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866aa787cf
Update to ioquake3 revision 3306 from 1951 of the ioq3 Github repo via subversion. Over 4 years of changes.
165 lines
8.8 KiB
Text
165 lines
8.8 KiB
Text
The updater program's code is public domain. The rest of ioquake3 is not.
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The source code to the autoupdater is in the code/autoupdater directory.
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There is a small piece of code in ioquake3 itself at startup, too; this is
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in code/sys/sys_autoupdater.c ...
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(This is all Unix terminology, but similar approaches on Windows apply.)
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The updater is a separate program, written in C, with no dependencies on
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the game. It (statically) links to libcurl and uses the C runtime, but
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otherwise has no external dependencies. It has to be a single binary file
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with no shared libraries.
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The basic flow looks like this:
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- The game launches as usual.
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- Right after main() starts, the game creates a pipe, forks off a new process,
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and execs the updater in that process. The game won't ever touch the pipe
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again. It's just there to block the child app until the game terminates.
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- The updater has no UI. It writes a log file.
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- The updater downloads a manifest from a known URL over https://, using
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libCurl. The base URL is platform-specific (it might be
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https://example.com/mac/, or https://example.com/linux-x86/, whatever).
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The url might have other features, like a updater version or a specific
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product name, etc.
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The manifest is at $BASEURL/manifest.txt
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- The updater also downloads $BASEURL/manifest.txt.sig, which is a digital
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signature for the manifest. It checks the manifest against this signature
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and a known public RSA key; if the manifest doesn't match the signature,
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the updater refuses to continue.
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- The manifest looks like this: three lines per item...
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Contents/MacOS/baseq3/uix86_64.dylib
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332428
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a49bbe77f8eb6c195265ea136f881f7830db58e4d8a883b27f59e1e23e396a20
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- That's the file's path, its size in bytes, and an sha256 hash of the data.
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- The file will be at this path under the base url on the webserver.
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- The manifest only lists files that ever needed updating; it's not necessary
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to list every file in the game's installation (unless you want to allow the
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entire game to download).
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- The updater will check each item in the manifest:
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- Does the file not exist in the install? Needs downloading.
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- Does the file have a different size? Needs downloading.
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- Does the file have a different sha256sum? Needs downloading.
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- Otherwise, file is up to date, leave it alone.
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- If an item needs downloading, do these same checks against the file in the
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download directory (if it's already there and matches, don't download again.)
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- Download necessary files with libcurl, put it in a download directory.
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- The downloaded file is also checked for size and sha256 vs the manifest, to
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make sure there was no corruption or confusion. If a downloaded file doesn't
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match what was expected, the updater aborts and will try again next time.
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This could fail checksum due to i/o errors and compromised security, but
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it might just be that a new version was being published and bad luck
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happened, and a retry later could correct everything.
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- If the updater itself needs upgrading, we deal with that first. It's
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downloaded, then the updater relaunches from the downloaded binary with
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a special command line. That relaunched process copies itself to the proper
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location, and then relaunches _again_ to restart the normal updating
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process with the new updater in its correct position.
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- Once the downloads are complete and the updater itself doesn't need
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upgrading, we are ready to start the normal upgrade. Since we can't replace
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executables on some platforms while they are running, and swapping out a
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game's data files at runtime isn't wise in general, the updater will now
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block until the game terminates. It does this by reading on the pipe that
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the game created when forking the updater; since the game never writes
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anything to this pipe, it causes the updater to block until the pipe closes.
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Since the game never deliberately closes the pipe either, it remains open
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until the OS forcibly closes it as the game process terminates. Being an
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unnamed pipe, it just vaporizes at this point, leaving no state that might
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accidentally hang us up later, like a global semaphore or whatnot. This
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technique also lets us localize the game's code changes to one small block
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of C code, with no need to manage these resources elsewhere.
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- As a sanity check, the updater will also kill(game_process_id, 0) until it
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fails, sleeping for 100 milliseconds between each attempt, in case the
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process is still being cleaned up by the OS after closing the pipe.
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- Once the updater is confident the game process is gone, it will start
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upgrading the appropriate files. It does this in two steps: it moves
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the old file to a "rollback" directory so it's out of the way but still
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available, then it moves the newly-downloaded file into place. Since these
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are all simple renames and not copies, this can move fast. Any missing
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parent directories are created, in case the update is adding a new file
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in a directory that didn't previously exist.
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- If something goes wrong at this point (file i/o error, etc), the updater
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will roll back the changes by deleting the updated files, and moving the
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files in the "rollback" directory back to their original locations. Then
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the updater aborts.
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- If nothing went wrong, the rollback files are deleted. And we are officially
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up to date! The updater terminates.
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The updater is designed to fail at any point. If a download fails, it'll
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pick up and try again next time, etc. Completed downloads will remain, so it
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will just need to download any missing/incomplete files.
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The server side just needs to be able to serve static files over HTTPS from
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any standard Apache/nginx/whatever process.
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Failure points:
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- If the updater fails when still downloading data, it just picks up on next
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restart.
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- If the updater fails when replacing files, it rolls back any changes it has
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made.
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- If the updater fails when rolling back, then running the updater again after
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fixing the specific problem (disk error, etc?) will redownload and replace
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any files that were left in an uncertain state. The only true point of
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risk is crashing during a rollback and then having the updater bricked for
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some reason, but that's an extremely small surface area, knock on wood.
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- If the updater crashes or totally bricks, ioquake3 should just keep being
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ioquake3. It will still launch and play, even if the updater is quietly
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segfaulting in the background on startup.
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- If an update bricks ioquake3 to the point where it can't run the updater,
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running the updater directly should let it recover (assuming a future update
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fixes the problem).
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- If the download server is compromised, they would need the private key
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(not stored on the download server) to alter the manifest to serve
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compromised files to players. If they try to change a file or the manifest,
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the updater will know to abort without updating anything.
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- If the private key is compromised, we generate a new one, ship new
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installers with an updated public key, and re-sign the manifest with the
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new private key. Existing installations will never update again until they
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do a fresh install, or at least update their copy of the public key.
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How manifest signing works:
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Some admin will generate a public/private key with the rsa_make_keys program,
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keeping the private key secret. Using the private key and the rsa_sign
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program, the admin will sign the manifest, generating manifest.txt.sig.
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The public key ships with the game (adding 270 bytes to the download), the
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.sig is downloaded with the manifest by the autoupdater (256 bytes extra
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download), then the autoupdater checks the manifest against the signature
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with the public key. if the signature isn't valid (the manifest was tampered
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with or corrupt), the autoupdater refuses to continue.
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If the manifest is to be trusted, it lists sha256 checksums for every file to
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download, so there's no need to sign every file; if they can't tamper with the
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manifest, they can't tamper with any other file to be updated since the file's
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listed sha256 won't match.
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If the private key is compromised, we generate new keys and ship new
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installers, so new installations will be able to update but existing ones
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will need to do a new install to keep getting updates. Don't let the private
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key get compromised. The private key doesn't go on a public server. Maybe it
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doesn't even live on the admin's laptop hard drive.
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If the download server is compromised and serving malware, the autoupdater
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will reject it outright if they haven't compromised the private key, generated
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a new manifest, and signed it with the private key.
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Items to consider for future revisions:
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- Maybe put a limit on the number manifest downloads, so we only check once
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every hour? Every day?
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- Channels? Stable (what everyone gets by default), Nightly (once a day),
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Experimental (some other work-in-progress branch), Bloody (literally the
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latest commit).
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- Let mods update, separate from the main game?
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Questions? Ask Ryan: icculus@icculus.org
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--ryan.
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