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LEARNED_DS.md

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Distributed System

My server was made to run on a computer with multiple cores not multiple computers which will pose a limit on the number users, The number 1 restriction is proberly the number of ws connections.

Running a distributed system allow 3 important properties.

  • Scalable To be scalable the system must able to run on multible computers.

  • 24x7 To run 24x7 every part must be replacable without downtime.

  • Recoverable The loss of one machines most be recoverable without downtime.

The current system data:

  • Clients a map of of clients primary use securing unique user names and restricting login to one. We could allow for multiple login but we still need to connect to one identity. The map persistent as it is saved when the server is closed.

  • Players a map of players primary use to close down nicely. The players holds wss connection, lists of invites, the game or watch games.

  • Tables a map of tables primary use restrict the player to start one game. the table hold a game (two players) and a list of player watching.

  • Public list a map of players and tables comunication channels and id's

  • Saved games a map of saved games to be resumed later. The map persistent as it is saved when the server is closed.

The distributed systems properties pose difference but similar demands on the data.

Scalable

The websocket connections must be able to run on multiple machines so we must have a server which include a Http server and the Players and Tables and be able to run muliple instances of it. The remaning data Clients, Public list and saved games must be available to the http servers as a service by the Data server.

24x7

To run 24x7 all parts of the system must be possible upgrade while running. Therefore all parts must be able to run two version of the same program at the same time which means that all parts must be able to run at least two instances. For the scalable https server it is not a problem but the Data server need new features.

  • Synchronise to allign the two instances.

  • Handover transfer the clients in this case the https servers.

If we do not want to block the https servers we must queue the https data while synchronise and then have a period where the new instance recieve queued data from old instance and the http servers. The order of data from two different machines can't be garantied so we need a way of ordering the incoming data. A time stamp of the http server data should be ennough to prevent a late buffered piece of http server data to overwrite a new piece of http server data.

Recoverable

Persistent data gives some protections from failure as a crash program can recover with the persistented data but it takes time. Persistent is data that exist outside the memory and therefore exist after memory is lost. The memory is lost when the program stops or crashes, when machine(vm) stops or crashes. The persistent data is lost when the filesystem is lost.Persistent data also makes it possible to hold more data than can be in memory. When running 24x7 on vm's with big memories persistent data does loses some of its value. Having the data mirrowed in memory on a different machine is better that having data mirrowed on a file.

The current system can only recover from controled close down. The Data server does not hold all then information we want to conserve if a Http server crashes. The games that is being played must also be mirrowed so incase a Http server crashes the games is not lost. A log of finished game may also be need. This adds two new services Game backup and Game log. The Game backup must be scalable and does not need to be mirrowed as the data already exist the system can run without for a few seconds. The Game log data need to be mirrowed and the service dublicated in case of a crash. The Data server need to be dublicated and mirrowed incase of a crash.

System

Mirrowed data is a developer nightmare as it create a synchronisation problem and if perferct synchronisation is demanded the system must lock which prevent scale. Therfore the system must have a way of dealing with inconsitency when they happen, of course improving synchronisation reduce inconsitentcies.

When a service have to be dublicated and the data mirrowed to run 24x7 and provide fast recover it make sense to use the service to improve the system capacity if possible. If we know that some data is need more some places we can make the synchronisation accordingly. If we know a user uses one data center we can have her data there in perfect state and use another data center as backup with a delay. When the user switch data center we may get some synchronisation problem but it should not happen often.

A destributed version of the gameserver would consist of at least two system that provide failover support for each other. A system consist of one Data server and one Game log one or more Game backup and one or more Http server. The Game backup is indepent of the other system if it crashes just start a new and the system should survive without it. The Http server should know the other systems Data server and Game log in case of a fail. The Data servers must synchronise information but the Game log could save the games in individual files.

Container manager system.

Container is only a easy consistent way of deploying programs to run a distributed system you need more kubernetes may be the way to go. TODO look in to kubernetes.

Message System

To run on multiple machines we need a comunication frame work. the current system use go channels to comunicate and it work nicely. The system use channels that blocks until sender and reciever is ready to exchange messages. It use a selector to use between to ready channels and the sender can send a special close channel signal that does not block the sender. Buffers can also be used in that case the sender can send more messages before it have to wait and the messages is queued on the reciever side.

The messages system between machines must be added in between the channels of the machines how big a problem that would be time will tell. I think all messages systems must suffer from the last messages uncertaincy. The fait of a messages that is send without expecting a return (the last message) is always unknown.