Update claims from our discussion two days ago

This commit is contained in:
Nadja Reitzenstein 2021-11-26 03:18:33 +01:00
parent c10dc43f77
commit a13478a3f0
2 changed files with 99 additions and 99 deletions

View File

@ -46,72 +46,87 @@ struct Resource {
# in a free-form format. # in a free-form format.
# Similar to the human-meaningful name this description can be translated. # Similar to the human-meaningful name this description can be translated.
notifiable @4 :Notifiable; 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. # Readonly access to the state of a resource.
# A resource can have "state". State are values attached to a resource that describe a specific # 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 # 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". # 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; setNotify @1 ( callback :Callback ) -> ( notify :Notify );
# Writeable access to the state of a resource. # 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 # 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. # 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 # "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 # slot or failing if no more are available, and then using this claim to write to a resources
# state. # state.
interestable @6 :Interestable; 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 # 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 # 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. # 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 # "Interest" represents this. Specifically right now it tells BFFH that the client wants at
# least one `Claim` to remain. # 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.
} }
interface Notifiable { struct ClaimResponse {
enum Error {
# Error describing why a claim failed.
} exhausted @0;
# There are no more free Claim slots
interface Interestable { locked @1;
# The resource was locked
} precondition @2;
# Some precondition was not met
interface Claimable { dependencies @3;
# Having this capability set (i.e. not be a `nullptr`) means the user has at least writeable # Resource failed to secure dependencies
# access to a resource }
claim @0 () -> ClaimResponse; union {
# Assert a claim on a resource. failed :group {
error @0 :Error;
struct ClaimResponse { reason @1 :L10NString;
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;
} }
success @2 :Claim;
} }
} }
struct Map(Key, Value) { struct Map(Key, Value) {
# A serialized key-value map represented as a list of (k,v) tuples. # A serialized key-value map represented as a list of (k,v) tuples.
@ -123,7 +138,7 @@ struct Map(Key, Value) {
} }
} }
using State = Map(Oid, Value); using State = Map(OID, Value);
# Update state provided to a resource via a claim is represented as a Map of human-readable # 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, # 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. # Float64 or more complex types such as structs, lists, or enums.
@ -149,76 +164,54 @@ using State = Map(Oid, Value);
interface Notify { interface Notify {
# The Notify interface allows clients to be informed about state changes asyncronously. It is # If an user has a notify callback registered it can use this capability to remove it again
# 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. It also allows
# syncronous read access to a resource's output state.
# Notify are ephermal. If the connection to the server is lost all `Notify` from that client are
# unregistered.
readOutput @0 State; remove @0 ();
# TODO: There should probably be a more efficient approach for reading state than "read *all* # Remove any notify callbacks from this user for this resource.
# state".
setNotify @1 ( cb :Callback ); install @1 ( callback :Callback );
# Register a given callback to be called on every state update. If this client already has a # Install a notify callback, replacing any existing one. This method is useful when getting this
# callback registered for this resource the old callback is replaced. # interface implicitly via Interest or Claim.
}
delNotify @2 () -> :Bool; interface Callback {
# Unregister a registered callback # This callback interface needs to be implemented on the client
interface Callback { newState @0 State;
# This callback interface needs to be implemented on the client # 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.
newState @0 State; # TODO: There should probably be a more efficient approach here too, something along the
# A server will call newState() with the updated output state. However a server will only # lines of server-side filtering.
# 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) { interface Interest extends(Notify) {
# "Interest" right now it tells BFFH that the client wants at least one `Claim` to remain. # "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.
register @0 ( cb :Callback ) -> ( handle :Handle ); dropInterest @0 ();
# Register a callback that BFFH will use to send notifications back to the client asyncronously. # Remove this interest from a resource.
# 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 @1 (); lock @1 ();
# As an alternative to the `register`/`Callback` system you can also call `blocking` which will # Lock a resource, making all future state changes from any user but the current one fail until
# — as the name suggests — block until the last claim is being dropped. This will register an # the lock is released.
# ephermal Interest that can not survive a disconnect.
interface Callback { unlock @2 ();
drop @0 (); # Unlock the resource again, allowing other users to change state again.
# 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 Claim extends(Access) { interface Claim extends(Interest) {
# TODO: extend Persistance. Claims and Interests need to be able to survive a connection loss, # 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 # 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 # interface only provides one method, `save`, returning a `SturdyRef`. A SturdyRef is a generic
@ -234,6 +227,9 @@ interface Claim extends(Access) {
update @1 State -> UpdateResult; update @1 State -> UpdateResult;
# Update the State of the claimed resource with the given one # Update the State of the claimed resource with the given one
dropClaim @2 ();
# Drop this claim
struct UpdateResult { struct UpdateResult {
enum Error { enum Error {
# Reason why the update failed # Reason why the update failed
@ -249,12 +245,16 @@ interface Claim extends(Access) {
typeError @3; typeError @3;
# A field in the update has a known identifier but a bad type for that identifier # 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 { union {
failed :group { failed :group {
error @0 :Error; error @0 :Error;
field @1 :Text; field @1 :OID;
reason @2 :L10NString; reason @2 :L10NString;
} }
success @3 :Void; success @3 :Void;

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@ -53,7 +53,7 @@ struct UUID {
} }
struct OID { struct OID {
bytes @0 :Data bytes @0 :Data;
# The OID, encoded as a sequence of varints. In this encoding the lower 7 bits of each octet # The OID, encoded as a sequence of varints. In this encoding the lower 7 bits of each octet
# contain data bits while the MSB indicates if the *following* octet is still part of this edge. # contain data bits while the MSB indicates if the *following* octet is still part of this edge.
# It is the same encoding UTF-8 uses. To decode you simply collect octets until you find an # It is the same encoding UTF-8 uses. To decode you simply collect octets until you find an