// SPDX-License-Identifier: GPL-2.0-or-later /* Scripting foo * Copyright (C) 2020 NVIDIA Corporation * Quentin Young */ #ifndef __FRRSCRIPT_H__ #define __FRRSCRIPT_H__ #include #ifdef HAVE_SCRIPTING #include #include #include #include "frrlua.h" #include "bgpd/bgp_script.h" // for peer and attr encoders/decoders #ifdef __cplusplus extern "C" { #endif /* Forward declarations */ struct zebra_dplane_ctx; extern void lua_pushzebra_dplane_ctx(lua_State *L, const struct zebra_dplane_ctx *ctx); extern void lua_decode_zebra_dplane_ctx(lua_State *L, int idx, struct zebra_dplane_ctx *ctx); /* * Script name hash */ PREDECL_HASH(frrscript_names); struct frrscript_names_entry { /* Name of a Lua hook call */ char function_name[MAXPATHLEN]; /* Lua script in which to look for it */ char script_name[MAXPATHLEN]; struct frrscript_names_item item; }; extern struct frrscript_names_head frrscript_names_hash; int frrscript_names_hash_cmp(const struct frrscript_names_entry *snhe1, const struct frrscript_names_entry *snhe2); uint32_t frrscript_names_hash_key(const struct frrscript_names_entry *snhe); DECLARE_HASH(frrscript_names, struct frrscript_names_entry, item, frrscript_names_hash_cmp, frrscript_names_hash_key); int frrscript_names_add_function_name(const char *function_name); void frrscript_names_destroy(void); int frrscript_names_set_script_name(const char *function_name, const char *script_name); char *frrscript_names_get_script_name(const char *function_name); typedef void (*encoder_func)(lua_State *, const void *); typedef void *(*decoder_func)(lua_State *, int); struct frrscript_codec { const char *typename; encoder_func encoder; decoder_func decoder; }; struct lua_function_state { const char *name; lua_State *L; }; struct frrscript { /* Script name */ char *name; /* Hash of Lua function name to Lua function state */ struct hash *lua_function_hash; }; /* * Hash related functions for lua_function_hash */ void *lua_function_alloc(void *arg); unsigned int lua_function_hash_key(const void *data); bool lua_function_hash_cmp(const void *d1, const void *d2); struct frrscript_env { /* Value type */ const char *typename; /* Binding name */ const char *name; /* Value */ const void *val; }; /* * Create new struct frrscript for a Lua script. * This will hold the states for the Lua functions in this script. * * scriptname * Name of the Lua script file, without the .lua */ struct frrscript *frrscript_new(const char *scriptname); /* * Load a function into frrscript, run callback if any */ int frrscript_load(struct frrscript *fs, const char *function_name, int (*load_cb)(struct frrscript *)); /* * Delete Lua function states and frrscript */ void frrscript_delete(struct frrscript *fs); /* * Register a Lua codec for a type. * * tname * Name of type; e.g., "peer", "ospf_interface", etc. Chosen at will. * * codec(s) * Function pointer to codec struct. Encoder function should push a Lua * table representing the passed argument - which will have the C type * associated with the chosen 'tname' to the provided stack. The decoder * function should pop a value from the top of the stack and return a heap * chunk containing that value. Allocations should be made with MTYPE_TMP. * * If using the plural function variant, pass a NULL-terminated array. * */ void frrscript_register_type_codec(struct frrscript_codec *codec); void frrscript_register_type_codecs(struct frrscript_codec *codecs); /* * Initialize scripting subsystem. Call this before anything else. * * scriptdir * Directory in which to look for scripts */ void frrscript_init(const char *scriptdir); /* * On shutdown clean up memory associated with the scripting subsystem */ void frrscript_fini(void); /* * This macro is mapped to every (name, value) in frrscript_call, * so this in turn maps them onto their encoders */ #define ENCODE_ARGS(name, value) ENCODE_ARGS_WITH_STATE(lfs->L, (value)) /* * This macro is also mapped to every (name, value) in frrscript_call, but * not every value can be mapped to its decoder - only those that appear * in the returned table will. To find out if they appear in the returned * table, first pop the value and check if its nil. Only call the decoder * if non-nil. * * At the end, the only thing left on the stack should be the * returned table. */ #define DECODE_ARGS(name, value) \ do { \ lua_getfield(lfs->L, 1, (name)); \ if (lua_isnil(lfs->L, 2)) { \ lua_pop(lfs->L, 1); \ } else { \ DECODE_ARGS_WITH_STATE(lfs->L, (value)); \ } \ assert(lua_gettop(lfs->L) == 1); \ } while (0) /* * Noop function. Used below where we need a noop decoder for any type. */ void _lua_decode_noop(lua_State *, ...); /* * Maps the type of value to its encoder/decoder. * Add new mappings here. * * L * Lua state * scriptdir * Directory in which to look for scripts */ #define ENCODE_ARGS_WITH_STATE(L, value) \ _Generic((value), \ int : lua_pushinteger, \ int * : lua_pushintegerp, \ long long : lua_pushinteger, \ long long * : lua_pushlonglongp, \ struct prefix * : lua_pushprefix, \ struct interface * : lua_pushinterface, \ struct in_addr * : lua_pushinaddr, \ struct in6_addr * : lua_pushin6addr, \ union sockunion * : lua_pushsockunion, \ char * : lua_pushstring_wrapper, \ struct attr * : lua_pushattr, \ struct peer * : lua_pushpeer, \ const struct prefix * : lua_pushprefix, \ const struct ipaddr * : lua_pushipaddr, \ const struct ethaddr * : lua_pushethaddr, \ const struct nexthop_group * : lua_pushnexthop_group, \ const struct nexthop * : lua_pushnexthop, \ struct zebra_dplane_ctx * : lua_pushzebra_dplane_ctx \ )((L), (value)) #define DECODE_ARGS_WITH_STATE(L, value) \ _Generic((value), \ int * : lua_decode_integerp, \ long long * : lua_decode_longlongp, \ struct prefix * : lua_decode_prefix, \ struct interface * : lua_decode_interface, \ struct in_addr * : lua_decode_inaddr, \ struct in6_addr * : lua_decode_in6addr, \ union sockunion * : lua_decode_sockunion, \ char * : lua_decode_stringp, \ struct attr * : lua_decode_attr, \ default : _lua_decode_noop \ )((L), -1, (value)) /* * Call Lua function state (abstraction for a single Lua function) * * lfs * The Lua function to call; this should have been loaded in by * frrscript_load(). nargs Number of arguments the function accepts * * Returns: * 0 if the script ran successfully, nonzero otherwise. */ int _frrscript_call_lua(struct lua_function_state *lfs, int nargs); /* * Wrapper for calling Lua function state. * * The Lua function name (f) to run should have already been checked by * frrscript_load. So this wrapper will: * 1) Find the Lua function state, which contains the Lua state * 2) Clear the Lua state (there may be leftovers items from previous call) * 3) Push the Lua function (f) * 4) Map frrscript_call arguments onto their encoder and decoders, push those * 5) Call _frrscript_call_lua (Lua execution takes place) * 6) Write back to frrscript_call arguments using their decoders * * This wrapper can be called multiple times (after one frrscript_load). * * fs * The struct frrscript in which the Lua fuction was loaded into * f * Name of the Lua function. * * Returns: * 0 if the script ran successfully, nonzero otherwise. */ #define frrscript_call(fs, f, ...) \ ({ \ struct lua_function_state lookup = {.name = (f)}; \ struct lua_function_state *lfs; \ lfs = hash_lookup((fs)->lua_function_hash, &lookup); \ lfs == NULL ? ({ \ zlog_err( \ "frrscript: '%s.lua': '%s': tried to call this function but it was not loaded", \ (fs)->name, (f)); \ 1; \ }) \ : ({ \ lua_settop(lfs->L, 0); \ lua_getglobal(lfs->L, f); \ MAP_LISTS(ENCODE_ARGS, ##__VA_ARGS__); \ _frrscript_call_lua( \ lfs, PP_NARG(__VA_ARGS__)); \ }) != 0 \ ? ({ \ zlog_err( \ "frrscript: '%s.lua': '%s': this function called but returned non-zero exit code. No variables modified.", \ (fs)->name, (f)); \ 1; \ }) \ : ({ \ MAP_LISTS(DECODE_ARGS, \ ##__VA_ARGS__); \ 0; \ }); \ }) /* * Get result from finished function * * fs * The script. This script must have been run already. * function_name * Name of the Lua function. * name * Name of the result. * This will be used as a string key to retrieve from the table that the * Lua function returns. * The name here should *not* appear in frrscript_call. * lua_to * Function pointer to a lua_to decoder function. * This function should allocate and decode a value from the Lua state. * * Returns: * A pointer to the decoded value from the Lua state, or NULL if no such * value. */ void *frrscript_get_result(struct frrscript *fs, const char *function_name, const char *name, void *(*lua_to)(lua_State *L, int idx)); #ifdef __cplusplus } #endif /* __cplusplus */ #endif /* HAVE_SCRIPTING */ #endif /* __FRRSCRIPT_H__ */