Headless.cpp, NativeApp.cpp, and SDLMain.cpp each still hand-parsed a few
argv flags directly (mount/log/state/ignore/loglevel in headless and the
app, xres/yres/dpi/scale in SDL), duplicating and in some cases conflicting
with the shared CommandLineOptions parser. Consolidate all of it into
CmdLine.cpp/.h so there's a single source of truth, and drop the now-dead
remain_argc/remain_argv filtering in SDLMain.cpp since NativeInit no longer
reads argv itself.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01PfFvWzpHxErWgRhKqqSewN
Add unittest/TestTextureReplacer which creates a fictive texture pack
(textures.ini with readable invented hashes plus real PNG files), loads
it via the replacer, and verifies lookups, filtering, hashranges, mip
levels, and missing/ignored entries.
To make the replacer runnable outside the emulator:
- The constructor now accepts a null DrawContext (formats just default
to unsupported).
- FindReplacement/FindFiltering use the replaceEnabled_ member instead
of the global config.
- Added TextureReplacer::LoadPackForTesting() to load an ini from a
path directly.
The LZRC decompressor's only bounds check for output (and input) was a
debug-only _dbg_assert_msg_, which is a no-op in release builds. The
NPDRM demo block device also passed a hardcoded 1 MiB output length
while the real destination buffer (blockBuf_) could be as small as 2048
bytes, allowing a crafted NPDRM image to trigger an unbounded heap
overflow during game load.
Changes:
- rc_putbyte/rc_getbyte now enforce real bounds and set an error flag
instead of relying on debug asserts; decompression aborts with -1 on
overflow or truncated input.
- normalize() reads via rc_getbyte so it stays in bounds.
- Plain-text path clamps the copy size to both the output buffer and the
remaining input (and no longer interprets the size as signed).
- NPDRMDemoBlockDevice::ReadBlock passes blockSize_ (the real buffer
size) instead of 0x00100000 to lzrc_decompress.
- Add unittest/TestLzrc (synthetic input, no test data files): checks the
plain-text clamp, truncated input, and output overflow all fail safely.
- AGENTS.md: note to reuse existing format handlers/decompressors before
writing new ones.
A crafted zip with a parent-directory ("..") entry name could escape the
destination directory during extraction, writing arbitrary files on the
host (e.g. into startup/autostart folders). ExtractZipContents built the
output path by concatenating the raw zip entry name onto the destination
with no traversal check.
Changes:
- Add HasParentDirComponent() utility in Core/Util/PathUtil and use it in
GameManager::ExtractZipContents to reject entries with a ".." component.
Guard both the directory-creation and file-writing passes.
- Expose ExtractZipContents as public for testing.
- Add unittest/TestZipSlip which crafts a zip with a "../evil.txt" entry
and verifies it is not written outside the destination directory.
* Rename LogType to Log
* Explicitly use the Log:: enum when logging. Allows for autocomplete when editing.
* Mac/ARM64 buildfix
* Do the same with the hle result log macros
* Rename the log names to mixed case while at it.
* iOS buildfix
* Qt buildfix attempt, ARM32 buildfix