IronPython - How to prevent CLR (and other modules) from being imported - python

I'm setting up a web application to use IronPython for scripting various user actions and I'll be exposing various business objects ready for accessing by the script. I want to make it impossible for the user to import the CLR or other assemblies in order to keep the script's capabilities simple and restricted to the functionality I expose in my business objects.
How do I prevent the CLR and other assemblies/modules from being imported?

This would prevent imports of both python modules and .Net objects so may not be what you want. (I'm relatively new to Python so I might be missing some things as well):
Setup the environment.
Import anything you need the user to have access to.
Either prepend to their script or execute:
__builtins__.__import__ = None #Stops imports working
reload = None #Stops reloading working (specifically stops them reloading builtins
#giving back an unbroken __import___!
then execute their script.

You'll have to search the script for the imports you don't want them to use, and reject the script in toto if it contains any of them.
Basically, just reject the script if it contains Assembly.Load, import or AddReference.

You might want to implement the protection using Microsoft's Code Access Security. I myself am not fully aware of its workings (or how to make it work with IPy), but its something which I feel you should consider.
There's a discussion thread on the IPy mailing list which you might want to look at. The question asked is similar to yours.

If you'd like to disable certain built-in modules I'd suggest filing a feature request over at ironpython.codeplex.com. This should be an easy enough thing to implement.
Otherwise you could simply look at either Importer.cs and disallow the import there or you could simply delete ClrModule.cs from IronPython and re-build (and potentially remove any references to it).

In case anyone comes across this thread from google still (like i did)
I managed to disable 'import clr' in python scripts by commenting out the line
//[assembly: PythonModule("clr", typeof(IronPython.Runtime.ClrModule))]
in ClrModule.cs, but i'm not convinced this is a full solution to preventing unwanted access, since you will still need to override things like the file builtin.

Related

Create playlist in iTunes with Python and Scripting Bridge

How do you create a playlist using Python and Scripting Bridge?
So far I have :
from Foundation import *
from ScriptingBridge import *
iTunes = SBApplication.applicationWithBundleIdentifier_("com.apple.iTunes")
newPlaylist = iTunes.iTunesPlaylist()
This obviously doesn't work.
I've seen things for Ruby and Objective C, but I don't really understand the language.
This is actually an example in the Scripting Bridge documentation. See Listing 2, "Adding an object to a scriptable application in PyObjC code":
from Foundation import *
from ScriptingBridge import *
iTunes = SBApplication.applicationWithBundleIdentifier_("com.apple.iTunes")
p = {'name':'Testing'}
playlist = iTunes.classForScriptingClass_("playlist").alloc().initWithProperties_(p)
iTunes.sources()[0].playlists().insertObject_atIndex_(playlist, 0)
If this doesn't make sense to you, there are a few different ugly things to explain…
First, SBApplication doesn't have any member iTunesPlaylist that's a nice subclass of SBObject. If you've generated static glue, ITApplication might have such a thing… but you don't want to use static glue. So, you have to dynamically create the class object iTunesPlaylist. There are a few different ways to do that, but the easy way (assuming you know it's called playlist in Applescript) is with classForScriptingClass_.
Next, ScriptingBridge isn't really a native Python bridge to AE; it's a Python bridge to the ObjC bridge to AE. So that iTunesPlaylist is actually a wrapped-up ObjC class, not Python class. That means you can't just instantiate it as iTunesPlaylist(), you have to say iTunesPlaylist.alloc().init().
Calling initWithProperties_(p) is a nice shortcut to initializing and setting properties in separate steps.
Finally, the way the AE object model works, you can't just "create an object", you have create an object at some location. ScriptingBridge tries to hide this from you, but it doesn't do a very good job. The playlist object you create doesn't actually represent anything in iTunes yet—in fact, if you look at its type or repr, you'll see that it's a "future iTunesPlaylist". You need to find an appropriate SBElementArray to insert it into, and then it will become a real playlist.
Not everything in ScriptingBridge is this horrible. But some of it is even worse. Just wait until you run into one of the areas where iTunes' scripting dictionary is wrong…
The iTunes AE interface itself is very nice, if you can avoid using ScriptingBridge. There are three ways around that, although they may not help you.
First, there's appscript (docs here). This is a different Python->AE bridge which is much better than SB. Here's what the same thing looks like (relying on the default that iTunes has a default location for playlists—at the end of the list of playlists in the first library source):
from appscript import *
iTunes = app('iTunes')
p = {'name':'Testing'}
playlist = iTunes.make(new=k.playlist, with_properties=p)
And if you can't figure out how to do what you want, but can find AppleScript sample code (e.g., at dougscripts), you can use the ASTranslate tool to write the equivalent appscript.
Unfortunately, the author of appscript has canceled the project. And with good reason—it relies on legacy APIs that Apple could remove in 10.9 (or cite to reject you from the App Store). At present, it still works fine, and a few people are keeping it alive at the github repo above, but one day, it will have to die for real. So, it may not be a good solution unless this is a personal, short-term, or learning project. (Also, specific to iTunes: 10.6.3 has a bug that affects appscript, but doesn't affect other bridges unless you're using them remotely. If you need to work with that version, see itunesterms for one solution.)
Of course there's always the obvious option: do it in AppleScript:
tell application "iTunes"
make new playlist with properties {name:"Testing4"}
end tell
The problem with AppleScript is that it's a horrible language for everything except talking AEOM, and its equivalent of Python's standard library is about 5% as deep and wide. But you can always use a two-language solution, in two ways. You can connect from AppleScript to other Cocoa code (e.g., Python with PyObjC) via ASOC. Or, alternatively, you can use NSAppleScript and friends to run scripts from PyObjC/etc.
The latter may be the most painful answer, but it has one huge advantage: If you use the new APIs in Mountain Lion, and your use cases fall within a certain narrow band, you can write a sandboxed app that scripts iTunes without needing a temporary exception entitlement, meaning you can sell it in the App Store.

When should a Python script be split into multiple files/modules?

In Java, this question is easy (if a little tedious) - every class requires its own file. So the number of .java files in a project is the number of classes (not counting anonymous/nested classes).
In Python, though, I can define multiple classes in the same file, and I'm not quite sure how to find the point at which I split things up. It seems wrong to make a file for every class, but it also feels wrong just to leave everything in the same file by default. How do I know where to break a program up?
Remember that in Python, a file is a module that you will most likely import in order to use the classes contained therein. Also remember one of the basic principles of software development "the unit of packaging is the unit of reuse", which basically means:
If classes are most likely used together, or if using one class leads to using another, they belong in a common package.
As I see it, this is really a question about reuse and abstraction. If you have a problem that you can solve in a very general way, so that the resulting code would be useful in many other programs, put it in its own module.
For example: a while ago I wrote a (bad) mpd client. I wanted to make configuration file and option parsing easy, so I created a class that combined ConfigParser and optparse functionality in a way I thought was sensible. It needed a couple of support classes, so I put them all together in a module. I never use the client, but I've reused the configuration module in other projects.
EDIT: Also, a more cynical answer just occurred to me: if you can only solve a problem in a really ugly way, hide the ugliness in a module. :)
In Java ... every class requires its own file.
On the flipside, sometimes a Java file, also, will include enums or subclasses or interfaces, within the main class because they are "closely related."
not counting anonymous/nested classes
Anonymous classes shouldn't be counted, but I think tasteful use of nested classes is a choice much like the one you're asking about Python.
(Occasionally a Java file will have two classes, not nested, which is allowed, but yuck don't do it.)
Python actually gives you the choice to package your code in the way you see fit.
The analogy between Python and Java is that a file i.e., the .py file in Python is
equivalent to a package in Java as in it can contain many related classes and functions.
For good examples, have a look in the Python built-in modules.
Just download the source and check them out, the rule of thumb I follow is
when you have very tightly coupled classes or functions you keep them in a single file
else you break them up.

How can I create a ramdisk in Python?

I want to create a ramdisk in Python. I want to be able to do this in a cross-platform way, so it'll work on Windows XP-to-7, Mac, and Linux. I want to be able to read/write to the ramdisk like it's a normal drive, preferably with a drive letter/path.
The reason I want this is to write tests for a script that creates a directory with a certain structure. I want to create the directory completely in the ramdisk so I'll be sure it would be completely deleted after the tests are over. I considered using Python's tempfile, but if the test will be stopped in the middle the directory might not be deleted. I want to be completely sure it's deleted even if someone pulls the plug on the computer in the middle of a test.
How about PyFilesystem?
https://docs.pyfilesystem.org/en/latest/reference/memoryfs.html
https://docs.pyfilesystem.org/en/latest/reference/tempfs.html
The downside is that you have to access the filesystem with PyFilesystem API, but you can also access the real fs with PyFilesystem.
Because file and directory-handling is so low-level and OS dependent, I doubt anything like what you want exists (or is even possible). Your best bet might be to implement a "virtual" file-system-like set of functions, classes, and methods that keep track of the files and directory-hierarchy created and their content.
Callables in such an emulation would need to have the same signature and return the same value(s) as their counterparts in the various Python standard built-ins and modules your application uses.
I suspect this might not be as much work as it sounds -- emulating the standard Python file-system interface -- depending on how much of it you're actually using since you wouldn't necessarily have to imitate all of it. Also, if written in Pure Python™, it would also be portable and easy to maintain and enhance.
One option might be to inject (monkey patch) modified versions of the methods used in the os module as well as the builtins open and file that write to StringIO files instead of to disk. Obviously this substitution should only occur for the module being tested;
Please read this:
http://docs.python.org/library/tempfile.html#tempfile.TemporaryFile
"Return a file-like object that can be
used as a temporary storage area. The
file is created using mkstemp(). It
will be destroyed as soon as it is
closed (including an implicit close
when the object is garbage
collected)."
It's all handled for you. Do nothing and it already works.

How can I sandbox Python in pure Python?

I'm developing a web game in pure Python, and want some simple scripting available to allow for more dynamic game content. Game content can be added live by privileged users.
It would be nice if the scripting language could be Python. However, it can't run with access to the environment the game runs on since a malicious user could wreak havoc which would be bad. Is it possible to run sandboxed Python in pure Python?
Update: In fact, since true Python support would be way overkill, a simple scripting language with Pythonic syntax would be perfect.
If there aren't any Pythonic script interpreters, are there any other open source script interpreters written in pure Python that I could use? The requirements are support for variables, basic conditionals and function calls (not definitions).
This is really non-trivial.
There are two ways to sandbox Python. One is to create a restricted environment (i.e., very few globals etc.) and exec your code inside this environment. This is what Messa is suggesting. It's nice but there are lots of ways to break out of the sandbox and create trouble. There was a thread about this on Python-dev a year ago or so in which people did things from catching exceptions and poking at internal state to break out to byte code manipulation. This is the way to go if you want a complete language.
The other way is to parse the code and then use the ast module to kick out constructs you don't want (e.g. import statements, function calls etc.) and then to compile the rest. This is the way to go if you want to use Python as a config language etc.
Another way (which might not work for you since you're using GAE), is the PyPy sandbox. While I haven't used it myself, word on the intertubes is that it's the only real sandboxed Python out there.
Based on your description of the requirements (The requirements are support for variables, basic conditionals and function calls (not definitions)) , you might want to evaluate approach 2 and kick out everything else from the code. It's a little tricky but doable.
Roughly ten years after the original question, Python 3.8.0 comes with auditing. Can it help? Let's limit the discussion to hard-drive writing for simplicity - and see:
from sys import addaudithook
def block_mischief(event,arg):
if 'WRITE_LOCK' in globals() and ((event=='open' and arg[1]!='r')
or event.split('.')[0] in ['subprocess', 'os', 'shutil', 'winreg']): raise IOError('file write forbidden')
addaudithook(block_mischief)
So far exec could easily write to disk:
exec("open('/tmp/FILE','w').write('pwned by l33t h4xx0rz')", dict(locals()))
But we can forbid it at will, so that no wicked user can access the disk from the code supplied to exec(). Pythonic modules like numpy or pickle eventually use the Python's file access, so they are banned from disk write, too. External program calls have been explicitly disabled, too.
WRITE_LOCK = True
exec("open('/tmp/FILE','w').write('pwned by l33t h4xx0rz')", dict(locals()))
exec("open('/tmp/FILE','a').write('pwned by l33t h4xx0rz')", dict(locals()))
exec("numpy.savetxt('/tmp/FILE', numpy.eye(3))", dict(locals()))
exec("import subprocess; subprocess.call('echo PWNED >> /tmp/FILE', shell=True)", dict(locals()))
An attempt of removing the lock from within exec() seems to be futile, since the auditing hook uses a different copy of locals that is not accessible for the code ran by exec. Please prove me wrong.
exec("print('muhehehe'); del WRITE_LOCK; open('/tmp/FILE','w')", dict(locals()))
...
OSError: file write forbidden
Of course, the top-level code can enable file I/O again.
del WRITE_LOCK
exec("open('/tmp/FILE','w')", dict(locals()))
Sandboxing within Cpython has proven extremely hard and many previous attempts have failed. This approach is also not entirely secure e.g. for public web access:
perhaps hypothetical compiled modules that use direct OS calls cannot be audited by Cpython - whitelisting the safe pure pythonic modules is recommended.
Definitely there is still the possibility of crashing or overloading the Cpython interpreter.
Maybe there remain even some loopholes to write the files on the harddrive, too. But I could not use any of the usual sandbox-evasion tricks to write a single byte. We can say the "attack surface" of Python ecosystem reduces to rather a narrow list of events to be (dis)allowed: https://docs.python.org/3/library/audit_events.html
I would be thankful to anybody pointing me to the flaws of this approach.
EDIT: So this is not safe either! I am very thankful to #Emu for his clever hack using exception catching and introspection:
#!/usr/bin/python3.8
from sys import addaudithook
def block_mischief(event,arg):
if 'WRITE_LOCK' in globals() and ((event=='open' and arg[1]!='r') or event.split('.')[0] in ['subprocess', 'os', 'shutil', 'winreg']):
raise IOError('file write forbidden')
addaudithook(block_mischief)
WRITE_LOCK = True
exec("""
import sys
def r(a, b):
try:
raise Exception()
except:
del sys.exc_info()[2].tb_frame.f_back.f_globals['WRITE_LOCK']
import sys
w = type('evil',(object,),{'__ne__':r})()
sys.audit('open', None, w)
open('/tmp/FILE','w').write('pwned by l33t h4xx0rz')""", dict(locals()))
I guess that auditing+subprocessing is the way to go, but do not use it on production machines:
https://bitbucket.org/fdominec/experimental_sandbox_in_cpython38/src/master/sandbox_experiment.py
AFAIK it is possible to run a code in a completely isolated environment:
exec somePythonCode in {'__builtins__': {}}, {}
But in such environment you can do almost nothing :) (you can not even import a module; but still a malicious user can run an infinite recursion or cause running out of memory.) Probably you would want to add some modules that will be the interface to you game engine.
I'm not sure why nobody mentions this, but Zope 2 has a thing called Python Script, which is exactly that - restricted Python executed in a sandbox, without any access to filesystem, with access to other Zope objects controlled by Zope security machinery, with imports limited to a safe subset.
Zope in general is pretty safe, so I would imagine there are no known or obvious ways to break out of the sandbox.
I'm not sure how exactly Python Scripts are implemented, but the feature was around since like year 2000.
And here's the magic behind PythonScripts, with detailed documentation: http://pypi.python.org/pypi/RestrictedPython - it even looks like it doesn't have any dependencies on Zope, so can be used standalone.
Note that this is not for safely running arbitrary python code (most of the random scripts will fail on first import or file access), but rather for using Python for limited scripting within a Python application.
This answer is from my comment to a question closed as a duplicate of this one: Python from Python: restricting functionality?
I would look into a two server approach. The first server is the privileged web server where your code lives. The second server is a very tightly controlled server that only provides a web service or RPC service and runs the untrusted code. You provide your content creator with your custom interface. For example you if you allowed the end user to create items, you would have a look up that called the server with the code to execute and the set of parameters.
Here's and abstract example for a healing potion.
{function_id='healing potion', action='use', target='self', inventory_id='1234'}
The response might be something like
{hp='+5' action={destroy_inventory_item, inventory_id='1234'}}
Hmm. This is a thought experiment, I don't know of it being done:
You could use the compiler package to parse the script. You can then walk this tree, prefixing all identifiers - variables, method names e.t.c. (also has|get|setattr invocations and so on) - with a unique preamble so that they cannot possibly refer to your variables. You could also ensure that the compiler package itself was not invoked, and perhaps other blacklisted things such as opening files. You then emit the python code for this, and compiler.compile it.
The docs note that the compiler package is not in Python 3.0, but does not mention what the 3.0 alternative is.
In general, this is parallel to how forum software and such try to whitelist 'safe' Javascript or HTML e.t.c. And they historically have a bad record of stomping all the escapes. But you might have more luck with Python :)
I think your best bet is going to be a combination of the replies thus far.
You'll want to parse and sanitise the input - removing any import statements for example.
You can then use Messa's exec sample (or something similar) to allow the code execution against only the builtin variables of your choosing - most likely some sort of API defined by yourself that provides the programmer access to the functionality you deem relevant.

Python Auto Importing [duplicate]

This question already has answers here:
Closed 10 years ago.
Possible Duplicate:
Perl's AUTOLOAD in Python (getattr on a module)
I'm coming from a PHP background and attempting to learn Python, and I want to be sure to do things the "Python way" instead of how i've developed before.
My question comes from the fact in PHP5 you can set up your code so if you attempt to call a class that doesn't exist in the namespace, a function will run first that will load the class in and allow you to continue on as if it were already loaded. the advantages to this is classes weren't loaded unless they were called, and you didn't have to worry about loading classes before using them.
In python, there's alot of emphasis on the import statement, is it bad practice to attempt an auto importing trick with python, to alleviate the need for an import statement? I've found this module that offers auto importing, however I dont know if that's the best way of doing it, or if auto importing of modules is something that is recommended, thoughts?
Imports serve at least two other important purposes besides making the modules or contents of the modules available:
They serve as a sort of declaration of intent -- "this module uses services from this other module" or "this module uses services belonging to a certain class" -- e.g. if you are doing a security review for socket-handling code, you can begin by only looking at modules that import socket (or other networking-related modules)
Imports serve as a proxy for the complexity of a module. If you find yourself with dozens of lines of imports, it may be time to reconsider your separation of concerns within the module, or within your application as a whole. This is also a good reason to avoid "from foo import *"-type imports.
In Python, people usually avoid auto imports, just because it is not worth the effort. You may slightly remove startup costs, but otherwise, there is no (or should be no) significant effect. If you have modules that are expensive to import and do a lot of stuff that doesn't need to be done, rather rewrite the module than delay importing it.
That said, there is nothing inherently wrong with auto imports. Because of the proxy nature, there may be some pitfalls (e.g. when looking at a thing that has not been imported yet). Several auto importing libraries are floating around.
If you are learning Python and want to do things the Python way, then just import the modules. It's very unusual to find autoimports in Python code.
You could auto-import the modules, but the most I have ever needed to import was about 10, and that is after I tacked features on top of the original program. You won't be importing a lot, and the names are very easy to remember.

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