version 1 . embeddedType EntityRef.Cap . # --------------------------------------------------------------------------- # Protocol at *gatekeeper* entities # Assertion. Gatekeeper will attempt to resolve `step`, responding with a `Resolved` to # `observer`. Resolve = . Resolved = / Rejected . Step = < @stepType symbol [@detail any]> . # --------------------------------------------------------------------------- # Protocol at dataspaces *associated* with gatekeeper entities # Assertion. Gatekeeper will compute an appropriate PathStep from `description` pointing at # `target`, and will respond with a `Bound` to `observer` (if supplied). Bind = . Description = < @stepType symbol [@detail any]> . BindObserver = @present #!Bound / @absent #f . Bound = / Rejected . # --------------------------------------------------------------------------- # Protocol at client-side dataspaces, for resolution utilities # Assertion. In response to observation of this with appropriate captures/wildcards in `addr` # and `resolved`, respondent will follow `route.pathSteps` starting from one of the # `route.transports`, asserting `ResolvePath` with the final `Resolved` as well as the selected # transport `addr` and a `control` for it. ResolvePath = . TransportConnection = . ResolvedPathStep = . PathStep = < @stepType symbol [@detail any]> . # A `Route` describes a network path that can be followed to reach some target entity. # # It starts with a set of zero or more possible non-Syndicate `transports`. These could be # `transportAddress.Tcp` values or similar. They are just suggestions; it's quite possible the # endpoint is reachable by some means not listed. The network outside Syndicate is, after all, # pretty diverse! In particular, *zero* `transports` may be provided, in which case some # out-of-band means has to be used to make that first connection. # # The `transports` give instructions for contacting the first entity in the `Route` path. Often # this will be a `gatekeeper`, or a `noise` protocol endpoint, or both. Occasionally, it may # even be the desired target entity. Subsequent `pathSteps` describe how to proceed from the # initial entity to the target. # # (`transports` should by rights be a set, not a sequence, but that opens up a Can Of Worms # regarding dataspace patterns including literal sets that I can't deal with right now.) Route = . TransportControl = ForceDisconnect . ForceDisconnect = . # --------------------------------------------------------------------------- Rejected = .