Fixed a security issue in how AI Studio runs plugins (#1054)

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Thorsten Sommer authored and GitHub committed 2026-10-12 14:54:30 +02:00
1 parent 57dda9ff8b
commit b371b3d54f
6 files changed
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@@ -4,6 +4,23 @@ These instructions cover the plugin system in `app/MindWork AI Studio/Tools/Plug
configuration plugins can provide. They add to the `AGENTS.md` in the repository root, which applies here
as well.
## Lua runtime
Every plugin runs in a Lua runtime of its own, created by `PluginFactory.CreateLuaState`, whatever its type
and whoever runs it: loading, starting, checking an import, and the assistant builder.
- A plugin loads the files of its own directory with `require`, through `PluginLoader`, also from
subdirectories: `require("lib/helpers")` loads `lib/helpers.lua`. The dot notation `require("lib.helpers")`
is not supported.
- No other file is within reach. The runtime gets `NoLuaFileSystem` as its file system, `dofile` and
`loadfile` are removed, and code without a directory gets `NoModuleLoader`. With the default file system
of Lua-CSharp, `require` would look for a module it does not find next to the plugin along `package.path`,
relative to the working directory of the app, and `dofile` and `loadfile` would open any path.
- Do not open the `io`, `os`, or `debug` library, and do not give the runtime a file system. Whatever a
plugin needs to reach outside of Lua comes as a host function which checks every access.
- `PluginModuleLoadingTests` checks both sides: what plugins must load, and what they must not reach. Run
it after every change to the runtime, the module loader, or the opened libraries.
## Configuration plugins
Plugins can configure:
@@ -0,0 +1,35 @@
using Lua.IO;
namespace AIStudio.Tools.PluginSystem;
/// <summary>
/// The file system of the Lua runtime of plugins, in which no file exists.
/// </summary>
/// <remarks>
/// The Lua runtime reaches files through its file system: dofile and loadfile do, and so does require
/// for every module the module loader does not know, which it then looks for along package.path,
/// relative to the working directory of the app. Plugins are shared between users, and the assistant
/// builder runs code a model wrote, so none of them may reach a file this way.<br/><br/>
/// A plugin still loads the files of its own directory with require: the module loader, see
/// PluginLoader, reads them without this file system.
/// </remarks>
public sealed class NoLuaFileSystem : ILuaFileSystem
{
private const string NO_FILES = "Plugins cannot reach files through the Lua runtime.";
#region Implementation of ILuaFileSystem
public bool IsReadable(string path) => false;
public ValueTask<ILuaStream> Open(string path, LuaFileOpenMode mode, CancellationToken cancellationToken) => throw new NotSupportedException(NO_FILES);
public ValueTask Rename(string oldName, string newName, CancellationToken cancellationToken) => throw new NotSupportedException(NO_FILES);
public ValueTask Remove(string path, CancellationToken cancellationToken) => throw new NotSupportedException(NO_FILES);
public string GetTempFileName() => throw new NotSupportedException(NO_FILES);
public ValueTask<ILuaStream> OpenTempFileStream(CancellationToken cancellationToken) => throw new NotSupportedException(NO_FILES);
#endregion
}
@@ -5,6 +5,7 @@ using AIStudio.Settings;
using AIStudio.Settings.DataModel;
using AIStudio.Tools.PluginSystem.Assistants;
using Lua;
using Lua.Platforms;
using Lua.Standard;
namespace AIStudio.Tools.PluginSystem;
@@ -26,6 +27,11 @@ public static partial class PluginFactory
/// </remarks>
private static readonly TimeSpan PLUGIN_TIMEOUT = TimeSpan.FromSeconds(10);
/// <summary>
/// The platform of the Lua runtime of every plugin: the default one, but without any file.
/// </summary>
private static readonly LuaPlatform PLUGIN_PLATFORM = LuaPlatform.Default with { FileSystem = new NoLuaFileSystem() };
/// <summary>
/// A list of all available plugins.
/// </summary>
@@ -419,6 +425,49 @@ public static partial class PluginFactory
return pluginTimeout;
}
/// <summary>
/// Creates the Lua runtime a plugin runs in, with its libraries opened and no code run yet.
/// </summary>
/// <remarks>
/// Every plugin, whatever its type, gets its runtime from here, so all of them see the same
/// libraries and the same limits.<br/><br/>
/// A plugin may split its code into several files and load them with require, also from
/// subdirectories of its own directory, such as require("lib/helpers"). The module loader only
/// finds files inside the plugin's directory.<br/><br/>
/// No other file is within reach: the runtime has no file system, see NoLuaFileSystem, and neither
/// dofile nor loadfile. Code without a directory, such as a plugin a model just wrote, loads no
/// module at all.
/// </remarks>
/// <param name="pluginPath">The directory the plugin is located in, or null when the code has no directory yet.</param>
/// <param name="allowedBaseDirectory">The directory the plugin path must be nested in, see Load.</param>
/// <returns>The runtime for a single plugin.</returns>
internal static LuaState CreateLuaState(string? pluginPath, string? allowedBaseDirectory = null)
{
var state = LuaState.Create(PLUGIN_PLATFORM);
state.ModuleLoader = string.IsNullOrWhiteSpace(pluginPath)
? new NoModuleLoader()
: new PluginLoader(pluginPath, allowedBaseDirectory);
// Add some useful libraries:
state.OpenBasicLibrary();
state.OpenModuleLibrary();
state.OpenStringLibrary();
state.OpenTableLibrary();
state.OpenMathLibrary();
state.OpenBitwiseLibrary();
state.OpenCoroutineLibrary();
//
// Both read a file by its path, relative to the working directory of the app. Without a file
// system they would fail anyway, but with an exception of .NET instead of a Lua error. Such an
// exception leaves Load, instead of becoming the reason why the plugin could not run:
//
state.Environment["dofile"] = LuaValue.Nil;
state.Environment["loadfile"] = LuaValue.Nil;
return state;
}
/// <param name="pluginPath">The directory the plugin is located in, or null when the code has no directory yet.</param>
/// <param name="code">The Lua code of the plugin's main file.</param>
/// <param name="allowedBaseDirectory">
@@ -432,22 +481,7 @@ public static partial class PluginFactory
if(ForbiddenPlugins.Check(code) is { IsForbidden: true } forbiddenState)
return new NoPlugin($"This plugin is forbidden: {forbiddenState.Message}");
var state = LuaState.Create();
if (!string.IsNullOrWhiteSpace(pluginPath))
{
// Add the module loader so that the plugin can load other Lua modules:
state.ModuleLoader = new PluginLoader(pluginPath, allowedBaseDirectory);
}
// Add some useful libraries:
state.OpenBasicLibrary();
state.OpenModuleLibrary();
state.OpenStringLibrary();
state.OpenTableLibrary();
state.OpenMathLibrary();
state.OpenBitwiseLibrary();
state.OpenCoroutineLibrary();
var state = CreateLuaState(pluginPath, allowedBaseDirectory);
try
{
await state.DoStringAsync(code, cancellationToken: cancellationToken);