OpenSimMirror/OpenSim/Services/Interfaces/IAuthenticationService.cs

124 lines
5.2 KiB
C#

/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSimulator Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using OpenMetaverse;
namespace OpenSim.Services.Interfaces
{
// Generic Authentication service used for identifying
// and authenticating principals.
// Principals may be clients acting on users' behalf,
// or any other components that need
// verifiable identification.
//
public interface IAuthenticationService
{
//////////////////////////////////////////////////////
// PKI Zone!
//
// HG2 authentication works by using a cryptographic
// exchange.
// This method must provide a public key, the other
// crypto methods must understand hoow to deal with
// messages encrypted to it.
//
// If the public key is of zero length, you will
// get NO encryption and NO security.
//
// For non-HG installations, this is not relevant
//
// Implementors who are not using PKI can treat the
// cyphertext as a string and provide a zero-length
// key. Encryptionless implementations will not
// interoperate with implementations using encryption.
// If one side uses encryption, both must do so.
//
byte[] GetPublicKey();
//////////////////////////////////////////////////////
// Authentication
//
// These methods will return a token, which can be used to access
// various services.
//
// The encrypted versions take the received cyphertext and
// the public key of the peer, which the connector must have
// obtained using a remote GetPublicKey call.
//
string Authenticate(UUID principalID, string password, int lifetime);
byte[] AuthenticateEncrypted(byte[] cyphertext, byte[] key);
//////////////////////////////////////////////////////
// Verification
//
// Allows to verify the authenticity of a token
//
// Tokens expire after 30 minutes and can be refreshed by
// re-verifying.
//
// If encrypted authentication was used, encrypted verification
// must be used to refresh. Unencrypted verification is still
// performed, but doesn't refresh token lifetime.
//
bool Verify(UUID principalID, string token, int lifetime);
bool VerifyEncrypted(byte[] cyphertext, byte[] key);
//////////////////////////////////////////////////////
// Teardown
//
// A token can be returned before the timeout. This
// invalidates it and it can not subsequently be used
// or refreshed.
//
// Tokens created by encrypted authentication must
// be returned by encrypted release calls;
//
bool Release(UUID principalID, string token);
bool ReleaseEncrypted(byte[] cyphertext, byte[] key);
//////////////////////////////////////////////////////
// Grid
//
// We no longer need a shared secret between grid
// servers. Anything a server requests from another
// server is either done on behalf of a user, in which
// case there is a token, or on behalf of a region,
// which has a session. So, no more keys.
// If sniffing on the local lan is an issue, admins
// need to take approriate action (IPSec is recommended)
// to secure inter-server traffic.
//////////////////////////////////////////////////////
// NOTE
//
// Session IDs are not handled here. After obtaining
// a token, the session ID regions use can be
// obtained from the presence service.
}
}