Public Access
Rotating a vault re-keyed the vault and not its contents, which was the deal struck last time: everything already stored stayed sealed under the generation it was written with, every remaining member kept the older keys, and the guarantee was narrowed to "nothing written from now on". That left one gap worth closing — somebody who walked off with the old key could still open old ciphertext they later got hold of — and the reason it was safe to defer is the reason it was cheap to add. A vault at mixed generations reads perfectly well, so the pass that moves items across can stop half way and be run again. VaultResealer walks the vault and rewrites each item as an ordinary upsert against the version the server holds. It never decodes the plaintext: an item is opened and the same bytes are sealed again under a fresh data key, so an item written by a newer client crosses a rotation untouched rather than being re-encoded through this build's codec and quietly losing the fields this build has no concept of. It also means nothing in the pass knows what an item is, which is why one loop covers every type including the ones added after it. A conflict is counted and skipped rather than merged — there is nothing to merge, since no content changes — and the next pass picks the item up at the version the other client left. The half that a pass over stored items cannot see is a change queued before the rotation and pushed after it, which would put a brand-new item into the vault under the key the person who just left still holds. So the push path re-seals a stale payload as it dispatches it, writing the revision back to the outbox first so that a retry sends the same bytes rather than a fresh envelope. Between the two, nothing reaches the server under a superseded generation at all. Queued items are therefore deliberately left alone by the pass: rewriting one there would overwrite the user's unpushed work with the version the server holds, which is the one thing a re-keying pass must never do. Removal runs it last, after a sync — a mirror that is behind produces a batch of conflicts instead of a re-sealed vault — and the status line distinguishes the two guarantees, because they are not the same: a vault fully re-sealed is closed to the person who left, and one with items outstanding is closed only to what happens next. Six tests, and three mutations run against them: making the re-seal return the payload unchanged fails five of the six, making the push path skip re-sealing fails the queued-edit test and only that one, and counting conflicts as applied fails the write-elsewhere test. One of the six was wrong before it was right — it modelled a third-party write by re-pushing an existing payload at a bumped version, which no real client would do, and it took reading the AAD to see that the test was lying rather than the code.
815 lines
32 KiB
C#
815 lines
32 KiB
C#
using DodoSSH.Client.Session;
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// FakeDeviceKeyStore is compiled into this assembly from a source link and keeps its original namespace;
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// see the csproj for why it is shared rather than reimplemented.
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using DodoSSH.Client.Session.Tests;
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using DodoSSH.Client.Shell.ViewModels;
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using DodoSSH.Client.Ssh;
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using DodoSSH.Client.Storage;
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using DodoSSH.Client.Terminal;
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using DodoSSH.Contracts;
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using DodoSSH.Crypto;
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namespace DodoSSH.Client.App.Tests;
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/// <summary>
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/// Teams, from the side that holds the keys: create one, add somebody, and wrap a vault key to them.
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/// </summary>
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/// <remarks>
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/// <para>
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/// The reason this suite exists rather than leaving teams to the server's own tests is that the
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/// interesting half is not on the server. Adding a member is a row; <b>sharing is a decision the client
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/// makes about whether to trust a public key the server just handed it</b>, and that decision is what
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/// stands between an end-to-end encrypted vault and one the operator can read by answering a directory
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/// lookup with a key of their own.
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/// </para>
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/// <para>
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/// So the fake server keeps a real key log — chained with the same <c>KeyLogChain</c> the server uses —
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/// and can be told to corrupt it. A test that only ever saw a well-formed log would be checking that
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/// sharing works, not that verification does.
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/// </para>
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/// </remarks>
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public sealed class TeamSharingTests : IAsyncLifetime
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{
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private const string Passphrase = "a sufficiently long passphrase";
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private static readonly Argon2Profile CheapProfile =
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Argon2Profile.FromStoredParameters(memoryKibibytes: 8 * 1024, passes: 1, parallelism: 1);
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private readonly FakeVaultServer server = new();
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private readonly FakeSshConnectionFactory ssh = new();
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private string directory = null!;
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private ClientCacheFactory caches = null!;
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private TerminalWorkspace workspace = null!;
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private VaultKnownHostStore knownHosts = null!;
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private FakeDeviceKeyStore deviceKeys = null!;
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private MainWindowViewModel shell = null!;
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private static CancellationToken Token => TestContext.Current.CancellationToken;
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/// <inheritdoc />
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public ValueTask InitializeAsync()
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{
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directory = Path.Combine(Path.GetTempPath(), $"dodossh-teams-{Guid.CreateVersion7():N}");
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var paths = new ClientPaths(directory);
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caches = ClientCacheFactory.ForFile(paths.CacheFile);
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knownHosts = new VaultKnownHostStore();
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deviceKeys = new FakeDeviceKeyStore();
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workspace = new TerminalWorkspace(
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new InMemoryTerminalAssetProvider(
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new Dictionary<string, TerminalAsset>(StringComparer.Ordinal)),
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ssh,
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TimeProvider.System);
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shell = new MainWindowViewModel(
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paths,
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caches,
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workspace,
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knownHosts,
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deviceKeys,
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(_, _) => Task.FromResult<IVaultServer>(server),
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TimeProvider.System,
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NSubstitute.Substitute.For<ISftpSessionFactory>(),
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CheapProfile);
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return ValueTask.CompletedTask;
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}
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/// <inheritdoc />
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public async ValueTask DisposeAsync()
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{
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await shell.DisposeAsync();
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knownHosts.Close();
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await workspace.DisposeAsync();
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caches.Dispose();
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try
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{
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Directory.Delete(directory, recursive: true);
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}
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catch (IOException)
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{
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// A cache file the process has not finished releasing. The directory is under the temp path
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// and named per run, so leaving it costs a few kilobytes and never collides.
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}
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}
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/// <remarks>
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/// The whole point of a team, in one test. Adding somebody wraps every team vault this machine can
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/// open to them, so the status line names what they were given rather than what is still owed —
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/// and the grant is on the server before the add has finished reporting.
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/// </remarks>
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[Fact]
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public async Task AddingAMember_WrapsEveryTeamVaultThisMachineHoldsToThem()
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{
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await UnlockedAsync();
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var teams = shell.Teams;
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var colleague = server.AddAccount("bob@example.com", "Bob Example");
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await CreateTeamAsync(teams, "Platform", "platform");
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await CreateVaultAsync(teams, "Platform secrets");
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teams.Vaults.Count.ShouldBe(1, teams.Status);
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var vaultId = teams.Vaults[0].VaultId;
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teams.InviteEmail = "bob@example.com";
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await teams.AddMemberCommand.ExecuteAsync(null);
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teams.Members.Count.ShouldBe(2, teams.Status);
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server.IssuedGrants.ShouldContainKey(
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(vaultId, colleague),
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"adding somebody to a team is what shares its vaults with them");
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teams.Status.ShouldContain("Platform secrets");
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}
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/// <remarks>
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/// <para>
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/// The other half of the same idea. Removing somebody withdraws their grants — which only blocks
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/// future reads — so the vault is rotated in the same breath and the new key goes to the people who
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/// are left. From that moment nothing written is readable to the person who went.
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/// </para>
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/// <para>
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/// The remaining member is given the earlier generation as well as the new one, which is what keeps
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/// the vault's existing items readable to them: a rotation re-keys the vault, not its contents.
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/// </para>
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/// </remarks>
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[Fact]
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public async Task RemovingAMember_RotatesTheVaultAndHandsTheNewKeyToWhoIsLeft()
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{
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await UnlockedAsync();
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var teams = shell.Teams;
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var leaving = server.AddAccount("bob@example.com", "Bob Example");
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var staying = server.AddAccount("carol@example.com", "Carol Example");
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await CreateTeamAsync(teams, "Platform", "platform");
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await CreateVaultAsync(teams, "Platform secrets");
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var vaultId = teams.Vaults[0].VaultId;
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foreach (var address in (string[])["bob@example.com", "carol@example.com"])
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{
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teams.InviteEmail = address;
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await teams.AddMemberCommand.ExecuteAsync(null);
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}
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teams.Members.Count.ShouldBe(3, teams.Status);
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teams.SelectedMember = teams.Members.Single(member => member.UserId == leaving);
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await teams.RemoveMemberCommand.ExecuteAsync(null);
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teams.Status.ShouldContain("Rotated", customMessage: teams.Status);
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teams.Status.ShouldContain("Platform secrets");
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// The last act of a rotation is moving what is already stored onto the new key. Proven by the
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// bytes in DodoSSH.Client.Sync.Tests; what this asserts is that the shell asks for it at all,
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// and says which of the two guarantees the user has ended up with.
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teams.Status.ShouldContain("re-sealed under the new key", customMessage: teams.Status);
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// Gone entirely, at every generation. A revocation that left the history behind would leave them
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// able to read everything written before they went, from a copy of the ciphertext.
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server.GenerationsGranted(vaultId, leaving).ShouldBeEmpty();
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// And the member who stayed holds both: the new key for what comes next, the old one for what
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// is already stored under it.
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server.GenerationsGranted(vaultId, staying).ShouldBe([1u, 2u]);
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}
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/// <remarks>
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/// Somebody added after a rotation is given every generation the sharing machine holds, not only the
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/// newest. A vault shared as one key would open to a list of items that will not decrypt, which
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/// reads as corruption rather than as the missing grant it is.
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/// </remarks>
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[Fact]
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public async Task AddingAMemberToARotatedVault_HandsThemItsHistoryAsWell()
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{
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await UnlockedAsync();
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var teams = shell.Teams;
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var first = server.AddAccount("bob@example.com", "Bob Example");
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var second = server.AddAccount("carol@example.com", "Carol Example");
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await CreateTeamAsync(teams, "Platform", "platform");
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await CreateVaultAsync(teams, "Platform secrets");
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var vaultId = teams.Vaults[0].VaultId;
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teams.InviteEmail = "bob@example.com";
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await teams.AddMemberCommand.ExecuteAsync(null);
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// Removing them is what rotates the vault, so the next person to be added arrives at a vault
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// with a history rather than one that has only ever had a single key.
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teams.SelectedMember = teams.Members.Single(member => member.UserId == first);
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await teams.RemoveMemberCommand.ExecuteAsync(null);
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teams.InviteEmail = "carol@example.com";
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await teams.AddMemberCommand.ExecuteAsync(null);
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server.GenerationsGranted(vaultId, second).ShouldBe([1u, 2u], teams.Status);
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}
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/// <remarks>
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/// The manual path still works and is still worth having: a vault whose key this machine did not
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/// hold when somebody was added is shared by pressing the button once it does. Re-wrapping to
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/// somebody who already holds the key is the same call, and the server replaces the row rather than
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/// adding a second one.
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/// </remarks>
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[Fact]
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public async Task SharingAVaultByHand_WrapsTheKeyAndSaysWhatItCannotPromise()
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{
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await UnlockedAsync();
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var teams = shell.Teams;
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var colleague = server.AddAccount("bob@example.com", "Bob Example");
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await CreateTeamAsync(teams, "Platform", "platform");
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await CreateVaultAsync(teams, "Platform secrets");
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teams.InviteEmail = "bob@example.com";
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await teams.AddMemberCommand.ExecuteAsync(null);
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teams.SelectedMember = teams.Members.Single(member => member.UserId == colleague);
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teams.SelectedVault = teams.Vaults[0];
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await teams.ShareVaultCommand.ExecuteAsync(null);
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var vaultId = teams.Vaults[0].VaultId;
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server.IssuedGrants.ShouldContainKey((vaultId, colleague));
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teams.Status.ShouldContain("Shared");
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// The one thing verification cannot promise, said in the same breath as the success.
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teams.Status.ShouldContain("fingerprint", Case.Insensitive);
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}
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/// <remarks>
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/// <para>
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/// The test this whole design exists for. A server that wants to read a team's vault only has to
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/// answer one directory lookup with a key it holds the private half of — so the client reads the
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/// append-only key log, verifies its chain, and refuses to wrap anything unless the key it was
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/// offered is in there unchanged.
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/// </para>
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/// <para>
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/// Nothing may be sent. A refusal that still issued the grant, or that issued it on a retry, would be
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/// worse than no check at all, because the interface would have said it was verified.
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/// </para>
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/// </remarks>
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[Fact]
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public async Task ATamperedKeyLog_StopsTheShareRatherThanWarningAboutIt()
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{
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await UnlockedAsync();
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var teams = shell.Teams;
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var colleague = server.AddAccount("mallory@example.com", "Mallory Example");
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await CreateTeamAsync(teams, "Platform", "platform");
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await CreateVaultAsync(teams, "Platform secrets");
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// Before the add, because the add now shares. Both routes to a wrap have to refuse, and a test
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// that corrupted the log afterwards would be asserting about the second one only.
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server.CorruptKeyLog = true;
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teams.InviteEmail = "mallory@example.com";
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await teams.AddMemberCommand.ExecuteAsync(null);
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var vaultId = teams.Vaults[0].VaultId;
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server.IssuedGrants.ShouldNotContainKey((vaultId, colleague));
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teams.Status.ShouldContain("Could not share");
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teams.Status.ShouldContain("key log");
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teams.SelectedMember = teams.Members.Single(member => member.UserId == colleague);
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teams.SelectedVault = teams.Vaults[0];
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await teams.ShareVaultCommand.ExecuteAsync(null);
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server.IssuedGrants.ShouldNotContainKey((vaultId, colleague));
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teams.Status.ShouldContain("Did not share");
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teams.Status.ShouldContain("key log");
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}
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/// <remarks>
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/// A vault created here is usable here, without a relock. The key was generated in this process, so
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/// making the user lock and unlock to reach the vault they just made would be asking them to work
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/// around bookkeeping.
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/// </remarks>
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[Fact]
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public async Task ATeamVaultCreatedHere_IsImmediatelyReadableAndWritable()
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{
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await UnlockedAsync();
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var teams = shell.Teams;
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await CreateTeamAsync(teams, "Platform", "platform");
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await CreateVaultAsync(teams, "Platform secrets");
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var vaultId = teams.Vaults[0].VaultId;
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var session = shell.Vault!.Session;
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session.ReadableVaults.Select(vault => vault.VaultId).ShouldContain(vaultId);
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// And it is offered as somewhere to file a new item, which is what makes it worth having.
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await shell.Vault.LoadAsync(Token);
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shell.Vault.TargetVaults.Select(choice => choice.VaultId).ShouldContain(vaultId);
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shell.Vault.HasVaultChoice.ShouldBeTrue();
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}
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/// <remarks>
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/// Filing into a team vault has to be chosen and has to stick. The bug this guards is the obvious
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/// one: an editor that read the picker at save time rather than at open time, so changing the picker
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/// with a half-typed host on screen would move it.
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/// </remarks>
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[Fact]
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public async Task AHostFiledIntoATeamVault_StaysThere()
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{
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await UnlockedAsync();
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var teams = shell.Teams;
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await CreateTeamAsync(teams, "Platform", "platform");
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await CreateVaultAsync(teams, "Platform secrets");
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var vault = shell.Vault!;
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var teamVaultId = teams.Vaults[0].VaultId;
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await vault.LoadAsync(Token);
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vault.SelectedTargetVault =
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vault.TargetVaults.Single(choice => choice.VaultId == teamVaultId);
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vault.NewHostCommand.Execute(null);
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vault.EditorLabel = "prod-db";
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vault.EditorHostname = "db.internal";
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vault.EditorUsername = "deploy";
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// Moved back after the editor opened. The host must still land in the team's vault.
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vault.SelectedTargetVault =
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vault.TargetVaults.First(choice => choice.VaultId != teamVaultId);
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await vault.SaveHostCommand.ExecuteAsync(null);
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var row = vault.Hosts.Single(
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host => string.Equals(host.Label, "prod-db", StringComparison.Ordinal));
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row.VaultId.ShouldBe(teamVaultId);
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}
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/// <remarks>
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/// The mirror image of the host test above, and it goes the other way on purpose. A host filed into a
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/// team vault has to stay there, because hosts are read across every readable vault and so come back.
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/// Tags are not — the editable list is the active vault's alone, like groups and buckets — so a tag
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/// filed anywhere else would be created, pushed, reported as added and then invisible, with nothing on
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/// the keychain screen able to rename or delete it and no active-vault switcher to go and find it with.
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/// </remarks>
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[Fact]
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public async Task ATagIgnoresTheTargetPicker_BecauseItsListOnlyEverShowsOneVault()
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{
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await UnlockedAsync();
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var teams = shell.Teams;
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await CreateTeamAsync(teams, "Platform", "platform");
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await CreateVaultAsync(teams, "Platform secrets");
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var teamVaultId = teams.Vaults[0].VaultId;
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var vault = shell.Vault!;
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await vault.LoadAsync(Token);
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vault.HasVaultChoice.ShouldBeTrue("this test is meaningless with one vault");
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vault.SelectedTargetVault = vault.TargetVaults.Single(
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choice => choice.VaultId == teamVaultId);
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vault.NewTagCommand.Execute(null);
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vault.TagEditorLabel = "eu-west-1";
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await vault.SaveTagCommand.ExecuteAsync(null);
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vault.Tags.ShouldHaveSingleItem().Label
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.ShouldBe("eu-west-1", "a tag that is not in the list is a tag nothing can reach");
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}
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/// <remarks>
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/// The screen's answer to "who can actually open this", which until now it could not give at all —
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/// the endpoint existed and nothing called it. Asserted after a share rather than before, because
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/// an empty list proves nothing about whether the call was made.
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/// </remarks>
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[Fact]
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public async Task SelectingATeamVault_ListsWhoHoldsAKeyToIt()
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{
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await UnlockedAsync();
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var teams = shell.Teams;
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var colleague = server.AddAccount("bob@example.com", "Bob Example");
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await CreateTeamAsync(teams, "Platform", "platform");
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await CreateVaultAsync(teams, "Platform secrets");
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teams.InviteEmail = "bob@example.com";
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await teams.AddMemberCommand.ExecuteAsync(null);
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teams.SelectedMember = teams.Members.Single(member => member.UserId == colleague);
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teams.SelectedVault = teams.Vaults[0];
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await teams.ShareVaultCommand.ExecuteAsync(null);
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// Selecting the vault again is what drives the read; the share above happened after the
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// previous selection had already loaded an empty list.
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teams.SelectedVault = null;
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teams.SelectedVault = teams.Vaults[0];
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// Two, and the second one matters: the creator's own grant is recorded when the vault is made,
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// so a list that showed only the people it was shared with would be describing a vault its
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// owner cannot open.
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teams.Grants.Count.ShouldBe(2, teams.Status);
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var holder = teams.Grants.Single(row => row.UserId == colleague);
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holder.IsLive.ShouldBeTrue(teams.Status);
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holder.State.ShouldBe("holds a key");
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}
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|
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/// <remarks>
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|
/// A role change is authorization only. The status line has to say so, because the obvious reading
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|
/// 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.
|
|
/// </remarks>
|
|
[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");
|
|
}
|
|
|
|
/// <remarks>
|
|
/// 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.
|
|
/// </remarks>
|
|
[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");
|
|
}
|
|
|
|
/// <remarks>
|
|
/// <para>
|
|
/// 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.
|
|
/// </para>
|
|
/// <para>
|
|
/// 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.
|
|
/// </para>
|
|
/// </remarks>
|
|
[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();
|
|
}
|
|
|
|
/// <remarks>
|
|
/// 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.
|
|
/// </remarks>
|
|
[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");
|
|
}
|
|
|
|
/// <remarks>
|
|
/// An empty team can go, and this is the only operation on the screen that removes something from
|
|
/// everybody's list at once.
|
|
/// </remarks>
|
|
[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");
|
|
}
|
|
|
|
/// <remarks>
|
|
/// 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.
|
|
/// </remarks>
|
|
[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'");
|
|
}
|
|
|
|
/// <remarks>
|
|
/// <para>
|
|
/// 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.
|
|
/// </para>
|
|
/// <para>
|
|
/// 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.
|
|
/// </para>
|
|
/// </remarks>
|
|
[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");
|
|
}
|
|
|
|
/// <remarks>
|
|
/// <para>
|
|
/// The regression this whole path was rewritten for. An account exists from its owner's first
|
|
/// authenticated request and publishes no key until they choose a passphrase on their own machine,
|
|
/// and the directory omits it for that entire window — an entry exists to be wrapped to, and this
|
|
/// one has nothing to wrap. Reading that silence as "there is no such account" meant ADD MEMBER
|
|
/// quietly issued an invitation instead: the members list did not change, the screen said they had
|
|
/// no account here, and they only actually joined on the next hourly sweep.
|
|
/// </para>
|
|
/// <para>
|
|
/// So the assertion is that they are a <em>member</em>, not an invitation, and that the row says
|
|
/// what is true of them — no key, so nothing can be shared with them yet.
|
|
/// </para>
|
|
/// </remarks>
|
|
[Fact]
|
|
public async Task AddingAnAccountThatHasNotEnrolled_MakesThemAMemberWithNoKey()
|
|
{
|
|
await UnlockedAsync();
|
|
|
|
var teams = shell.Teams;
|
|
var colleague = server.AddUnenrolledAccount("carol@example.com", "Carol Example");
|
|
|
|
await CreateTeamAsync(teams, "Platform", "platform");
|
|
|
|
teams.InviteEmail = "carol@example.com";
|
|
await teams.AddMemberCommand.ExecuteAsync(null);
|
|
|
|
teams.Invitations.ShouldBeEmpty("they have an account here, so there is nothing to invite");
|
|
|
|
teams.Members.Count.ShouldBe(2, teams.Status);
|
|
|
|
var member = teams.Members.Single(row => row.UserId == colleague);
|
|
|
|
member.Email.ShouldBe("carol@example.com");
|
|
|
|
// The label the user asked to see, and the reason SHARE KEY is not the next step.
|
|
member.KeyState.ShouldContain("no key yet");
|
|
|
|
teams.Status.ShouldContain("Added");
|
|
teams.Status.ShouldContain("no key yet");
|
|
}
|
|
|
|
/// <remarks>
|
|
/// The other half of the pair above: an address with no account at all still falls through to an
|
|
/// invitation. It is the server that decides which, so this proves the fall-through survived being
|
|
/// moved behind it rather than being replaced by an error.
|
|
/// </remarks>
|
|
[Fact]
|
|
public async Task AddingAnAddressWithNoAccount_StillInvitesRatherThanFailing()
|
|
{
|
|
await UnlockedAsync();
|
|
|
|
var teams = shell.Teams;
|
|
|
|
await CreateTeamAsync(teams, "Platform", "platform");
|
|
|
|
teams.InviteEmail = "stranger@example.com";
|
|
await teams.AddMemberCommand.ExecuteAsync(null);
|
|
|
|
teams.Members.ShouldHaveSingleItem("nobody has joined — they have only been invited");
|
|
teams.Invitations.ShouldHaveSingleItem().Email.ShouldBe("stranger@example.com");
|
|
}
|
|
|
|
/// <remarks>
|
|
/// 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.
|
|
/// </remarks>
|
|
[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");
|
|
}
|
|
|
|
/// <remarks>
|
|
/// <para>
|
|
/// 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.
|
|
/// </para>
|
|
/// <para>
|
|
/// 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.
|
|
/// </para>
|
|
/// </remarks>
|
|
[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");
|
|
}
|
|
|
|
/// <remarks>
|
|
/// 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.
|
|
/// </remarks>
|
|
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);
|
|
}
|
|
|
|
/// <remarks>
|
|
/// 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.
|
|
/// </remarks>
|
|
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);
|
|
}
|
|
}
|