Files
MP-SPDZ/Networking/Player.h

320 lines
9.2 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 "Networking/ServerSocket.h"
#include "Tools/sha1.h"
#include "Tools/int.h"
#include "Networking/Receiver.h"
#include "Networking/Sender.h"
typedef vector<octet> public_signing_key;
typedef vector<octet> secret_signing_key;
typedef vector<octet> chachakey;
typedef pair< chachakey, uint64_t > keyinfo;
class CommsecKeysPackage {
public:
vector<public_signing_key> player_public_keys;
secret_signing_key my_secret_key;
public_signing_key my_public_key;
CommsecKeysPackage(vector<public_signing_key> playerpubs,
secret_signing_key mypriv,
public_signing_key mypub);
~CommsecKeysPackage();
};
template<class T> class MultiPlayer;
/* Class to get the names off the server */
class Names
{
vector<string> names;
vector<int> ports;
int nplayers;
int portnum_base;
int player_no;
CommsecKeysPackage *keys;
int default_port(int playerno) { return portnum_base + playerno; }
void setup_ports();
void setup_names(const char *servername, int my_port);
void setup_server();
public:
static const int DEFAULT_PORT = -1;
mutable ServerSocket* server;
void init(int player,int pnb,int my_port,const char* servername);
Names(int player,int pnb,int my_port,const char* servername)
{ init(player,pnb,my_port,servername); }
// Set up names when we KNOW who we are going to be using before hand
void init(int player,int pnb,vector<octet*> Nms);
Names(int player,int pnb,vector<octet*> Nms)
{ init(player,pnb,Nms); }
void init(int player,int pnb,vector<string> Nms);
Names(int player,int pnb,vector<string> Nms)
{ init(player,pnb,Nms); }
// nplayers = 0 for taking it from hostsfile
void init(int player, int pnb, const string& hostsfile, int players = 0);
Names(int player, int pnb, const string& hostsfile)
{ init(player, pnb, hostsfile); }
void set_keys( CommsecKeysPackage *keys );
Names() : nplayers(-1), portnum_base(-1), player_no(-1), keys(0), server(0) { ; }
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; }
friend class PlayerBase;
friend class Player;
template<class T> friend class MultiPlayer;
friend class TwoPartyPlayer;
};
class PlayerBase
{
protected:
int player_no;
public:
mutable size_t sent;
mutable Timer timer;
PlayerBase(int player_no) : player_no(player_no), sent(0) {}
virtual ~PlayerBase() {}
int my_real_num() const { return player_no; }
virtual int my_num() const = 0;
virtual int num_players() const = 0;
virtual void exchange(int other, octetStream& o) const = 0;
virtual void pass_around(octetStream& o, int offset = 1) const = 0;
};
struct CommStats
{
size_t data, rounds;
Timer timer;
CommStats() : data(0), rounds(0) {}
Timer& add(const octetStream& os) { data += os.get_length(); rounds++; return timer; }
CommStats& operator+=(const CommStats& other);
};
class NamedCommStats : public map<string, CommStats>
{
public:
NamedCommStats& operator+=(const NamedCommStats& other);
};
class Player : public PlayerBase
{
protected:
int nplayers;
mutable blk_SHA_CTX ctx;
public:
mutable NamedCommStats comm_stats;
Player(const Names& Nms);
virtual ~Player();
int num_players() const { return nplayers; }
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 i, long a) const = 0;
virtual long receive_long(int i) const = 0;
virtual void send_all(const octetStream& o,bool donthash=false) const = 0;
virtual void send_to(int player,const octetStream& o,bool donthash=false) const = 0;
virtual void receive_player(int i,octetStream& o,bool donthash=false) const = 0;
virtual void receive_player(int i,FlexBuffer& buffer) const;
// Communication relative to my number
void send_relative(const vector<octetStream>& o) const;
void send_relative(int offset, const octetStream& o) const;
void receive_relative(vector<octetStream>& o) const;
void receive_relative(int offset, octetStream& o) const;
/* Broadcast and Receive data to/from all players
* - Assumes o[player_no] contains the thing broadcast by me
*/
virtual void Broadcast_Receive(vector<octetStream>& o,bool donthash=false) const = 0;
/* Run Protocol To Verify Broadcast Is Correct
* - Resets the blk_SHA_CTX at the same time
*/
virtual void Check_Broadcast() 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, bool donthash=false) const { receive_player(i, o, donthash); }
};
template<class T>
class MultiPlayer : public Player
{
protected:
vector<T> sockets;
T send_to_self_socket;
void setup_sockets(const vector<string>& names,const vector<int>& ports,int id_base,ServerSocket& server);
map<T,int> socket_players;
T socket_to_send(int player) const { return player == player_no ? send_to_self_socket : sockets[player]; }
friend class CryptoPlayer;
public:
// The offset is used for the multi-threaded call, to ensure different
// portnum bases in each thread
MultiPlayer(const Names& Nms,int id_base=0);
virtual ~MultiPlayer() {}
T socket(int i) const { return sockets[i]; }
// Send/Receive data to/from player i
// 8-bit ints only (mainly for testing)
void send_int(int i,int a) const { send(sockets[i],a); }
void receive_int(int i,int& a) const { receive(sockets[i],a); }
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_all(const octetStream& o,bool donthash=false) const;
void send_to(int player,const octetStream& o,bool donthash=false) const;
virtual void receive_player(int i,octetStream& o,bool donthash=false) const;
// exchange data with minimal memory usage
void exchange(int other, octetStream& o) const;
// send to next and receive from previous player
void pass_around(octetStream& o, int offset = 1) const;
// Receive one from player i
/* Broadcast and Receive data to/from all players
* - Assumes o[player_no] contains the thing broadcast by me
*/
void Broadcast_Receive(vector<octetStream>& o,bool donthash=false) const;
// wait for available inputs
void wait_for_available(vector<int>& players, vector<int>& result) const;
};
typedef MultiPlayer<int> PlainPlayer;
class ThreadPlayer : public MultiPlayer<int>
{
public:
mutable vector<Receiver*> receivers;
mutable vector<Sender*> senders;
ThreadPlayer(const Names& Nms,int id_base=0);
virtual ~ThreadPlayer();
void request_receive(int i, octetStream& o) const;
void wait_receive(int i, octetStream& o, bool donthash=false) const;
void receive_player(int i,octetStream& o,bool donthash=false) const;
void send_all(const octetStream& o,bool donthash=false) const;
};
class TwoPartyPlayer : public PlayerBase
{
private:
// setup sockets for comm. with only one other player
void setup_sockets(int other_player, const Names &nms, int portNum, int id);
int socket;
bool is_server;
int other_player;
bool p2pcommsec;
secret_signing_key my_secret_key;
map<int,public_signing_key> player_public_keys;
keyinfo player_send_key;
keyinfo player_recv_key;
public:
TwoPartyPlayer(const Names& Nms, int other_player, int pn_offset=0);
~TwoPartyPlayer();
void send(octetStream& o);
void receive(octetStream& o);
int other_player_num() const;
int my_num() const { return is_server; }
int num_players() const { return 2; }
/* Send and receive to/from the other player
* - o[0] contains my data, received data put in o[1]
*/
void send_receive_player(vector<octetStream>& o);
void exchange(octetStream& o) const;
void exchange(int other, octetStream& o) const { (void)other; exchange(o); }
void pass_around(octetStream& o, int offset = 1) const { (void)offset; exchange(o); }
};
class OffsetPlayer : public PlayerBase
{
private:
Player& P;
int offset;
public:
OffsetPlayer(Player& P, int offset) : PlayerBase(P.my_num()), P(P), offset(offset) {}
int my_num() const { return 0; }
int num_players() const { return 2; }
int get_offset() const { return offset; }
void reverse_exchange(octetStream& o) const { P.pass_around(o, P.num_players() - offset); }
void exchange(int other, octetStream& o) const { (void)other; P.pass_around(o, offset); }
void pass_around(octetStream& o, int _ = 1) const { (void)_; P.pass_around(o, offset); }
void Broadcast_Receive(vector<octetStream>& o,bool donthash=false) const;
};
#endif