key.h   [plain text]


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//
// key - representation of securityd key objects
//
#ifndef _H_KEY
#define _H_KEY

#include "structure.h"
#include "database.h"
#include "acls.h"
#include <security_cdsa_utilities/u32handleobject.h>
#include <security_cdsa_client/keyclient.h>


class Database;


//
// A Key object represents a cryptographic key known to securityd and accessed by clients
// through securityd key references (KeyHandles). A Key may be raw or reference inside securityd,
// but from outside it is always a reference key, and we hide (as best we can) the details of
// its local storage and nature.
//
// Key is a very abstract class; it defines the minimal interface that all actual securityd
// keys must provide. Actual Key subclasses are produced by (subclasses of) Databases, which
// act as Key factories. Most Database subclasses will define Key class hierarchies to track
// their internal structure, but from out here, all we know is that Databases yield Key objects
// when asked nicely, and those subclass objects implement the Key protocol.
//
// A Key can be used by multiple Connections, even at the same time. It is possible for multiple
// Key objects to represent the same underlying cryptographic secret, so don't assume a 1-1 mapping.
//
// Key is completely agnostic as to how the key is stored or maintained.
// For all you know, it might be a virtual artifact of the Key subclass.
//
// All Key subclasses support ACLs. However, different subclasses may host
// their SecurityServerAcls at different levels of the object mesh. Don't assume.
//
// Key::attribute is there for a reason. If you want to check attributes,
// use it rather than returnKey - it may be much, much faster.
//
class Key : public Database::Subsidiary, public AclSource {
public:
	Key(Database &db);
	
	virtual const CssmData &canonicalDigest() = 0;
	
	Database &database() const { return referent<Database>(); }
	
	virtual CSSM_KEYATTR_FLAGS attributes() = 0;
	bool attribute(CSSM_KEYATTR_FLAGS f) { return attributes() & f; }
	
	virtual void returnKey(U32HandleObject::Handle &h, CssmKey::Header &hdr) = 0;
};


#endif //_H_KEY