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https://gitlab.com/fabinfra/fabaccess/fabaccess-api.git
synced 2025-03-12 23:01:47 +01:00
Clean up structure a bit
This commit is contained in:
parent
f713df2221
commit
c10dc43f77
218
resource.capnp
218
resource.capnp
@ -9,6 +9,7 @@ using Value = import "/capnp/schema.capnp".Value;
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using User = import "user.capnp".User;
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using User = import "user.capnp".User;
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using L10NString = import "utils.capnp".L10NString;
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using L10NString = import "utils.capnp".L10NString;
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using UUID = import "utils.capnp".UUID;
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using UUID = import "utils.capnp".UUID;
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using OID = import "utils.capnp".OID;
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struct Resource {
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struct Resource {
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# BFFH's smallest unit of a physical or abstract "thing".
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# BFFH's smallest unit of a physical or abstract "thing".
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@ -45,7 +46,7 @@ struct Resource {
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# in a free-form format.
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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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# Similar to the human-meaningful name this description can be translated.
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notify @4 :Notify;
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notifiable @4 :Notifiable;
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# Readonly access to the state of a resource.
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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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# 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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# state that users or administrators want this resource to be in. Usually this state consists of
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@ -68,121 +69,17 @@ struct Resource {
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# least one `Claim` to remain.
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# least one `Claim` to remain.
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}
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}
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struct Map(Key, Value) {
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interface Notifiable {
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# A serialized key-value map represented as a list of (k,v) tuples.
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entries @0 :List(Entry);
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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 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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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. 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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unregister @1 ();
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# Unregister this callback
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interface Callback {
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# This callback interface needs to be implemented on the 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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}
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}
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}
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interface Interestable {
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interface Interestable {
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# "Interest" right now it tells BFFH that the client wants at least one `Claim` to remain.
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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 @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 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 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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}
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interface Claimable {
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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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# 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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# access to a resource
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claim @0 () -> ClaimResponse;
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claim @0 () -> ClaimResponse;
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# Assert a claim on a resource.
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# Assert a claim on a resource.
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@ -214,6 +111,113 @@ interface Claimable {
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}
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}
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}
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}
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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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entries @0 :List(Entry);
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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(Oid, 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 Notify {
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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. It also allows
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# syncronous read access to a resource's output state.
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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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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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setNotify @1 ( 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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delNotify @2 () -> :Bool;
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# Unregister a registered callback
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interface Callback {
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# This callback interface needs to be implemented on the 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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}
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}
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interface Interest extends(Notify) {
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# "Interest" right now it tells BFFH that the client wants at least one `Claim` to remain.
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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 @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 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 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 Claim extends(Access) {
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interface Claim extends(Access) {
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# TODO: extend Persistance. Claims and Interests need to be able to survive a connection loss,
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# TODO: extend Persistance. Claims and Interests need to be able to survive a connection loss,
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# which is exactly what `SturdyRef`/Persistance are designed to provide. The Persistance
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# which is exactly what `SturdyRef`/Persistance are designed to provide. The Persistance
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13
utils.capnp
13
utils.capnp
@ -52,3 +52,16 @@ struct UUID {
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# upper 8 bytes of the uuid, containing the MSB.
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# upper 8 bytes of the uuid, containing the MSB.
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}
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}
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struct OID {
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bytes @0 :Data
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# The OID, encoded as a sequence of varints. In this encoding the lower 7 bits of each octet
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# contain data bits while the MSB indicates if the *following* octet is still part of this edge.
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# It is the same encoding UTF-8 uses. To decode you simply collect octets until you find an
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# octet <128 and then concat the data bits of all the octets you've accumulated, including the
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# current one. This gives you the value of one node. Continue until you've exhausted the
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# available data.
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# This is a rather efficient encoding since almost all edges of the OID tree are smaller than
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# 128 and thus encode into one byte.
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# X.208 does *not* limit the size of nodes! However, a reasonable size limit is 128 bit per
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# node, which is the size of the UUID nodes in the `2.25` subtree.
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}
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