Files
test/source/blender/asset_system/AS_asset_catalog.hh
Julian Eisel c6e4953719 Fix use-after-free of asset catalog data in node add menu
(Probably requires ASan for a reliable crash.)

Steps to reproduce were:
* Enter Geometry Nodes Workspace
* Press "New" button in the geometry nodes editor header
* Right-click the data-block selector -> "Mark as Asset"
* Change 3D View to Asset Browser
* Create a catalog
* Drag new Geometry Nodes asset into the catalog
* Save the file
* Press Shift+A in the geometry nodes editor

There was a general issue here with keeping catalog pointers around
during the add menu building. The way it does things, catalogs may be
reloaded in between.
Since the Current File asset library isn't loaded in a separate thread,
the use-after-free would always happen in between. For other libraries
it could still happen, but apparently didn't by chance.
2022-11-18 17:52:59 +01:00

450 lines
17 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup asset_system
*/
#pragma once
#include <map>
#include <memory>
#include <set>
#include <string>
#include "BLI_function_ref.hh"
#include "BLI_map.hh"
#include "BLI_set.hh"
#include "BLI_string_ref.hh"
#include "BLI_uuid.h"
#include "BLI_vector.hh"
#include "AS_asset_catalog_path.hh"
namespace blender::asset_system {
class AssetCatalog;
class AssetCatalogCollection;
class AssetCatalogDefinitionFile;
class AssetCatalogFilter;
class AssetCatalogTree;
using CatalogID = bUUID;
using CatalogPathComponent = std::string;
/* Would be nice to be able to use `std::filesystem::path` for this, but it's currently not
* available on the minimum macOS target version. */
using CatalogFilePath = std::string;
using OwningAssetCatalogMap = Map<CatalogID, std::unique_ptr<AssetCatalog>>;
/* Manages the asset catalogs of a single asset library (i.e. of catalogs defined in a single
* directory hierarchy). */
class AssetCatalogService {
std::unique_ptr<AssetCatalogCollection> catalog_collection_;
std::unique_ptr<AssetCatalogTree> catalog_tree_;
CatalogFilePath asset_library_root_;
Vector<std::unique_ptr<AssetCatalogCollection>> undo_snapshots_;
Vector<std::unique_ptr<AssetCatalogCollection>> redo_snapshots_;
public:
static const CatalogFilePath DEFAULT_CATALOG_FILENAME;
public:
AssetCatalogService();
explicit AssetCatalogService(const CatalogFilePath &asset_library_root);
/**
* Set tag indicating that some catalog modifications are unsaved, which could
* get lost on exit. This tag is not set by internal catalog code, the catalog
* service user is responsible for it. It is cleared by #write_to_disk().
*
* This "dirty" state is tracked per catalog, so that it's possible to gracefully load changes
* from disk. Any catalog with unsaved changes will not be overwritten by on-disk changes. */
void tag_has_unsaved_changes(AssetCatalog *edited_catalog);
bool has_unsaved_changes() const;
/** Load asset catalog definitions from the files found in the asset library. */
void load_from_disk();
/** Load asset catalog definitions from the given file or directory. */
void load_from_disk(const CatalogFilePath &file_or_directory_path);
/**
* Write the catalog definitions to disk.
*
* The location where the catalogs are saved is variable, and depends on the location of the
* blend file. The first matching rule wins:
*
* - Already loaded a CDF from disk?
* -> Always write to that file.
* - The directory containing the blend file has a blender_assets.cats.txt file?
* -> Merge with & write to that file.
* - The directory containing the blend file is part of an asset library, as per
* the user's preferences?
* -> Merge with & write to ${ASSET_LIBRARY_ROOT}/blender_assets.cats.txt
* - Create a new file blender_assets.cats.txt next to the blend file.
*
* Return true on success, which either means there were no in-memory categories to save,
* or the save was successful. */
bool write_to_disk(const CatalogFilePath &blend_file_path);
/**
* Ensure that the next call to #on_blend_save_post() will choose a new location for the CDF
* suitable for the location of the blend file (regardless of where the current catalogs come
* from), and that catalogs will be merged with already-existing ones in that location.
*
* Use this for a "Save as..." that has to write the catalogs to the new blend file location,
* instead of updating the previously read CDF. */
void prepare_to_merge_on_write();
/**
* Merge on-disk changes into the in-memory asset catalogs.
* This should be called before writing the asset catalogs to disk.
*
* - New on-disk catalogs are loaded into memory.
* - Already-known on-disk catalogs are ignored (so will be overwritten with our in-memory
* data). This includes in-memory marked-as-deleted catalogs.
*/
void reload_catalogs();
/** Return catalog with the given ID. Return nullptr if not found. */
AssetCatalog *find_catalog(CatalogID catalog_id) const;
/**
* Return first catalog with the given path. Return nullptr if not found. This is not an
* efficient call as it's just a linear search over the catalogs.
*
* If there are multiple catalogs with the same path, return the first-loaded one. If there is
* none marked as "first loaded", return the one with the lowest UUID. */
AssetCatalog *find_catalog_by_path(const AssetCatalogPath &path) const;
/**
* Return true only if this catalog is known.
* This treats deleted catalogs as "unknown". */
bool is_catalog_known(CatalogID catalog_id) const;
/**
* Create a filter object that can be used to determine whether an asset belongs to the given
* catalog, or any of the catalogs in the sub-tree rooted at the given catalog.
*
* \see #AssetCatalogFilter
*/
AssetCatalogFilter create_catalog_filter(CatalogID active_catalog_id) const;
/** Create a catalog with some sensible auto-generated catalog ID.
* The catalog will be saved to the default catalog file. */
AssetCatalog *create_catalog(const AssetCatalogPath &catalog_path);
/**
* Delete all catalogs with the given path, and their children.
*/
void prune_catalogs_by_path(const AssetCatalogPath &path);
/**
* Delete all catalogs with the same path as the identified catalog, and their children.
* This call is the same as calling `prune_catalogs_by_path(find_catalog(catalog_id)->path)`.
*/
void prune_catalogs_by_id(CatalogID catalog_id);
/**
* Update the catalog path, also updating the catalog path of all sub-catalogs.
*/
void update_catalog_path(CatalogID catalog_id, const AssetCatalogPath &new_catalog_path);
AssetCatalogTree *get_catalog_tree();
/** Return true only if there are no catalogs known. */
bool is_empty() const;
/**
* Store the current catalogs in the undo stack.
* This snapshots everything in the #AssetCatalogCollection. */
void undo_push();
/**
* Restore the last-saved undo snapshot, pushing the current state onto the redo stack.
* The caller is responsible for first checking that undoing is possible.
*/
void undo();
bool is_undo_possbile() const;
/**
* Restore the last-saved redo snapshot, pushing the current state onto the undo stack.
* The caller is responsible for first checking that undoing is possible. */
void redo();
bool is_redo_possbile() const;
protected:
void load_directory_recursive(const CatalogFilePath &directory_path);
void load_single_file(const CatalogFilePath &catalog_definition_file_path);
/** Implementation of #write_to_disk() that doesn't clear the "has unsaved changes" tag. */
bool write_to_disk_ex(const CatalogFilePath &blend_file_path);
void untag_has_unsaved_changes();
bool is_catalog_known_with_unsaved_changes(CatalogID catalog_id) const;
/**
* Delete catalogs, only keeping them when they are either listed in
* \a catalogs_to_keep or have unsaved changes.
*
* \note Deleted catalogs are hard-deleted, i.e. they just vanish instead of
* remembering them as "deleted".
*/
void purge_catalogs_not_listed(const Set<CatalogID> &catalogs_to_keep);
/**
* Delete a catalog, without deleting any of its children and without rebuilding the catalog
* tree. The deletion in "Soft", in the sense that the catalog pointer is moved from `catalogs_`
* to `deleted_catalogs_`; the AssetCatalog instance itself is kept in memory. As a result, it
* will be removed from a CDF when saved to disk.
*
* This is a lower-level function than #prune_catalogs_by_path.
*/
void delete_catalog_by_id_soft(CatalogID catalog_id);
/**
* Hard delete a catalog. This simply removes the catalog from existence. The deletion will not
* be remembered, and reloading the CDF will bring it back. */
void delete_catalog_by_id_hard(CatalogID catalog_id);
std::unique_ptr<AssetCatalogDefinitionFile> parse_catalog_file(
const CatalogFilePath &catalog_definition_file_path);
/**
* Construct an in-memory catalog definition file (CDF) from the currently known catalogs.
* This object can then be processed further before saving to disk. */
std::unique_ptr<AssetCatalogDefinitionFile> construct_cdf_in_memory(
const CatalogFilePath &file_path);
/**
* Find a suitable path to write a CDF to.
*
* This depends on the location of the blend file, and on whether a CDF already exists next to it
* or whether the blend file is saved inside an asset library.
*/
static CatalogFilePath find_suitable_cdf_path_for_writing(
const CatalogFilePath &blend_file_path);
std::unique_ptr<AssetCatalogTree> read_into_tree();
void rebuild_tree();
/**
* For every catalog, ensure that its parent path also has a known catalog.
*/
void create_missing_catalogs();
/**
* For every catalog, mark it as "dirty".
*/
void tag_all_catalogs_as_unsaved_changes();
/* For access by subclasses, as those will not be marked as friend by #AssetCatalogCollection. */
AssetCatalogDefinitionFile *get_catalog_definition_file();
OwningAssetCatalogMap &get_catalogs();
OwningAssetCatalogMap &get_deleted_catalogs();
};
/**
* All catalogs that are owned by a single asset library, and managed by a single instance of
* #AssetCatalogService. The undo system for asset catalog edits contains historical copies of this
* struct.
*/
class AssetCatalogCollection {
protected:
/** All catalogs known, except the known-but-deleted ones. */
OwningAssetCatalogMap catalogs_;
/** Catalogs that have been deleted. They are kept around so that the load-merge-save of catalog
* definition files can actually delete them if they already existed on disk (instead of the
* merge operation resurrecting them). */
OwningAssetCatalogMap deleted_catalogs_;
/* For now only a single catalog definition file is supported.
* The aim is to support an arbitrary number of such files per asset library in the future. */
std::unique_ptr<AssetCatalogDefinitionFile> catalog_definition_file_;
/** Whether any of the catalogs have unsaved changes. */
bool has_unsaved_changes_ = false;
friend AssetCatalogService;
public:
AssetCatalogCollection() = default;
AssetCatalogCollection(const AssetCatalogCollection &other) = delete;
AssetCatalogCollection(AssetCatalogCollection &&other) noexcept = default;
std::unique_ptr<AssetCatalogCollection> deep_copy() const;
protected:
static OwningAssetCatalogMap copy_catalog_map(const OwningAssetCatalogMap &orig);
};
/** Keeps track of which catalogs are defined in a certain file on disk.
* Only contains non-owning pointers to the #AssetCatalog instances, so ensure the lifetime of this
* class is shorter than that of the #`AssetCatalog`s themselves. */
class AssetCatalogDefinitionFile {
protected:
/* Catalogs stored in this file. They are mapped by ID to make it possible to query whether a
* catalog is already known, without having to find the corresponding `AssetCatalog*`. */
Map<CatalogID, AssetCatalog *> catalogs_;
public:
/* For now this is the only version of the catalog definition files that is supported.
* Later versioning code may be added to handle older files. */
const static int SUPPORTED_VERSION;
/* String that's matched in the catalog definition file to know that the line is the version
* declaration. It has to start with a space to ensure it won't match any hypothetical future
* field that starts with "VERSION". */
const static std::string VERSION_MARKER;
const static std::string HEADER;
CatalogFilePath file_path;
public:
AssetCatalogDefinitionFile() = default;
/**
* Write the catalog definitions to the same file they were read from.
* Return true when the file was written correctly, false when there was a problem.
*/
bool write_to_disk() const;
/**
* Write the catalog definitions to an arbitrary file path.
*
* Any existing file is backed up to "filename~". Any previously existing backup is overwritten.
*
* Return true when the file was written correctly, false when there was a problem.
*/
bool write_to_disk(const CatalogFilePath &dest_file_path) const;
bool contains(CatalogID catalog_id) const;
/** Add a catalog, overwriting the one with the same catalog ID. */
void add_overwrite(AssetCatalog *catalog);
/** Add a new catalog. Undefined behavior if a catalog with the same ID was already added. */
void add_new(AssetCatalog *catalog);
/** Remove the catalog from the collection of catalogs stored in this file. */
void forget(CatalogID catalog_id);
using AssetCatalogParsedFn = FunctionRef<bool(std::unique_ptr<AssetCatalog>)>;
void parse_catalog_file(const CatalogFilePath &catalog_definition_file_path,
AssetCatalogParsedFn callback);
std::unique_ptr<AssetCatalogDefinitionFile> copy_and_remap(
const OwningAssetCatalogMap &catalogs, const OwningAssetCatalogMap &deleted_catalogs) const;
protected:
bool parse_version_line(StringRef line);
std::unique_ptr<AssetCatalog> parse_catalog_line(StringRef line);
/**
* Write the catalog definitions to the given file path.
* Return true when the file was written correctly, false when there was a problem.
*/
bool write_to_disk_unsafe(const CatalogFilePath &dest_file_path) const;
bool ensure_directory_exists(const CatalogFilePath directory_path) const;
};
/**
* Asset Catalog definition, containing a symbolic ID and a path that points to a node in the
* catalog hierarchy.
*
* \warning The asset system may reload catalogs, invalidating pointers. Thus it's not recommended
* to store pointers to asset catalogs. Store the #CatalogID instead and do a lookup when
* needed.
*/
class AssetCatalog {
public:
CatalogID catalog_id;
AssetCatalogPath path;
/**
* Simple, human-readable name for the asset catalog. This is stored on assets alongside the
* catalog ID; the catalog ID is a UUID that is not human-readable,
* so to avoid complete data-loss when the catalog definition file gets lost,
* we also store a human-readable simple name for the catalog.
*
* It should fit in sizeof(AssetMetaData::catalog_simple_name) bytes. */
std::string simple_name;
struct Flags {
/* Treat this catalog as deleted. Keeping deleted catalogs around is necessary to support
* merging of on-disk changes with in-memory changes. */
bool is_deleted = false;
/* Sort this catalog first when there are multiple catalogs with the same catalog path. This
* ensures that in a situation where missing catalogs were auto-created, and then
* load-and-merged with a file that also has these catalogs, the first one in that file is
* always sorted first, regardless of the sort order of its UUID. */
bool is_first_loaded = false;
/* Merging on-disk changes into memory will not overwrite this catalog.
* For example, when a catalog was renamed (i.e. changed path) in this Blender session,
* reloading the catalog definition file should not overwrite that change.
*
* Note that this flag is ignored when is_deleted=true; deleted catalogs that are still in
* memory are considered "unsaved" by definition. */
bool has_unsaved_changes = false;
} flags;
public:
AssetCatalog() = default;
AssetCatalog(CatalogID catalog_id, const AssetCatalogPath &path, const std::string &simple_name);
/**
* Create a new Catalog with the given path, auto-generating a sensible catalog simple-name.
*
* NOTE: the given path will be cleaned up (trailing spaces removed, etc.), so the returned
* `AssetCatalog`'s path differ from the given one.
*/
static std::unique_ptr<AssetCatalog> from_path(const AssetCatalogPath &path);
/** Make a new simple name for the catalog, based on its path. */
void simple_name_refresh();
protected:
/** Generate a sensible catalog ID for the given path. */
static std::string sensible_simple_name_for_path(const AssetCatalogPath &path);
};
/** Comparator for asset catalogs, ordering by (path, first_seen, UUID). */
struct AssetCatalogLessThan {
bool operator()(const AssetCatalog *lhs, const AssetCatalog *rhs) const
{
if (lhs->path != rhs->path) {
return lhs->path < rhs->path;
}
if (lhs->flags.is_first_loaded != rhs->flags.is_first_loaded) {
return lhs->flags.is_first_loaded;
}
return lhs->catalog_id < rhs->catalog_id;
}
};
/**
* Set that stores catalogs ordered by (path, UUID).
* Being a set, duplicates are removed. The catalog's simple name is ignored in this. */
using AssetCatalogOrderedSet = std::set<const AssetCatalog *, AssetCatalogLessThan>;
using MutableAssetCatalogOrderedSet = std::set<AssetCatalog *, AssetCatalogLessThan>;
/**
* Filter that can determine whether an asset should be visible or not, based on its catalog ID.
*
* \see AssetCatalogService::create_catalog_filter()
*/
class AssetCatalogFilter {
const Set<CatalogID> matching_catalog_ids_;
const Set<CatalogID> known_catalog_ids_;
friend AssetCatalogService;
public:
bool contains(CatalogID asset_catalog_id) const;
/* So that all unknown catalogs can be shown under "Unassigned". */
bool is_known(CatalogID asset_catalog_id) const;
protected:
explicit AssetCatalogFilter(Set<CatalogID> &&matching_catalog_ids,
Set<CatalogID> &&known_catalog_ids);
};
} // namespace blender::asset_system