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vault.proto
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vault.proto
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syntax = "proto3";
/* unused */
enum ActiveVaultReason {
ACTIVE_VAULT_REASON_UNKNOWN = 0;
ACTIVE_VAULT_REASON_OWNER = 1;
ACTIVE_VAULT_REASON_NETWORK = 2;
ACTIVE_VAULT_REASON_WALKUP = 3;
ACTIVE_VAULT_REASON_OPEN = 4;
}
message EncryptedData {
bytes data = 1;
bytes iv = 2;
bytes tag = 3;
}
message Item {
int64 modifiedAt = 1;
bytes label = 2;
EncryptedData data = 3;
RemoteData remoteData = 4;
bytes referenceId = 5;
bool labelIsPlaintext = 6;
}
message OpenVault {
string uuid = 1;
}
message OptIn {
VaultInfo vaultInfo = 1;
string pin = 4;
bytes pubkey = 5;
}
/* unused */
message OptIns {
repeated OptIn optIns = 1;
}
message RemoteClientKey {
repeated VaultKey pubkeys = 1;
}
/* used in carserver... perhaps that's how we manipulate things? */
message RemoteCommand {
oneof sub_message {
OptIn optIn = 1;
OpenVault openVault = 2;
}
}
message RemoteData {
string url = 1;
bytes etag = 2;
bytes sha = 3;
}
message UnencryptedItem {
int64 modifiedAt = 1;
bytes data = 2;
}
/* probably what we receive on /vault_profile */
message Vault {
string uuid = 1;
repeated VaultClass classes = 2;
VaultInfo vaultInfo = 3;
RemoteClientKey remoteClientKey = 4;
bytes pubkeysReferenceId = 5;
}
message VaultClass {
string name = 1;
EncryptedData labelKey = 2;
EncryptedData dataKey = 3;
repeated Item items = 4;
repeated WrappedClassKey wrappedClassKeys = 5;
}
message VaultInfo {
string uuid = 1;
string publicUsername = 2;
UnencryptedItem publicProfilePicture = 3;
string publicGamername = 4;
}
/* unused */
message VaultInfos {
repeated VaultInfo vaultInfos = 1;
}
message VaultKey {
vaultKeyType vaultKeyType = 1;
string pubkey = 2;
}
message WrappedClassKey {
string name = 1;
bytes key = 2;
string pubkeyId = 3;
}
enum vaultKeyType {
VEHICLE_CERT = 0;
MOBILE_ID = 1;
MOBILE_BACKUP_PUBKEY = 2;
}