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//! libbpf-cargo helps you develop and build eBPF (BPF) programs with standard rust tooling.
//!
//! libbpf-cargo supports two interfaces:
//! * [`SkeletonBuilder`] API, for use with [build scripts](https://doc.rust-lang.org/cargo/reference/build-scripts.html)
//! * `cargo-libbpf` cargo subcommand, for use with `cargo`
//!
//! The **build script interface is recommended** over the cargo subcommand interface because:
//! * once set up, you cannot forget to update the generated skeletons if your source changes
//! * build scripts are standard practice for projects that include codegen
//! * newcomers to your project can `cargo build` and it will "just work"
//!
//! The following sections in this document describe the `cargo-libbpf` plugin. See the API
//! reference for documentation on the build script interface.
//!
//! # Configuration
//!
//! cargo-libbpf consumes the following Cargo.toml configuration options:
//!
//! ```text
//! [package.metadata.libbpf]
//! prog_dir = "src/other_bpf_dir" # default: <manifest_directory>/src/bpf
//! target_dir = "other_target_dir" # default: <target_dir>/bpf
//! ```
//!
//! * `prog_dir`: path relative to package Cargo.toml to search for bpf progs
//! * `target_dir`: path relative to workspace target directory to place compiled bpf progs
//!
//! # Subcommands
//!
//! ## build
//!
//! `cargo libbpf build` compiles `<NAME>.bpf.c` C files into corresponding `<NAME>.bpf.o` ELF
//! object files. Each object file may contain one or more BPF programs, maps, and associated
//! metadata. The object file may then be handed over to `libbpf-rs` for loading and interaction.
//!
//! cargo-libbpf-build enforces a few conventions:
//!
//! * source file names must be in the `<NAME>.bpf.c` format
//! * object file names will be generated in `<NAME>.bpf.o` format
//! * there may not be any two identical `<NAME>.bpf.c` file names in any two projects in a
//! cargo workspace
//!
//! ## gen
//!
//! `cargo libbpf gen` generates a skeleton module for each BPF object file in the project. Each
//! `<NAME>.bpf.o` object file will have its own module. One `mod.rs` file is also generated. All
//! output files are placed into `package.metadata.libbpf.prog_dir`.
//!
//! Be careful to run cargo-libbpf-build before running cargo-libbpf-gen. cargo-libbpf-gen reads
//! object files from `package.metadata.libbpf.target_dir`.
//!
//! ## make
//!
//! `cargo libbpf make` sequentially runs cargo-libbpf-build, cargo-libbpf-gen, and `cargo
//! build`. This is a convenience command so you don't forget any steps. Alternatively, you could
//! write a Makefile for your project.
#![allow(clippy::let_unit_value)]
#![warn(
elided_lifetimes_in_paths,
single_use_lifetimes,
clippy::absolute_paths,
clippy::wildcard_imports
)]
#![deny(unsafe_op_in_unsafe_fn)]
use std::ffi::OsStr;
use std::ffi::OsString;
use std::path::Path;
use std::path::PathBuf;
use anyhow::anyhow;
use anyhow::Context as _;
use anyhow::Result;
use tempfile::tempdir;
use tempfile::TempDir;
// libbpf-cargo binary is the primary consumer of the following modules. As such,
// we do not use all the symbols. Silence any unused code warnings.
#[allow(dead_code)]
mod build;
#[allow(dead_code)]
mod gen;
#[allow(dead_code)]
mod make;
#[allow(dead_code)]
mod metadata;
#[cfg(test)]
mod test;
/// `SkeletonBuilder` builds and generates a single skeleton.
///
/// This interface is meant to be used in build scripts.
///
/// # Examples
///
/// ```no_run
/// use libbpf_cargo::SkeletonBuilder;
///
/// SkeletonBuilder::new()
/// .source("myobject.bpf.c")
/// .debug(true)
/// .clang("/opt/clang/clang")
/// .build_and_generate("/output/path")
/// .unwrap();
/// ```
pub struct SkeletonBuilder {
debug: bool,
source: Option<PathBuf>,
obj: Option<PathBuf>,
clang: Option<PathBuf>,
clang_args: Vec<OsString>,
skip_clang_version_check: bool,
rustfmt: PathBuf,
dir: Option<TempDir>,
}
impl Default for SkeletonBuilder {
fn default() -> Self {
Self::new()
}
}
impl SkeletonBuilder {
pub fn new() -> Self {
SkeletonBuilder {
debug: false,
source: None,
obj: None,
clang: None,
clang_args: Vec::new(),
skip_clang_version_check: false,
rustfmt: "rustfmt".into(),
dir: None,
}
}
/// Point the [`SkeletonBuilder`] to a source file for compilation
///
/// Default is None
pub fn source<P: AsRef<Path>>(&mut self, source: P) -> &mut SkeletonBuilder {
self.source = Some(source.as_ref().to_path_buf());
self
}
/// Point the [`SkeletonBuilder`] to an object file for generation
///
/// Default is None
pub fn obj<P: AsRef<Path>>(&mut self, obj: P) -> &mut SkeletonBuilder {
self.obj = Some(obj.as_ref().to_path_buf());
self
}
/// Turn debug output on or off
///
/// Default is off
pub fn debug(&mut self, debug: bool) -> &mut SkeletonBuilder {
self.debug = debug;
self
}
/// Specify which `clang` binary to use
///
/// Default searches `$PATH` for `clang`
pub fn clang<P: AsRef<Path>>(&mut self, clang: P) -> &mut SkeletonBuilder {
self.clang = Some(clang.as_ref().to_path_buf());
self
}
/// Pass additional arguments to `clang` when building BPF object file
///
/// # Examples
///
/// ```no_run
/// use libbpf_cargo::SkeletonBuilder;
///
/// SkeletonBuilder::new()
/// .source("myobject.bpf.c")
/// .clang_args([
/// "-DMACRO=value",
/// "-I/some/include/dir",
/// ])
/// .build_and_generate("/output/path")
/// .unwrap();
/// ```
pub fn clang_args<A, S>(&mut self, args: A) -> &mut SkeletonBuilder
where
A: IntoIterator<Item = S>,
S: AsRef<OsStr>,
{
self.clang_args = args
.into_iter()
.map(|arg| arg.as_ref().to_os_string())
.collect();
self
}
/// Specify whether or not to skip clang version check
///
/// Default is `false`
pub fn skip_clang_version_check(&mut self, skip: bool) -> &mut SkeletonBuilder {
self.skip_clang_version_check = skip;
self
}
/// Specify which `rustfmt` binary to use
///
/// Default searches `$PATH` for `rustfmt`
pub fn rustfmt<P: AsRef<Path>>(&mut self, rustfmt: P) -> &mut SkeletonBuilder {
self.rustfmt = rustfmt.as_ref().to_path_buf();
self
}
/// Build BPF programs and generate the skeleton at path `output`
pub fn build_and_generate<P: AsRef<Path>>(&mut self, output: P) -> Result<()> {
self.build()?;
self.generate(output)?;
Ok(())
}
// Build BPF programs without generating a skeleton.
//
// [`SkeletonBuilder::source`] must be set for this to succeed.
pub fn build(&mut self) -> Result<()> {
let source = self
.source
.as_ref()
.ok_or_else(|| anyhow!("No source file provided"))?;
let filename = source
.file_name()
.ok_or_else(|| anyhow!("Missing file name"))?
.to_str()
.ok_or_else(|| anyhow!("Invalid unicode in file name"))?;
if !filename.ends_with(".bpf.c") {
return Err(anyhow!(
"Source `{}` does not have .bpf.c suffix",
source.display()
));
}
if self.obj.is_none() {
let name = filename.split('.').next().unwrap();
let dir = tempdir().context("failed to create temporary directory")?;
let objfile = dir.path().join(format!("{name}.o"));
self.obj = Some(objfile);
// Hold onto tempdir so that it doesn't get deleted early
self.dir = Some(dir);
}
build::build_single(
self.debug,
source,
// Unwrap is safe here since we guarantee that obj.is_some() above
self.obj.as_ref().unwrap(),
self.clang.as_ref(),
self.skip_clang_version_check,
self.clang_args.clone(),
)
.with_context(|| format!("failed to build `{}`", source.display()))?;
Ok(())
}
// Generate a skeleton at path `output` without building BPF programs.
//
// [`SkeletonBuilder::obj`] must be set for this to succeed.
pub fn generate<P: AsRef<Path>>(&mut self, output: P) -> Result<()> {
let objfile = self.obj.as_ref().ok_or_else(|| anyhow!("No object file"))?;
gen::gen_single(
self.debug,
objfile,
gen::OutputDest::File(output.as_ref()),
Some(&self.rustfmt),
)
.with_context(|| format!("failed to generate `{}`", objfile.display()))?;
Ok(())
}
}