Commit Graph
4 Commits
Author SHA1 Message Date
libretroadmin f0b97a2e90 Remove the standalone frontends
The libretro core is the frontend, and the headless tools are the test and
debugging hosts. The Windows, UWP, Android, iOS, macOS and SDL apps, the UI
framework and imgui go, along with what only they used: the Win32 debugger
hooks (g_frameMutex, the shutdown lock), JNI thread attachment, the Android
text drawer, RAIntegration, Discord, recent files, game installs, tilt input,
the audio resamplers, the control mapper, memstick moving and the remote ISO
and upload server modes. The web server keeps the debugger. The MSVC, Gradle
and ndk-build projects go too.
2026-10-09 04:56:10 +02:00
libretroadmin d56b453891 Replace zlib, zstd, libchdr, libzip and libpng with libretro-common
Deflate, zlib and gzip streams go through rinflate and rdeflate, zstd
through rzstd, CHD images through rchd, zip archives through
rzip_archive and PNG through rpng. The bundled libraries, their build
glue and the system-library options are gone; adler32 and uncompress
keep zlib's ABI for the prebuilt FFmpeg archives that still call them.
libretro-common is one CMake library that the core, the headless tool
and the unit tests all link.

The reads take shorter paths on the way. CHD decodes straight from the
loader's reads and a range of blocks at a time, and a file read at any
alignment decodes into place; CSO keeps one inflate stream instead of
one per block; a plain ISO serves a file read with one read of its exact
bytes; a stored zip member is read in place and a deflated one through
restart points rather than a copy of the whole image in memory; zip
members decode into the caller's buffer; sequential reads through the
frontend's VFS skip the seek, which also keeps its buffering.

libretro/test reads one image as ISO, CSO, CHD and zip through the block
devices, boots each, and checks the codecs against Python-made vectors;
a CI job runs it.
2026-10-08 14:14:38 +02:00
499cdd55ad Validate untrusted IDs before using them as directory names
Texture pack installs took the destination directory from the archive's
textures.ini, and PKG update installs from the PBOOT's DISC_ID, both
unchecked, so a crafted archive or package could write outside
PSP/TEXTURES or PSP/GAME. Add IsSafePathComponent() to PathUtil and check
both, replacing the WebServer's own upload filename check with it too.

DISC_ID from any PARAM.SFO also names configs, cheats, textures, exdata
and savestates, so ReadSFO now drops one that isn't a safe name and the
game gets a fake ID like homebrew. The same goes for a frame dump's ID.

Combines #22419 and #22420 by Acts1631.

Co-Authored-By: Acts1631 <acts1631kjv@proton.me>
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-05 13:39:06 -06:00
Henrik Rydgård f3d7d8bc0c Fix Zip Slip in zip extraction and add unit test
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.
2026-07-31 20:35:12 +02:00