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Added design of concurrency for peer to peer sockets

/docs/design/peer_socket.md
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@ -72,12 +72,241 @@ When we initialize a connection, we establish a state machine
at both ends, both the application factor of the state machine,
and the socket factor of the state machine.
When I say we are using state machines, this is just the
message handling event oriented architecture familiar in
programming graphical user interfaces.
Such a program consists of a pile of derived classes whose
base classes have all the machinery for handling messages.
Each instance of one of these classes is a state machine,
which contains member functions that are event handlers.
So when I say "state machine", I mean a class for handling
events like the many window classes in wxWidgets.
One big difference will be that we will be posting a lot of events
that we expect to trigger events back to us. And we will want
to know which posting the returning event came from. So we will
want to create some data that is associated with the fired event,
and when a resulting event is fired back to us, we can get the
correct associated data, because we might fire a lot of events,
and they might come back out of order. Gui code has this capability,
but it is rarely used.
## Implementing concurrent state machines in C++
Most of this is me re-inventing Asio, which is part of the
immense collection of packages of Msys2, Obviously I would be
better off integrating Asio than rebuilding it from the ground up
But I need to figure out what needs to be done, so that I can
find the equivalent Asio functionality.
Or maybe Asio is bad idea. Boost Asio was horribly broken.
I am seeing lots of cool hot projects using Tokio, not seeing any cool
hot projects use Asio.
If Bittorrent DHT library did their own
implementation of concurrent communicating processes,
maybe Asio is broken at the core
And for flow control, I am going to have to integrate Quic,
though I will have to fork it to change its security model
from certificate authorities to Zooko names. You can in theory
easily plug any kind of socket into Asio,
but I see a suspicious lack of people plugging Quic into it,
because Quic contains a huge amount of functionality that Asio
knows nothing of. But if I am forking it, can probably ignore
or discard most of that functionality.
Gui code is normally single threaded, because it is too much of
a bitch to lock an instance of a message handling class when one of
its member functions is handling a message (the re-entrancy problem).
However the message plumbing has to know which class is going
to handle the message (unless the message is being handled by a
stateless state machine, which it often is) so there is no reason
the message handling machinery could not atomically lock the class
before calling its member function, and free it on return from
its member function.
State machines (message handling classes, as for example
in a gui) are allocated in the heap and owned by the message
handling machinery. The base constructor of the object plugs it
into the message handling machinery. (Well, wxWidgets uses the
base constructor with virtual classes to plug it in, but likely the
curiously recurring template pattern would be saner
as in ATL and WTL.)
This means they have to be destroyed by sending a message to the message
handling machinery, which eventually results in
the destructor being called. The destructor does not have to worry
about cleanup in all the base classes, because the message handling
machinery is responsible for all that stuff.
Our event despatcher does not call a function pointer,
because our event handlers are member functions.
We call an object of type `std::function`. We could also use pointer to member,
which is more efficient.
All this complicated machinery is needed because we assume
our interaction is stateful. But suppose it is not. The requestreply
pattern, where the request contains all information that
determines the reply is very common, probably the great majority
of cases. This corresponds to an incoming message where the
inregardsto field and inreplyto field is empty,
because the incoming message initiates the conversation,
and its type and content suffices to determine the reply. Or the incoming message
causes the recipient to reply and also set up a state machine,
or a great big pile of state machines (instances of a message handling class),
which will handle the lengthy subsequent conversation,
which when it eventually ends results in those objects being destroyed,
while the connection continues to exist.
In the case of an incoming message of that type, it is despatched to
a fully re-entrant static function on the basis of its type.
The message handling machinery calls a function pointer,
not a class member.
We don't use, should not use, and cannot use, all the
message handling infrastructure that keeps track of state.
## receive a message with no inregardsto field, no inreplyto field
This is directed to a re-entrant function, not a functor,
because reentrant and stateless.
It is directed according to message type.
### A message initiating a conversation
It creates a state machine (instance of a message handling class)
sends the start event to the state machine, and the state machine
does whatever it does. The state machine records what message
caused it to be created, and for its first message,
uses it in the inreplyto field, and for subsequent messages,
for its inregardsto field,
### A request-reply message.
Which sends a message with the in-reply-to field set.
The recipient is expected to have a hash-map associating this field
with information as to what to do with the message.
#### A request-reply message where counterparty matters.
Suppose we want to read information about this entity from
the database, and then write that information. Counterparty
information is likely to be needed to be durable. Then we do
the read-modify write as a single sql statement,
and let the database serialize it.
## receive a message with no inregardsto field, but with an inreplyto field
The dispatch layer looks up a hash-map table of functors,
by the id of the field and id of the sender, and despatches the message to
that functor to do whatever it does.
When this is the last message expected inreplyto the functor
frees itself, removes itself from the hash-map. If a message
arrives with no entry in the table, it is silently dropped.
## receive a message with an inregardsto field, with or without an inreplyto to field.
Just as before, the dispatch table looks up the hash-map of state machines
(instances of message handling classes) and dispatches
the message to the stateful message handler, which figures out what
to do with it according to its internal state. What to do with an
inreplyto field, if there is one, is something the stateful
message handler will have to decide. It might have its own hashmap for
the inreplyto field, but this would result in state management and state
transition of huge complexity. The expected usage is it has a small
number of static fields in its state that reference a limited number
of recently sent messages, and if the incoming message is not one
of them, it treats it as an error. Typically the state machine is
only capable of handling the
response to its most recent message, and merely wants to be sure
that this *is* a response to its most recent message. But it could
have shot off half a dozen messages with the inregardsto field set,
and want to handle the response to each one differently.
Though likely such a scenario would be easier to handle by creating
half a dozen state machines, each handling its own conversation
separately. On the other hand, if it is only going to be a fixed
and finite set of conversations, it can put all ongoing state in
a fixed and finite set of fields, each of which tracks the most
recently sent message for which a reply is expected.
## A complex conversation.
We want to avoid complex conversations, and stick to the
requestreply pattern as much as possible. But this is apt to result
in the server putting a pile of opaque data (a cookie) its reply,
which it expects to have sent back with every request.
And these cookies can get rather large.
Bob decides to initiate a complex conversation with Carol.
He creates an instance of a state machine (instance of a message
handling class) and sends a message with no inregardsto field
and no inreplyto field but when he sends that initial message,
his state machine gets put in, and owned by,
the dispatch table according to the message id.
Carol, on receiving the message, also creates a state machine,
associated with that same message id, albeit the counterparty is
Bob, rather than Carol, which state machine then sends a reply to
that message with the inreplyto field set, and which therefore
Bob's dispatch layer dispatches to the appropriate state machine
(message handler)
And then it is back and forth between the two stateful message handlers
both associated with the same message id until they shut themselves down.
## factoring layers.
A layer is code containing state machines that receive messages
on one machine, and then send messages on to other code on
*the same machine*. The sockets layer is the code that receives
messages from the application layer, and then sends them on the wire,
and the code that receives messages from the wire,
and sends messages to the application layer.
But a single state machine at the application level could be
handling several connections, and a single connection could have
several state machines running independently, and the
socket code should not need to care.
Further, these concurrent communicating processes are going to
We have a socket layer that receives messages containing an
opaque block of bytes, and then sends a message to
the application layer message despatch machinery, for whom the
block is not opaque, but rather identifies a message type
meaningful for the despatch layer, but meaningless for the socket layer.
The state machine terminates when its job is done,
freeing up any allocated memory,
but the connection endures for the life of the program,
and most of the data about a connection endures in
an sql database between reboots.
The connection is a long lived state machine running in
the sockets layer, which sends and receives what are to it opaque
blocks of bytes to and from the dispatch layer, and the dispatch
layer interprets these blocks of bytes as having information
(message type, inregardsto field and inreplyto field)
that enables it to despatch the message to a particular method
of a particular instance of a message handling class in C++,
corresponding to a particular channel in Go.
And these message handling classes are apt to be short lived,
being destroyed when their task is complete.
Because we can have many state machines on a connection,
most of our state machines can have very little state,
typically an infinite receive loop, an infinite send receive loop,
or an infinite receive send loop, which have no state at all,
are stateless. We factorize the state machine into many state machines
to keep each one manageable.
## Comparison with concurrent interacting processes in Go
These concurrent communicating processes are going to
be sending messages to each other on the same machine.
We need to model Go's goroutines.
@ -93,7 +322,7 @@ in different machines.
The equivalent of Go channel is not a connection. Rather,
one sends a message to the other to request it create a state machine,
which will be the in-regards-to message, and the equivalent of a
which will correspond to the in-regards-to message, and the equivalent of a
Go channel is a message type, the in-regards-to message id,
and the connection id. Which we pack into a single class so that we
can use it the way Go uses channels.
@ -108,8 +337,9 @@ correct factor of that state machine, which we have factored into
as many very small, and preferably stateless, state machines as possible.
We factor the potentially ginormous state machine into
many small state machines, in the same style as Go factors a potentially
ginormous Goroutine into many small goroutines.
many small state machines (message handling classes),
in the same style as Go factors a potentially ginormous Goroutine into
many small goroutines.
The socket code being a state machine composed of many
small state machines, which communicates with the application layer
@ -128,47 +358,14 @@ the opaque block of bytes, and the recipient deserializes,
and sends it to a routine that acts on an object of that
deserialized class.
Since the sockets layer does not know the internals of the message struct, the message has
to be serialized and deserialized into the corresponding class by the application layer.
Or perhaps the callback routine deserializes the object into a particular class, and then calls
a routine for that class, but another state machine on the application layer would call the
class specific routine directly. The equivalent of Go channel between one state machine on the
application layer and another in the same application layer is directly calling what
the class specific routine that the callback routine would call.
The state machine terminates when its job is done,
freeing up any allocated memory,
but the connection endures for the life of the program,
and most of the data about a connection endures in
an sql database between reboots.
Because we can have many state machines on a connection,
most of our state machines can have very little state,
typically an infinite receive loop, an infinite send receive loop,
or an infinite receive send loop, which have no state at all,
are stateless. We factorize the state machine into many state machines
to keep each one manageable.
Since the sockets layer does not know the internals
of the message struct, the message has to be serialized and deserialized
into the corresponding class by the dispatch layer,
and thence to the application layer.
Go code tends to consist of many concurrent processes
continually being spawned by a master concurrent process,
and themselves spawning more concurrent processes.
For most state machines, we do not need recursion,
so it is reasonable for their state to be a fixed allocation
inside the state of their master concurrent process.
In the unlikely event we do need recursion
we usually only have one instance running at one time,
so we can allocate an `std::stack` in the master concurrent process.
And what if we do want to spawn many in parallel?
Well, they will usually be stateless.
What if they are not not stateless?
Well that would require an `std::vector` of states.
And if we need many running in parallel with recursion,
an `std::vector` with each element containing an `std::stack`.
And to avoid costly reallocations, we create the `std::vector`
and the `std::vector`s underlying the `std::stack`s with
realistic initial allocations that are only infrequently exceeded.
# flow control and reliability
@ -182,7 +379,9 @@ to handle bulk data transfer is to fork it to use Zooko based keys.
[Tailscale]:https://tailscale.com/blog/how-nat-traversal-works
"How to communicate peer-to-peer through NAT firewalls"{target="_blank"}
[Tailscale] has solved a problem very similar to the one I am trying to solve, albeit their solutions rely on a central human authority, and they recommend:
[Tailscale] has solved a problem very similar to the one I am trying to solve,
albeit their solutions rely on a central human authority,
which authority they ask for money and they recommend:
> If youre reaching for TCP because you want a
> streamoriented connection when the NAT traversal is done,
@ -198,6 +397,10 @@ matter what, if we stall in the socket layer rather than the
application layer, which makes life a whole lot easier for the
application programmer, going to need something like Tokio.
Or we could open up Quic, which we have to do anyway
to get it to use our keys rather than enemy controlled keys,
and plug it into our C++ message passing layer.
On the application side, we have to lock each state machine
when it is active. It can only handle one message at at time.
So the despatch layer has to queue up messages and stash them somewhere,
@ -230,6 +433,13 @@ Most of this machinery seems like a re-implementation of Tokio-rust,
which is a huge project. I don't wanna learn Tokio-rust, but equally
I don't want to re-invent the wheel.
Or perhaps we could just integrate QUICs internal message
passing infrastructure to our message passing infrastructure.
It probably already supports a message passing interface.
Instead of synchronously writing data, you send a message to it
to write some data, and hen it is done, it calls a callback.
# Minimal system
Prototype. Limit global bandwidth at the application

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@ -151,6 +151,20 @@ paid for in services or crypto currency.
filecoin provides this, but is useless for frequent small incremental
backups.
## Bittorrent DHT library
This is a general purpose library, not all that married to bittorrent
It is available of as an MSYS2 library , MSYS2 being a fork of
the semi abandoned mingw libary, with the result that the name of the
very dead project Mingw-w64 is all over it.
Its pacman name is mingw-w64-dht, but it has repos all over the plac under its own name
It is async, driven by being called on a timer, and called when
data arrives. It contains a simple example program, that enables you to publish any data you like.
## libp2p
[p2p]:https://github.com/elenaf9/p2p
@ -814,7 +828,17 @@ libraries, but I hear it cursed as a complex mess, and no one wants to
get into it. They find the far from easy `cmake` easier. And `cmake`
runs on all systems, while autotools only runs on linux.
I believe `cmake` has a straightforward pipeline into `*.deb` files, but if it has, the autotools pipleline is far more common and widely used.
MSYS2, which runs on Windows, supports autotools. So, maybe it does run
on windows.
[autotools documentation]:https://thoughtbot.com/blog/the-magic-behind-configure-make-make-install
{target="_blank"}
Despite the complaints about autotools, there is [autotools documentation]
on the web that does not make it sound too bad.
I believe `cmake` has a straightforward pipeline into `*.deb` files,
but if it has, the autotools pipleline is far more common and widely used.
## The standard windows installer
@ -847,6 +871,8 @@ NSIS can create msi files for windows, and is open source.
[NSIS Open Source repository]
NSIS is also available as an MSYS package
People who know what they are doing seem to use this open
source install system, and they write nice installs with it.
@ -1596,6 +1622,12 @@ You can create a pool of threads processing connection handlers (and waiting
for finalizing database connection), by running `io_service::run()` from
multiple threads. See Boost.Asio docs.
## Asio
I tried boost asio, and concluded it was broken, trying to do stuff that cannot be done,
and hide stuff that cannot be hidden in abstractions that leak horribly.
But Asio by itself (comes with MSYS2) might work.
## Asynch Database access
MySQL 5.7 supports [X Plugin / X Protocol, which allows asynchronous query execution and NoSQL But X devapi was created to support node.js and stuff. The basic idea is that you send text messages to mysql on a certain port, and asynchronously get text messages back, in google protobuffs, in php, JavaScript, or sql. No one has bothered to create a C++ wrapper for this, it being primarily designed for php or node.js](https://dev.mysql.com/doc/refman/5.7/en/document-store-setting-up.html)

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@ -437,11 +437,23 @@ A class can be explicitly defined to take aggregate initialization
}
}
but that does not make it of aggregate type. Aggregate type has *no*
constructors except default and deleted constructors
but that does not make it of aggregate type.
Aggregate type has *no* constructors
except default and deleted constructors
# functional programming
A lambda is a nameless value of a nameless class that is a
functor, which is to say, has `operator()` defined.
But, of course you can get the class with `decltype`
and assign that nameless value to an `auto` variable,
or stash it on the heap with `new`,
or in preallocated memory with placement `new`
But if you are doing all that, might as well explicitly define a
named functor class.
To construct a lambda in the heap:
auto p = new auto([a,b,c](){})
@ -475,8 +487,8 @@ going to have to introduce a compile time name, easier to do it as an
old fashioned function, method, or functor, as a method of a class that
is very possibly pod.
If we are sticking a lambda around to be called later, might copy it by
value into a templated class, or might put it on the heap.
If we are sticking a lambda around to be called later, might copy
it by value into a templated class, or might put it on the heap.
auto bar = []() {return 5;};