is 5.3.
C objects may be passed into Lua and Lua objects may be retrieved by C code via
-a marshalling system. In this way, arbitrary data from FRR may be passed to
-scripts. It is possible to pass C functions as well.
+a encoding/decoding system. In this way, arbitrary data from FRR may be passed to
+scripts.
The Lua environment is isolated from the C environment; user scripts cannot
access FRR's address space unless explicitly allowed by FRR.
with which a given script can be shared
General
-^^^^^^^
-
-FRR's concept of a script is somewhat abstracted away from the fact that it is
-Lua underneath. A script in has two things:
-
-- name
-- state
+-------
-In code:
+FRR's scripting functionality is provided in the form of Lua functions in Lua
+scripts (``.lua`` files). One Lua script may contain many Lua functions. These
+are respectively encapsulated in the following structures:
.. code-block:: c
struct frrscript {
- /* Script name */
- char *name;
+ /* Lua file name */
+ char *name;
- /* Lua state */
- struct lua_State *L;
+ /* hash of lua_function_states */
+ struct hash *lua_function_hash;
};
+ struct lua_function_state {
+ /* Lua function name */
+ char *name;
-``name`` is simply a string. Everything else is in ``state``, which is itself a
-Lua library object (``lua_State``). This is an opaque struct that is
-manipulated using ``lua_*`` functions. The basic ones are imported from
-``lua.h`` and the rest are implemented within FRR to fill our use cases. The
-thing to remember is that all operations beyond the initial loading the script
-take place on this opaque state object.
+ lua_State *L;
+ };
-There are four basic actions that can be done on a script:
-- load
-- execute
-- query state
-- unload
+`struct frrscript`: Since all Lua functions are contained within scripts, the
+following APIs manipulates this structure. ``name`` contains the
+Lua script name and a hash of Lua functions to their function names.
-They are typically done in this order.
+`struct lua_function_state` is an internal structure, but it essentially contains
+the name of the Lua function and its state (a stack), which is run using Lua
+library functions.
+In general, to run a Lua function, these steps must take place:
-Loading
-^^^^^^^
+- Initialization
+- Load
+- Call
+- Delete
-A snippet of Lua code is referred to as a "chunk". These are simply text. FRR
-presently assumes chunks are located in individual files specific to one task.
-These files are stored in the scripts directory and must end in ``.lua``.
+Initialization
+^^^^^^^^^^^^^^
-A script object is created by loading a script. This is done with
-``frrscript_load()``. This function takes the name of the script and an
-optional callback function. The string ".lua" is appended to the script name,
-and the resultant filename is looked for in the scripts directory.
+The ``frrscript`` object encapsulates the Lua function state(s) from
+one Lua script file. To create, use ``frrscript_new()`` which takes the
+name of the Lua script.
+The string ".lua" is appended to the script name, and the resultant filename
+will be used to look for the script when we want to load a Lua function from it.
-For example, to load ``/etc/frr/scripts/bingus.lua``:
+For example, to create ``frrscript`` for ``/etc/frr/scripts/bingus.lua``:
.. code-block:: c
- struct frrscript *fs = frrscript_load("bingus", NULL);
+ struct frrscript *fs = frrscript_new("bingus");
-During loading the script is validated for syntax and its initial environment
-is setup. By default this does not include the Lua standard library; there are
+
+The script is *not* read at this stage.
+This function cannot be used to test for a script's presence.
+
+Load
+^^^^
+
+The function to be called must first be loaded. Use ``frrscript_load()``
+which takes a ``frrscript`` object, the name of the Lua function
+and a callback function.
+
+For example, to load the Lua function ``on_foo``
+in ``/etc/frr/scripts/bingus.lua``:
+
+.. code-block:: c
+
+ int ret = frrscript_load(fs, "on_foo", NULL);
+
+
+This function returns 0 if and only if the Lua function was successfully loaded.
+A non-zero return could indicate either a missing Lua script, a missing
+Lua function, or an error when loading the function.
+
+During loading the script is validated for syntax and its environment
+is set up. By default this does not include the Lua standard library; there are
security issues to consider, though for practical purposes untrusted users
-should not be able to write the scripts directory anyway. If desired the Lua
-standard library may be added to the script environment using
-``luaL_openlibs(fs->L)`` after loading the script. Further information on
-setting up the script environment is in the Lua manual.
+should not be able to write the scripts directory anyway.
+
+Call
+^^^^
+After loading, Lua functions may be called.
-Executing
-^^^^^^^^^
+Input
+"""""
-After loading, scripts may be executed. A script may take input in the form of
-variable bindings set in its environment prior to being run, and may provide
-results by setting the value of variables. Arbitrary C values may be
-transferred into the script environment, including functions.
+Inputs to the Lua script should be given by providing a list of parenthesized
+pairs,
+where the first and second field identify the name of the variable and the
+value it is bound to, respectively.
+The types of the values must have registered encoders (more below); the compiler
+will warn you otherwise.
-A typical execution call looks something like this:
+These variables are first encoded in-order, then provided as arguments
+to the Lua function. In the example, note that ``c`` is passed in as a value
+while ``a`` and ``b`` are passed in as pointers.
.. code-block:: c
- struct frrscript *fs = frrscript_load(...);
+ int a = 100, b = 200, c = 300;
+ frrscript_call(fs, "on_foo", ("a", &a), ("b", &b), ("c", c));
- int status_ok = 0, status_fail = 1;
- struct prefix p = ...;
- int result = frrscript_call(fs,
- ("STATUS_FAIL", &status_fail),
- ("STATUS_OK", &status_ok),
- ("prefix", &p));
+.. code-block:: lua
+ function on_foo(a, b, c)
+ -- a is 100, b is 200, c is 300
+ ...
-To execute a loaded script, we need to define the inputs. These inputs are
-passed in by binding values to variable names that will be accessible within the
-Lua environment. Basically, all communication with the script takes place via
-global variables within the script, and to provide inputs we predefine globals
-before the script runs. This is done by passing ``frrscript_call()`` a list of
-parenthesized pairs, where the first and second fields identify, respectively,
-the name of the global variable within the script environment and the value it
-is bound to.
-The script is then executed and returns a general status code. In the success
-case this will be 0, otherwise it will be nonzero. The script itself does not
-determine this code, it is provided by the Lua interpreter.
+Output
+""""""
+.. code-block:: c
-Querying State
-^^^^^^^^^^^^^^
+ int a = 100, b = 200, c = 300;
+ frrscript_call(fs, "on_foo", ("a", &a), ("b", &b), ("c", c));
+ // a is 500, b is 200, c is 300
+
+ int* d = frrscript_get_result(fs, "on_foo", "d", lua_tointegerp);
+ // d is 800
+
+
+.. code-block:: lua
+
+ function on_foo(a, b, c)
+ b = 600
+ return { ["a"] = 500, ["c"] = 700, ["d"] = 800 }
+ end
+
+
+**Lua functions being called must return a single table of string names to
+values.**
+(Lua functions should return an empty table if there is no output.)
+The keys of the table are mapped back to names of variables in C. Note that
+the values in the table can also be tables. Since tables are Lua's primary
+data structure, this design lets us return any Lua value.
+
+After the Lua function returns, the names of variables to ``frrscript_call()``
+are matched against keys of the returned table, and then decoded. The types
+being decoded must have registered decoders (more below); the compiler will
+warn you otherwise.
+
+In the example, since ``a`` was in the returned table and ``b`` was not,
+``a`` was decoded and its value modified, while ``b`` was not decoded.
+``c`` was decoded as well, but its decoder is a noop.
+What modifications happen given a variable depends whether its name was
+in the returned table and the decoder's implementation.
+
+.. warning::
+ Always keep in mind that non const-qualified pointers in
+ ``frrscript_call()`` may be modified - this may be a source of bugs.
+ On the other hand, const-qualified pointers and other values cannot
+ be modified.
+
+
+.. tip::
+ You can make a copy of a data structure and pass that in instead,
+ so that modifications only happen to that copy.
+
+``frrscript_call()`` returns 0 if and only if the Lua function was successfully
+called. A non-zero return could indicate either a missing Lua script, a missing
+Lua function, or an error from the Lua interpreter.
-.. todo::
+In the above example, ``d`` was not an input to ``frrscript_call()``, so its
+value must be explicitly retrieved with ``frrscript_get_result``.
- This section will be updated once ``frrscript_get_result`` has been
- updated to work with the new ``frrscript_call`` and the rest of the new API.
+``frrscript_get_result()`` takes a
+decoder and string name which is used as a key to search the returned table.
+Returns the pointer to the decoded value, or NULL if it was not found.
+In the example, ``d`` is a "new" value in C space,
+so memory allocation might take place. Hence the caller is
+responsible for memory deallocation.
-Unloading
-^^^^^^^^^
+Delete
+^^^^^^
-To destroy a script and its associated state:
+To delete a script and the all Lua states associated with it:
.. code-block:: c
- frrscript_unload(fs);
+ frrscript_delete(fs);
+
+
+A complete example
+""""""""""""""""""
+
+So, a typical exection call, with error checking, looks something like this:
+
+.. code-block:: c
+
+ struct frrscript *fs = frrscript_new("my_script"); // name *without* .lua
+
+ int ret = frrscript_load(fs, "on_foo", NULL);
+ if (ret != 0)
+ goto DONE; // Lua script or function might have not been found
+
+ int a = 100, b = 200, c = 300;
+ ret = frrscript_call(fs, "on_foo", ("a", &a), ("b", &b), ("c", c));
+ if (ret != 0)
+ goto DONE; // Lua function might have not successfully run
+
+ // a and b might be modified
+ assert(a == 500);
+ assert(b == 200);
+
+ // c could not have been modified
+ assert(c == 300);
+
+ // d is new
+ int* d = frrscript_get_result(fs, "on_foo", "d", lua_tointegerp);
+ if (!d)
+ goto DONE; // "d" might not have been in returned table
-.. _marshalling:
+ assert(*d == 800);
+ XFREE(MTYPE_TMP, d); // caller responsible for free
-Marshalling
-^^^^^^^^^^^
+ DONE:
+ frrscript_delete(fs);
+
+
+.. code-block:: lua
+
+ function on_foo(a, b, c)
+ b = 600
+ return { a = 500, c = 700, d = 800 }
+ end
+
+
+Note that ``{ a = ...`` is same as ``{ ["a"] = ...``; it is Lua shorthand to
+use the variable name as the key in a table.
+
+Encoding and Decoding
+^^^^^^^^^^^^^^^^^^^^^
Earlier sections glossed over the types of values that can be passed into
-``frrscript_call`` and how data is passed between C and Lua. Lua, as a dynamically
-typed, garbage collected language, cannot directly use C values without some
-kind of marshalling / unmarshalling system to translate types between the two
-runtimes.
+``frrscript_call()`` and how data is passed between C and Lua. Lua, as a
+dynamically typed, garbage collected language, cannot directly use C values
+without some kind of encoding / decoding system to
+translate types between the two runtimes.
Lua communicates with C code using a stack. C code wishing to provide data to
-Lua scripts must provide a function that marshalls the C data into a Lua
+Lua scripts must provide a function that encodes the C data into a Lua
representation and pushes it on the stack. C code wishing to retrieve data from
-Lua must provide a corresponding unmarshalling function that retrieves a Lua
-value from the stack and converts it to the corresponding C type. These
-functions are known as encoders and decoders in FRR.
+Lua must provide a corresponding decoder function that retrieves a Lua
+value from the stack and converts it to the corresponding C type.
+
+Encoders and decoders are provided for common data types.
+Developers wishing to pass their own data structures between C and Lua need to
+create encoders and decoders for that data type.
+
+We try to keep them named consistently.
+There are three kinds of encoders and decoders:
+
+1. lua_push*: encodes a value onto the Lua stack.
+ Required for ``frrscript_call``.
+
+2. lua_decode*: decodes a value from the Lua stack.
+ Required for ``frrscript_call``.
+ Only non const-qualified pointers may be actually decoded (more below).
-An encoder is a function that takes a ``lua_State *`` and a C type and pushes
-onto the Lua stack a value representing the C type. For C structs, the usual
-case, this will typically be a Lua table (tables are the only datastructure Lua
-has). For example, here is the encoder function for ``struct prefix``:
+3. lua_to*: allocates memory and decodes a value from the Lua stack.
+ Required for ``frrscript_get_result``.
+This design allows us to combine typesafe *modification* of C values as well as
+*allocation* of new C values.
+
+In the following sections, we will use the encoders/decoders for ``struct prefix`` as an example.
+
+Encoding
+""""""""
+
+An encoder function takes a ``lua_State *``, a C type and pushes that value onto
+the Lua state (a stack).
+For C structs, the usual case,
+this will typically be encoded to a Lua table, then pushed onto the Lua stack.
+
+Here is the encoder function for ``struct prefix``:
.. code-block:: c
{
char buffer[PREFIX_STRLEN];
- zlog_debug("frrlua: pushing prefix table");
-
lua_newtable(L);
lua_pushstring(L, prefix2str(prefix, buffer, PREFIX_STRLEN));
lua_setfield(L, -2, "network");
lua_setfield(L, -2, "family");
}
-This function pushes a single value onto the Lua stack. It is a table whose
+This function pushes a single value, a table, onto the Lua stack, whose
equivalent in Lua is:
.. code-block:: c
{ ["network"] = "1.2.3.4/24", ["prefixlen"] = 24, ["family"] = 2 }
+Decoding
+""""""""
+
Decoders are a bit more involved. They do the reverse; a decoder function takes
a ``lua_State *``, pops a value off the Lua stack and converts it back into its
C type.
-However, since Lua programs have the ability to directly modify their inputs
-(i.e. values passed in via ``frrscript_call``), we need two separate decoder
-functions, called ``lua_decode_*`` and ``lua_to*``.
-A ``lua_decode_*`` function takes a ``lua_State*``, an index, and a C type, and
-unmarshalls a Lua value into that C type.
-Again, for ``struct prefix``:
+There are two: ``lua_decode*`` and ``lua_to*``. The former does no mememory
+allocation and is needed for ``frrscript_call``.
+The latter performs allocation and is optional.
+
+A ``lua_decode_*`` function takes a ``lua_State*``, an index, and a pointer
+to a C data structure, and directly modifies the structure with values from the
+Lua stack. Note that only non const-qualified pointers may be modified;
+``lua_decode_*`` for other types will be noops.
+
+Again, for ``struct prefix *``:
.. code-block:: c
{
lua_getfield(L, idx, "network");
(void)str2prefix(lua_tostring(L, -1), prefix);
+ /* pop the netork string */
lua_pop(L, 1);
- /* pop the table */
+ /* pop the prefix table */
lua_pop(L, 1);
}
+
+Note:
+ - Before ``lua_decode*`` is run, the "prefix" table is already on the top of
+ the stack. ``frrscript_call`` does this for us.
+ - However, at the end of ``lua_decode*``, the "prefix" table should be popped.
+ - The other two fields in the "network" table are disregarded, meaning that any
+ modification to them is discarded in C space. In this case, this is desired
+ behavior.
+
.. warning::
- ``lua_decode_prefix`` functions should leave the Lua stack completely empty
- when they return.
- For decoders that unmarshall fields from tables, remember to pop the table
- at the end.
+ ``lua_decode*`` functions should pop all values that ``lua_to*`` pushed onto
+ the Lua stack.
+ For encoders that pushed a table, its decoder should pop the table at the end.
+ The above is an example.
+
-A ``lua_to*`` function perform a similar role except that it first allocates
-memory for the new C type before decoding the value from the Lua stack, then
-returns a pointer to the newly allocated C type.
+``int`` is not a non const-qualified pointer, so for ``int``:
+
+.. code-block:: c
+
+ void lua_decode_int_noop(lua_State *L, int idx, int i)
+ { //noop
+ }
+
+
+A ``lua_to*`` function provides identical functionality except that it first
+allocates memory for the new C type before decoding the value from the Lua stack,
+then returns a pointer to the newly allocated C type. You only need to implement
+this function to use with ``frrscript_get_result`` to retrieve a result of
+this type.
+
This function can and should be implemented using ``lua_decode_*``:
.. code-block:: c
(destroy the state) without invalidating any references to values stored in it.
Note that it is the caller's responsibility to free the data.
-For consistency, we should always name functions of the first type
-``lua_decode_*``.
-Functions of the second type should be named ``lua_to*``, as this is the
-naming convention used by the Lua C library for the basic types e.g.
-``lua_tointeger`` and ``lua_tostring``.
-This two-function design allows the compiler to warn if a value passed into
-``frrscript_call`` does not have a encoder and decoder for that type.
-The ``lua_to*`` functions enable us to easily create decoders for nested
-structures.
+Registering encoders and decoders for frrscript_call
+""""""""""""""""""""""""""""""""""""""""""""""""""""
-To register a new type with its corresponding encoding and decoding functions,
+To register a new type with its ``lua_push*`` and ``lua_decode*`` functions,
add the mapping in the following macros in ``frrscript.h``:
.. code-block:: diff
.. note::
- Marshalled types are not restricted to simple values like integers, strings
- and tables. It is possible to marshall a type such that the resultant object
- in Lua is an actual object-oriented object, complete with methods that call
- back into defined C functions. See the Lua manual for how to do this; for a
- code example, look at how zlog is exported into the script environment.
+ Encodable/decodable types are not restricted to simple values like integers,
+ strings and tables.
+ It is possible to encode a type such that the resultant object in Lua
+ is an actual object-oriented object, complete with methods that call
+ back into defined C functions. See the Lua manual for how to do this;
+ for a code example, look at how zlog is exported into the script environment.
Script Environment
For a complete code example involving passing custom types, retrieving results,
and doing complex calculations in Lua, look at the implementation of the
``match script SCRIPT`` command for BGP routemaps. This example calls into a
-script with a route prefix and attributes received from a peer and expects the
-script to return a match / no match / match and update result.
+script with a function named ``route_match``,
+provides route prefix and attributes received from a peer and expects the
+function to return a match / no match / match and update result.
-An example script to use with this follows. This script matches, does not match
+An example script to use with this follows. This function matches, does not match
or updates a route depending on how many BGP UPDATE messages the peer has
received when the script is called, simply as a demonstration of what can be
accomplished with scripting.
-- Example route map matching
-- author: qlyoung
--
- -- The following variables are available to us:
+ -- The following variables are available in the global environment:
-- log
-- logging library, with the usual functions
- -- prefix
+ --
+ -- route_match arguments:
+ -- table prefix
-- the route under consideration
- -- attributes
+ -- table attributes
-- the route's attributes
- -- peer
+ -- table peer
-- the peer which received this route
- -- RM_FAILURE
+ -- integer RM_FAILURE
-- status code in case of failure
- -- RM_NOMATCH
+ -- integer RM_NOMATCH
-- status code for no match
- -- RM_MATCH
+ -- integer RM_MATCH
-- status code for match
- -- RM_MATCH_AND_CHANGE
+ -- integer RM_MATCH_AND_CHANGE
-- status code for match-and-set
--
- -- We need to set the following out values:
- -- action
- -- Set to the appropriate status code to indicate what we did
- -- attributes
- -- Setting fields on here will propagate them back up to the caller if
- -- 'action' is set to RM_MATCH_AND_CHANGE.
-
-
- log.info("Evaluating route " .. prefix.network .. " from peer " .. peer.remote_id.string)
-
- function on_match (prefix, attrs)
- log.info("Match")
- action = RM_MATCH
- end
-
- function on_nomatch (prefix, attrs)
- log.info("No match")
- action = RM_NOMATCH
- end
-
- function on_match_and_change (prefix, attrs)
- action = RM_MATCH_AND_CHANGE
- log.info("Match and change")
- attrs["metric"] = attrs["metric"] + 7
- end
-
- special_routes = {
- ["172.16.10.4/24"] = on_match,
- ["172.16.13.1/8"] = on_nomatch,
- ["192.168.0.24/8"] = on_match_and_change,
- }
+ -- route_match returns table with following keys:
+ -- integer action, required
+ -- resultant status code. Should be one of RM_*
+ -- table attributes, optional
+ -- updated route attributes
+ --
+
+ function route_match(prefix, attributes, peer,
+ RM_FAILURE, RM_NOMATCH, RM_MATCH, RM_MATCH_AND_CHANGE)
+
+ log.info("Evaluating route " .. prefix.network .. " from peer " .. peer.remote_id.string)
+ function on_match (prefix, attributes)
+ log.info("Match")
+ return {
+ attributes = RM_MATCH
+ }
+ end
- if special_routes[prefix.network] then
- special_routes[prefix.network](prefix, attributes)
- elseif peer.stats.update_in % 3 == 0 then
- on_match(prefix, attributes)
- elseif peer.stats.update_in % 2 == 0 then
- on_nomatch(prefix, attributes)
- else
- on_match_and_change(prefix, attributes)
- end
-
+ function on_nomatch (prefix, attributes)
+ log.info("No match")
+ return {
+ action = RM_NOMATCH
+ }
+ end
+
+ function on_match_and_change (prefix, attributes)
+ log.info("Match and change")
+ attributes["metric"] = attributes["metric"] + 7
+ return {
+ action = RM_MATCH_AND_CHANGE,
+ attributes = attributes
+ }
+ end
+
+ special_routes = {
+ ["172.16.10.4/24"] = on_match,
+ ["172.16.13.1/8"] = on_nomatch,
+ ["192.168.0.24/8"] = on_match_and_change,
+ }
+
+
+ if special_routes[prefix.network] then
+ return special_routes[prefix.network](prefix, attributes)
+ elseif peer.stats.update_in % 3 == 0 then
+ return on_match(prefix, attributes)
+ elseif peer.stats.update_in % 2 == 0 then
+ return on_nomatch(prefix, attributes)
+ else
+ return on_match_and_change(prefix, attributes)
+ end
+ end