// You should use the field numbers 1 through 15 // for the most-frequently-set fields. // Lower field number values take less space in the wire format. // For example, field numbers in the range 1 through 15 take one byte to encode. // Field numbers in the range 16 through 2047 take two bytes. /** * Meow messages * * This is the Meow protocol protobuf messages description. * */ syntax = "proto3"; package meowlib; option go_package = "forge.redroom.link/yves/meowlib"; // structure definnig a message as received by a server in protobuf format message PackedServerMessage { string from = 1; // The client public key for that server to get an answer bytes payload = 2; // The ToServerMessage encrypted with the server public key |or| symetrical encryption as agreed earlier bytes signature = 3; // The message signature with the client public key |eo| the reference to teh symetrical key used } // structure to hold an invitation through a server message Invitation { bytes payload = 1; // invitation payload, encrypted after step 2 int32 timeout = 2; // how long do I want the invitation to remain available on the server int32 shortcodeLen = 3; // len of the shortcode you wish for short url transmission string shortcode = 4; // shortcode that the friend shall request to get the invitation string password = 5; // password tou set for accessin invitation (optional) string uuid = 6; // id that the friend gave you, that you should include to your reply to get recognized int64 expiry = 7; // the server allowed expiry date, it may be samller than the requested timeout according to server policy int32 step = 8; // progress in the inviattion process : 1=invite friend, 2=friend requests invitation, 3=friend's answer } // structure for requesting incoming messages message ConversationRequest { string lookupKey = 1; // lookup key for a conversation string lastServerUuidOK = 2; // Last Server message UUID received (send me all after that one) bool publishOnline = 3; // ?? Publish my online status for that contact ? string lookupSignature = 4; // prove that I own the private key by signing that block } // structure defining a message for a server, that will be encrypted, then sent in a "packedmessage" payload message ToServerMessage { string type = 1; // Type 1 : final destination / 2 : forward string from = 2 ; // My pub key for the server to send me an encrypter answer bytes payload = 3 ; // optional payload for server repeated ConversationRequest pullRequest = 4; repeated PackedUserMessage messages = 5; repeated ServerCard knownServers = 6; Matriochka matriochkaMessage = 7; string uuid = 8; Invitation invitation = 9; // invitation for the 2 first steps of a "through server" invitation process } message ConversationResponse { repeated string messageUuids = 1; } // structure defining a from server receiver message decrypted from a "packedmessage" payload message FromServerMessage { string type = 1; // Type string serverPublicKey = 2 ; // Pub key from the server bytes payload = 3 ; // string uuidAck = 4 ; // Ack for the last received ToServerMessage Uuid string serverUuid = 5 ; // Provides the server uuid that replaced the client uuid repeated PackedUserMessage chat = 6; repeated ServerCard knownServers = 7; Invitation invitation = 8; // invitation answer, for the third steps of any invitation } message MatriochkaServer { string url = 1; // Server Url string publicKey = 2; // Server Public Key string uuid = 3 ; // Optional, uuid for delivery confirmation int32 delay = 4; // Max delay requested for message forwarding or delivery tracking } message Matriochka { string lookupKey = 1; // Optional, only if you want delivery tracking, less stealth MatriochkaServer prev = 2; // Optional, like above MatriochkaServer next = 3; // Next server to deliver the message to bytes data = 4; // Matriochka data } // structure describing required server attributes message ServerCard { string name = 1; // friendly server name string description=2; // description : owner type (company/private/university...), string public_key = 3; // public key you must use to send encrypted messages to that server string url = 4; // meow server url string login = 5; // required login to access the server string password = 6; // password associated to the login string signature = 7; // signature of all previous fields by the server itself } // structure describing a user contact card ie the minimum set of attributes for exchanging identities message ContactCard { string name=1; // contact nickname string contactPublicKey =2; // contact public key, will be used to authenticate her/his messages string encryptionPublicKey= 3; // public key you must use to to write encrypted messages to that contact string lookupPublicKey =4; // public key you will use as "destination identifier" for her/him to lookup for your messages on the servers repeated ServerCard pullServers =5; // list the servers where the contact will look for messages from you uint32 version = 6; string invitationId=7; } // structure for sending a message to be forwarded to another user in protobuf format message PackedUserMessage { string destination=1; // the peer's current conversation lookup public key bytes payload=2; // the message UserMessage encrypted with the destination peer's public key bytes signature=3; // the payload signature with the client identity private key repeated int64 serverTimestamp=4; // server time stamp, might be several in matriochka mode } message ConversationStatus { string localUuid = 1; uint64 localSequence = 2 ; uint64 sent = 3 ; uint64 received = 4; uint64 processed = 5; ContactCard myNextIdentity = 6; int32 peerNextIdentityAck = 7; // version of the new peer accepted id } message Group{ string name=1; repeated ContactCard members = 2; } // structure defining information that might be exchanged between two peers. message UserMessage { string destination = 1; // Lookupkey string from = 2; // My public key for that contact string type = 3; bytes data = 4; ConversationStatus Status = 5; ContactCard contact = 6; ServerCard knownServers = 7; Group group = 8; repeated File files = 9; Location currentLocation = 10; bytes appdata = 11; Invitation invitation = 12; } message File { string filename=1; // the proposed filename uint64 size=2; // the file size uint32 chunk=3; // the chunk counter if file is sent by chunks bytes data=4; // the file/chunk content } message Location { uint64 time=1; float latitude=2; float longitude=3; int32 altitude=4; }