Using more than one erlang behaviour - erlang

I have an erlang gen_fsm process that talks to a remote server via tcp using erlang's built-in gen_tcp.
I would like to make this a web-socket client. Upon some investigation, I got this erlang websocket client library Erlang Websocket client.
looking at some examples, it looks like I have to use the
-behaviour(websocket_client_handler).
Basically, I do this in my start_link
start_link(UserID) ->
gen_fsm:start_link(?MODULE, [UserID], []).
However, the other behavior expects a different return values for the init and a different state. I already have a state for my gen_fsm.
Can someone throw some context around this.
I think it is nothing wrong in having two behaviors defined for the same module but given that each behavior requires different return types in the init/[1/2] functions, I start to think if this is really something feasible. Just wanted to reach out to someone experienced.
Thanks.

In principle, I don't think it's a problem: init/1 and init/2 are two completely different functions, gen_fsm:start_link will only call init/1 and websocket_client:start_link will only call init/2. And of course, the state from gen_fsm's callbacks won't be passed to websocket_client's, so they can be completely different. In practice, I'd expect it to be really confusing.
Instead, I'd separate the websocket client into a separate module which is called from the gen_fsm (if I understood you correctly).

Related

Can I call GenServer client functions from a remote node?

I have a GenServer on a remote node with both implementation and client functions in the module. Can I use the GenServer client functions remotely somehow?
Using GenServer.call({RemoteProcessName, :"app#remoteNode"}, :get) works a I expect it to, but is cumbersome.
If I want clean this up am I right in thinking that I'd have to write the client functions on the calling (client) node?
You can use the :rpc.call/{4,5} functions.
:rpc.call(:"app#remoteNode", MyModule, :some_func, [arg1, arg2])
For large number of calls, It's better to user gen_server:call/2-3.
If you want to use rpc:call/4-5, you should know that it is just one process named rex on each node for handling all requests. So if it is running one Mod:Func(Arg1, Arg2, Argn), It can not response to other request at this time !
TL;DR
Yes
Discussion
There are PIDs, messages, monitors and links. Nothing more, nothing less. That is your universe. (Unless you get into some rather esoteric aspects of the runtime implementation -- but at the abstraction level represented by EVM languages the previously stated elements (should) constitute your universe.)
Within an Erlang environment (whether local or distributed in a mesh) any PID can send a message addressed to any other PID (no middle-man required), as well as establish monitors and so on.
gen_server:cast sends a gen_server packaged message (so it will arrive in the form handle_cast/2 will be called on). gen_server:call/2 establishes a monitor and a timeout for receiving a labeled reply. Simply doing PID ! SomeMessage does essentially the same thing as gen_server:cast (sends a message) without any of the gen_server machinery behind it (messier to abstract as an interface).
That's all there is to it.
With this in mind, of course you can use gen_server:call/2 across nodes, as long as they are connected into a cluster/mesh via disterl. Two disconnected nodes would have to communicate a different way (network sockets) and wouldn't have any knowledge of each other's internal mapping of PIDs, but as long as disterl is being used they all translate PIDs amongst themselves quite readily. Named processes is where things get a little tricky, but that is the purpose of the global module and utilities such as gproc (though dependence on such facilities beyond a certain point is usually an indication of an architectural problem).
Of course, just because PIDs from any node can communicate with PIDs from another node doesn't always means they should. The physical topology of the network (bandwidth, latency, jitter) comes into play when you start sending high-frequency or large messages (lots of gen_server:calls), and you have always got to think of partition tolerance -- but for off-loading heavy sorts of work (rare) or physically partitioning sub-systems within a very large system (more common) directly sending messages is a very simple way to take a program coded for a single node and distribute it across a cluster.
(With all that in mind, it is somewhat rare to see the rpc module used.)

Qpid Erlang Module

I am newbie to erlang but managed to get the ActiveMQ talking to my erlang shell using qpid pronton c library as, which is working well and i am getting messages from queue itself on my erlang shell and vice versa.
qpidpn:subscribe("amqp://localhost/topic://xxx").
qpidpn:publish(#{address => "amqp://127.0.0.1/topic://xxx", body => "hello"}).
Now, i want to implement the same above stated code using .erl file with some function getting invoked everytime we have new message on the queue and i can take further action of returning the same to origin.
You can implement gen_server, as seems the messages are coming from some MQ. So, you can get the messages in handle_info. Once there you can do whatever you want to do with them.
Well, it all depends on how your subscriber is implemented (is it another process, TCP listener, do you use gen_event behaviour, does it decode any data for you .... ).
Since you are using AMQP protocol for communication, you could use RabbitMQ as client. You would get whole AMQP implementation (with all responses to your broker), and some model for getting messages or subscribing to channels. Code-base is mature, whole project is stable, and most of logic is written for you, so I would strongly recommend using this approach.
The "invoked everytime we have new message on the queue" is somewhat explained in subscibe to que section.

How to: Communicate with a subprocess

I have a Go program that starts a C/Lua process. Now I'd like to communicate between those two. For example, in the middle of the run of the child (the c/lua process), I'd like to ask the parent (the Go program) to do some calculations and wait for the result. I am not keen to use stdin/stdout for communication, as this is already used for regular output. Now I am thinking of using sockets for the communication, but I don't want to reinvent the wheel.
What are the obvious choices for this kind of communication?
Is there a (more or less) simple standard way to pass objects between Lua and Go? If not, text blobs would suffice.
Are Protocol Buffers suitable for this? Looks like overkill, but I have no experience here.
Besides all the usual IPC methods you've mentioned (yeah, a unix socket with protobuf should do it, and stdin/stdout as well), if you run the C/Lua code embedded in your program, and not start it as a process, you can actually communicate between the languages directly.
Using the cgo module, Go code can call C functions, and embedded C code can call Go functions. See here: http://golang.org/cmd/cgo/#hdr-C_references_to_Go
Also, you have a couple embeddable Lua binding libraries for Go which you can try, that let you call Lua code and let your Lua code call Go. see https://github.com/aarzilli/golua and https://github.com/stevedonovan/luar/
I now talk to the subprocess via regular tcp sockets. The child process (Lua) has luasocket built in and this seems to work on Windows, Mac and Linux without problems.
Also, I have (for now) defined my own very simple protocol which looks OK in the first steps.
Just in case anybody is interested: https://github.com/speedata/publisher/commit/ea253382c1096274bca2d4124867c39cd0d512e5 and the child commits implement the tcp connection.

WebSockets in Relation with TCP/IP Sockets on Misultin Erlang HTTP Library

i must say that i am impressed by Misultin's support for Web Sockets (some examples here). My JavaScript is firing requests and getting responses down the wire with "negligible" delay or lag, Great !!
Looking at how the data handler loop for WebSockets looks like, it resembles that of normal TCP/IP Sockets, atleast the basic way in Erlang
% callback on received websockets data
handle_websocket(Ws) ->
receive
{browser, Data} ->
Ws:send(["received '", Data, "'"]),
handle_websocket(Ws);
_Ignore ->
handle_websocket(Ws)
after 5000 ->
Ws:send("pushing!"),
handle_websocket(Ws)
end.
This piece of code is executed in a process which is spawned by Misultin, a function you give to it while starting your server like this below:
start(Port)->
HTTPHandler = fun(Req) -> handle_http(Req, Port) end,
WebSocketHandler = fun(Ws) -> handle_websocket(Ws) end,
Options = [{port, Port},{loop, HTTPHandler},{ws_loop, WebSocketHandler}],
misultin:start_link(Options).
. More Code about this, check out the example page.I have several questions.
Question 1: Can i change the controlling Process of a Web Socket as we normally do with the TCP/IP Sockets in Erlang ? (we normally use: gen_tcp:controlling_process(Socket,NewProcessId))
Question 2: Is Misultin the only Erlang/OTP HTTP library which supports WebSockets ? Where are the rest ?
EDIT :
Now, the reason why i need to be able to transfer the WebSocket control from Misultin
Think of a gen_server that will control a pool of WebSockets, say its a game Server. In the current Misultin Example, for every WebSocket Connection, there is a controlling process, in other-words for every WebSocket, there will be a spawned process. Now, i know Erlang is a hero with Processes but, i do not want this, i want these initial processes to die as soon as they handle over to my gen_server the control authority of the WebSocket.
I would want this gen_server to switch data amongst these WebSockets. In the current implementation, i need to keep track of the Pid of the Misultin handle_websocket process like this:
%% Here is misultin's control process
%% I get its Pid and save it somewhere
%% and link it to my_gen_server so that
%% if it exits i know its gone
handle_websocket(Ws)->
process_flag(trap_exit,true),
Pid = self(),
link(my_gen_server),
save_connection(Pid),
wait_msgs(Ws).
wait_msgs(Ws)->
receive
{browser,Data}->
FromPid = self(),
send_to_gen_server(Data,FromPid),
handle_websocket(Ws);
{broadcast,Message} ->
%% i can broadcast to all connected WebSockets
Ws:send(Message),
handle_websocket(Ws);
_Ignore -> handle_websocket(Ws)
end.
Above, the idea works very well, whereby i save all controlling process into Mnesia Ram Table and look it up against a given criteria if the application wants to send to that particular user a message. However, with what i want to achieve, i realise that in the real-world, the processes may be so many that my server may crash. I want atleast one gen_server to control thousands of the Web Sockets than having a process for each Web Socket, in this way, i could some how conserve memory.
Suggestion: Misultin's Author could create Web Socket Groups implementation for us in his next release, whereby we can have a group of WebSockets controlled by the same process. This would be similar to Nitrogen's Comet Groups in which comet connections are grouped together under the same control. If this aint possible, we will need the control ourselves, provide an API where we can take over the control of these Web Sockets.
What do you Engineers think about this ? What is your suggestion and/or Comment about this ? Misultin's Author could say something about this. Thanks to all
(one) Cowboy developer here.
I wouldn't recommend using any type of central server being responsible for controlling a set of websocket connections. The main reason is that this is a premature optimization, you are only speculating about the memory usage.
A test done earlier last year for half a million websocket connections on a single server resulted in misultin using 20GB of memory, cowboy using 16.2GB or 14.3GB, depending on if the websocket processes were hibernating or not. You can assume that all erlang implementations of websockets are very close to these numbers.
The difference between cowboy not using hibernate and misultin should be pretty close to the memory overhead of using an extra process per connection. (feel free to correct me on this ostinelli).
I am willing to bet that it is much cheaper to take this into account when buying the servers than it is to design and resolve issues in an application where you don't have a 1:1 mapping between tasks/resources and processes.
https://twitter.com/#!/nivertech/status/114460039674212352
Misultin's author here.
I strongly discourage you from changing the controlling process, because that will break all Misultin's internals. Just as Steve suggested, YAWS and Cowboy support WebSockets, and there are implementations done over Mochiweb but I'm not aware of any being actively maintained.
You are discussing about memory concerns, but I think you are mixing concepts. I cannot understand why you do need to control everything 'centrally' from a gen_server: your assumption that 'many processes will crash your VM' is actually wrong, Erlang is built upon the actor's model and this has many advantages:
performance due to multicore usage which is not there if you use a single gen_server
being able to use the 'let it crash' philosophy: currently it looks like your gen_server crashing would bring down all available games
...
Erlang is able to handle hundreds of thousands processes on a single VM, and you'll be out of available file descriptors for your open Sockets way before that happens.
So, I'd suggest you consider having your game logic within individual Websocket processes, and use message passing to make them interact. You may consider spawning 'game processes' which hold information of a single game's participants and status, for instance. Eventually, a gen_server that keeps track of the available games - and does only that (eventually by owning an ETS table). That's the way I'd probably want to go, all with the appropriate supervisors' structure.
Obviously, I'm not sure what you are trying to achieve so I'm just assuming here. But if your concern is memory - well, as TRIAL AND ERROR EXP said here below: don't premature optimize something, especially when you are considering to use Erlang in a way that looks like it might actually limit it from doing what it is capable of.
My $0.02.
Not sure about question 1, but regarding question 2, Yaws and Cowboy also support WebSockets.

Are there some general Network programming best practices?

I am implementing some networking stuff in our project. It has been decided that the communication is very important and we want to do it synchronously. So the client sends something the server acknowledges.
Are there some general best practices for the interaction between the client and the server. For instance if there isn't an answer from the server should the client automatically retry? Should there be a timeout period before it retries? What happens if the acknowledgement fails? At what point do we break the connection and reconnect? Is there some material? I have done searches but nothing is really coming up.
I am looking for best practices in general. I am implementing this in c# (probably with sockets) so if there is anything .Net specific then please let me know too.
First rule of networking - you are sending messages, you are not calling functions.
If you approach networking that way, and don't pretend that you can call functions remotely or have "remote objects", you'll be fine. You never have an actual "thing" on the other side of the network connection - what you have is basically a picture of that thing.
Everything you get from the network is old data. You are never up to date. Because of this, you need to make sure that your messages carry the correct semantics - for instance, you may increment or decrement something by a value, you should not set its value to the current value plus or minus another (as the current value may change by the time your message gets there).
If both the client and the server are written in .NET/C# I would recommend WCF insted of raw sockets as it saves you a from a lot of plumbing code with serialization and deserialization, synchronization of messages etc.
That maybe doesn't really answer your question about best practices though ;-)
The first thing to do is to characterize your specific network in terms of speed, probability of lost messages, nominal and peak traffic, bottlenecks, client and server MTBF, ...
Then and only then you decide what you need for your protocol. In many cases you don't need sophisticated error-handling mechanisms and can reliably implement a service with plain UDP.
In few cases, you will need to build something much more robust in order to maintain a consistent global state among several machines connected through a network that you cannot trust.
The most important thing I found is that messages always should be stateless (read up on REST if this means nothing to you)
For example if your application monitors the number of shipments over a network do not send incremental updates (+x) but always the new total.
In a common think about network programming, I think you should learn about :
1. Socket (of course).
2. Fork and Threading.
3. Locking process (use mutex or semaphore or others).
Hope this help..

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