More changes because breaking existing code is fun

This commit is contained in:
Nadja Reitzenstein 2021-10-02 12:02:38 +02:00
parent c185283f35
commit 170d4df51c
7 changed files with 212 additions and 152 deletions

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@ -1,28 +0,0 @@
@0xff5b4a767d98592a;
using Rust = import "programming_language/rust.capnp";
$Rust.parentModule("schema");
using CSharp = import "programming_language/csharp.capnp";
$CSharp.namespace("FabAccessAPI.Schema");
struct UUID {
# UUID type used to identify machines.
# Since the exact value has no meaning the encoding rules are not too relevant, but it is
# paramount that you are consistent when encoding and decoding this type.
#
# Consider using this algorithm for assembling the 128-bit integer:
# (assuming ISO9899:2018 shifting & casting rules)
# uint128_t num = (uuid1 << 64) + uuid0;
# And then respectively this code for deconstructing it:
# uint64_t uuid0 = (uint64_t) num;
# uint64_t uuid1 = (uint64_t) (num >> 64);
uuid0 @0 :UInt64;
uuid1 @1 :UInt64;
}
struct KeyValuePair {
key @0 :Text;
value @1 :Text;
}

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@ -9,142 +9,211 @@ $CSharp.namespace("FabAccessAPI.Schema");
using Persistent = import "/capnp/persistent.capnp".Persistent;
using Value = import "/capnp/schema.capnp".Value;
using General = import "general.capnp";
using User = import "user.capnp".User;
using Space = import "space.capnp".Space;
using L10NString = import "utils.capnp".L10NString;
using UUID = import "utils.capnp".UUID;
struct Node {
# A node in the state tree. If it's the root note this struct "contains" the whole tree.
struct Resource {
# BFFH's smallest unit of a physical or abstract "thing".
# A resource can be as simple and physical as a table, as complex as a PCB production line or as
# abstract as "people with specific know-how are present".
# TODO: I'm not happy with this representation. While it's about as generic as we can get it's
# unhandly because all clients and servers have to always manually check every leaf of the
# state tree, relying on convention instead of static type checking. But I'm not sure how else
# to represent the state extensibly in a way that lets us evolve the protocol by stabilizing
# extensions. One option could be to use OID or UUID as "tag bits" and "stabilize" them by
# defining those as `const` values, but that wouldn't give us proper type checking either.
uuid @0 :UUID;
# An stable, globally unique descriptor for a resource. Two resources with the same UUID are
# (almost¹) guaranteed to be the same instance, and the UUID of a resource will survive through
# server restarts, renaming, reconfiguration etc.
#
# [¹]: UUID are 128-bit integer. A collision is *possible*, just *very* unlikely. If you
# generate 1 billion UUID every second for the next 100 years you have a chance for a collision
# of about 50%.
part @0 :Text;
# Name of the node, making up a path to this node (e.g. "set/colour/red")
union {
# Content of a node. A node has either children *or* a value, not both.
id @1 :Text;
# Every resource in BFFH has a human-readable "name" that is locally unique, but not persistent.
# That is a resource called "hello" today may be called "bye" tomorrow and a resource called
# "hi~~" may not be the same resource as the resource called "hi~~" yesterday. This name is
# canonical and thus identifying. There is exactly *one* valid representation of this name at
# any given point in time. Thus this name can also not be translated.
children @1 :List(Node);
# Node is not a leaf node ⇒ it has a list of children
name @2 :L10NString;
# A resource may also have a human-meaningful name that is designed to be shown to users. This
# name does not have to be unique or identifiable or canonical, its main use is to be
# human-meaningful. For example a "name" could be the translations:
# - (en, "Prusa SL1 SLA-Printer")
# - (de, "Prusa SL1 SLA-Drucker")
# - (es, "Impresora 3D de SLA Prusa SL1")
value @2 :Value;
# Node is a leaf node ⇒ it contains a (typed) Cap'n Proto value.
# The type `Value` comes from the Cap'n Proto schema definition file (usually
# /usr/include/capnp/schema.capnp) and can be any basic capnp type, including lists and
# structs (as :AnyPointer which a client has to cast)
}
description @3 :L10NString;
# A resource may have a description attached to tell an user some more information on a resource
# in a free-form format.
# Similar to the human-meaningful name this description can be translated.
notify @4 :Notify;
# Readonly access to the state of a resource.
# A resource can have "state". State are values attached to a resource that describe a specific
# state that users or administrators want this resource to be in. Usually this state consists of
# a number of primitive values encoding for example "turned on" or "turned off".
# Users with the required permissions may change this state.
claimable @5 :Claimable;
# Writeable access to the state of a resource.
# Resources are semaphores. They allow writeable access for n ∈ \{0} clients, depending on the
# exact resource in question. In some cases n ≔ 1, and the only write access is exclusive.
# "Claims" model this by requiring a client to first assert a claim, thus reserving a semaphore
# slot or failing if no more are available, and then using this claim to write to a resources
# state.
interestable @6 :Interestable;
# Sometimes clients are not just interested in the state of a resource but rather want a
# resource to stay in a specific state. e.g. somebody working in a makerspace wants the space to
# stay open, even though they themselves may not have permission to keep the makerspace open.
# "Interest" represents this. Specifically right now it tells BFFH that the client wants at
# least one `Claim` to remain.
}
struct Applied {
# Encodes if a specific actor has applied/verified a state change
struct Map(Key, Value) {
# A serialized key-value map represented as a list of (k,v) tuples.
name @0 :Text;
# Name of the actor
entries @0 : List(Entry);
state @1 :State;
# State of the state change in the actor
enum State {
unapplied @0;
applied @1;
verified @2;
struct Entry {
key @0 :Key;
val @1 :Value;
}
}
using State = Map(Text, Value);
# Update state provided to a resource via a claim is represented as a Map of human-readable
# identifiers to Cap'n Proto Values. These Values can be either primitive types such as Uint8,
# Float64 or more complex types such as structs, lists, or enums.
# The resulting state of a resource, which is the output of whatever internal logic the resource
# implements, is also represented in this form, but the keys and also values may be different.
#
# Later on very common cases (use, register, return, etc.) can get shortcut functions in the Claim
# interface that pre-emptively check permissions and ability (so you get the respective cap iff the
# resource supports that update and if you're allowed to do that) but these functions only serve to
# make the update more efficient than calling `update` with the string identifier and dynamic typed
# value but do the exact same serverside as an `update` call would. This way we can make future
# versions of the API more efficient and easier to use while not breaking compatibility with old
# clients.
#
# TODO: This has the potential problem that a newer client can not distinguish between a server
# using an old version of the API and a client simply not being allowed to call a specific shortcut
# method because in both cases that cap will be a nullptr. Could be solved by making `Claim` a
# struct and indicating which shortcut methods it knows of.
# Not sure if this is a big problem, we optimize for old clients and up-to-date servers.
#
# TODO: We should provide a number of sensible implementations for common complex `Value` types such
# as "colour", "temperature", etc. and define identifiers for common values.
interface Access {
# Allow syncronous read access to a resource's state. You're not given this capability directly
# but instead Notify, Interest and Claim all extend it, allowing you to call these methods from
# any of those.
# Allow syncronous read access to a resource's output state. You're not given this capability
# directly but instead Notify, Interest and Claim all extend it, allowing you to call these
# methods on any of those.
readState @0 Node;
readApplied @1 Applied;
readOutput @0 State;
# TODO: There should probably be a more efficient approach for reading state than "read *all*
# state".
}
interface Notify extends(Access) {
# The Notify interface allows clients to be informed about state changes asyncronously.
# It is mainly designed around the `register` function which allows a client to register a
# Callback on the client that is called every time state changes happen to the resource in
# question.
# Notify are ephermal. If the connection to the server is lost all `Notify` are unregistered
# The Notify interface allows clients to be informed about state changes asyncronously. It is
# mainly designed around the `register` function which allows a client to register a callback
# that is called every time state changes happen to the resource in question.
#
# Notify are ephermal. If the connection to the server is lost all `Notify` from that client are
# unregistered.
register @0 ( cb: Callback );
# Register a given callback to be called on every state update. If this client already has a
# callback registered for this resource the old callback is replaced.
# The two fields `state` and `applied` indicate interest for `state` and `applied`. If they are
# unset the respective method on the callback will not be called.
unregister @1 ();
# Unregister the current callback, if any.
# Unregister this callback
interface Callback {
# This callback interface is implemented on the client
# This callback interface needs to be implemented on the client
newState @0 Node;
# A server will call newState() with the updated set state tree if `state` was set to `true`
# in `register`, however unless the last call to newState() didn't complete yet, as to not
# overload a client.
newState @0 State;
# A server will call newState() with the updated output state. However a server will only
# allow one in-flight call, so as long as the previous call to newState() hasn't completed
# the server will drop intermediary updates as to not overload a client.
# Specifically, example timeline:
# 1. Update A
# 2. Server calls newState(A)
# 3. Update B
# 4. Update C
# 5. Call to newState(A) completes
# 6. Server calls newState(C)
# So Update B was never sent to the client but the client will eventually always end up with
# the latest state.
# TODO: There should probably be a more efficient approach here too, something along the
# lines of server-side filtering.
# TODO: Add newApplied?
}
}
interface Interestable {
interest @0 () -> ( interest: Interest );
}
# "Interest" right now it tells BFFH that the client wants at least one `Claim` to remain.
interface Interest extends(Access) {
register @0 ( cb: Callback );
unregister @1 ();
register @0 ( cb: Callback ) -> ( handle :Handle );
# Register a callback that BFFH will use to send notifications back to the client asyncronously.
# This creates an "Interest" on this resource. Setting the callback to a `nullptr` will still
# register an interest but the server will not be able to inform a client about an impeding
# claim drop.
blocking @2 ();
blocking @1 ();
# As an alternative to the `register`/`Callback` system you can also call `blocking` which will
# — as the name suggests — block until the last claim was dropped.
# — as the name suggests — block until the last claim is being dropped. This will register an
# ephermal Interest that can not survive a disconnect.
interface Callback {
drop @0 ();
# The last claim on the resource this Interest is registered on was dropped, invalidating
# The last claim on the resource this Interest is registered is being dropped, invalidating
# the Interest.
}
interface Handle {
# A Handle back to the server side Interest registered. Destroying this capability will also
# inform the server and remove the Interest again.
# TODO: `extends (Persistance)` so that clients can `save` this capability and thus make the
# Interest survive disconnects.
}
}
interface Claimable {
# Having this capability set (i.e. not be a `nullptr`) means the user has at least writeable
# access to a resource and the resource is claimable (n > 0).
claim @0 () -> ClaimResponse;
# Assert a claim on a resource.
}
interface Lockable {
# Having this capability set means the user has managerial access to a resource.
struct ClaimResponse {
enum Error {
# Error describing why a claim failed.
lock @0 () -> ( lock: Claim );
}
exhausted @0;
# There are no more free Claim slots
struct ClaimResponse {
enum Error {
# Error describing why a claim failed.
locked @1;
# The resource was locked
exhausted @0;
# There are no more free Claim slots
precondition @2;
# Some precondition was not met
locked @1;
# The resource was locked
}
dependencies @3;
# Resource failed to secure dependencies
}
union {
error @0 :Error;
success @1 :Claim;
union {
failed :group {
error @0 :Error;
reason @1 :L10NString;
}
success @2 :Claim;
}
}
}
@ -157,17 +226,37 @@ interface Claim extends(Access) {
# In this case the `Restorer` service could be `Claimable` / `Interestable` providing a
# `restore( ref: SturdyRef )` method.
update @0 Node;
readInput @0 () -> State;
# Get the current *input* state. This is not the output state that `Notify` or Actors get access
# to but instead the currently stored input state of a resource.
update @1 State -> UpdateResult;
# Update the State of the claimed resource with the given one
}
struct Resource {
name @0 :Text;
description @1 :Text;
typeid @2 :Text;
struct UpdateResult {
enum Error {
# Reason why the update failed
notify @3 :Notify;
interest @4 :Interest;
claimable @5 :Claimable;
lockable @6 :Lockable;
denied @0;
# Update was denied beause user is missing an required permission
precondition @1;
# Some other precondition failed, e.g. because a required field is not set
invalid @2;
# The update is invalid, e.g. because an unknown field was set.
typeError @3;
# A field in the update has a known identifier but a bad type for that identifier
}
union {
failed :group {
error @0 :Error;
field @1 :Text;
reason @2 :L10NString;
}
success @3 :Void;
}
}
}

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@ -6,7 +6,6 @@ $Rust.parentModule("schema");
using CSharp = import "programming_language/csharp.capnp";
$CSharp.namespace("FabAccessAPI.Schema");
using General = import "general.capnp";
using Resource = import "resource.capnp".Resource;
interface Resources

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@ -1,16 +0,0 @@
@0xbacaff4190ac7d80;
using Rust = import "programming_language/rust.capnp";
$Rust.parentModule("schema");
using CSharp = import "programming_language/csharp.capnp";
$CSharp.namespace("FabAccessAPI.Schema");
using General = import "general.capnp";
struct Space
{
id @0 :General.UUID;
name @1 :Text;
info @2 :Text;
}

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@ -6,39 +6,39 @@ $Rust.parentModule("schema");
using CSharp = import "programming_language/csharp.capnp";
$CSharp.namespace("FabAccessAPI.Schema");
using General = import "general.capnp";
using Space = import "space.capnp".Space;
using UUID = import "utils.capnp".UUID;
using Role = import "role.capnp".Role;
struct User
{
id @0 :General.UUID;
username @1 :Text;
space @2 :Space;
struct User {
# Intergalactic lifeform that wants to use BFFH
struct UserInfoExtended
{
id @0 :General.UUID;
name @1 :Text;
id @0 :UUID;
# The UUID of an user is a globally unique, persistent identifier for this user.
username @1 :Text;
# username. Locally unique so identifying, but not persistent.
info @2 :Info;
interface Info $CSharp.name("InfoInterface") {
listRoles @0 () -> ( roles :List(Role) );
# lists explicit roles for this user. A session may have a number of additional, implicit,
# roles set by their choice of authentication or other context.
}
info @3 :Info;
interface Info $CSharp.name("InfoInterface") {
getUserInfoExtended @0 () -> ( userInfoExtended :UserInfoExtended );
listRoles @1 () -> ( roles :List(Role) );
passwd @3 :Passwd;
interface Passwd {
changepw @0 ( old: Text, new: Text );
}
manage @4 :Manage;
interface Manage $CSharp.name("ManageInterface") {
pwd @0 ( old_pwd :Text, new_pwd :Text ) -> ();
addRole @0 ( role :Role );
removeRole @1 ( role :Role );
}
admin @5 :Admin;
interface Admin $CSharp.name("AdminInterface") {
addRole @0 ( role :Role ) -> ();
removeRole @1 ( role :Role ) -> ();
pwd @2 ( new_pwd :Text ) -> ();
setpw @0 ( new :Text );
}
cardDESFireEV2 @6 :CardDESFireEV2;

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@ -6,7 +6,6 @@ $Rust.parentModule("schema");
using CSharp = import "programming_language/csharp.capnp";
$CSharp.namespace("FabAccessAPI.Schema");
using General = import "general.capnp";
using User = import "user.capnp".User;
interface Users

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@ -27,3 +27,20 @@ interface L10NString {
available @1 () -> ( langs :List(Text) );
# Returns the list of locales this content is available in.
}
struct UUID {
# UUID type used to identify machines.
# Since the exact value has no meaning the encoding rules are not too relevant, but it is
# paramount that you are consistent when encoding and decoding this type.
#
# Consider using this algorithm for assembling the 128-bit integer:
# (assuming ISO9899:2018 shifting & casting rules)
# uint128_t num = (uuid1 << 64) + uuid0;
# And then respectively this code for deconstructing it:
# uint64_t uuid0 = (uint64_t) num;
# uint64_t uuid1 = (uint64_t) (num >> 64);
lower @0 :UInt64;
upper @1 :UInt64;
}