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enterprise.h
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enterprise.h
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// Copyright (c) 2015-2024 Vector 35 Inc
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
#pragma once
#include <string>
#include <vector>
#include <stdexcept>
#include "binaryninjacore.h"
namespace BinaryNinja
{
/*!
API for interacting with Enterprise features, such as communicating with the Enterprise server.
These methods will only do anything on Enterprise editions of Binary Ninja.
*/
namespace Enterprise
{
/*!
Custom exception class for all Enterprise functions that can throw exceptions
*/
struct EnterpriseException: std::runtime_error {
EnterpriseException(const std::string& what): std::runtime_error(what) {}
};
/*!
Determine if the Enterprise Client has been initialized yet.
\return True if Initialize() has been called successfully
*/
bool IsInitialized();
/*!
Initialize the Enterprise Client
\return True if successful
*/
bool Initialize();
/*!
Authenticate to the Enterprise server with username and password
\param username Username to authenticate with
\param password Password to authenticate with
\param remember Remember token in keychain
\return True if successful
*/
bool AuthenticateWithCredentials(const std::string& username, const std::string& password, bool remember);
/*!
Authenticate to the Enterprise server with an external provider
\param method Provider method
\param remember Remember token in keychain
\return True if successful
*/
bool AuthenticateWithMethod(const std::string& method, bool remember);
/*!
Get a list of accepted methods for authentication
\return List of (method, name) pairs
*/
std::vector<std::pair<std::string, std::string>> GetAuthenticationMethods();
/*!
Forget saved credentials
\return True if successful
*/
bool Deauthenticate();
/*!
Cancel a currently running authentication task
*/
void CancelAuthentication();
/*!
Perform initial connect to the server, pulling signing key and time limit
\return True if successful
*/
bool Connect();
/*!
Acquire or refresh a floating license
\param timeout Time (in minutes)
\return True if successful
*/
bool UpdateLicense(uint64_t timeout);
/*!
Release the current hold on a license
\return True if successful
*/
bool ReleaseLicense();
/*!
Check if the server is connected
\return True if connected
*/
bool IsConnected();
/*!
Check if the user has authenticated with the server
\return True if authenticated
*/
bool IsAuthenticated();
/*!
Get currently connected username
\return Username of currently connected user
*/
std::string GetUsername();
/*!
Get token for current login session
\return Token for currently connected user
*/
std::string GetToken();
/*!
Get the display name of the currently connected server
\return Display name of the currently connected server
*/
std::string GetServerName();
/*!
Get the url of the currently connected server, or the server that will be connected to if a connection has
not yet been made.
\return Url of server
*/
std::string GetServerUrl();
/*!
Get the internal id of the currently connected server
\return Id of the currently connected server
*/
std::string GetServerId();
/*!
Get the version number of the currently connected server
\return Version of the currently connected server
*/
uint64_t GetServerVersion();
/*!
Get the build id string of the currently connected server
\return Build id of the currently connected server
*/
std::string GetServerBuildId();
/*!
Get the expiry time for the current license
\return Expiry time, in seconds from the epoch
*/
uint64_t GetLicenseExpirationTime();
/*!
Get the total length of the current license
\return Total time, in seconds
*/
uint64_t GetLicenseDuration();
/*!
Determine if a floating license is currently active
\return True if a floating license is active
*/
bool IsFloatingLicense();
/*!
Get the maximum time limit for reservations
\return Maximum reservation time, in seconds
*/
uint64_t GetReservationTimeLimit();
/*!
Check if the user's license is still activated
\return True if still activated
*/
bool IsLicenseStillActivated();
/*!
Get the last recorded error
\return Error text
*/
std::string GetLastError();
/*!
Register an object to receive callbacks when enterprise server events happen
\param notify Object to receive callbacks
*/
void RegisterNotification(BNEnterpriseServerCallbacks* notify);
/*!
Un-register a previously registered notification handler object
\param notify Object to un-register
*/
void UnregisterNotification(BNEnterpriseServerCallbacks* notify);
/*!
RAII object for holding an Enterprise floating license in a scope. Automatically
releases the license when destroyed.
\b Example:
\code{.cpp}
using namespace BinaryNinja;
assert(Enterprise::Connect());
assert(Enterprise::AuthenticateWithCredentials("username", "password", true));
{
Enterprise::LicenseCheckout _{};
Ref<BinaryView> bv = Load("/bin/ls", true, {}, options);
printf("%llx\n", bv->GetStart());
// License is released at end of scope
}
\endcode
*/
class LicenseCheckout
{
bool m_acquiredLicense;
public:
/*!
RAII constructor that checks out a license. License will be refreshed
automatically in a background thread while checked out, in intervals of `duration`
In the event of program crash, the license will expire `duration` seconds after
the most recent background refresh, so you may want a smaller value like 60 if
you expect your program to crash / be killed often.
See class docs for example usage.
\param duration Duration for refreshes and also length of each license checkout.
\throws EnterpriseException If license checkout fails
*/
explicit LicenseCheckout(int64_t duration = 900);
~LicenseCheckout();
};
}
}