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pick_link(): pass it struct path already with normal refcounting rules
step_into() tries to avoid grabbing and dropping mount references on the steps that do not involve crossing mountpoints (which is obviously the majority of cases). So it uses a local struct path with unusual refcounting rules - path.mnt is pinned if and only if it's not equal to nd->path.mnt. We used to have similar beasts all over the place and we had quite a few bugs crop up in their handling - it's easy to get confused when changing e.g. cleanup on failure exits (or adding a new check, etc.) Now that's mostly gone - the step_into() instance (which is what we need them for) is the only one left. It is exposed to mount traversal and it's (shortly) seen by pick_link(). Since pick_link() needs to store it in link stack, where the normal rules apply, it has to make sure that mount is pinned regardless of nd->path.mnt value. That's done on all calls of pick_link() and very early in those. Let's do that in the caller (step_into()) instead - that way the fewer places need to be aware of such struct path instances. Signed-off-by: Al Viro <viro@zeniv.linux.org.uk>
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parent
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commit
84f0cd9e83
12
fs/namei.c
12
fs/namei.c
@ -1602,13 +1602,10 @@ static const char *pick_link(struct nameidata *nd, struct path *link,
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int error;
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if (unlikely(nd->total_link_count++ >= MAXSYMLINKS)) {
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path_to_nameidata(link, nd);
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if (!(nd->flags & LOOKUP_RCU))
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path_put(link);
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return ERR_PTR(-ELOOP);
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}
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if (!(nd->flags & LOOKUP_RCU)) {
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if (link->mnt == nd->path.mnt)
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mntget(link->mnt);
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}
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error = nd_alloc_stack(nd);
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if (unlikely(error)) {
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if (error == -ECHILD) {
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@ -1713,10 +1710,13 @@ static const char *step_into(struct nameidata *nd, int flags,
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nd->seq = seq;
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return NULL;
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}
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/* make sure that d_is_symlink above matches inode */
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if (nd->flags & LOOKUP_RCU) {
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/* make sure that d_is_symlink above matches inode */
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if (read_seqcount_retry(&path.dentry->d_seq, seq))
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return ERR_PTR(-ECHILD);
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} else {
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if (path.mnt == nd->path.mnt)
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mntget(path.mnt);
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}
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return pick_link(nd, &path, inode, seq, flags);
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}
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