Re: [PATCH bpf-next 11/15] bpftool: add skeleton codegen command

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On 12/16/19 7:53 PM, Andrii Nakryiko wrote:
On Mon, Dec 16, 2019 at 6:16 AM Daniel Borkmann <daniel@xxxxxxxxxxxxx> wrote:
On Mon, Dec 09, 2019 at 05:14:34PM -0800, Andrii Nakryiko wrote:
Add `bpftool gen skeleton` command, which takes in compiled BPF .o object file
and dumps a BPF skeleton struct and related code to work with that skeleton.
Skeleton itself is tailored to a specific structure of provided BPF object
file, containing accessors (just plain struct fields) for every map and
program, as well as dedicated space for bpf_links. If BPF program is using
global variables, corresponding structure definitions of compatible memory
layout are emitted as well, making it possible to initialize and subsequently
read/update global variables values using simple and clear C syntax for
accessing fields. This skeleton majorly improves usability of
opening/loading/attaching of BPF object, as well as interacting with it
throughout the lifetime of loaded BPF object.

Generated skeleton struct has the following structure:

struct <object-name> {
       /* used by libbpf's skeleton API */
       struct bpf_object_skeleton *skeleton;
       /* bpf_object for libbpf APIs */
       struct bpf_object *obj;
       struct {
               /* for every defined map in BPF object: */
               struct bpf_map *<map-name>;
       } maps;
       struct {
               /* for every program in BPF object: */
               struct bpf_program *<program-name>;
       } progs;
       struct {
               /* for every program in BPF object: */
               struct bpf_link *<program-name>;
       } links;
       /* for every present global data section: */
       struct <object-name>__<one of bss, data, or rodata> {
               /* memory layout of corresponding data section,
                * with every defined variable represented as a struct field
                * with exactly the same type, but without const/volatile
                * modifiers, e.g.:
                */
                int *my_var_1;
                ...
       } *<one of bss, data, or rodata>;
};

This provides great usability improvements:
- no need to look up maps and programs by name, instead just
   my_obj->maps.my_map or my_obj->progs.my_prog would give necessary
   bpf_map/bpf_program pointers, which user can pass to existing libbpf APIs;
- pre-defined places for bpf_links, which will be automatically populated for
   program types that libbpf knows how to attach automatically (currently
   tracepoints, kprobe/kretprobe, raw tracepoint and tracing programs). On
   tearing down skeleton, all active bpf_links will be destroyed (meaning BPF
   programs will be detached, if they are attached). For cases in which libbpf
   doesn't know how to auto-attach BPF program, user can manually create link
   after loading skeleton and they will be auto-detached on skeleton
   destruction:

       my_obj->links.my_fancy_prog = bpf_program__attach_cgroup_whatever(
               my_obj->progs.my_fancy_prog, <whatever extra param);

- it's extremely easy and convenient to work with global data from userspace
   now. Both for read-only and read/write variables, it's possible to
   pre-initialize them before skeleton is loaded:

       skel = my_obj__open(raw_embed_data);
       my_obj->rodata->my_var = 123;
       my_obj__load(skel); /* 123 will be initialization value for my_var */

   After load, if kernel supports mmap() for BPF arrays, user can still read
   (and write for .bss and .data) variables values, but at that point it will
   be directly mmap()-ed to BPF array, backing global variables. This allows to
   seamlessly exchange data with BPF side. From userspace program's POV, all
   the pointers and memory contents stay the same, but mapped kernel memory
   changes to point to created map.
   If kernel doesn't yet support mmap() for BPF arrays, it's still possible to
   use those data section structs to pre-initialize .bss, .data, and .rodata,
   but after load their pointers will be reset to NULL, allowing user code to
   gracefully handle this condition, if necessary.

Given a big surface area, skeleton is kept as an experimental non-public
API for now, until more feedback and real-world experience is collected.

Can you elaborate on the plan here? This is until v5.6 is out and hence a new
bpftool release implicitly where this becomes frozen / non-experimental?

Yes, I've exposed all those interfaces as public, thus they are going
to stabilize with new release of libbpf/bpftool. I've received some
good usability feedback from Alexei after he tried it out locally, so
I'm going to adjust auto-generated part a bit. Libbpf APIs were
designed with extensibility built in, so we can extend them as any
other APIs, if need be.

There is also tools/bpf/bpftool/Documentation/bpftool-gen.rst missing. Given
you aim to collect more feedback (?), it would be appropriate to document
everything in there so users have a clue how to use it for getting started.

sure, will add it

Thanks!

Also, I think at least some more clarification is needed in such document on
the following topics:

- libbpf and bpftool is both 'GPL-2.0-only' or 'BSD-2-Clause'. Given this
   is a code generator, what license is the `bpftool gen skeleton` result?
   In any case, should there also be a header comment emitted via do_skeleton()?

Not a lawyer here, I assumed auto-generated code isn't copyrighted,
but how about I just emit SPDX header with the same license as libbpf
itself:

SPDX-License-Identifier: (LGPL-2.1 OR BSD-2-Clause)

Given this is mere output of the program and not derivative work of bpftool
itself, as in bpftool copying chunks of its own code into the generated one,
this should not need any restriction, but then you'd still need linking
against libbpf itself to make everything work.

- Clear statement that this codegen is an alternative to regular libbpf
   API usage but that both are always kept feature-complete and hence not
   disadvantaged in one way or another (to rule out any uncertainties for
   users e.g. whether they now need to start rewriting their existing code
   etc); with purpose of the former (codgen) to simplify loader interaction.

ok, will add that as well


Thanks,
Daniel




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