These two were lower case for legacy reasons, unlike every other
directory, which actually matters on case sensitive file systems like
the one iOS uses. An existing lower case directory is still used if
there's no upper case one, so nobody has to move their files.
Fixes#20527
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01JvJR8oJNSCimCM9KXVLjfq
TouchInput::id was used directly to index the global primaryButton[]
array (MultiTouchButton::Touch) and to shift pointer bitmasks
(PSPDpad/PSPStick/PSPCustomStick/GestureGamepad::Touch), guarded only
by a debug-only assert in one of the five call sites - a no-op in
release builds. input.id isn't always a small sequential slot in
[0, TOUCH_MAX_POINTERS): SDL assigns SDL_FingerID values directly,
Android pointer IDs can go up to 31, and UWP's TouchMapper allocates
one more slot (11) than TOUCH_MAX_POINTERS (10) and can also return -1
when it runs out of slots - all reachable through ordinary multi-touch
use, no malicious input required.
Also apply bounds check to the PER_GAME gesture config ints
(iDoubleTapGesture/iSwipeUp/Down/Left/Right) before indexing
GestureKey::keyList[] with them.
Additionally, minor cleanup on Android and moves the TouchMapper helper
out from UWP to InputState.h.
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.