mirror of
https://gitlab.com/fabinfra/fabaccess/fabaccess-api.git
synced 2025-03-12 14:51:42 +01:00
More changes because breaking existing code is fun
This commit is contained in:
parent
c185283f35
commit
170d4df51c
@ -1,28 +0,0 @@
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@0xff5b4a767d98592a;
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using Rust = import "programming_language/rust.capnp";
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$Rust.parentModule("schema");
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using CSharp = import "programming_language/csharp.capnp";
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$CSharp.namespace("FabAccessAPI.Schema");
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struct UUID {
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# UUID type used to identify machines.
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# Since the exact value has no meaning the encoding rules are not too relevant, but it is
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# paramount that you are consistent when encoding and decoding this type.
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#
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# Consider using this algorithm for assembling the 128-bit integer:
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# (assuming ISO9899:2018 shifting & casting rules)
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# uint128_t num = (uuid1 << 64) + uuid0;
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# And then respectively this code for deconstructing it:
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# uint64_t uuid0 = (uint64_t) num;
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# uint64_t uuid1 = (uint64_t) (num >> 64);
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uuid0 @0 :UInt64;
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uuid1 @1 :UInt64;
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}
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struct KeyValuePair {
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key @0 :Text;
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value @1 :Text;
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}
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261
resource.capnp
261
resource.capnp
@ -9,142 +9,211 @@ $CSharp.namespace("FabAccessAPI.Schema");
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using Persistent = import "/capnp/persistent.capnp".Persistent;
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using Value = import "/capnp/schema.capnp".Value;
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using General = import "general.capnp";
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using User = import "user.capnp".User;
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using Space = import "space.capnp".Space;
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using L10NString = import "utils.capnp".L10NString;
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using UUID = import "utils.capnp".UUID;
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struct Node {
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# A node in the state tree. If it's the root note this struct "contains" the whole tree.
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struct Resource {
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# BFFH's smallest unit of a physical or abstract "thing".
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# A resource can be as simple and physical as a table, as complex as a PCB production line or as
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# abstract as "people with specific know-how are present".
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# TODO: I'm not happy with this representation. While it's about as generic as we can get it's
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# unhandly because all clients and servers have to always manually check every leaf of the
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# state tree, relying on convention instead of static type checking. But I'm not sure how else
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# to represent the state extensibly in a way that lets us evolve the protocol by stabilizing
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# extensions. One option could be to use OID or UUID as "tag bits" and "stabilize" them by
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# defining those as `const` values, but that wouldn't give us proper type checking either.
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uuid @0 :UUID;
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# An stable, globally unique descriptor for a resource. Two resources with the same UUID are
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# (almost¹) guaranteed to be the same instance, and the UUID of a resource will survive through
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# server restarts, renaming, reconfiguration etc.
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#
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# [¹]: UUID are 128-bit integer. A collision is *possible*, just *very* unlikely. If you
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# generate 1 billion UUID every second for the next 100 years you have a chance for a collision
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# of about 50%.
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part @0 :Text;
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# Name of the node, making up a path to this node (e.g. "set/colour/red")
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union {
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# Content of a node. A node has either children *or* a value, not both.
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id @1 :Text;
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# Every resource in BFFH has a human-readable "name" that is locally unique, but not persistent.
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# That is a resource called "hello" today may be called "bye" tomorrow and a resource called
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# "hi~~" may not be the same resource as the resource called "hi~~" yesterday. This name is
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# canonical and thus identifying. There is exactly *one* valid representation of this name at
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# any given point in time. Thus this name can also not be translated.
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children @1 :List(Node);
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# Node is not a leaf node ⇒ it has a list of children
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name @2 :L10NString;
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# A resource may also have a human-meaningful name that is designed to be shown to users. This
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# name does not have to be unique or identifiable or canonical, its main use is to be
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# human-meaningful. For example a "name" could be the translations:
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# - (en, "Prusa SL1 SLA-Printer")
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# - (de, "Prusa SL1 SLA-Drucker")
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# - (es, "Impresora 3D de SLA Prusa SL1")
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value @2 :Value;
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# Node is a leaf node ⇒ it contains a (typed) Cap'n Proto value.
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# The type `Value` comes from the Cap'n Proto schema definition file (usually
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# /usr/include/capnp/schema.capnp) and can be any basic capnp type, including lists and
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# structs (as :AnyPointer which a client has to cast)
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}
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description @3 :L10NString;
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# A resource may have a description attached to tell an user some more information on a resource
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# in a free-form format.
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# Similar to the human-meaningful name this description can be translated.
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notify @4 :Notify;
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# Readonly access to the state of a resource.
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# A resource can have "state". State are values attached to a resource that describe a specific
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# state that users or administrators want this resource to be in. Usually this state consists of
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# a number of primitive values encoding for example "turned on" or "turned off".
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# Users with the required permissions may change this state.
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claimable @5 :Claimable;
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# Writeable access to the state of a resource.
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# Resources are semaphores. They allow writeable access for n ∈ ℕ\{0} clients, depending on the
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# exact resource in question. In some cases n ≔ 1, and the only write access is exclusive.
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# "Claims" model this by requiring a client to first assert a claim, thus reserving a semaphore
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# slot or failing if no more are available, and then using this claim to write to a resources
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# state.
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interestable @6 :Interestable;
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# Sometimes clients are not just interested in the state of a resource but rather want a
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# resource to stay in a specific state. e.g. somebody working in a makerspace wants the space to
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# stay open, even though they themselves may not have permission to keep the makerspace open.
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# "Interest" represents this. Specifically right now it tells BFFH that the client wants at
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# least one `Claim` to remain.
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}
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struct Applied {
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# Encodes if a specific actor has applied/verified a state change
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struct Map(Key, Value) {
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# A serialized key-value map represented as a list of (k,v) tuples.
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name @0 :Text;
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# Name of the actor
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entries @0 : List(Entry);
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state @1 :State;
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# State of the state change in the actor
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enum State {
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unapplied @0;
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applied @1;
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verified @2;
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struct Entry {
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key @0 :Key;
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val @1 :Value;
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}
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}
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using State = Map(Text, Value);
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# Update state provided to a resource via a claim is represented as a Map of human-readable
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# identifiers to Cap'n Proto Values. These Values can be either primitive types such as Uint8,
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# Float64 or more complex types such as structs, lists, or enums.
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# The resulting state of a resource, which is the output of whatever internal logic the resource
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# implements, is also represented in this form, but the keys and also values may be different.
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#
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# Later on very common cases (use, register, return, etc.) can get shortcut functions in the Claim
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# interface that pre-emptively check permissions and ability (so you get the respective cap iff the
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# resource supports that update and if you're allowed to do that) but these functions only serve to
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# make the update more efficient than calling `update` with the string identifier and dynamic typed
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# value but do the exact same serverside as an `update` call would. This way we can make future
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# versions of the API more efficient and easier to use while not breaking compatibility with old
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# clients.
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#
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# TODO: This has the potential problem that a newer client can not distinguish between a server
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# using an old version of the API and a client simply not being allowed to call a specific shortcut
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# method because in both cases that cap will be a nullptr. Could be solved by making `Claim` a
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# struct and indicating which shortcut methods it knows of.
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# Not sure if this is a big problem, we optimize for old clients and up-to-date servers.
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#
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# TODO: We should provide a number of sensible implementations for common complex `Value` types such
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# as "colour", "temperature", etc. and define identifiers for common values.
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interface Access {
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# Allow syncronous read access to a resource's state. You're not given this capability directly
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# but instead Notify, Interest and Claim all extend it, allowing you to call these methods from
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# any of those.
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# Allow syncronous read access to a resource's output state. You're not given this capability
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# directly but instead Notify, Interest and Claim all extend it, allowing you to call these
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# methods on any of those.
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readState @0 Node;
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readApplied @1 Applied;
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readOutput @0 State;
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# TODO: There should probably be a more efficient approach for reading state than "read *all*
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# state".
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}
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interface Notify extends(Access) {
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# The Notify interface allows clients to be informed about state changes asyncronously.
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# It is mainly designed around the `register` function which allows a client to register a
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# Callback on the client that is called every time state changes happen to the resource in
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# question.
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# Notify are ephermal. If the connection to the server is lost all `Notify` are unregistered
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# The Notify interface allows clients to be informed about state changes asyncronously. It is
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# mainly designed around the `register` function which allows a client to register a callback
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# that is called every time state changes happen to the resource in question.
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#
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# Notify are ephermal. If the connection to the server is lost all `Notify` from that client are
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# unregistered.
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register @0 ( cb: Callback );
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# Register a given callback to be called on every state update. If this client already has a
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# callback registered for this resource the old callback is replaced.
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# The two fields `state` and `applied` indicate interest for `state` and `applied`. If they are
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# unset the respective method on the callback will not be called.
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unregister @1 ();
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# Unregister the current callback, if any.
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# Unregister this callback
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interface Callback {
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# This callback interface is implemented on the client
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# This callback interface needs to be implemented on the client
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newState @0 Node;
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# A server will call newState() with the updated set state tree if `state` was set to `true`
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# in `register`, however unless the last call to newState() didn't complete yet, as to not
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# overload a client.
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newState @0 State;
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# A server will call newState() with the updated output state. However a server will only
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# allow one in-flight call, so as long as the previous call to newState() hasn't completed
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# the server will drop intermediary updates as to not overload a client.
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# Specifically, example timeline:
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# 1. Update A
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# 2. Server calls newState(A)
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# 3. Update B
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# 4. Update C
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# 5. Call to newState(A) completes
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# 6. Server calls newState(C)
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# So Update B was never sent to the client but the client will eventually always end up with
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# the latest state.
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# TODO: There should probably be a more efficient approach here too, something along the
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# lines of server-side filtering.
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# TODO: Add newApplied?
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}
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}
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interface Interestable {
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interest @0 () -> ( interest: Interest );
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}
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# "Interest" right now it tells BFFH that the client wants at least one `Claim` to remain.
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interface Interest extends(Access) {
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register @0 ( cb: Callback );
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unregister @1 ();
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register @0 ( cb: Callback ) -> ( handle :Handle );
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# Register a callback that BFFH will use to send notifications back to the client asyncronously.
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# This creates an "Interest" on this resource. Setting the callback to a `nullptr` will still
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# register an interest but the server will not be able to inform a client about an impeding
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# claim drop.
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blocking @2 ();
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blocking @1 ();
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# As an alternative to the `register`/`Callback` system you can also call `blocking` which will
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# — as the name suggests — block until the last claim was dropped.
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# — as the name suggests — block until the last claim is being dropped. This will register an
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# ephermal Interest that can not survive a disconnect.
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interface Callback {
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drop @0 ();
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# The last claim on the resource this Interest is registered on was dropped, invalidating
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# The last claim on the resource this Interest is registered is being dropped, invalidating
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# the Interest.
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}
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interface Handle {
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# A Handle back to the server side Interest registered. Destroying this capability will also
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# inform the server and remove the Interest again.
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# TODO: `extends (Persistance)` so that clients can `save` this capability and thus make the
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# Interest survive disconnects.
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}
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}
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interface Claimable {
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# Having this capability set (i.e. not be a `nullptr`) means the user has at least writeable
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# access to a resource and the resource is claimable (n > 0).
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claim @0 () -> ClaimResponse;
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# Assert a claim on a resource.
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}
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interface Lockable {
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# Having this capability set means the user has managerial access to a resource.
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struct ClaimResponse {
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enum Error {
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# Error describing why a claim failed.
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lock @0 () -> ( lock: Claim );
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}
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exhausted @0;
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# There are no more free Claim slots
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struct ClaimResponse {
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enum Error {
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# Error describing why a claim failed.
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locked @1;
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# The resource was locked
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exhausted @0;
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# There are no more free Claim slots
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precondition @2;
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# Some precondition was not met
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locked @1;
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# The resource was locked
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}
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dependencies @3;
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# Resource failed to secure dependencies
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}
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union {
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error @0 :Error;
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success @1 :Claim;
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union {
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failed :group {
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error @0 :Error;
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reason @1 :L10NString;
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}
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success @2 :Claim;
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}
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}
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}
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@ -157,17 +226,37 @@ interface Claim extends(Access) {
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# In this case the `Restorer` service could be `Claimable` / `Interestable` providing a
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# `restore( ref: SturdyRef )` method.
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update @0 Node;
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readInput @0 () -> State;
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# Get the current *input* state. This is not the output state that `Notify` or Actors get access
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# to but instead the currently stored input state of a resource.
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update @1 State -> UpdateResult;
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# Update the State of the claimed resource with the given one
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}
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struct Resource {
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name @0 :Text;
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description @1 :Text;
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typeid @2 :Text;
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struct UpdateResult {
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enum Error {
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# Reason why the update failed
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notify @3 :Notify;
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interest @4 :Interest;
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claimable @5 :Claimable;
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lockable @6 :Lockable;
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denied @0;
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# Update was denied beause user is missing an required permission
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precondition @1;
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# Some other precondition failed, e.g. because a required field is not set
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invalid @2;
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# The update is invalid, e.g. because an unknown field was set.
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typeError @3;
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# A field in the update has a known identifier but a bad type for that identifier
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}
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union {
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failed :group {
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error @0 :Error;
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field @1 :Text;
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reason @2 :L10NString;
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}
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success @3 :Void;
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}
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}
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}
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@ -6,7 +6,6 @@ $Rust.parentModule("schema");
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using CSharp = import "programming_language/csharp.capnp";
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$CSharp.namespace("FabAccessAPI.Schema");
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using General = import "general.capnp";
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using Resource = import "resource.capnp".Resource;
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interface Resources
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|
16
space.capnp
16
space.capnp
@ -1,16 +0,0 @@
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@0xbacaff4190ac7d80;
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using Rust = import "programming_language/rust.capnp";
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$Rust.parentModule("schema");
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using CSharp = import "programming_language/csharp.capnp";
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$CSharp.namespace("FabAccessAPI.Schema");
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using General = import "general.capnp";
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struct Space
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{
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id @0 :General.UUID;
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name @1 :Text;
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info @2 :Text;
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}
|
40
user.capnp
40
user.capnp
@ -6,39 +6,39 @@ $Rust.parentModule("schema");
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using CSharp = import "programming_language/csharp.capnp";
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$CSharp.namespace("FabAccessAPI.Schema");
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using General = import "general.capnp";
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using Space = import "space.capnp".Space;
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using UUID = import "utils.capnp".UUID;
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using Role = import "role.capnp".Role;
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struct User
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{
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id @0 :General.UUID;
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username @1 :Text;
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space @2 :Space;
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struct User {
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# Intergalactic lifeform that wants to use BFFH
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struct UserInfoExtended
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{
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id @0 :General.UUID;
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name @1 :Text;
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id @0 :UUID;
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# The UUID of an user is a globally unique, persistent identifier for this user.
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username @1 :Text;
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# username. Locally unique so identifying, but not persistent.
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info @2 :Info;
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interface Info $CSharp.name("InfoInterface") {
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listRoles @0 () -> ( roles :List(Role) );
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# lists explicit roles for this user. A session may have a number of additional, implicit,
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# roles set by their choice of authentication or other context.
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}
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info @3 :Info;
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interface Info $CSharp.name("InfoInterface") {
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getUserInfoExtended @0 () -> ( userInfoExtended :UserInfoExtended );
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listRoles @1 () -> ( roles :List(Role) );
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passwd @3 :Passwd;
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interface Passwd {
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changepw @0 ( old: Text, new: Text );
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}
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||||
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manage @4 :Manage;
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interface Manage $CSharp.name("ManageInterface") {
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pwd @0 ( old_pwd :Text, new_pwd :Text ) -> ();
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addRole @0 ( role :Role );
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removeRole @1 ( role :Role );
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}
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admin @5 :Admin;
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interface Admin $CSharp.name("AdminInterface") {
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addRole @0 ( role :Role ) -> ();
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removeRole @1 ( role :Role ) -> ();
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||||
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pwd @2 ( new_pwd :Text ) -> ();
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||||
setpw @0 ( new :Text );
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||||
}
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||||
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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
|
||||
|
17
utils.capnp
17
utils.capnp
@ -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;
|
||||
}
|
||||
|
||||
|
Loading…
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Reference in New Issue
Block a user