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0ad/source/ps/ModIo.h

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/* 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 "scriptinterface/ScriptForward.h"
#include <map>
#include <sodium.h>
#include <string>
#include <vector>
// 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