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Fixed a security issue in how AI Studio runs plugins (#1054)
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@@ -5,6 +5,7 @@ using AIStudio.Settings;
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using AIStudio.Settings.DataModel;
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using AIStudio.Tools.PluginSystem.Assistants;
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using Lua;
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using Lua.Platforms;
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using Lua.Standard;
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namespace AIStudio.Tools.PluginSystem;
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@@ -26,6 +27,11 @@ public static partial class PluginFactory
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/// </remarks>
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private static readonly TimeSpan PLUGIN_TIMEOUT = TimeSpan.FromSeconds(10);
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/// <summary>
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/// The platform of the Lua runtime of every plugin: the default one, but without any file.
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/// </summary>
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private static readonly LuaPlatform PLUGIN_PLATFORM = LuaPlatform.Default with { FileSystem = new NoLuaFileSystem() };
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/// <summary>
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/// A list of all available plugins.
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/// </summary>
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@@ -419,6 +425,49 @@ public static partial class PluginFactory
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return pluginTimeout;
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}
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/// <summary>
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/// Creates the Lua runtime a plugin runs in, with its libraries opened and no code run yet.
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/// </summary>
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/// <remarks>
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/// Every plugin, whatever its type, gets its runtime from here, so all of them see the same
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/// libraries and the same limits.<br/><br/>
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/// A plugin may split its code into several files and load them with require, also from
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/// subdirectories of its own directory, such as require("lib/helpers"). The module loader only
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/// finds files inside the plugin's directory.<br/><br/>
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/// No other file is within reach: the runtime has no file system, see NoLuaFileSystem, and neither
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/// dofile nor loadfile. Code without a directory, such as a plugin a model just wrote, loads no
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/// module at all.
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/// </remarks>
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/// <param name="pluginPath">The directory the plugin is located in, or null when the code has no directory yet.</param>
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/// <param name="allowedBaseDirectory">The directory the plugin path must be nested in, see Load.</param>
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/// <returns>The runtime for a single plugin.</returns>
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internal static LuaState CreateLuaState(string? pluginPath, string? allowedBaseDirectory = null)
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{
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var state = LuaState.Create(PLUGIN_PLATFORM);
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state.ModuleLoader = string.IsNullOrWhiteSpace(pluginPath)
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? new NoModuleLoader()
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: new PluginLoader(pluginPath, allowedBaseDirectory);
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// Add some useful libraries:
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state.OpenBasicLibrary();
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state.OpenModuleLibrary();
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state.OpenStringLibrary();
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state.OpenTableLibrary();
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state.OpenMathLibrary();
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state.OpenBitwiseLibrary();
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state.OpenCoroutineLibrary();
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//
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// Both read a file by its path, relative to the working directory of the app. Without a file
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// system they would fail anyway, but with an exception of .NET instead of a Lua error. Such an
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// exception leaves Load, instead of becoming the reason why the plugin could not run:
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//
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state.Environment["dofile"] = LuaValue.Nil;
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state.Environment["loadfile"] = LuaValue.Nil;
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return state;
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}
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/// <param name="pluginPath">The directory the plugin is located in, or null when the code has no directory yet.</param>
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/// <param name="code">The Lua code of the plugin's main file.</param>
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/// <param name="allowedBaseDirectory">
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@@ -432,22 +481,7 @@ public static partial class PluginFactory
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if(ForbiddenPlugins.Check(code) is { IsForbidden: true } forbiddenState)
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return new NoPlugin($"This plugin is forbidden: {forbiddenState.Message}");
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var state = LuaState.Create();
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if (!string.IsNullOrWhiteSpace(pluginPath))
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{
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// Add the module loader so that the plugin can load other Lua modules:
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state.ModuleLoader = new PluginLoader(pluginPath, allowedBaseDirectory);
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}
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// Add some useful libraries:
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state.OpenBasicLibrary();
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state.OpenModuleLibrary();
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state.OpenStringLibrary();
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state.OpenTableLibrary();
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state.OpenMathLibrary();
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state.OpenBitwiseLibrary();
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state.OpenCoroutineLibrary();
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var state = CreateLuaState(pluginPath, allowedBaseDirectory);
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try
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{
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await state.DoStringAsync(code, cancellationToken: cancellationToken);
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