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Avoid importing MSVC obj files
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Currently Godot tries to import any file with the extension "obj" as a
Wavefront OBJ model in text format.

This will fail and potentially crash the editor, if the obj file is
actually binary, like a MSVC build artifact/object file.

While the COFF header at the start of the obj file is subject to change,
this change should cover all potential/typical target machines possible
right now.

This fixes godotengine#71656.
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MarioLiebisch committed Jan 19, 2023
1 parent d93b66a commit 9ba5d31
Showing 1 changed file with 14 additions and 0 deletions.
14 changes: 14 additions & 0 deletions editor/import/resource_importer_obj.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -206,6 +206,20 @@ static Error _parse_obj(const String &p_path, List<Ref<Mesh>> &r_meshes, bool p_
Ref<FileAccess> f = FileAccess::open(p_path, FileAccess::READ);
ERR_FAIL_COND_V_MSG(f.is_null(), ERR_CANT_OPEN, vformat("Couldn't open OBJ file '%s', it may not exist or not be readable.", p_path));

// Avoid trying to load/interpret potential build artifacts from Visual Studio (e.g. when compiling native plugins inside the project tree)
// This should only match, if it's indeed a COFF file header
// https://learn.microsoft.com/en-us/windows/win32/debug/pe-format#machine-types
const int first_bytes = f->get_16();
static const Vector<int> coff_header_machines{
0x0, // IMAGE_FILE_MACHINE_UNKNOWN
0x8664, // IMAGE_FILE_MACHINE_AMD64
0x1c0, // IMAGE_FILE_MACHINE_ARM
0x14c, // IMAGE_FILE_MACHINE_I386
0x200, // IMAGE_FILE_MACHINE_IA64
};
ERR_FAIL_COND_V_MSG(coff_header_machines.find(first_bytes) != -1, ERR_FILE_CORRUPT, vformat("Couldn't read OBJ file '%s', it seems to be binary, corrupted, or empty.", p_path));
f->seek(0);

Ref<ArrayMesh> mesh;
mesh.instantiate();

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