mirror of
https://github.com/DrBeef/ioq3quest.git
synced 2024-11-23 12:32:09 +00:00
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.
|
|
|
|
The source code to the autoupdater is in the code/autoupdater directory.
|
|
There is a small piece of code in ioquake3 itself at startup, too; this is
|
|
in code/sys/sys_autoupdater.c ...
|
|
|
|
(This is all Unix terminology, but similar approaches on Windows apply.)
|
|
|
|
The updater is a separate program, written in C, with no dependencies on
|
|
the game. It (statically) links to libcurl and uses the C runtime, but
|
|
otherwise has no external dependencies. It has to be a single binary file
|
|
with no shared libraries.
|
|
|
|
The basic flow looks like this:
|
|
|
|
- The game launches as usual.
|
|
- Right after main() starts, the game creates a pipe, forks off a new process,
|
|
and execs the updater in that process. The game won't ever touch the pipe
|
|
again. It's just there to block the child app until the game terminates.
|
|
- The updater has no UI. It writes a log file.
|
|
- The updater downloads a manifest from a known URL over https://, using
|
|
libCurl. The base URL is platform-specific (it might be
|
|
https://example.com/mac/, or https://example.com/linux-x86/, whatever).
|
|
The url might have other features, like a updater version or a specific
|
|
product name, etc.
|
|
The manifest is at $BASEURL/manifest.txt
|
|
- The updater also downloads $BASEURL/manifest.txt.sig, which is a digital
|
|
signature for the manifest. It checks the manifest against this signature
|
|
and a known public RSA key; if the manifest doesn't match the signature,
|
|
the updater refuses to continue.
|
|
- The manifest looks like this: three lines per item...
|
|
|
|
Contents/MacOS/baseq3/uix86_64.dylib
|
|
332428
|
|
a49bbe77f8eb6c195265ea136f881f7830db58e4d8a883b27f59e1e23e396a20
|
|
|
|
- That's the file's path, its size in bytes, and an sha256 hash of the data.
|
|
- The file will be at this path under the base url on the webserver.
|
|
- The manifest only lists files that ever needed updating; it's not necessary
|
|
to list every file in the game's installation (unless you want to allow the
|
|
entire game to download).
|
|
- The updater will check each item in the manifest:
|
|
- Does the file not exist in the install? Needs downloading.
|
|
- Does the file have a different size? Needs downloading.
|
|
- Does the file have a different sha256sum? Needs downloading.
|
|
- Otherwise, file is up to date, leave it alone.
|
|
- If an item needs downloading, do these same checks against the file in the
|
|
download directory (if it's already there and matches, don't download again.)
|
|
- Download necessary files with libcurl, put it in a download directory.
|
|
- The downloaded file is also checked for size and sha256 vs the manifest, to
|
|
make sure there was no corruption or confusion. If a downloaded file doesn't
|
|
match what was expected, the updater aborts and will try again next time.
|
|
This could fail checksum due to i/o errors and compromised security, but
|
|
it might just be that a new version was being published and bad luck
|
|
happened, and a retry later could correct everything.
|
|
- If the updater itself needs upgrading, we deal with that first. It's
|
|
downloaded, then the updater relaunches from the downloaded binary with
|
|
a special command line. That relaunched process copies itself to the proper
|
|
location, and then relaunches _again_ to restart the normal updating
|
|
process with the new updater in its correct position.
|
|
- Once the downloads are complete and the updater itself doesn't need
|
|
upgrading, we are ready to start the normal upgrade. Since we can't replace
|
|
executables on some platforms while they are running, and swapping out a
|
|
game's data files at runtime isn't wise in general, the updater will now
|
|
block until the game terminates. It does this by reading on the pipe that
|
|
the game created when forking the updater; since the game never writes
|
|
anything to this pipe, it causes the updater to block until the pipe closes.
|
|
Since the game never deliberately closes the pipe either, it remains open
|
|
until the OS forcibly closes it as the game process terminates. Being an
|
|
unnamed pipe, it just vaporizes at this point, leaving no state that might
|
|
accidentally hang us up later, like a global semaphore or whatnot. This
|
|
technique also lets us localize the game's code changes to one small block
|
|
of C code, with no need to manage these resources elsewhere.
|
|
- As a sanity check, the updater will also kill(game_process_id, 0) until it
|
|
fails, sleeping for 100 milliseconds between each attempt, in case the
|
|
process is still being cleaned up by the OS after closing the pipe.
|
|
- Once the updater is confident the game process is gone, it will start
|
|
upgrading the appropriate files. It does this in two steps: it moves
|
|
the old file to a "rollback" directory so it's out of the way but still
|
|
available, then it moves the newly-downloaded file into place. Since these
|
|
are all simple renames and not copies, this can move fast. Any missing
|
|
parent directories are created, in case the update is adding a new file
|
|
in a directory that didn't previously exist.
|
|
- If something goes wrong at this point (file i/o error, etc), the updater
|
|
will roll back the changes by deleting the updated files, and moving the
|
|
files in the "rollback" directory back to their original locations. Then
|
|
the updater aborts.
|
|
- If nothing went wrong, the rollback files are deleted. And we are officially
|
|
up to date! The updater terminates.
|
|
|
|
|
|
The updater is designed to fail at any point. If a download fails, it'll
|
|
pick up and try again next time, etc. Completed downloads will remain, so it
|
|
will just need to download any missing/incomplete files.
|
|
|
|
The server side just needs to be able to serve static files over HTTPS from
|
|
any standard Apache/nginx/whatever process.
|
|
|
|
Failure points:
|
|
- If the updater fails when still downloading data, it just picks up on next
|
|
restart.
|
|
- If the updater fails when replacing files, it rolls back any changes it has
|
|
made.
|
|
- If the updater fails when rolling back, then running the updater again after
|
|
fixing the specific problem (disk error, etc?) will redownload and replace
|
|
any files that were left in an uncertain state. The only true point of
|
|
risk is crashing during a rollback and then having the updater bricked for
|
|
some reason, but that's an extremely small surface area, knock on wood.
|
|
- If the updater crashes or totally bricks, ioquake3 should just keep being
|
|
ioquake3. It will still launch and play, even if the updater is quietly
|
|
segfaulting in the background on startup.
|
|
- If an update bricks ioquake3 to the point where it can't run the updater,
|
|
running the updater directly should let it recover (assuming a future update
|
|
fixes the problem).
|
|
- If the download server is compromised, they would need the private key
|
|
(not stored on the download server) to alter the manifest to serve
|
|
compromised files to players. If they try to change a file or the manifest,
|
|
the updater will know to abort without updating anything.
|
|
- If the private key is compromised, we generate a new one, ship new
|
|
installers with an updated public key, and re-sign the manifest with the
|
|
new private key. Existing installations will never update again until they
|
|
do a fresh install, or at least update their copy of the public key.
|
|
|
|
|
|
How manifest signing works:
|
|
|
|
Some admin will generate a public/private key with the rsa_make_keys program,
|
|
keeping the private key secret. Using the private key and the rsa_sign
|
|
program, the admin will sign the manifest, generating manifest.txt.sig.
|
|
|
|
The public key ships with the game (adding 270 bytes to the download), the
|
|
.sig is downloaded with the manifest by the autoupdater (256 bytes extra
|
|
download), then the autoupdater checks the manifest against the signature
|
|
with the public key. if the signature isn't valid (the manifest was tampered
|
|
with or corrupt), the autoupdater refuses to continue.
|
|
|
|
If the manifest is to be trusted, it lists sha256 checksums for every file to
|
|
download, so there's no need to sign every file; if they can't tamper with the
|
|
manifest, they can't tamper with any other file to be updated since the file's
|
|
listed sha256 won't match.
|
|
|
|
If the private key is compromised, we generate new keys and ship new
|
|
installers, so new installations will be able to update but existing ones
|
|
will need to do a new install to keep getting updates. Don't let the private
|
|
key get compromised. The private key doesn't go on a public server. Maybe it
|
|
doesn't even live on the admin's laptop hard drive.
|
|
|
|
If the download server is compromised and serving malware, the autoupdater
|
|
will reject it outright if they haven't compromised the private key, generated
|
|
a new manifest, and signed it with the private key.
|
|
|
|
|
|
|
|
Items to consider for future revisions:
|
|
- Maybe put a limit on the number manifest downloads, so we only check once
|
|
every hour? Every day?
|
|
- Channels? Stable (what everyone gets by default), Nightly (once a day),
|
|
Experimental (some other work-in-progress branch), Bloody (literally the
|
|
latest commit).
|
|
- Let mods update, separate from the main game?
|
|
|
|
Questions? Ask Ryan: icculus@icculus.org
|
|
|
|
--ryan.
|
|
|