0ad/source/ps/ModIo.h
wraitii 4f972bc623 Split off JSON-related function from ScriptInterface, clean up headers.
Follows 34b1920e7b.

JSON functions and ToString are movec to their own headers.
Also clean out a few PersistentRooted usage to use the 2-phase init to
clean up scriptInterface usage.

With these functions split off, we can finally clean out headers and
remove ScriptInterface.h from most of them, in favour of smaller and
more precise headers.


Take the opportunity to clarify some comments regarding Mutability.

Differential Revision: https://code.wildfiregames.com/D3961
This was SVN commit r25434.
2021-05-14 10:18:03 +00:00

208 lines
7.7 KiB
C++

/* Copyright (C) 2021 Wildfire Games.
*
* Permission is hereby granted, free of charge, to any person obtaining
* a copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, sublicense, and/or sell copies of the Software, and to
* permit persons to whom the Software is furnished to do so, subject to
* the following conditions:
*
* The above copyright notice and this permission notice shall be included
* in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
#ifndef INCLUDED_MODIO
#define INCLUDED_MODIO
#include "lib/external_libraries/curl.h"
#include "lib/os_path.h"
#include <sodium.h>
#include <string>
// TODO: Allocate instance of the below two using sodium_malloc?
struct PKStruct
{
unsigned char sig_alg[2] = {}; // == "Ed"
unsigned char keynum[8] = {}; // should match the keynum in the sigstruct, else this is the wrong key
unsigned char pk[crypto_sign_PUBLICKEYBYTES] = {};
};
struct SigStruct
{
unsigned char sig_alg[2] = {}; // "ED" (since we only support the hashed mode)
unsigned char keynum[8] = {}; // should match the keynum in the PKStruct
unsigned char sig[crypto_sign_BYTES] = {};
};
struct ModIoModData
{
std::map<std::string, std::string> properties;
std::vector<std::string> dependencies;
SigStruct sig;
};
enum class DownloadProgressStatus {
NONE, // Default state
GAMEID, // The game ID is being downloaded
READY, // The game ID has been downloaded
LISTING, // The mod list is being downloaded
LISTED, // The mod list has been downloaded
DOWNLOADING, // A mod file is being downloaded
SUCCESS, // A mod file has been downloaded
FAILED_GAMEID, // Game ID couldn't be retrieved
FAILED_LISTING, // Mod list couldn't be retrieved
FAILED_DOWNLOADING, // File couldn't be retrieved
FAILED_FILECHECK // The file is corrupted
};
struct DownloadProgressData
{
DownloadProgressStatus status;
double progress;
std::string error;
};
struct DownloadCallbackData;
/**
* mod.io API interfacing code.
*
* Overview
*
* This class interfaces with a remote API provider that returns a list of mod files.
* These can then be downloaded after some cursory checking of well-formedness of the returned
* metadata.
* Downloaded files are checked for well formedness by validating that they fit the size and hash
* indicated by the API, then we check if the file is actually signed by a trusted key, and only
* if all of that is success the file is actually possible to be loaded as a mod.
*
* Security considerations
*
* This both distrusts the loaded JS mods, and the API as much as possible.
* We do not want a malicious mod to use this to download arbitrary files, nor do we want the API
* to make us download something we have not verified.
* Therefore we only allow mods to download one of the mods returned by this class (using indices).
*
* This (mostly) necessitates parsing the API responses here, as opposed to in JS.
* One could alternatively parse the responses in a locked down JS context, but that would require
* storing that code in here, or making sure nobody can overwrite it. Also this would possibly make
* some of the needed accesses for downloading and verifying files a bit more complicated.
*
* Everything downloaded from the API has its signature verified against our public key.
* This is a requirement, as otherwise a compromise of the API would result in users installing
* possibly malicious files.
* So a compromised API can just serve old files that we signed, so in that case there would need
* to be an issue in that old file that was missed.
*
* To limit the extend to how old those files could be the signing key should be rotated
* regularly (e.g. every release). To allow old versions of the engine to still use the API
* files can be signed by both the old and the new key for some amount of time, that however
* only makes sense in case a mod is compatible with both engine versions.
*
* Note that this does not prevent all possible attacks a package manager/update system should
* defend against. This is intentionally not an update system since proper package managers already
* exist. However there is some possible overlap in attack vectors and these should be evalutated
* whether they apply and to what extend we can fix that on our side (or how to get the API provider
* to help us do so). For a list of some possible issues see:
* https://github.com/theupdateframework/specification/blob/master/tuf-spec.md
*
* The mod.io settings are also locked down such that only mods that have been authorized by us
* show up in API queries. This is both done so that all required information (dependencies)
* are stored for the files, and that only mods that have been checked for being ok are actually
* shown to users.
*/
class ModIo
{
NONCOPYABLE(ModIo);
public:
ModIo();
~ModIo();
// Async requests
void StartGetGameId();
void StartListMods();
void StartDownloadMod(u32 idx);
/**
* Advance the current async request and perform final steps if the download is complete.
*
* @param scriptInterface used for parsing the data and possibly install the mod.
* @return true if the download is complete (successful or not), false otherwise.
*/
bool AdvanceRequest(const ScriptInterface& scriptInterface);
/**
* Cancel the current async request and clean things up
*/
void CancelRequest();
const std::vector<ModIoModData>& GetMods() const
{
return m_ModData;
}
const DownloadProgressData& GetDownloadProgress() const
{
return m_DownloadProgressData;
}
private:
static size_t ReceiveCallback(void* buffer, size_t size, size_t nmemb, void* userp);
static size_t DownloadCallback(void* buffer, size_t size, size_t nmemb, void* userp);
static int DownloadProgressCallback(void* clientp, curl_off_t dltotal, curl_off_t dlnow, curl_off_t ultotal, curl_off_t ulnow);
CURLMcode SetupRequest(const std::string& url, bool fileDownload);
void TearDownRequest();
bool ParseGameId(const ScriptInterface& scriptInterface, std::string& err);
bool ParseMods(const ScriptInterface& scriptInterface, std::string& err);
void DeleteDownloadedFile();
bool VerifyDownloadedFile(std::string& err);
// Utility methods for parsing mod.io responses and metadata
static bool ParseGameIdResponse(const ScriptInterface& scriptInterface, const std::string& responseData, int& id, std::string& err);
static bool ParseModsResponse(const ScriptInterface& scriptInterface, const std::string& responseData, std::vector<ModIoModData>& modData, const PKStruct& pk, std::string& err);
static bool ParseSignature(const std::vector<std::string>& minisigs, SigStruct& sig, const PKStruct& pk, std::string& err);
// Url parts
std::string m_BaseUrl;
std::string m_GamesRequest;
std::string m_GameId;
// Query parameters
std::string m_ApiKey;
std::string m_IdQuery;
CURL* m_Curl;
CURLM* m_CurlMulti;
curl_slist* m_Headers;
char m_ErrorBuffer[CURL_ERROR_SIZE];
std::string m_ResponseData;
// Current mod download
int m_DownloadModID;
OsPath m_DownloadFilePath;
DownloadCallbackData* m_CallbackData;
DownloadProgressData m_DownloadProgressData;
PKStruct m_pk;
std::vector<ModIoModData> m_ModData;
friend class TestModIo;
};
extern ModIo* g_ModIo;
#endif // INCLUDED_MODIO