ractor_cluster 0.15.12

Distributed cluster environment of Ractor actors
Documentation
// Copyright (c) Sean Lawlor
//
// This source code is licensed under both the MIT license found in the
// LICENSE-MIT file in the root directory of this source tree.

//! Authentication handshake messages for connecting `node()`s together.
//! The protocol messages defined here roughly follow the Erlang distributed systems guide
//! found at: https://www.erlang.org/doc/apps/erts/erl_dist_protocol.html#distribution-handshake

// NOTE: We make heavy use of oneof syntax here in order to deal with a rust-like enum
// type. You can see https://developers.google.com/protocol-buffers/docs/proto3#oneof for
// the syntax and guide

syntax = "proto3";

package auth;

// Placeholder to represent a node's flags
message NodeFlags {
    // The node version
    uint32 version = 1;
}

// A message containing the node's name
message NameMessage {
    // The node's full name
    // Format: `node_name@hostname`
    string name = 1;

    // The node's capability flags
    NodeFlags flags = 2;

    // This node's connection details
    string connection_string = 3;
}

// Server -> Client: `SendStatus` is the server replying with the handshake status to the client
message ServerStatus {
    // Status types
    enum Status {
        // The handshake will continue
        OK = 0;
        // The handshake will continue, but A is informed that B has another ongoing 
        // connection attempt that will be shut down (simultaneous connect where A's 
        // name is greater than B's name, compared literally).
        OK_SIMULTANEOUS = 1;
        // The handshake will not continue, as B already has an ongoing handshake, which 
        // it itself has initiated (simultaneous connect where B's name is greater than A's).
        NOT_OK = 2;
        // The connection is disallowed for some (unspecified) security reason.
        NOT_ALLOWED = 3;
        // A connection to the node is already active, which either means that node A is confused 
        // or that the TCP connection breakdown of a previous node with this name has not yet 
        // reached node B.
        ALIVE = 4;

        // Skipped NAMED = 5;
    }

    // The status
    Status status = 1;
}

// The client's status reply if the `ServerStatus` was ALIVE
//
// If status was alive, node A answers with another status message containing either true, 
// which means that the connection is to continue (the old connection from this node is 
// broken), or false, which means that the connection is to be closed (the connection 
// attempt was a mistake.
message ClientStatus {
    // The status
    bool status = 1;
}

// The server's initial challenge request
message Challenge {
    // The server's name
    string name = 1;
    // The node's capability flags
    NodeFlags flags = 2;
    // The challenge value
    uint32 challenge = 3;
    // The node's incoming connection string
    string connection_string = 4;
}

// The reply to the server's challenge.
message ChallengeReply {
    // The client's own challenge for the server to handle
    uint32 challenge = 1;
    // An MD5 digest that the client constructed from the server's
    // challenge value
    bytes digest = 2;
}

// The server's reply to the client about their own
// challenge
message ChallengeAck {
    // Another MD5 digest that the server constructed from the 
    // client's challenge value
    bytes digest = 1;
}

// A authentication message
message AuthenticationMessage {
    // The inner message type
    oneof msg {
        // Send the name
        NameMessage name = 1;
        // Send the status
        ServerStatus server_status = 2;
        // Send the client status
        ClientStatus client_status = 3;
        // Server's challenge to the client
        Challenge server_challenge = 4;
        // Client's reply to server's challenge and 
        // client's own challenge to the server
        ChallengeReply client_challenge = 5;
        // Server's reply to the client's challenge
        ChallengeAck server_ack = 6;
    }
}