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Pre-scan the root of texture packs for hash-named files. #17380
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How do we protect against this case now?
So let's say
path
is "assets/lang". We did check it starts with "assets/lang", so that's good. But "assets/langregion" matches that and does not have a /. So won't we match it and add it to the list as "egion" or something?I might also be missing something about
name + pathlen
. In my above scenario, "assets/lang/foo.ini" would not find a slash aftername + pathlen + 1
(which is "foo.ini") but wouldn'tfn
become "/foo.ini"? Seems confusing.It feels like this new logic might only be something that works when path == ""? Which does look like it was broken before.
-[Unknown]
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I somehow convinced myself that since all directories in a zip file always end wih '/', they'd be caught in the first case anyway - but that doesn't even make sense. Don't know what I was thinking.
I'll make a unit test for this today to really make sure all cases comes out right.
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Actually this does work - just gotta follow the convention of directory paths ending with "/" consistently throughout.
The unit test revealed a number of bugs, but I've fixed it and it's working now.
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Okay, yeah, making
GetFileListing()
add/
makes sense.But oops, now there's a source_assets/ziptest.zip.Oh, it's intentional for testing.-[Unknown]
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Yeah, we don't have a designated directory for testdata, at least not that I found. Though I suppose could have put the zip in /unittest too.