If I sent a lot of messages to a remote node and immediately call erlang:disconnect_node/2 to drop the connection, is there a chance some messages don't get through the wire? In other words, does that method perform a brutal disconnection, regardless of waiting messages?
No, even with two local nodes!
Setup: I got a node a#super, on witch a dummy receive-print loop runs, registered with a. On another node, I run
(b#super)1> [{a, a#super} ! X || X <- lists:seq(0,10000)], erlang:disconnect_node(a#super).
That is, many messages, and then a brutal disconnection.
Result: the receiver printed the full 10001 messages only once over 10 runs.
So, you definitely do not have any guarantee the receiver got all the messages. You should use another technique (novice at erlang, sorry), or use an ack message before the disconnect.
Related
After logon, i would like to send a chat message to the Guild channel.
I'm currently listening for events:
PLAYER_ENTERING_WORLD
GUILD_ROSTER_UPDATE
Once those have fired (in order), i'd like to send a chat message. However, it never sends.
Code:
print("Should_send")
SendChatMessage(msgToSend, "GUILD");
It's also worth noting that if i then trigger this manually, it works.
I do see the "Should_send" print statement appearing in the default chat window each time - as expected. I've also checked that "msgToSend" contains content - and is less than 255 characters.
So, when can i call SendChatMessage?
Ok, in order to be able to send a chat message to guild, you need to wait for the event "CLUB_STREAM_SUBSCRIBED" to fire.
This is due to the Guild channel becoming a "community" channel of sorts - previously, it seems this wasn't required.
So, adding an event listener:
frame:RegisterEvent("CLUB_STREAM_SUBSCRIBED");
Resolves the issue.
You will likely need to set a flag for the event, then print later on another event.
You can send chat messages any time after you see the welcome message or after the welcome message was posted. Which is pretty soon after you able to receive events from your frames.
Here is what I would do to complete a similar mission:
Just put your send code in a macro to test it first. Don't worry about timing the message until you see it work in a macro.
You can make your own print to send generic messages to the chat window which should always work similar to:
function MyPrint( msg, r, g, b, frame, id)
(frame or DEFAULT_CHAT_FRAME):AddMessage(msg, r or 1, g or 1, b or 0, id or 0)
end
-- put these in your event handlers
MyPrint("event PLAYER_ENTERING_WORLD")
MyPrint("event GUILD_ROSTER_UPDATE")
And use that for debugging instead.
You need to divide and conquer the problem, because there are so many things that could be wrong causing your issue, no one here can really have a definitive answer.
I know for sure that if you try to write to chat before the welcome message with print it at least used to not work. I remember spooling messages in the past until a certain event had fired then printing them.
E.g. suppose I have a module that implements gen_server behavior, and it has
handle_call({foo, Foo}, _From, State) ->
{reply, result(Foo), State}
;
I can reach this handler by doing gen_server:call(Server, {foo, Foo}) from some other process (I guess if a gen_server tries to gen_server:call itself, it will deadlock). But gen_server:call blocks on response (or timeout). What if I don't want to block on the response?
Imaginary use-case: Suppose I have 5 of these gen_servers, and a response from any 2 of them is enough for me. What I want to do is something like this:
OnResponse -> fun(Response) ->
% blah
end,
lists:foreach(
fun(S) ->
gen_server:async_call(S, {foo, Foo}, OnResponse)
end,
Servers),
Result = wait_for_two_responses(Timeout),
lol_i_dunno()
I know that gen_server has cast, but cast has no way to provide any response, so I don't think that that's what I want in this case. Also, seems like it should not be the gen_server's concern whether caller wants to handle response synchronously (using gen_server:call) or async (does not seem to exist?).
Also, the server is allowed to provide response asynchronously by having handle_call return no_reply and later calling gen_server:reply. So why not also support handling response asynchronously on the other side? Or does that exist, but I'm just failing to find it??
gen_server:call is basically a sequence of
send a message to the server (with identifier)
wait for the response of that particular message
wrapped in a single function.
for your example you can decompose the behavior in 2 steps: a loop that uses gen_server:cast(Server,{Message,UniqueID,self()} with all servers, and then a receive loop that wait for a minimum of 2 answers of the form {UniqueID,Answer}. But you must take care to empty your mail box at some point in time. A better solution should be to delegate this to a separate process which will simply die when it has received the required number of answers:
[edit] make some correction in the code now it should work :o)
get_n_answers(Msg,ServerList,N) when N =< length(ServerList) ->
spawn(?MODULE,get_n_answers,[Msg,ServerList,N,[],self()]).
get_n_answers(_Msg,[],0,Rep,Pid) ->
Pid ! {Pid,Rep};
get_n_answers(_Msg,[],N,Rep,Pid) ->
NewRep = receive
Answ -> [Answ|Rep]
end,
get_n_answers(_Msg,[],N-1,NewRep,Pid);
get_n_answers(Msg,[H|T],N,Rep,Pid) ->
%gen_server:cast(H,{Msg,Pid}),
H ! {Msg,self()},
get_n_answers(Msg,T,N,Rep,Pid).
and you cane use it like this:
ID = get_n_answers(Msg,ServerList,2),
% insert some code here
Answer = receive
{ID,A} -> A % tagged with ID to do not catch another message in the mailbox
end
You can easily implement that by sending each call in a separate process and waiting for responses from as many as required (in essence this is what async is about, isn't? :-)
Have a look at this simple implementation of parallel call which is based on the async_call from rpc library in OTP.
This is how it works in plain English.
You need to make 5 calls so (in the parent process) you spawn 5 child Erlang processes.
Each process sends back to the parent process a tuple containing its PID and the result of the call.
The tuple can be only constructed and send back only when the desired call has been completed.
In the parent process you loop through responses in the receive loop.
You can wait for all responses or just 2 or 3 out of the started 5.
The parent process (which spawns the worker processes) will eventually receive all responses (I mean those you want to ignore). You need a way to discard them if you don't want the message queue to grow infinitely. There are two options:
The parent process itself can be a transient process, created only for the call to spawn the other 5 child processes. Once the desired amount of responses is collected it can send the response back to a caller and die. Messages send to the died process will be discarded.
The parent process can continue receiving messages after it has received the desired amount of responses and simply discard them.
gen_server do not have a concept of async calls on client side. It is not trivial how to implement in consistently because gen_server:call is a combination of monitor for server process, send request message and wait for either answer or monitor down or timeout. If you do something like what you mentioned you will need to deal with DOWN messages from server somehow ... so hypothetical async_call should return some key for yeld and also an internal monitor reference for a case you are processing DONW messages from other processes... and do not want to mix it with yeld errors.
Not that good but possible alternative is to use rpc:async_call(gen_server, call, [....])
But this approach have a limitation in calling process will be a short lived rex child, so if your gen server use caller pid somehow other than send it a reply logic will be broken.
gen_sever:call to the process itself would surely block until timeout. To understand the reason, one should be aware of the fact that gen_server framework actually combine your specific code together into one single module, and gen_server:call would be "translated" as "pid ! Msg" form.
So imagine how this block of code takes effect, the process actually stay in a loop keeping receiving messages, and when the control flow run into a handling function, the receiving process is temporarily interrupted, so if you call gen_server:call to the process itself, since it is a synchronous function, it waits for response, which however would never come in until the handing function returns so that the process can continue to receive messages, so the code is in a deadlock.
If I have a process A that makes call to a function in process B (procB:func().), and func() generates an error during execution. Process B would terminate, but what about process A? Consider the following in process A:
Case 1:
{ok, Reply} = procB:func().
Case 2:
procB:func().
Will process A terminate in both cases? Or just in case 1 because of mismatch? Please note that the two processes are not linked.
Thanks in advance!
There is no such thing as calling a function in another process, you can send a message to a process that it then may choose to call a function based on message content.
gen_servers work this way, you send a message to the gen_server, and it does a match on the message and chooses if it should invoke call/cast/info/terminate functions.
Assuming you are really talking about sending a message from A to B and B decides to exit, it's all about if process A is linked/monitoring process B.
If you monitor B, you are sent a message saying that B went down and the reason.
If you are linked to B, I believe the rule is you are killed if B died with a status other than 'normal'
A could also have set the flag trap_exit, which means that even if linked and B dies, A is sent a message that he should die and you get to interact with that message (ie: you may restart B, if you choose)
learn you some erlang has a good tutorial on how this works.
You are not able to call function in another process. That is the beauty of Erlang: all communication between processes is via message passing. People sometimes confuse modules with processes. I even wrote article about it.
For example process A:
spawns process B
sends message which is for example tuple {fun_to_call, Args, self()} (you need the self() to know, where to respond
waits for reply using receive
Process B:
immediately after start waits for message
when receives message, does some computation and sends response back
This looks like a lot of boilerplate, so this exact pattern is abstracted in gen_server
The gen_server implementation has this fun little function:
do_send(Dest, Msg) ->
case catch erlang:send(Dest, Msg, [noconnect]) of
noconnect ->
spawn(erlang, send, [Dest,Msg]);
Other ->
Other
end.
The entry for erlang:send/3 says of the noconnect option
If the destination node would have to be auto-connected before doing the send, noconnect is returned instead.
The function here avoids the delay in setting up a connection between nodes by forcing a spawned process to do the waiting. Clever!
There's another option to erlang:send/3, nosuspend:
If the sender would have to be suspended to do the send, nosuspend is returned instead.
Per, erlang:send_nosuspend/2 the sender will be suspended if the connection is overloaded. Why would not gen_server wish to pull the same trick to avoid suspension of the sending process?
It does this when Dest is on another erlang node. It first tries to send the message without forcing a connection to be set-up if the nodes aren't connected, the [noconnect] option. If this can be done then erlang:send/3 sends the message. If this can't be done then we spawn a process which does a send which waits for the connection to be set up. Setting up a connection between two nodes can take time. This is, of course, so we don't sit and wait unnecessarily for the send.
EDIT:
The gen_server doesn't handle the nosuspend case at all, it just worries about the case where sending a message to a remote process could take time because of the need to wait for a connection to be set up. In which case a process is spawned so we can go on. This does not change the semantics. The nosuspend does a more complex handling of eventual network problems which would probably need more complex handling than should be provided in a standard API.
This could be a very basic question but is Erlang capable of calling a method on another prcoess and wait for it to repond back with some object type without sleeping threads?
Well, if you're waiting for an answer, the calling process will have to sleep eventually… But that's no big deal.
While processes are stuck on the receive loop, other processes can work. In fact, it's not uncommon to have thousands of processes just waiting for messages. And since Erlang processes are not true OS threads, they're very lightweight so the performance loss is minimal.
In fact, the way sleep is implemented looks like:
sleep(Milliseconds) ->
receive
% Intentionally left empty
after Milliseconds -> ok
end.
Yes, it is possible to peek into the mailbox if that is what you mean. Say we have sent a message to another process and now we want to see if the other process has sent something back to us. But we don't want to block on the receive:
receive
Pattern -> Body;
Pattern2 -> Body2
after 0 ->
AfterBody
end
will try to match against the Pattern and Pattern2 in the mailbox. If none matches, it will immediately time out and go to AfterBody. This allows you to implement a non-blocking peek into the mailbox.
If the process is a gen_server the same thing can be had by playing with the internal state and the Timeout setting when a callback returns to the gen_server's control. You can set a Timeout of 0 to achieve this.
What am getting from the question is that we are talking of Synchronous Message Passing. YES ! Erlang can do this perfectly well, its the most basic way of handling concurrency in Erlang. Consider this below:
rpc(Request, To)->
MySelf = self(),
To ! {MySelf,Request},
receive
{To,Reply} -> Reply
after timer:seconds(5) -> erlang:exit({error,timedout})
end.
The code above shows that a processes sends a message to another and immediately goes into waiting (for a reply) without having to sleep. If it does not get a reply within 5 seconds, it will exit.