api.fabaccess-api/resource.capnp
2024-03-27 19:43:37 +01:00

103 lines
3.6 KiB
Cap'n Proto

@0x8c2f829df1930cd5;
using CSharp = import "programming_language/csharp.capnp";
$CSharp.namespace("FabAccessAPI.Schema");
# TODO: removed SturdyRef to build API in C#
# using import "persistent.capnp".Persistent;
using import "notify.capnp".Notifiable;
using import "interest.capnp".Interestable;
using import "claim.capnp".Claimable;
using import "claim.capnp".Lockable;
using import "utils.capnp".OID;
using import "utils.capnp".L10NString;
using import "utils.capnp".Map;
using import "cache.capnp".Cache;
struct Resource {
# 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".
description @0 :Cache(Description);
# Return information about this resource. This information is usually
# static and thus put behind a Cache.
notify @1 :Notifiable;
# NULL if the user does not have permission to read this resource, or if this resource is not
# notifiable
interest @2 :Interestable;
# NULL if this resource is not interestable or the user does not have permission to set
# interests for this resource.
claim @3 :Claimable;
# NULL if the user does not have permission to write to this resource, or if this resource type
# does not support claiming.
lock @4 :Lockable;
# NULL if the user does not have permission to manage this resource, or if this resource type
# does not support claiming or locking.
}
struct Description {
identifier @0 :Text;
# The unique identifier for this resource
name @1 :L10NString;
# A human-facing name for this resource. A name should be short and recognizable, and is meant
# as the primary identifier for users to find a resource.
description @2 :L10NString;
# A human-facing description for this resource. Descriptions are longer-form text that give
# additional information about a resource beyond a name. They are meant to provide either
# further identifying information or important information that users should be actively shown
# when selecting this resource.
types @3 :List(OID);
# The 'type' of Resource. Each OID in the list specifies certain behaviours that this Resource
# follows.
category @4 :Category;
# A category this resource belongs to. If a resource was not assigned a category this is empty,
# see the definition of [`Category`](struct::Category) for details.
metadata @5 :Map(Text, Metadata);
# Metadata associated with this resource. This can be things like links to wikis or similar.
# Common keys are pre-defined as constants in this file.
}
struct Metadata {
# Metadata associated with a specific resource description.
union {
inline :group {
mediaType @0 :Text; # Media type of the value sent (as per https://www.iana.org/assignments/media-types/media-types.xhtml )
value @1 :Data; # The value as BLOB
}
remoteInline @2 :Text;
# URL pointing to the value. A client should fetch it and show it inline
remoteUrl @3 :Text;
# An URL that *is* the value. A client should display this as a clickable link.
}
}
struct Category {
# A category this resource belongs to.
id @0 :Data;
# An unique ID for this category. If a resource was not assigned a category this is NULL.
name @1 :L10NString;
# A human-facing name for this category.
}
const metadataWiki :Text = "wiki";
# An URI to further detailed information about this resource, e.g. in a wiki. This SHOULD be an
# https URL.