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if err := scanner.Err(); err != nil {
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return err
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return errors.WithStackIf(err)
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}
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}
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// Decode the properties file.
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p, err := properties.LoadFile(path, properties.UTF8)
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if err != nil {
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return err
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return errors.Wrap(err, "parser: could not load properties file for configuration update")
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}
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// Replace any values that need to be replaced.
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for _, replace := range f.Replace {
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data, err := f.LookupConfigurationValue(replace)
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if err != nil {
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return err
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return errors.Wrap(err, "parser: failed to lookup configuration value")
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}
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v, ok := p.Get(replace.Match)
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@ -503,7 +521,7 @@ func (f *ConfigurationFile) parsePropertiesFile(path string) error {
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}
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if _, _, err := p.Set(replace.Match, data); err != nil {
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return err
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return errors.Wrap(err, "parser: failed to set replacement value")
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}
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}
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@ -513,30 +531,11 @@ func (f *ConfigurationFile) parsePropertiesFile(path string) error {
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if !ok {
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continue
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}
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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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// This escape is intentional!
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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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// See the docblock for this function for more details, do not change this
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// or you'll cause a flood of new issue reports no one wants to deal with.
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s.WriteString(key + "=" + strings.Trim(strconv.QuoteToASCII(value), "\"") + "\n")
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}
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// Open the file for writing.
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@ -548,7 +547,7 @@ func (f *ConfigurationFile) parsePropertiesFile(path string) error {
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// Write the data to the file.
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if _, err := w.Write([]byte(s.String())); err != nil {
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return err
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return errors.Wrap(err, "parser: failed to write properties file to disk")
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}
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return nil
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