Latency when calling from one API to another API - azure

I have this scenario that I have a external .net Core API gateway that my mobile device talk to and then many individual internal "micro" services that the gateway calls.
My question is for both IIS/Kestrel on local servers and on Azure (since my dev setup is in Azure but production on personal servers).
The question is if in both cases the calls to the internal api's work out of the box with as little latency as possibel? Or can I do something to "connect" the external and internal api's to get less latency?
I realy can't find any good data on this so I think I don't have the right terminology for this question.
Hope you can help me shed a light on this.

Short answer: Use the async/await pattern in your .NET code when calling remote services. Put services and servers as physically close together as possible to reduce network overhead.
If your code calls some other service over HTTPS, there will always be some latency associated with things like:
Network stack overhead
HTTPS handshaking
Packet routing
Actually waiting for the remote server to process and return a response
The first two are minimal, and you can't do much about them. The time it takes for a packet to get between two physical locations can vary between 5ms and 200ms (or more), and this is why it's common to place services in the same geographic region or datacenter.
As far as your code goes, as long as you're using the async/await pattern, your code is already running at the best network speed. If the latency isn't up to your requirements, you'll need to either make your servers faster, or move them closer together.
Fair warning: I'm not a network engineer, and this is a pretty high-level overview. I'd recommend asking technical networking questions over at Server Fault.

Related

Whats the best way to share objects between webservers on different hosts

TLDR;
I am wondering what is the best way to reliably share an object or other data between n number of webservers on n number of machines?
I have looked at the likes of redis but it seems that this would not be what I am actually looking for here. I am now thinking that something like IPC over remote / RPC might be more appropriate? Is there a better way to do this given it will be called at minimum 10 times over a 30 second interval which can exponentially grow as the number of users running servers grows too.
Example & current use case:
I run a multiplayer mod for a game which receives a decent level of traffic and we are starting to notice cases where requests get dropped sometimes. The backend webserver is written in NodeJS and uses express in a couple of places too. We are in the process of restructuring the system and we have now come to restructuring the part of the system that handles a heartbeat from each server that members of the public host. This information is then shared out to the players so they can decide which server to join.
Based on my own research I am looking to host the service on several different machines for redundancy. These machines are then linked over vlan / vswitch so that they have a secure method to communicate with eachother. The database system is already setup to replicate this way however I cannot see a performance inclined way to handle the sharing of objects containing information about the servers that have communicated with each webhost.
If it helps the system works something like this:
Users server -> my load balancer -> webhost (backend).
Player -> my load balancer -> webhost (backend) returns info on all currently online servers.
In the example above and what is currently in use is a single instance webserver which handles the requests and processes needed.
Just an idea while the community proposes answers: consider reading about Apache Thrift. It is not such as IPC like, but more an RPC like. If the architecture of your servers, or the different components or the "backend network" is in "star"... with one "master" I shoud consider that possibility.
If the architecture of your backend is not like that... but a group of "independent" entities, it comes to my mind to solve the functionality with some "data bus" such as private MQTT broker and a group of members, subscribed or publishing data for the rest of the network. The most optimal serialization strategy for the object would be in my opinion Google Protobuf.
The integration of Mqtt with nodeJS is very simple, and if the weight of the packets is not too big, and you can admit some latency, I would really recommend you to make some tests using Mqtt with a publish/subscription QoS=2. It would not take great efforts to substitute de underlying communications library that you are using.
Once that is said, it seems that there's another solution: Kafka, that seems very interesting (I don't really know it).
Your choice will depend on the nature of your data, mostly: weight of the packets, frequency per user, and the latency you are willing to admit for the worst of the scenarios.

Questions pertaining to micro-service architecture

I have a couple of questions that exist around micro service architecture, for example take the following services:
orders,
account,
communication &
management
Question 1: From what I read I understand that each service is suppose to have ownership of the data pertaining to that service, so orders would have an orders database. How important is that data ownership? Would micro-services make sense if they all called from one traditional database such that all data pertaining to the services would exist in one database? If so, are there an implications of structuring the services this way.
Question 2: Services should be able to communicate with one and other. How would that statement be any different than simply curling an existing API? & basing the logic on that response? Is calling a service more efficient than simply curling the API?
Question 3: Is it worth it? Now I understand this is a massive generality , and it's fundamentally predicated on the needs of the business. But when that discussion has been had, was the re-build worth it? & what challenges can you expect to face
I will try to answer all the questions.
Respect to all services using the same database. If you do so you have two main problems. First the database would become a bottleneck because all requests will go to the same point. And second you will have coupled all your services, so if the database goes down or it needs to update, all your services will be affected. (The database will became a single point of failure)
The communication between services could be whatever your services need (syncrhonous, asynchronous, via message passing (message broker), etc..) it all depends on the use cases you have to support. The recommended way to do to avoid temporal decoupling is to use a message broker like kafka, doing this your services don't have to known each other and in case some of them go down the others will still working. And when they are up again, they can continue to process the messages that have pending. However, if your services need to respond in synchronous way, you can define synchronous communication between services and use a circuit breaker to behave properly in case the callee service is down.
Microservices architecture is far more complicated to make it work, to monitoring and to debug than a traditional monolith architecture so, it is only worth if you will have very large requirements of scalability and availability and/or if the system is very large and it will require several teams working in different parts of the system and it is recommendable to avoid dependencies among them. So each team can work at their own pace deploying their own services

Can I run a microservice which keeps a port open in the cloud?

I'm new to microservices. I envision them as a set of processes running in two or more machines (I suppose for a given process two instances must be run in separate machines for reliability). In that setup, depending on the kind of clients I have there may be one process working as a TCP server serving on a specific high port and speaking a non-HTTP protocol.
However, for my low-bandwidth, testing purposes, I haven't found a free cloud service which provides that kind of environment (machines to run processes on – say, Java on Linux – while keeping a high port open).
Maybe the facilities I'm expecting are only available to paying customers, or maybe implementing a microservice architecture in the cloud goes beyond simply running processes in machines and sharing a database? Could someone clarify? (and if possible direct me to one such free service)
Yes, you are right when you say Microservices are more about independent service (processes) that can be deployed in one or more cloud machines. Each service can communicate to other using non-http protocol like Message brokers, Thrift, Remote Procedure call (RPC) etc.
As the architecture point of view, services should mostly be decoupled enough to handle complexity of distributed computing. see the image on Microservices Architecture link
There's a concept of API Gateway which could be used for authentication and service registration and discovery purpose.
Coming back to your question, you can test microservices on single cloud (by running each service on different port) and use API Gateway to discover the service path for references here are the links which are worth to look at these.
For concept see links: Microservices.io and stackoverflow question
For Implementation: zookeeper and Auth0 (this is what i'm using)
If you are java lover great to look at infoQ article
Some of the free source that might can help in building and testing microservices are: Google App Engine, hook.io

Node.js scalability in typical web applications

As Node.js beginner coming from Enterprise IT, I am unable to comprehend one aspect of node.js usage. I am framing my question in two parts.
Question-1) Strictly from scalability standpoint, how can an I/O heavy web application scale using node.js unless we scale back-end I/O resources that it is consuming?
A database server can serve only "X" number of concurrent users. Even if node based HTTP server is able to handle more incoming requests, overall throughput is going to be dictated by number of concurrent connections DB can handle.
Same applies for other enterprise resources like content retrieval from file servers or invocation of legacy APIs etc. I understand that we would be less worried about cloud resources which can elastically scale and are not in our direct purview.
Question-2) If answer to above question is "Node is not one-size-fit-all solution", how are companies like PayPal, Walmart, LinkedIn et al able to gain scale using node? They too would integrate within their existing system landscape, and are not totally network based applications (or are they?).
Node.js is typically used as an orchestration layer in SOA.It is mainly used as front-end for the backend services.It is true that
the throughput is going to be dictated by number of concurrent connections DB can handle but there is also the time involved
for the presentation layer to present the content.
Web technologies like JSP,Ruby on rails are designed to get the content on the server and serve as a single page to the client and are not suited for orchestration layer.Today we need services that handle mobile clients(where there are lot of API calls to retrieve small amount of data)Thus node.js reduces the response time and increases the user expierence.
Look at http://nodejs.org/video/ video by Eric Hammer to understand how Node.js is being used in Walmart.

Using Linux Virtual Server for load balancing of zones in MMO game

I'm a developer of a MMO game and currently we're at my company facing some scalability issues which, I think, can be resolved with proper clustering of the game world.
I don't really want to reinvent the wheel that's why I think Linux Virtual Server could be a good choice especially with some Level 7 load balancing technique.
I'm currently looking at ktcpvs as a load balancing solution and wonder if it's a proper choice.
The main idea is to have a number of zones("locations" in terms of my game) running on dedicated servers. When a player decides to go to some specific location the load balancer decides which zone server will be actually serving the player(that's actually why I need a Level 7 load balancer)
What do you folks think about all said above?
Update: I posted the same question to LVS users mailing list http://marc.info/?l=linux-virtual-server&m=124976265209769&w=2
Update: I also started the similar topic on the gamedev.net forum http://www.gamedev.net/community/forums/topic.asp?topic_id=544386
In order to address your question we need to understand whether you need volume or response, but it is difficult to get both at the same time.
Layer 7 load balancing - is data based application level balancing, so the data content of the network packet needs to be routed to an end-point. You can achieve volume (more users) by implementing routing at the application level, service level or kernel level.
Scalability - I assume you are running out of memory, CPU resources and network bandwidth.
Application level - your application logic receives an application packet and routes accordingly.
Service level - your system framework (front end service of some kind) receives the packet and through a module - performs the routing (think of custom apache module, even network driver modules - like writing a network filter)
Kernel level - Performs routing at network packet level.
The closer you move to the metal, the better your response will be. I suggest using dedicated linux server up-front to perform the routing - go native, not virtual. Use multiple or teamed network adapters for the WAN and a dedicated adapter for each end-point (one+ wan, one each for each connected app server)
If response time is important then you need a kernel/supervisor state solution, it will save you a few context switches but be aware that you need to limit hops at all costs and could better be served by fewer, larger machines and your scalability will always be limited. There is a risk in using KTCPVS, it is quite old and not actively updated. If you judge that it works for you great, otherwise consider writing something akin to a network filter as long as it runs in system state.
If volume is important but response time is secondary, implement a custom built high-speed socket switch built in C++ running in problem/user state. It is the easiest to maintain and will offer the best scalability.
You will need to build some prototypes to figure out what suits your needs best.
Final thoughts -
Before doing any of the above first ensure that you have optimized your game design. You may know most of this, I list it here for the benefit of all.
(a) messages should fit comfortably within one network packet, less than 1500 bytes for most home routers
(b) Try to fit the logic of the routing in your game client instead of your servers. A simple download of a small table with zones and IP addresses to a client will allow you to forego all of the above.
(c) Try to limit zone visibility by to the clients, they should know about their zones and adjacent zones only (if you implement the point b above)
Hope this helps, sorry I cannot be more specific regarding KTCPVS.
You haven't specified where the bottleneck is. Network Traffic? Disk IO? CPU Cycles?
Assuming you mean a layer 7 load balancer and don't have enough CPU power, I think LVS ist not the optimal choice. I have done Web Server load balancing with LVS, which works straightforward and isn't exactly complicated.
But I think load balancing an MMORP this way needs considerable amounts of additional code in LVS, it might be easier to do the load balancing with a multithreaded application distributed over some multicore server. But this isn't fully scalable, this only gets you to 16 cores without prohibitve cost increase.
The biggest issue in something like this is what happens when players are near a boundary. Obviously they need to be able to see and interact with each other, but they're on separate servers. So you need some pretty fancy inter-server communication, sometimes just duplicating messages to both servers. It can get even more complicated when someone is near a "corner", and then you have to deal with 4 servers!
The book Massively Multiplayer Game Development has a chapter on "The Pitfalls of Shared Server Boundaries" which covers this issue in detail.
I haven't heard of Linux Virtual Server before now, so I don't understand how it fits. I think your actual server application needs to support this game-specific load balancing, rather than trying to run a cluster and assuming that it will automatically know how to split up your application (which it won't). If I were you, I would write the server program to handle its own piece of land, and it should connect to the pieces of land around it, and then design a server-to-server protocol for the passing of these messages ("here comes a player, I'm going to start telling you about him!" "make sure to tell me about messages near our boundary", "okay the player is out of my territory and into yours, here's his detailed data", etc). I think it's a bit more complicated than just running a different flavor of Linux and assuming you'll get automatic load balancing.
Why are you moving the distribution logic to the loadbalancer? It's a component that's not free and can break. It seems your clients are quite aware of which zone they're in. It seems they could very well connect to zone<n>.example.com. You'd then handle loadbalancing at DNS level.

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