libbpf_cargo/
lib.rs

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
//! 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(())
    }
}