////////////////////////////////////////////////////////////// // // DrivenEngine // // This module achieves two goals: // // * Makes it possible to do replay logging. // * Makes the engine act like a deterministic state machine. // // We want to implement replay logging. That means we want to be able to run // the engine, keeping a log, then "replay" that execution later. // // Unfortunately, I/O makes this difficult. Suppose that during the execution // of the server, the server reads a lua source file. Later, we want to replay // that execution, but the lua source file has changed on disk. When the engine // reads the lua source file, we need it to "read" the data that *used* to be // there, not the data that's currently there. // // To make it work, all I/O has to operate in one of two modes: either it can be // real I/O, or it can be simulated I/O that retrieves data from the logfile. // // This module, DrivenEngine, provides an API for the engine to do all its I/O. // It provides a variety of methods to open sockets, read and write sockets, // read lua source, get the clock, and so forth. // // But in reality, these I/O functions don't ever call operating system // functions like "read" or "write" or "connect." They don't call the operating // system at all - not even indirectly, through a wrapper. Therefore, they // can't really do any I/O. When you use one of these I/O functions to (say) // write some data to a communication channel, the only thing that happens is // that the data is put into a buffer. The actual transmission of the data // happens elsewhere, in what is called the "Driver." Likewise, when you use // one of these I/O functions to read data, it only returns data that was // previously stored by the "Driver." // // The "Driver" is a module that implements the actual I/O. It is highly // OS-dependent code, because it contains code to manipulate sockets, time // clocks, and the like. // // From the perspective of the driver, the DrivenEngine is a C++ object that // acts like a state machine. This state machine is driven forward by I/O // events. The DrivenEngine provides an API where the driver can feed in these // I/O events. // // Notice that the usual call graph is inverted: in most application programs, // the application calls the operating system to do I/O. But when using class // DrivenEngine, it's the other way around: the driver calls into class // DrivenEngine to drive it forward. I/O routines drive computation. // // So the upshot of all this is that the DrivenEngine is a deterministic state // machine, free of all OS-specific code. // ////////////////////////////////////////////////////////////// // // Here are the rules for what the driver must do: // // * Before doing anything else, the driver must select one of the three // logmodes. // // * If 'logmode_replay' is selected, then the driver must proceed to invoke // 'drv_step_logfile' over and over until it returns false. In replay mode, // the driver should not do anything else. // // * If 'logmode_write' or 'logmode_none' is selected, the driver must proceed // to drive the application. Follow the remainder of these steps. // // * Open a hardwired list of ports for listening. // // * Repeat the following steps over and over: // // - If the engine asked that the lua source be refreshed, read the source // from disk and call 'drv_set_lua_source'. // // - List all existing channels using drv_list_channels. // // - If there are any new channels in the channel list, use // drv_get_channel_target to fetch the target host, then create a socket // and open the connection. Associate the socket with the channel. // // - If the channel list is missing a previously-known channel, then that // channel was deleted by the engine. Clean up the channel's data and // close the socket, if any. // // - Do an OS 'poll'. The poll should include the sockets for all channels // in the channel list, all listening ports, and stdio. // // - If the poll indicates that a listening port has acceptable // connections, accept and call drv_notify_accept. Associate the // accepted socket with the channel. // // - If the poll indicates that a connection can accept outgoing data, use // drv_peek_outgoing to fetch some data to write, and write it. Use // drv_sent_outgoing_bytes to indicate that the data was sent. // // - If the poll indicates that a connection has incoming data, read the // data then push it into the channel using drv_recv_incoming. // // - If the poll indicates that STDIO can be read/written, use // drv_peek_outgoing, drv_sent_outgoing, and drv_recv_incoming in the // same manner as you would for a socket. // // - Use 'drv_invoke_event_update' to invoke the engine's update callback. // ////////////////////////////////////////////////////////////// #ifndef DRIVENENGINE_HPP #define DRIVENENGINE_HPP #include #include #include #include #include "streambuffer.hpp" #include "util.hpp" class DrivenEngine; class Channel { public: // Get the buffers associated with this channel. // StreamBuffer *out() { return sb_out_.get(); } StreamBuffer *in() { return sb_in_.get(); } // If this is a socket connection, the receiver's port number. // int port() { return port_; } // If this is an outgoing socket connection, get the target host. const std::string &target() { return target_; } // True if the remote closed the connection, or a failure occurred. // bool closed() const { return closed_; } // You may delete any channel except for stdio. This closes // the channel. // ~Channel(); private: // Constructor is deliberately private. Use // DrivenEngine::new_outgoing_channel to create outgoing socket channels. // Channel(DrivenEngine *de, int chid, int port, const std::string &target); private: DrivenEngine *driven_; int chid_; std::unique_ptr sb_in_; std::unique_ptr sb_out_; int port_; bool closed_; std::string target_; friend class DrivenEngine; }; class DrivenEngine { public: ////////////////////////////////////////////////////////////// // // The following methods are the 'engine' side of the pipe. // ////////////////////////////////////////////////////////////// // The update callback. You may override this in a subclass. // This will be called whenever anything changes. // virtual void event_update() {} // Get the current time. // // DRIVER: This returns the time most recently stored by the driver // using drv_set_clock. // double get_clock(); // Create a channel and open an outgoing connection. // // DRIVER: The channel object is created instantly, but it does nothing // until the driver notices the new channel. The driver is responsible for // actually opening the connection and relaying data into the channel using // drv_get_target, drv_peek_outgoing, drv_sent_outgoing, drv_recv_incoming. // std::unique_ptr new_outgoing_channel(const std::string &target); // Create a new channel from any pending incoming connection. If there is no // incoming connection, returns nullptr. // // DRIVER: The driver must be hardwired to know what ports to listen on. // When the driver notices a new incoming connection, it calls // drv_notify_accept, which triggers the creation of the channel. The // channel is put into the incoming channel queue, which is fetched by this // method. The driver is responsible for relaying data into the channel // using drv_get_target, drv_peek_outgoing, drv_sent_outgoing, // drv_recv_incoming. // std::unique_ptr new_incoming_channel(); // Obtain the stdio channel. There is only one stdio channel. It is owned // by the DrivenEngine. It is an error to delete the stdio channel. // // DRIVER: the stdio channel is created automatically when the DrivenEngine // is created. The driver is responsible for relaying data into the channel // using drv_get_target, drv_peek_outgoing, drv_sent_outgoing, // drv_recv_incoming. // Channel *get_stdio_channel(); // Fetches the lua source, and takes ownership of it. The DrivenEngine // no longer contains the source after calling this. // util::LuaSourcePtr get_lua_source(); // Rescan the lua source directory. The lua source directory is read once, // automatically, at engine creation time. If you want to read it again, // you must trigger a rescan. The rescan is not instantaneous. // // DRIVER: this merely sets a flag, which the driver will notice later, // causing the driver to update the lua source. // void rescan_lua_source(); // Stop the driver. The engine should call this when it's done // and there's nothing left to do. // void stop_driver(); ////////////////////////////////////////////////////////////// // // The following methods are the 'driver' side of the pipe. // ////////////////////////////////////////////////////////////// // Run in logging mode. In this mode, the 'drv' methods will write records // into the logfile, making it possible to replay the exact sequence of drv // methods that were invoked. The replay log will be flushed and closed // automatically in the event of a crash, or if it exceeds the maximum size. // void drv_logmode_write(const std::string &filename, int64_t maxsize); // Run in replay mode. In this mode, the only function the driver may call // is 'drv_step_logfile.' Each time this method is called, a single drv_xxx // method will be called, as requested by the logfile. // void drv_logmode_replay(const std::string &filename); // Run in non-logging mode. In this mode, no logfile will be read or written // in this mode. // void drv_logmode_none(); // Get a list of all non-closed existing channels. This may include new // channels that were created using 'new_outgoing_channel'. It may also be // missing channels that were deleted. It is up to the driver to update its // internal data structures to 'match' this list. Channel number zero is // always present, it is the stdio channel. // void drv_list_channels(std::vector &channels); // Get the target of a channel. A target is a string like // "www.whatever.com:80". It indicates the host and port that the channel // is supposed to be talking to. Non-socket channels and incoming channels // have empty targets. // const std::string &drv_get_target(int chid); // Get a pointer to the bytes in the outgoing buffer. The pointer returned // here is naturally only valid until the buffer is changed. This function // is used for all channels, including sockets and stdio. // void drv_peek_outgoing(int chid, int *nbytes, const char **bytes); // Notifies the channel that some bytes were transmitted. This causes those // bytes to be removed from the outgoing buffer. This function is used for // all channels, including sockets and stdio. // void drv_sent_outgoing(int chid, int nbytes); // Notifies the channel that some bytes were received. This causes those // bytes to be appended to the incoming buffer. This function is used for // all channels, including sockets and stdio. // void drv_recv_incoming(int chid, int nbytes, char *bytes); // Notify the channel that the connection was closed. This includes all // sorts of closes, including friendly termination, all the way to network // failure. Closing the channel doesn't delete it. The engine is // responsible for noticing that the channel closed and the engine must // delete it. Closing a channel prevents it from showing up in // 'drv_list_channels'. // void drv_notify_close(int chid); // Notify the DrivenEngine that somebody connected to an incoming port. // This will cause the DrivenEngine to allocate a new channel and put the // new channel into the incoming channels queue. Returns the new channel // ID. The new incoming channel appears in the 'drv_list_channels' list, // even before the engine pops the channel from the incoming channels queue. // int drv_notify_accept(int port); // Set the clock. The driver is expected to periodically check the system // clock and feed the value into the engine. // void drv_set_clock(double t); // Set the lua source code. The driver is expected to read the lua source // code and store it (using this function) once before invoking // void drv_set_lua_source(util::LuaSourcePtr source); // Invoke the update event. // void drv_invoke_event_update(); // Check the 'rescan_lua_source' flag. If this flag is set, it means // that the engine wants the driver to rescan the lua source code. // When the driver sees this flag, it should rescan the source and call // drv_set_source. // bool drv_get_rescan_lua_source(); // If true, the engine is done. Stop the driver. // bool drv_get_stop_driver(); // In replay mode, perform a single step of the logfile. Returns true // if the logfile was not empty. // bool drv_step_logfile(); ////////////////////////////////////////////////////////////// // // Creation and Destruction. // ////////////////////////////////////////////////////////////// // Constructor. // // Most initialization is achieved by 'drv_xxx' functions, so // this constructor takes no arguments. // DrivenEngine(); // Destructor. // // It is necessary to delete all channels before deleting the // DrivenEngine. The destructor will verify that this has been done. // virtual ~DrivenEngine(); // Set/Get Global Pointer. // // Normally, there is a single global "DrivenEngine" instance. // We provide a global pointer to store this instance. This is // a raw pointer, you must manually delete the DrivenEngine. // static void set(DrivenEngine *de); static DrivenEngine *get(); private: // Get a channel by channel ID. Channel *get_chid(int chid); private: std::unique_ptr stdio_channel_; int next_channel_id_; std::map channels_; Channel *recent_channel_; std::vector> accepted_channels_; util::LuaSourcePtr lua_source_; bool rescan_lua_source_; double clock_; bool stop_driver_; friend class Channel; }; #endif // DRIVENENGINE_HPP