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a6af42abe24fd2aa90a18cb9864677822c03a210
Fixes CVE-2020-7212 (1.25.2 - 1.25.7)
The _encode_invalid_chars function does not remove duplicate percent
encodings in the _percent_encodings array, which combined with the
normalization step could take O(N^2) time to compute for a URL of
length N. This results in a marginally higher CPU consumption
compared to the potential linear time achieved by deduplicating
the _percent_encodings array.
CC: Peter Korsgaard <peter@korsgaard.com>
Signed-off-by: Matthew Weber <matthew.weber@rockwellcollins.com>
Signed-off-by: Thomas Petazzoni <thomas.petazzoni@bootlin.com>
(cherry picked from commit fc57db8401)
Signed-off-by: Peter Korsgaard <peter@korsgaard.com>
Buildroot is a simple, efficient and easy-to-use tool to generate embedded Linux systems through cross-compilation. The documentation can be found in docs/manual. You can generate a text document with 'make manual-text' and read output/docs/manual/manual.text. Online documentation can be found at http://buildroot.org/docs.html To build and use the buildroot stuff, do the following: 1) run 'make menuconfig' 2) select the target architecture and the packages you wish to compile 3) run 'make' 4) wait while it compiles 5) find the kernel, bootloader, root filesystem, etc. in output/images You do not need to be root to build or run buildroot. Have fun! Buildroot comes with a basic configuration for a number of boards. Run 'make list-defconfigs' to view the list of provided configurations. Please feed suggestions, bug reports, insults, and bribes back to the buildroot mailing list: buildroot@buildroot.org You can also find us on #buildroot on Freenode IRC. If you would like to contribute patches, please read https://buildroot.org/manual.html#submitting-patches
Description
Godot's buildroot soft-fork for generating toolchains to make portable Linux releases of Godot games.
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