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proto4j's Introduction

Proto4J

License CodeFactor

RPC and networking library for Java

Range of utilities for other modules. Includes LambdaReflection which allows to set and get field values of an instance or access constructor via functional interfaces created by LambdaMetafactory.

Abstract serialization library that supports any buffer implementation. Automatically (de-)serializes classes marked with @AutoSerializable consisting of fields of default types, Proto4jSerializable implementations or other @AutoSerializable members.

Also supports inheritance: serializable class can extend other @AutoSerializable in which case all parent fields will also become transitively serialized.

Fields which should be ignored during serialization should be annotated with @Transient.

Networking library with custom UDP-based implementation with configurable reliability.

Low level

Proto4jServer and Proto4jClient allow you to transfer data using datagrams between sockets.

By default, any transmitted data is ordered, reliable, is allowed to be split into several UDP packets and be combined back on receiver side and is guaranteed to be delivered.

Packets structure

All UDP packets that are being sent are of the following structure:

  1. Header
    1. Length: 2 bytes
    2. Flags: 1 byte
    3. Sequence number: 4 bytes
  2. Body: Variable length
  3. Signature: 4 bytes

Flags

It is your choice to select how to transmit the data. It can be configured by specifying flags for sending methods. They are all located in Proto4jPacket.Flag.

The following flags are available:

Name Value Meaning
CONFIRMATION 0x01 Marks that this packet is an indicator of other packets having been successfully received. Required for transmission reliability. In general, for internal usage only.
PARTIAL 0x02 Marks that this exact UDP packet is part of a larger one. When used with CONFIRMATION flag together it indicates that some part of a larger packet has been delivered.
UNORDERED 0x04 Marks that this packet can be handled out of order.
UNSIGNED_BODY 0x08 By default, all sent packets are signed using CRC32, but for packets with that flag specified only the header of a packet will be signed. This means that packets may contain invalid bytes (although no data loss is still guaranteed).
UNRELIABLE 0x10 Marks this packet as not requiring confirmation. In case of receiver not receiving this packet sender will do nothing about it.
INDIVISIBLE 0x20 UDP packets are limited in length, so Proto4J splits huge data into several smaller packets. This flag indicates that in case of the packet exceeding the single packet's size limit an exception will be thrown instead of performing splitting.

Handlers

No handshaking or pinging is supported at this level but you can setup your own packet handlers using Proto4jSocket.setInitialPacketHandler(BiConsumer<C, Proto4jPacket>) method. Packets coming to this point are never marked with CONFIRMATION or PARTIAL flags so all Proto4jPacket instances handled there contain exact data sent by the sender (up to the UNSIGNED_BODY flag).

Also, when you're starting the socket a CompletionStage<Void> will be returned which may help you in initiating the logic of communication between sockets.

Worker and handler threads

When you're about to instantiate any socket in Proto4J you have to pass worker and handler threads amount to the socket constructor.

Workers are only used for reading data from the socket.

Handlers are used for handling logic when a new packet appears.

High level

This is a higher level interface over the previous level. To start working with it, have a look at Proto4jHighServer and Proto4jHighClient or their base implementations: BaseProto4jHighServer and BaseProto4jHighClient.

True connection

When client interacts with the server at first it initiates handshaking. After its completion server and client will ping each other in order to ensure connection not being lost.

High level packets

In contrast to Low level, you can send high level packets across the network not only by manipulating raw bytes but also bu using complex entities. To do so, create your own class extending EnumeratedProto4jPacket or CallbackProto4jPacket. All you have to do in order to make it working is to implement write(Buffer) and read(Buffer) methods and register your packet in PacketManager on both sides.

Also, there is an alternative PacketHandler class which works with those packets instead of Proto4jPackets.

Callbacks

It is a common scenario to await for some packet responding to the sent ones. These functionality is already implemented at this level. You can specify max awaiting time and handle response in the way you want. This can be done by sending the initial packet using HighChannel.sendWithCallback(CallbackProto4jPacket) method.

System properties

The following is a list of system properties which can be used to affect the way modules behave internally. All of time values are specified in milliseconds.

Name Default value Description
proto4j.maxDatagramSize 508 Maximum allowed datagram size. Be aware that it counts the whole UDP packet size.
proto4j.maxSequenceNumber 2_000_000_000 Maximum sequence number of the packet. When the internal counter reaches this value it will reset to zero.
proto4j.reliabilityThreshold 20 Delay of unconfirmed (and not marked with UNRELIABLE flag) packets.
proto4j.callbacksRegistryDelay 100 Rate at which callbacks' registry checks retrieves its timed out callbacks.
proto4j.callbacksInitialDelay 500 It's the default time used whenever a packet is sent and awaited whenever awaiting time is not explicitly specified.
proto4j.highTimeout 10_000 If server doesn't receive any packets from client for that long it will disconnect the latter.
proto4j.highPingDelay 1_000 If server indicates that there were no receptions from or sendings to the client for that long it will send the response to the latter and await for a ping packet.

This is a higher-level API over High level one. Instead of manually implementing packets and their handling you work via services.

To start working with it use RpcServer and RpcClient.

Topology

Server at this level is only used for routing purposes but clients act both as service users and implementors.

Service

Service consist of interface and implementation parts. As a service user you can obtain service interface instance via RpcClient.getServiceManager().getService(Class<S>). All it's methods will be proxied to registered implementations and will be executed remotely.

Interface rules

To create your own service start with an interface and annotate it with @Proto4jService.

Service interface is allowed to have default and static methods but their return type must be void, serializable or a CompletionStage of the previous types. Also, all arguments must be serializable.

Serializable types are the following:

If a method should be executed on all registered service implementations it should be annotated with @Broadcast however such methods can only return void or CompletionStage<Void>.

By default, when you invoke the method it will be executed on a random implementation. If you want to control execution distribution, mark some of the method's arguments with @Index: whenever the method gets invoked implementation will be selected based on hash code of marked arguments.

Whenever the service is registered all methods get converted to integer identifier. There can't be two methods with the same identifier but such a situation may occur. To handle it, annotate the method with @MethodIdentifier with explicitly specified static identifier.

Implementation

When you already created a service interface, now create it's implementation and register it using RpcClient.getServiceManager().registerService(Class<S>, I).

Common scenario is having service interface on two sets of clients yet having the implementation on only one of them.

Conclave

This is a higher-level layer over basic RPC.

When creating a distributed back-end (i.e. microservices) it's a good practice to minimize the number of points of failure. There's only one point of failure in the scheme described in the previous section which is single server instance. Conclave is a set of servers that work simultaneously.

All servers on Conclave are connected to each other but every client is only connected to a single server. RPC queries are being gracefully distributed and routed across the whole network so that you don't have to worry about it.

To start working with Conclave, have a look at RpcConclaveServer and RpcConclaveClient. To instantiate any of them, you will have to pass a List<InetSocketAddress> - list of all servers' destination points.

System properties

As for the Transport module, there is a set of system properties that are being looked for in RPC module.

Name Default value Description
proto4j.conclaveWorkers 2 Number of worker threads used by each of the server internal clients (which are being used to access other servers).
proto4j.conclaveHandlers 2 Number of handler threads used by each of server internal clients (which are being used to access other servers).
proto4j.conclaveTimeout 1_000 Maximum time for which the server will wait until handshaking with other server is done. Otherwise it will consider the latter as a not-running one ending own attempts to connect in which case the connection will only be restarted in case of request from another one on its startup.

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