Handling "rooms" with http-kit and Clojure - websocket

I have a nice little WebSocket app using http-kit server, and I'm feeling pretty good about myself. Now I want to add different "rooms" (the list of which should be dynamic) to my app, but I am having difficulty finding any documentation or example projects. I'm not afraid to spin my own solution, but it's nice to lean on others' experiences. Does anyone know of any examples of a similar implementation?
I can think of two approaches:
1) I could just keep the "room" in state along with the channel, then just send! to the channels associated to that room. Seems like the easiest approach, but then I'm filtering through each attached channel every time I broadcast a message.
2) I could build a new socket endpoint every time a new room is opened, and send the new URL back to the front end (or send the existing URL if the room was already opened), which would then drop the old socket and open a new one to the new url. Some overhead in building the new endpoint, but then I can just broadcast to every channel subscribed to it.
Any other ideas or input? I'm still pretty new to programming with WebSockets and with Clojure, so I get the feeling there may be a better way.

Both of your solutions are completely fine, though #1 would be slightly improved by maintaining an aditional map in the state so you would have
a map from chan --> room
antoher map from room --> vector of chans.

Related

Parallel Req/Rep via Pub/Sub

I have multiple servers, at any point, one and only one will be the leader whcih can respond to a request, all others just drop the request. The issue is that the client does not know which server is the leader.
I have tried using a pub socket on the client for the parallel request out, however I can't work out the right semantics for the response. In terms of how to get the server to respond to that specific client.
A hacky solution which I have tried is to have a sub socket on the client to pub sockets on all the servers, with the leader responding by publishing a message with a filter such that it only goes to the client.
However I am unable to receive any responses this way, the server believes that it sent the message and the client believes it subscribed to "" but then doesn't receive anything...
So I am wondering whether there is a more proper way of doing this? I have thought that potentially a dealer/router with sending to a specific client would work, however I am unsure how to do that.
Essentially I am trying to do a standard Req/Rep however doing the req in parallel to all the nodes, rather than round robin.
UPDATE: By sending the routing id of the dealer in the pub request, making the remote call idempotent (just returning pre-computed results on repeated attempts), and then sending the result back via a router, with message filtering on the receiving side, it now works.
Q : " is (there) a more proper way of doing this? "
Yes.
Start to apply the Maslow's Hammer rule:
“When the only tool you have is a hammer, every problem begins to resemble a nail.”
In other words, do not try use (one) hammer for solving every problem. PUB/SUB-archetype was designed to serve those-and-only-those multi-party Formal-Communications-Pattern archetypes, where many SUB-scribe to .recv() some PUB-lisher(s) .send()-broadcast messages, but nothing other.
Similarly, REQ/REP-archetype was defined and implemented so as to serve one-and-only-one multi-party distributed Formal-Communications-Pattern ( and will obviously not meet any use-case, which has any single other or even a slightly different requirement ).
Users often require some special, non-trivial features, that obviously were not a part of the said trivial Formal-Communications-Pattern archetype primitives ( those ready-made blocks, made available in the ZeroMQ toolbox ).
It is architecs' / designers' role to define, analyse and implement any more complex user-specific distributed-behaviour definition ( a protocol ) and to implement it, most often using a layered combination of the ready-made ZeroMQ primitives.
If in doubts, take a sheet of paper and pencil, draw a small crowd of kids on playground and sketch their "shouts", their "listening", their "silence", "waiting" and "doubts", their many or few "replies", their "voting" and "anger" of not being voted for by friends, their fight for a place on the Sun and their "persistence" not to let others take theirs turn and let 'em sit on the "swing" after releasing the so far pleasurable swinging oneselves.
All this is the part of finding the right mix of ( protocol-orchestrated ) levels of control and levels of freedom to act.
There we get the new, distributed-behaviour, tailor-made for your specific use-case.
Probability to find a ready-made primitive tool to match and fulfill any user-specific use case is limitlessly close to Zero ( sure, unless one's own, user-specific use-case requirements match all those of the primitive archetype, but that is not a user-specific use-case, but a re-use of an already implemented archetype for the very same situation, that was foreseen by the ZeroMQ fathers, wasn't it? )
Again, welcome to the art of Zen-of-Zero.
Maylike to readthis and this and this

How get a data without polling?

This is more of a theorical question.
Well, imagine that I have two programas that work simultaneously, the main one only do something when he receives a flag marked with true from a secondary program. So, this main program has a function that will keep asking to the secondary for the value of the flag, and when it gets true, it will do something.
What I learned at college is that the polling is the simplest way of doing that. But when I started working as an developer, coworkers told me that this method generate some overhead or it's waste of computation, by asking every certain amount of time for a value.
I tried to come up with some ideas for doing this in a different way, searched on the internet for something like this, but didn't found a useful way about how to do this.
I read about interruptions and passive ways that can cause the main program to get that data only if was informed by the secondary program. But how this happen? The main program will need a function to check for interruption right? So it will not end the same way as before?
What could I do differently?
There is no magic...
no program will guess when it has new information to be read, what you can do is decide between two approaches,
A -> asks -> B
A <- is informed <- B
whenever use each? it depends in many other factors like:
1- how fast you need the data be delivered from the moment it is generated? as far as possible? or keep a while and acumulate
2- how fast the data is generated?
3- how many simoultaneuos clients are requesting data at same server
4- what type of data you deal with? persistent? fast-changing?
If you are building something like a stocks analyzer where you need to ask the price of stocks everysecond (and it will change also everysecond) the approach you mentioned may be the best
if you are writing a chat based app like whatsapp where you need to check if there is some new message to the client and most of time wont... publish subscribe may be the best
but all of this is a very superficial look into a high impact architecture decision, it is not possible to get the best by just looking one factor
what i want to show is that
coworkers told me that this method generate some overhead or it's
waste of computation
it is not a right statement, it may be in some particular scenario but overhead will always exist in distributed systems
The typical way to prevent polling is by using the Publish/Subscribe pattern.
Your client program will subscribe to the server program and when an event occurs, the server program will publish to all its subscribers for them to handle however they need to.
If you flip the order of the requests you end up with something more similar to a standard web API. Your main program (left in your example) would be a server listening for requests. The secondary program would be a client hitting an endpoint on the server to trigger an event.
There's many ways to accomplish this in every language and it doesn't have to be tied to tcp/ip requests.
I'll add a few links for you shortly.
Well, in most of languages you won't implement such a low level. But theorically speaking, there are different waiting strategies, you are talking about active waiting. Doing this you can easily eat all your memory.
Most of languages implements libraries to allow you to start a process as a service which is at passive waiting and it is triggered when a request comes.

Laravel Raffle Project. Is a Queue the best way to achieve this?

I'm creating a raffle site as a small side project. It will handle multiple raffles each with an end time. At the end of each raffle a single winner is chosen.
Are Laravel Jobs the best way to go with this? Do I just create a single forever-repeating job to check if any raffles have ended and need a winner?
If not, what would be the best way to go?
I don't think that forever-repeating scripts are generally a good idea.
I just create a single forever-repeating job
This is almost never a good idea. It has its applications in legacy code bases but websockets and events are best considered for this job. Also, you have the benefit of using a really good framework like Laravel, so take advantage of it
Websockets
If you want people to be notified in real time in the browser.
If you have all your users subscribe to a websocket channel when they load the page, you can easily send a message to a websocket server to all subscribed clients (ie browsers) to let them know who the winner is.
Then, in your client side code (Javascript), you can parse that message to determine who the winner is and render a pop up that let's the user know.
Events
If you don't mind a bit of a delay, most definitely use events for this.
At the end of every action that might potentially end a raffle (ie, a name is chosen at random by a computer - function chooseName()). Fire an event that notifies all participants in the raffle.
https://laravel.com/docs/5.2/events
NB: I've listed the above two as separate issues, but actually, the could be used together. For example, in the event that a name is chosen at random, determine if the raffle is over and notify clients via a websocket connection.
Why I wouldn't use delayed Jobs
The crux of the reason - maintainability
Imagine a scenario where something extends the time of your raffle by a week. This could've happened because a raffle was cheated on or whatever (can't really think of all the use cases in that area).
Now, your job has a set delay in place - is it really a good programming principle to have to change two things when only one scenario changed? Nope. Having something like an event in place - onRaffleEnd - explicitly looks for the occurrence of an event. Laravel doesn't care when that event happens.
Using delayed Jobs can work - it's just not a good programming use case in your scenario and limits what you're able to do in the longer run. It will force you to make more considerations when unforeseen circumstances come along as well as when you want to change things. This also decentralizes the logic related to your raffle. Whilst decoupling code is good practice, having logic sit in completely different places makes maintenance a nightmare.

Is the mux in this golang socket.io example necessary?

In an app that I'm making, a user is always part of a 'game'. I'd like to set up a socket.io server to communicate with users in a game. I'm planning to use http://godoc.org/github.com/madari/go-socket.io go-socket.io, which defines the newSocketIOfunction to create a new socketio instance.
Instead of creating one socketio instance, I thought it might be possible to create a map that maps game id's to socket.io instances, and configure them so that they listen on an url that represents the game id.
This way, I can use methods such as broadcast and broadcastExcept to broadcast to all players ithin a single game. However, I'd have to start a new goroutine for every game, and I don't know enough about their performance characteristics to know if this is scalable, since the request rate for a single socketio instance will be very low, about 1/second at peak times, but the connection might be idle for tens of seconds at other times (except for heartbeat, and possibly other communication specified by the socket.io protocol).
Would I be better off creating 1 socket.io instance, and tracking which connections belong to which games?
I'd have to start a new goroutine for every game, and I don't know enough about their performance characteristics to know if this is scalable
Fire away, the Go scheduler is built to efficiently handle thousands and even millions of goroutines.
The default net/http server in the Go standard library spawns a goroutine for every client for instance.
Just remember to return from your goroutines once they're done working. Else you'll end up with a lot of stale ones.
Would I be better off creating 1 socket.io instance, and tracking which connections belong to which games?
I'm not involved in the project but if it follows Go's "get sh*t done" philosophy, then it shouldn't matter. You can find out what works better by profiling both approaches though.

Send data to browser

An example:
Say, I have an AJAX chat on a page where people can talk to each other.
How is it possible to display (send) the message sent by person A to persons B, C and D while they have the chat opened?
I understand that technically it works a bit different: the chat(ajax) is reading from DB (or other source), say every second, to find out if there are new messages to display.
But I wonder if there is a method to send the new message to the rest of the people just when it is sent, and not to load the DB with 1000s of reads every second.
Please note that the AJAX chat example is just an example to explain what I want, and is not something I want to realize. I just need to know if there is a method to let all the opened browser at a specific page(ajax) that there is new content on the server that should be gathered.
{sorry for my English}
Since the server cannot respond to a client without a corresponding request, you need to keep state for each user's queued message. However, this is exactly what the database accomplishes. You cannot get around this by replacing the database with something that doesn't just accomplish the same thing in a different way. That said, there are surely optimizations you could do. Keep in mind, however, that you shouldn't prematurely optimize situations like this; databases are designed to handle extremely high traffic, and it's very possible (and in fact, likely), that the scenario described will be handled just fine by the database out of the box.
What you're describing is generally referred to as the 'Comet' concept. See the Wikipedia article for details, especially implementation options (long polling, etc.).
Another answer is to have the server push changes to connected clients, that way there is just one call to the database and then the server pushes the change to all the clients. This article indicates it is possible, however I have never tried this myself.
It's very basic, but if you want to stick with a standard AJAX solution, a simple means of reducing load on the server when polling would be to get the AJAX call to forward the last collected comment ID for that client - you then use that (with the appropriate escaping) in the lookup query on the server side to ensure you only return new comments.

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