Better explain what is happening in this file

This commit is contained in:
Dane Everitt 2021-04-03 14:16:00 -07:00
parent 2e0496c1f9
commit 8dfd494eaf

View File

@ -450,48 +450,66 @@ func (f *ConfigurationFile) parseTextFile(path string) error {
return nil
}
// Parses a properties file and updates the values within it to match those that
// are passed. Writes the file once completed.
// parsePropertiesFile parses a properties file and updates the values within it
// to match those that are passed. Once completed the new file is written to the
// disk. This will cause comments not present at the head of the file to be
// removed unfortunately.
//
// Any UTF-8 value will be written back to the disk as their escaped value rather
// than the raw value There is no winning with this logic. This fixes a bug where
// users with hand rolled UTF-8 escape sequences would have all sorts of pain in
// their configurations because we were writing the UTF-8 literal characters which
// their games could not actually handle.
//
// However, by adding this fix to only store the escaped UTF-8 sequence we
// unwittingly introduced a "regression" that causes _other_ games to have issues
// because they can only handle the unescaped representations. I cannot think of
// a simple approach to this problem that doesn't just lead to more complicated
// cases and problems.
//
// So, if your game cannot handle parsing UTF-8 sequences that are escaped into
// the string, well, sucks. There are fewer of those games than there are games
// that have issues parsing the raw UTF-8 sequence into a string? Also how does
// one really know what the user intended at this point? We'd need to know if
// the value was escaped or not to begin with before setting it, which I suppose
// can work but jesus that is going to be some annoyingly complicated logic?
//
// @see https://github.com/pterodactyl/panel/issues/2308 (original)
// @see https://github.com/pterodactyl/panel/issues/3009 ("bug" introduced as result)
func (f *ConfigurationFile) parsePropertiesFile(path string) error {
// Open the file.
f2, err := os.Open(path)
if err != nil {
return err
}
var s strings.Builder
// Get any header comments from the file.
scanner := bufio.NewScanner(f2)
for scanner.Scan() {
text := scanner.Text()
if len(text) > 0 && text[0] != '#' {
break
// Open the file and attempt to load any comments that currenty exist at the start
// of the file. This is kind of a hack, but should work for a majority of users for
// the time being.
if fd, err := os.Open(path); err != nil {
return errors.Wrap(err, "parser: could not open file for reading")
} else {
scanner := bufio.NewScanner(fd)
// Scan until we hit a line that is not a comment that actually has content
// on it. Keep appending the comments until that time.
for scanner.Scan() {
text := scanner.Text()
if len(text) > 0 && text[0] != '#' {
break
}
s.WriteString(text + "\n")
}
_ = fd.Close()
if err := scanner.Err(); err != nil {
return errors.WithStackIf(err)
}
s.WriteString(text)
s.WriteString("\n")
}
// Close the file.
_ = f2.Close()
// Handle any scanner errors.
if err := scanner.Err(); err != nil {
return err
}
// Decode the properties file.
p, err := properties.LoadFile(path, properties.UTF8)
if err != nil {
return err
return errors.Wrap(err, "parser: could not load properties file for configuration update")
}
// Replace any values that need to be replaced.
for _, replace := range f.Replace {
data, err := f.LookupConfigurationValue(replace)
if err != nil {
return err
return errors.Wrap(err, "parser: failed to lookup configuration value")
}
v, ok := p.Get(replace.Match)
@ -503,7 +521,7 @@ func (f *ConfigurationFile) parsePropertiesFile(path string) error {
}
if _, _, err := p.Set(replace.Match, data); err != nil {
return err
return errors.Wrap(err, "parser: failed to set replacement value")
}
}
@ -513,30 +531,11 @@ func (f *ConfigurationFile) parsePropertiesFile(path string) error {
if !ok {
continue
}
s.WriteString(key)
s.WriteByte('=')
// There is no winning with this logic. This fixes a bug where users with hand
// rolled UTF-8 escape sequences would have all sorts of pain in their configurations
// because we were writing the UTF-8 literal characters which their games could
// not actually handle.
// This escape is intentional!
//
// However, by adding this fix to only store the escaped UTF-8 sequence we unwittingly
// introduced a "regression" that causes _other_ games to have issues because they
// can only handle the unescaped representations. I cannot think of a simple approach
// to this problem that doesn't just lead to more complicated cases and problems.
//
// So, if your game cannot handle parsing UTF-8 sequences that are escaped into
// the string, well, sucks. There are fewer of those games than there are games
// that have issues parsing the raw UTF-8 sequence into a string? Also how does one
// really know what the user intended at this point? We'd need to know if the value
// was escaped or not to begin with before setting it, which I suppose can work but
// jesus that is going to be some annoyingly complicated logic?
//
// @see https://github.com/pterodactyl/panel/issues/2308 (original)
// @see https://github.com/pterodactyl/panel/issues/3009 ("bug" introduced as result)
s.WriteString(strings.Trim(strconv.QuoteToASCII(value), `"`))
s.WriteString("\n")
// See the docblock for this function for more details, do not change this
// or you'll cause a flood of new issue reports no one wants to deal with.
s.WriteString(key + "=" + strings.Trim(strconv.QuoteToASCII(value), "\"") + "\n")
}
// Open the file for writing.
@ -548,7 +547,7 @@ func (f *ConfigurationFile) parsePropertiesFile(path string) error {
// Write the data to the file.
if _, err := w.Write([]byte(s.String())); err != nil {
return err
return errors.Wrap(err, "parser: failed to write properties file to disk")
}
return nil