fabaccess-bffh/src/access.rs
2020-09-10 11:53:47 +02:00

145 lines
5.2 KiB
Rust

//! Access control logic
//!
use std::collections::HashSet;
use flexbuffers;
use serde::{Serialize, Deserialize};
use slog::Logger;
use lmdb::{Transaction, RoTransaction, RwTransaction};
use crate::config::Config;
use crate::error::Result;
type UserIdentifier = u64;
type RoleIdentifier = u64;
type PermIdentifier = u64;
pub struct PermissionsProvider {
log: Logger,
roledb: lmdb::Database,
permdb: lmdb::Database,
userdb: lmdb::Database,
}
impl PermissionsProvider {
pub fn new(log: Logger, roledb: lmdb::Database, permdb: lmdb::Database, userdb: lmdb::Database) -> Self {
Self { log, roledb, permdb, userdb }
}
/// Check if a given user has the given permission
#[allow(unused)]
pub fn check<T: Transaction>(&self, txn: &T, userID: UserIdentifier, permID: PermIdentifier) -> Result<bool> {
if let Some(user) = self.get_user(txn, userID)? {
// Tally all roles. Makes dependent roles easier
let mut roles = HashSet::new();
for roleID in user.roles {
self.tally_role(txn, &mut roles, roleID)?;
}
// Iter all unique role->permissions we've found and early return on match.
// TODO: Change this for negative permissions?
for role in roles.iter() {
for perm in role.permissions.iter() {
if permID == *perm {
return Ok(true);
}
}
}
}
return Ok(false);
}
fn tally_role<T: Transaction>(&self, txn: &T, roles: &mut HashSet<Role>, roleID: RoleIdentifier) -> Result<()> {
if let Some(role) = self.get_role(txn, roleID)? {
// Only check and tally parents of a role at the role itself if it's the first time we
// see it
if !roles.contains(&role) {
for parent in role.parents.iter() {
self.tally_role(txn, roles, *parent)?;
}
roles.insert(role);
}
}
Ok(())
}
fn get_role<'txn, T: Transaction>(&self, txn: &'txn T, roleID: RoleIdentifier) -> Result<Option<Role>> {
match txn.get(self.roledb, &roleID.to_ne_bytes()) {
Ok(bytes) => {
Ok(Some(flexbuffers::from_slice(bytes)?))
},
Err(lmdb::Error::NotFound) => { Ok(None) },
Err(e) => { Err(e.into()) }
}
}
fn get_user<T: Transaction>(&self, txn: &T, userID: UserIdentifier) -> Result<Option<User>> {
match txn.get(self.userdb, &userID.to_ne_bytes()) {
Ok(bytes) => {
Ok(Some(flexbuffers::from_slice(bytes)?))
},
Err(lmdb::Error::NotFound) => { Ok(None) },
Err(e) => { Err(e.into()) }
}
}
}
/// This line documents init
pub fn init(log: Logger, config: &Config, env: &lmdb::Environment) -> std::result::Result<PermissionsProvider, crate::error::Error> {
let mut flags = lmdb::DatabaseFlags::empty();
flags.set(lmdb::DatabaseFlags::INTEGER_KEY, true);
let roledb = env.create_db(Some("role"), flags)?;
let permdb = env.create_db(Some("perm"), flags)?;
let userdb = env.create_db(Some("user"), flags)?;
return Ok(PermissionsProvider::new(log, roledb, permdb, userdb));
}
/// A Person, from the Authorization perspective
#[derive(Debug, Clone, PartialEq, Eq, Hash, Serialize, Deserialize)]
struct User {
name: String,
/// A Person has N ≥ 0 roles.
/// Persons are only ever given roles, not permissions directly
roles: Vec<RoleIdentifier>
}
/// A "Role" from the Authorization perspective
///
/// You can think of a role as a bundle of permissions relating to other roles. In most cases a
/// role represents a real-world education or apprenticeship, which gives a person the education
/// necessary to use a machine safely.
/// Roles are assigned permissions which in most cases evaluate to granting a person the right to
/// use certain (potentially) dangerous machines.
/// Using this indirection makes administration easier in certain ways; instead of maintaining
/// permissions on users directly the user is given a role after having been educated on the safety
/// of a machine; if later on a similar enough machine is put to use the administrator can just add
/// the permission for that machine to an already existing role instead of manually having to
/// assign to all users.
#[derive(Debug, Clone, PartialEq, Eq, Hash, Serialize, Deserialize)]
struct Role {
name: String,
/// A Role can have parents, inheriting all permissions
///
/// This makes situations where different levels of access are required easier: Each higher
/// level of access sets the lower levels of access as parent, inheriting their permission; if
/// you are allowed to manage a machine you are then also allowed to use it and so on
parents: Vec<RoleIdentifier>,
permissions: Vec<PermIdentifier>,
}
/// A Permission from the Authorization perspective
///
/// Permissions are rather simple flags. A person can have or not have a permission, dictated by
/// its roles and the permissions assigned to those roles.
#[derive(Debug, Clone, PartialEq, Eq, Hash, Serialize, Deserialize)]
struct Permission {
name: String,
}