This commit is contained in:
Nadja Reitzenstein 2022-10-31 15:19:56 +01:00
parent a13478a3f0
commit 21574d8185
11 changed files with 158 additions and 316 deletions

22
claim.capnp Normal file
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@0xf8f8864ba0678056;
using CSharp = import "programming_language/csharp.capnp";
$CSharp.namespace("FabAccessAPI.Schema");
using import "/capnp/rpc.capnp".SturdyRef;
using import "/capnp/persistent.capnp".Persistent;
using import "state.capnp".State;
interface Claimable extends (Persistent) {
restore @0 ( sturdy :SturdyRef ) -> ( claim :Claim );
# Restore a previously saved SturdyRef pointing to a Claim
claim @1 () -> ( claim :Claim );
# returns NULL if the resource is *currently* not claimable.
# drop the returned claim capability to unclaim it.
}
interface Claim extends (Persistent) {
update @0 ( state :State ) -> ();
}

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interest.capnp Normal file
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@0xa23cfc5ead0ac055;
using CSharp = import "programming_language/csharp.capnp";
$CSharp.namespace("FabAccessAPI.Schema");
interface Interestable {
}

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@ -7,12 +7,25 @@ using Authentication = import "auth.capnp".Authentication;
using Resources = import "resources.capnp".Resources; using Resources = import "resources.capnp".Resources;
using Users = import "users.capnp".Users; using Users = import "users.capnp".Users;
struct Version
{
major @0 :Int32 = 0;
minor @1 :Int32 = 4;
}
interface Bootstrap interface Bootstrap
{ {
mechanisms @0 () -> ( mechs :List(Text) ); getAPIVersion @0 () -> Version;
getServerRelease @1 () -> ( name :Text, release :Text );
# Returns the server implementation name and version/build number
# Designed only for human-facing debugging output so should be informative over machine-readable
# Example: ( name = "bffhd", release = "0.3.1-f397e1e [rustc 1.57.0 (f1edd0429 2021-11-29)]")
mechanisms @2 () -> ( mechs :List(Text) );
# Get a list of Mechanisms this server allows in this context. # Get a list of Mechanisms this server allows in this context.
createSession @1 ( mechanism :Text, initialData :Data ) -> ( authentication :Authentication ); createSession @3 ( mechanism :Text, initialData :Data ) -> ( authentication :Authentication );
# Create a new session with the server that you wish to authenticate using `mechanism`. # Create a new session with the server that you wish to authenticate using `mechanism`.
# If the mechanism is a client-first mechanism you MAY set `initialData` to contain the data you # If the mechanism is a client-first mechanism you MAY set `initialData` to contain the data you
# want to send. If the mechanism is server-first or you do not wish to send initial data, make # want to send. If the mechanism is server-first or you do not wish to send initial data, make

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notify.capnp Normal file
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@0xc0787ef6e3cb87e1;
using CSharp = import "programming_language/csharp.capnp";
$CSharp.namespace("FabAccessAPI.Schema");
using State = import "state.capnp".State;
interface Notifyable {
subscribe @0 ( subscriber :Subscriber ) -> ( subscription :Subscription );
}
interface Subscriber {
newState @0 ( state :State ) -> ();
}
interface Subscription { }

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@ -3,261 +3,32 @@
using CSharp = import "programming_language/csharp.capnp"; using CSharp = import "programming_language/csharp.capnp";
$CSharp.namespace("FabAccessAPI.Schema"); $CSharp.namespace("FabAccessAPI.Schema");
using Persistent = import "/capnp/persistent.capnp".Persistent; using import "/capnp/persistent.capnp".Persistent;
using Value = import "/capnp/schema.capnp".Value;
using User = import "user.capnp".User; using import "notify.capnp".Notifyable;
using L10NString = import "utils.capnp".L10NString; using import "interest.capnp".Interestable;
using UUID = import "utils.capnp".UUID; using import "claim.capnp".Claimable;
using OID = import "utils.capnp".OID;
struct Resource { using import "utils.capnp".OID;
# 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".
uuid @0 :UUID; interface Resource extends (Persistent) {
# An stable, globally unique descriptor for a resource. Two resources with the same UUID are # BFFH's smallest unit of a physical or abstract "thing". A resource can be
# (almost¹) guaranteed to be the same instance, and the UUID of a resource will survive through # as simple and physical as a table, as complex as a PCB production line or
# server restarts, renaming, reconfiguration etc. # as abstract as "people with specific know-how are present".
#
# [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%.
type @0 () -> ( types :List(OID) );
# The 'type' of Resource. Each OID in the list specifies certain behaviours
# that this Resource follows.
id @1 :Text; notify @1 () -> ( notify :Notifyable );
# Every resource in BFFH has a human-readable "name" that is locally unique, but not persistent. # NULL if the user does not have permission to read this resource, or if
# That is a resource called "hello" today may be called "bye" tomorrow and a resource called # this resource is not notifiable
# "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.
name @2 :L10NString; interest @2 () -> ( interest :Interestable );
# A resource may also have a human-meaningful name that is designed to be shown to users. This # NULL if this resource is not interestable or the user does not have
# name does not have to be unique or identifiable or canonical, its main use is to be # permission to set interests for this resource.
# 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")
description @3 :L10NString; claim @3 () -> ( claim :Claimable );
# A resource may have a description attached to tell an user some more information on a resource # NULL if the user does not have permission to write to this resource, or if
# in a free-form format. # this resource is not (ever!) claimable
# Similar to the human-meaningful name this description can be translated.
grants @4 :ResourceCaps;
grant :union {
# If the current session has already been given a grant this field will contain a reference
# to it. Since stronger grants extend weaker grants only one of these needs to be set at any
# given point.
# This is mostly useful for session resumption.
none @5 :Void;
# No previous grant for this resource exists for the current user
notify @6 :Notify;
interest @7 :Interest;
claim @8 :Claim;
# The user has a respective grant on the resource
}
}
interface ResourceCaps {
# Capabilities transfered for a resource. Users will have some or all of these set to non-null
# depending on their permission level.
getState @0 () -> State;
# 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".
setNotify @1 ( callback :Callback ) -> ( notify :Notify );
# Notify allows clients to be informed about state changes asyncronously. A client can register
# a callback that is called every time state changes happen to the resource in question.
# Notify callbacks are ephermal. If the connection to the server is lost any callbacks from that
# client for any resource are unregistered.
claim @2 () -> ClaimResponse;
# Request 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.
interest @3 () -> ( interest :Interest );
# Register an "Interest" on this resource.
# 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.
override @4 () -> ( claim :Claim );
# Override forces a claim to a resource, even if it is already exhausted. This is
# primarely useful for administrative overrides.
}
struct ClaimResponse {
enum Error {
# Error describing why a claim failed.
exhausted @0;
# There are no more free Claim slots
locked @1;
# The resource was locked
precondition @2;
# Some precondition was not met
dependencies @3;
# Resource failed to secure dependencies
}
union {
failed :group {
error @0 :Error;
reason @1 :L10NString;
}
success @2 :Claim;
}
}
struct Map(Key, Value) {
# A serialized key-value map represented as a list of (k,v) tuples.
entries @0 :List(Entry);
struct Entry {
key @0 :Key;
val @1 :Value;
}
}
using State = Map(OID, 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 Notify {
# If an user has a notify callback registered it can use this capability to remove it again
remove @0 ();
# Remove any notify callbacks from this user for this resource.
install @1 ( callback :Callback );
# Install a notify callback, replacing any existing one. This method is useful when getting this
# interface implicitly via Interest or Claim.
}
interface Callback {
# This callback interface needs to be implemented on the 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.
}
interface Interest extends(Notify) {
# "Interest" right now tells BFFH that the client wants at least one `Claim` to remain.
# However, more generally an Interest allows hooking into state changes and block or modify
# them.
dropInterest @0 ();
# Remove this interest from a resource.
lock @1 ();
# Lock a resource, making all future state changes from any user but the current one fail until
# the lock is released.
unlock @2 ();
# Unlock the resource again, allowing other users to change state again.
}
interface Claim extends(Interest) {
# TODO: extend Persistance. Claims and Interests need to be able to survive a connection loss,
# which is exactly what `SturdyRef`/Persistance are designed to provide. The Persistance
# interface only provides one method, `save`, returning a `SturdyRef`. A SturdyRef is a generic
# and generally speaking opaque type that can be restored to a live capability using some sort
# of `Restorer` service.
# In this case the `Restorer` service could be `Claimable` / `Interestable` providing a
# `restore( ref: SturdyRef )` method.
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
dropClaim @2 ();
# Drop this claim
struct UpdateResult {
enum Error {
# Reason why the update failed
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
locked @4;
# The state is currently locked and can not be modified by anybody but the user that
# issued the lock.
}
union {
failed :group {
error @0 :Error;
field @1 :OID;
reason @2 :L10NString;
}
success @3 :Void;
}
}
} }

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@ -3,10 +3,19 @@
using CSharp = import "programming_language/csharp.capnp"; using CSharp = import "programming_language/csharp.capnp";
$CSharp.namespace("FabAccessAPI.Schema"); $CSharp.namespace("FabAccessAPI.Schema");
using import "/capnp/rpc.capnp".SturdyRef;
using Resource = import "resource.capnp".Resource; using Resource = import "resource.capnp".Resource;
interface Resources interface Resources {
{ restore @0 ( sturdy :SturdyRef ) -> ( resources :Resource );
listAll @0 () -> ( list :List(Resource) ); # Restore a previously saved SturdyRef pointing to a Resource
get @1 ( name :Text ) -> Resource;
list @1 () -> ( resources :List(Resource) );
getByUrn @2 ( urn :Text ) -> ( resource :Resource );
# Returns a NULL capability if the resource doesn't exist or an user
# doesn't have disclose permission for that resource.
getByName @3 ( name :Text ) -> ( resource :Resource );
} }

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@ -3,7 +3,6 @@
using CSharp = import "programming_language/csharp.capnp"; using CSharp = import "programming_language/csharp.capnp";
$CSharp.namespace("FabAccessAPI.Schema"); $CSharp.namespace("FabAccessAPI.Schema");
struct Role interface Role {
{ name @0 () -> ( name :Text );
name @0 :Text; }
}

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@0x9d6da2edc6588d6e;
using CSharp = import "programming_language/csharp.capnp";
$CSharp.namespace("FabAccessAPI.Schema");
interface State {
}

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@ -3,42 +3,35 @@
using CSharp = import "programming_language/csharp.capnp"; using CSharp = import "programming_language/csharp.capnp";
$CSharp.namespace("FabAccessAPI.Schema"); $CSharp.namespace("FabAccessAPI.Schema");
using UUID = import "utils.capnp".UUID; using import "role.capnp".Role;
using Role = import "role.capnp".Role;
struct User { interface User {
# Intergalactic lifeform that wants to use BFFH # Intergalactic lifeform that wants to use BFFH
id @0 :UUID; info @0 () -> ( info :Info );
# 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") { interface Info $CSharp.name("InfoInterface") {
listRoles @0 () -> ( roles :List(Role) ); listRoles @0 () -> ( roles :List(Role) );
# lists explicit roles for this user. A session may have a number of additional, implicit, # 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. # roles set by their choice of authentication or other context.
} }
passwd @3 :Passwd; passwd @1 () -> ( passwd :Passwd );
interface Passwd { interface Passwd {
changepw @0 ( old :Text, new :Text ); changepw @0 ( old :Text, new :Text );
} }
manage @4 :Manage; manage @2 () -> ( manage :Manage );
interface Manage $CSharp.name("ManageInterface") { interface Manage $CSharp.name("ManageInterface") {
addRole @0 Role; addRole @0 ( role :Role );
removeRole @1 Role; removeRole @1 ( role :Role );
} }
admin @5 :Admin; admin @3 () -> ( admin :Admin );
interface Admin $CSharp.name("AdminInterface") { interface Admin $CSharp.name("AdminInterface") {
setpw @0 ( new :Text ); setpw @0 ( new :Text );
} }
cardDESFireEV2 @6 :CardDESFireEV2; cardDESFireEV2 @4 () -> ( carddesfireev2 :CardDESFireEV2 );
interface CardDESFireEV2 $CSharp.name("CardDESFireInterface") { interface CardDESFireEV2 $CSharp.name("CardDESFireInterface") {
# Card authentication using NXP/MiFare DESFire cards. # Card authentication using NXP/MiFare DESFire cards.
# These cards have the ability to restrict access for data on the cards using symmetric # These cards have the ability to restrict access for data on the cards using symmetric

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@ -5,16 +5,15 @@ $CSharp.namespace("FabAccessAPI.Schema");
using User = import "user.capnp".User; using User = import "user.capnp".User;
interface Users interface Users {
{ whoami @0 () -> ( user :User );
whoami @0 () -> User;
manage @1 () -> ( manage :Manage ); manage @1 () -> ( manage :Manage );
interface Manage $CSharp.name("ManageInterface") { interface Manage $CSharp.name("ManageInterface") {
list @0 () -> ( users :List(User) ); list @0 () -> ( users :List(User) );
addUser @1 ( username :Text, password :Text ) -> User; addUser @1 ( username :Text, password :Text ) -> ( user :User );
removeUser @2 User; removeUser @2 ( user :User );
} }
} }

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@ -1,35 +1,41 @@
@0xed0c02f41fea6b5a; @0xed0c02f41fea6b5a;
interface L10NString { interface L10NString {
# Any string type that is intended to be displayed to an user that is more than an identifier to # Any string type that is intended to be displayed to an user that is more
# be used as-is must be able to be localized into the users preferred language. This includes # than an identifier to be used as-is must be able to be localized into the
# description, help messages, etc. but of course does not extend to usernames. # users preferred language. This includes description, help messages, etc.
# TODO: Potentially make generic over the localized content (e.g. dates)? Can be done after the # but of course does not extend to usernames.
# fact without braking protocol, so no big issue. # TODO: Potentially make generic over the localized content (e.g. dates)?
# Can be done after the fact without braking protocol, so no big issue.
get @0 ( lang :Text ) -> ( lang :Text, content :Text ); get @0 ( lang :Text ) -> ( lang :Text, content :Text );
# Retrieve the string in the given locale. The input parameter MUST be a RFC5646-formatted # Retrieve the string in the given locale. The input parameter MUST be a
# locale identifier (e.g: "en-US", "de-DE", "az-Arab-IR"). # RFC5646-formatted locale identifier (e.g: "en-US", "de-DE", "az-Arab-IR").
# #
# If a server can't find a localized version matching exactly it MUST try to substitute it. # If a server can't find a localized version matching exactly it MUST try to
# Substitution MUST always return more specific matches for general queries. # substitute it. Substitution MUST always return more specific matches for
# e.g. if "it" is requested and the server has "it-CH" available it returns this string. # general queries. e.g. if "it" is requested and the server has "it-CH"
# available it returns this string.
# #
# Substitution SHOULD NOT cross language barriers, e.g. returning "en-GB" for a string requested # Substitution SHOULD NOT cross language barriers, e.g. returning "en-GB"
# in "cy-GB". Substitution MUST NOT return a localization in a different language unless server # for a string requested in "cy-GB". Substitution MUST NOT return a
# has a priori knowledge that the user can read and understand said language. # localization in a different language unless server has a priori knowledge
# that the user can read and understand said language.
# #
# Substitution SHOULD prefer unspecified subtags over wrong subtags. If "es-AR" is requested and a # Substitution SHOULD prefer unspecified subtags over wrong subtags. If
# server has "es", and "es-VE" available, "es" should be selected. # "es-AR" is requested and a server has "es", and "es-VE" available, "es"
# should be selected.
# #
# A server MUST set the output `lang` field to the exact tag that the content it sends was written # A server MUST set the output `lang` field to the exact tag that the
# in and `content` to the localized string. # content it sends was written in and `content` to the localized string.
# E.g. If a string is requested for "sr" and the server has found a string that was configured as # e.g. If a string is requested for "sr" and the server has found a string
# "sr-Cyrl-BA" the server sets lang to "sr-Cyrl-BA". # that was configured as "sr-Cyrl-BA" the server sets lang to "sr-Cyrl-BA".
# #
# If a server can't find a suitable substitute it MUST set the output `content` to a NULL pointer # If a server can't find a suitable substitute it MUST set the output
# and set the output `lang` to the input `lang` it was passed. # `content` to a NULL pointer and set the output `lang` to the input `lang`
# If a server can't parse a given `lang` tag it MUST set the output `lang` to a NULL pointer. # it was passed.
# If a server can't parse a given `lang` tag it MUST set the output `lang`
# to NULL.
available @1 () -> ( langs :List(Text) ); available @1 () -> ( langs :List(Text) );
# Returns the list of locales this content is available in. # Returns the list of locales this content is available in.
@ -52,16 +58,14 @@ struct UUID {
# upper 8 bytes of the uuid, containing the MSB. # upper 8 bytes of the uuid, containing the MSB.
} }
struct OID { using OID = Data;
bytes @0 :Data; # An OID is encoded as a sequence of varints. In this encoding the lower 7 bits
# The OID, encoded as a sequence of varints. In this encoding the lower 7 bits of each octet # of each octet contain data bits while the MSB indicates if the *following*
# contain data bits while the MSB indicates if the *following* octet is still part of this edge. # octet is still part of this edge. It is the same encoding UTF-8 uses. To
# It is the same encoding UTF-8 uses. To decode you simply collect octets until you find an # decode you simply collect octets until you find an octet <128 and then concat
# octet <128 and then concat the data bits of all the octets you've accumulated, including the # the data bits of all the octets you've accumulated, including the current one.
# current one. This gives you the value of one node. Continue until you've exhausted the # This gives you the value of one node. Continue until you've exhausted the
# available data. # available data. This is a rather efficient encoding since almost all edges of
# This is a rather efficient encoding since almost all edges of the OID tree are smaller than # the OID tree are smaller than 128 and thus encode into one byte.
# 128 and thus encode into one byte. # X.208 does *not* limit the size of nodes! However, a reasonable size limit is
# X.208 does *not* limit the size of nodes! However, a reasonable size limit is 128 bit per # 128 bit per node, which is the size of the UUID nodes in the `2.25` subtree.
# node, which is the size of the UUID nodes in the `2.25` subtree.
}