121 lines
5.6 KiB
Plaintext
121 lines
5.6 KiB
Plaintext
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The TCP client and TCP server part are in a state that can be considered
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feature complete. Why doesn't Tox support TCP yet even if those parts are
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complete?
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The answer is that a way to ensure a smooth switchover between the TCP and UDP
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needs to be added. If Tox first connects to the other user using TCP but then,
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due to pure chance, manages to connect using the faster direct UDP connection,
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Tox must switch seamlessly from the TCP to the UDP connection without there
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being any data loss or the other user going offline and then back online. The
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transition must be seamless whatever both connected users are doing - be it
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transferring files or simply chatting together.
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Possible evil/bad or simply TCP relays going offline must not impact the
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connection between both clients.
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Typically, Tox will use more than one TCP relay to connect to other peers for
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maximum connection stability, which means there must be a way for Tox to take
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advantage of multiple relays in a way that the user will never be aware of, if one
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of them goes offline/tries to slow down the connection/decides to corrupt
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packets/etc.
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To accomplish this, Tox needs something between the low level protocol (TCP) and
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high level Tox messaging protocol; hence the name middle level.
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The plan is to move some functionality from lossless_UDP to a higher level:
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more specifically, the functionality for detecting which packets a peer is
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missing, and the ability to request and send them again. Lossless UDP uses plain
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text packets to request missing packets from the other peer, while Tox is
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currently designed to kill the connection if any packet tampering is detected.
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This works very well when connecting directly with someone because if the
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attacker can modify packets, it means he can kill your connection anyway. With
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TCP relays, however, that is not the case. As such the packets used to request
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missing packets must be encrypted. If it is detected that a packet has been
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tampered, the connection must stay intact while the evil relay must be
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disconnected from and replaced with a good relay; the behavior must be the same
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as if the relay had just suddenly gone offline. Of course, something to protect
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from evil "friends" framing relays must also be implemented.
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Detailed implementation details:
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cookie request packet:
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[uint8_t 24][Sender's DHT Public key (32 bytes)][Random nonce (24
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bytes)][Encrypted message containing: [Sender's real public key (32
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bytes)][padding (32 bytes)][uint64_t number (must be sent
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back untouched in cookie response)]]
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Encrypted message is encrypted with sender's DHT private key, receiver's DHT
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public key and the nonce.
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cookie response packet:
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[uint8_t 25][Random nonce (24 bytes)][Encrypted message containing:
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[Cookie][uint64_t number (that was sent in the request)]]
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Encrypted message is encrypted with sender's DHT private key, receiver's DHT
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public key and the nonce.
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The Cookie should be basically:
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[nonce][encrypted data:[uint64_t time][Sender's real public key (32
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bytes)][Sender's DHT public key (32 bytes)]]
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Handshake packet:
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[uint8_t 26][Cookie][nonce][Encrypted message containing: [random 24 bytes base
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nonce][session public key of the peer (32 bytes)][sha512 hash of the entire
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Cookie sitting outside the encrypted part][Other Cookie (used by the other to
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respond to the handshake packet)]]
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The handshake packet is encrypted using the real private key of the sender, the
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real public key of the receiver and the nonce.
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Alice wants to connect to Bob:
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Alice sends a cookie request packet to Bob and gets a cookie response back.
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Alice then generates a nonce and a temporary public/private keypair.
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Alice then takes that nonce and just generated private key, the obtained
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cookie, creates a new cookie and puts them in a handshake packet, which she
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sends to Bob.
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Bob gets the handshake packet, accepts the connection request, then generates a
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nonce and a temporary public/private keypair and sends a handshake packet back
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with this just generated information and with the cookie field being the Other
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Cookie contained in the received handshake.
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Both then use these temporary keys to generate the session key, with which every
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data packet sent and received will be encrypted and decrypted. The nonce sent
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in the handshake will be used to encrypt the first data packet sent, the nonce
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+ 1 for the second, the nonce + 2 for the third, and so on.
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Data packets:
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[uint8_t 27][uint16_t (in network byte order) the last 2 bytes of the nonce
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used to encrypt this][encrypted with the session key and a nonce:[plain data]]
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Plain data in the data packets:
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[uint32_t our recvbuffers buffer_start, (highest packet number handled +
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1)][uint32_t packet number if lossless, our sendbuffer buffer_end if
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lossy][data]
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data ids:
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0: padding (skipped until we hit a non zero (data id) byte)
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1: packet request packet (lossy packet)
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2: connection kill packet (lossy packet) (tells the other that the connection is over)
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...
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16+: reserved for Messenger usage (lossless packets).
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192+: reserved for Messenger usage (lossy packets).
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255: reserved for Messenger usage (lossless packet)
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packet request packet: [uint8_t (1)][uint8_t num][uint8_t num][uint8_t
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num]...[uint8_t num]
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The list of nums are a list of packet numbers the other is requesting.
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In order to get the real packet numbers from this list, take the recvbuffers buffer_start
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from the packet, subtract 1 from it and put it in packet_num, then start from the
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beginning of the num list: if num is zero, add 255 to packet_num, then do the
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next num. If num isn't zero, add its value to packet_num, note that the other
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has requested we send this packet again to them, then continue to the next num in
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the list.
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