Does iOS support TLS compression? - ios

I need to compress data sent over a secure channel in my iOS app and I was wondering if I could use TLS compression for the same. I am unable to figure out if Apple's TLS implementation, Secure Transport, supports the same.
Does anyone else know if TLS compression is supported in iOS or not?

I was trying to determine if Apple implementation of SSL/TLS did support compression, but I have to say that I am afraid it does not.
At first I was hopeful that having a errSSLPeerDecompressFail error code, there has to be a way to enable the compression. But I could not find it.
The first obvious reason that Apple doesn’t support compression is several wire captures I did from my device (6.1) opening secure sockets in different ports. In all of them the Client Hello packet reported only one compression method: null.
Then I looked at the last available code for libsecurity_ssl available from Apple. This is the implementation from Mac OS X 10.7.5, but something tells me that the iOS one will be very similar, if not the same, but surely it will not be more powerful than the Mac OS X one.
You can find in the file sslHandshakeHello.c, lines 186-187 (SSLProcessServerHello):
if (*p++ != 0) /* Compression */
return unimpErr;
That error code sounds a lot like “if the server sends another compression but null (0), we don’t implement that, so fail”.
Again, the same file, line 325 (SSLEncodeClientHello):
*p++ = 0; /* null compression */
And nothing else around (DEFLATE is the method 1, according to RFC 3749).
Below, lines 469, 476 and 482-483 (SSLProcessClientHello):
compressionCount = *(charPtr++);
...
/* Ignore list; we're doing null */
...
/* skip compression list */
charPtr += compressionCount;
I think it is pretty clear that this implementation only handles the null compression: it is the only one sent in the Client Hello, the only one understood in the Server Hello, and the compression methods are ignored when the Client Hello is received (null must be implemented and offered by every client).
So I think both you and me have to implement an application level compression. Good luck.

Related

Determining which swap chain formats are supported

When calling IDXGIFactory1::CreateSwapChain with DXGI_FORMAT_B5G6R5_UNORM I get an error that this format isn't supported, specifically E_INVALIDARG One or more arguments are invalid. However, this works fine with a more standard format like DXGI_FORMAT_B8G8R8A8_UNORM.
I'm trying to understand how I can know which swap chain formats are supported. From digging around in the documentation, I can find lists of supported formats for "render targets", but this doesn't appear to be the same set of formats supported for swap chains. B5G6R5 does need 11.1 to have required support for most uses, but it's working as a render target.
https://learn.microsoft.com/en-us/previous-versions//ff471325(v=vs.85)
https://learn.microsoft.com/en-us/windows/win32/direct3ddxgi/format-support-for-direct3d-11-0-feature-level-hardware
https://learn.microsoft.com/en-us/windows/win32/direct3ddxgi/format-support-for-direct3d-11-1-feature-level-hardware
As a test, I looped through all formats and attempted to create swap chains with each. Of the 118 formats, only 8 appear to be supported on my machine (RTX 2070):
DXGI_FORMAT_R16G16B16A16_FLOAT
DXGI_FORMAT_R10G10B10A2_UNORM
DXGI_FORMAT_R8G8B8A8_UNORM
DXGI_FORMAT_R8G8B8A8_UNORM_SRGB
DXGI_FORMAT_B8G8R8A8_UNORM
DXGI_FORMAT_B8G8R8A8_UNORM_SRGB
DXGI_FORMAT_NV12
DXGI_FORMAT_YUY2
What is the proper way to know which swap chain formats are supported?
For additional context, I'm doing off-screen rendering to a 16-bit (565) format. I have an optional "preview window" that I open occasionally to quickly see the rendering results. When I create the window I create a swap chain and do a copy from the real render target into the swap chain back buffer. I'm targeting DirectX 11 or 11.1. I'm able to render to the B5G6R5 format just fine, it's only the swap chain that complains. I'm running Windows 10 1909.
Here's a Gist with resource creation snippets and a full code sample.
https://gist.github.com/akbyrd/c9d312048b49c5bd607ceba084d95bd0
For the swap-chain, it must be supported for "Display Scan-Out". If you need to check a format support at runtime, you can use:
UINT formatSupport = 0;
if (FAILED(device->CheckFormatSupport(backBufferFormat, &formatSupport)))
formatSupport = 0;
UINT32 required = D3D11_FORMAT_SUPPORT_RENDER_TARGET | D3D11_FORMAT_SUPPORT_DISPLAY;
if ((formatSupport & required) != required)
{
// Not supported
}
For all Direct3D Hardware Feature Levels devices, you can always count on DXGI_FORMAT_R8G8B8A8_UNORM working. Unless you are on Windows Vista or ancient WDDM 1.0 legacy drivers, you can also count on DXGI_FORMAT_B8G8R8A8_UNORM
For Direct3D Hardware Feature Level 10.0 or better devices, you can also count on DXGI_FORMAT_R16G16B16A16_FLOAT and DXGI_FORMAT_R10G10B10A2_UNORM being supported.
You can also count on all Direct3D Hardware Feature Level devices supporting DXGI_FORMAT_R8G8B8A8_UNORM_SRGB and DXGI_FORMAT_B8G8R8A8_UNORM_SRGB for swap-chains if you are using the 'legacy' swap effects. For modern swap effects which are required for DirectX 12 and recommended on Windows 10 for DirectX 11 (see this blog post), the swapchain buffer is not created with _SRGB but instead you create just the render target view with it.
See Anatomy of Direct3D 11 Create Device

How to log a large object or primitive to the console in NativeScript core on iOS?

Currently, both console.log and console.dir truncate their output. Here's a pull request that explicitly limited, by default, the size of the console output for the NativeScript Android runtime. I couldn't find a similar pull request for the iOS runtime. The pull request for Android added a configuration option that can be set to change the limit but no such option seems to exist for iOS.
Here's a (closed) issue for the main NativeScript project with a comment mentioning that no configuration option seems to be available (or at least known) to change the apparent limit:
console.dir not showing full object · Issue #6041 · NativeScript/NativeScript
I checked the NativeScript, NativeScript iOS runtime, and even WebKit sources (on which the NativeScript iOS runtime depends for its JavaScript runtime from what I could tell) and I couldn't find any obvious limit on the size of console messages.
In the interim, I've opted to use this function in my code:
function logBigStringToConsole(string) {
const maxConsoleStringLength = 900; // The actual max length isn't clear.
const length = string.length;
if (length < maxConsoleStringLength) {
console.log(string);
} else {
console.log(string.substring(0, maxConsoleStringLength));
logBigStringToConsole(string.substring(maxConsoleStringLength));
}
}
and I use it like this:
logBigStringToConsole(JSON.stringify(bigObject));

Detect if Cycript/Substrate or gdb is attached to an iOS app's process?

I am building an iOS app that transmits sensitive data to my server, and I'm signing my API requests as an additional measure. I want to make reverse engineering as hard as possible, and having used Cycript to find signing keys of some real-world apps, I know it's not hard to find these keys by attaching to a process. I am absolutely aware that if someone is really skilled and tries hard enough, they eventually will exploit, but I'm trying to make it as hard as possible, while still being convenient for myself and users.
I can check for jailbroken status and take additional measures, or I can do SSL pinning, but both are still easy to bypass by attaching to the process and modifying the memory.
Is there any way to detect if something (whether it be Cycript, gdb, or any similar tool that can be used for cracking the process) is attached to the process, while not being rejected from App Store?
EDIT: This is not a duplicate of Detecting if iOS app is run in debugger. That question is more related to outputting and it checks an output stream to identify if there's an output stream attached to a logger, while my question is not related to that (and that check doesn't cover my condition).
gdb detection is doable via the linked stackoverflow question - it uses the kstat to determine if the process is being debugged. This will detect if a debugger is currently attached to the process.
There is also a piece of code - Using the Macro SEC_IS_BEING_DEBUGGED_RETURN_NIL in iOS app - which allows you to throw in a macro that performs the debugger attached check in a variety of locations in your code (it's C/Objective-C).
As for detecting Cycript, when it is run against a process, it injects a dylib into the process to deal with communications between the cycript command line and the process - the library has part of the name looking like cynject. That name doesn't look similar to any libraries that are present on a typical iOS app. This should be detectable with a little loop like (C):
BOOL hasCynject() {
int max = _dyld_image_count();
for (int i = 0; i < max; i++) {
const char *name = _dyld_get_image_name(i);
if (name != NULL) {
if (strstr(name, "cynject") == 0) return YES;
}
}
}
Again, giving it a better name than this would be advisable, as well as obfuscating the string that you're testing.
These are only approaches that can be taken - unfortunately these would only protect you in some ways at run-time, if someone chooses to point IDA or some other disassembler at it then you would not be protected.
The reason that the check for debugger is implemented as a macro is that you would be placing the code in a variety of places in the code, and as a result someone trying to fix it would have to patch the app in a variety of places.
Based on #petesh's answer, I found the below code achieved what I wanted on a jailbroken phone with Cycript. The existence of printf strings is gold to a reverse engineer, so this code is only suitable for demo / crack-me apps.
#include <stdio.h>
#include <string.h>
#include <mach-o/dyld.h>
int main ()
{
int max = _dyld_image_count();
for (int i = 0; i < max; i++) {
const char *name = _dyld_get_image_name(i);
const char needle[11] = "libcycript";
char *ret;
if ((ret = strstr(name, needle)) != NULL){
printf("%s\nThe substring is: %s\n", name, ret);
}
}
return 0;
}
As far as I know, Cycript process injection is made possible by debug symbols. So, if you strip out debug symbols for the App Store release (the default build setting for the Release configuration), that would help.
Another action you could take, which would have no impact on the usability of the App, would be to use an obfuscator. However, this would render any crash reports useless, since you wouldn't be able to make sense of the symbols, even if the crash report was symbolicated.

Configuring multiple devices in PortAudio: Invalid device error

This query is regarding the Portaudio framework. A little background before I ask the question:I am working on an application in PortAudio to output audio through a multichannel(=8) device. However, the device I am using does not expose itself as a single 8-channel device but instead shows up in my device-list as 4 stereo devices. On searching for an approach to handle this, I got to know that WinMME in PortAudio supports multiple devices.
Now, I went through the appropriate header file("pa_win_wmme.h") and followed the suggestions present. But I get the 'Invalid device' error (error number -9996) after calling PA_OpenStream(). In the above mentioned header file, they have in fact specified the right parameter(s) to use when configuring multiple devices to avoid this error, but in-spite of following them, I still get the error.
So I wanted to know if anybody has faced a similar issue and whether I have missed/wrongly configured anything.
I am pasting the required snippets of code below for reference:
PaStreamParameters outputParameters;
PaWinMmeStreamInfo wmmeStreamInfo;
PaWinMmeDeviceAndChannelCount wmmeDeviceAndNumChannels;**
...
...
outputParameters.device = paUseHostApiSpecificDeviceSpecification;
outputParameters.channelCount = 8;
outputParameters.sampleFormat = paFloat32; /* 32 bit floating point processing */
outputParameters.hostApiSpecificStreamInfo = NULL;
wmmeStreamInfo.size = sizeof(PaWinMmeStreamInfo);
wmmeStreamInfo.hostApiType = paMME;
wmmeStreamInfo.version = 1;
wmmeStreamInfo.flags = paWinMmeUseMultipleDevices;
wmmeDeviceAndNumChannels.channelCount = 2;
wmmeDeviceAndNumChannels.device = 3;
wmmeStreamInfo.devices = &wmmeDeviceAndNumChannels;
wmmeStreamInfo.deviceCount = 4;
outputParameters.hostApiSpecificStreamInfo = &wmmeStreamInfo;
The device id = 3 was obtained through
Pa_GetHostApiInfo( Pa_HostApiTypeIdToHostApiIndex( paMME ) )->defaultOutputDevice
I hope I have made the query clear enough. Will be happy to provide more details if required.
Thanks.
I finally figured out the mistake :-)
The configuration for multiple devices must be made as an array. For instance, in the above case
wmmeDeviceAndNumChannels must be an array of 4, with each individual device field containing the corresponding device index of each of the 4 stereo devices. The channelCount remains 2. The outputParameters.channelCount still has to be the aggregate number of channels, i.e. 8. With this I was able to run the application with a single stream, and of course, without any errors related to invalid device or invalid number of channels.:-)
Thanks.
Based on the code pasted above, it looks like you are trying to call open on a single 8-channel device. Instead you will have to get the Pa index of all four devices and call open 4 times. Once for each stereo device. You will then have 4 interleaved stereo streams to maintain. My guess is that changing channelCount = 8 to channelCount = 2 will allow the first stream to open.

How to check for slow/low network in ios app

Can anyone suggest how to handle a slow network when streaming video in a web view?
When the network strength is poor, a blank screen appears or video doesn't stream.
Is there a way to detect this condition so that we can alert the user? (Apart from using private API.)
Perhaps ifi_baudrate member of the if_data structure (declared in <net/if.h>) is what you need. If baudrate is less than some threshold value, then you can show an alert.
Please see the following answer to know how to obtain the if_data structure for a particular network interface:
https://stackoverflow.com/a/8014012/1310204
You can easily detect the state of the network connection via the HTML5 networking API
http://www.html5rocks.com/en/mobile/optimization-and-performance/#toc-network-detection
Also if you want to test the network speed, just set up some files on your server of a specific size, and do a ajax request for the file, while timing how long it takes to download.
You can use a simple:
var start = new Date();
$.get("someFile.jpg")
.done(function() {
var elapsed = (new Date() - start);
});
Or dig into the HTML5 performance API:
http://www.html5rocks.com/en/tutorials/webperformance/basics/
...if you not using javascript, the same applies. Just open a network connection with whatever is at your disposition, download a small file & do the math ;-)

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