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chapter7.txt
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.output chapter7.wd
.bookmark advanced-architecture
+ Advanced Architecture using 0MQ
One of the effects of using 0MQ at large scale is that because we can build distributed architectures so much faster than before, the limitations of our software engineering processes become more visible. Mistakes in slow motion are often harder to see (or rather, easier to rationalize away).
My experience when teaching 0MQ to groups of engineers is that it's rarely sufficient to just explain how 0MQ works and then just expect them to start building successful products. Like any technology that removes friction, 0MQ opens the door to big blunders. If 0MQ is the ACME rocket-propelled shoe of distributed software development, a lot of us are like Wile E. Coyote, slamming full speed into the proverbial desert cliff.
We saw in [#the-community] that 0MQ itself uses a formal process for changes. One reason we built this process, over some years, was to stop the repeated cliff-slamming that happened in the library itself.
Partly, it's about slowing down and partially, it's about ensuring that when you move fast, you go--and this is essential Dear Reader--in the //right direction//. It's my standard interview riddle: what's the rarest property of any software system, the absolute hardest thing to get right, the lack of which causes the slow or fast death of the vast majority of projects? The answer is not code quality, funding, performance, or even (though it's a close answer), popularity. The answer is //accuracy//.
Accuracy is half the challenge, and applies to any engineering work. The other half is distributed computing itself, which sets up a whole range of problems that we need to solve if we are going to create architectures. We need to encode and decode data; we need to define protocols to connect clients and servers; we need to secure these protocols against attackers; and we need to make stacks that are robust. Asynchronous messaging is hard to get right.
This chapter will tackle these challenges, starting with a basic reappraisal of how to design and build software and ending with a fully formed example of a distributed application for large-scale file distribution.
We'll cover the following juicy topics:
* How to go from idea to working prototype safely (the MOPED pattern)
* Different ways to serialize your data as 0MQ messages
* How to code-generate binary serialization codecs
* How to build custom code generators using the GSL tool
* How to write and license a protocol specification
* How to build fast restartable file transfer over 0MQ
* How to use credit-based flow control for nonblocking transfers
* How to build protocol servers and clients as state machines
* How to make a secure protocol over 0MQ
* A large-scale file publishing system (FileMQ)
++ Message-Oriented Pattern for Elastic Design
I'll introduce Message-Oriented Pattern for Elastic Design (MOPED), a software engineering pattern for 0MQ architectures. It was either "MOPED" or "BIKE", the Backronym-Induced Kinetic Effect. That's short for "BICICLE", the Backronym-Inflated See if I Care Less Effect. In life, one learns to go with the least embarrassing choice.
If you've read this book carefully, you'll have seen MOPED in action already. The development of Majordomo in [#reliable-request-reply] is a near-perfect case. But cute names are worth a thousand words.
The goal of MOPED is to define a process by which we can take a rough use case for a new distributed application, and go from "Hello World" to fully-working prototype in any language in under a week.
Using MOPED, you grow, more than build, a working 0MQ architecture from the ground-up with minimal risk of failure. By focusing on the contracts rather than the implementations, you avoid the risk of premature optimization. By driving the design process through ultra-short test-based cycles, you can be more certain that what you have works before you add more.
We can turn this into five real steps:
* Step 1: internalize the 0MQ semantics.
* Step 2: draw a rough architecture.
* Step 3: decide on the contracts.
* Step 4: make a minimal end-to-end solution.
* Step 5: solve one problem and repeat.
+++ Step 1: Internalize the Semantics
You must learn and digest 0MQ's "language", that is, the socket patterns and how they work. The only way to learn a language is to use it. There's no way to avoid this investment, no tapes you can play while you sleep, no chips you can plug in to magically become smarter. Read this book from the start, work through the code examples in whatever language you prefer, understand what's going on, and (most importantly) write some examples yourself and then throw them away.
At a certain point, you'll feel a clicking noise in your brain. Maybe you'll have a weird chili-induced dream where little 0MQ tasks run around trying to eat you alive. Maybe you'll just think "aaahh, so //that's// what it means!" If we did our work right, it should take two to three days. However long it takes, until you start thinking in terms of 0MQ sockets and patterns, you're not ready for step 2.
+++ Step 2: Draw a Rough Architecture
From my experience, it's essential to be able to draw the core of your architecture. It helps others understand what you are thinking, and it also helps you think through your ideas. There is really no better way to design a good architecture than to explain your ideas to your colleagues, using a whiteboard.
You don't need to get it right, and you don't need to make it complete. What you do need to do is break your architecture into pieces that make sense. The nice thing about software architecture (as compared to constructing bridges) is that your really can replace entire layers cheaply if you've isolated them.
Start by choosing the core problem that you are going to solve. Ignore anything that's not essential to that problem: you will add it in later. The problem should be an end-to-end problem: the rope across the gorge.
For example, a client asked us to make a supercomputing cluster with 0MQ. Clients create bundles of work, which are sent to a broker that distributes them to workers (running on fast graphics processors), collects the results back, and returns them to the client.
The rope across the gorge is one client talking to a broker talking to one worker. We draw three boxes: client, broker, worker. We draw arrows from box to box showing the request flowing one way and the response flowing back. It's just like the many diagrams we saw in earlier chapters.
Be minimalistic. Your goal is not to define a //real// architecture, but to throw a rope across the gorge to bootstrap your process. We make the architecture successfully more complete and realistic over time: e.g., adding multiple workers, adding client and worker APIs, handling failures, and so on.
+++ Step 3: Decide on the Contracts
A good software architecture depends on contracts, and the more explicit they are, the better things scale. You don't care //how// things happen; you only care about the results. If I send an email, I don't care how it arrives at its destination, as long as the contract is respected. The email contract is: it arrives within a few minutes, no-one modifies it, and it doesn't get lost.
And to build a large system that works well, you must focus on the contracts before the implementations. It may sound obvious but all too often, people forget or ignore this, or are just too shy to impose themselves. I wish I could say 0MQ had done this properly, but for years our public contracts were second-rate afterthoughts instead of primary in-your-face pieces of work.
So what is a contract in a distributed system? There are, in my experience, two types of contract:
* The APIs to client applications. Remember the Psychological Elements. The APIs need to be as absolutely //simple//, //consistent//, and //familiar// as possible. Yes, you can generate API documentation from code, but you must first design it, and designing an API is often hard.
* The protocols that connect the pieces. It sounds like rocket science, but it's really just a simple trick, and one that 0MQ makes particularly easy. In fact they're so simple to write, and need so little bureaucracy that I call them //unprotocols//.
You write minimal contracts that are mostly just place markers. Most messages and most API methods will be missing or empty. You also want to write down any known technical requirements in terms of throughput, latency, reliability, and so on. These are the criteria on which you will accept or reject any particular piece of work.
+++ Step 4: Write a Minimal End-to-End Solution
The goal is to test out the overall architecture as rapidly as possible. Make skeleton applications that call the APIs, and skeleton stacks that implement both sides of every protocol. You want to get a working end-to-end "Hello World" as soon as you can. You want to be able to test code as you write it, so that you can weed out the broken assumptions and inevitable errors you make. Do not go off and spend six months writing a test suite! Instead, make a minimal bare-bones application that uses our still-hypothetical API.
If you design an API wearing the hat of the person who implements it, you'll start to think of performance, features, options, and so on. You'll make it more complex, more irregular, and more surprising than it should be. But, and here's the trick (it's a cheap one, was big in Japan): if you design an API while wearing the hat of the person who has to actually write apps that use it, you use all that laziness and fear to your advantage.
Write down the protocols on a wiki or shared document in such a way that you can explain every command clearly without too much detail. Strip off any real functionality, because it will only create inertia that makes it harder to move stuff around. You can always add weight. Don't spend effort defining formal message structures: pass the minimum around in the simplest possible fashion using 0MQ's multipart framing.
Our goal is to get the simplest test case working, without any avoidable functionality. Everything you can chop off the list of things to do, you chop. Ignore the groans from colleagues and bosses. I'll repeat this once again: you can //always// add functionality, that's relatively easy. But aim to keep the overall weight to a minimum.
+++ Step 5: Solve One Problem and Repeat
You're now in the happy cycle of issue-driven development where you can start to solve tangible problems instead of adding features. Write issues that each state a clear problem, and propose a solution. As you design the API, keep in mind your standards for names, consistency, and behavior. Writing these down in prose often helps keep them sane.
From here, every single change you make to the architecture and code can be proven by running the test case, watching it not work, making the change, and then watching it work.
Now you go through the whole cycle (extending the test case, fixing the API, updating the protocol, and extending the code, as needed), taking problems one at a time and testing the solutions individually. It should take about 10-30 minutes for each cycle, with the occasional spike due to random confusion.
++ Unprotocols
+++ Protocols Without The Goats
When this man thinks of protocols, this man thinks of massive documents written by committees, over years. This man thinks of the IETF, W3C, ISO, Oasis, regulatory capture, FRAND patent license disputes, and soon after, this man thinks of retirement to a nice little farm in northern Bolivia up in the mountains where the only other needlessly stubborn beings are the goats chewing up the coffee plants.
Now, I've nothing personal against committees. The useless folk need a place to sit out their lives with minimal risk of reproducing; after all, that only seems fair. But most committee protocols tend towards complexity (the ones that work), or trash (the ones we don't talk about). There's a few reasons for this. One is the amount of money at stake. More money means more people who want their particular prejudices and assumptions expressed in prose. But two is the lack of good abstractions on which to build. People have tried to build reusable protocol abstractions, like BEEP. Most did not stick, and those that did, like SOAP and XMPP, are on the complex side of things.
It used to be, decades ago, when the Internet was a young modest thing, that protocols were short and sweet. They weren't even "standards", but "requests for comments", which is as modest as you can get. It's been one of my goals since we started iMatix in 1995 to find a way for ordinary people like me to write small, accurate protocols without the overhead of the committees.
Now, 0MQ does appear to provide a living, successful protocol abstraction layer with its "we'll carry multipart messages over random transports" way of working. Because 0MQ deals silently with framing, connections, and routing, it's surprisingly easy to write full protocol specs on top of 0MQ, and in [#reliable-request-reply] and [#advanced-pub-sub] I showed how to do this.
Somewhere around mid-2007, I kicked off the Digital Standards Organization to define new simpler ways of producing little standards, protocols, and specifications. In my defense, it was a quiet summer. At the time, I wrote that a new specification should take [http://www.digistan.org/spec:1 "minutes to explain, hours to design, days to write, weeks to prove, months to become mature, and years to replace."]
In 2010, we started calling such little specifications //unprotocols//, which some people might mistake for a dastardly plan for world domination by a shadowy international organization, but which really just means "protocols without the goats".
+++ Contracts Are Hard
Writing contracts is perhaps the most difficult part of large-scale architecture. With unprotocols, we remove as much of the unnecessary friction as possible. What remains is still a hard set of problems to solve. A good contract (be it an API, a protocol, or a rental agreement) has to be simple, unambiguous, technically sound, and easy to enforce.
Like any technical skill, it's something you have to learn and practice. There are a series of specifications on the
[http://rfc.zeromq.org 0MQ RFC site], which are worth reading and using them as a basis for your own specifications when you find yourself in need.
I'll try to summarize my experience as a protocol writer:
* Start simple, and develop your specifications step-by-step. Don't solve problems you don't have in front of you.
* Use very clear and consistent language. A protocol may often break down into commands and fields; use clear short names for these entities.
* Try to avoid inventing concepts. Reuse anything you can from existing specifications. Use terminology that is obvious and clear to your audience.
* Make //nothing// for which you cannot demonstrate an immediate need. Your specification solves problems; it does not provide features. Make the simplest plausible solution for each problem that you identify.
* Implement your protocol //as you build it//, so that you are aware of the technical consequences of each choice. Use a language that makes it hard (like C) and not one that makes it easy (like Python).
* Test your specification //as you build it// on other people. Your best feedback on a specification is when someone else tries to implement it without the assumptions and knowledge that you have in your head.
* Cross-test rapidly and consistently, throwing others' clients against your servers and vice versa.
* Be prepared to throw it out and start again as often as needed. Plan for this, by layering your architecture so that e.g., you can keep an API but change the underlying protocols.
* Only use constructs that are independent of programming language and operating system.
* Solve a large problem in layers, making each layer an independent specification. Beware of creating monolithic protocols. Think about how reusable each layer is. Think about how different teams could build competing specifications at each layer.
And above all, //write it down//. Code is not a specification. The point about a written specification is that no matter how weak it is, it can be systematically improved. By writing down a specification, you will also spot inconsistencies and gray areas that are impossible to see in code.
If this sounds hard, don't worry too much. One of the less obvious benefits of using 0MQ is that it cuts the effort necessary to write a protocol spec by perhaps 90% or more because it already handles framing, routing, queuing, and so on. This means that you can experiment rapidly, make mistakes cheaply, and thus learn rapidly.
+++ How to Write Unprotocols
When you start to write an unprotocol specification document, stick to a consistent structure so that your readers know what to expect. Here is the structure I use:
* Cover section: with a 1-line summary, URL to the spec, formal name, version, who to blame.
* License for the text: absolutely needed for public specifications.
* The change process: i.e., how can I as a reader fix problems in the specification?
* Use of language: MUST, MAY, SHOULD, and so on, with a reference to RFC 2119.
* Maturity indicator: is this an experimental, draft, stable, legacy, or retired?
* Goals of the protocol: what problems is it trying to solve?
* Formal grammar: prevents arguments due to different interpretations of the text.
* Technical explanation: semantics of each message, error handling, and so on.
* Security discussion: explicitly, how secure the protocol is.
* References: to other documents, protocols, and so on.
Writing clear, expressive text is hard. Do avoid trying to describe implementations of the protocol. Remember that you're writing a contract. You describe in clear language the obligations and expectations of each party, the level of obligation, and the penalties for breaking the rules. You do not try to define //how// each party honors its part of the deal.
Here are some key points about unprotocols:
* As long as your process is open, then you don't need a committee: just make clean minimal designs and make sure anyone is free to improve them.
* If use an existing license, then you don't have legal worries afterwards. I use GPLv3 for my public specifications and advise you to do the same. For in-house work, standard copyright is perfect.
* Formality is valuable. That is, learn to write a formal grammar such as ABNF (Augmented Backus-Naur Form) and use this to fully document your messages.
* Use a market-driven life cycle process like [http://www.digistan.org/spec:1 Digistan's COSS] so that people place the right weight on your specs as they mature (or don't).
+++ Why use the GPLv3 for Public Specifications?
The license you choose is particularly crucial for public specifications. Traditionally, protocols are published under custom licenses, where the authors own the text and derived works are forbidden. This sounds great (after all, who wants to see a protocol forked?), but it's in fact highly risky. A protocol committee is vulnerable to capture, and if the protocol is important and valuable, the incentive for capture grows.
Once captured, like some wild animals, an important protocol will often die. The real problem is that there's no way to //free// a captive protocol published under a conventional license. The word "free" isn't just an adjective to describe speech or air, it's also a verb, and the right to fork a work //against the wishes of the owner// is essential to avoiding capture.
Let me explain this in shorter words. Imagine that iMatix writes a protocol today that's really amazing and popular. We publish the spec and many people implement it. Those implementations are fast and awesome, and free as in beer. They start to threaten an existing business. Their expensive commercial product is slower and can't compete. So one day they come to our iMatix office in Maetang-Dong, South Korea, and offer to buy our firm. Because we're spending vast amounts on sushi and beer, we accept gratefully. With evil laughter, the new owners of the protocol stop improving the public version, close the specification, and add patented extensions. Their new products support this new protocol version, but the open source versions are legally blocked from doing so. The company takes over the whole market, and competition ends.
When you contribute to an open source project, you really want to know your hard work won't be used against you by a closed source competitor. This is why the GPL beats the "more permissive" BSD/MIT/X11 licenses for most contributors. These licenses give permission to cheat. This applies just as much to protocols as to source code.
When you implement a GPLv3 specification, your applications are of course yours, and licensed any way you like. But you can be certain of two things. One, that specification will //never// be embraced and extended into proprietary forms. Any derived forms of the specification must also be GPLv3. Two, no one who ever implements or uses the protocol will ever launch a patent attack on anything it covers, nor can they add their patented technology to it without granting the world a free license.
+++ Using ABNF
My advice when writing protocol specs is to learn and use a formal grammar. It's just less hassle than allowing others to interpret what you mean, and then recover from the inevitable false assumptions. The target of your grammar is other people, engineers, not compilers.
My favorite grammar is ABNF, as defined by [http://www.ietf.org/rfc/rfc2234.txt RFC 2234], because it is probably the simplest and most widely used formal language for defining bidirectional communications protocols. Most IETF (Internet Engineering Task Force) specifications use ABNF, which is good company to be in.
I'll give a 30-second crash course in writing ABNF. It may remind you of regular expressions. You write the grammar as rules. Each rule takes the form "name = elements". An element can be another rule (which you define below as another rule) or a pre-defined //terminal// like {{CRLF}}, {{OCTET}}, or a number. [http://www.ietf.org/rfc/rfc2234.txt The RFC] lists all the terminals. To define alternative elements, separate with a slash. To define repetition, use an asterisk. To group elements, use parentheses. Read the RFC because it's not intuitive.
I'm not sure if this extension is proper, but I then prefix elements with "C:" and "S:" to indicate whether they come from the client or server.
Here's a piece of ABNF for an unprotocol called NOM that we'll come back to later in this chapter:
[[code]]
nom-protocol = open-peering *use-peering
open-peering = C:OHAI ( S:OHAI-OK / S:WTF )
use-peering = C:ICANHAZ
/ S:CHEEZBURGER
/ C:HUGZ S:HUGZ-OK
/ S:HUGZ C:HUGZ-OK
[[/code]]
I've actually used these keywords ({{OHAI}}, {{WTF}}) in commercial projects. They make developers giggly and happy. They confuse management. They're good in first drafts that you want to throw away later.
+++ The Cheap or Nasty Pattern
There is a general lesson I've learned over a couple of decades of writing protocols small and large. I call this the //Cheap or Nasty// pattern: you can often split your work into two aspects or layers and solve these separately--one using a "cheap" approach, the other using a "nasty" approach.
The key insight to making Cheap or Nasty work is to realize that many protocols mix a low-volume chatty part for control, and a high-volume asynchronous part for data. For instance, HTTP has a chatty dialog to authenticate and get pages, and an asynchronous dialog to stream data. FTP actually splits this over two ports; one port for control and one port for data.
Protocol designers who don't separate control from data tend to make horrid protocols, because the trade-offs in the two cases are almost totally opposed. What is perfect for control is bad for data, and what's ideal for data just doesn't work for control. It's especially true when we want high performance at the same time as extensibility and good error checking.
Let's break this down using a classic client/server use case. The client connects to the server and authenticates. It then asks for some resource. The server chats back, then starts to send data back to the client. Eventually, the client disconnects or the server finishes, and the conversation is over.
Now, before starting to design these messages, stop and think, and let's compare the control dialog and the data flow:
* The control dialog lasts a short time and involves very few messages. The data flow could last for hours or days, and involve billions of messages.
* The control dialog is where all the "normal" errors happen, e.g., not authenticated, not found, payment required, censored, and so on. In contrast, any errors that happen during the data flow are exceptional (disk full, server crashed).
* The control dialog is where things will change over time as we add more options, parameters, and so on. The data flow should barely change over time because the semantics of a resource are fairly constant over time.
* The control dialog is essentially a synchronous request/reply dialog. The data flow is essentially a one-way asynchronous flow.
These differences are critical. When we talk about performance, it applies //only// to data flows. It's pathological to design a one-time control dialog to be fast. Thus when we talk about the cost of serialization, this only applies to the data flow. The cost of encoding/decoding the control flow could be huge, and for many cases it would not change a thing. So we encode control using Cheap, and we encode data flows using Nasty.
Cheap is essentially synchronous, verbose, descriptive, and flexible. A Cheap message is full of rich information that can change for each application. Your goal as designer is to make this information easy to encode and parse, trivial to extend for experimentation or growth, and highly robust against change both forwards and backwards. The Cheap part of a protocol looks like this:
* It uses a simple self-describing structured encoding for data, be it XML, JSON, HTTP-style headers, or some other. Any encoding is fine as long as there are standard simple parsers for it in your target languages.
* It uses a straight request-reply model where each request has a success/failure reply. This makes it trivial to write correct clients and servers for a Cheap dialog.
* It doesn't try, even marginally, to be fast. Performance doesn't matter when you do something only once or a few times per session.
A Cheap parser is something you take off the shelf and throw data at. It shouldn't crash, shouldn't leak memory, should be highly tolerant, and should be relatively simple to work with. That's it.
Nasty however is essentially asynchronous, terse, silent, and inflexible. A Nasty message carries minimal information that practically never changes. Your goal as designer is to make this information ultrafast to parse, and possibly even impossible to extend and experiment with. The ideal Nasty pattern looks like this:
* It uses a hand-optimized binary layout for data, where every bit is precisely crafted.
* It uses a pure asynchronous model where one or both peers send data without acknowledgments (or if they do, they use sneaky asynchronous techniques like credit-based flow control).
* It doesn't try, even marginally, to be friendly. Performance is all that matters when you are doing something several million times per second.
A Nasty parser is something you write by hand, which writes or reads bits, bytes, words, and integers individually and precisely. It rejects anything it doesn't like, does no memory allocations at all, and never crashes.
Cheap or Nasty isn't a universal pattern; not all protocols have this dichotomy. Also, how you use Cheap or Nasty will depend on the situation. In some cases, it can be two parts of a single protocol. In other cases, it can be two protocols, one layered on top of the other.
+++ Error Handling
Using Cheap or Nasty makes error handling rather simpler. You have two kinds of commands and two ways to signal errors:
* Synchronous control commands: errors are normal: every request has a response that is either OK or an error response.
* Asynchronous data commands: errors are exceptional: bad commands are either discarded silently, or cause the whole connection to be closed.
It's usually good to distinguish a few kinds of errors, but as always keep it minimal and add only what you need.
++ Serializing Your Data
When we start to design a protocol, one of the first questions we face is how we encode data on the wire. There is no universal answer. There are a half-dozen different ways to serialize data, each with pros and cons. We'll explore some of these.
+++ Abstraction Level
Before looking at how to put data onto the wire, it's worth asking what data we actually want to exchange between applications. If we don't use any abstraction, we literally serialize and deserialize our internal state. That is, the objects and structures we use to implement our functionality.
Putting internal state onto the wire is however a really bad idea. It's like exposing internal state in an API. When you do this, you are hard-coding your implementation decisions into your protocols. You are also going to produce protocols that are significantly more complex than they need to be.
It's perhaps the main reason so many older protocols and APIs are so complex: their designers did not think about how to abstract them into simpler concepts. There is of course no guarantee than an abstraction will be //simpler//; that's where the hard work comes in.
A good protocol or API abstraction encapsulates natural patterns of use, and gives them name and properties that are predictable and regular. It chooses sensible defaults so that the main use cases can be specified minimally. It aims to be simple for the simple cases, and expressive for the rarer complex cases. It does not make any statements or assumptions about the internal implementation unless that is absolutely needed for interoperability.
+++ 0MQ Framing
The simplest and most widely used serialization format for 0MQ applications is 0MQ's own multipart framing. For example, here is how the [http://rfc.zeromq.org/spec:7 Majordomo Protocol] defines a request:
[[code]]
Frame 0: Empty frame
Frame 1: "MDPW01" (six bytes, representing MDP/Worker v0.1)
Frame 2: 0x02 (one byte, representing REQUEST)
Frame 3: Client address (envelope stack)
Frame 4: Empty (zero bytes, envelope delimiter)
Frames 5+: Request body (opaque binary)
[[/code]]
To read and write this in code is easy, but this is a classic example of a control flow (the whole of MDP is really, as it's a chatty request-reply protocol). When we came to improve MDP for the second version, we had to change this framing. Excellent, we broke all existing implementations!
Backwards compatibility is hard, but using 0MQ framing for control flows //does not help//. Here's how I should have designed this protocol if I'd followed my own advice (and I'll fix this in the next version). It's split into a Cheap part and a Nasty part, and uses the 0MQ framing to separate these:
[[code]]
Frame 0: "MDP/2.0" for protocol name and version
Frame 1: command header
Frame 2: command body
[[/code]]
Where we'd expect to parse the command header in the various intermediaries (client API, broker, and worker API), and pass the command body untouched from application to application.
+++ Serialization Languages
Serialization languages have their fashions. XML used to be big as in popular, then it got big as in over-engineered, and then it fell into the hands of "Enterprise Information Architects" and it's not been seen alive since. Today's XML is the epitome of "somewhere in that mess is small, elegant language trying to escape".
Still XML was way, way better than its predecessors, which included such monsters as the Standard Generalized Markup Language (SGML), which in turn was a cool breeze compared to mind-torturing beasts like EDIFACT. So the history of serialization languages seems to be of gradually emerging sanity, hidden by waves of revolting EIAs doing their best to hold onto their jobs.
JSON popped out of the JavaScript world as a quick-and-dirty "I'd rather resign than use XML here" way to throw data onto the wire and get it back again. JSON is just minimal XML expressed, sneakily, as JavaScript source code.
Here's a simple example of using JSON in a Cheap protocol:
[[code]]
"protocol": {
"name": "MTL",
"version": 1
},
"virtual-host": "test-env"
[[/code]]
The same data in XML would be (XML forces us to invent a single top-level entity):
[[code]]
<command>
<protocol name = "MTL" version = "1" />
<virtual-host>test-env</virtual-host>
</command>
[[/code]]
And here it is using plain-old HTTP-style headers:
[[code]]
Protocol: MTL/1.0
Virtual-host: test-env
[[/code]]
These are all pretty equivalent as long as you don't go overboard with validating parsers, schemas, and other "trust us, this is all for your own good" nonsense. A Cheap serialization language gives you space for experimentation for free ("ignore any elements/attributes/headers that you don't recognize"), and it's simple to write generic parsers that, for example, thunk a command into a hash table, or vice versa.
However, it's not all roses. While modern scripting languages support JSON and XML easily enough, older languages do not. If you use XML or JSON, you create nontrivial dependencies. It's also somewhat of a pain to work with tree-structured data in a language like C.
So you can drive your choice according to the languages for which you're aiming. If your universe is a scripting language, then go for JSON. If you are aiming to build protocols for wider system use, keep things simple for C developers and stick to HTTP-style headers.
+++ Serialization Libraries
The {{msgpack.org}} site says:
>It's like JSON, but fast and small. MessagePack is an efficient binary serialization format. It lets you exchange data among multiple languages like JSON, but it's faster and smaller. For example, small integers (like flags or error code) are encoded into a single byte, and typical short strings only require an extra byte in addition to the strings themselves.
I'm going to make the perhaps unpopular claim that "fast and small" are features that solve non-problems. The only real problem that serialization libraries solve is, as far as I can tell, the need to document the message contracts and actually serialize data to and from the wire.
Let's start by debunking "fast and small". It's based on a two-part argument. First, that making your messages smaller and reducing CPU cost for encoding and decoding will make a significant difference to your application's performance. Second, that this equally valid across-the-board to all messages.
But most real applications tend to fall into one of two categories. Either the speed of serialization and size of encoding is marginal compared to other costs, such as database access or application code performance. Or, network performance really is critical, and then all significant costs occur in a few specific message types.
Thus, aiming for "fast and small" across the board is a false optimization. You neither get the easy flexibility of Cheap for your infrequent control flows, nor do you get the brutal efficiency of Nasty for your high-volume data flows. Worse, the assumption that all messages are equal in some way can corrupt your protocol design. Cheap or Nasty isn't only about serialization strategies, it's also about synchronous versus asynchronous, error handling and the cost of change.
My experience is that most performance problems in message-based applications can be solved by (a) improving the application itself and (b) hand-optimizing the high-volume data flows. And to hand-optimize your most critical data flows, you need to cheat; to learn exploit facts about your data, something general purpose serializers cannot do.
Now let's address documentation and the need to write our contracts explicitly and formally, rather than only in code. This is a valid problem to solve, indeed one of the main ones if we're to build a long-lasting, large-scale message-based architecture.
Here is how we describe a typical message using the MessagePack interface definition language (IDL):
[[code]]
message Person {
1: string surname
2: string firstname
3: optional string email
}
[[/code]]
Now, the same message using the Google protocol buffers IDL:
[[code]]
message Person {
required string surname = 1;
required string firstname = 2;
optional string email = 3;
}
[[/code]]
It works, but in most practical cases wins you little over a serialization language backed by decent specifications written by hand or produced mechanically (we'll come to this). The price you'll pay is an extra dependency and quite probably, worse overall performance than if you used Cheap or Nasty.
+++ Handwritten Binary Serialization
As you'll gather from this book, my preferred language for systems programming is C (upgraded to C99, with a constructor/destructor API model and generic containers). There are two reasons I like this modernized C language. First, I'm too weak-minded to learn a big language like C++. Life just seems filled with more interesting things to understand. Second, I find that this specific level of manual control lets me produce better results, faster.
The point here isn't C versus C++, but the value of manual control for high-end professional users. It's no accident that the best cars, cameras, and espresso machines in the world have manual controls. That level of on-the-spot fine tuning often makes the difference between world class success, and being second best.
When you are really, truly concerned about the speed of serialization and/or the size of the result (often these contradict each other), you need handwritten binary serialization. In other words, let's hear it for Mr. Nasty!
Your basic process for writing an efficient Nasty encoder/decoder (codec) is:
* Build representative data sets and test applications that can stress test your codec.
* Write a first dumb version of the codec.
* Test, measure, improve, and repeat until you run out of time and/or money.
Here are some of the techniques we use to make our codecs better:
* //Use a profiler.// There's simply no way to know what your code is doing until you've profiled it for function counts and for CPU cost per function. When you find your hot spots, fix them.
* //Eliminate memory allocations.// The heap is very fast on a modern Linux kernel, but it's still the bottleneck in most naive codecs. On older kernels, the heap can be tragically slow. Use local variables (the stack) instead of the heap where you can.
* //Test on different platforms and with different compilers and compiler options.// Apart from the heap, there are many other differences. You need to learn the main ones, and allow for them.
* //Use state to compress better.// If you are concerned about codec performance, you are almost definitely sending the same kinds of data many times. There will be redundancy between instances of data. You can detect these and use that to compress (e.g., a short value that means "same as last time").
* //Know your data.// The best compression techniques (in terms of CPU cost for compactness) require knowing about the data. For example, the techniques used to compress a word list, a video, and a stream of stock market data are all different.
* //Be ready to break the rules.// Do you really need to encode integers in big-endian network byte order? x86 and ARM account for almost all modern CPUs, yet use little-endian (ARM is actually bi-endian but Android, like Windows and iOS, is little-endian).
+++ Code Generation
Reading the previous two sections, you might have wondered, "could I write my own IDL generator that was better than a general purpose one?" If this thought wandered into your mind, it probably left pretty soon after, chased by dark calculations about how much work that actually involved.
What if I told you of a way to build custom IDL generators cheaply and quickly? You can have a way to get perfectly documented contracts, code that is as evil and domain-specific as you need it to be, and all you need to do is sign away your soul (//who ever really used that, am I right?//) just here...
At iMatix, until a few years ago, we used code generation to build ever larger and more ambitious systems until we decided the technology (GSL) was too dangerous for common use, and we sealed the archive and locked it with heavy chains in a deep dungeon. We actually posted it on GitHub. If you want to try the examples that are coming up, grab [https://github.com/imatix/gsl the repository] and build yourself a {{gsl}} command. Typing "make" in the src subdirectory should do it (and if you're that guy who loves Windows, I'm sure you'll send a patch with project files).
This section isn't really about GSL at all, but about a useful and little-known trick that's useful for ambitious architects who want to scale themselves, as well as their work. Once you learn the trick, you can whip up your own code generators in a short time. The code generators most software engineers know about come with a single hard-coded model. For instance, Ragel "compiles executable finite state machines from regular languages", i.e., Ragel's model is a regular language. This certainly works for a good set of problems, but it's far from universal. How do you describe an API in Ragel? Or a project makefile? Or even a finite-state machine like the one we used to design the Binary Star pattern in [#reliable-request-reply]?
All these would benefit from code generation, but there's no universal model. So the trick is to design your own models as you need them, and then make code generators as cheap compilers for that model. You need some experience in how to make good models, and you need a technology that makes it cheap to build custom code generators. A scripting language, like Perl and Python, is a good option. However, we actually built GSL specifically for this, and that's what I prefer.
Let's take a simple example that ties into what we already know. We'll see more extensive examples later, because I really do believe that code generation is crucial knowledge for large-scale work. In [#reliable-request-reply], we developed the [http://rfc.zeromq.org/spec:7 Majordomo Protocol (MDP)], and wrote clients, brokers, and workers for that. Now could we generate those pieces mechanically, by building our own interface description language and code generators?
When we write a GSL model, we can use //any// semantics we like, in other words we can invent domain-specific languages on the spot. I'll invent a couple--see if you can guess what they represent:
[[code]]
slideshow
name = Cookery level 3
page
title = French Cuisine
item = Overview
item = The historical cuisine
item = The nouvelle cuisine
item = Why the French live longer
page
title = Overview
item = Soups and salads
item = Le plat principal
item = Béchamel and other sauces
item = Pastries, cakes, and quiches
item = Soufflé: cheese to strawberry
[[/code]]
How about this one:
[[code]]
table
name = person
column
name = firstname
type = string
column
name = lastname
type = string
column
name = rating
type = integer
[[/code]]
We could compile the first into a presentation. The second, we could compile into SQL to create and work with a database table. So for this exercise, our domain language, our //model//, consists of "classes" that contain "messages" that contain "fields" of various types. It's deliberately familiar. Here is the MDP client protocol:
[[code]]
<class name = "mdp_client">
MDP/Client
<header>
<field name = "empty" type = "string" value = ""
>Empty frame</field>
<field name = "protocol" type = "string" value = "MDPC01"
>Protocol identifier</field>
</header>
<message name = "request">
Client request to broker
<field name = "service" type = "string">Service name</field>
<field name = "body" type = "frame">Request body</field>
</message>
<message name = "reply">
Response back to client
<field name = "service" type = "string">Service name</field>
<field name = "body" type = "frame">Response body</field>
</message>
</class>
[[/code]]
And here is the MDP worker protocol:
[[code]]
<class name = "mdp_worker">
MDP/Worker
<header>
<field name = "empty" type = "string" value = ""
>Empty frame</field>
<field name = "protocol" type = "string" value = "MDPW01"
>Protocol identifier</field>
<field name = "id" type = "octet">Message identifier</field>
</header>
<message name = "ready" id = "1">
Worker tells broker it is ready
<field name = "service" type = "string">Service name</field>
</message>
<message name = "request" id = "2">
Client request to broker
<field name = "client" type = "frame">Client address</field>
<field name = "body" type = "frame">Request body</field>
</message>
<message name = "reply" id = "3">
Worker returns reply to broker
<field name = "client" type = "frame">Client address</field>
<field name = "body" type = "frame">Request body</field>
</message>
<message name = "hearbeat" id = "4">
Either peer tells the other it's still alive
</message>
<message name = "disconnect" id = "5">
Either peer tells other the party is over
</message>
</class>
[[/code]]
GSL uses XML as its modeling language. XML has a poor reputation, having been dragged through too many enterprise sewers to smell sweet, but it has some strong positives, as long as you keep it simple. Any way to write a self-describing hierarchy of items and attributes would work.
Now here is a short IDL generator written in GSL that turns our protocol models into documentation:
[[code]]
.# Trivial IDL generator (specs.gsl)
.#
.output "$(class.name).md"
## The $(string.trim (class.?''):left) Protocol
.for message
. frames = count (class->header.field) + count (field)
A $(message.NAME) command consists of a multipart message of $(frames)
frames:
. for class->header.field
. if name = "id"
* Frame $(item ()): 0x$(message.id:%02x) (1 byte, $(message.NAME))
. else
* Frame $(item ()): "$(value:)" ($(string.length ("$(value)")) \
bytes, $(field.:))
. endif
. endfor
. index = count (class->header.field) + 1
. for field
* Frame $(index): $(field.?'') \
. if type = "string"
(printable string)
. elsif type = "frame"
(opaque binary)
. index += 1
. else
. echo "E: unknown field type: $(type)"
. endif
. index += 1
. endfor
.endfor
[[/code]]
The XML models and this script are in the subdirectory examples/models. To do the code generation, I give this command:
[[code]]
gsl -script:specs mdp_client.xml mdp_worker.xml
[[/code]]
Here is the Markdown text we get for the worker protocol:
[[code]]
## The MDP/Worker Protocol
A READY command consists of a multipart message of 4 frames:
* Frame 1: "" (0 bytes, Empty frame)
* Frame 2: "MDPW01" (6 bytes, Protocol identifier)
* Frame 3: 0x01 (1 byte, READY)
* Frame 4: Service name (printable string)
A REQUEST command consists of a multipart message of 5 frames:
* Frame 1: "" (0 bytes, Empty frame)
* Frame 2: "MDPW01" (6 bytes, Protocol identifier)
* Frame 3: 0x02 (1 byte, REQUEST)
* Frame 4: Client address (opaque binary)
* Frame 6: Request body (opaque binary)
A REPLY command consists of a multipart message of 5 frames:
* Frame 1: "" (0 bytes, Empty frame)
* Frame 2: "MDPW01" (6 bytes, Protocol identifier)
* Frame 3: 0x03 (1 byte, REPLY)
* Frame 4: Client address (opaque binary)
* Frame 6: Request body (opaque binary)
A HEARBEAT command consists of a multipart message of 3 frames:
* Frame 1: "" (0 bytes, Empty frame)
* Frame 2: "MDPW01" (6 bytes, Protocol identifier)
* Frame 3: 0x04 (1 byte, HEARBEAT)
A DISCONNECT command consists of a multipart message of 3 frames:
* Frame 1: "" (0 bytes, Empty frame)
* Frame 2: "MDPW01" (6 bytes, Protocol identifier)
* Frame 3: 0x05 (1 byte, DISCONNECT)
[[/code]]
This, as you can see, is close to what I wrote by hand in the original spec. Now, if you have cloned the {{zguide}} repository and you are looking at the code in {{examples/models}}, you can generate the MDP client and worker codecs. We pass the same two models to a different code generator:
[[code]]
gsl -script:codec_c mdp_client.xml mdp_worker.xml
[[/code]]
Which gives us {{mdp_client}} and {{mdp_worker}} classes. Actually MDP is so simple that it's barely worth the effort of writing the code generator. The profit comes when we want to change the protocol (which we did for the standalone Majordomo project). You modify the protocol, run the command, and out pops more perfect code.
The {{codec_c.gsl}} code generator is not short, but the resulting codecs are much better than the handwritten code I originally put together for Majordomo. For instance, the handwritten code had no error checking and would die if you passed it bogus messages.
I'm now going to explain the pros and cons of GSL-powered model-oriented code generation. Power does not come for free and one of the greatest traps in our business is the ability to invent concepts out of thin air. GSL makes this particularly easy, so it can be an equally dangerous tool.
//Do not invent concepts//. The job of a designer is to remove problems, not add features.
Firstly, I will lay out the advantages of model-oriented code generation:
* You can create near-perfect abstractions that map to your real world. So, our protocol model maps 100% to the "real world" of Majordomo. This would be impossible without the freedom to tune and change the model in any way.
* You can develop these perfect models quickly and cheaply.
* You can generate //any// text output. From a single model, you can create documentation, code in any language, test tools--literally any output you can think of.
* You can generate (and I mean this literally) //perfect// output because it's cheap to improve your code generators to any level you want.
* You get a single source that combines specifications and semantics.
* You can leverage a small team to a massive size. At iMatix, we produced the million-line OpenAMQ messaging product out of perhaps 85K lines of input models, including the code generation scripts themselves.
Now let's look at the disadvantages:
* You add tool dependencies to your project.
* You may get carried away and create models for the pure joy of creating them.
* You may alienate newcomers, who will see "strange stuff", from your work.
* You may give people a strong excuse not to invest in your project.
Cynically, model-oriented abuse works great in environments where you want to produce huge amounts of perfect code that you can maintain with little effort and which //no one can ever take away from you.// Personally, I like to cross my rivers and move on. But if long-term job security is your thing, this is almost perfect.
So if you do use GSL and want to create open communities around your work, here is my advice:
* Use it only where you would otherwise be writing tiresome code by hand.
* Design natural models that are what people would expect to see.
* Write the code by hand first so you know what to generate.
* Do not overuse. Keep it simple! //Do not get too meta!!//
* Introduce gradually into a project.
* Put the generated code into your repositories.
We're already using GSL in some projects around 0MQ. For example, the high-level C binding, CZMQ, uses GSL to generate the socket options class ({{zsockopt}}). A 300-line code generator turns 78 lines of XML model into 1,500 lines of perfect, but really boring code. That's a good win.
++ Transferring Files
Let's take a break from the lecturing and get back to our first love and the reason for doing all of this: code.
"How do I send a file?" is a common question on the 0MQ mailing lists. This should not be surprising, because file transfer is perhaps the oldest and most obvious type of messaging. Sending files around networks has lots of use cases apart from annoying the copyright cartels. 0MQ is very good out of the box at sending events and tasks, but less good at sending files.
I've promised, for a year or two, to write a proper explanation. Here's a gratuitous piece of information to brighten your morning: the word "proper" comes from the archaic French //propre//, which means "clean". The dark age English common folk, not being familiar with hot water and soap, changed the word to mean "foreign" or "upper-class", as in "that's proper food!", but later the word came to mean just "real", as in "that's a proper mess you've gotten us into!"
So, file transfer. There are several reasons you can't just pick up a random file, blindfold it, and shove it whole into a message. The most obvious reason being that despite decades of determined growth in RAM sizes (and who among us old-timers doesn't fondly remember saving up for that 1024-byte memory extension card?!), disk sizes obstinately remain much larger. Even if we could send a file with one instruction (say, using a system call like sendfile), we'd hit the reality that networks are not infinitely fast nor perfectly reliable. After trying to upload a large file several times on a slow flaky network (WiFi, anyone?), you'll realize that a proper file transfer protocol needs a way to recover from failures. That is, it needs a way to send only the part of a file that wasn't yet received.
Finally, after all this, if you build a proper file server, you'll notice that simply sending massive amounts of data to lots of clients creates that situation we like to call, in the technical parlance, "server went belly-up due to all available heap memory being eaten by a poorly designed application". A proper file transfer protocol needs to pay attention to memory use.
We'll solve these problems properly, one-by-one, which should hopefully get us to a good and proper file transfer protocol running over 0MQ. First, let's generate a 1GB test file with random data (real power-of-two-giga-like-Von-Neumman-intended, not the fake silicon ones the memory industry likes to sell):
[[code]]
dd if=/dev/urandom of=testdata bs=1M count=1024
[[/code]]
This is large enough to be troublesome when we have lots of clients asking for the same file at once, and on many machines, 1GB is going to be too large to allocate in memory anyhow. As a base reference, let's measure how long it takes to copy this file from disk back to disk. This will tell us how much our file transfer protocol adds on top (including network costs):
[[code]]
$ time cp testdata testdata2
real 0m7.143s
user 0m0.012s
sys 0m1.188s
[[/code]]
The 4-figure precision is misleading; expect variations of 25% either way. This is just an "order of magnitude" measurement.
Here's our first cut at the code, where the client asks for the test data and the server just sends it, without stopping for breath, as a series of messages, where each message holds one //chunk//:
[[code type="example" title="File transfer test, model 1" name="fileio1"]]
[[/code]]
It's pretty simple, but we already run into a problem: if we send too much data to the ROUTER socket, we can easily overflow it. The simple but stupid solution is to put an infinite high-water mark on the socket. It's stupid because we now have no protection against exhausting the server's memory. Yet without an infinite HWM, we risk losing chunks of large files.
Try this: set the HWM to 1,000 (in 0MQ v3.x this is the default) and then reduce the chunk size to 100K so we send 10K chunks in one go. Run the test, and you'll see it never finishes. As the {{zmq_socket[3]}} man page says with cheerful brutality, for the ROUTER socket: "ZMQ_HWM option action: Drop".
We have to control the amount of data the server sends up-front. There's no point in it sending more than the network can handle. Let's try sending one chunk at a time. In this version of the protocol, the client will explicitly say, "Give me chunk N", and the server will fetch that specific chunk from disk and send it.
Here's the improved second model, where the client asks for one chunk at a time, and the server only sends one chunk for each request it gets from the client:
[[code type="example" title="File transfer test, model 2" name="fileio2"]]
[[/code]]
It is much slower now, because of the to-and-fro chatting between client and server. We pay about 300 microseconds for each request-reply round-trip, on a local loop connection (client and server on the same box). It doesn't sound like much but it adds up quickly:
[[code]]
$ time ./fileio1
4296 chunks received, 1073741824 bytes
real 0m0.669s
user 0m0.056s
sys 0m1.048s
$ time ./fileio2
4295 chunks received, 1073741824 bytes
real 0m2.389s
user 0m0.312s
sys 0m2.136s
[[/code]]
There are two valuable lessons here. First, while request-reply is easy, it's also too slow for high-volume data flows. Paying that 300 microseconds once would be fine. Paying it for every single chunk isn't acceptable, particularly on real networks with latencies of perhaps 1,000 times higher.
The second point is something I've said before but will repeat: it's incredibly easy to experiment, measure, and improve a protocol over 0MQ. And when the cost of something comes way down, you can afford a lot more of it. Do learn to develop and prove your protocols in isolation: I've seen teams waste time trying to improve poorly designed protocols that are too deeply embedded in applications to be easily testable or fixable.
Our model two file transfer protocol isn't so bad, apart from performance:
* It completely eliminates any risk of memory exhaustion. To prove that, we set the high-water mark to 1 in both sender and receiver.
* It lets the client choose the chunk size, which is useful because if there's any tuning of the chunk size to be done, for network conditions, for file types, or to reduce memory consumption further, it's the client that should be doing this.
* It gives us fully restartable file transfers.
* It allows the client to cancel the file transfer at any point in time.
If we just didn't have to do a request for each chunk, it'd be a usable protocol. What we need is a way for the server to send multiple chunks without waiting for the client to request or acknowledge each one. What are our choices?
* The server could send 10 chunks at once, then wait for a single acknowledgment. That's exactly like multiplying the chunk size by 10, so it's pointless. And yes, it's just as pointless for all values of 10.
* The server could send chunks without any chatter from the client but with a slight delay between each send, so that it would send chunks only as fast as the network could handle them. This would require the server to know what's happening at the network layer, which sounds like hard work. It also breaks layering horribly. And what happens if the network is really fast, but the client itself is slow? Where are chunks queued then?
* The server could try to spy on the sending queue, i.e., see how full it is, and send only when the queue isn't full. Well, 0MQ doesn't allow that because it doesn't work, for the same reason as throttling doesn't work. The server and network may be more than fast enough, but the client may be a slow little device.
* We could modify {{libzmq}} to take some other action on reaching HWM. Perhaps it could block? That would mean that a single slow client would block the whole server, so no thank you. Maybe it could return an error to the caller? Then the server could do something smart like... well, there isn't really anything it could do that's any better than dropping the message.
Apart from being complex and variously unpleasant, none of these options would even work. What we need is a way for the client to tell the server, asynchronously and in the background, that it's ready for more. We need some kind of asynchronous flow control. If we do this right, data should flow without interruption from the server to the client, but only as long as the client is reading it. Let's review our three protocols. This was the first one:
[[code]]
C: fetch
S: chunk 1
S: chunk 2
S: chunk 3
....
[[/code]]
And the second introduced a request for each chunk:
[[code]]
C: fetch chunk 1
S: send chunk 1
C: fetch chunk 2
S: send chunk 2
C: fetch chunk 3
S: send chunk 3
C: fetch chunk 4
....
[[/code]]
Now--waves hands mysteriously--here's a changed protocol that fixes the performance problem:
[[code]]
C: fetch chunk 1
C: fetch chunk 2
C: fetch chunk 3
S: send chunk 1
C: fetch chunk 4
S: send chunk 2
S: send chunk 3
....
[[/code]]
It looks suspiciously similar. In fact, it's identical except that we send multiple requests without waiting for a reply for each one. This is a technique called "pipelining" and it works because our DEALER and ROUTER sockets are fully asynchronous.
Here's the third model of our file transfer test-bench, with pipelining. The client sends a number of requests ahead (the "credit") and then each time it processes an incoming chunk, it sends one more credit. The server will never send more chunks than the client has asked for:
[[code type="example" title="File transfer test, model 3" name="fileio3"]]
[[/code]]
That tweak gives us full control over the end-to-end pipeline including all network buffers and 0MQ queues at sender and receiver. We ensure the pipeline is always filled with data while never growing beyond a predefined limit. More than that, the client decides exactly when to send "credit" to the sender. It could be when it receives a chunk, or when it has fully processed a chunk. And this happens asynchronously, with no significant performance cost.
In the third model, I chose a pipeline size of 10 messages (each message is a chunk). This will cost a maximum of 2.5MB memory per client. So with 1GB of memory we can handle at least 400 clients. We can try to calculate the ideal pipeline size. It takes about 0.7 seconds to send the 1GB file, which is about 160 microseconds for a chunk. A round trip is 300 microseconds, so the pipeline needs to be at least 3-5 chunks to keep the server busy. In practice, I still got performance spikes with a pipeline of 5 chunks, probably because the credit messages sometimes get delayed by outgoing data. So at 10 chunks, it works consistently.
[[code]]
$ time ./fileio3
4291 chunks received, 1072741824 bytes
real 0m0.777s
user 0m0.096s
sys 0m1.120s
[[/code]]
Do measure rigorously. Your calculations may be good, but the real world tends to have its own opinions.
What we've made is clearly not yet a real file transfer protocol, but it proves the pattern and I think it is the simplest plausible design. For a real working protocol, we might want to add some or all of:
* Authentication and access controls, even without encryption: the point isn't to protect sensitive data, but to catch errors like sending test data to production servers.
* A Cheap-style request including file path, optional compression, and other stuff we've learned is useful from HTTP (such as If-Modified-Since).
* A Cheap-style response, at least for the first chunk, that provides meta data such as file size (so the client can pre-allocate, and avoid unpleasant disk-full situations).
* The ability to fetch a set of files in one go, otherwise the protocol becomes inefficient for large sets of small files.
* Confirmation from the client when it's fully received a file, to recover from chunks that might be lost if the client disconnects unexpectedly.
So far, our semantic has been "fetch"; that is, the recipient knows (somehow) that they need a specific file, so they ask for it. The knowledge of which files exist and where they are is then passed out-of-band (e.g., in HTTP, by links in the HTML page).
How about a "push" semantic? There are two plausible use cases for this. First, if we adopt a centralized architecture with files on a main "server" (not something I'm advocating, but people do sometimes like this), then it's very useful to allow clients to upload files to the server. Second, it lets us do a kind of pub-sub for files, where the client asks for all new files of some type; as the server gets these, it forwards them to the client.
A fetch semantic is synchronous, while a push semantic is asynchronous. Asynchronous is less chatty, so faster. Also, you can do cute things like "subscribe to this path" thus creating a pub-sub file transfer architecture. That is so obviously awesome that I shouldn't need to explain what problem it solves.
Still, here is the problem with the fetch semantic: that out-of-band route to tell clients what files exist. No matter how you do this, it ends up being complex. Either clients have to poll, or you need a separate pub-sub channel to keep clients up-to-date, or you need user interaction.
Thinking this through a little more, though, we can see that fetch is just a special case of pub-sub. So we can get the best of both worlds. Here is the general design:
* Fetch this path
* Here is credit (repeat)
To make this work (and we will, my dear readers), we need to be a little more explicit about how we send credit to the server. The cute trick of treating a pipelined "fetch chunk" request as credit won't fly because the client doesn't know any longer what files actually exist, how large they are, anything. If the client says, "I'm good for 250,000 bytes of data", this should work equally for 1 file of 250K bytes, or 100 files of 2,500 bytes.
And this gives us "credit-based flow control", which effectively removes the need for high-water marks, and any risk of memory overflow.
++ State Machines
Software engineers tend to think of (finite) state machines as a kind of intermediary interpreter. That is, you take a regular language and compile that into a state machine, then execute the state machine. The state machine itself is rarely visible to the developer: it's an internal representation--optimized, compressed, and bizarre.
However, it turns out that state machines are also valuable as a first-class modeling languages for protocol handlers, e.g., 0MQ clients and servers. 0MQ makes it rather easy to design protocols, but we've never defined a good pattern for writing those clients and servers properly.
A protocol has at least two levels:
* How we represent individual messages on the wire.
* How messages flow between peers, and the significance of each message.
We've seen in this chapter how to produce codecs that handle serialization. That's a good start. But if we leave the second job to developers, that gives them a lot of room to interpret. As we make more ambitious protocols (file transfer + heartbeating + credit + authentication), it becomes less and less sane to try to implement clients and servers by hand.
Yes, people do this almost systematically. But the costs are high, and they're avoidable. I'll explain how to model protocols using state machines, and how to generate neat and solid code from those models.
My experience with using state machines as a software construction tool dates to 1985 and my first real job making tools for application developers. In 1991, I turned that knowledge into a free software tool called Libero, which spat out executable state machines from a simple text model.
The thing about Libero's model was that it was readable. That is, you described your program logic as named states, each accepting a set of events, each doing some real work. The resulting state machine hooked into your application code, driving it like a boss.
Libero was charmingly good at its job, fluent in many languages, and modestly popular given the enigmatic nature of state machines. We used Libero in anger in dozens of large distributed applications, one of which was finally switched off in 2011 after 20 years of operation. State-machine driven code construction worked so well that it's somewhat impressive that this approach never hit the mainstream of software engineering.
So in this section I'm going to explain Libero's model, and demonstrate how to use it to generate 0MQ clients and servers. We'll use GSL again, but like I said, the principles are general and you can put together code generators using any scripting language.
As a worked example, let's see how to carry-on a stateful dialog with a peer on a ROUTER socket. We'll develop the server using a state machine (and the client by hand). We have a simple protocol that I'll call "NOM". I'm using the oh-so-very-serious [http://unprotocols.org/blog:2 keywords for unprotocols] proposal:
[[code]]
nom-protocol = open-peering *use-peering
open-peering = C:OHAI ( S:OHAI-OK / S:WTF )
use-peering = C:ICANHAZ
/ S:CHEEZBURGER
/ C:HUGZ S:HUGZ-OK
/ S:HUGZ C:HUGZ-OK
[[/code]]
I've not found a quick way to explain the true nature of state machine programming. In my experience, it invariably takes a few days of practice. After three or four days' exposure to the idea, there is a near-audible "click!" as something in the brain connects all the pieces together. We'll make it concrete by looking at the state machine for our NOM server.
A useful thing about state machines is that you can read them state by state. Each state has a unique descriptive name and one or more //events//, which we list in any order. For each event, we perform zero or more //actions// and we then move to a //next state// (or stay in the same state).
In a 0MQ protocol server, we have a state machine instance //per client//. That sounds complex but it isn't, as we'll see. We describe our first state, {{Start}}, as having one valid event: {{OHAI}}. We check the user's credentials and then arrive in the Authenticated state[figure].
[[code type="textdiagram" title="The Start State"]]
.-------------------.
| Start |
'-+-----------------'
|
#-------------# .-------------------.
| OHAI +------------------->| Authenticated |
#-------------# '-------------------'
Check Credentials
[[/code]]
The {{Check Credentials}} action produces either an {{ok}} or an {{error}} event. It's in the Authenticated state that we handle these two possible events by sending an appropriate reply back to the client[figure]. If authentication failed, we return to the {{Start}} state where the client can try again.
[[code type="textdiagram" title="The Authenticated State"]]
.-------------------.
| Authenticated |
'-+-----------------'
|
#-------------# .-------------------.
| ok +------------------->| Ready |
#-------------# '-------------------'
| Send OHAI-OK
|
#-------------# .-------------------.
| error +------------------->| Start |
#-------------# '-------------------'
Send WTF
[[/code]]
When authentication has succeeded, we arrive in the Ready state. Here we have three possible events: an ICANHAZ or HUGZ message from the client, or a heartbeat timer event[figure].
[[code type="textdiagram" title="The Ready State"]]
.-------------------.
| Ready |
'-+-----------------'
|
#-------------# .-------------------.
| ICANHAZ +------------------->| Ready |
#-------------# '-------------------'
| Send CHEEZBURGER
|
#-------------# .-------------------.
| HUGZ +------------------->| Ready |
#-------------# '-------------------'
| Send HUGZ-OK
|
#-------------# .-------------------.
| heartbeat +------------------->| Ready |
#-------------# '-------------------'
Send HUGZ
[[/code]]
There are a few more things about this state machine model that are worth knowing:
* Events in upper case (like "HUGZ") are //external events// that come from the client as messages.
* Events in lower case (like "heartbeat") are //internal events//, produced by code in the server.
* The "Send SOMETHING" actions are shorthand for sending a specific reply back to the client.
* Events that aren't defined in a particular state are silently ignored.
Now, the original source for these pretty pictures is an XML model:
[[code]]
<class name = "nom_server" script = "server_c">
<state name = "start">
<event name = "OHAI" next = "authenticated">
<action name = "check credentials" />
</event>
</state>
<state name = "authenticated">
<event name = "ok" next = "ready">
<action name = "send" message ="OHAI-OK" />
</event>
<event name = "error" next = "start">
<action name = "send" message = "WTF" />
</event>
</state>
<state name = "ready">
<event name = "ICANHAZ">
<action name = "send" message = "CHEEZBURGER" />
</event>
<event name = "HUGZ">
<action name = "send" message = "HUGZ-OK" />
</event>
<event name = "heartbeat">
<action name = "send" message = "HUGZ" />
</event>
</state>
</class>
[[/code]]
The code generator is in {{examples/models/server_c.gsl}}. It is a fairly complete tool that I'll use and expand for more serious work later. It generates:
* A server class in C ({{nom_server.c}}, {{nom_server.h}}) that implements the whole protocol flow.
* A selftest method that runs the selftest steps listed in the XML file.
* Documentation in the form of graphics (the pretty pictures).
Here's a simple main program that starts the generated NOM server:
[[code type="fragment" name="nomserver"]]
#include "czmq.h"
#include "nom_server.h"
int main (int argc, char *argv [])
{
printf ("Starting NOM protocol server on port 5670...\n");
nom_server_t *server = nom_server_new ();
nom_server_bind (server, "tcp://*:5670");
nom_server_wait (server);
nom_server_destroy (&server);
return 0;
}
[[/code]]
The generated nom_server class is a fairly classic model. It accepts client messages on a ROUTER socket, so the first frame on every request is the client's connection identity. The server manages a set of clients, each with state. As messages arrive, it feeds these as //events// to the state machine. Here's the core of the state machine, as a mix of GSL commands and the C code we intend to generate:
[[code type="fragment" name="gsl-client-fsm"]]
client_execute (client_t *self, int event)
{
self->next_event = event;
while (self->next_event) {
self->event = self->next_event;
self->next_event = 0;
switch (self->state) {
.for class.state
case $(name:c)_state:
. for event
. if index () > 1
else
. endif
if (self->event == $(name:c)_event) {
. for action
. if name = "send"
zmsg_addstr (self->reply, "$(message:)");