Giter Site home page Giter Site logo

rust-sgx-gen's Introduction

rust-sgx-gen

Automatic code generator for SGX/native modules of the Authentic Execution framework.

Installation

# Install rust-sgx-gen - you must be on the root of this repository
pip install .

Run

Generally, rust-sgx-gen is used within reactive-tools, so user intervention is not needed. To try it anyway:

# Check helper
rust-sgx-gen -h

# generate code and create output of a SGX module
### <input_fldr>: input folder of the Rust module
### <output_fldr>: output folder of the Rust module + the generated code
### <module_id>: ID of the module
### <reactive_port>: port used by the local Event Manager to listen for events
### <result_json>: a result JSON file containing the description of the module
### <runner>: either "sgx" or "native", depending on the nature of the module
### <ra_sp_pubkey>: path to ra_sp public key (for Remote Attestation - only SGX)
rust-sgx-gen -i <input_fldr> -o <output_fldr> -m <module_id> -e <reactive_port> -p <result_json> -r <runner> -s <ra_sp_pubkey>

General rules

The input is a Rust Cargo library, created using the command cargo new <name> --lib

  • A main.rs should not exist

  • [lib] or [[bin]] sections in the Cargo.toml file should not exist

  • The developer is free to implement his own code (files, functions, data structures, external dependencies), but:

    • They still have to respect the rules above
    • They must be aware of the limitations of a SGX enclave (e.g. some std functions are not supported). Check here

Define inputs, outputs, entry points, requests, handlers

Tutorial

Helper functions

Some helper functions are provided.

Prints

Print macros are available: debug!, info!, warning! and error!. All of them accept a single parameter, which must implement the Display trait. Notice that multiple parameters can be printed together by using the format! macro.

// This instruction prints to stdout the following string: `[sm1] DEBUG: hello, world!`
debug!("hello, world!"); 

// This instruction prints to stdout the following string: `[sm1] INFO: hello, sm 1:22!`
info!(&format!("Hello, sm {}:{}!", 1, 22));

Note: debug! normally is disabled. Which means that the macro does not print anything to stdout. To enable debug prints, the module has to be compiled with the feature debug_prints.

Return values of entry points

As described above, an entry point must return a ResultMessage element. A developer can either:

  • create his own ResultMessage by calling ResultMessage::new(code, payload)

  • See here for more details

  • use the helper functions provided by the framework:

    success(data)
    failure(code, data)
    • code is a ResultCode (see link above)
      • The result code for success is always ResultCode::Ok (0)
    • data is an Option<Vec<u8>> which is an optional return value of the entry point.

Call the entry point of a module

Using reactive-tools

# Call the entry point of a module (the arg flag is optional)
### <config>: the output JSON file of a previous deploy command
### <module_name>: the name of the module
### <entry_name>: the name of the entry point
### <args_ex>: byte array as hexadecimal string, e.g., "deadbeef"
reactive-tools call --config <config> --module <module_name> --entry <entry_name> --arg <args_hex>

Manual

To manually call the entry point of a module, we must know its id. All the identifiers are printed in the output JSON file (flag -p of rust-sgx-gen).

The general rule is that the entry points are enumerated in order of appearance in the lib.rs file, starting from 2.

The first two IDs correspond to entry points used for Authentic Execution:

  • ID 0 is set_key
  • ID 1 is handle_input
  • ID 2 is handle_handler

Calling the module directly

The module must be loaded inside the same machine of the caller (because it listens for connections from the loopback interface).

To call an entry point, we must send the following payload:

<payload_length><entrypoint_id><data>

Where:

  • entrypoint_id is 16 bits
  • data can be omitted

One can use the reactive_net utility functions to send more easily a message (using write_message)

Calling the module indirectly

We can call an entry point by sending the corresponding command to its Event Manager. We can connect to the EM from any machine connected to Internet.

The payload is the following:

<command_id><payload_length><sm_id><entrypoint_id><data>

Where:

  • command_id is CommandCode::CallEntrypoint (16 bits)
  • payload_length does not include command_id
  • sm_id is the module id (provided as input to rust-sgx-gen, also present in the output JSON file)
  • entrypoint_id and data are the same as before

We can use the helper function write_command of reactive_net to send this kind of message easily.

rust-sgx-gen's People

Contributors

gianlu33 avatar gianlucascopelliti avatar

Stargazers

Christian Kessler avatar David M. Golembiowski avatar

Watchers

 avatar David M. Golembiowski avatar

Forkers

sepidehpouyan

rust-sgx-gen's Issues

Nonce is not checked in set_key

In set_key, the nonce is not checked against a local value. Hence, replay attacks are possible. Fix it by storing a global nonce somewhere in the enclave and using it to decrypt the set_key payload (similar to handle_input)

Recommend Projects

  • React photo React

    A declarative, efficient, and flexible JavaScript library for building user interfaces.

  • Vue.js photo Vue.js

    ๐Ÿ–– Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.

  • Typescript photo Typescript

    TypeScript is a superset of JavaScript that compiles to clean JavaScript output.

  • TensorFlow photo TensorFlow

    An Open Source Machine Learning Framework for Everyone

  • Django photo Django

    The Web framework for perfectionists with deadlines.

  • D3 photo D3

    Bring data to life with SVG, Canvas and HTML. ๐Ÿ“Š๐Ÿ“ˆ๐ŸŽ‰

Recommend Topics

  • javascript

    JavaScript (JS) is a lightweight interpreted programming language with first-class functions.

  • web

    Some thing interesting about web. New door for the world.

  • server

    A server is a program made to process requests and deliver data to clients.

  • Machine learning

    Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.

  • Game

    Some thing interesting about game, make everyone happy.

Recommend Org

  • Facebook photo Facebook

    We are working to build community through open source technology. NB: members must have two-factor auth.

  • Microsoft photo Microsoft

    Open source projects and samples from Microsoft.

  • Google photo Google

    Google โค๏ธ Open Source for everyone.

  • D3 photo D3

    Data-Driven Documents codes.