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Fixes: #8972 Fixes: #24263 And I think it also (partially) fix #24263 (no need to convert) , because users could upload any supported image format if it isn't larger than AVATAR_MAX_ORIGIN_SIZE The main idea: * if the uploaded file size is not larger than AVATAR_MAX_ORIGIN_SIZE, use the origin * if the resized size is larger than the origin, use the origin Screenshots: JPG: <details> ![image](https://github.com/go-gitea/gitea/assets/2114189/70e98bb0-ecb9-4c4e-a89f-4a37d4e37f8e) </details> APNG: <details> ![image](https://github.com/go-gitea/gitea/assets/2114189/9055135b-5e2d-4152-bd72-596fcb7c6671) ![image](https://github.com/go-gitea/gitea/assets/2114189/50364caf-f7f6-4241-a289-e485fe4cd582) </details> WebP (animated) <details> ![image](https://github.com/go-gitea/gitea/assets/2114189/f642eb85-498a-49a5-86bf-0a7b04089ae0) </details> The only exception: if a WebP image is larger than MaxOriginSize and it is animated, then current `webp` package can't decode it, so only in this case it isn't supported. IMO no need to support such case: why a user would upload a 1MB animated webp as avatar? crazy ..... --------- Co-authored-by: silverwind <me@silverwind.io>
126 lines
4.2 KiB
Go
126 lines
4.2 KiB
Go
// Copyright 2014 The Gogs Authors. All rights reserved.
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// SPDX-License-Identifier: MIT
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package avatar
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import (
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"bytes"
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"errors"
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"fmt"
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"image"
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"image/color"
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"image/png"
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_ "image/gif" // for processing gif images
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_ "image/jpeg" // for processing jpeg images
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"code.gitea.io/gitea/modules/avatar/identicon"
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"code.gitea.io/gitea/modules/setting"
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"github.com/nfnt/resize"
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"github.com/oliamb/cutter"
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_ "golang.org/x/image/webp" // for processing webp images
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)
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// DefaultAvatarSize is the target CSS pixel size for avatar generation. It is
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// multiplied by setting.Avatar.RenderedSizeFactor and the resulting size is the
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// usual size of avatar image saved on server, unless the original file is smaller
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// than the size after resizing.
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const DefaultAvatarSize = 256
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// RandomImageSize generates and returns a random avatar image unique to input data
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// in custom size (height and width).
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func RandomImageSize(size int, data []byte) (image.Image, error) {
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// we use white as background, and use dark colors to draw blocks
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imgMaker, err := identicon.New(size, color.White, identicon.DarkColors...)
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if err != nil {
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return nil, fmt.Errorf("identicon.New: %w", err)
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}
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return imgMaker.Make(data), nil
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}
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// RandomImage generates and returns a random avatar image unique to input data
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// in default size (height and width).
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func RandomImage(data []byte) (image.Image, error) {
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return RandomImageSize(DefaultAvatarSize*setting.Avatar.RenderedSizeFactor, data)
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}
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// processAvatarImage process the avatar image data, crop and resize it if necessary.
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// the returned data could be the original image if no processing is needed.
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func processAvatarImage(data []byte, maxOriginSize int64) ([]byte, error) {
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imgCfg, imgType, err := image.DecodeConfig(bytes.NewReader(data))
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if err != nil {
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return nil, fmt.Errorf("image.DecodeConfig: %w", err)
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}
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// for safety, only accept known types explicitly
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if imgType != "png" && imgType != "jpeg" && imgType != "gif" && imgType != "webp" {
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return nil, errors.New("unsupported avatar image type")
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}
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// do not process image which is too large, it would consume too much memory
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if imgCfg.Width > setting.Avatar.MaxWidth {
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return nil, fmt.Errorf("image width is too large: %d > %d", imgCfg.Width, setting.Avatar.MaxWidth)
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}
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if imgCfg.Height > setting.Avatar.MaxHeight {
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return nil, fmt.Errorf("image height is too large: %d > %d", imgCfg.Height, setting.Avatar.MaxHeight)
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}
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// If the origin is small enough, just use it, then APNG could be supported,
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// otherwise, if the image is processed later, APNG loses animation.
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// And one more thing, webp is not fully supported, for animated webp, image.DecodeConfig works but Decode fails.
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// So for animated webp, if the uploaded file is smaller than maxOriginSize, it will be used, if it's larger, there will be an error.
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if len(data) < int(maxOriginSize) {
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return data, nil
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}
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img, _, err := image.Decode(bytes.NewReader(data))
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if err != nil {
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return nil, fmt.Errorf("image.Decode: %w", err)
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}
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// try to crop and resize the origin image if necessary
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if imgCfg.Width != imgCfg.Height {
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var newSize, ax, ay int
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if imgCfg.Width > imgCfg.Height {
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newSize = imgCfg.Height
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ax = (imgCfg.Width - imgCfg.Height) / 2
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} else {
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newSize = imgCfg.Width
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ay = (imgCfg.Height - imgCfg.Width) / 2
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}
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img, err = cutter.Crop(img, cutter.Config{
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Width: newSize,
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Height: newSize,
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Anchor: image.Point{X: ax, Y: ay},
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})
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if err != nil {
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return nil, err
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}
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}
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targetSize := uint(DefaultAvatarSize * setting.Avatar.RenderedSizeFactor)
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img = resize.Resize(targetSize, targetSize, img, resize.Bilinear)
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// try to encode the cropped/resized image to png
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bs := bytes.Buffer{}
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if err = png.Encode(&bs, img); err != nil {
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return nil, err
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}
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resized := bs.Bytes()
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// usually the png compression is not good enough, use the original image (no cropping/resizing) if the origin is smaller
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if len(data) <= len(resized) {
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return data, nil
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}
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return resized, nil
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}
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// ProcessAvatarImage process the avatar image data, crop and resize it if necessary.
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// the returned data could be the original image if no processing is needed.
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func ProcessAvatarImage(data []byte) ([]byte, error) {
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return processAvatarImage(data, setting.Avatar.MaxOriginSize)
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}
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