Cross-language bi-directional Client-Server communication methodology? - client-server

I am making a turn-based card game that will have clients, a lobby server and a game server. What methologies are there that are both cross-language and bi-directional (e.g. client request -> server server response-> client, as well as server request-> client client response -> server)?
I have looked into JMS but believe it is too heavyweight for my needs (this program will just be small scale, and I don't think the complexities make this solution suitable). I have briefly looked into REST but I believe that wouldn't fit the bi-directional requirement. Of course, there is RMI but I would like to be able to develop clients in C++ and other languages as another learning exercise.
If I'm honest, I'm at a bit of loss because I don't want to use JMS as I think it is too complex for this, but I don't think just using TCP sockets and say using a basic XML based protocol for the messages will provide a good structure of communication for the program.

The research lab that I do some work with develops a system called "Object Oriented Distributed Semantic Services."
We leverage some work that we do with cross-language serialization to allow you to write clients/servers in different languages, and the underlying messages to be a format that be serialized and deserialized by clients/servers regardless of their implementation language.
Right now we mostly support Java/ObjectiveC. You can take a look at the chat room tutorial, which should give you a basic idea of how requests / responses work.
http://ecologylab.net/research/simplGuide/oodss/index.html
OODSS is designed to work well for game scenarios... the system was originally written to support a game one of the researchers in our lab was working on. The original paper on OODSS discusses the development of a game from the ground up. That may work out well for you: http://ecologylab.net/technicalReports/oodss_TR_10_01.pdf
You could apply a similar idea to allow for multiple clients in languages that aren't supported yet. (you may have to write some serialization/deserialization code on your own, to start.)
Good luck! Hope that helps!

Related

Microservices and low latency transport

I know only two popular transport protocols in micro-services world: REST/HTTP and AMQP.
And I sense two problems with that:
1)
Do not you think they are pretty slow? If you disagree with that claim (yes, yes, I have no benchmark about AMQP, although HTTP is widely considered as a slow one, you can find in internet articles without my help), then I can tell you that with a scarce choice of 2 you always can imagine a lot of faster protocols are not represented. 2 is a very small number, meaning, in practice - no choice.
2)
HTTP looks like not intended to be a server-to-server protocol, but widely used in this role.
What you think about that and can you suggest some alternative (supported by frameworks, I mean something that I do not need write from scratch myself)?
It all depends on your domain scenario, its requirements and how much you can invest into the development for a lower latency, smaller bandwidth, etc.
Today there is a whole spectrum of options for server communication. Https just happens to be the most common one and good enough for a lot of applications.
Given you have both ends of the communication under control, nothing prevents you from investing more effort and building your own binary protocol based on a UDP socket or go even lower in the OSI layers. For example Google is using QUIC and has proposed to make it a successor to http/2. So http/3 may actually become a lot more efficient.
Or you can try to implement existing standards that are more optimized for latency and even real time applications. One example from the industrial domain is profinet.
A lot of times the payloads are what creates slow connections though. JSON is a great example for a format that takes a lot of time to de-/serialize in large quantities. And to improve that you can use a different transport format, for example flat buffers (another google invention) from the gaming domain.
In general if you do some research about how networking is done in gaming you will find a lot interesting technologies.
First, please isolate architectural topics from implementational topics. One side is architecture and the other side is implementation. Microservices Architecture is talking about a new paradigm in SOA. Now in the implementation phase, you can use several protocols to implement your microservice size service. You can use UDP, TCP, HTTP, etc.
The HTTP protocol used widely in microservices where there are certain concerns like statelessness, this does not necessarily mean that all microservices in implementation phase need to use HTTP. They may/could use HTTP or any other transport protocols like UDP, or even CoAP.
Following are a set of articles that published about microservices in code-project, you can read and comment on your questions if you like.
https://www.codeproject.com/Articles/1264113/Dive-into-Microservices-Architecture-Part-I
https://www.codeproject.com/Articles/1264113/Dive-into-Microservices-Architecture-Part-II
https://www.codeproject.com/Articles/1264113/Dive-into-Microservices-Architecture-Part-III

ZeroMQ vs Crossroads I/O

I am looking into using ZeroMQ as the messaging/transport layer for a fairly large distributed system, mainly targeting monitoring and data collection (many producers, a few consumers).
As far as I can see there are currently two different implementations of the same concept; ZeroMQ and Crossroads I/O, the latter being a fork of ZeroMQ (in 2012?).
I am trying to figure out which one to use and wonder about the differences between them, but have so far not found much information regarding this.
For example:
Are they compatible on the wire?
Are they API compatible, i.e. some kind of common base API, possibly with different add-ons?
Do they both implement support for ZMTP (ZeroMQ Message Transport Protocol)?
Do they share some kind of common understanding of future development or will they continue in two separate and possible different directions?
What are the pros/cons in relation to the other?
Basically, how do one choose one over the other?
Crossroads.io is pretty dead since Martin Sustrik has started on a new stack, in C, called nano: https://github.com/250bpm/nanomsg
Crossroads.io does not, afaik, implement ZMTP/1.0 nor ZMTP/2.0 but its own version of the protocol.
Nano has pluggable transports and we'll probably make a ZMTP transport for that. Nano is really nice, a rethinking of the original libzmq library, and if it's successful would make a good new kernel.
Ideally, Nano would interoperate both at the API and the protocol level, so be a pluggable replacement for libzmq. It does have quite a long way to go, though.
Note that there are now several rewrites of libzmq emerging, including JeroMQ (Java) and NetMQ (C#). These two do implement ZMTP/1.0 and ZMTP/2.0 properly. There are also other libraries like Axon (https://github.com/visionmedia/axon) which are heavily inspired by 0MQ but not compatible.
Based on experience, users value interoperability more than almost anything else, so it's quite likely that different 0MQ-like stacks will end up speaking the same protocols.

Sending messages between computers

I'd like to start investigating client/server communication. I've started to look at Distributed Objects and a tad at CFNetwork. Let's just say I'm looking for something more my speed (which is slower).
I'd like to be able to send a message from one computer to another, possibly carrying a string or some other type of data. I'm thinking of building a simple student response system where one computer is acting as a server and the clients are connecting and sending data to it.
I'm looking for resources that might help me out as well as suggestions of where to start understanding the concepts involved. I've been teaching myself Objective-C and am a relative newbie to programming, so I know I have holes in my understanding.
"Sockets" is the canonical answer.
If you're interested, here's a great introduction to socket programming (biased toward C, but still very informative):
Beej's Guide to Network Programming
Another way of doing it really simple is by letting the server set up a local http server (inside it self), and then let the clients simply make http requests. By doing that you let the http layer do all the fancy sockets stuff. More simple, and with more overhead, but may be suitable for your case. Also a lot easier to debug, since you can use your browser to test the connection. There are many ways of implementing a HTTP server in cocoa, can't remember which one i've used, but a quick google pointed me at this one for example

Where would I go to learn write code that had to be very, very secure but DOES expose external services (running on a standard Windows or Linux OS)

Where would I go to learn write code that had to be very, very secure and that DOES expose external services (running on a standard Windows or Linux OS). Knowing what services can and cannot be safely exposed would be part of the issue. Note that I am not looking for a favorite choice between Linux and Windows, as the choice is not likely to be mine to make in any given case. However the level of security needs to be military grade.
I almost feel embarressed giving this as a for instance, but how would I know whether or not I could use, say, WCF, in such a setting.
High security is a difficult concept as it generally involves way more than just the code you wrote.
Basically every layer of the OSI model has to be taken into consideration. Things like, preventing capture of the data stream (or it being rerouted) between the end points (quantum cryptography).
At the higher levels, you have things like various things like
Physical security of the devices (all endpoints if possible).
Hardening the OS (e.g: closing ports, turning off unused services, using kerberos, VPN tunnels, and leveraging white lists of machines allowed to connect, etc);
Encrypting the data at rest (file encryption), in transmission (SSL), and in memory (column/table encryption).
Ensuring and enforcing proper authentication and authorization at every level (in app, in sql, etc).
Log EVERYTHING. At a minimal it should answer "who/what/when/where/how"
Along with the logging, Actively Monitor it. aka: intrusion detection.
Then we can move on to other things like looking at other attack vectors like sql injection, xss, internal / disgruntled employees, etc.
And once you've done all of that be prepared when a hacker gets away with everything they want simply by social engineering.
In short, the best tact to take in order to secure any computer related application is to listen to the ethos of Fox Mulder, and Trust No One. Another favorite of mine that applies is: It's only paranoia if they aren't after you.
You could use formal methods to (sort-of) prove the critical parts of your software. A tool like Frama-C (free, LGPL license, targetting embedded systems) could be relevant (at least if your software is critical, embedded, written in C).
But military grade don't mean much. Your client will (and should) define exactly the standards to respect. For instance, critical [civilian] aircraft software needs to follow something like DO-178C (or its predecessor, DO-178B). Different industries have different standards similar to that. (both railways and medical industries have their own standards, which might be different in North America than in Europe).
If your system (& client) is less demanding (i.e. no billion dollars or hundreds lives threatened by bugs) you could consider customizing your compiler or using some other tool. For example, GCC is customizable thru plugins or thru MELT extensions.
Don't forget that software reliability has a big price (that means a big cost for you, hence for your client).
Well, the question of where can be answered simply. Not in school. I suggest to create a learning path for yourself. Pick a technology that you like and learn it inside out. A basic book to get you started should suffice, however the rest of the stuff you learn as you go, or via the documentation of that technology.
For instance - learning under .NET (Microsoft) involves a basic A-Press text-book (i suggest Pro C# and The .NET 4.0 Platform). Thereafter searching through the .NET Framework Reference on MSDN will give you the rest.
If you are looking for WCF reference, I suggest the (MCTS Exam 70-503, Microsoft .NET Framework 3.5 Windows Communication Foundation) and MSDN.
Just keep in mind that not a single technology will achieve what you are looking for. For example: WCF co-mingles with WF (Windows Workflow Foundation), as well as SQL Data Services and Entity Framework. Being exposed to multiple technologies will definitely broaden your vision.
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WCF is a beast in this regard. Here are the advantages over some other means of communication:
Messages (data) passed between end points can be secured via message-level security (encryption). The transport channel chosen can also be secured at protocol level via transport layer security (encryption).
End points themselves can authorize and impersonate clients (client level security). You can implement end-to-end service tracing, health monitoring & performance counters, message logging, as well as forward and backward compatibility with newer/older clients (via graceful degradation of the message format, provided in WCF). If you chose to do so, you can even implement routing as fail-safe for your communications channel. WCF also supports transactions (ACID), concurrency, as well as a per-instance throttling, giving you the most flexibility in writing secure/robust military grade code.
In retrospect the security and flexibility of WCF are astonishing. A similiar technology (if not the same) is the WS-Security spec. It is part of the WS-* specifications for web services and deals with Xml signature and Xml encryption to provide secure communications channel between two end points.
The disadvantages of WS-* however is that it is a one-way means of communication. WCF can facilitate 2 way communication. A client can send a request to a server, but also a server can send requests to the client. WS-* dictates that a client can only send and receive responses to the server, but not vice versa.
I am not a WCF developer so i thought the highlights might provoke you into doing your own research. "There are hundreds of ways to skin an animal, neither of them is wrong..."

How to structure a client-server application with 'push' notifications

EDIT: I forgot to include the prime candidate for web applications: JSON over HTTP/REST + Comet. It combines the best features of the others (below)
Persevere basically bundles everything I need in a server
The focus for Java and such is definitely on Comet servers, but it can't be too hard to use/write a client.
I'm embarking on an application with a server holding data, and clients executing operations which would affect this data, and thus require some sort of notification across all interested/subscribed clients.
The first client will probably be written in WPF, but we'll probably need to add clients written in other languages, e.g. a Java (Swing?) client, and possibly, a web client.
The actual question(s): What protocol should I use to implement this? How easy would it be to integrate with JS, Java and .NET (precisely, C#) clients?
I could use several interfaces/protocols, but it'd be easier overall to use one that is interoperable. Given that interoperability is important, I have researched a few options:
JSON-RPC
lightweight
supports notifications
The only .NET lib I could find, Jayrock doesn't support notifications
works well with JS
also true of XML-based stuff (and possibly, even binary protocols) BUT this would probably be more efficient, thanks to native support
Protobuf/Thrift
IDL makes it easy to spit out model classes in each language
doesn't seem to support notifications
Thrift comes with RPC out of the box, but protobufs don't
not sure about JS
XML-RPC
simple enough, but doesn't support notifications
SOAP: I'm not even sure about this one; I haven't grokked this yet.
seems rather complex
Message Queues/PubSub approach: Not strictly a protocol, but might be fitting
I hardly know anything about them, and got lost amongst the buzzwords`-- JMS? **MQ?
Perhaps combined with some RPC mechanism above, although that might not be strictly necessary, and possibly, overkill.
Other options are, of course, welcome.
I am partial to the pub/sub design you've suggested. I'd take a look at ZeroMQ. It has bindings to C#, Java, and many other platforms.
Bindings list: http://www.zeromq.org/bindings:clr
I also found this conversation on the ZeroMQ dev listing that may answer some questions you have about multiple clients and ZeroMQ: http://lists.zeromq.org/pipermail/zeromq-dev/2010-February/002146.html
As XMPP was mentioned, SIP has a similar functionality. This might be more accessible for you.
We use Servoy for this. It does automatic data broadcasting to web-clients and java-clients. I'm not sure if broadcasts can be sent to other platforms, you might be able to find an answer to that on their forum.
If you want to easily publish events to clients across networks, you may wish to look at a the XMPP standard. (Used by, amongst other things, Jabber and Google Talk.)
See the extension for publish-subscribe functionality.
There are a number of libraries in different languages including C#, Java and Javascript.
You can use SOAP over HTTP to modify the data on the server and SOAP over SMTP to notify the subscribed clients.
OR
The server doesn't know anything about the subscription and the clients call the server by timeout to track updates they are interested in, using XML-RPC, SOAP (generated using WSDL), or simply HTTP GET if there is no need to pass back complex data on tracking.

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