godot/modules/gdscript/language_server/gdscript_language_server.cpp
Houkime e1a0ce5af9 Prevent GDScript language server from listening to external hosts by default
* Add bind_ip property to WebSocketServer defaulting to "*" (listen to everyone)
* Set default for GDscript Language Server to listen only to localhost

Fixes potential security issue with GDScript language server being exposed to the
broad net by default.
Since it is the server which primary usage is to provide utility to the local
editor there is no need to expose it.
2020-01-15 00:29:59 +00:00

117 lines
4.7 KiB
C++

/*************************************************************************/
/* gdscript_language_server.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "gdscript_language_server.h"
#include "core/os/file_access.h"
#include "core/os/os.h"
#include "editor/editor_log.h"
#include "editor/editor_node.h"
GDScriptLanguageServer::GDScriptLanguageServer() {
thread = NULL;
thread_running = false;
started = false;
use_thread = false;
port = 6008;
_EDITOR_DEF("network/language_server/remote_port", port);
_EDITOR_DEF("network/language_server/enable_smart_resolve", true);
_EDITOR_DEF("network/language_server/show_native_symbols_in_editor", false);
_EDITOR_DEF("network/language_server/use_thread", use_thread);
}
void GDScriptLanguageServer::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_ENTER_TREE:
start();
break;
case NOTIFICATION_EXIT_TREE:
stop();
break;
case NOTIFICATION_INTERNAL_PROCESS: {
if (started && !use_thread) {
protocol.poll();
}
} break;
case EditorSettings::NOTIFICATION_EDITOR_SETTINGS_CHANGED: {
int port = (int)_EDITOR_GET("network/language_server/remote_port");
bool use_thread = (bool)_EDITOR_GET("network/language_server/use_thread");
if (port != this->port || use_thread != this->use_thread) {
this->stop();
this->start();
}
} break;
}
}
void GDScriptLanguageServer::thread_main(void *p_userdata) {
GDScriptLanguageServer *self = static_cast<GDScriptLanguageServer *>(p_userdata);
while (self->thread_running) {
// Poll 20 times per second
self->protocol.poll();
OS::get_singleton()->delay_usec(50000);
}
}
void GDScriptLanguageServer::start() {
port = (int)_EDITOR_GET("network/language_server/remote_port");
use_thread = (bool)_EDITOR_GET("network/language_server/use_thread");
if (protocol.start(port, IP_Address("127.0.0.1")) == OK) {
EditorNode::get_log()->add_message("--- GDScript language server started ---", EditorLog::MSG_TYPE_EDITOR);
if (use_thread) {
ERR_FAIL_COND(thread != NULL);
thread_running = true;
thread = Thread::create(GDScriptLanguageServer::thread_main, this);
}
set_process_internal(!use_thread);
started = true;
}
}
void GDScriptLanguageServer::stop() {
if (use_thread) {
ERR_FAIL_COND(NULL == thread);
thread_running = false;
Thread::wait_to_finish(thread);
memdelete(thread);
thread = NULL;
}
protocol.stop();
started = false;
EditorNode::get_log()->add_message("--- GDScript language server stopped ---", EditorLog::MSG_TYPE_EDITOR);
}
void register_lsp_types() {
ClassDB::register_class<GDScriptLanguageProtocol>();
ClassDB::register_class<GDScriptTextDocument>();
ClassDB::register_class<GDScriptWorkspace>();
}