using DodoSSH.Client.Session;
// FakeDeviceKeyStore is compiled into this assembly from a source link and keeps its original namespace;
// see the csproj for why it is shared rather than reimplemented.
using DodoSSH.Client.Session.Tests;
using DodoSSH.Client.Shell.ViewModels;
using DodoSSH.Client.Ssh;
using DodoSSH.Client.Storage;
using DodoSSH.Client.Terminal;
using DodoSSH.Contracts;
using DodoSSH.Crypto;
namespace DodoSSH.Client.App.Tests;
///
/// Teams, from the side that holds the keys: create one, add somebody, and wrap a vault key to them.
///
///
///
/// The reason this suite exists rather than leaving teams to the server's own tests is that the
/// interesting half is not on the server. Adding a member is a row; sharing is a decision the client
/// makes about whether to trust a public key the server just handed it, and that decision is what
/// stands between an end-to-end encrypted vault and one the operator can read by answering a directory
/// lookup with a key of their own.
///
///
/// So the fake server keeps a real key log — chained with the same KeyLogChain the server uses —
/// and can be told to corrupt it. A test that only ever saw a well-formed log would be checking that
/// sharing works, not that verification does.
///
///
public sealed class TeamSharingTests : IAsyncLifetime
{
private const string Passphrase = "a sufficiently long passphrase";
private static readonly Argon2Profile CheapProfile =
Argon2Profile.FromStoredParameters(memoryKibibytes: 8 * 1024, passes: 1, parallelism: 1);
private readonly FakeVaultServer server = new();
private readonly FakeSshConnectionFactory ssh = new();
private string directory = null!;
private ClientCacheFactory caches = null!;
private TerminalWorkspace workspace = null!;
private VaultKnownHostStore knownHosts = null!;
private FakeDeviceKeyStore deviceKeys = null!;
private MainWindowViewModel shell = null!;
private static CancellationToken Token => TestContext.Current.CancellationToken;
///
public ValueTask InitializeAsync()
{
directory = Path.Combine(Path.GetTempPath(), $"dodossh-teams-{Guid.CreateVersion7():N}");
var paths = new ClientPaths(directory);
caches = ClientCacheFactory.ForFile(paths.CacheFile);
knownHosts = new VaultKnownHostStore();
deviceKeys = new FakeDeviceKeyStore();
workspace = new TerminalWorkspace(
new InMemoryTerminalAssetProvider(
new Dictionary(StringComparer.Ordinal)),
ssh,
TimeProvider.System);
shell = new MainWindowViewModel(
paths,
caches,
workspace,
knownHosts,
deviceKeys,
(_, _) => Task.FromResult(server),
TimeProvider.System,
NSubstitute.Substitute.For(),
CheapProfile);
return ValueTask.CompletedTask;
}
///
public async ValueTask DisposeAsync()
{
await shell.DisposeAsync();
knownHosts.Close();
await workspace.DisposeAsync();
caches.Dispose();
try
{
Directory.Delete(directory, recursive: true);
}
catch (IOException)
{
// A cache file the process has not finished releasing. The directory is under the temp path
// and named per run, so leaving it costs a few kilobytes and never collides.
}
}
///
/// The whole point of a team, in one test. Note what the status line says after the add and before
/// the share: adding somebody grants them nothing readable, and the interface has to say so rather
/// than let a user believe the credential is already with their colleague.
///
[Fact]
public async Task CreatingATeamAndSharingItsVault_WrapsTheKeyToTheOtherMember()
{
await UnlockedAsync();
var teams = shell.Teams;
var colleague = server.AddAccount("bob@example.com", "Bob Example");
await CreateTeamAsync(teams, "Platform", "platform");
await CreateVaultAsync(teams, "Platform secrets");
teams.Vaults.Count.ShouldBe(1, teams.Status);
teams.InviteEmail = "bob@example.com";
await teams.AddMemberCommand.ExecuteAsync(null);
teams.Members.Count.ShouldBe(2, teams.Status);
teams.Status.ShouldContain("cannot read anything yet");
teams.SelectedMember = teams.Members.Single(member => member.UserId == colleague);
teams.SelectedVault = teams.Vaults[0];
await teams.ShareVaultCommand.ExecuteAsync(null);
var vaultId = teams.Vaults[0].VaultId;
server.IssuedGrants.ShouldContainKey((vaultId, colleague));
teams.Status.ShouldContain("Shared");
// The one thing verification cannot promise, said in the same breath as the success.
teams.Status.ShouldContain("fingerprint", Case.Insensitive);
}
///
///
/// The test this whole design exists for. A server that wants to read a team's vault only has to
/// answer one directory lookup with a key it holds the private half of — so the client reads the
/// append-only key log, verifies its chain, and refuses to wrap anything unless the key it was
/// offered is in there unchanged.
///
///
/// Nothing may be sent. A refusal that still issued the grant, or that issued it on a retry, would be
/// worse than no check at all, because the interface would have said it was verified.
///
///
[Fact]
public async Task ATamperedKeyLog_StopsTheShareRatherThanWarningAboutIt()
{
await UnlockedAsync();
var teams = shell.Teams;
var colleague = server.AddAccount("mallory@example.com", "Mallory Example");
await CreateTeamAsync(teams, "Platform", "platform");
await CreateVaultAsync(teams, "Platform secrets");
teams.InviteEmail = "mallory@example.com";
await teams.AddMemberCommand.ExecuteAsync(null);
teams.SelectedMember = teams.Members.Single(member => member.UserId == colleague);
teams.SelectedVault = teams.Vaults[0];
server.CorruptKeyLog = true;
await teams.ShareVaultCommand.ExecuteAsync(null);
server.IssuedGrants.ShouldBeEmpty();
teams.Status.ShouldContain("Did not share");
teams.Status.ShouldContain("key log");
}
///
/// A vault created here is usable here, without a relock. The key was generated in this process, so
/// making the user lock and unlock to reach the vault they just made would be asking them to work
/// around bookkeeping.
///
[Fact]
public async Task ATeamVaultCreatedHere_IsImmediatelyReadableAndWritable()
{
await UnlockedAsync();
var teams = shell.Teams;
await CreateTeamAsync(teams, "Platform", "platform");
await CreateVaultAsync(teams, "Platform secrets");
var vaultId = teams.Vaults[0].VaultId;
var session = shell.Vault!.Session;
session.ReadableVaults.Select(vault => vault.VaultId).ShouldContain(vaultId);
// And it is offered as somewhere to file a new item, which is what makes it worth having.
await shell.Vault.LoadAsync(Token);
shell.Vault.TargetVaults.Select(choice => choice.VaultId).ShouldContain(vaultId);
shell.Vault.HasVaultChoice.ShouldBeTrue();
}
///
/// Filing into a team vault has to be chosen and has to stick. The bug this guards is the obvious
/// one: an editor that read the picker at save time rather than at open time, so changing the picker
/// with a half-typed host on screen would move it.
///
[Fact]
public async Task AHostFiledIntoATeamVault_StaysThere()
{
await UnlockedAsync();
var teams = shell.Teams;
await CreateTeamAsync(teams, "Platform", "platform");
await CreateVaultAsync(teams, "Platform secrets");
var vault = shell.Vault!;
var teamVaultId = teams.Vaults[0].VaultId;
await vault.LoadAsync(Token);
vault.SelectedTargetVault =
vault.TargetVaults.Single(choice => choice.VaultId == teamVaultId);
vault.NewHostCommand.Execute(null);
vault.EditorLabel = "prod-db";
vault.EditorHostname = "db.internal";
vault.EditorUsername = "deploy";
// Moved back after the editor opened. The host must still land in the team's vault.
vault.SelectedTargetVault =
vault.TargetVaults.First(choice => choice.VaultId != teamVaultId);
await vault.SaveHostCommand.ExecuteAsync(null);
var row = vault.Hosts.Single(
host => string.Equals(host.Label, "prod-db", StringComparison.Ordinal));
row.VaultId.ShouldBe(teamVaultId);
}
///
/// The mirror image of the host test above, and it goes the other way on purpose. A host filed into a
/// team vault has to stay there, because hosts are read across every readable vault and so come back.
/// Tags are not — the editable list is the active vault's alone, like groups and buckets — so a tag
/// filed anywhere else would be created, pushed, reported as added and then invisible, with nothing on
/// the keychain screen able to rename or delete it and no active-vault switcher to go and find it with.
///
[Fact]
public async Task ATagIgnoresTheTargetPicker_BecauseItsListOnlyEverShowsOneVault()
{
await UnlockedAsync();
var teams = shell.Teams;
await CreateTeamAsync(teams, "Platform", "platform");
await CreateVaultAsync(teams, "Platform secrets");
var teamVaultId = teams.Vaults[0].VaultId;
var vault = shell.Vault!;
await vault.LoadAsync(Token);
vault.HasVaultChoice.ShouldBeTrue("this test is meaningless with one vault");
vault.SelectedTargetVault = vault.TargetVaults.Single(
choice => choice.VaultId == teamVaultId);
vault.NewTagCommand.Execute(null);
vault.TagEditorLabel = "eu-west-1";
await vault.SaveTagCommand.ExecuteAsync(null);
vault.Tags.ShouldHaveSingleItem().Label
.ShouldBe("eu-west-1", "a tag that is not in the list is a tag nothing can reach");
}
///
/// The screen's answer to "who can actually open this", which until now it could not give at all —
/// the endpoint existed and nothing called it. Asserted after a share rather than before, because
/// an empty list proves nothing about whether the call was made.
///
[Fact]
public async Task SelectingATeamVault_ListsWhoHoldsAKeyToIt()
{
await UnlockedAsync();
var teams = shell.Teams;
var colleague = server.AddAccount("bob@example.com", "Bob Example");
await CreateTeamAsync(teams, "Platform", "platform");
await CreateVaultAsync(teams, "Platform secrets");
teams.InviteEmail = "bob@example.com";
await teams.AddMemberCommand.ExecuteAsync(null);
teams.SelectedMember = teams.Members.Single(member => member.UserId == colleague);
teams.SelectedVault = teams.Vaults[0];
await teams.ShareVaultCommand.ExecuteAsync(null);
// Selecting the vault again is what drives the read; the share above happened after the
// previous selection had already loaded an empty list.
teams.SelectedVault = null;
teams.SelectedVault = teams.Vaults[0];
var holder = teams.Grants.ShouldHaveSingleItem();
holder.UserId.ShouldBe(colleague);
holder.IsLive.ShouldBeTrue(teams.Status);
holder.State.ShouldBe("holds a key");
}
///
/// A role change is authorization only. The status line has to say so, because the obvious reading
/// of "demoted to viewer" is that they can no longer read the vault — and they still can, with the
/// key they were already wrapped. Withdrawing that is a separate act.
///
[Fact]
public async Task ChangingAMembersRole_SaysItDoesNotTakeBackTheKeyTheyHold()
{
await UnlockedAsync();
var teams = shell.Teams;
var colleague = server.AddAccount("bob@example.com", "Bob Example");
await CreateTeamAsync(teams, "Platform", "platform");
teams.InviteEmail = "bob@example.com";
await teams.AddMemberCommand.ExecuteAsync(null);
teams.SelectedMember = teams.Members.Single(member => member.UserId == colleague);
await teams.ChangeRoleCommand.ExecuteAsync(TeamMemberRole.Admin);
teams.Members.Single(member => member.UserId == colleague).Role.ShouldBe("ADMIN");
teams.Status.ShouldContain("does not withdraw a vault key");
}
///
/// The owner's role is the one that cannot be changed this way, and the interface has to refuse it
/// itself rather than letting the server do it: a button that produced a server error would be
/// reporting a rule the screen already knew.
///
[Fact]
public async Task MakingSomebodyOwnerThroughTheRolePicker_IsRefusedAndPointsAtHandingOver()
{
await UnlockedAsync();
var teams = shell.Teams;
var colleague = server.AddAccount("bob@example.com", "Bob Example");
await CreateTeamAsync(teams, "Platform", "platform");
teams.InviteEmail = "bob@example.com";
await teams.AddMemberCommand.ExecuteAsync(null);
teams.SelectedMember = teams.Members.Single(member => member.UserId == colleague);
await teams.ChangeRoleCommand.ExecuteAsync(TeamMemberRole.Owner);
teams.Members.Single(member => member.UserId == colleague).Role.ShouldBe("MEMBER");
teams.Status.ShouldContain("HAND OVER");
}
///
///
/// Both halves, because a transfer that only promoted the recipient would leave the team owned
/// twice and a test asserting one role would pass anyway. That is the exact failure the server uses
/// a single transaction to make impossible, so the client test asserts the same pair.
///
///
/// It also goes through the armed confirmation rather than calling the command directly, since
/// arming and confirming are where the target id is carried — and carrying it on the selection
/// instead is how a confirmation ends up applied to whatever was clicked last.
///
///
[Fact]
public async Task HandingOverATeam_MakesThemTheOwnerAndTheCallerAnAdmin()
{
await UnlockedAsync();
var teams = shell.Teams;
var colleague = server.AddAccount("bob@example.com", "Bob Example");
await CreateTeamAsync(teams, "Platform", "platform");
teams.InviteEmail = "bob@example.com";
await teams.AddMemberCommand.ExecuteAsync(null);
teams.SelectedMember = teams.Members.Single(member => member.UserId == colleague);
teams.TransferOwnershipCommand.Execute(null);
teams.IsConfirming.ShouldBeTrue("the hand-over has to be answered, not just pressed");
teams.ShowsTeamActions.ShouldBeFalse("the buttons that armed it are replaced, not left live");
await teams.ConfirmActionCommand.ExecuteAsync(null);
teams.Members.Single(member => member.UserId == colleague).Role.ShouldBe("OWNER");
teams.Members.Single(member => member.IsSelf).Role.ShouldBe("ADMIN");
teams.IsConfirming.ShouldBeFalse();
}
///
/// Archiving is refused while the team owns a vault, and the refusal has to reach the screen. The
/// failure this guards is the quiet one: a client that swallowed the 409 and reloaded would show a
/// team that is still there with no explanation of why nothing happened.
///
[Fact]
public async Task ArchivingATeamThatOwnsAVault_IsRefusedAndSaysWhy()
{
await UnlockedAsync();
var teams = shell.Teams;
await CreateTeamAsync(teams, "Platform", "platform");
await CreateVaultAsync(teams, "Platform secrets");
teams.ArchiveTeamCommand.Execute(null);
await teams.ConfirmActionCommand.ExecuteAsync(null);
teams.Teams.ShouldContain(team => team.Slug == "platform");
teams.Status.ShouldContain("holding a key");
}
///
/// An empty team can go, and this is the only operation on the screen that removes something from
/// everybody's list at once.
///
[Fact]
public async Task ArchivingAnEmptyTeam_RemovesIt()
{
await UnlockedAsync();
var teams = shell.Teams;
await CreateTeamAsync(teams, "Platform", "platform");
teams.ArchiveTeamCommand.Execute(null);
await teams.ConfirmActionCommand.ExecuteAsync(null);
teams.Teams.ShouldNotContain(team => team.Slug == "platform");
teams.Status.ShouldContain("Archived");
}
///
/// Renaming leaves the slug alone, and the status line says so unprompted — somebody who assumed
/// otherwise would find out from a URL much later, which is the worst moment to find out.
///
[Fact]
public async Task RenamingATeam_LeavesItsSlugAlone()
{
await UnlockedAsync();
var teams = shell.Teams;
await CreateTeamAsync(teams, "Platform", "platform");
teams.RenameTeamCommand.Execute(null);
teams.EditTeamName = "Platform Engineering";
await teams.SaveTeamCommand.ExecuteAsync(null);
var team = teams.Teams.ShouldHaveSingleItem();
team.Name.ShouldBe("Platform Engineering");
team.Slug.ShouldBe("platform");
teams.Status.ShouldContain("slug is still 'platform'");
}
///
///
/// The address the directory does not know used to be a dead end — the screen said they had to sign
/// in first and stopped. It invites them instead, from the same button, because which of the two
/// applies is a fact about the server's account table rather than about what the user is doing.
///
///
/// The status assertion is the point of the test. Nothing is sent, and an interface that said
/// "invited" without saying that would leave somebody waiting for an email that is never coming.
///
///
[Fact]
public async Task AddingAnAddressWithNoAccount_InvitesItAndSaysNothingWasSent()
{
await UnlockedAsync();
var teams = shell.Teams;
await CreateTeamAsync(teams, "Platform", "platform");
teams.InviteEmail = "newcomer@example.com";
await teams.AddMemberCommand.ExecuteAsync(null);
teams.Members.ShouldHaveSingleItem("nobody has joined — they have only been invited");
var invitation = teams.Invitations.ShouldHaveSingleItem();
invitation.Email.ShouldBe("newcomer@example.com");
invitation.IsPending.ShouldBeTrue();
invitation.State.ShouldContain("Nothing was sent");
teams.Status.ShouldContain("cannot send mail");
}
///
/// A withdrawn invitation stays on the list saying it was withdrawn, rather than vanishing. One that
/// disappeared would read as never having been sent, which is the same thing the screen looks like
/// before anybody does anything.
///
[Fact]
public async Task WithdrawingAnInvitation_LeavesItListedAsWithdrawn()
{
await UnlockedAsync();
var teams = shell.Teams;
await CreateTeamAsync(teams, "Platform", "platform");
teams.InviteEmail = "newcomer@example.com";
await teams.AddMemberCommand.ExecuteAsync(null);
teams.SelectedInvitation = teams.Invitations.ShouldHaveSingleItem();
await teams.RevokeInvitationCommand.ExecuteAsync(null);
teams.Invitations.ShouldHaveSingleItem().State.ShouldBe("withdrawn");
teams.Status.ShouldContain("Withdrew the invitation");
}
///
///
/// A reload rebuilds the team list and reselects, so a reload that changed the selection — creating
/// the first team is exactly that — used to leave two reads of the same team in flight: the one the
/// reload awaits, and one the selection handler started on its own. Both clear the member list and
/// then both append to it, so every member was drawn twice. On a team nobody has been added to yet,
/// whose only member is its owner, that read as the owner being in the team twice.
///
///
/// Counted rather than inferred from the list, and the gate is why: against a fake that answers from
/// memory each read finishes before the next begins, so the duplicate never appears and the bug
/// survives the test. Holding the read open is what makes this behave like a server.
///
///
[Fact]
public async Task CreatingATeam_ReadsItsMembersOnce()
{
await UnlockedAsync();
var teams = shell.Teams;
await teams.LoadAsync(Token);
teams.NewTeamCommand.Execute(null);
teams.NewTeamName = "Platform";
teams.NewTeamSlug = "platform";
var gate = new TaskCompletionSource();
server.MemberReadGate = gate;
var create = teams.CreateTeamCommand.ExecuteAsync(null);
// Asserted while the read is still in flight: that is the only moment at which a second read
// started by the selection handler is distinguishable from the reload's own.
server.MemberReads.ShouldBe(1, "a reload reads the selected team's members once");
gate.SetResult();
await create;
teams.Members.ShouldHaveSingleItem().Role.ShouldBe("OWNER");
}
///
/// Through the form rather than straight at the command, because the name is what the form is for: a
/// vault used to be named after its team, which gave a team with three of them three vaults called the
/// same thing.
///
private async Task CreateVaultAsync(TeamsViewModel teams, string name)
{
teams.NewVaultCommand.Execute(null);
teams.NewVaultName = name;
await teams.CreateVaultCommand.ExecuteAsync(null);
teams.IsCreatingVault.ShouldBeFalse(teams.Status);
}
private async Task CreateTeamAsync(TeamsViewModel teams, string name, string slug)
{
await teams.LoadAsync(Token);
teams.NewTeamCommand.Execute(null);
teams.NewTeamName = name;
teams.NewTeamSlug = slug;
await teams.CreateTeamCommand.ExecuteAsync(null);
teams.SelectedTeam.ShouldNotBeNull(teams.Status);
}
///
/// The whole path rather than a shortcut into the unlocked state, because sharing needs an identity
/// key that was really enrolled: the fake server publishes it into its key log during enrollment, and
/// that entry is what the client verifies its own directory answer against.
///
private async Task UnlockedAsync()
{
await shell.StartAsync(Token);
await shell.SignInCommand.ExecuteAsync(null);
shell.Passphrase = Passphrase;
shell.ConfirmPassphrase = Passphrase;
await shell.EnrollCommand.ExecuteAsync(null);
shell.RecoveryCodeWrittenDown = true;
shell.ConfirmRecoveryCodeCommand.Execute(null);
shell.Passphrase = Passphrase;
await shell.UnlockCommand.ExecuteAsync(null);
shell.State.ShouldBe(ShellState.Unlocked, shell.StatusMessage);
}
}