ElevenLabs: secure private agents (signed URL) + encrypt key at rest
Builds on the client-provided-key SaveGame work to actually secure usage: - Private agents: connect via a short-lived Signed URL fetched with the stored key (GET /v1/convai/conversation/get-signed-url), instead of a direct agent_id+header connection which ElevenLabs rejects for auth-enabled agents. Falls back to a direct connection only when no key is set (public agents). Enforces 'valid key required': no key -> no signed URL -> no conversation. - Force agent creation/update to private (platform_settings.auth.enable_auth=true) so a public, key-less agent can't be created by mistake. - Encrypt the API key at rest in the SaveGame (AES-256); plaintext kept only in the in-memory cache. - Redact signed-URL query (auth token) from logs. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
@@ -5,17 +5,81 @@
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#include "PS_AI_ConvAgent_SaveGame_ElevenLabs.h"
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#include "Components/SkeletalMeshComponent.h"
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#include "Kismet/GameplayStatics.h"
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#include "Misc/AES.h"
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namespace
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{
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// In-memory cache of the client API key. This BlueprintLibrary is the single
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// owner of the key — every consumer (WebSocket auth, region probe, editor sync
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// tools) reads it via GetElevenLabsAPIKey(). The SaveGame on disk is the
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// persistent backing store; this cache avoids a disk read on every access.
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// All access is on the game thread, so no synchronization is needed.
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// In-memory cache of the client API key (PLAINTEXT). This BlueprintLibrary is
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// the single owner of the key — every consumer (WebSocket auth, region probe,
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// editor sync tools) reads it via GetElevenLabsAPIKey(). The SaveGame on disk
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// is the persistent backing store (AES-encrypted); this cache avoids a disk
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// read + decrypt on every access. All access is on the game thread, so no
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// synchronization is needed.
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bool GElevenLabsKeyLoaded = false;
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FString GElevenLabsKeyCache;
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// 32-byte AES key used to obfuscate the API key at rest in the .sav file.
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// IMPORTANT: this is embedded in the binary, so it is NOT real security — a
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// determined attacker can extract it. It only raises the bar against casual
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// inspection of the save file (agreed "trusted distribution" threat model).
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void GetObfuscationAESKey(FAES::FAESKey& OutKey)
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{
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static const uint8 KeyBytes[FAES::FAESKey::KeySize] = {
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0x9A, 0x3C, 0x71, 0x05, 0xE2, 0x4F, 0xB8, 0x16,
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0x2D, 0xC4, 0x88, 0x5B, 0x37, 0xF1, 0x60, 0xAA,
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0x14, 0x7E, 0xD9, 0x42, 0x6B, 0x90, 0x0C, 0xF5,
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0x53, 0x21, 0xBE, 0x8D, 0x47, 0xA0, 0x39, 0xCF
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};
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FMemory::Memcpy(OutKey.Key, KeyBytes, FAES::FAESKey::KeySize);
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}
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/** Encrypt a plaintext key to AES block-padded bytes. Sets OutPlainLen to the
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* original UTF-8 byte length so padding can be stripped on decrypt. */
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TArray<uint8> EncryptElevenLabsKey(const FString& Plain, int32& OutPlainLen)
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{
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FTCHARToUTF8 Utf8(*Plain);
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OutPlainLen = Utf8.Length();
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TArray<uint8> Buffer;
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Buffer.Append(reinterpret_cast<const uint8*>(Utf8.Get()), Utf8.Length());
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if (Buffer.Num() == 0)
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{
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return Buffer; // empty key → empty blob
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}
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// Pad up to a multiple of the AES block size (required by FAES).
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const int32 Remainder = Buffer.Num() % FAES::AESBlockSize;
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if (Remainder != 0)
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{
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Buffer.AddZeroed(FAES::AESBlockSize - Remainder);
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}
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FAES::FAESKey Key;
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GetObfuscationAESKey(Key);
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FAES::EncryptData(Buffer.GetData(), Buffer.Num(), Key);
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return Buffer;
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}
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/** Decrypt AES block-padded bytes back to the original plaintext key. */
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FString DecryptElevenLabsKey(const TArray<uint8>& Encrypted, int32 PlainLen)
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{
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if (Encrypted.Num() == 0 || PlainLen <= 0 || (Encrypted.Num() % FAES::AESBlockSize) != 0)
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{
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return FString();
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}
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TArray<uint8> Buffer = Encrypted;
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FAES::FAESKey Key;
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GetObfuscationAESKey(Key);
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FAES::DecryptData(Buffer.GetData(), Buffer.Num(), Key);
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// Strip padding back to the original UTF-8 length, then null-terminate.
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const int32 Len = FMath::Clamp(PlainLen, 0, Buffer.Num());
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Buffer.SetNum(Len);
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Buffer.Add(0);
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return FString(FUTF8ToTCHAR(reinterpret_cast<const ANSICHAR*>(Buffer.GetData())).Get());
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}
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/** Load the API-key SaveGame from its slot, or null if none exists yet. */
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UPS_AI_ConvAgent_SaveGame_ElevenLabs* LoadElevenLabsKeySaveGame()
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{
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@@ -60,7 +124,9 @@ void UPS_AI_ConvAgent_BlueprintLibrary::SetElevenLabsAPIKey(const FString& Key)
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return;
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}
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Save->API_Key = Key;
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int32 PlainLen = 0;
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Save->EncryptedAPIKey = EncryptElevenLabsKey(Key, PlainLen);
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Save->PlainKeyLength = PlainLen;
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const bool bSaved = UGameplayStatics::SaveGameToSlot(
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Save,
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UPS_AI_ConvAgent_SaveGame_ElevenLabs::GetSlotName(),
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@@ -80,13 +146,13 @@ void UPS_AI_ConvAgent_BlueprintLibrary::SetElevenLabsAPIKey(const FString& Key)
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FString UPS_AI_ConvAgent_BlueprintLibrary::GetElevenLabsAPIKey()
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{
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// Lazy-load once from the SaveGame, then serve from the in-memory cache.
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// Lazy-load once from the SaveGame (decrypting), then serve from the cache.
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if (!GElevenLabsKeyLoaded)
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{
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GElevenLabsKeyLoaded = true;
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if (const UPS_AI_ConvAgent_SaveGame_ElevenLabs* Save = LoadElevenLabsKeySaveGame())
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{
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GElevenLabsKeyCache = Save->API_Key;
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GElevenLabsKeyCache = DecryptElevenLabsKey(Save->EncryptedAPIKey, Save->PlainKeyLength);
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}
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}
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return GElevenLabsKeyCache;
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@@ -10,6 +10,10 @@
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#include "Json.h"
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#include "Misc/Base64.h"
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#include "HttpModule.h"
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#include "Interfaces/IHttpRequest.h"
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#include "Interfaces/IHttpResponse.h"
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DEFINE_LOG_CATEGORY_STATIC(LogPS_AI_ConvAgent_WS_ElevenLabs, Log, All);
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// ─────────────────────────────────────────────────────────────────────────────
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@@ -29,7 +33,36 @@ void UPS_AI_ConvAgent_WebSocket_ElevenLabsProxy::Connect(const FString& AgentIDO
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FModuleManager::LoadModuleChecked<FWebSocketsModule>("WebSockets");
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}
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const FString URL = BuildWebSocketURL(AgentIDOverride, APIKeyOverride);
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const UPS_AI_ConvAgent_Settings_ElevenLabs* Settings = FPS_AI_ConvAgentModule::Get().GetSettings();
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const FString ResolvedKey = APIKeyOverride.IsEmpty()
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? UPS_AI_ConvAgent_BlueprintLibrary::GetElevenLabsAPIKey()
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: APIKeyOverride;
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// Private agents (authentication enabled) require a Signed URL: a direct
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// ?agent_id=... connection is rejected by ElevenLabs even with the xi-api-key
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// header. So whenever we have a key (and no manual URL override), fetch a
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// short-lived signed URL with that key and connect to it. This also works for
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// public agents, and enforces "valid key required" — no valid key, no signed
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// URL, no conversation.
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if (!ResolvedKey.IsEmpty() && Settings->CustomWebSocketURL.IsEmpty())
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{
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if (AgentIDOverride.IsEmpty())
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{
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const FString Msg = TEXT("Cannot connect: no Agent ID configured. Set it in Project Settings or pass it to Connect().");
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UE_LOG(LogPS_AI_ConvAgent_WS_ElevenLabs, Error, TEXT("%s"), *Msg);
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ConnectionState = EPS_AI_ConvAgent_ConnectionState_ElevenLabs::Error;
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OnError.Broadcast(Msg);
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return;
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}
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ConnectionState = EPS_AI_ConvAgent_ConnectionState_ElevenLabs::Connecting;
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RequestSignedURLAndConnect(AgentIDOverride, ResolvedKey);
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return;
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}
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// Fallback: direct connection. Used for the advanced custom-URL override, or
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// for a public agent when no key is available (no authentication).
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const FString URL = BuildWebSocketURL(AgentIDOverride, ResolvedKey);
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if (URL.IsEmpty())
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{
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const FString Msg = TEXT("Cannot connect: no Agent ID configured. Set it in Project Settings or pass it to Connect().");
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@@ -39,21 +72,105 @@ void UPS_AI_ConvAgent_WebSocket_ElevenLabsProxy::Connect(const FString& AgentIDO
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return;
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}
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UE_LOG(LogPS_AI_ConvAgent_WS_ElevenLabs, Log, TEXT("Connecting to ElevenLabs: %s"), *URL);
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ConnectionState = EPS_AI_ConvAgent_ConnectionState_ElevenLabs::Connecting;
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// Headers: the ElevenLabs Conversational AI WS endpoint accepts the
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// xi-api-key header on the initial HTTP upgrade request.
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// The key comes from the client-provided SaveGame (via the BlueprintLibrary);
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// an explicit override passed to Connect() still takes precedence.
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TMap<FString, FString> UpgradeHeaders;
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const FString ResolvedKey = APIKeyOverride.IsEmpty()
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? UPS_AI_ConvAgent_BlueprintLibrary::GetElevenLabsAPIKey()
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: APIKeyOverride;
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if (!ResolvedKey.IsEmpty())
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{
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UpgradeHeaders.Add(TEXT("xi-api-key"), ResolvedKey);
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}
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OpenWebSocket(URL, UpgradeHeaders);
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}
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void UPS_AI_ConvAgent_WebSocket_ElevenLabsProxy::RequestSignedURLAndConnect(const FString& AgentID, const FString& APIKey)
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{
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const UPS_AI_ConvAgent_Settings_ElevenLabs* Settings = FPS_AI_ConvAgentModule::Get().GetSettings();
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const FString RequestURL = FString::Printf(
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TEXT("%s/v1/convai/conversation/get-signed-url?agent_id=%s"),
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*Settings->GetAPIBaseURL(), *AgentID);
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UE_LOG(LogPS_AI_ConvAgent_WS_ElevenLabs, Log, TEXT("Requesting signed URL for agent %s"), *AgentID);
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TSharedRef<IHttpRequest, ESPMode::ThreadSafe> Request = FHttpModule::Get().CreateRequest();
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Request->SetURL(RequestURL);
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Request->SetVerb(TEXT("GET"));
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Request->SetHeader(TEXT("xi-api-key"), APIKey);
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TWeakObjectPtr<UPS_AI_ConvAgent_WebSocket_ElevenLabsProxy> WeakThis(this);
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Request->OnProcessRequestComplete().BindLambda(
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[WeakThis](FHttpRequestPtr /*Req*/, FHttpResponsePtr Resp, bool bSuccess)
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{
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if (!WeakThis.IsValid())
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{
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return;
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}
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UPS_AI_ConvAgent_WebSocket_ElevenLabsProxy* Self = WeakThis.Get();
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const int32 Code = Resp.IsValid() ? Resp->GetResponseCode() : 0;
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if (bSuccess && Code == 200 && Resp.IsValid())
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{
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FString SignedURL;
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TSharedPtr<FJsonObject> Root;
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const TSharedRef<TJsonReader<>> Reader = TJsonReaderFactory<>::Create(Resp->GetContentAsString());
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if (FJsonSerializer::Deserialize(Reader, Root) && Root.IsValid())
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{
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Root->TryGetStringField(TEXT("signed_url"), SignedURL);
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}
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if (!SignedURL.IsEmpty())
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{
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// Token is embedded in the signed URL — no auth header needed.
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Self->OpenWebSocket(SignedURL, TMap<FString, FString>());
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return;
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}
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const FString Msg = TEXT("Signed URL request succeeded but the response had no 'signed_url'.");
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UE_LOG(LogPS_AI_ConvAgent_WS_ElevenLabs, Error, TEXT("%s"), *Msg);
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Self->ConnectionState = EPS_AI_ConvAgent_ConnectionState_ElevenLabs::Error;
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Self->OnError.Broadcast(Msg);
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return;
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}
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FString Msg;
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if (Code == 401 || Code == 403)
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{
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Msg = FString::Printf(TEXT("Authentication failed (HTTP %d): invalid or unauthorized ElevenLabs API key."), Code);
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}
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else if (Code == 0)
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{
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Msg = TEXT("Could not reach ElevenLabs to obtain a signed URL (network error).");
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}
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else
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{
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Msg = FString::Printf(TEXT("Failed to obtain a signed URL (HTTP %d)."), Code);
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}
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UE_LOG(LogPS_AI_ConvAgent_WS_ElevenLabs, Error, TEXT("%s"), *Msg);
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Self->ConnectionState = EPS_AI_ConvAgent_ConnectionState_ElevenLabs::Error;
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Self->OnError.Broadcast(Msg);
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});
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Request->ProcessRequest();
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}
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void UPS_AI_ConvAgent_WebSocket_ElevenLabsProxy::OpenWebSocket(const FString& URL, const TMap<FString, FString>& UpgradeHeaders)
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{
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if (URL.IsEmpty())
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{
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const FString Msg = TEXT("Cannot open WebSocket: empty URL.");
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UE_LOG(LogPS_AI_ConvAgent_WS_ElevenLabs, Error, TEXT("%s"), *Msg);
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ConnectionState = EPS_AI_ConvAgent_ConnectionState_ElevenLabs::Error;
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OnError.Broadcast(Msg);
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return;
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}
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// Redact the query string (signed URLs carry an auth token there) before logging.
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FString LogURL = URL;
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int32 QueryIdx = INDEX_NONE;
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if (URL.FindChar(TEXT('?'), QueryIdx))
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{
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LogURL = URL.Left(QueryIdx) + TEXT("?<params hidden>");
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}
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UE_LOG(LogPS_AI_ConvAgent_WS_ElevenLabs, Log, TEXT("Connecting to ElevenLabs: %s"), *LogURL);
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WebSocket = FWebSocketsModule::Get().CreateWebSocket(URL, TEXT(""), UpgradeHeaders);
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@@ -15,7 +15,8 @@
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// - Packaged : <Build>/<Project>/Saved/SaveGames/PS_AI_ConvAgent_ElevenLabs.sav
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//
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// Binary file → the key is never stored in plaintext, never committed, never
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// baked into the shipped config. The key is entered once at runtime via the
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// baked into the shipped config. The key is AES-encrypted at rest (see the codec
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// in UPS_AI_ConvAgent_BlueprintLibrary) and entered once at runtime via the
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// settings UI (BlueprintLibrary "Set ElevenLabs API Key").
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// ─────────────────────────────────────────────────────────────────────────────
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UCLASS()
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@@ -24,9 +25,14 @@ class PS_AI_CONVAGENT_API UPS_AI_ConvAgent_SaveGame_ElevenLabs : public USaveGam
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GENERATED_BODY()
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public:
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/** Client-provided ElevenLabs API key. Empty until the user enters one. */
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/** AES-encrypted ElevenLabs API key (UTF-8, block-padded). Empty until set.
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* Encrypted/decrypted by UPS_AI_ConvAgent_BlueprintLibrary. */
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UPROPERTY()
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FString API_Key;
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TArray<uint8> EncryptedAPIKey;
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/** Plaintext (UTF-8) byte length, used to strip AES block padding on decrypt. */
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UPROPERTY()
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int32 PlainKeyLength = 0;
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/** Fixed save slot name used for the key. */
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static const TCHAR* GetSlotName() { return TEXT("PS_AI_ConvAgent_ElevenLabs"); }
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@@ -234,6 +234,14 @@ private:
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/** Resolve the WebSocket URL from settings / parameters. */
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FString BuildWebSocketURL(const FString& AgentID, const FString& APIKey) const;
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/** Fetch a short-lived signed URL for a (private) agent using the API key,
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* then open the WebSocket on it. Required for agents with authentication
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* enabled — a direct ?agent_id=... connection is rejected by ElevenLabs. */
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void RequestSignedURLAndConnect(const FString& AgentID, const FString& APIKey);
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/** Create the WebSocket on the given URL, bind callbacks, and connect. */
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void OpenWebSocket(const FString& URL, const TMap<FString, FString>& UpgradeHeaders);
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TSharedPtr<IWebSocket> WebSocket;
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EPS_AI_ConvAgent_ConnectionState_ElevenLabs ConnectionState = EPS_AI_ConvAgent_ConnectionState_ElevenLabs::Disconnected;
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FPS_AI_ConvAgent_ConversationInfo_ElevenLabs ConversationInfo;
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@@ -1822,6 +1822,20 @@ TSharedPtr<FJsonObject> FPS_AI_ConvAgent_AgentConfigCustomization_ElevenLabs::Bu
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}
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Root->SetObjectField(TEXT("conversation_config"), ConvConfig);
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// platform_settings.auth.enable_auth = true → force every created/updated
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// agent to be PRIVATE (authentication required). Hardcoded on purpose (no
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// toggle): a public agent can be used by anyone who knows the agent_id,
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// running up the owner's ElevenLabs bill without a valid API key.
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{
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TSharedPtr<FJsonObject> AuthObj = MakeShareable(new FJsonObject());
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AuthObj->SetBoolField(TEXT("enable_auth"), true);
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TSharedPtr<FJsonObject> PlatformSettings = MakeShareable(new FJsonObject());
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PlatformSettings->SetObjectField(TEXT("auth"), AuthObj);
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Root->SetObjectField(TEXT("platform_settings"), PlatformSettings);
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}
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return Root;
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}
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Reference in New Issue
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