stack_wallet/lib/services/cashfusion/protobuf/fusion.proto

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2023-07-26 18:07:30 +00:00
/*
* Electron Cash - a lightweight Bitcoin Cash client
* CashFusion - an advanced coin anonymizer
*
* Copyright (C) 2020 Mark B. Lundeberg
*
* Permission is hereby granted, free of charge, to any person
* obtaining a copy of this software and associated documentation files
* (the "Software"), to deal in the Software without restriction,
* including without limitation the rights to use, copy, modify, merge,
* publish, distribute, sublicense, and/or sell copies of the Software,
* and to permit persons to whom the Software is furnished to do so,
* subject to the following conditions:
*
* The above copyright notice and this permission notice shall be
* included in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
* BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
* ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*/
syntax = "proto2";
package fusion;
// Some primitives
message InputComponent {
required bytes prev_txid = 1; // in 'reverse' order, just like in tx
required uint32 prev_index = 2;
required bytes pubkey = 3;
required uint64 amount = 4;
}
message OutputComponent {
required bytes scriptpubkey = 1;
required uint64 amount = 2;
}
message BlankComponent {
}
message Component {
required bytes salt_commitment = 1; // 32 bytes
oneof component {
InputComponent input = 2;
OutputComponent output = 3;
BlankComponent blank = 4;
}
}
message InitialCommitment {
required bytes salted_component_hash = 1; // 32 byte hash
required bytes amount_commitment = 2; // uncompressed point
required bytes communication_key = 3; // compressed point
}
message Proof {
// During blame phase, messages of this form are encrypted and sent
// to a different player. It is already known which commitment this
// should apply to, so we only need to point at the component.
required fixed32 component_idx = 1;
required bytes salt = 2; // 32 bytes
required bytes pedersen_nonce = 3; // 32 bytes
}
// Primary communication message types (and flow)
// Setup phase
message ClientHello { // from client
required bytes version = 1;
optional bytes genesis_hash = 2; // 32 byte hash (bitcoind little-endian memory order)
}
message ServerHello { // from server
repeated uint64 tiers = 1;
required uint32 num_components = 2;
required uint64 component_feerate = 4; // sats/kB
required uint64 min_excess_fee = 5; // sats
required uint64 max_excess_fee = 6; // sats
optional string donation_address = 15; // BCH Address "bitcoincash:qpx..."
}
message JoinPools { // from client
message PoolTag {
// These tags can be used to client to stop the server from including
// the client too many times in the same fusion. Thus, the client can
// connect many times without fear of fusing with themselves.
required bytes id = 1; // allowed up to 20 bytes
required uint32 limit = 2; // between 1 and 5 inclusive
optional bool no_ip = 3; // whether to do an IP-less tag -- this will collide with all other users, make sure it's random so you can't get DoSed.
}
repeated uint64 tiers = 1;
repeated PoolTag tags = 2; // at most five tags.
}
message TierStatusUpdate { // from server
message TierStatus {
// in future, we will want server to indicate 'remaining time' and mask number of players.
// note: if player is in queue then a status will be ommitted.
optional uint32 players = 1;
optional uint32 min_players = 2; // minimum required to start (may have delay to allow extra)
optional uint32 max_players = 3; // maximum allowed (immediate start)
optional uint32 time_remaining = 4;
}
map<uint64, TierStatus> statuses = 1;
}
message FusionBegin { // from server
required uint64 tier = 1;
required bytes covert_domain = 2;
required uint32 covert_port = 3;
optional bool covert_ssl = 4;
required fixed64 server_time = 5; // server unix time when sending this message; can't be too far off from recipient's clock.
}
// Fusion round (repeatable multiple times per connection)
message StartRound { // from server
required bytes round_pubkey = 1;
repeated bytes blind_nonce_points = 2;
required fixed64 server_time = 5; // server unix time when sending this message; can't be too far off from recipient's clock.
}
// Phase 3
message PlayerCommit { // from client
repeated bytes initial_commitments = 1; // serialized InitialCommitment messages; server will repeat them later, verbatim.
required uint64 excess_fee = 2;
required bytes pedersen_total_nonce = 3; // 32 bytes
required bytes random_number_commitment = 4; // 32 bytes
repeated bytes blind_sig_requests = 5; // 32 byte scalars
}
// Phase 4
message BlindSigResponses { // from server
repeated bytes scalars = 1; // 32 byte scalars
}
message AllCommitments {
// All the commitments from all players. At ~140 bytes per commitment and hundreds of commitments, this can be quite large, so it gets sent in its own message during the covert phase.
repeated bytes initial_commitments = 1;
}
//Phase 5
message CovertComponent { // from covert client
// The round key is used to identify the pool if needed
optional bytes round_pubkey = 1;
required bytes signature = 2;
required bytes component = 3; // bytes so that it can be signed and hashed verbatim
}
//Phase 6
message ShareCovertComponents { // from server
// This is a large message! 168 bytes per initial commitment, ~112 bytes per input component.
// Can easily reach 100 kB or more.
repeated bytes components = 4;
optional bool skip_signatures = 5; // if the server already sees a problem in submitted components
optional bytes session_hash = 6; // the server's calculation of session hash, so clients can crosscheck.
}
// Phase 7A
message CovertTransactionSignature { // from covert client
// The round key is used to identify the pool if needed
optional bytes round_pubkey = 1;
required uint32 which_input = 2;
required bytes txsignature = 3;
}
// Phase 8
message FusionResult { // from server
required bool ok = 1;
repeated bytes txsignatures = 2; // if ok
repeated uint32 bad_components = 3; // if not ok
}
// Phase 9
message MyProofsList { // from client
repeated bytes encrypted_proofs = 1;
required bytes random_number = 2; // the number we committed to, back in phase 3
}
message TheirProofsList { // from server
message RelayedProof {
required bytes encrypted_proof = 1;
required uint32 src_commitment_idx = 2; // which of the commitments is being proven (index in full list)
required uint32 dst_key_idx = 3; // which of the recipient's keys will unlock the encryption (index in player list)
}
repeated RelayedProof proofs = 1;
}
// Phase 10
message Blames { // from client
message BlameProof {
required uint32 which_proof = 1;
oneof decrypter {
bytes session_key = 2; // 32 byte, preferred if the proof decryption works at all
bytes privkey = 3; // 32 byte scalar
}
// Some errors can only be discovered by checking the blockchain,
// Namely, if an input UTXO is missing/spent/unconfirmed/different
// scriptpubkey/different amount, than indicated.
optional bool need_lookup_blockchain = 4;
// The client can indicate why it thinks the blame is deserved. In
// case the server finds no issue, this string might help for debugging.
optional string blame_reason = 5;
}
repeated BlameProof blames = 1;
}
// Final message of the round
message RestartRound {
}
// Fatal error from server, likely we did something wrong (it will disconnect us, but the message may help debugging).
message Error {
optional string message = 1;
}
// Simple ping, as a keepalive.
message Ping {
}
// Simple acknowledgement, nothing more to say.
message OK {
}
// Primary communication channel types
message ClientMessage {
oneof msg {
ClientHello clienthello = 1;
JoinPools joinpools = 2;
PlayerCommit playercommit = 3;
MyProofsList myproofslist = 5;
Blames blames = 6;
}
}
message ServerMessage {
oneof msg {
ServerHello serverhello = 1;
TierStatusUpdate tierstatusupdate = 2;
FusionBegin fusionbegin = 3;
StartRound startround = 4;
BlindSigResponses blindsigresponses = 5;
AllCommitments allcommitments = 6;
ShareCovertComponents sharecovertcomponents = 7;
FusionResult fusionresult = 8;
TheirProofsList theirproofslist = 9;
RestartRound restartround = 14;
Error error = 15;
}
}
message CovertMessage { // client -> server, covertly
oneof msg {
CovertComponent component = 1;
CovertTransactionSignature signature = 2;
Ping ping = 3;
}
}
message CovertResponse { // server -> a covert client
oneof msg {
OK ok = 1;
Error error = 15;
}
}