We had a slightly older version of it for UWP, as the wincrypt API isn't allowed there.
We removed this with UWP in #81416, but since this was enabled inconditionally before,
this actually changed behavior for Windows compared to Godot 4.1 and earlier.
This change is also needed to properly supported Windows Store.
The UWP platform port was never ported to the Godot 4.0+ API,
and it's now accumulating bitrot as it doesn't compile, and thus
we no longer propagate platform changes in it.
So we finally remove to acknowledge this state. There's still some
interest in reviving the UWP port eventually, especially as support
for Direct3D 12 will soon be merged, but when that happens it will
be easiest to redo it from scratch.
This commit adds a new mbedTLS configuration header to customize the
built-in library (and can be optionally replaced by a platform-specific
one).
Currently, it disables most weak cryptographic functions (with the
notable exceptions of MD5 and SHA-1), along with removing support for
TLS versions 1.0 and 1.1 (making TLSv1.2 the only supported one).
As a cryptographically secure random generator.
Internally it uses mbedTLS CTR-DRBG implementation which gets re-seeded
with entropy from OS::get_entropy when needed.
CryptoCore now additionally depends on `ctr_drbg.c` and `entropy.c`
thirdparty mbedtls files.
Keep applying the windows entropy patch (UWP support).
Remove no longer needed padlock patch.
Update thirdparty README to reflect changes, and new source inclusion
criteria.
The comment mentioned a conflict with libwebsockets, but we actually
still get this conflict even now that we don't use libwebsockets.
Not sure what component is clashing but we should basically just keep
this patch.
Follow-up to #36823.
For some weird reason 'git apply' does not error out when it does nothing,
so I missed that I did not apply the patch properly in #36823...
This broke the UWP 32-bit x86 build.
Fixes CVE-2019-18222.
`include/mbedtls/version.h` was modified to include the forgotten
version bump to 2.16.4, fixed upstream by ARMmbed/mbedtls#2992.
Godot core needs MD5/SHA256/AES/Base64 which used to be provided by
separate libraries.
Since we bundle mbedtls in most cases, and we can easily only include
the needed sources if we so desire, let's use it.
To simplify library changes in the future, and better isolate header
dependencies all functions have been wrapped around inside a class in
`core/math/crypto_base.h`.
If the mbedtls module is disabled, we only bundle the needed source
files independently of the `builtin_mbedtls` option.
If the module is enabled, the `builtin_mbedtls` option works as usual.
Also remove some unused headers from StreamPeerMbedTLS which were
causing build issues.
This code defines a symbol 'unsupported' which is also in a newer
version of libwebsockets. To fix 32bit linux builds just disable
padlock support. Processors that support this are rare and old.
This code defines a symbol 'unsupported' which is also in a newer
version of libwebsockets. To fix 32bit linux builds just disable
padlock support. Processors that support this are rare and old.