guard against infinite recursion and loops

This commit is contained in:
Kyle Spearrin 2018-02-10 09:35:14 -05:00
parent 7654bb7088
commit d5c3ae3d19

View file

@ -19,6 +19,7 @@ namespace Bit.Android
{
private NotificationChannel _notificationChannel;
private const string BitwardenTag = "bw_access";
private const int AutoFillNotificationId = 34573;
private const string SystemUiPackage = "com.android.systemui";
private const string BitwardenPackage = "com.x8bit.bitwarden";
@ -439,42 +440,44 @@ namespace Bit.Android
private NodeList GetWindowNodes(AccessibilityNodeInfo n, AccessibilityEvent e,
Func<AccessibilityNodeInfo, bool> condition, bool disposeIfUnused, NodeList nodes = null,
int recursionDepth = 0, AccessibilityNodeInfo parentNode = null)
int recursionDepth = 0)
{
if(nodes == null)
{
nodes = new NodeList();
}
//global::Android.Util.Log.Info("bw_access", "node: " + n.ToString());
//global::Android.Util.Log.Info("bw_access", "recursiveIterations = " + recursiveIterations);
var sameAsParent = n?.GetHashCode() == parentNode?.GetHashCode();
if(sameAsParent)
var dispose = disposeIfUnused;
if(n != null && recursionDepth < 50)
{
global::Android.Util.Log.Info("bw_access", "child is same as parent!");
}
if(n != null && recursionDepth < 50 && !sameAsParent)
{
var dispose = disposeIfUnused;
if(n.WindowId == e.WindowId && !(n.ViewIdResourceName?.StartsWith(SystemUiPackage) ?? false) && condition(n))
{
dispose = false;
nodes.Add(n);
}
//global::Android.Util.Log.Info("bw_access", "ChildCount " + n.ChildCount);
for(var i = 0; i < n.ChildCount; i++)
{
var childNode = n.GetChild(i);
GetWindowNodes(childNode, e, condition, true, nodes, recursionDepth++, n);
if(i > 100)
{
global::Android.Util.Log.Info(BitwardenTag, "Too many child iterations.");
}
else if(childNode.GetHashCode() == n.GetHashCode())
{
global::Android.Util.Log.Info(BitwardenTag,
"Child node is the same as parent for some reason.");
}
else
{
GetWindowNodes(childNode, e, condition, true, nodes, recursionDepth++);
}
}
}
if(dispose)
{
n.Dispose();
}
if(dispose)
{
n?.Dispose();
}
return nodes;