Files
MP-SPDZ/Networking/Player.h
Marcel Keller 6a424539c9 SoftSpokenOT.
2022-08-25 13:23:18 +10:00

574 lines
17 KiB
C++

#ifndef _Player
#define _Player
/* Class to create a player, for KeyGen, Offline and Online phases.
*
* Basically handles connection to the server to obtain the names
* of the other players. Plus sending and receiving of data
*
*/
#include <vector>
#include <set>
#include <iostream>
#include <fstream>
using namespace std;
#include "Tools/octetStream.h"
#include "Tools/FlexBuffer.h"
#include "Networking/sockets.h"
#include "Tools/Hash.h"
#include "Tools/int.h"
#include "Networking/Receiver.h"
#include "Networking/Sender.h"
#include "Tools/ezOptionParser.h"
#include "Networking/PlayerBuffer.h"
#include "Tools/Lock.h"
template<class T> class MultiPlayer;
class Server;
class ServerSocket;
/**
* Network setup (hostnames and port numbers)
*/
class Names
{
friend class Player;
friend class PlainPlayer;
friend class RealTwoPartyPlayer;
friend class Server;
vector<string> names;
vector<int> ports;
int nplayers;
int portnum_base;
int player_no;
ServerSocket* server;
int default_port(int playerno) { return portnum_base + playerno; }
void setup_ports();
void setup_names(const char *servername, int my_port);
void setup_server();
void set_server(ServerSocket* socket);
public:
static const int DEFAULT_PORT = -1;
/**
* Initialize with central server
* @param player my number
* @param pnb base port number (server listens one below)
* @param my_port my port number (`DEFAULT_PORT` for default,
* which is base port number plus player number)
* @param servername location of server
* @param setup_socket whether to start listening
*/
void init(int player, int pnb, int my_port, const char* servername,
bool setup_socket = true);
Names(int player,int pnb,int my_port,const char* servername) : Names()
{ init(player,pnb,my_port,servername); }
/**
* Initialize with central server running on player 0
* @param player my number
* @param nplayers number of players
* @param servername location of player 0
* @param pnb base port number
* @param my_port my port number (`DEFAULT_PORT` for default,
* which is base port number plus player number)
*/
Names(int player, int nplayers, const string& servername, int pnb,
int my_port = DEFAULT_PORT);
/**
* Initialize without central server
* @param player my number
* @param pnb base port number
* @param Nms locations of all parties
*/
void init(int player,int pnb,vector<string> Nms);
Names(int player,int pnb,vector<string> Nms) : Names()
{ init(player,pnb,Nms); }
/**
* Initialize from file. One party per line, format ``<hostname>[:<port>]``
* @param player my number
* @param pnb base port number
* @param hostsfile filename
* @param players number of players (0 to take from file)
*/
void init(int player, int pnb, const string& hostsfile, int players = 0);
Names(int player, int pnb, const string& hostsfile) : Names()
{ init(player, pnb, hostsfile); }
/**
* Initialize from command-line options
* @param opt option parser instance
* @param argc number of command-line arguments
* @param argv command-line arguments
* @param default_nplayers default number of players
* (used if not given in arguments)
*/
Names(ez::ezOptionParser& opt, int argc, const char** argv,
int default_nplayers = 2);
Names(int my_num = 0, int num_players = 1);
Names(const Names& other);
~Names();
int num_players() const { return nplayers; }
int my_num() const { return player_no; }
const string get_name(int i) const { return names[i]; }
int get_portnum_base() const { return portnum_base; }
};
struct CommStats
{
size_t data, rounds;
Timer timer;
CommStats() : data(0), rounds(0) {}
Timer& add(size_t length)
{
#ifdef VERBOSE_COMM
cout << "add " << length << endl;
#endif
data += length;
rounds++;
return timer;
}
Timer& add(const octetStream& os) { return add(os.get_length()); }
void add(const octetStream& os, const TimeScope& scope) { add(os) += scope; }
CommStats& operator+=(const CommStats& other);
CommStats& operator-=(const CommStats& other);
};
class NamedCommStats : public map<string, CommStats>
{
public:
size_t sent;
NamedCommStats();
NamedCommStats& operator+=(const NamedCommStats& other);
NamedCommStats operator+(const NamedCommStats& other) const;
NamedCommStats operator-(const NamedCommStats& other) const;
void print(bool newline = false);
void reset();
#ifdef VERBOSE_COMM
CommStats& operator[](const string& name)
{
auto& res = map<string, CommStats>::operator[](name);
cout << name << " after " << res.data << endl;
return res;
}
#endif
};
/**
* Abstract class for two- and multi-player communication
*/
class PlayerBase
{
protected:
int player_no;
size_t& sent;
mutable NamedCommStats comm_stats;
public:
mutable Timer timer;
PlayerBase(int player_no) : player_no(player_no), sent(comm_stats.sent) {}
virtual ~PlayerBase();
int my_real_num() const { return player_no; }
virtual int my_num() const = 0;
virtual int num_players() const = 0;
virtual void receive_player(int, octetStream&) const
{ throw not_implemented(); }
virtual void pass_around(octetStream&, int = 1) const
{ throw not_implemented(); }
virtual void Broadcast_Receive(vector<octetStream>&) const
{ throw not_implemented(); }
virtual void unchecked_broadcast(vector<octetStream>& o) const
{ Broadcast_Receive(o); }
virtual void send_receive_all(const vector<octetStream>&,
vector<octetStream>&) const
{ throw not_implemented(); }
void reset_stats();
};
/**
* Abstract class for multi-player communication.
* ``*_no_stats`` functions are called by their equivalents
* after accounting for communications statistics.
*/
class Player : public PlayerBase
{
protected:
int nplayers;
mutable Hash ctx;
public:
const Names& N;
mutable vector<NamedCommStats> thread_stats;
Player(const Names& Nms);
virtual ~Player();
virtual string get_id() const { throw not_implemented(); }
/**
* Get number of players
*/
int num_players() const { return nplayers; }
/**
* Get my player number
*/
int my_num() const { return player_no; }
int get_offset(int other_player) const { return positive_modulo(other_player - my_num(), num_players()); }
int get_player(int offset) const { return positive_modulo(offset + my_num(), num_players()); }
virtual bool is_encrypted() { return false; }
virtual void send_long(int, long) const { throw not_implemented(); }
virtual long receive_long(int) const { throw not_implemented(); }
// The following functions generally update the statistics
// and then call the *_no_stats equivalent specified by a subclass.
/**
* Send the same to all other players
*/
virtual void send_all(const octetStream& o) const;
/**
* Send to a specific player
*/
void send_to(int player,const octetStream& o) const;
virtual void send_to_no_stats(int player,const octetStream& o) const = 0;
/**
* Receive from all other players.
* Information from player 0 at ``os[0]`` etc.
*/
void receive_all(vector<octetStream>& os) const;
/**
* Receive from a specific player
*/
void receive_player(int i,octetStream& o) const;
virtual void receive_player_no_stats(int i,octetStream& o) const = 0;
virtual void receive_player(int i,FlexBuffer& buffer) const;
virtual size_t send_no_stats(int, const PlayerBuffer&, bool) const
{ throw not_implemented(); }
virtual size_t recv_no_stats(int, const PlayerBuffer&, bool) const
{ throw not_implemented(); }
/**
* Send to all other players by offset.
* ``o[0]`` gets sent to the next player etc.
*/
void send_relative(const vector<octetStream>& o) const;
/*
* Send to other player specified by offset.
* 1 stands for the next player etc.
*/
void send_relative(int offset, const octetStream& o) const;
/**
* Receive from all other players by offset.
* ``o[0]`` will contain data from the next player etc.
*/
void receive_relative(vector<octetStream>& o) const;
/**
* Receive from other player specified by offset.
* 1 stands for the next player etc.
*/
void receive_relative(int offset, octetStream& o) const;
/**
* Exchange information with one other party,
* reusing the buffer if possible.
*/
void exchange(int other, const octetStream& to_send, octetStream& ot_receive) const;
virtual void exchange_no_stats(int, const octetStream&, octetStream&) const
{ throw runtime_error("implement exchange"); }
/**
* Exchange information with one other party, reusing the buffer.
*/
void exchange(int other, octetStream& o) const;
/**
* Exchange information with one other party specified by offset,
* reusing the buffer if possible.
*/
void exchange_relative(int offset, octetStream& o) const;
/**
* Send information to a party while receiving from another by offset,
* The default is to send to the next party while receiving from the previous.
* The buffer is reused.
*/
void pass_around(octetStream& o, int offset = 1) const { pass_around(o, o, offset); }
/**
* Send information to a party while receiving from another by offset.
* The default is to send to the next party while receiving from the previous.
*/
void pass_around(octetStream& to_send, octetStream& to_receive, int offset) const;
virtual void pass_around_no_stats(const octetStream&, octetStream&,
int) const { throw runtime_error("implement passing around"); }
/**
* Broadcast and receive data to/from all players.
* Assumes o[player_no] contains the data to be broadcast by me.
*/
virtual void unchecked_broadcast(vector<octetStream>& o) const;
/**
* Broadcast and receive data to/from all players with eventual verification.
* Assumes o[player_no] contains the data to be broadcast by me.
*/
virtual void Broadcast_Receive(vector<octetStream>& o) const;
virtual void Broadcast_Receive_no_stats(vector<octetStream>&) const
{ throw runtime_error("implement broadcast"); }
/**
* Run protocol to verify broadcast is correct
*/
virtual void Check_Broadcast() const;
/**
* Send something different to each player.
*/
void send_receive_all(const vector<octetStream>& to_send,
vector<octetStream>& to_receive) const;
/**
* Specified senders only send something different to each player.
* @param senders set whether a player sends or not,
* must be equal on all players
* @param to_send data to send by player number
* @param to_receive received data by player number
*/
void send_receive_all(const vector<bool>& senders,
const vector<octetStream>& to_send, vector<octetStream>& to_receive) const;
/**
* Send something different only one specified channels.
* @param channels ``channel[i][j]`` indicates whether party ``i`` sends
* to party ``j``
* @param to_send data to send by player number
* @param to_receive received data by player number
*/
void send_receive_all(const vector<vector<bool>>& channels,
const vector<octetStream>& to_send,
vector<octetStream>& to_receive) const;
virtual void send_receive_all_no_stats(const vector<vector<bool>>& channels,
const vector<octetStream>& to_send,
vector<octetStream>& to_receive) const = 0;
/**
* Specified senders broadcast information to specified receivers.
* @param senders specify which parties do send
* @param receivers specify which parties do send
* @param os data to send at ``os[my_number]``, received data elsewhere
*/
virtual void partial_broadcast(const vector<bool>& senders,
const vector<bool>& receivers,
vector<octetStream>& os) const;
// dummy functions for compatibility
virtual void request_receive(int i, octetStream& o) const { (void)i; (void)o; }
virtual void wait_receive(int i, octetStream& o) const
{ receive_player(i, o); }
NamedCommStats total_comm() const;
};
/**
* Multi-player communication helper class.
* ``T = int`` for unencrypted BSD sockets and
* ``T = ssl_socket*`` for Boost SSL streams.
*/
template<class T>
class MultiPlayer : public Player
{
string id;
protected:
vector<T> sockets;
T send_to_self_socket;
T socket_to_send(int player) const { return player == player_no ? send_to_self_socket : sockets[player]; }
T socket(int i) const { return sockets[i]; }
friend class CryptoPlayer;
public:
MultiPlayer(const Names& Nms, const string& id);
virtual ~MultiPlayer();
string get_id() const { return id; }
// Send/Receive data to/from player i
void send_long(int i, long a) const;
long receive_long(int i) const;
// Send an octetStream to all other players
// -- And corresponding receive
virtual void send_to_no_stats(int player,const octetStream& o) const;
virtual void receive_player_no_stats(int i,octetStream& o) const;
// exchange data with minimal memory usage
virtual void exchange_no_stats(int other, const octetStream& to_send,
octetStream& to_receive) const;
// send to next and receive from previous player
virtual void pass_around_no_stats(const octetStream& to_send,
octetStream& to_receive, int offset) const;
/* Broadcast and Receive data to/from all players
* - Assumes o[player_no] contains the thing broadcast by me
*/
virtual void Broadcast_Receive_no_stats(vector<octetStream>& o) const;
virtual void send_receive_all_no_stats(const vector<vector<bool>>& channels,
const vector<octetStream>& to_send,
vector<octetStream>& to_receive) const;
};
/**
* Plaintext multi-player communication
*/
class PlainPlayer : public MultiPlayer<int>
{
void setup_sockets(const vector<string>& names, const vector<int>& ports,
const string& id_base, ServerSocket& server);
public:
/**
* Start a new set of unencrypted connections.
* @param Nms network setup
* @param id unique identifier
*/
PlainPlayer(const Names& Nms, const string& id);
// legacy interface
PlainPlayer(const Names& Nms, int id_base = 0);
~PlainPlayer();
size_t send_no_stats(int player, const PlayerBuffer& buffer, bool block) const;
size_t recv_no_stats(int player, const PlayerBuffer& buffer, bool block) const;
};
class ThreadPlayer : public PlainPlayer
{
public:
mutable vector<Receiver<int>*> receivers;
mutable vector<Sender<int>*> senders;
ThreadPlayer(const Names& Nms, const string& id_base);
virtual ~ThreadPlayer();
void request_receive(int i, octetStream& o) const;
void wait_receive(int i, octetStream& o) const;
void receive_player_no_stats(int i,octetStream& o) const;
void send_all(const octetStream& o) const;
};
class TwoPartyPlayer : public PlayerBase
{
public:
TwoPartyPlayer(int my_num) : PlayerBase(my_num) {}
virtual ~TwoPartyPlayer() {}
virtual int my_num() const = 0;
virtual int other_player_num() const = 0;
virtual void send(octetStream& o) const = 0;
virtual void receive(octetStream& o) const = 0;
virtual void send_receive_player(vector<octetStream>& o) const = 0;
void Broadcast_Receive(vector<octetStream>& o) const;
virtual size_t send(const PlayerBuffer&, bool) const
{ throw not_implemented(); }
virtual size_t recv(const PlayerBuffer&, bool) const
{ throw not_implemented(); }
};
// for different threads, separate statistics
class VirtualTwoPartyPlayer : public TwoPartyPlayer
{
Player& P;
int other_player;
NamedCommStats& comm_stats;
mutable Lock lock;
public:
VirtualTwoPartyPlayer(Player& P, int other_player);
// emulate RealTwoPartyPlayer
int my_num() const { return P.my_num() > other_player; }
int other_player_num() const { return other_player; }
int num_players() const { return 2; }
void send(octetStream& o) const;
void receive(octetStream& o) const;
void send_receive_player(vector<octetStream>& o) const;
void pass_around(octetStream& o, int _ = 1) const { (void)_, (void) o; throw not_implemented(); }
size_t send(const PlayerBuffer& buffer, bool block) const;
size_t recv(const PlayerBuffer& buffer, bool block) const;
};
class RealTwoPartyPlayer : public VirtualTwoPartyPlayer
{
PlainPlayer* P;
public:
RealTwoPartyPlayer(const Names& Nms, int other_player, const string& id);
// legacy
RealTwoPartyPlayer(const Names& Nms, int other_player, int id_base = 0);
~RealTwoPartyPlayer();
};
// for the same thread
class OffsetPlayer : public TwoPartyPlayer
{
private:
Player& P;
int offset;
public:
OffsetPlayer(Player& P, int offset) : TwoPartyPlayer(P.my_num()), P(P), offset(offset) {}
// emulate RealTwoPartyPlayer
int my_num() const { return P.my_num() > P.get_player(offset); }
int other_player_num() const { return P.get_player(offset); }
int num_players() const { return 2; }
int get_offset() const { return offset; }
Player& get_full_player() const { return P; }
void send(octetStream& o) const { P.send_to(P.get_player(offset), o); }
void reverse_send(octetStream& o) const { P.send_to(P.get_player(-offset), o); }
void receive(octetStream& o) const { P.receive_player(P.get_player(offset), o); }
void reverse_receive(octetStream& o) { P.receive_player(P.get_player(-offset), o); }
void send_receive_player(vector<octetStream>& o) const;
void reverse_exchange(octetStream& o) const { P.pass_around(o, P.num_players() - offset); }
void exchange(octetStream& o) const { P.exchange(P.get_player(offset), o); }
void pass_around(octetStream& o, int _ = 1) const { (void)_; P.pass_around(o, offset); }
};
#endif