In my Meteor application to implement a turnbased multiplayer game server, the clients receive the game state via publish/subscribe, and can call a Meteor method sendTurn to send turn data to the server (they cannot update the game state collection directly).
var endRound = function(gameRound) {
// check if gameRound has already ended /
// if round results have already been determined
// --> yes:
do nothing
// --> no:
// determine round results
// update collection
// create next gameRound
};
Meteor.methods({
sendTurn: function(turnParams) {
// find gameRound data
// validate turnParams against gameRound
// store turn (update "gameRound" collection object)
// have all clients sent in turns for this round?
// yes --> call "endRound"
// no --> wait for other clients to send turns
}
});
To implement a time limit, I want to wait for a certain time period (to give clients time to call sendTurn), and then determine the round result - but only if the round result has not already been determined in sendTurn.
How should I implement this time limit on the server?
My naive approach to implement this would be to call Meteor.setTimeout(endRound, <roundTimeLimit>).
Questions:
What about concurrency? I assume I should update collections synchronously (without callbacks) in sendTurn and endRound (?), but would this be enough to eliminate race conditions? (Reading the 4th comment on the accepted answer to this SO question about synchronous database operations also yielding, I doubt that)
In that regard, what does "per request" mean in the Meteor docs in my context (the function endRound called by a client method call and/or in server setTimeout)?
In Meteor, your server code runs in a single thread per request, not in the asynchronous callback style typical of Node.
In a multi-server / clustered environment, (how) would this work?
Great question, and it's trickier than it looks. First off I'd like to point out that I've implemented a solution to this exact problem in the following repos:
https://github.com/ldworkin/meteor-prisoners-dilemma
https://github.com/HarvardEconCS/turkserver-meteor
To summarize, the problem basically has the following properties:
Each client sends in some action on each round (you call this sendTurn)
When all clients have sent in their actions, run endRound
Each round has a timer that, if it expires, automatically runs endRound anyway
endRound must execute exactly once per round regardless of what clients do
Now, consider the properties of Meteor that we have to deal with:
Each client can have exactly one outstanding method to the server at a time (unless this.unblock() is called inside a method). Following methods wait for the first.
All timeout and database operations on the server can yield to other fibers
This means that whenever a method call goes through a yielding operation, values in Node or the database can change. This can lead to the following potential race conditions (these are just the ones I've fixed, but there may be others):
In a 2-player game, for example, two clients call sendTurn at exactly same time. Both call a yielding operation to store the turn data. Both methods then check whether 2 players have sent in their turns, finding the affirmative, and then endRound gets run twice.
A player calls sendTurn right as the round times out. In that case, endRound is called by both the timeout and the player's method, resulting running twice again.
Incorrect fixes to the above problems can result in starvation where endRound never gets called.
You can approach this problem in several ways, either synchronizing in Node or in the database.
Since only one Fiber can actually change values in Node at a time, if you don't call a yielding operation you are guaranteed to avoid possible race conditions. So you can cache things like the turn states in memory instead of in the database. However, this requires that the caching is done correctly and doesn't carry over to clustered environments.
Move the endRound code outside of the method call itself, using something else to trigger it. This is the approach I've taken which ensures that only the timer or the final player triggers the end of the round, not both (see here for an implementation using observeChanges).
In a clustered environment you will have to synchronize using only the database, probably with conditional update operations and atomic operators. Something like the following:
var currentVal;
while(true) {
currentVal = Foo.findOne(id).val; // yields
if( Foo.update({_id: id, val: currentVal}, {$inc: {val: 1}}) > 0 ) {
// Operation went as expected
// (your code here, e.g. endRound)
break;
}
else {
// Race condition detected, try again
}
}
The above approach is primitive and probably results in bad database performance under high loads; it also doesn't handle timers, but I'm sure with some thinking you can figure out how to extend it to work better.
You may also want to see this timers code for some other ideas. I'm going to extend it to the full setting that you described once I have some time.
Related
consider a multiplayer game that every client can request for some action in server.so that client can send a request continuously.
should i have to implement lock statement on each method that client can call to avoid multiple accessing thread(client)?
something like this one?
https://learn.microsoft.com/en-us/dotnet/csharp/language-reference/keywords/lock-statement
is there any better solution?
my game server is photon engine.
if i place this code in a loop with 200 iterate without lock statement,it will show me some ("its not 11") result from multiple threads.
public static number n1 = new number();
public static void PlusAndMinusInt()
{
lock (n1)
{
n1.x++;
Console.WriteLine($"{n1.x}");
if (n1.x != 11)
Console.WriteLine($"its not 11");
n1.x--;
Console.WriteLine($"{n1.x}");
}
}
well i think i got that.
There is no 'at the same time'
When they are called from the same unity client they will have an order and will be executed in that order, if they happen from different clients they will be processed in parallel potentially as they are on different fibers etc
I don't use Photon, but I think the multithreading synchronizing problem I encountered may be similar.
I once used a Socket library, where each socket can set event triggers upon receiving messages, and it uses multithreads to handle the them;
The solution working for me is to use the ConcurrentQueue ; we do not really handle the message immediately.
Rather, the messages are pushed in this queue, and are later de-queued/handled in the Main Thread.
This saved me the hassle of using lock everywhere; hope that is what you want.
I am trying to implement a couple of state handler funcitons in my javascript code, in order to perform 2 different distinct actions in each state. This is similar to a state design pattern of Java (https://sourcemaking.com/design_patterns/state).
Conceptually, my program need to remain connected to an elasticsearch instance (or any other server for that matter), and then parse and POST some incoming data to el. If there is no connection available to elasticsearch, my program would keep tring to connect to el endlessly with some retry period.
In a nutshell,
When not connected, keep trying to connect
When connected, start POSTing the data
The main run loop is calling itself recurssively,
function run(ctx) {
logger.info("run: running...");
// initially starts with disconnected state...
return ctx.curState.run(ctx)
.then(function(result) {
if (result) ctx.curState = connectedSt;
// else it remains in old state.
return run(ctx);
});
}
This is not a truly recursive fn in the sense that each invocation is calling itself in a tight loop. But I suspect it ends up with many promises in the chain, and in the long run it will consume more n more memory and hence eventually hang.
Is my assumption / understanding right? Or is it OK to write this kinda code?
If not, should I consider calling setImmediate / process.nextTick etc?
Or should I consider using TCO (Tail Cost Optimization), ofcourse I am yet to fully understand this concept.
Yes, by returning a new promise (the result of the recursive call to run()), you effectively chain in another promise.
Neither setImmediate() nor process.nextTick() are going to solve this directly.
When you call run() again, simply don't return it and you should be fine.
Currently I am working on a database that is updated by another java application, but need a NodeJS application to provide Restful API for website use. To maximize the performance of NodeJS application, it is clustered and running in a multi-core processor.
However, from my understanding, a clustered NodeJS application has a their own event loop on each CPU core, if so, does that mean, with cluster architect, NodeJS will have to face traditional concurrency issues like in other multi-threading architect, for example, writing to same object which is not writing protected? Or even worse, since it is multi-process running at same time, not threads within a process blocked by another...
I have been searching Internet, but seems nobody cares that at all. Can anyone explain the cluster architect of NodeJS? Thanks very much
Add on:
Just to clarify, I am using express, it is not like running multiple instances on different ports, it is actually listening on the same port, but has one process on each CPUs competing to handle requests...
the typical problem I am wondering now is: a request to update Object A base on given Object B(not finish), another request to update Object A again with given Object C (finish before first request)...then the result would base on Object B rather than C, because first request actually finishes after the second one.
This will not be problem in real single-threaded application, because second one will always be executed after first request...
The core of your question is:
NodeJS will have to face traditional concurrency issues like in other multi-threading architect, for example, writing to same object which is not writing protected?
The answer is that that scenario is usually not possible because node.js processes don't share memory. ObjectA, ObjectB and ObjectC in process A are different from ObjectA, ObjectB and ObjectC in process B. And since each process are single-threaded contention cannot happen. This is the main reason you find that there are no semaphore or mutex modules shipped with node.js. Also, there are no threading modules shipped with node.js
This also explains why "nobody cares". Because they assume it can't happen.
The problem with node.js clusters is one of caching. Because ObjectA in process A and ObjectA in process B are completely different objects, they will have completely different data. The traditional solution to this is of course not to store dynamic state in your application but to store them in the database instead (or memcache). It's also possible to implement your own cache/data synchronization scheme in your code if you want. That's how database clusters work after all.
Of course node, being a program written in C, can be easily extended in C and there are modules on npm that implement threads, mutex and shared memory. If you deliberately choose to go against node.js/javascript design philosophy then it is your responsibility to ensure nothing goes wrong.
Additional answer:
a request to update Object A base on given Object B(not finish), another request to update Object A again with given Object C (finish before first request)...then the result would base on Object B rather than C, because first request actually finishes after the second one.
This will not be problem in real single-threaded application, because second one will always be executed after first request...
First of all, let me clear up a misconception you're having. That this is not a problem for a real single-threaded application. Here's a single-threaded application in pseudocode:
function main () {
timeout = FOREVER
readFd = []
writeFd = []
databaseSock1 = socket(DATABASE_IP,DATABASE_PORT)
send(databaseSock1,UPDATE_OBJECT_B)
databaseSock2 = socket(DATABASE_IP,DATABASE_PORT)
send(databaseSock2,UPDATE_OPJECT_C)
push(readFd,databaseSock1)
push(readFd,databaseSock2)
while(1) {
event = select(readFD,writeFD,timeout)
if (event) {
for (i=0; i<length(readFD); i++) {
if (readable(readFD[i]) {
data = read(readFD[i])
if (data == OBJECT_B_UPDATED) {
update(objectA,objectB)
}
if (data == OBJECT_C_UPDATED) {
update(objectA,objectC)
}
}
}
}
}
}
As you can see, there's no threads in the program above, just asynchronous I/O using the select system call. The program above can easily be translated directly into single-threaded C or Java etc. (indeed, something similar to it is at the core of the javascript event loop).
However, if the response to UPDATE_OBJECT_C arrives before the response to UPDATE_OBJECT_B the final state would be that objectA is updated based on the value of objectB instead of objectC.
No asynchronous single-threaded program is immune to this in any language and node.js is no exception.
Note however that you don't end up in a corrupted state (though you do end up in an unexpected state). Multithreaded programs are worse off because without locks/semaphores/mutexes the call to update(objectA,objectB) can be interrupted by the call to update(objectA,objectC) and objectA will be corrupted. This is what you don't have to worry about in single-threaded apps and you won't have to worry about it in node.js.
If you need strict temporally sequential updates you still need to either wait for the first update to finish, flag the first update as invalid or generate error for the second update. Typically for web apps (like stackoverflow) an error would be returned (for example if you try to submit a comment while someone else have already updated the comments).
When I add a startAt(priority) to an on("value", fn) call I don't get callbacks after the node is created.
var myDataRef = firebaseRef.push(data);
myDataref.startAt(200).on("value", fn(snap) { blah });
My setup:
I have a client that pushes data to Firebase.
The client adds a value callback on the data ref returned in the step above.
I have a server component that use uses the firebase-work-queue to extract items from Firebase as they arrive. But instead of removing the items from the queue, I set the priority of the item to 100 to mark it as claimed by a worker.
The server component then does its thing with the data and when finished, updates the data and sets the priority to 200. Marking the task as complete.
On the client, if I DON'T USE startAt(200), I get the following callbacks:
A null value when the data is first pushed.
Then I get a callback with the data that I actually pushed.
Finally, I get a callback when the data is updated and priority 200 is set.
You'll notice that I didn't get a callback when the server claimed the queue entry and set the priority to 100. I've noticed that just changing a node's priority doesn't generate value callbacks. I guess that's technically correct since you're not changing the value, just the priority. And technically correct is the best kind of correct.
I've structure my code to ignore the extraneous callback in step 1 & 2 above. But I'd like to use startAt(200) to prevent those callbacks. However when I apply startAt(200), I only get the first callback with null data (step 1). This doesn't make sense as it doesn't even have a priority.
So my question is what is going on here?
I'm very new to Node.js and I'm sure there's an easy answer to this, I just can't find it :(
I'm using the filesystem to hold 'packages' (folders with a status extensions 'mypackage.idle') Users can perform actions on these which would cause the status to go to something like 'qa', or 'deploying' etc... If the server is accepting lots of requests and multiple requests come in for the same package how would I check the status and then perform an action, which would change the status, guaranteeing that another request didn't alter it before/during the action took place?
so in c# something like this
lock (someLock) { checkStatus(); performAction(); }
Thanks :)
If checkStatus() and performAction() are synchronous functions called one after another, then as others mentioned earlier: their exectution will run uninterupted till completion.
However, I suspect that in reality both of these functions are asynchoronous, and the realistic case of composing them is something like:
function checkStatus(callback){
doSomeIOStuff(function(something){
callback(something == ok);
});
}
checkStatus(function(status){
if(status == true){
performAction();
}
});
The above code is subject to race conditions, as when doSomeIOStuff is being perfomed instead of waiting for it new request can be served.
You may want to check https://www.npmjs.com/package/rwlock library.
This is a bit misleading. There are many script languages that are suppose to be single threaded, but when sharing data from the same source this creates a problem. NodeJs might be single threaded when you are running a single request, but when you have multiple requests trying to access the same data, it just behaves as it creates kind of the same problem as if you were running a multithreaded language.
There is already an answer about this here : Locking on an object?
WATCH sentinel_key
GET value_of_interest
if (value_of_interest = FULL)
MULTI
SET sentinel_key = foo
EXEC
if (EXEC returned 1, i.e. succeeded)
do_something();
else
do_nothing();
else
UNWATCH
One thing you can do is lock on an external object, for instance, a sequence in a database such as Oracle or Redis.
http://redis.io/commands
For example, I am using cluster with node.js (I have 4 cores) and I have a node.js function and each time I run through it, I increment a variable. I basically need to lock on that variable so no two threads use the same value of that variable.
check this out How to create a distributed lock with Redis?
and this https://engineering.gosquared.com/distributed-locks-using-redis
I think you can run with this idea if you know what you are doing.
If you are making asynchronous calls with callbacks, this means multiple clients could potentially make the same, or related requests, and receive responses in different orders. This is definitely a case where locking is useful. You won't be 'locking a thread' in the traditional sense, but merely ensuring asynchronous calls, and their callbacks are made in a predictable order. The async-lock package looks like it handles this scenario.
https://www.npmjs.com/package/async-lock
warning, node.js change semantic if you add a log entry beucause logging is IO bound.
if you change from
qa_action_performed = false
function handle_request() {
if (check_status() == STATUS_QA && !qa_action_performed) {
qa_action_performed = true
perform_action()
}
}
to
qa_action_performed = false
function handle_request() {
if (check_status() == STATUS_QA && !qa_action_performed) {
console.log("my log stuff");
qa_action_performed = true
perform_action()
}
}
more than one thread can execute perform_action().
You don't have to worry about synchronization with Node.js since it's single threaded with an event loop. This is one of the advantage of the architecture that Node.js use.
Nothing will be executed between checkStatus() and performAction().
There are no locks in node.js -- because you shouldn't need them. There's only one thread (the event loop) and your code is never interrupted unless you perform an asynchronous action like I/O. Hence your code should never block. You can't do any parallel code execution.
That said, your code could look something like this:
qa_action_performed = false
function handle_request() {
if (check_status() == STATUS_QA && !qa_action_performed) {
qa_action_performed = true
perform_action()
}
}
Between check_status() and perform_action() no other thread can interrupt because there is no I/O. As soon as you enter the if clause and set qa_action_performed = true, no other code will enter the if block and hence perform_action() is never executed twice, even if perform_action() takes time performing I/O.