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@ r28506:4fd07c3f848d
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Location: cpp/openttd-patchpack/source/src/game/game_text.cpp
r28506:4fd07c3f848d
10.7 KiB
text/x-c
Fix: [Script] Improve ScriptText validation (#11721)
The validation is now done in two steps:
- First we get the list of parameters in the same order they used to be in encoded string
- Then we validate the parameter types like FormatString would use them while encoding the string
The validation is now done in two steps:
- First we get the list of parameters in the same order they used to be in encoded string
- Then we validate the parameter types like FormatString would use them while encoding the string
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* This file is part of OpenTTD.
* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
*/
/** @file game_text.cpp Implementation of handling translated strings. */
#include "../stdafx.h"
#include "../strgen/strgen.h"
#include "../debug.h"
#include "../fileio_func.h"
#include "../tar_type.h"
#include "../script/squirrel_class.hpp"
#include "../strings_func.h"
#include "game_text.hpp"
#include "game.hpp"
#include "game_info.hpp"
#include "table/strings.h"
#include "table/strgen_tables.h"
#include "../safeguards.h"
void CDECL StrgenWarningI(const std::string &msg)
{
Debug(script, 0, "{}:{}: warning: {}", _file, _cur_line, msg);
_warnings++;
}
void CDECL StrgenErrorI(const std::string &msg)
{
Debug(script, 0, "{}:{}: error: {}", _file, _cur_line, msg);
_errors++;
}
void CDECL StrgenFatalI(const std::string &msg)
{
Debug(script, 0, "{}:{}: FATAL: {}", _file, _cur_line, msg);
throw std::exception();
}
/**
* Read all the raw language strings from the given file.
* @param file The file to read from.
* @return The raw strings, or nullptr upon error.
*/
LanguageStrings ReadRawLanguageStrings(const std::string &file)
{
size_t to_read;
FILE *fh = FioFOpenFile(file, "rb", GAME_DIR, &to_read);
if (fh == nullptr) return LanguageStrings();
FileCloser fhClose(fh);
auto pos = file.rfind(PATHSEPCHAR);
if (pos == std::string::npos) return LanguageStrings();
std::string langname = file.substr(pos + 1);
/* Check for invalid empty filename */
if (langname.empty() || langname.front() == '.') return LanguageStrings();
LanguageStrings ret(langname.substr(0, langname.find('.')));
char buffer[2048];
while (to_read != 0 && fgets(buffer, sizeof(buffer), fh) != nullptr) {
size_t len = strlen(buffer);
/* Remove trailing spaces/newlines from the string. */
size_t i = len;
while (i > 0 && (buffer[i - 1] == '\r' || buffer[i - 1] == '\n' || buffer[i - 1] == ' ')) i--;
buffer[i] = '\0';
ret.lines.emplace_back(buffer, i);
if (len > to_read) {
to_read = 0;
} else {
to_read -= len;
}
}
return ret;
}
/** A reader that simply reads using fopen. */
struct StringListReader : StringReader {
StringList::const_iterator p; ///< The current location of the iteration.
StringList::const_iterator end; ///< The end of the iteration.
/**
* Create the reader.
* @param data The data to fill during reading.
* @param strings The language strings we are reading.
* @param master Are we reading the master file?
* @param translation Are we reading a translation?
*/
StringListReader(StringData &data, const LanguageStrings &strings, bool master, bool translation) :
StringReader(data, strings.language.c_str(), master, translation), p(strings.lines.begin()), end(strings.lines.end())
{
}
std::optional<std::string> ReadLine() override
{
if (this->p == this->end) return std::nullopt;
return *this->p++;
}
};
/** Class for writing an encoded language. */
struct TranslationWriter : LanguageWriter {
StringList &strings; ///< The encoded strings.
/**
* Writer for the encoded data.
* @param strings The string table to add the strings to.
*/
TranslationWriter(StringList &strings) : strings(strings)
{
}
void WriteHeader(const LanguagePackHeader *) override
{
/* We don't use the header. */
}
void Finalise() override
{
/* Nothing to do. */
}
void WriteLength(uint) override
{
/* We don't write the length. */
}
void Write(const byte *buffer, size_t length) override
{
this->strings.emplace_back((const char *)buffer, length);
}
};
/** Class for writing the string IDs. */
struct StringNameWriter : HeaderWriter {
StringList &strings; ///< The string names.
/**
* Writer for the string names.
* @param strings The string table to add the strings to.
*/
StringNameWriter(StringList &strings) : strings(strings)
{
}
void WriteStringID(const std::string &name, int stringid) override
{
if (stringid == (int)this->strings.size()) this->strings.emplace_back(name);
}
void Finalise(const StringData &) override
{
/* Nothing to do. */
}
};
/**
* Scanner to find language files in a GameScript directory.
*/
class LanguageScanner : protected FileScanner {
private:
GameStrings *gs;
std::string exclude;
public:
/** Initialise */
LanguageScanner(GameStrings *gs, const std::string &exclude) : gs(gs), exclude(exclude) {}
/**
* Scan.
*/
void Scan(const char *directory)
{
this->FileScanner::Scan(".txt", directory, false);
}
bool AddFile(const std::string &filename, size_t, const std::string &) override
{
if (exclude == filename) return true;
auto ls = ReadRawLanguageStrings(filename);
if (!ls.IsValid()) return false;
gs->raw_strings.push_back(std::move(ls));
return true;
}
};
/**
* Load all translations that we know of.
* @return Container with all (compiled) translations.
*/
GameStrings *LoadTranslations()
{
const GameInfo *info = Game::GetInfo();
assert(info != nullptr);
std::string basename(info->GetMainScript());
auto e = basename.rfind(PATHSEPCHAR);
if (e == std::string::npos) return nullptr;
basename.erase(e + 1);
std::string filename = basename + "lang" PATHSEP "english.txt";
if (!FioCheckFileExists(filename, GAME_DIR)) return nullptr;
auto ls = ReadRawLanguageStrings(filename);
if (!ls.IsValid()) return nullptr;
GameStrings *gs = new GameStrings();
try {
gs->raw_strings.push_back(std::move(ls));
/* Scan for other language files */
LanguageScanner scanner(gs, filename);
std::string ldir = basename + "lang" PATHSEP;
const std::string tar_filename = info->GetTarFile();
TarList::iterator iter;
if (!tar_filename.empty() && (iter = _tar_list[GAME_DIR].find(tar_filename)) != _tar_list[GAME_DIR].end()) {
/* The main script is in a tar file, so find all files that
* are in the same tar and add them to the langfile scanner. */
for (const auto &tar : _tar_filelist[GAME_DIR]) {
/* Not in the same tar. */
if (tar.second.tar_filename != iter->first) continue;
/* Check the path and extension. */
if (tar.first.size() <= ldir.size() || tar.first.compare(0, ldir.size(), ldir) != 0) continue;
if (tar.first.compare(tar.first.size() - 4, 4, ".txt") != 0) continue;
scanner.AddFile(tar.first, 0, tar_filename);
}
} else {
/* Scan filesystem */
scanner.Scan(ldir.c_str());
}
gs->Compile();
return gs;
} catch (...) {
delete gs;
return nullptr;
}
}
static StringParam::ParamType GetParamType(const CmdStruct *cs)
{
if (cs->value == SCC_RAW_STRING_POINTER) return StringParam::RAW_STRING;
if (cs->value == SCC_STRING || cs != TranslateCmdForCompare(cs)) return StringParam::STRING;
return StringParam::OTHER;
}
static void ExtractStringParams(const StringData &data, StringParamsList ¶ms)
{
for (size_t i = 0; i < data.max_strings; i++) {
const LangString *ls = data.strings[i].get();
if (ls != nullptr) {
StringParams ¶m = params.emplace_back();
ParsedCommandStruct pcs = ExtractCommandString(ls->english.c_str(), false);
for (auto it = pcs.consuming_commands.begin(); it != pcs.consuming_commands.end(); it++) {
if (*it == nullptr) {
/* Skip empty param unless a non empty param exist after it. */
if (std::all_of(it, pcs.consuming_commands.end(), [](auto cs) { return cs == nullptr; })) break;
param.emplace_back(StringParam::UNUSED, 1, nullptr);
continue;
}
const CmdStruct *cs = *it;
param.emplace_back(GetParamType(cs), cs->consumes, cs->cmd);
}
}
}
}
/** Compile the language. */
void GameStrings::Compile()
{
StringData data(32);
StringListReader master_reader(data, this->raw_strings[0], true, false);
master_reader.ParseFile();
if (_errors != 0) throw std::exception();
this->version = data.Version();
ExtractStringParams(data, this->string_params);
StringNameWriter id_writer(this->string_names);
id_writer.WriteHeader(data);
for (const auto &p : this->raw_strings) {
data.FreeTranslation();
StringListReader translation_reader(data, p, false, p.language != "english");
translation_reader.ParseFile();
if (_errors != 0) throw std::exception();
this->compiled_strings.emplace_back(p.language);
TranslationWriter writer(this->compiled_strings.back().lines);
writer.WriteLang(data);
}
}
/** The currently loaded game strings. */
GameStrings *_current_data = nullptr;
/**
* Get the string pointer of a particular game string.
* @param id The ID of the game string.
* @return The encoded string.
*/
const char *GetGameStringPtr(uint id)
{
if (id >= _current_data->cur_language->lines.size()) return GetStringPtr(STR_UNDEFINED);
return _current_data->cur_language->lines[id].c_str();
}
/**
* Get the string parameters of a particular game string.
* @param id The ID of the game string.
* @return The string parameters.
*/
const StringParams &GetGameStringParams(uint id)
{
/* An empty result for STR_UNDEFINED. */
static StringParams empty;
if (id >= _current_data->string_params.size()) return empty;
return _current_data->string_params[id];
}
/**
* Get the name of a particular game string.
* @param id The ID of the game string.
* @return The name of the string.
*/
const std::string &GetGameStringName(uint id)
{
/* The name for STR_UNDEFINED. */
static const std::string undefined = "STR_UNDEFINED";
if (id >= _current_data->string_names.size()) return undefined;
return _current_data->string_names[id];
}
/**
* Register the current translation to the Squirrel engine.
* @param engine The engine to update/
*/
void RegisterGameTranslation(Squirrel *engine)
{
delete _current_data;
_current_data = LoadTranslations();
if (_current_data == nullptr) return;
HSQUIRRELVM vm = engine->GetVM();
sq_pushroottable(vm);
sq_pushstring(vm, "GSText", -1);
if (SQ_FAILED(sq_get(vm, -2))) return;
int idx = 0;
for (const auto &p : _current_data->string_names) {
sq_pushstring(vm, p, -1);
sq_pushinteger(vm, idx);
sq_rawset(vm, -3);
idx++;
}
sq_pop(vm, 2);
ReconsiderGameScriptLanguage();
}
/**
* Reconsider the game script language, so we use the right one.
*/
void ReconsiderGameScriptLanguage()
{
if (_current_data == nullptr) return;
std::string language = _current_language->file.stem().string();
for (auto &p : _current_data->compiled_strings) {
if (p.language == language) {
_current_data->cur_language = &p;
return;
}
}
_current_data->cur_language = &_current_data->compiled_strings[0];
}
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