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The subprotocol shall use binary frames, and AO protocol stays separated
within the text frames.
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Introduce start_auth_flow, a function invoked by typing `/auth username`
in OOC. It sends an public-key authentication request to the server,
starting the entire flow.
The flow invoves two dialogs: to select the key, and to enter the
passphrase to unlock the key. For convenience, each successful unlock
also remembers the key for that username on the server, storing this
in `saved_auth.json` (I chose JSON because I wanted it to stay
human-editable; INI would be better, but it suffers from bad platform
quirks in Qt).
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The keyring provides the system to store secret keys in an encrypted
format, create and delete keys, display public keys and notes for the
user, and use these keys to peform public-key authentication on servers.
Keyring is serialized into `keyring.cbor` in the application directory.
It's a CBOR map with keys being key IDs (fingerprints), and the values
are key entries, the schema of which looks like this:
key-entry {
0 => uint, ; Algorithm tag, 1 byte
1 => text, ; Comment/note for the key
2 => bytes, ; Public key (certificate), 32 bytes
3 => bytes ; Encrypted and authenticated secret key (AEAD payload)
}
Key fingerprint is `BLAKE2b-256(tag || public_key)`, where `||` denotes
concatenation of byte strings.
Encrypted payload is a fixed binary structure (field sizes in bytes):
Version(1)
Salt(16)
Opslimit(4)
Memlimit(4)
Alg(1)
Ciphertext(32)
MAC(16)
Upon key generation, a new secret key is created, sourced from a secure
RNG. The wrap key is derived from the passphrase using Argon2 with
the specified iterations, memory cost, variant (3 iterations, 1 GB of
memory, Argon2id), and 16 bytes of randomly generated unique salt. This
wrap key is used with ChaCha20-Poly1305 to encrypt the secret key, with
all the prior fields as additional authenticatied data and all-zero
nonce (the uniqueness is already provided by the salt).
The key pairs are X25519, used specifically for key exchange. When the
server sends the ephemeral public key as a challenge, the client uses
`unlock_and_auth` function with the key corresponding to the right
certificate. After entering the correct passphrase, the secret key is
decrypted and used to derive a shared secret with the server's ephemeral
key. The client then responds with:
BLAKE2b-256("Einsof-Auth-DHCR" || shared_secret || challenge
|| certificate || username)
Where the first string is provided for domain separation, shared secret
proves possession of the secret key, and other parameters are hashed in
to bind this authentication attempt to the current session (via random
challenge), identity (via public key and username), and transcript.
Note on canonicalization: all fields but last are fixed-length,
concatenation here is unambiguous.
The server, in turn, performs the same opeations, except the shared
secret is derived from the server's ephemeral secret and the client's
public key. Naturally, username and public key must be correct. If the
response matches, the server authenticates the client. The client never
transmits its secret.
This scheme is essentially deriving a session secret and computing MAC
over the transcript with that secret to prove authenticity. It serves as
a simple identification protocol. Unlike digital signatures, it's
interactive, valid only in the context of a single authentication
attempt, and only between two participants involved. Signatures, in
contrast, are valid everywhere, for everyone, and they require
additional nonces and context. In fact, they're interactive
identification protocols turned non-interactive, so forcing them back
into this setting is unnecessary complexity.
The primitives are fixed: X25519 for key exchange, Argon2 for
password-based key derivation, ChaCha20-Poly1305 for encryption, BLAKE2b
for hashing. Provided by libsodium.
Simplicity is key. There's no flexibility, negotiation, or
compatibility, and it'll hopefully stay this way. Unless you're worried
about quantum computers appearing tomorrow and attacking a niche AO
implementation, in which case I'll add the ML-KEM variant just for you.
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Introduce the subprotocol ("Einsof"), its prototype serialization and
parsing functions, and its first set of messages.
These messages are carriers of public-key authentication mechanism which
involves client request, server challenge, and client response. An
"ident" message is used to tell a compatible server that you support a
particular version of the subprotocol.
Note: the functions that handle encoding are very specialized.
They're not representative of how the wire format should be generally
handled, and were written this way because the first set of messages is
tiny and simple enough.
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SFX and blip players largely remain the same.
For the music player, we now have to implement network streaming
natively, we no longer have a convenient function that did everything
for us. I introduced QNetworkRequest to download the stream in memory
and signal when it's ready to be decoded and played back. The size is
guarded to prevent the client from accidentally downloading terabytes of
audio.
Delete QFutureWatcher, we no longer need it for concurrency. miniaudio
uses a separate audio thread. Network donwloads and communication with
the track name display are handled by Qt signals.
Also, delete an odd "music.txt" feature. Its purpose was specifying
offsets for loops in a text file per track, but it remained obscure and
unused in practice.
Unsupported:
- Large streams, including unbounded ones (radio). We'll need a ring
buffer for that, and a mechanism to write to it from the network and
feed it to the audio thread.
- Effect flags: fade in, fade out, sync pos. Ignored.
- Audio device selection.
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songlist (#1066)
* add song favoriting
* remove incorrectly placed sort()
* store as qstringlist instead of using keys
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* Use unix timestamp to transmit ban duration
* Cleanup compiler warning due to narrowing conversion
* Fix preanim not being visible
This is apparently not a feature we want from WebAO :^)
* Bump to RC2
* Use std::chrono instead
* Remove random include and debug call
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* Version bump and minor fixes
* Remove unecessary headers
Thanks QtCreator
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* Fix transformation mode for layers
Resolve #997
* always use smooth transform resampling for stretched images
* Used fixed frame size
* Implemented resize mode changes
Resolve #999
* Added alias to pixel resize mode
* Added user option
---------
Co-authored-by: in1tiate <32779090+in1tiate@users.noreply.github.com>
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[Feature] Add support for windows position restore
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* Commit
* Boyfailure code commit
* Cooking code spaghetti
* Accidental overwrite recursive function call hell
* Implemented player list
* Add partial moderator widget
Sleepy time! Hee-Hoo!
* Moderator Dialog - Step 1 - WIP
* Appease the clang gods
* Clang appeasement policy
* *sacrifices goat to clang*
* Added player report, reworked implementation, ...
* Added player-specific report
* Reworked implementation
* No longer uses JSON.
* Removed preset loader.
---------
Co-authored-by: TrickyLeifa <date.epoch@gmail.com>
Co-authored-by: Leifa <26681464+TrickyLeifa@users.noreply.github.com>
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Fix #978
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* Fixed emote synchronization
* Still requires identical frame count. Will still cause freeze as it syncs.
* Fixed frame effects not working on idle and talk emotes.
* Characters are now repositioned after background sliding is over.
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* Complete AOLayer reimplementation
* Reimplemented sliding as well.
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* Lightly reworked `NetworkManager`
* Added new modules to handle various connection types.
* TCP
* WebSocket
* Added general string splitter alias based on Qt version.
* Replaced `lobby_constructed` and `courtroom_constructed`
* Refactored and partially reimplemented the following classes:
* `AOBlipPlayer`
* `AOEmotePreview`
* `AOMusicPlayer`
* `AOSfxPlayer`
* `AOTextArea`
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* Reworked favorite server widget
* Renamed `server_type` to `ServerInfo`
* Renamed `connection_type` to `ServerConnectionType`
* Refactored `AOCharButton`
* Reimplemented `AOButton`
* Partially reimplemented `AOEmoteButton`
* Refactored `AOEvidenceButton`
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* Ported the project to CMake
* Android and Mac support dropped for the time
being.
* Tests, BASS and Discord-RPC are now options
* Restructured and reformated the project.
* Merged `include` and `src`
* Renamed `resource` to `data`
* Renamed various files
* External libraries headers are no longer included in `src`
* Replaced header guards with #pragma once
* Multiple refactors (keywords, headers)
* Added Qt6 compatibility
* Removed various unused functions and headers
* Reworked AOPacket
* When content is passed to AOPacket, it should be ensured that the content is already decoded.
* Encoding/decoding are now static methods.
* Fixed various memory leaks
* Removed animation code for AOImage
* AOImage is always using static images
* Simplified ChatLogPiece
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