Claims draft

This commit is contained in:
Nadja Reitzenstein 2021-10-01 20:06:06 +02:00
parent 2c01a62085
commit 32309d09f3
8 changed files with 215 additions and 163 deletions

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@ -8,7 +8,7 @@ using CSharp = import "programming_language/csharp.capnp";
$CSharp.namespace("FabAccessAPI.Schema");
using L10NString = import "utils.capnp".L10NString;
using Session = import "connection.capnp".Session;
using Session = import "main.capnp".Session;
struct Response {
enum Error {
@ -100,7 +100,7 @@ struct Response {
}
interface Authentication {
step @0 ( data: Data ) -> ( response: Response );
step @0 (data :Data) -> Response;
# Respond to a challenge with more data. A client MUST NOT call this after having received an
# "successful" response.

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@ -1,98 +0,0 @@
@0x8c2f829df1930cd5;
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";
using User = import "user.capnp".User;
using Space = import "space.capnp".Space;
struct Machine {
enum MachineState {
free @0;
inUse @1;
toCheck @2;
blocked @3;
disabled @4;
reserved @5;
}
struct MachineInfoExtended {
currentUser @0 :User;
transferUser @1 :User;
}
struct Reservation {
user @0 :User;
start @1: UInt64;
end @2: UInt64;
}
id @0 :General.UUID;
space @1 :Space;
name @2 :Text;
description @3 :Text;
state @4 :MachineState;
manager @5:User;
info @6 :Info;
interface Info $CSharp.name("InfoInterface") {
getMachineInfoExtended @0 () -> ( machineInfoExtended :MachineInfoExtended, dummy :UInt8 = 0);
getPropertyList @1 () -> ( propertyList :List(General.KeyValuePair) );
getReservationList @2 () -> ( reservationList :List(Reservation) );
}
use @7 :Use;
interface Use $CSharp.name("UseInterface") {
use @0 ();
reserve @1 ();
reserveto @2 (start :UInt64, end :UInt64);
}
inuse @8 :InUse;
interface InUse $CSharp.name("InUseInterface") {
giveBack @0 ();
sendRawData @1 (data :Data);
}
transfer @9 :Transfer;
interface Transfer $CSharp.name("TransferInterface") {
accept @0 ();
reject @1 ();
}
check @10 :Check;
interface Check $CSharp.name("CheckInterface") {
check @0 ();
reject @1 ();
}
manage @11 :Manage;
interface Manage $CSharp.name("ManageInterface") {
setProperty @0 (property :General.KeyValuePair);
removeProperty @1 (property :General.KeyValuePair);
forceUse @2 ();
forceFree @3 ();
forceTransfer @4 (user :User);
block @5 ();
disabled @6 ();
}
admin @12 :Admin;
interface Admin $CSharp.name("AdminInterface") {
forceSetState @0 ( state :MachineState );
forceSetUser @1 ( user :User );
getAdminPropertyList @2 () -> (propertyList :List(General.KeyValuePair));
setAdminProperty @3 (property :General.KeyValuePair);
removeAdminProperty @4 (property :General.KeyValuePair);
}
}

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@ -6,17 +6,16 @@ $Rust.parentModule("schema");
using CSharp = import "programming_language/csharp.capnp";
$CSharp.namespace("FabAccessAPI.Schema");
using Authentication = import "authenticationsystem.capnp".Authentication;
using MachineSystem = import "machinesystem.capnp".MachineSystem;
using UserSystem = import "usersystem.capnp".UserSystem;
using PermissionSystem = import "permissionsystem.capnp".PermissionSystem;
using Authentication = import "auth.capnp".Authentication;
using Ressources = import "ressources.capnp".Ressources;
using Users = import "users.capnp".Users;
interface Bootstrap
{
mechanisms @0 () -> ( mechs: List(Text) );
# Get a list of Mechanisms this server allows in this context.
createSession @1 ( mechanism :Text, initialData :Data ) -> ( authentication :Authentication);
createSession @1 ( mechanism :Text, initialData :Data ) -> ( authentication :Authentication );
# 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
# want to send. If the mechanism is server-first or you do not wish to send initial data, make
@ -24,7 +23,13 @@ interface Bootstrap
}
struct Session {
machineSystem @0 : MachineSystem;
userSystem @1 : UserSystem;
permissionSystem @2 : PermissionSystem;
# An API session with the server. The below capabilities are set to NULL if the authenticated
# user doesn't have permission to access the system in question.
ressources @0 : Ressources;
# Access to the ressources configured.
users @1 : Users;
# User administration. This includes both modifying other users and self-modification, so this
# is allowed for most sessions
}

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@ -1,22 +0,0 @@
@0xd0568a21cf11488e;
using Rust = import "programming_language/rust.capnp";
$Rust.parentModule("schema");
using CSharp = import "programming_language/csharp.capnp";
$CSharp.namespace("FabAccessAPI.Schema");
using Role = import "role.capnp".Role;
interface PermissionSystem
{
info @0 () -> ( info : Info );
interface Info $CSharp.name("InfoInterface") {
getRoleList @0 () -> ( role_list :List(Role) );
}
manage @1 () -> ( manage : Manage );
interface Manage $CSharp.name("ManageInterface") {
}
}

173
resource.capnp Normal file
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@ -0,0 +1,173 @@
@0x8c2f829df1930cd5;
using Rust = import "programming_language/rust.capnp";
$Rust.parentModule("schema");
using CSharp = import "programming_language/csharp.capnp";
$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;
struct Node {
# A node in the state tree. If it's the root note this struct "contains" the whole tree.
# 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.
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.
children @1 :List(Node);
# Node is not a leaf node ⇒ it has a list of children
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)
}
}
struct Applied {
# Encodes if a specific actor has applied/verified a state change
name @0 :Text;
# Name of the actor
state @1 :State;
# State of the state change in the actor
enum State {
unapplied @0;
applied @1;
verified @2;
}
}
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.
readState @0 Node;
readApplied @1 Applied;
# 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
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.
interface Callback {
# This callback interface is 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.
# 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 );
}
interface Interest extends(Access) {
register @0 ( cb: Callback );
unregister @1 ();
blocking @2 ();
# 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.
interface Callback {
drop @0 ();
# The last claim on the resource this Interest is registered on was dropped, invalidating
# the Interest.
}
}
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.
lock @0 () -> ( lock: Claim );
}
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
}
union {
error @0 :Error;
success @1 :Claim;
}
}
interface Claim extends(Access) {
# 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.
update @0 Node;
# Update the State of the claimed resource with the given one
}
struct Resource {
name @0 :Text;
description @1 :Text;
typeid @2 :Text;
notify @3 :Notify;
interest @4 :Interest;
claimable @5 :Claimable;
lockable @6 :Lockable;
}

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@ -9,12 +9,8 @@ $CSharp.namespace("FabAccessAPI.Schema");
using General = import "general.capnp";
using Machine = import "machine.capnp".Machine;
interface MachineSystem
interface Ressources
{
info @0 () -> ( info : Info );
interface Info $CSharp.name("InfoInterface") {
getMachineList @0 () -> ( machine_list :List(Machine) );
getMachine @1 ( name :Text ) -> ( machine :Machine, dummy :UInt8 = 0 );
}
listAll @0 () -> ( machine_list :List(Machine) );
get @1 ( name :Text ) -> Machine;
}

24
users.capnp Normal file
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@ -0,0 +1,24 @@
@0x9a05e95f65f2edda;
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";
using User = import "user.capnp".User;
interface Users
{
whoami @0 () -> User;
manage @1 () -> ( manage :Manage );
interface Manage $CSharp.name("ManageInterface") {
list @0 () -> ( users :List(User) );
addUser @1 ( username: Text, password: Text ) -> User;
removeUser @2 User;
}
}

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@ -1,26 +0,0 @@
@0x9a05e95f65f2edda;
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";
using User = import "user.capnp".User;
interface UserSystem
{
info @0 () -> ( info : Info );
interface Info $CSharp.name("InfoInterface") {
getUserSelf @0 ( ) -> ( user :User, dummy :UInt8 = 0 );
}
manage @1 () -> ( manage : Manage );
interface Manage $CSharp.name("ManageInterface") {
getUserList @0 () -> ( user_list :List(User) );
addUser @1 (username :Text, password: Text) -> ( user :User );
removeUser @2 (user :User, dummy :UInt8 = 0);
}
}