Merge branch 'master' of github.com:jeena/GGS-report

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Jeena Paradies 2011-05-12 22:50:57 +02:00
commit 6876290535

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@ -5184,7 +5184,7 @@ name "sec:Communication-with-the-GDL-VM"
A game launched on the GGS is run within a virtual machine.
For each programming language supported, there is a virtual machine which
interprets the game.
Furthermore an interface for communication between the GGS, the game and
Furthermore an interface for communication among the GGS, the game and
the players playing the game is present.
\end_layout
@ -5212,7 +5212,7 @@ localStorage
.
The game state is safely stored in a database and retrieved for manipulation
by a call for the world object.
Interaction with the players is done by using the
Interaction with the players are done by using the
\emph on
\begin_inset ERT
@ -5309,7 +5309,7 @@ reference "alg:exposing-erlang"
\end_layout
\begin_layout Standard
In JavaScript is is common to use a top level object, called a global object,
In JavaScript it is common to use a top level object, called a global object,
to establish a global scope.
This allows the declaration of global variables and functions.
To gain access to the global object in the GGS, the
@ -5384,7 +5384,7 @@ localStorage
\noun default
objects are dummy objects, which provide no functionality, these two objects
are simply placed in the GDL for the purpose clearing up the code.
In order to perform an action using the GGS and
To perform an action using the GGS and
\noun on
localStorage
\noun default
@ -5834,7 +5834,7 @@ Techniques for ensuring reliability
\end_layout
\begin_layout Standard
One of the main goals of the project is to achieve high reliability.
One main goal of the project is to achieve high reliability.
The term 'reliable system' is defined by the IEEE as
\end_layout
@ -6042,7 +6042,7 @@ key "Savor:1997:HSA:851010.856089"
There are several approaches to supervisor design in general (when not just
considering how they work in Erlang).
One common approach is to have the supervisor look in to the state of the
process(es) it supervises, and let the supervisor make decisions based
process(es) it supervises, and let the supervisor makes decisions based
on this state.
The supervisor has a specification of how the process it supervises should
function, this is how it makes decisions.
@ -6054,18 +6054,18 @@ In Erlang, there is a simple version of supervisors.
No state of the processes being supervised is inspected.
There is, however a specification of how the supervised processes should
behave, but on a higher level.
The specification describes things such as how many times in a given time
interval a child process may crash, which processes need restarting when
crashes occur, etc.
The specification describes things such as how many times in a given interval
a child process may crash, which processes need restarting when crashes
occur, etc.
\end_layout
\begin_layout Standard
When the linking of processes in order to monitor exit behavior is coupled
with the transparent distribution of Erlang, a very powerful supervision
system is created.
For instance, we can restart a failing process on a different, new node,
with minimal impact on the system as a whole.
When the linking of processes to monitor exit behavior is coupled with the
transparent distribution of Erlang, a very powerful supervision system
is created.
For instance, it is possible to restart a failing process on a different,
new node, with minimal impact on the system as a whole.
\end_layout
@ -6108,28 +6108,28 @@ reference "fig:The-supervisor-structure"
subsystem.
Since these two systems perform very different tasks they have been separated.
Each subsystem has one worker process, the coordinator or the dispatcher.
The worker process keeps a state which should not be lost upon a crash.
The worker process keeps a state which should not be lost on a crash.
\end_layout
\begin_layout Standard
A choice has been made to let faulty processes crash very easily when they
receive bad data, or something unexpected happens.
The alternative to crashing would have been to try and fix this faulty
data, or to foresee the unexpected events.
The alternative to crashing would have been to try to fix this faulty data,
or to foresee the unexpected events.
This was not chosen since it is so simple to monitor and restart processes,
and so difficult to try and mend broken states.
and so difficult to try to mend broken states.
This approach is something widely deployed in the Erlang world, and developers
are often encouraged to “Let it crash”.
\end_layout
\begin_layout Standard
To prevent any data loss, the good state of the worker processes is stored
To prevent any data loss, the good state of the worker processes are stored
in their respective backup processes.
When a worker process (re)starts, the backup process is queried for any
previous state, if there is any, that state is loaded in to the worker
and it proceeds where it left off.
If on the other hand no state is available, a special message is delivered
instead, making the worker create a new state, this is what happens when
instead, making the worker creates a new state, this is what happens when
the workers are first created.
\end_layout
@ -6138,14 +6138,13 @@ Redundancy
\end_layout
\begin_layout Standard
The modules in the GGS are built to be capable of redundant operation.
The modules in the GGS are built to be capable of redundant operations.
By adding a backup process to sensitive processes, the state can be kept
in the event of a crash.
The coordinator of the GGS prototype has this backup feature built in.
The coordinator passes state along to the backup process which keeps the
data safe.
In the event of a crash, the coordinator recovers the state from the backup
process.
If a crash occurs, the coordinator recovers the state from the backup process.
Figure
\begin_inset CommandInset ref
LatexCommand ref
@ -6409,8 +6408,8 @@ Typical communication
This case study describes the flow through the GGS when a typical command
is encountered.
Below is a case study where a chat client sends a message to change the
nick of a user.
The actual code performing the change of a nick in JavaScript is discussed
nick name of a user.
The actual code performing the change of a nick name in JavaScript is discussed
in section
\begin_inset CommandInset ref
LatexCommand ref
@ -6457,7 +6456,8 @@ The protocol parser sends this Erlang touple back to the player process.
\end_layout
\begin_layout Enumerate
The player process checks if it is a Server-Command or a Game-Command.
The player process checks if the command is is a Server-Command or a Game-Comman
d.
In our example it is a Game-Command and it sends the message to the table
process.
\end_layout
@ -6469,31 +6469,21 @@ The table process sends it to its own Game VM process.
\begin_layout Enumerate
The game VM process calls the function
\emph on
playerCommand(
\begin_inset Quotes eld
\begin_inset ERT
status open
\begin_layout Plain Layout
{
\backslash
tt playerCommand(278d5 ..
49, nick, Peter)}
\end_layout
\end_inset
278d5002-77d6-11e0-b772-af884def5349
\begin_inset Quotes erd
\end_inset
,
\begin_inset Quotes eld
\end_inset
nick
\begin_inset Quotes erd
\end_inset
,
\begin_inset Quotes eld
\end_inset
Peter
\begin_inset Quotes erd
\end_inset
)
\emph default
within the JavaScript VM.
\end_layout
@ -6514,25 +6504,64 @@ reference "sec:Example-of-a-GGS-app"
we see that the GGS-functions
\emph on
GGS.localStorage.setItem(key, value)
\begin_inset ERT
status open
\begin_layout Plain Layout
{
\backslash
tt GGS.localStorage.setItem(key, value)}
\end_layout
\end_inset
\emph default
and
\emph on
GGS.localStorage(key)
\begin_inset ERT
status open
\begin_layout Plain Layout
{
\backslash
tt GGS.localStorage(key)}
\end_layout
\end_inset
\emph default
are used.
Both are callbacks coupled to the database module functions.
\end_layout
\begin_layout Enumerate
Data is being read from and written to the database and handed over to the
JSVM via the database process.
Data is read from and written to the database and handed over to the JSVM
via the database process.
\end_layout
\begin_layout Enumerate
In the example the
\emph on
GGS.sendCommandToAll()
\begin_inset ERT
status open
\begin_layout Plain Layout
{
\backslash
tt GGS.sendCommandToAll()}
\end_layout
\end_inset
\emph default
is being called then which is a callback to a function of the table module
which iterates through its player list and sends the command to every player.
@ -6686,12 +6715,38 @@ The game VM process executes the source code within the JavaScript VM.
\begin_layout Enumerate
The JavaScript VM evaluates the source code - which has to implement the
playerCommand() function - within the context of the game.
\begin_inset ERT
status open
\begin_layout Plain Layout
{
\backslash
tt playerCommand()}
\end_layout
\end_inset
function - within the context of the game.
\end_layout
\begin_layout Enumerate
The game is at this point fully initialized and can be used by all clients
with help of the playerCommand() function.
with help of the
\begin_inset ERT
status open
\begin_layout Plain Layout
{
\backslash
tt playerCommand()}
\end_layout
\end_inset
function.
\end_layout
\begin_layout Enumerate
@ -6734,8 +6789,8 @@ Clients disconnect
\end_layout
\begin_layout Enumerate
When the last client disconnects the table process terminates and with it
the game context and database content (not implemented in the prototype).
When the last client disconnects, the table process terminates and with
it the game context and database content (not implemented in the prototype).
\end_layout
\begin_layout Subsection
@ -6765,12 +6820,38 @@ Game-Command
from a client, it is passed along to the game VM through a function called
\emph on
playerCommand
\begin_inset ERT
status open
\begin_layout Plain Layout
{
\backslash
tt playerCommand}
\end_layout
\end_inset
\emph default
which is the entry point for each game and has to be implemented by the
developer; one can think of it like the
developer; it can be seen as the
\emph on
main()
\begin_inset ERT
status open
\begin_layout Plain Layout
{
\backslash
tt main()}
\end_layout
\end_inset
\emph default
function of a C or Java program
\emph on
@ -6779,7 +6860,20 @@ main()
\emph default
Typically the
\emph on
playerCommand
\begin_inset ERT
status open
\begin_layout Plain Layout
{
\backslash
tt playerCommand}
\end_layout
\end_inset
\emph default
function contains conditional constructs which decide the next action to
take.
@ -6792,7 +6886,20 @@ reference "alg:A-concrete-example"
an example of the
\emph on
playerCommand
\begin_inset ERT
status open
\begin_layout Plain Layout
{
\backslash
tt playerCommand}
\end_layout
\end_inset
\emph default
function can be seen.
\end_layout
@ -6807,24 +6914,46 @@ reference "alg:A-concrete-example"
the
\emph on
playerCommand
\begin_inset ERT
status open
\begin_layout Plain Layout
{
\backslash
tt playerCommand}
\end_layout
\end_inset
\emph default
function accepts two different commands.
The first command is a command which allows chat clients connected to the
chat server to change nicknames, which are used when chatting.
In order to change the nickname, a client must send a Game-Command
\begin_inset Quotes eld
\end_inset
\noun on
nick
\begin_inset Quotes erd
\noun default
with the actual new nick name as a argument.
When a message arrives to the GGS which has the form corresponding to the
nick name change, the
\emph on
\begin_inset ERT
status open
\begin_layout Plain Layout
{
\backslash
tt playerCommand}
\end_layout
\end_inset
with the actual new nickname as a argument.
When a message arrives to the GGS which has the form corresponding to the
nickname change, the
\emph on
playerCommand
\emph default
function is called with the parameters
\emph on
@ -6840,26 +6969,61 @@ args
\begin_layout Standard
The
\emph on
playerCommand
\begin_inset ERT
status open
\begin_layout Plain Layout
{
\backslash
tt playerCommand}
\end_layout
\end_inset
\emph default
function is responsible for calling the helper functions responsibly for
carrying out the actions of each message received.
\emph on
changeNick
\begin_inset ERT
status open
\begin_layout Plain Layout
{
\backslash
tt changeNick}
\end_layout
\end_inset
\emph default
is a function which is called when the
\begin_inset Quotes eld
\end_inset
\noun on
nick
\begin_inset Quotes erd
\end_inset
\noun default
message is received.
The
\emph on
changeNick
\begin_inset ERT
status open
\begin_layout Plain Layout
{
\backslash
tt changeNick}
\end_layout
\end_inset
\emph default
function uses a feature of the GGS called localstorage (see section
\begin_inset CommandInset ref
@ -6883,12 +7047,19 @@ reference "sub:The-database-module"
\end_layout
\begin_layout Standard
Access to the localStorage is provided through the
Access to the
\noun on
localStorage
\noun default
is provided through the
\emph on
GGS object
\noun on
GGS
\noun default
\emph default
, which also can be used to communicate with the rest of the system from
the GDL.
object, which also can be used to communicate with the rest of the system
from the GDL.
Implementation specifics of the GGS object are provided in
\begin_inset CommandInset ref
LatexCommand ref
@ -7149,15 +7320,15 @@ name "cha:Problems-of-implementation"
\end_layout
\begin_layout Standard
This chapter contains specific problems encountered when implementing the
GGS prototype.
This chapter contains descriptions of specific problems encountered when
implementing the GGS prototype.
Some of the problems described have solutions attached, however some problems
were not solved, therefore only ideas for solutions have been attached.
\end_layout
\begin_layout Standard
The integration of JavaScript as a GDL in the GGS prototype was particularly
difficult, and is handled in this section and so is the protocol design.
difficult, and is handled in this section, so is the protocol design.
\end_layout
\begin_layout Section
@ -7199,6 +7370,8 @@ V8
\begin_layout Standard
For the Mozilla machines, there exists a Erlang binding called erlang_js,
and for the V8 machine a binding called erlv8 exists.
Below follows a discussion about the different bindings and machines, and
a motivation as to why erlv8 was preferred over erlang_js.
\end_layout
\begin_layout Subsection
@ -7206,9 +7379,9 @@ erlang_js
\end_layout
\begin_layout Standard
erlang_js provides direct communication with the JavaScript VM.
Which is exactly what is desired, however also required is the possibility
to communicate from JavaScript to Erlang.
erlang_js provides direct communication with the JavaScript VM, which is
exactly what is desired, however also required is the possibility to communicat
e from JavaScript to Erlang.
The ability to communicate from JavaScript to Erlang is not yet implemented
in erlang_js, due to lack of time of the erlang_js developers.
\end_layout
@ -7232,8 +7405,8 @@ erlv8
\begin_layout Standard
erlv8 is powered by the V8 engine developed by Google.
The ability to communicate from JavaScript to Erlang using callbacks (aka
NIF) is available in the erlv8 bindings and can be used within the GGS.
The ability to communicate from JavaScript to Erlang using NIF callbacks
is available in the erlv8 bindings and can be used within the GGS.
\end_layout
\begin_layout Standard
@ -7311,9 +7484,10 @@ key "Slee2007"
\end_layout
\begin_layout Standard
The use of Thrift, Google protocol buffers - which is a different approach
to that implemented by Google - or other protocols can be supported quite
easily by developing protocol modules for each the protocols.
The use of Google protocol buffers - which is a different approach to a
standard protocol framework, implemented by Google - or other protocols
can be supported quite easily by developing protocol modules for each the
protocols.
No protocol modules for these protocols have however been developed during
the writing of this thesis.
\end_layout
@ -7403,31 +7577,11 @@ In this chapter the results of the GGS prototype are presented and discussed.
\begin_layout Section
Statistics
\begin_inset Note Note
status open
\begin_layout Plain Layout
Mention the hardware which the GGS was run on; A Thinkpad T410 with a core
i5 and 4GB of ram.
\end_layout
\end_inset
\end_layout
\begin_layout Standard
\begin_inset Note Note
status open
\begin_layout Plain Layout
The testing of the GGS prototype occurred in two sessions
\end_layout
\end_inset
Testing of the GGS took place in two separate sessions.
The first session simulates a highly demanding application, the second
The first session simulated a highly demanding application, the second
session simulated a less demanding application.
The highly demanding application is a real time game which does several
asynchronous database writes each second.
@ -7542,6 +7696,11 @@ In the second testing session the delay between the server and clients was
messages are put in a queue within the system.
\end_layout
\begin_layout Standard
It should be noted that with distribution in place, having the GGS deployed
on several machines, test results could reveal much higher numbers.
\end_layout
\begin_layout Standard
\begin_inset Note Note
status collapsed
@ -7816,7 +7975,7 @@ The GGS was originally intended to be a distributed application, running
\begin_layout Standard
Distribution was however not implemented in the GGS.
Other parts of the GGS were prioritized.
A futute improvement is therefore to implement distribution in the GGS.
A future improvement is therefore to implement distribution in the GGS.
A simple way to achieve this is to keep one GGS instance as a coordinating
instance, and to keep clients on other instances of the GGS, which can
be dynamically added as new clients connect.
@ -7917,21 +8076,6 @@ textbf{ETS}}{Erlang Term Storage}
\end_layout
\begin_layout Subsection
Documentation
\end_layout
\begin_layout Standard
To start the GGS is not self explanatory.
This together with overall usage of GGS should be documented.
The interface for usage of game developers are also in need of documentation.
Features and requirements with respect to the GGS would assist users to
know what they need to use the GGS and how they would benefit of it.
The GGS does not support many programming languages nor does it have a
complete documentation.
This needs to be taken care of in future versions.
\end_layout
\begin_layout Chapter
Conclusion
\end_layout