Nitrogen Project COMET - erlang

Would Nitrogen Project's COMET be comparable to ejabberd's xmpp in stability and amount of open connections it can hold? I'm interested in seeing how much of a load Nitrogen can hold. If anyone has any data on this they'd like to share I'd greatly appreciate it.

I do not know much about Nitrogen's COMET implementation, but the ejabberd XMPP comet implementation works over a protocol named BOSH, which basically wraps around XMPP stuff to give some state to HTTP.
BOSH has many interesting aspects that can end up making it somewhat annoying for lots of connections: it can only support one active connection per user at once (due to some hashing scheme to ensure message ordering required by XMPP), unless you try and wrap the protocol in something else, at which point you'll just be writing your own COMET stuff.
So unless you do need XMPP, going with any other implementation might be better in the long run. If you do need XMPP, I believe the difference will be minimal and that you might end up writing a BOSH-like protocol yourself.
Note that how many connections can be held will also depend on what your own application will do on the server, not just the socket handling.

Related

Websocket scalability, broadcasting concerns

If you have a complex requirement set with many users(&servers) how will your websocket infrastructure (server[s]) will scale, especially with broadcasting?
Of course, broadcasting is not part of the any websocket spec but it's there even in basic chat examples (a.k.a. hello world for websocket).
Client side (asking for new data) solution still seems more scalable than server side (broadcasting) solution with websockets' low latency and relatively cheap (http headerless) nature.
Edit:
OK, just think that you want to replace all your ajax code with websocket implementations which may mean that so many connections within so many different contexts. This adds enormous complexity to your system if you want to keep track of every possible scenario for broadcasting.
Low (network/thread etc) level implementation suggestions are also part of the problem not the solution, because this means you have to code a special server unlike general http servers.
Moreover, broadcasting brings some sort of stateful nature to the table which can't easily scale. Think about adding more servers and load balancing.
Scaling realtime web solutions can be a complex problem but one that services like Pusher (who I work for) have solved, and one that there are most definitely solutions defined for self hosted realtime web solutions - the PubSub paradigm is well understood and has been solved many times and in order to solve the problem there needs to be some state (who is subscribing to what). This paradigm is used in broadcasting the the types of scenarios that you are talking about.
Realtime web technologies have been built with large amounts of simultaneous connections in mind - many from the ground up. If you wanted to create a scalable solution you would most likely use an existing realtime web server that supports WebSockets, in the same way that it's highly unlikely that you would decide to implement your own HTTP Server you are unlikely to want to implement your own server which supports WebSockets from scratch.
Dedicated Realtime web servers also let you separate your application logic from your realtime communication mechanism (separation of concerns). Your application might need to maintain some state but the realtime technology deals with managing subscriptions and connections. How communication between the application and the realtime web technology is achieved is up to you but frequently messages queues are used and specifically redis is very popular in this space.
HTTP polling may conceptually be easier to understand - you can maintain statelessness and with each HTTP poll request you specify exactly what you are looking for. But it most definitely means that you will need to start scaling much sooner (adding more resource to handle the load).
WebSocket polling is something I've not considered before and I don't think I've seen it suggested anywhere before either; the idea that the client should say "I'm ready for my next set of data and here's what I want" is an interesting one. WebSockets have generally taken a leap away from the request/response paradigm but there may be scenarios where the increased efficiency of WebSockets and request/response using them may have some benefits. The SocketStream application framework might be worth a look as it might be relevant; after the initial application load all communication is performed over WebSockets which means that event basic request/response functionality uses WebSockets.
However, since we are talking about broadcasting data we need to go back to the PubSub paradigm where it makes much more sense to have active subscriptions and when new data is available that new data is distributed to those active subscriptions (pushed). All your application needs to know is if there are any active subscriptions or not in order to decide whether to publish the data or not. That problem has been solved.
The idea of websockets is that you keep a persistent connection with each client. When there is new data that you want to send to every client, you already know who all the clients are so you should just send it.
It sound like you want each client to constantly be sending requests to the server for new data. Why? It seems like that would waste everyone's bandwidth and I don't know why you think it will be more scalable. Maybe you could add more detail to your question like what kind of information you are broadcasting, how often, how many bytes, how many clients, etc.
Why not just consider an open websocket connection to be like a standing request from the client for more data?

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..

What are the ways of interchanging string data between clients and a server in Delphi?

I have a server and some clients (about 50) in an intranet. The clients send short (about 40 character) string data to the server and the server answers with a similar string. There are up to (but not permanently) 2-3 requests per second for each client. The server has to serialize the requests to get the response strings.
The system should have as less as possible impact on the network as possible (i.e. the server may run something like a webserver already). It should be as easy to install and administer as possible.
What are the possibilities to achieve this using Delphi (Client: D7, Server up to D2010)?
I use the Synapse library for such a simple server. Its lightning fast, very light, and threads easily. The demo Echo in the main synapse install is a fantastic start for what your trying to do. If you are going to be performing database access inside each request/response thread then I strongly also suggest looking at the connection pool example by Cary Jensen to keep your database connections in check.
TCP, definitely. But I'd like to give a vote for ICS. Never liked Indy ...
What about Indy's TIdTCPServer and TIdTCPClient? They provide command handlers, which makes implementing text-based protocols very straight-forward.
There are a lot of options.
Ultimately, I agree with Smasher and like using sockets. They're quick, easy and portable. If you're dealing with a fairly simple protocol and don't need a full n-tier solution, creating a TCP or HTTP server application is dead simple, very light weight, and easy to make compatible with any client. You can even add SSL support to these stand alone applications without having to configure a web server or interfering with it, if it's already running on the same box.
I use RemObjects SDK for this sort of purpose. It takes care of all the difficult stuff, and I just ask it to connect and make function calls to pass the data.

Is it possible to build a web-based chat client without a socket-based framework?

I have heard that web-based chat clients tend to use networking frameworks such as the twisted framework.
But would it be possible to build a web-based chat client without a networking framework - using only ajax connections?
I would like to build a session-based one-to-one web chat client that uses sessions to indicate when a chat has ended. Would this be possible in Rails using only ajax and without a networking framework?
What effect does it have to use a networking framework and what impact would it have on my app to not use one? Also any general recommendations for approaching this project would be appreciated.
If i understand you correctly, you want to have to clients connect to you server and send messaged to each other to each other through ajax, via the server.
This is possible, there are two approaches to do this.
The easy approach is to have both client poll every few seconds to check for new messages posted by the other. Drawback is that the messages are not instantly delivered. I think this is an example found in the rails book.
The more complex approach is to keep an open connection and sent the messages to the client as soon as they are received by the server. To do this you can use something like Juggernaut
I would like to add that though the latter works, it is not something http was meant for and it a bit of hack, but hey, whatever gets the job done. A working example of this is the rails chat project which uses a juggernaut derivative.
Technically speaking every network based application has a networking framework under it and, therefore, is socket based...
The only real question here is whether you want to have all that chatter go through your server or allow point to point communication. If the former, you can use the ajax framework to talk to your web server. This means that all of your clients will be constantly polling the web server for updates.
If the later, then you have to allow direct tcp connections between the two clients and need to get a little closer to the metal so to speak.
So, ask yourself this: Do you want to pay for the traffic costs AND have potential liability over divulging whatever it is that people might be typing into their client; or, would you rather just build a chat program that people can use to talk to each other?
Of course, before even going that far, do you really want to build yet another chat client? That space is already pretty crowded.

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