virtualx-engine/drivers/windows/file_access_windows.cpp

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/*************************************************************************/
/* file_access_windows.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
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#ifdef WINDOWS_ENABLED
#include "file_access_windows.h"
#include "core/os/os.h"
#include "core/print_string.h"
#include <share.h> // _SH_DENYNO
#include <shlwapi.h>
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#define WIN32_LEAN_AND_MEAN
#include <windows.h>
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#include <errno.h>
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#include <sys/stat.h>
#include <sys/types.h>
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#include <tchar.h>
#include <wchar.h>
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#ifdef _MSC_VER
#define S_ISREG(m) ((m)&_S_IFREG)
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#endif
void FileAccessWindows::check_errors() const {
ERR_FAIL_COND(!f);
if (feof(f)) {
last_error = ERR_FILE_EOF;
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}
}
Error FileAccessWindows::_open(const String &p_path, int p_mode_flags) {
path_src = p_path;
path = fix_path(p_path);
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if (f)
close();
const wchar_t *mode_string;
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if (p_mode_flags == READ)
mode_string = L"rb";
else if (p_mode_flags == WRITE)
mode_string = L"wb";
else if (p_mode_flags == READ_WRITE)
mode_string = L"rb+";
else if (p_mode_flags == WRITE_READ)
mode_string = L"wb+";
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else
return ERR_INVALID_PARAMETER;
/* pretty much every implementation that uses fopen as primary
backend supports utf8 encoding */
struct _stat st;
if (_wstat(path.c_str(), &st) == 0) {
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if (!S_ISREG(st.st_mode))
return ERR_FILE_CANT_OPEN;
};
#ifdef TOOLS_ENABLED
// Windows is case insensitive, but all other platforms are sensitive to it
// To ease cross-platform development, we issue a warning if users try to access
// a file using the wrong case (which *works* on Windows, but won't on other
// platforms).
if (p_mode_flags == READ) {
WIN32_FIND_DATAW d;
HANDLE f = FindFirstFileW(path.c_str(), &d);
if (f != INVALID_HANDLE_VALUE) {
String fname = d.cFileName;
if (fname != String()) {
String base_file = path.get_file();
if (base_file != fname && base_file.findn(fname) == 0) {
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WARN_PRINT("Case mismatch opening requested file '" + base_file + "', stored as '" + fname + "' in the filesystem. This file will not open when exported to other case-sensitive platforms.");
}
}
FindClose(f);
}
}
#endif
if (is_backup_save_enabled() && p_mode_flags & WRITE && !(p_mode_flags & READ)) {
save_path = path;
path = path + ".tmp";
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}
Fix Windows platform file access This restores Windows platform file handling back to open files non-exlusively by default, as was the case before October 2018. (See https://github.com/godotengine/godot/commit/b902a2f2a7438810cdcb053568ed5c27089b1e8a) Back then, while fixing warnings for MSVC, the function used for opening files was changed from _wfopen() to _wfopen_s() as suggsted by the warning C4996. ("This function may be unsafe, consider using _wfopen_s instead.") This new function 1. did parameter validation and thus avoided some possible security issues due to nil pointers or wrongly terminated strings 2. it also changed the default file sharing for opened files from _SH_DENYNO (which was the implicit default for the previous _wfopen()) to _SH_SECURE. _SH_DENYNO means every opened file could be opened by other calls (like is the default on other operating systems). _SH_SECURE means if the file is opened with READ access, others can still read the same file, but if it is opened with WRITE access, others can't open it at all, not even to read. This led to rarely occuring bugs on Windows, i.e. due to random access by Antivirus processes, or Godot/Windows not closing a file handle fast enough while trying to open it again elsewhere (i.e. project.godot, instead showing the Project manager, or saving shaders/debugging the game). What this PR does it change the file access to a third method, _wfsopen(). This is still secure, doing parameter validation and thus avoids the warning, but it allows us to actually SET the file sharing parameter. And we set it to _SH_DENYNO, as it was implicitely before the change. (And as it currently is on all non-Windows platforms, where file sharing restrictions don't exist by default.) Warning C4996 should really have been pointing this out. It should've been _wfsopen() all along. Let's hope this banishes those annoying, rare errors for all eternity. Fixes #28036. (cherry picked from commit b48cbb5da9c45734538561b2fd2df86cf46ff6e6)
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f = _wfsopen((LPCWSTR)(path.c_str()), mode_string, _SH_DENYNO);
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Fix Windows platform file access This restores Windows platform file handling back to open files non-exlusively by default, as was the case before October 2018. (See https://github.com/godotengine/godot/commit/b902a2f2a7438810cdcb053568ed5c27089b1e8a) Back then, while fixing warnings for MSVC, the function used for opening files was changed from _wfopen() to _wfopen_s() as suggsted by the warning C4996. ("This function may be unsafe, consider using _wfopen_s instead.") This new function 1. did parameter validation and thus avoided some possible security issues due to nil pointers or wrongly terminated strings 2. it also changed the default file sharing for opened files from _SH_DENYNO (which was the implicit default for the previous _wfopen()) to _SH_SECURE. _SH_DENYNO means every opened file could be opened by other calls (like is the default on other operating systems). _SH_SECURE means if the file is opened with READ access, others can still read the same file, but if it is opened with WRITE access, others can't open it at all, not even to read. This led to rarely occuring bugs on Windows, i.e. due to random access by Antivirus processes, or Godot/Windows not closing a file handle fast enough while trying to open it again elsewhere (i.e. project.godot, instead showing the Project manager, or saving shaders/debugging the game). What this PR does it change the file access to a third method, _wfsopen(). This is still secure, doing parameter validation and thus avoids the warning, but it allows us to actually SET the file sharing parameter. And we set it to _SH_DENYNO, as it was implicitely before the change. (And as it currently is on all non-Windows platforms, where file sharing restrictions don't exist by default.) Warning C4996 should really have been pointing this out. It should've been _wfsopen() all along. Let's hope this banishes those annoying, rare errors for all eternity. Fixes #28036. (cherry picked from commit b48cbb5da9c45734538561b2fd2df86cf46ff6e6)
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if (f == nullptr) {
switch (errno) {
case ENOENT: {
last_error = ERR_FILE_NOT_FOUND;
} break;
default: {
last_error = ERR_FILE_CANT_OPEN;
} break;
}
return last_error;
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} else {
last_error = OK;
flags = p_mode_flags;
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return OK;
}
}
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void FileAccessWindows::close() {
if (!f)
return;
fclose(f);
f = NULL;
if (save_path != "") {
bool rename_error = true;
int attempts = 4;
while (rename_error && attempts) {
// This workaround of trying multiple times is added to deal with paranoid Windows
// antiviruses that love reading just written files even if they are not executable, thus
// locking the file and preventing renaming from happening.
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#ifdef UWP_ENABLED
// UWP has no PathFileExists, so we check attributes instead
DWORD fileAttr;
fileAttr = GetFileAttributesW(save_path.c_str());
if (INVALID_FILE_ATTRIBUTES == fileAttr) {
#else
if (!PathFileExistsW(save_path.c_str())) {
#endif
//creating new file
rename_error = _wrename((save_path + ".tmp").c_str(), save_path.c_str()) != 0;
} else {
//atomic replace for existing file
rename_error = !ReplaceFileW(save_path.c_str(), (save_path + ".tmp").c_str(), NULL, 2 | 4, NULL, NULL);
}
if (rename_error) {
attempts--;
OS::get_singleton()->delay_usec(100000); // wait 100msec and try again
}
}
if (rename_error) {
if (close_fail_notify) {
close_fail_notify(save_path);
}
}
save_path = "";
ERR_FAIL_COND_MSG(rename_error, "Safe save failed. This may be a permissions problem, but also may happen because you are running a paranoid antivirus. If this is the case, please switch to Windows Defender or disable the 'safe save' option in editor settings. This makes it work, but increases the risk of file corruption in a crash.");
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}
}
String FileAccessWindows::get_path() const {
return path_src;
}
String FileAccessWindows::get_path_absolute() const {
return path;
}
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bool FileAccessWindows::is_open() const {
return (f != NULL);
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}
void FileAccessWindows::seek(uint64_t p_position) {
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ERR_FAIL_COND(!f);
last_error = OK;
if (_fseeki64(f, p_position, SEEK_SET))
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check_errors();
prev_op = 0;
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}
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void FileAccessWindows::seek_end(int64_t p_position) {
ERR_FAIL_COND(!f);
if (_fseeki64(f, p_position, SEEK_END))
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check_errors();
prev_op = 0;
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}
uint64_t FileAccessWindows::get_position() const {
int64_t aux_position = _ftelli64(f);
if (aux_position < 0) {
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check_errors();
}
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return aux_position;
}
uint64_t FileAccessWindows::get_len() const {
ERR_FAIL_COND_V(!f, 0);
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uint64_t pos = get_position();
_fseeki64(f, 0, SEEK_END);
uint64_t size = get_position();
_fseeki64(f, pos, SEEK_SET);
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return size;
}
bool FileAccessWindows::eof_reached() const {
check_errors();
return last_error == ERR_FILE_EOF;
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}
uint8_t FileAccessWindows::get_8() const {
ERR_FAIL_COND_V(!f, 0);
if (flags == READ_WRITE || flags == WRITE_READ) {
if (prev_op == WRITE) {
fflush(f);
}
prev_op = READ;
}
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uint8_t b;
if (fread(&b, 1, 1, f) == 0) {
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check_errors();
b = '\0';
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};
return b;
}
uint64_t FileAccessWindows::get_buffer(uint8_t *p_dst, uint64_t p_length) const {
ERR_FAIL_COND_V(!p_dst && p_length > 0, -1);
ERR_FAIL_COND_V(!f, -1);
if (flags == READ_WRITE || flags == WRITE_READ) {
if (prev_op == WRITE) {
fflush(f);
}
prev_op = READ;
}
uint64_t read = fread(p_dst, 1, p_length, f);
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check_errors();
return read;
};
Error FileAccessWindows::get_error() const {
return last_error;
}
void FileAccessWindows::flush() {
ERR_FAIL_COND(!f);
fflush(f);
if (prev_op == WRITE)
prev_op = 0;
}
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void FileAccessWindows::store_8(uint8_t p_dest) {
ERR_FAIL_COND(!f);
if (flags == READ_WRITE || flags == WRITE_READ) {
if (prev_op == READ) {
if (last_error != ERR_FILE_EOF) {
fseek(f, 0, SEEK_CUR);
}
}
prev_op = WRITE;
}
fwrite(&p_dest, 1, 1, f);
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}
void FileAccessWindows::store_buffer(const uint8_t *p_src, uint64_t p_length) {
ERR_FAIL_COND(!f);
ERR_FAIL_COND(!p_src && p_length > 0);
if (flags == READ_WRITE || flags == WRITE_READ) {
if (prev_op == READ) {
if (last_error != ERR_FILE_EOF) {
fseek(f, 0, SEEK_CUR);
}
}
prev_op = WRITE;
}
ERR_FAIL_COND(fwrite(p_src, 1, p_length, f) != (size_t)p_length);
}
bool FileAccessWindows::file_exists(const String &p_name) {
String filename = fix_path(p_name);
Fix Windows platform file access This restores Windows platform file handling back to open files non-exlusively by default, as was the case before October 2018. (See https://github.com/godotengine/godot/commit/b902a2f2a7438810cdcb053568ed5c27089b1e8a) Back then, while fixing warnings for MSVC, the function used for opening files was changed from _wfopen() to _wfopen_s() as suggsted by the warning C4996. ("This function may be unsafe, consider using _wfopen_s instead.") This new function 1. did parameter validation and thus avoided some possible security issues due to nil pointers or wrongly terminated strings 2. it also changed the default file sharing for opened files from _SH_DENYNO (which was the implicit default for the previous _wfopen()) to _SH_SECURE. _SH_DENYNO means every opened file could be opened by other calls (like is the default on other operating systems). _SH_SECURE means if the file is opened with READ access, others can still read the same file, but if it is opened with WRITE access, others can't open it at all, not even to read. This led to rarely occuring bugs on Windows, i.e. due to random access by Antivirus processes, or Godot/Windows not closing a file handle fast enough while trying to open it again elsewhere (i.e. project.godot, instead showing the Project manager, or saving shaders/debugging the game). What this PR does it change the file access to a third method, _wfsopen(). This is still secure, doing parameter validation and thus avoids the warning, but it allows us to actually SET the file sharing parameter. And we set it to _SH_DENYNO, as it was implicitely before the change. (And as it currently is on all non-Windows platforms, where file sharing restrictions don't exist by default.) Warning C4996 should really have been pointing this out. It should've been _wfsopen() all along. Let's hope this banishes those annoying, rare errors for all eternity. Fixes #28036. (cherry picked from commit b48cbb5da9c45734538561b2fd2df86cf46ff6e6)
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FILE *g = _wfsopen((LPCWSTR)(filename.c_str()), L"rb", _SH_DENYNO);
if (g == nullptr) {
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return false;
} else {
fclose(g);
return true;
}
}
uint64_t FileAccessWindows::_get_modified_time(const String &p_file) {
String file = fix_path(p_file);
if (file.ends_with("/") && file != "/")
file = file.substr(0, file.length() - 1);
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struct _stat st;
int rv = _wstat(file.c_str(), &st);
if (rv == 0) {
return st.st_mtime;
} else {
print_verbose("Failed to get modified time for: " + p_file + "");
return 0;
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}
}
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uint32_t FileAccessWindows::_get_unix_permissions(const String &p_file) {
return 0;
}
Error FileAccessWindows::_set_unix_permissions(const String &p_file, uint32_t p_permissions) {
return ERR_UNAVAILABLE;
}
FileAccessWindows::FileAccessWindows() :
f(NULL),
flags(0),
prev_op(0),
last_error(OK) {
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}
FileAccessWindows::~FileAccessWindows() {
close();
}
#endif