How to prevent setmetatable to be overridden - security

I want to share content in a secure way without exposing it to malicious code. Let's say I have a
Base addon
local BaseAddon = {}
local secretTable = {someContent = "hidden content"}
local function index(t,k)
if (k == "SECRET") then
return secretTable
end
end
setmetatable(BaseAddon, {
__index = index,
__newindex = function() end,
__metatable = false, -- disallow setmetatable again
})
return BaseAddon -- or a global hook method...
and a Sub addon that accesses the Base addon hidden content
local SubAddon = require("BaseAddon") -- or a global hook method...
SubAddon = SubAddon["SECRET"]
print(SubAddon.somelib) -- returns content
SubAddon = SubAddon["SECRETS"]
print(SubAddon.somelib) -- returns index local 'SubAddon' (a nil value)
but this is still not safe. I could now just simply do the following to catch my secret:
function newSetmetatable(table, mt)
mt.__metatable = nil
mt.__index = function(t,k)
print(k)
return t[k]
end
return originalSetmetatable (table, mt)
end
originalSetmetatable = setmetatable
setmetatable = newSetmetatable
Is there any way to prevent this or another solution to actually share the secret table?

Your original code is as good as you can get in Lua. Any sort of security like that you set up in Lua needs to either be written in C, or be ran before any untrusted code runs.

Related

Add method to string and modify self in Lua

How can I add a method to the string table and modify self inside it ?
Basically, I'm trying to mimic the behaviour of the io.StringIO.read method in python, which reads n char in the string and returns them, modifying the string by "consuming" it.
I tried this:
function string.read(str, n)
to_return = str:sub(1, n)
str = str:sub(n + 1)
return to_return
end
local foo = "heyfoobarhello"
print(string.read(foo, 3))
print(foo)
Output is:
hey
heyfoobarhello
I expected the second line to be only foobarhello.
How can I achieve this ?
To mimic Python's io.StringIO class, you must make an object that stores both the underlying string and the current position within that string. Reading from an IO stream normally does not modify the underlying data.
local StringIO_mt = {
read = function(self, n)
n = n or #self.buffer - self.position + 1
local result = self.buffer:sub(self.position, self.position + n - 1)
self.position = self.position + n
return result
end,
}
StringIO_mt.__index = StringIO_mt
local function StringIO(buffer)
local o = {buffer = buffer, position = 1}
setmetatable(o, StringIO_mt)
return o
end
local foo = StringIO"heyfoobarhello"
print(foo:read(3))
print(foo:read())
Output:
hey
foobarhello
I don't recommend adding this class or method to Lua's string library, because the object has to be more complex than just a string.
You can add methods to the datatype string independently from the string table.
Short example that shows that the string methods even work if string table gets deleted...
string=nil
return _VERSION:upper():sub(1,3)
-- Returning: LUA
So you can add a method...
-- read.lua
local read = function(self, n1, n2)
return self:sub(n1, n2)
end
getmetatable(_VERSION).__index.read=read
return read
...for all strings.
( Not only _VERSION )
And use it...
do require('read') print(_VERSION:read(1,3):upper()) end
-- Print out: LUA

Is it possible to provide a setter function in my computational expression?

I'm trying to write an F# computational expression that permits reading and writing thread-safe variables only from within a critical section.
I've got a type, ThreadSafeVar<'t> that wraps a value, a CriticalSection<'t> and a computational expression builder, LockContext, as follows:
// wraps a value and restricts access to it
type ThreadSafeVar<'t> (value: 't) =
member val internal Value = value with get, set
// Encapsulates a critical section
type CriticalSection<'t> =
private
{ LockObj: obj
fn: unit -> 't }
static member Lock(lc: CriticalSection<'t>) = lock lc.LockObj lc.fn
// Expression builder for a locked context
type LockContext () =
member internal this.SyncRoot = obj()
member this.Return(value: 'v) = value
member this.ReturnFrom(value: ThreadSafeVar<'t>) = value.Value
member __.Bind(value: ThreadSafeVar<'t>, fn: 't -> 'u) = fn value.Value
// returns a CriticalSection
member this.Run(fn : unit -> 'u) = { LockObj = this.SyncRoot
fn=fn }
.
.
.
Reading the thread-safe values from within a lock context is simple enough thanks to Bind. e.g.
let lockedInt = ThreadSafeVar(1) // create a thread-safe variable
let context = LockContext()
let wrapperVal = context {
let! i = lockedInt // get the wrapper value inside lockedInt
return i
} |> CriticalSection.Lock
But I'm struggling to understand how to implement a means setting the value from within a LockContext instance. The approach I've thus taken is to implement a custom operation called, for instance, setVal. I've included my attempts thus far but I'm afraid they'd just muddy the waters. It seems that custom operations operate upon the computation built so far within the expression, encoded as a tuple, but I don't see that this is required in my case.
Any hints, pointing to resources, or direct help would be appreciated.
I'm not at all sure of the wisdom of this, but I came up with something based on the State monad that might work for you. First, define a "stateful" function as one that takes a ThreadSafeVar and returns some type of result:
ThreadSafeVar<'state> -> 'result
We then put that signature into a type that represents a stateful computation:
type Stateful<'state, 'result> =
MkStateful of (ThreadSafeVar<'state> -> 'result)
Now we need a way to run such a computation safely using a given TSV:
let run (tsv : ThreadSafeVar<_>) (MkStateful f) =
lock tsv (fun () -> f tsv)
Note that I've gotten rid of your CriticalSection type and instead just lock the TSV itself.
Next, we need a way to lift a pure value into a stateful computation:
let lift value =
MkStateful (fun _ -> value)
And a way to bind two stateful computations together:
let bind binder stateful =
MkStateful (fun tsv ->
run tsv stateful
|> binder
|> run tsv)
Defining the builder is then trivial:
type LockContext () =
member __.Return(value) = lift value
member __.Bind(stateful, binder) = bind binder stateful
let context = LockContext()
We also need helper computations for setting and getting a value safely:
let getValue =
MkStateful (fun tsv ->
tsv.Value)
let setValue value =
MkStateful (fun tsv ->
tsv.Value <- value)
Putting it all together, we can define a computation that increments the value of a TSV:
let comp =
context {
let! oldValue = getValue
let newValue = oldValue + 1
do! setValue newValue
return newValue
}
And we can run it like this:
let lockedInt = ThreadSafeVar(1)
let result = comp |> run lockedInt
printfn "%A" result // output is: 2
You can see the full solution and try it yourself here.

How to call model.matrix or equivalent from RCPP, possibly in threaded code?

we were hoping to use threads to get things going faster in an algorithm with many loops whose results are not interdependent.
within the code we hoped to port to rcpp, there is a call to model.matrix.
This did not appear straightforward to port.
Investigating this further (as to what code this runs for our use case), revealed that the S3 method for lm objects does some preparatory work on the variable and then calls the default version of the function as can be seen in this copy-paste of the code:
function (object, ...)
{
if (n_match <- match("x", names(object), 0L))
object[[n_match]]
else {
data <- model.frame(object, xlev = object$xlevels, ...)
if (exists(".GenericCallEnv", inherits = FALSE))
NextMethod("model.matrix", data = data, contrasts.arg = object$contrasts)
else {
dots <- list(...)
dots$data <- dots$contrasts.arg <- NULL
do.call("model.matrix.default", c(list(object = object,
data = data, contrasts.arg = object$contrasts),
dots))
}
}
}
the default version of the function farms at least some of its functionality out to a compiled C function:
function (object, data = environment(object), contrasts.arg = NULL,
xlev = NULL, ...) {
t <- if (missing(data))
terms(object)
else terms(object, data = data)
if (is.null(attr(data, "terms")))
data <- model.frame(object, data, xlev = xlev)
else {
reorder <- match(vapply(attr(t, "variables"), deparse2,
"")[-1L], names(data))
if (anyNA(reorder))
stop("model frame and formula mismatch in model.matrix()")
if (!identical(reorder, seq_len(ncol(data))))
data <- data[, reorder, drop = FALSE]
}
int <- attr(t, "response")
if (length(data)) {
contr.funs <- as.character(getOption("contrasts"))
namD <- names(data)
for (i in namD) if (is.character(data[[i]]))
data[[i]] <- factor(data[[i]])
isF <- vapply(data, function(x) is.factor(x) || is.logical(x),
NA)
isF[int] <- FALSE
isOF <- vapply(data, is.ordered, NA)
for (nn in namD[isF]) if (is.null(attr(data[[nn]], "contrasts")))
contrasts(data[[nn]]) <- contr.funs[1 + isOF[nn]]
if (!is.null(contrasts.arg)) {
if (!is.list(contrasts.arg))
warning("non-list contrasts argument ignored")
else {
if (is.null(namC <- names(contrasts.arg)))
stop("'contrasts.arg' argument must be named")
for (nn in namC) {
if (is.na(ni <- match(nn, namD)))
warning(gettextf("variable '%s' is absent, its contrast will be ignored",
nn), domain = NA)
else {
ca <- contrasts.arg[[nn]]
if (is.matrix(ca))
contrasts(data[[ni]], ncol(ca)) <- ca
else contrasts(data[[ni]]) <- contrasts.arg[[nn]]
}
}
}
}
}
else {
isF <- FALSE
data[["x"]] <- raw(nrow(data))
}
ans <- .External2(C_modelmatrix, t, data)
if (any(isF))
attr(ans, "contrasts") <- lapply(data[isF], attr,
"contrasts")
ans
}
is there some way of calling C_modelmatrix from Rcpp at all, whether it is single OR multi-threaded? Is there any library or package that does essentially the same thing from within Rcpp so I don't have to reinvent the wheel here? I'd rather not have to fully re-implement everything that model.matrix does if I can avoid it.
as we don't actually have functioning code, there isn't any to show for this yet.
The relevant portion of the function we were trying to speed up calls model.matrix like this: ("model.y is an lm", data are both copies of an original object returned by model.frame(model.y) )
ymat.t <- model.matrix(terms(model.y), data=pred.data.t)
ymat.c <- model.matrix(terms(model.y), data=pred.data.c)
this isn't really a results based question, more of an approach/methods based question
You can call model.matrix from within C++, but you cannot do so in a multi-threaded way.
There will also be overhead, but if the function call is needed deep within the middle of your code, it could be worth it as a convenience.
Example:
// [[Rcpp::export]]
RObject call(RObject x, RObject y){
Environment env = Environment::global_env();
Function f = env["model.matrix"];
RObject res = f(x,y);
return res;
}

lua simple mutex for threaded app

I'm writing extension/plugin for some app.
In its documentation it's said, that there are 2 threads for plugin:
- "main thread" where all business logic must live
- "callback thread" where application invokes callbacks with predefined names by events, these callbacks must not do complicated things and return as soon as possible
documentation is not very clear so it's possible that callbacks are invoked not from one thread but from many threads.
I've wrote dummy mutex, that works like that:
Mutex = class {
_lock = function(self, owner)
assert(owner, 'owner must be set')
local ts = Timestamp.get()
local key = tostring(owner) .. ' ' .. tostring(ts)
self[key] = ts
for k, v in pairs(self) do
if k ~= key and v <= ts then
self[key] = nil
return false
end
end
return key
end,
lock = function(self, owner, wait)
local wait = wait or 0.01
local k
repeat
k = self:_lock(owner)
if k then return k else sleep(wait) end
until k
end,
unlock = function(self, key)
self[key] = nil
end
}
and use it for making thread safe queue like this:
ThreadSafeQueue = class {
new = function(cls)
return getmetatable(cls).new(cls, {
mx_queue = Mutex:new(),
mx_push = Mutex:new(),
})
end,
pop = function(self)
local lock_queue = self.mx_queue:lock(self)
local val
if #self then
val = table.remove(self, 1)
else
val = nil
end
self.mx_queue:unlock(lock_queue)
return val
end,
push = function(self, val)
if val == nil then return end
-- don't `push()` from few threads at the same time
local lock_push = self.mx_push:lock(val)
-- don't `pop()` when `push()` and `push()` when `pop()`
local lock_queue = self.mx_queue:lock(self)
self[#self + 1] = val
self.mx_queue:unlock(lock_queue)
self.mx_push:unlock(lock_push)
end
}
class here is helper that returns object with prototype lookups and :new() method which sets metatable.
Main problem is that I'm not sure what pairs() does.
- If original table will be modified while it's being iterated, will this loop return at least old state?
- Is it possible that some k, v will not be iterated in such case?
Other problem is that application I'm writing for is really black box and I'm not even sure on which os it will run (Win, Mac, Linux).
Everything that I know 100% that I have threads and socket module.
Could you review provided code?
Will it work?
Is there any other possibilities for mutex.
May be socket will give something?
option for socket:
try to create socket, if success, then mutex locked, else - wait it for close
local Mutex = class {
identities = {},
new = function(cls, identity)
assert(not cls.identities[identity])
local inst = getmetatable(cls).new(cls, {
port = identity,
server = nil
})
cls.identities[identity] = inst
return inst
end,
lock = function(self, wait)
local wait = wait or 0.01
local server
local ts = Timestamp.get()
repeat
server = socket.bind("*", self.port)
if server then
self.server = server
return true
else
sleep(wait)
end
assert(Timestamp.get() - ts < 3, 'deadlock')
until server
end,
unlock = function(self)
self.server:close()
self.server = nil
end
}

when a spawn object moves across the screen, I want it to despawn once it gets to a certain x value?

I have random spawned objects that automatically moves across the screen. I want it so that when the objects reach a certain x position it despawns itself.
local mRandom = math.random
local objects = {"Vehicle11" ,"Vehicle21","Vehicle31","Vehicle41"}
local objectTag = 0
local object = {}
local function spawncarright()
local rightcar = {408,312}
objectTag = objectTag + 1
local objIdx = mRandom(#objects)
local objName = objects[objIdx]
object[objectTag] = display.newImage(objName..".png") -- see the difference here
object[objectTag].x = 32
object[objectTag].y = rightcar[math.random(1,2)]
object[objectTag].name = objectTag
transition.to(object[objectTag], {time = 3500, x = 348})
end
timer.performWithDelay(2000,spawncarright,0)
so once reaches object[objectTag].x = 348 the object despawn
Try this:
local function deSpawn()
for i=1,objectTag do
if(object[i]~=nil and object[i].x~=nil and object[i].x>=348)then
-- If you want to remove the object, then use the following 2 lines --
object[i]:removeSelf()
print("Removed object["..i.."]")
--or else if you want to reposition the object, then uncomment the following --
--[[
spawncarright()
--]]
end
end
end
Runtime:addEventListener("enterFrame",deSpawn)
Keep coding................... :)
You should do it within the transition.to call:
object[objectTag].deleteSelf = function(self)
object[self.name] = nil -- Remove reference to object in table
display.remove(self)
self = nil
end
local localObj = object[objectTag] -- Do this so the object doesn't change with the objectTag does; if objectTag is incremented, then when the transition ends, it won't be pointing to the same object when we call the function
transition.to(localObj, {time = 3500, x = 348, onComplete = function() localObj:deleteSelf() end})

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