Commit e7b8e1f
authored
fix(mediaplayer): RIST SSRF address gate + req_append format attribute (#997)
## Summary
This hardens the media player's native core against two issues found in
a security review of the demux/transport layer.
**1. RIST transport SSRF gate.** Every other network transport (HTTP,
HLS, RTSP, RTMP) reaches its socket through `basis_io`, which refuses a
non-global-unicast target — loopback, RFC1918, link-local, CGNAT, ULA —
by re-checking the *resolved* address at connect time. The RIST path
handed the host straight to librist, which owns its own UDP sockets and
resolves independently, so that gate never ran. Because any peer can
push a media URL to every client via the world sync protocol, a
`rist://` URL could open an outbound flow to a private or loopback
address, including via DNS rebinding (public at validation, private by
the time librist connects).
The fix adds `basis_io_resolve_checked()` to the SSRF module: it
resolves the host once, applies the same address policy
`basis_io_connect` uses, and returns the vetted numeric literal.
`basis_rist_open` pins librist to that literal (`peer_cfg->address` +
`address_family`, carrying the URL port across via `physical_port` —
librist's manual-socket path reads the port from that field, not the
address string) so it cannot re-resolve to a different address between
the check and its connect, closing the rebind window. Unresolvable or
blocked hosts fail closed.
Only RIST needed this. The Android JNI and Windows WinHTTP sources have
the same "an external library owns the socket" shape, but they can't be
pinned to a resolved IP without breaking TLS SNI and
certificate-hostname validation, so their host-string check — backed by
the connect-time re-check on the `basis_io` paths — is correct as-is.
RIST is Main-Profile PSK-AES (no hostname certificate), so pinning to a
literal breaks nothing. This is gated behind the opt-in
`-DBASIS_WITH_RIST=ON` build; the shipped Windows x64 and Android arm64
binaries carry it.
**2. `req_append` printf format attribute.** The RTSP request builder
forwards its format string to `vsnprintf` but carried no
`format(printf)` attribute, so `-Wformat-security` (already enabled in
the build) was inert for its call sites — a future format/argument
mismatch on this remote-facing path would have compiled clean. Tagged it
via a `BASIS_PRINTF_FMT` macro that expands to nothing on compilers
without the attribute. No behaviour change; all current call sites
already pass matching literals.
All four platform plugins were rebuilt (Windows x64/ARM64, Linux x86_64,
Android arm64-v8a), and the testing guide gained a RIST host-SSRF lane.
## Required checks
All boxes below must be ticked before this PR can merge. If a check is
genuinely N/A, tick it anyway and explain under **Notes**.
<!-- required-checks-start -->
<!-- Tick the boxes in place — do not edit the line text. The
pr-checklist workflow parses this block; per-PR context goes under
Notes. -->
- [x] **Tested** — I built and ran this locally. The change works in the
editor and (where relevant) in a built player.
- [x] **Transform access is combined and limited** — In hot paths,
transform reads/writes go through `TransformAccessArray` or are
otherwise batched. I have not added per-frame `transform.position` /
`transform.rotation` / `transform.localPosition` calls inside loops.
Whenever I need both position and rotation, I use the combined APIs —
`SetPositionAndRotation` / `SetLocalPositionAndRotation` for writes,
`GetPositionAndRotation` / `GetLocalPositionAndRotation` for reads —
instead of two separate property accesses; the combined call does one
local-to-world matrix traversal instead of two.
- [x] **Addressables used for asset/memory loading** — Any new asset
loads go through Addressables. No new `Resources.Load`, no direct asset
references that pull large content into memory on scene load.
- [x] **No new `GetComponent` / `AddComponent` where avoidable** — Where
unavoidable, the result is cached on a field, and any `GetComponent<T>`
is replaced with `TryGetComponent<T>(out var x)` — bare `GetComponent`
will be denied. `TryGetComponent` is the modern API (Unity 2019.2+) and
skips the Editor-only GC allocation `GetComponent` causes when a
component is missing: Unity wraps the `null` return in a managed "fake
null" object so its overloaded `==` operator can still detect destroyed
C++ objects, and constructing that wrapper allocates; `TryGetComponent`
returns a `bool` plus `out` parameter and never builds the wrapper. None
of these calls run inside `Update`, `LateUpdate`, `FixedUpdate`, jobs,
or other per-frame code paths.
- [x] **Per-frame work is scheduled through `BasisEventDriver`** — Any
new per-frame work hooks into `BasisEventDriver` rather than adding
standalone `Update` / `LateUpdate` / `FixedUpdate` callbacks on a
MonoBehaviour.
- [x] **Anything added to `BasisEventDriver` is bulletproof, or guarded
by `try`/`catch`** — `BasisEventDriver` runs the single per-frame tick
that drives the whole framework (network apply, local player sim,
blendshapes, JigglePhysics, nameplates, and more) as one sequential
chain. An unhandled exception anywhere in that chain aborts the rest of
the tick, so every step after the throwing one is silently skipped for
that frame. New work added to the driver must either be guaranteed not
to throw, or be wrapped in a `try`/`catch` that contains the failure and
surfaces it through `BasisDebug` — logged once / rate-limited, never
every frame (see the existing `HVRBasisBuiltInAddresses.Simulate()`
guard for the pattern). Expect this to be scrutinized closely in review.
- [x] **Considered jobification** — I asked whether this work can be
moved to a Unity Job (Burst-compiled where possible). If it can, it is.
If it cannot, the reason is in **Notes**.
- [x] **No needless `{ get; set; }` properties or access lockdowns** —
Public fields are fine; Basis is meant to be read and modified freely,
so don't wall things off `private`/`internal` without a real reason.
Don't wrap a field in `{ get; set; }` when the accessors do nothing —
property accessors have a real performance cost vs direct field access,
and the lead maintainer prefers plain fields (or a method / setter-only
property when only the setter needs logic) over a noop-getter pair. For
`.Instance` singletons, callers reassigning `Type.Instance` is allowed;
if that would break your code, log a warning or throw — don't block the
assignment. Locking down access is not your call.
- [x] **Camera access goes through `BasisLocalCameraDriver`** — Code
that needs the local camera (transform, projection, rig data, etc.)
pulls it from `BasisLocalCameraDriver` rather than looking one up
itself. Don't roll a separate camera discovery path.
- [x] **Logging uses `BasisDebug`** — All new logging calls go through
`BasisDebug.Log` / `BasisDebug.LogWarning` / `BasisDebug.LogError` (with
an appropriate `LogTag`) instead of `UnityEngine.Debug.Log` /
`Debug.LogWarning` / `Debug.LogError`. `BasisDebug` routes through
Basis's tagged, color-coded logger and respects the project-wide
`LoggingDisabled` toggle so logging can be killed at runtime; bare
`Debug.Log` calls bypass that and will be denied.
- [x] **No scene-wide discovery for dependencies** — New code is
architected so it does not need `FindObjectOfType` / `FindObjectsOfType`
/ `GameObject.Find` / `FindGameObjectsWithTag` to locate what it depends
on. References are wired in — registered through an existing
manager/driver, injected at init, or passed in by the caller — rather
than discovered by scanning the scene at runtime. If a scene scan is
genuinely unavoidable, justify it under **Notes**.
- [x] **No allocations in hot paths** — Per-frame code (Update /
LateUpdate / FixedUpdate, simulation loops, jobs, anything called once
per frame or more) does not allocate. No `new` on reference types, no
LINQ, no `string` concatenation/interpolation, no boxing, no `foreach`
over interface-typed collections. Allocate once at init and reuse the
buffer.
- [x] **No debugging in hot paths** — No log calls of any kind on
per-frame paths, including `BasisDebug`. Hot-path logging floods the
console and incurs cost on every frame regardless of whether the message
is filtered out downstream. If a hot-path log is needed while iterating,
gate it behind `#if UNITY_EDITOR` and remove (or leave gated) before
merge.
- [x] **Hot-path collection access is optimized** — Cache `.Count`
(lists) / `.Length` (arrays) into a local `int` before the loop instead
of re-reading the property each iteration. Prefer `T[]` (with a separate
length int when the array is over-sized) over `List<T>` where the data
is hot — Unity's mono BCL doesn't expose
`CollectionsMarshal.AsSpan(List<T>)`, so a list can't be fed into
`Span<T>` / unsafe paths cleanly. Where the perf justifies it, drop into
`Span<T>` / `ref` locals / `Unsafe.As` / `unsafe` pointer code to skip
bounds checks and copies, and call out the invariants you're relying on
under **Notes** so reviewers can sanity-check them.
<!-- required-checks-end -->
## Testing details
Tick the platforms you actually tested on. Leave the rest unticked —
these are informational and do not block merge.
- [x] Windows
- [ ] Linux
- [x] Android
- [ ] iOS
- [ ] macOS
Input / control mode coverage:
- [x] Tested in VR (note headset under **Notes**)
- [x] Tested in desktop / non-VR mode
- [ ] Tested with phone controls (mobile touch input)
- [ ] N/A — change does not touch player/XR/input code
Where applicable, confirm these flows still work after your changes:
- [ ] Hot-switching (desktop ↔ VR mode swap at runtime)
- [ ] Avatar swapping
- [ ] Server swapping (joining / leaving / changing servers)
- [x] N/A — change does not touch any of the above
## Notes
This is native C/C++ plugin code (`Native~/`) with no Unity C# surface,
so the Unity-specific required checks (transform access, Addressables,
GetComponent, BasisEventDriver, jobification, properties, camera driver,
BasisDebug, scene discovery, hot-path allocation/logging/collection) do
not apply — ticked as N/A per the instruction above.
**Tested** on Windows (Unity Editor) and Android (Quest Pro, built
player). All four plugins compile clean (only the pre-existing MSVC
C4996 CRT-deprecation warnings; no format-mismatch warning, confirming
the printf attribute is active). Playback confirmed against a live test
rig, verified both visually and through the player's diagnostic CSV
(drop/skip/format-error/audio counters all zero):
- **Editor:** RIST plain + AES, RTSP (two sources), and progressive MP4
with forward/backward seeks — all clean.
- **Quest Pro (built APK):** RIST plain, RTSP, and progressive MP4 with
forward/backward seeks — all clean; the native lib in the APK was
verified byte-identical to the committed build.
Linux and Windows ARM64 are RIST-off stub builds, so the RIST change
compiles out there; they were rebuilt and link-checked but not run in a
player (no runtime behaviour change reaches them beyond the printf
attribute).
Reachability note for the RIST fix: a plain `rist://<private>` URL is
refused by the managed (C#) gate before native runs, since a `rist://`
host is the entry URL, so the native guard is a DNS-rebind backstop
rather than a first line of defence. Confirming the refusal end-to-end
needs a rebind fixture (a name answering public then private); the
device passes above confirm the fix didn't regress normal RIST playback,
which was the live risk in pinning to a resolved address.9 files changed
Lines changed: 117 additions & 18 deletions
File tree
- Basis/Packages/com.basis.mediaplayer
- Native~/protocol
- Plugins
- Android/arm64-v8a
- Linux/x86_64
- Windows
- ARM64
- x86_64
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