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230 lines
7.4 KiB
Plaintext
230 lines
7.4 KiB
Plaintext
Detailed specification of protocol in version 00000501
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======================================================
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Note: work in progress!!
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======================================================
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1. DNS protocol
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======================================================
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CMC = 2 byte Cache Miss Counter, increased every time it is used
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Version:
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Client sends:
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First byte v or V
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Rest encoded with base32:
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4 bytes big endian protocol version
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CMC
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Server replies:
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4 chars:
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VACK (version ok), followed by login challenge
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VNAK (version differs), followed by server protocol version
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VFUL (server has no free slots), followed by max users
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4 byte value: means login challenge/server protocol version/max users
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1 byte userid of the new user, or any byte if not VACK
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Login:
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Client sends:
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First byte l or L
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Rest encoded with base32:
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1 byte userid
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16 bytes MD5 hash of: (first 32 bytes of password) xor (8 repetitions of login challenge)
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CMC
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Server replies:
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LNAK means not accepted
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x.x.x.x-y.y.y.y-mtu-netmask means accepted (server ip, client ip, mtu, netmask bits)
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IP Request:
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Client sends:
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First byte i or I
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5 bits coded as Base32 char, meaning userid
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CMC
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Server replies
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BADIP if bad userid, or
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I and then 4 bytes network order external IP address of iodined server
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Case check:
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Client sends:
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First byte z or Z
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Lots of data that should not be decoded
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Server replies:
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The requested domain copied raw
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Switch codec:
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Client sends:
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First byte s or S
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5 bits coded as Base32 char, meaning userid
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5 bits coded as Base32 char, with value 5 or 6, representing number of raw
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bits per encoded byte
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CMC
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Server sends:
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Name of codec if accepted. After this all upstream data packets must
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be encoded with the new codec.
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BADCODEC if not accepted. Client must then revert to Base32
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BADLEN if length of query is too short
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Options:
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Client sends:
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First byte o or O
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5 bits coded as Base32 char, meaning userid
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1 char, meaning option
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Server sends:
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Full name of option if accepted. After this, option immediately takes
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effect in server.
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BADCODEC if not accepted. Previous situation remains.
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All options affect only the requesting client.
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Option chars:
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t or T: Downstream encoding Base32, for TXT/CNAME/A/MX (default)
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s or S: Downstream encoding Base64, for TXT/CNAME/A/MX
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r or R: Downstream encoding Raw, for TXT/NULL (default for NULL)
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If codec unsupported for request type, server will use Base32; note
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that server will answer any mix of request types that a client sends.
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Server may disregard this option; client must always use the downstream
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encoding type indicated in every downstream DNS packet.
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l or L: Lazy mode, server will keep one request unanswered until the
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next one comes in. Applies only to data transfer; handshake is always
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answered immediately.
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i or I: Immediate (non-lazy) mode, server will answer all requests
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(nearly) immediately.
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Probe downstream fragment size:
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Client sends:
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First byte r or R
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15 bits coded as 3 Base32 chars: UUUUF FFFFF FFFFF
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meaning 4 bits userid, 11 bits fragment size
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Then follows a long random query which contents does not matter
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Server sends:
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Requested number of bytes as a response. The first two bytes contains
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the requested length. Rest of message can be any data.
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BADFRAG if requested length not accepted.
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Set downstream fragment size:
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Client sends:
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First byte n or N
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Rest encoded with base32:
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1 byte userid
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2 bytes new downstream fragment size
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CMC
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Server sends:
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2 bytes new downstream fragment size. After this all downstream
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payloads will be max (fragsize + 2) bytes long.
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BADFRAG if not accepted.
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Data:
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Upstream data header:
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3210 432 10 43 210 4321 0
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+----+---+--+--+---+----+-+
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|UUUU|SSS|FF|FF|DDD|GGGG|L|
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+----+---+--+--+---+----+-+
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Downstream data header:
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7 654 3210 765 4321 0
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+-+---+----+---+----+-+
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|C|SSS|FFFF|DDD|GGGG|L|
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+-+---+----+---+----+-+
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UUUU = Userid
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L = Last fragment in packet flag
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SS = Upstream packet sequence number
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FFFF = Upstream fragment number
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DDD = Downstream packet sequence number
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GGGG = Downstream fragment number
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C = Compression enabled for downstream packet
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Upstream data packet starts with 1 byte ASCII hex coded user byte, then 3 bytes
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Base32 encoded header, then comes the payload data, encoded with chosen codec.
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Downstream data starts with 2 byte header. Then payload data, which may be
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compressed.
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In NULL responses, downstream data is always raw. In all other response types,
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downstream data is encoded (see Options above).
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Encoding type is indicated by 1 prefix char:
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TXT:
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End result is always DNS-chopped (series of len-prefixed strings
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<=255 bytes)
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t or T: Base32 encoded before chop, decoded after un-chop
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s or S: Base64 encoded before chop, decoded after un-chop
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r or R: Raw no encoding, only DNS-chop
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CNAME/A/MX:
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h or H: Hostname encoded with Base32
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i or I: Hostname encoded with Base64
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Ping:
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Client sends:
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First byte p or P
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Rest encoded with Base32:
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1 byte with 4 bits userid
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1 byte with:
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3 bits downstream seqno
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4 bits downstream fragment
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CMC
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The server response to Ping and Data packets is a DNS NULL type response:
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If server has nothing to send, data length is 0 bytes.
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If server has something to send, it will send a downstream data packet,
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prefixed with 2 bytes header as shown above.
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"Lazy-mode" operation
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=====================
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Client-server DNS traffic sequence has been reordered to provide increased
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(interactive) performance and greatly reduced latency.
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Idea taken from Lucas Nussbaum's slides (24th IFIP International Security
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Conference, 2009) at http://www.loria.fr/~lnussbau/tuns.html. Current
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implementation is original to iodine, no code or documentation from any other
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project was consulted during development.
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Server:
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Upstream data is acked immediately*, to keep the slow upstream data flowing
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as fast as possible (client waits for ack to send next frag).
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Upstream pings are answered _only_ when 1) downstream data arrives from tun,
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OR 2) new upstream ping/data arrives from client.
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In most cases, this means we answer the previous DNS query instead of the
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current one. The current query is kept in queue and used as soon as
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downstream data has to be sent.
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*: upstream data ack is usually done as reply on the previous ping packet,
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and the upstream-data packet itself is kept in queue.
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Client:
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Downstream data is acked immediately, to keep it flowing fast (includes a
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ping after last downstream frag).
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Also, after all available upstream data is sent & acked by the server (which
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in some cases uses up the last query), send an additional ping to prime the
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server for the next downstream data.
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======================================================
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2. Raw UDP protocol
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======================================================
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All Raw UDP protcol messages start with a 3 byte header: 0x10d19e
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This is not the start of a valid DNS message so it is easy to identify.
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The fourth byte contains the command and the user id.
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7654 3210
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+----+----+
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|CCCC|UUUU|
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+----+----+
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Login message (command = 1):
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The header is followed by a MD5 hash with the same password as in the DNS
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login. The client starts the raw mode by sending this message, and uses
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the login challenge +1, and the server responds using the login challenge -1.
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After the login message has been exchanged, both the server and the client
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switch to raw udp mode for the rest of the connection.
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Data message (command = 2):
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After the header comes the payload data, which may be compressed.
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Ping message (command = 3):
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Sent from client to server and back to keep session open. Has no payload.
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